Normally, I'd just say Scout blitzes and one-shots CW with his massive AP and Attack Speed advantage and its gg. But, there are some points of contention, so, uh:
Oh boy. Alrighty.
Now.. theres a couple of things that John Combat can do to just close the distance really easily. Such as doing
this or
THIS with his jump attack which can deal extreme damage.
Neat. Here's, Demoknight, who Scout fights on the daily:
Bit of an extreme example, but really, this movement is worse than rocket jumping, and sticky jumping, given that it's noticeably slower, and CW visibly freezes while doing the so called "flying", making him an easy target.
Also, this assumes Scout will just stand still which... he won't. That goes against his entire play style.
And once he gets close, it's pretty much GGs as he'll easily beat the brakes off of Scout with his Bat.
Not with that AP gap.
John Combat can also
one shot another player who picked up a crate mythical with a singular unarmed skill who makes said player about 3x tankier.
Still less than Scout's AP value, which he no-sells. His guns can one-shot other mercenaries who scale to the same value of durability.
Player closes the distance, Scout gets his arms ripped off, then gibbed, then what?
That's assuming A: Scout stays still the whole time (literally goes against his whole play style), and B: the player can move 3 feet before instantly getting shot.
(Unrelated, but Scout will also be upgraded to minimum Class 100, maximum Class M later on)
From what I've seen, the scattergun isn't really effective at range so what is Scout gonna do when player just wants to do
this with his Bo Staff?
Shoot him. He doesn't have to have every pellet connect for it to be deadly with again, his gargantuan AP advantage.
Player has Immo 2. He really wouldn't give a flying damn. He is pretty much a "light work no reaction" to all forms of pain dealt on to him. Proof? Literally just play the f****** game.
Then his death will be painless.
Anyway the player does have type 2 immo and minor regen so I don't think scout can just one shot unless he straight up goes for the head (idk if jc can survive decapitation )
Then Scout shoots him twice. Scout shoots, and reloads really fast in this key. Like, can shoot in 0.25s intervals, and reload a clip in 0.42s fast.
JC also has a really massive LS advantage (class 5 vs class 50) so they could outright just restrain the scout in close range or start breaking limbs
That assumes he gets anywhere near Scout, before getting shot.
that along with the fact that
experienced JCs can fight entire servers of other JCs suggests the player should also have a sizable skill advantage.
Scout, along with 5 others, kill hordes of robots on the daily, all of whom are individually stronger than each of them, and carry weapons that can one-shot them.
Scout also doesn't resist electricity manipulation looking at his profile so hitting the player with a close range move puts him in some serious trouble
Even if it comes down to melee (it won't), that electricity barely seems harmful to the player, much less the Scout, who MASSIVELY outscales the player in durability. (Like, no-sells a value over 3x CW's durability)
Overall I think JC has a shot even with the massive AP difference
The only way he wins is if Scout misses like 20 times in a row while he's approaching him, stays still the entire time, and CW decides to lead with ripping Scout's limbs off.
I could go on and on, but I think I've made my point clear. Scout wins this with neg difficulty. If it's not a stomp (it probably is), voting him.