The Scout is a flying drone which can be found throughout the map, predominantly in the derelict city area. It acts as part of the automated defense, alerting enforcers to hostile targets.
Basic Info[edit | edit source]
Manual[edit | edit source]
|“||Field Manual 31-581
By itself, Unmanned Aerial Vehicle RQ-7Y is hardly a concern. Though many of them can be found monitoring the empty streets the abandoned city, they're not aggressive, and their offensive capabilities are limited.
If attacked, they rely on bursts from their thrusters to either take evasive maneuvers or ram the aggressor, and they have no real armaments to speak of. This makes obtaining intact processing cores and spare parts a trivial matter, and as a result we've constructed a number of our own.
Shifting some of our resources to focus on RQ-7Y construction has been more than worth the investment. I managed to turn our TEK binoculars into a remote control system for them, and as a result our scouting teams have been able to cover more ground with far less risk. They simply deploy the RQ-7Y with a specialized grenade, then use its enhanced vision to scout ahead, scan for allied IFFs and track targets.
Just don't try to ride the damn thing. I didn't think I'd have to explain that considering how small it is, but three crashes later, here we are...
Behavior[edit | edit source]
Appearance[edit | edit source]
Color Scheme and Regions
This section displays the Scout's natural colors and regions. For demonstration, the regions below are colored red over an albino Scout. The colored squares shown underneath each region's description are the colors that the Scout will randomly spawn with to provide an overall range of its natural color scheme. Hover your cursor over a color to display its name and ID.
Server admins can use this region information in the Console Command
"cheat SetTargetDinoColor <ColorRegion> <ColorID>".
"cheat SetTargetDinoColor 0 6" would color the Scout's "thruster highlights" magenta.
Outer Body Highlights
Drops[edit | edit source]
Base Stats and Growth[edit | edit source]
Note that creatures will have different stats in Survival of the Fittest
|Attribute||Amount at Level 1||Increase per point||Taming Bonus|
1Percentages are based on the value of the stat the moment the creature was tamed (after taming effectiveness)
2The absolute Base Damage is shown here instead of the percentage.
3Wild creatures do not level up movement speed
4Torpidity increases every level on wild creatures, but can not be increased once they are tamed.
|Movement Type||Base Speed||Sprinting|
- These are the base speeds of the creature at 100% Movement Speed
- For a comparison of the speeds of all creatures, see Base Creature Speeds
|Attack Type||Projectile Values||Torpor Values|
|Impulse||Radius||Base||Mult||Duration||Damage Mult||Amount||Duration||Damage Mult||Amount|
Combat[edit | edit source]
This section describes how to fight against the Scout.
General[edit | edit source]
Scouts are difficult to fight on foot, as they have erratic movement and the tendency to dodge as one takes aim with ranged weaponry.
Strategy[edit | edit source]
It is recommended to use a ranged weapon or large tame as scouts often move out of melee range. Several hits will eventually down the scout, causing it to explode and drop a blueprint .
Weaponry[edit | edit source]
A bow, crossbow or longneck rifle work best if attempting to destroy a scout on foot, otherwise any large or ranged tame can easily destroy a scout.
Dangers[edit | edit source]
While not posing itself as a threat, it can mark anyone and anything that is not part of the machine workforce within the city, causing both nearby Enforcer and Defense Unit to engage the marked target.
Weakness[edit | edit source]
Scouts are completely unable to directly harm creatures when wild, relying on enforcers to eliminate those enemies that the scout marks.
Taming[edit | edit source]
Scout cannot be tamed by default. To be able to own one of such creature, one must craft them from the following:
To be able to craft anything better than a level 1, roaming Scouts have to be destroyed. On death, it leaves behind a blueprint as a dropped package at where it died. All Blueprints above Journeyman only be made in the replicator with various level (scaled to the wild that was killed), stat and grade.
Upon deployment with at least 20 Element Dust, the survivor who deployed it will take control of the mechanical drone and fly around. The Scout will consume element dust from the player's inventory, with the energy gained from doing so varying depending on the quality of the blueprint.
Utility[edit | edit source]
A built scout can be deployed by throwing a pod resembling a grenade. Upon deployment, the player will look through a pair of Tek binoculars ( Scout Remote), seeing from the perspective of the scout. The scout can be used to perform short-medium range reconaissance and mark friendly and hostile targets. The environment will appear black and white, while creatures are highlighted in blue, green, yellow, red and teal. Blue represents creatures that are not currently hostile, green represents friendly tames, yellow represents creatures that are currently fleeing, red represents creatures that are currently hostile, and teal represents creatures that have died.
Roles[edit | edit source]
Danger Seeker - The Scout can scan for nearby hidden allies and enemies and mark them.
Mek Healer - When hovering near a Mek, the Scout will rapidly heal it.
Aggro Master - Scouts are notably cheap, capable of flight - even inside caves - and able to be controlled with atomic precision, all while still being able to get the attention of nearby agressive creatures without making any kind of "mention" to the player that deployed them. Together, those attributes make them perfect for moving wild creatures to were you want them, be it just away from you, a trap, or a smoldering pit of lava. A practical example of this function is using them to take the Wild Giganotosaurus found in the Tek Cave out of the way.
Collectibles[edit | edit source]
Spotlight[edit | edit source]
Notes/Trivia[edit | edit source]
- You will not be able to mount when the scout is deployed since it acts like a mount mechanism itself.
- You can whistle to bring it back by right clicking when it is deployed.
- The marked tags seems to only be visible when equipping the scout(un-deployed or not). unclear if intended or not
- "TEK Binoculars" was referenced by Santiago in Scout's Manual, which was one of the planned standalone update for Tek.
Gallery[edit | edit source]
References[edit | edit source]