Tracker

> "*Keep your eyes on the prize. Though it's not a perfect piece of tech, the tracker lets Scouts know when a Fiend is in the vicinity-- information that might just save your life.*"
> ― Flavor text for the Tracker
>
>

## Stats

### Recharge:

25 Seconds

The Tracker is the starting item for the Scout class. It is a vintage camera modified into a handheld scanner with the help of a flashlight and an antenna.

## Usage

The Tracker comes with a flashlight that helps you see in dark areas and reveal scrap piles from further away, similar to the Belt Flashlight. The tracker also comes with the ability to highlight the various traps that are set up by the Fiend, reveal Ambush locations and if a Fiend is residing inside them, and scan footprints and handprints that indicate where the Fiend is going.

The lengthwave on the screen will oscillate and beep with more intensity the closer the Fiend is to your position and will flatline when they're dead. The color of the background will also determine the Fiend's status; blue means they're in Predator Mode, green means they've spawned in.

The Tracker can also send out a flash after a brief windup that blinds the Fiend if they look at it, rendering them unable to see or attack for 2.5 Seconds; the flash takes 20 Seconds to recharge.

## Tips

### Classmates

* Communication is vital to using the Tracker to its fullest. If possible, use your mic to warn your teammates when the Fiend is nearby and when they've spawned/despawned.
* Blinding the Fiend prevents them from attacking, allowing your teammates to get aggressive. Most Fiends will have certain animations/audio cues when successfully blinded.
* Skilled Fiend players might turn away once they hear the audio cue for your blinding flash to avoid getting blinded. As such, try to use the flash while the Fiend's attacking or otherwise distracted (i.e. while the Giant charges or while the Spider uses acid spit)
* If an ambush spot is in your path, keep the Tracker trained on it to highlight it and help your teammates avoid an instant death. This is especially important when the Fiend is using the Spider, as the Spider's ambush spots are the hardest to detect.
* Make sure to scan scavenge spots for poison gas traps for your team, especially when there are signs that the Fiend has been through the area, such as traps, slightly opened doors, or footprints.
* It is generally a bad idea for Scouts to carry the objective, as they will be unable to highlight traps, blind the Fiend, or call out their position.
* Hiding your tracker by equipping another item is a good way to make it harder for the killer to recognize you, allowing easier blinds. Make sure there isn't anything around that needs highlighting first, however.

### Fiends

* Taking the Classmates by surprise is much harder when a Scout is nearby. Plan accordingly if a Scout is with a group you're trying to ambush.
* When you hear the audio cue for a Scout player's flash, quickly turn away from them to avoid being blinded.
* Ambush spots will turn red when you are inside them. If a Scout is highlighting your ambush spot, entering it too soon might give away the Fiend you are playing as and alert the Classmates to plan accordingly.
	+ However, if you are quick, you can enter an ambush spot the moment a Classmate enters its range and ambush them immediately.

## List of changes

**1.0.13**

* **[BUFF]** Flash fires quicker when you press the fire button.
* **[BUFF]** Flash blinds the Fiend for longer.
* **[NERF]** Flash recharges slower.

**1.0.21**

* **[BUFF]** Flash recharge time decreased from 25 seconds to 20 seconds.
* **[NERF]** Blind duration reduced from 3.5 seconds to 2.5 seconds.

**1.0.23**

* **[NERF]** Flash recharge time increased from 20 seconds to 25 seconds.