The scrake doesn't charge when he's close, he charges when he's low on hp(25%).--GeneticArmor 14:39, 23 June 2009 (UTC)
Didn't know about that since I rarely use the commando but if it's true, feel free to add it in and/or delete the untrue statement. --Takua 10:37, 24 June 2009 (UTC)
Scrake and Fleshpound Health
This is just a reference for something I added where the health of the Scrake pases the Fleshpound
- I feel I have to point out, it adds health for each additional player, not each player, that table has one section too many. — Balthazar (T|C) 06:34, 19 January 2010 (UTC)
With respects to Balthazar, why did you completely remove my section? I am not entirely bothered about it as you have put it very nicely in your revamp, but I believe the point of the LAW should take a place in the new section. I just wanted to ask your opinion before I edited your work.
--Alessio 22:21, 21 January 2010 (UTC)
- I could never seriously advise anyone ever use the L.A.W, for any purpose. It was never that useful to begin with and any use it did have has been superseded by the grenade launchers. Also, for the cost of the rockets you'd barely get any return on killing a scrake with a rocket launcher, if any. — Balthazar (T|C) 22:31, 21 January 2010 (UTC)
- Ah, i see your point, but one of the benefits about the LAW is massive splash damage. You can take down the Scrake and half the other specimens standing near him with one well placed rocket. I've missed a Scrake by about two feet on occasion but the blast damage of the rocket hitting a wall was enough to take him out. Pair that with extra damage from the Support Specialist and you can rack up even more kills.
- However, I am not an unreasonable man and see your point. The rockets are terribly expensive and the bounty from a Scrake might not be enough to cover the cost of the rockets; just to be on the safe side, I'll check though...
- Oh look, the minimum bounty for a Scrake is 37 on Suicidal, up to 150 on Beginner. Doesnt look like you'll be out of pocket, and I'd say that if you knew what you were doing then you could get even more bounty than that from splash damage =] I'll go ahead and edit that in then shall I? Oh dont worry, I'll be sure to put in the points about bounty for you, just to be safe. If you wish I can also put in a personal recommendation from yourself that a player should forgo the use of the LAW for something like a Grenade launcher or pipe bombs, or something nice like that. It was a pleasure talking with you, as always =]
- --Alessio 08:02, 22 January 2010 (UTC)
January 2010 (UTC)
Considering that fact that this is the discussion for the Scrake article, I believe that the LAW deserves a mention, as it is a good weapon for dealing with them. I took the liberty of editing it in, just in case.
--Alessio 15:32, 22 January 2010 (UTC)
- It does still mention the LAW, just not in as great detail. — Balthazar (T|C) 15:42, 22 January 2010 (UTC)
While I read the article, I found that there are no information that scrake have. Is it due to the fact that actually scrake has no resistance? --Pooh for dinner 13:49, 8 September 2011 (UTC)
- What kind of information on the Scrake are you seeking? —Weldindisdowa T/C 14:28, 8 September 2011 (UTC)
We need to get some pics of the Circus and Holloween Scrakes up in here. Acthar 9:56 pm 12 December 2011
Scrake Flinch Mechanics
Had some interesting discoveries while trying to find the exact damage that'll flinch a scrake. Documenting them here.
- Flare revolver offperk headshots (150 dmg) cannot flinch a scrake. I did not succeed in interrupting his chainsaw even once as I tank him with a lvl 6 medic.
- Same Flare revolver used by a level 5 firebug can flinch scrakes with bodyshots (150 dmg), but it is erratic. The flinch-lock often get interrupted.
- Katana offperk headshots and level 0 bodyshots (148 dmg) cannot flinch a scrake.
- Katana level 0 headshots & level 1 bodyshots (162 dmg) can flinch.
- Handcannon level 1 headshots (152 dmg) can flinch.
- Fire interferes with the ability to flinch-lock. Guess the afterburn damage is acting just like having a third party shoot at it. I'll get interrupted once or twice per scrake if I set them on fire before doing the katana flinch-lock with a level 1 zerk.
Believe that the threshold for flinching is either 149 or 150 damage. When using flare revolver, Testmap is reporting offperk non-flinching headshots as 3 hits @ 207~209 damage (impact + explosion x 2 hitboxs?). Maybe the extra 2 hits are freeing the scrake simultaneously just as the initial impact flinches it? As for lvl 5 erratically flinching bodyshots, testmap is reporting 2, 3, sometimes 4 hits... Damn the afterburn! Will be working to include whatever known info into the main wiki.
--Porkchops 04:26, 26 January 2013 (GMT)
Part 2, talking about stun mechanics now.
Scrakes have two stunned animations, the standing still & looking around as if dazed animation, and the head hanging low as if asleep animation...
Turn out that there is a major difference between the two other than the change in head hitbox location.
- 1st stunning hit will make Scrake look dazed, 2nd stun will make his head hang low. (as everyone probably know)
- However, the "look dazed" stun has a unusually long duration. After stunning him with the buzzbow, I was able to switch to katana & slash him for 17 times before the stun ended. Tried again with fireaxe stun followed by ak47 full-auto fire, same result. Unusually long duration. I'll estimate it to be around 10 seconds. (17 * 0.54s = 9.18s)
- The "head hung low" stun is rather short in comparison. 2 missed alt axe attacks & he will be retaliating before you can make a 3rd. I'll say maybe around 3 seconds. (2 * 1.07s = 2.14s)
- Strong hits shortly before the 1st stunning attack will make the scrake go straight into the "head hung low" stun. If I miss my 1st axe alt fire headshot, the follow up attack will make the scrake "hang his head low" instead of "look around dazed". Was able to achieve the same result with axe pri fire followed by alt fire headshot. However, I was unable to replicate this with LAR and Xbow. (Maybe I wasn't fast enough?)
- Explosions will knock the scrake out of the stunned state immediately. (Tried it will hand grenades & M79)
- Trying to go behind the scrake will also make him come out of the stunned state immediately. This is probably to stop zerks from getting easy backstabs.
The tactical implications of this are:
- Berserkers need not stun-lock the scrake in SUI & HoE?!? After the 1st stunning hit, 5 pri fire to the head will kill it. 1.07s + 5 * 0.88s = 5.47 seconds compared to 5 alt fire (1.07s * 5 = 5.35 seconds). For the difference of ~0.2 seconds, the berserker need not deal with the changed head location, has a ~4 seconds buffer for extra attacks, and the flexibility of extending the stun by another 3 secs if time is running out.
- Lower level sharpshooters (who need 3 xbow shots to kill a scrake) can choose to let the 1st stun expire naturally before taking the 2nd and 3rd shot. Benefits are the extra long time to aim the 3rd shot.
- LAR + M14 sharpshooters can take their time to kill the scrake with the M14 after stunning it with a LAR.
- LAW demos can get their teammates to focus fire on the scrake after stunning, thereby saving rockets.
- Explosions ending the stun prematurely is another reason why we shouldn't nade a scrake....
Getting a headache just thinking about how to write this into the wiki.... --Porkchops 10:03, 27 January 2013 (GMT)