Difference between revisions of "Scout"

From comp.tf
Jump to navigation Jump to search
Line 1: Line 1:
 
[[File:ScoutIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Scout]]
 
[[File:ScoutIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Scout]]
  
The '''Scout''' has the greatest mobility of all the TF2 classes; two jumps and an impressive 133% movement speed makes him a challenge to track down and even to kill once he is found. The Scout carries a [[Scattergun]], which can deal tremendous damage to an opponent in close quarters. With such high movement speed, it isn't difficult to get close to people; the only trick is staying alive once at a close range. The Scout has only 125 base health, tied for the least out of all the classes along with the [[Engineer]], [[Sniper]] and [[Spy]].
+
The '''Scout''' has the greatest mobility of all the TF2 classes; two jumps and an impressive 133% movement speed makes him a challenge to track down and even to kill once he is found. The Scout carries a [[Scattergun]], which deals massive damage to an opponent at close range. With his high movement speed, a Scout has no trouble getting into close-combat with his enemies; rather, his greatest challenge is staying alive long enough to utilize his high damage. The Scout has only 125 base health, tied for the least out of all the classes along with the [[Engineer]], [[Sniper]] and [[Spy]].
  
 
==6v6==
 
==6v6==
 
{{main|Scout (6v6)}}
 
{{main|Scout (6v6)}}
  
The Scout is a highly mobile "clean up" class, used to capture points and move in and out of fights to deal and avoid as much damage as possible. In the standard 6v6 play, a team will have 2 Scouts. When playing this class, one will be expected to successfully capture points, control the [[Glossary#Flank|flank]], and be able to clean up the damage put out by heavy classes ([[Soldier]] and [[Demoman]]). Generally speaking, a Scout will have a high number of kills and a moderate amount of damage - diving in to kill already damaged players is the primary cause of this. Scouts are also often the best candidates for off-classing, depending on the situation. The secret to the Scout class is going into a fight and catching enemies unaware. During a mid-fight, losing one scout is alright, but losing both the Scouts can be disastrous. The Scout should aim to die as little as possible, as a longer living scout has a higher impact.
+
The Scout is a highly mobile "clean up" class, used to capture points and move in and out of fights to deal and avoid as much damage as possible. In the standard 6v6 lineup, each team will have 2 Scouts. A competent Scout must successfully capture points, control the [[Glossary#Flank|flank]], and be able to finish off enemies weakened by power classes ([[Soldier]] and [[Demoman]]). He is also often the best candidates for off-classing, depending on the situation. Scout's most effective tactic is to utilize his high speed to ambush enemy players to kill them before they are able to react. During a mid-fight, at least one Scout should stay alive; losing both of its most mobile players can spell disaster for a team. The Scout should aim to die as little as possible, as a longer living scout has a higher impact.
  
Both of the scouts are almost always divided into two set roles, the Flank Scout and the Pocket Scout. The Flank Scout is a part of the [[Glossary#Flank|flank]] is to call out information and assist the [[Roaming Soldier]]. It is their job to watch the flank to prevent classes from getting behind the combo. They also can try to get behind the enemy team and create distractions for their team to push. The Pocket Scout is a part of the combo and their job is to protect the combo and follow up on any damage from their [[Demoman]] or their Pocket Soldier. They have to deny enemy soldiers from jumping to kill their [[Medic]], or "bombing soldiers". Their medic is usually the top priority for the Pocket Scout to protect. The Pocket Scout is the primary candidate to maincall due to their mobility and place within the combo.
+
In the standard 6v6 lineup, a Scout commonly will take one of two common roles: the Flank Scout and the Pocket Scout. The Flank Scout is a part of the [[Glossary#Flank|flank]], and often fights alongside the [[Roaming Soldier]]. His main job is to relay information to his team and assist the Roamer. Together, they watch the flank to prevent enemies from attacking the Combo. Should an opportunity present itself, they can attack the enemy Combo and create distractions for their own team to push. The Pocket Scout travels with the Combo, protects his teammates (especially the [[Medic]]), and finishes off enemies weakened by the [[Demoman]] or the Pocket Soldier. One of his main targets is the "bombing soldier" - an enemy Roamer jumping in to kill the Medic. The Pocket Scout is the primary candidate to maincall due to his mobility and high damage.
  
 
==Highlander==
 
==Highlander==
{{main|Scout (Highlander)}}
+
{{main|Scout (Highlander)}} Scout's role is severely diminished in Highlander, as his movement is significantly limited by full-auto high-damage per second classes, such as the Heavy or the Engineer. As such, Scout is used more often as a utility class, helping the team by being on the flank, capturing points and objectives, and sometimes following up on damage dealt by the combo. He can also be used to harass certain classes, such as Snipers. In game modes that force players together, such Payload and Attack/Defend, Scout is often limited in his utility due to his lack of splash damage, but can be deadly on certain King of the Hill maps with multiple flank routes.
The Scout's role is severely diminished in Highlander, as his fragging capabilities are fairly limited by full-time high-damage per second classes, such as the Heavy or the Engineer. Because of this, the Scout is used often more as a utility class, helping the team by being on the flank, capturing points and objectives, and sometimes following up on damage dealt by the combo. A scout can also be used to focus classes, which can cause large problems for a team, such as a sniper. Most Payload and Attack/Defend maps can greatly limit the Scout's usefulness due to the map's tendency to lump everyone together, but on certain King of the Hill maps, a good scout can score a high amount of points, due to a large amount of flanking routes, which are available.  
 
  
Highlander leagues allow a greater variety of scout unlocks than 6v6 leagues do, which allows for interesting strategies with unlocks, like Mad Milk and Bonk! Atomic Punch. The scout's role can be enhanced by any of these, leading to being a more supportive class that splashes Mad Milk during pushes, or a pick/harassment class that runs to enemy spawn with Bonk! As long as the Scout plays smart and stays alive, opportunities to flank and fight directly come up just like in 6v6.
+
Highlander leagues allow a greater variety of scout weapons than 6v6 leagues do, which allows for more varied strategies. Scout's role can be enhanced by many of his unlocks: he could pick a more supportive role, splashing Mad Milk during pushes; he could distract the enemy team and kite Sentry Gun fire with Bonk! Atomic Punch. As long as Scout stays alive and aware, opportunities to flank, and ambush still will present themselves.
  
 
==Weapons==
 
==Weapons==
Line 38: Line 37:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Baby Face's Blaster''' is arguably the weakest Scout primary. It allows the Scout to build a "Boost" meter when he deals damage in order to move much faster, in exchange for moving 10% slower by default and a smaller clip size. However, taking damage or double jumping lowers Boost, which forces the user to play extremely passively in order to make use of the weapon's only upside. This can make for a very difficult and overall less effective playstyle.
+
|description = The '''Baby Face's Blaster''' is arguably the worst Scout primary for competitive play. It allows the Scout to build a "Boost" meter by dealing damage. At high Boost levels, he moves much faster, but this advantage is offset by his reduced clip size. At low Boost, he moves significantly slower than with the stock Scattergun. Taking damage or double jumping lowers Boost, forcing the Scout to play extremely passively in order to utilize the weapon's only benefit. As Scout's main responsibility is to flank and ambush the enemy team with his high mobility, this weapon often hampers his effectiveness rather than enhancing it.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 49: Line 48:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Back Scatter''' is typically ignored by most players primarily due to its single strength, mini-crits from behind, not occurring enough to outweigh its weaknesses, lower clip size, and accuracy. The weapon is most useful when flanking the enemy, as it can one-shot all light classes from behind (without overheal).
+
|description = The '''Back Scatter''' is rarely used in competitive play; increased damage from behind seldom outweighs its weaknesses: decreased clip size and reduced accuracy. When used correctly, the Back Scatter can kill any light class in one hit, but this advantage is usually more useful against other flank classes; the enemy Pocket Scout is usually overhealed, allowing him to survive a mini-crit.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 59: Line 58:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Force-A-Nature''' (often abbreviated to '''FaN''') is sparsely used in most formats but can sometimes be seen in [[Highlander]], where a scout's damage capability is less important to the team. The weapon's unique knockback ability can allow for more effective positioning, allowing the Scout to jump to higher places or push away enemies; but ultimately the weapon suffers from inconsistent damage because of its very small clip size, and because its knockback sends enemies out of the Scout's range.
+
|description = The '''Force-A-Nature''' (often abbreviated to '''FaN''') is most often seen in [[Highlander]], where Scout's damage output is less vital. The weapon's unique knockback ability can allow for more effective positioning, allowing the Scout to jump to higher places or push away enemies; but ultimately the weapon remains rarely-used thanks to its inconsistent damage: its small clip size and knockback prevent him from effectively following up on an ambush.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 69: Line 68:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Shortstop''' only has 4 shots per clip but reloads all shots at once, and has tighter weapon spread making it more accurate at long range. It also has a rarely useful melee-ranged knockback ability. While the Shortstop fires twice as fast as the default Scattergun, it takes thrice the time to reload. However, the weapon's biggest downfall is in its reduced pellet size (4 pellets per shot); resulting in marginally less damage at close ranges.
+
|description = The '''Shortstop''' has 4 shots per clip and has tighter weapon spread making it more accurate at long range. It reloads all four shots at once, similar to the Pistol. It also has a nearly-useless melee-ranged knockback ability. While the Shortstop fires twice as fast as the default Scattergun, it takes thrice the time to reload. However, the weapon's biggest downfall is in its reduced damage; it only fires four pellets per shot, significantly reducing Scout's firepower at close range.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 80: Line 79:
 
|rgl6s = false
 
|rgl6s = false
 
|rglhl = true
 
|rglhl = true
|description = The '''Soda Popper''' is similar to the FaN with an increased fire rate and two shot clip, but it also gives five extra jumps upon activating its 'Hype' mechanic, and faster reloading. The additional mobility granted by Hype makes the scout extremely difficult to hit for projectile based classes ([[Soldier]] and [[Demoman]]), and the quicker shooting and reloading makes Scout deal more damage both in the short-term and long-term, so to give other classes a balanced chance to kill Scout, the Soda Popper remains banned.
+
|description = The '''Soda Popper''' is similar to the Force-a-Nature with an increased fire rate and two shot clip, but deals no extra knockback and reloads faster. Upon activating its 'Hype' mechanic, it grants five double jumps, allowing Scout to dodge attacks much more easily. Its stellar damage and great evasion boost make a good Scout extremely difficult to fight against; as such, it is banned in many competitive leagues.
}}
+
}}
 
{{Class Weapon Table End}}
 
{{Class Weapon Table End}}
  
Line 94: Line 93:
 
|rgl6s  = always
 
|rgl6s  = always
 
|rglhl  = always
 
|rglhl  = always
|description = The '''Pistol''' is the Scout's stock secondary. It holds 12 shots and reloads all 12 shots at once. It is used almost always in 6v6 as it is the best secondary for dispatching hurt enemies and doing damage. It is often considered the most reliable secondary in competitive play.  
+
|description = The '''Pistol''' is the Scout's stock secondary. It holds 12 shots and reloads all 12 shots at once. As the most reliable Scout secondary, it is the Scout's most common secondary weapon, allowing him to finish off weakened enemies at short to mid-range, or simply harass distant enemies.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 105: Line 104:
 
|rgl6s  = false
 
|rgl6s  = false
 
|rglhl  = true
 
|rglhl  = true
|description = '''Bonk! Atomic Punch''' is a Scout secondary that allows the user to go into an invincible state for a short amount of time. After the effects end the user is slowed for 5 seconds based on damage taken. It is most often used in Highlander (9v9) to flank or get behind the enemy team in situations where the scout would otherwise be having trouble doing work. Bonk can also be used to distract the enemy team and give the other members of a team an opening to push or get an advantage. Bonk is also great for distracting a sentry gun from the rest of a team when that team wishes to attack a point without uber, however, this is risky.
+
|description = '''Bonk! Atomic Punch''' is a Scout secondary that allows the user to go into an invincible state for 8 seconds, similar to an Übercharge. However, Scout cannot attack while invincible. After the buff's effects end he is slowed for 5 seconds. The more damage Scout "dodges" while under the buff, the slower he will become when the buff ends. Bonk! Atomic Punch is most often used in Highlander (9v9) to get behind the enemy team, even when there are no flank routes available. Bonk! can also be used to distract the enemy team and give the other members of a team an opening to push or get an advantage. One of its most common uses is to kite a Sentry Gun's fire, hopefully allowing the rest of the team to destroy it.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 115: Line 114:
 
|rgl6s  = false
 
|rgl6s  = false
 
|rglhl  = false
 
|rglhl  = false
|description = '''Crit-a-Cola''' is a Scout secondary that allows a user to gain mini-crits on all weapons for 8 seconds, and are marked for death for 5 seconds after every attack while under the effects.
+
|description = When used, '''Crit-a-Cola''' allows Scout to deal mini-crits for 8 seconds. However, he is marked for death for 5 seconds after each attack while under the effects, causing him to take mini-crits as well. In order to utilize this weapon to its fullest potential, Scout must be able to fire accurate shots while dodging enemy fire.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 126: Line 125:
 
|rgl6s  = false
 
|rgl6s  = false
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Flying Guillotine''' is a meat cleaver that when thrown at the enemy does around ~50 damage, and then continues to damage through bleed for 5 seconds. If thrown from a far enough distance it will increase the recharge by 1.5 seconds. It takes ~6 seconds to recharge.
+
|description = The '''Flying Guillotine''' is a meat cleaver that when thrown at the enemy does around ~50 damage, and then continues to damage through bleed for 5 seconds. If thrown from a far enough distance it will increase the recharge by 1.5 seconds. It takes about 6 seconds to recharge. This weapon is seldom used in competitive play, as it deals mediocre damage and is easily dodged at mid to long-range. Consider using other secondaries.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 137: Line 136:
 
|rgl6s  = false
 
|rgl6s  = false
 
|rglhl  = false
 
|rglhl  = false
|description = '''Mad Milk''' is a Scout secondary that allows 60% of damage done to enemies covered in it to be restored to the attacking player's health. It can often be used in Highlander on Koth maps, or maps in which players can easily get bunched together because the increased healing which it allows give a significant advantage over an opponent. Mad Milk can also be used to extinguish teammates. Doing so makes the jar charge 20% faster
+
|description = '''Mad Milk''' is a Scout secondary that allows 60% of damage done to enemies covered in it to be restored to the attacking player's health. It is often be used in Highlander, where Scout's damage output is less vital. Thanks to its area-of-effect nature, it is most powerful on KOTH and Attack/Defense maps; players are forced to group together, allowing Scout to debuff multiple enemies at once. In a pinch, Mad Milk can also be used to extinguish teammates, simultaneously restoring the Milk meter by 20%.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 148: Line 147:
 
|rgl6s  = false
 
|rgl6s  = false
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Pretty Boy's Pocket Pistol''' is a Scout pistol that grants +3 health per hit to the wearer as well as a +15% firing speed. This comes at a cost of 25% less clip, giving the user only 9 shots.  
+
|description = The '''Pretty Boy's Pocket Pistol''' is a Scout pistol. It fires +15% faster, and heals Scout by 3 health per hit. This comes at a cost of 25% less clip, giving him only 9 shots before he must reload. It is most useful when retreating, as the minor health regeneration it grants helps to offset some of the damage Scout takes. While its increased firing speed allows Scout to finish off weakened enemies faster, the stock Pistol is usually a more reliable Secondary.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 158: Line 157:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Winger''' is a Scout secondary pistol that deals 15% more damage and has a 60% smaller clip size. The player gains 25% higher jumps when it is deployed. This makes it easier for scouts to get a height advantage and also dodge. Sometimes seen as an alternative to the Atomizer for the movement buffs.
+
|description = The '''Winger''' is a utility pistol that deals 15% more damage and has a 60% smaller clip size, leaving Scout with only 5 shots. When deployed, Scout gains a 25% jump boost, allowing him to flank more effectively, dodge erratically, and gain a height advantage. The Winger is rather ineffective in combat, as its tiny clip size prevents Scout from taking out weakened players as easily.
 
}}
 
}}
 
{{Class Weapon Table End}}
 
{{Class Weapon Table End}}
Line 172: Line 171:
 
|rgl6s  = always
 
|rgl6s  = always
 
|rglhl  = always
 
|rglhl  = always
|description = The '''Bat''' is the default melee weapon for the Scout, doing 35 points of damage per hit.
+
|description = The '''Bat''' is the default melee weapon for the Scout, doing 35 points of damage per hit, but swinging nearly twice as fast as other classes' melee weapons. Melee weapons are rarely used to deal damage, so consider using other melee weapons that offer greater utility.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 182: Line 181:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Atomizer''' grants a Scout a third jump that only takes effect when the weapon is out. It also has 15% reduced damage towards players but it mini-crits when airborne. The mini-crit damage will do 40 damage.  
+
|description = The '''Atomizer''' grants a Scout a third jump that only takes effect when the weapon is out, allowing Scout to position himself effectively out of combat. Its draw speed debuff prevents him from using it in direct combat, however. When on the ground, each attack deals 30 damage, and in the air, 40 damage.  
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 193: Line 192:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Boston Basher''' is a bat that causes the enemy to bleed for 5 seconds upon landing a successful hit. If the hit is missed, it will cause self-bleed instead. However, this self-bleeding can be used to build up the Medic's charge, which is very useful, especially in 6v6 matches.
+
|description = The '''Boston Basher''' is a bat that causes the enemy to bleed for 5 seconds upon landing a successful hit, dealing 35 direct damage and an extra 40 bleed damage over time. If the hit is missed, however, it will cause Scout to damage himself for 18 direct damage and 40 bleed damage. As such, it is unreliable in combat. However, it is the most common melee in 6v6 matches, as a Scout damaging himself will allow a Medic to build Übercharge twice as quickly compared to healing a fully-overhealed player.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 204: Line 203:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Candy Cane''' does the same exact damage as the Bat, however, when an opponent is killed while this item is equipped they will drop a small health kit. Any explosive damage taken by the wearer will do an extra 25% damage.
+
|description = The '''Candy Cane''' does the same exact damage as the Bat. However, Scout kills an opponent, they will drop a small health pack. This weapon is a double-edged sword, however, as the health packs can be picked up by either team. Additionally, Scout takes 25% more explosive damage, allowing enemy Soldiers and Demomen to kill him with one direct hit. This weapon is not used often in 6v6 matches, as it significantly reduces a Scout's survivability against two out of the four standard classes.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 215: Line 214:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Fan O'War''' does 75% less damage than the default Bat. Upon hitting the opponent, it will mark them for death. (A skull icon will appear above their head.) This will cause all damage taken by the enemy to be mini-crits for 15 seconds. The weapon itself will crit instead of whenever it should normally mini-crit.
+
|description = The '''Fan O'War''' does 75% less damage than the default Bat, amounting to a paltry 9 points. However, it will mark an enemy for death, causing them to take mini-crits for the next fifteen seconds. However, if Scout hits another enemy, the "marked-for-death" effect will be transferred away from the first enemy to the one he just attacked. The weapon itself will crit whenever it should normally mini-crit, dealing 27 damage. Using this weapon is a gamble; Scout must get within melee range of an enemy to deal scratch damage, then retreat and use his other weapons to kill him, or hope his team kills the marked player. Marked players will often retreat, reducing the effectiveness of the debuff.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 225: Line 224:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Sandman''' has the same stats as the default bat except upon clicking alt+fire it will launch a ball which will slow the enemy from 1-7 seconds depending on the distance. This item will grant -15 health to the wearer.
+
|description = The '''Sandman''' has the same stats as the default bat. Alt-fire will launch a baseball which deals 15 damage and slows the enemy from 1-7 seconds depending on the distance. This item will reduce Scout's maximum health by 15 points, allowing him to be instantly killed by close-range direct hits from Soldier's rockets and Demoman's Stickybombs. The baseball's minor damage and low-power debuff rarely outweighs the reduction in survivability; as such, this weapon sees little use in competitive play.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 235: Line 234:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Sun-on-a-Stick''' gives you a 100% chance of dealing critical hits against burning players, but it only deals 25% base melee damage. Works well if a friendly Pyro applies afterburn to enemies, so the Scout can deliver the finishing blow. It deals 79 crit-damage. It also has a 25% resistance to fire damage while active.
+
|description = The '''Sun-on-a-Stick''' deals crits (79 damage) to burning players, but loses 25% of its base power (26 damage to non-burning players). This weapon sees the most use in Highlander mode, where both teams have a Pyro. Because the Scattergun deals more damage at longer distance than the Sun-on-a-Stick, the weapon is most often used to survive an enemy Pyro's afterburn, rather than attacking enemies.
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
Line 246: Line 245:
 
|rgl6s  = true
 
|rgl6s  = true
 
|rglhl  = true
 
|rglhl  = true
|description = The '''Wrap Assassin''' will launch a glass ball upon clicking alt+fire. The glass ball will shatter and inflict bleed damage on the enemy for 5 seconds. This item takes 11.25 seconds to recharge. The weapon itself does 65% less damage than the default bat.
+
|description = The '''Wrap Assassin''' will launch a glass ball upon clicking alt+fire. The ball deals 15 direct damage and inflict 40 bleed damage over 5 seconds. If it shatters on a surface, nearby players will take 4 direct damage and no bleed damage. This item takes 7.5 seconds to recharge. The weapon itself does 65% less damage than the default bat, for a total of 12 damage. This weapon is rarely used in Competitive; it is outshined by the Boston Basher's self-damage capability, which allows friendly Medics to build Übercharge faster.
 
}}
 
}}
 
{{Class Weapon Table End}}
 
{{Class Weapon Table End}}

Revision as of 23:39, 27 April 2021

ScoutIcon.png

The Scout has the greatest mobility of all the TF2 classes; two jumps and an impressive 133% movement speed makes him a challenge to track down and even to kill once he is found. The Scout carries a Scattergun, which deals massive damage to an opponent at close range. With his high movement speed, a Scout has no trouble getting into close-combat with his enemies; rather, his greatest challenge is staying alive long enough to utilize his high damage. The Scout has only 125 base health, tied for the least out of all the classes along with the Engineer, Sniper and Spy.

6v6

Main article: Scout (6v6)

The Scout is a highly mobile "clean up" class, used to capture points and move in and out of fights to deal and avoid as much damage as possible. In the standard 6v6 lineup, each team will have 2 Scouts. A competent Scout must successfully capture points, control the flank, and be able to finish off enemies weakened by power classes (Soldier and Demoman). He is also often the best candidates for off-classing, depending on the situation. Scout's most effective tactic is to utilize his high speed to ambush enemy players to kill them before they are able to react. During a mid-fight, at least one Scout should stay alive; losing both of its most mobile players can spell disaster for a team. The Scout should aim to die as little as possible, as a longer living scout has a higher impact.

In the standard 6v6 lineup, a Scout commonly will take one of two common roles: the Flank Scout and the Pocket Scout. The Flank Scout is a part of the flank, and often fights alongside the Roaming Soldier. His main job is to relay information to his team and assist the Roamer. Together, they watch the flank to prevent enemies from attacking the Combo. Should an opportunity present itself, they can attack the enemy Combo and create distractions for their own team to push. The Pocket Scout travels with the Combo, protects his teammates (especially the Medic), and finishes off enemies weakened by the Demoman or the Pocket Soldier. One of his main targets is the "bombing soldier" - an enemy Roamer jumping in to kill the Medic. The Pocket Scout is the primary candidate to maincall due to his mobility and high damage.

Highlander

Main article: Scout (Highlander) Scout's role is severely diminished in Highlander, as his movement is significantly limited by full-auto high-damage per second classes, such as the Heavy or the Engineer. As such, Scout is used more often as a utility class, helping the team by being on the flank, capturing points and objectives, and sometimes following up on damage dealt by the combo. He can also be used to harass certain classes, such as Snipers. In game modes that force players together, such Payload and Attack/Defend, Scout is often limited in his utility due to his lack of splash damage, but can be deadly on certain King of the Hill maps with multiple flank routes.

Highlander leagues allow a greater variety of scout weapons than 6v6 leagues do, which allows for more varied strategies. Scout's role can be enhanced by many of his unlocks: he could pick a more supportive role, splashing Mad Milk during pushes; he could distract the enemy team and kite Sentry Gun fire with Bonk! Atomic Punch. As long as Scout stays alive and aware, opportunities to flank, and ambush still will present themselves.

Weapons

Primary

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC United Nations Global Whitelist RGL Icon.png RGL UGC-Icon2.png UGC RGL Icon.png RGL ETF2L-Icon2.png ETF2L
Scattergun.png
Scattergun
Always Always Always Always Always Always
The stock Scattergun is by far the most widely used primary weapon for the scout in Competitive Play. Due to the weapon's high clip size and damage output at mid-close range, the Scattergun gives the user a high and reliable damage output.
Baby Face's Blaster.png
Baby Face's Blaster
Allowed Allowed Allowed Allowed Allowed Allowed
The Baby Face's Blaster is arguably the worst Scout primary for competitive play. It allows the Scout to build a "Boost" meter by dealing damage. At high Boost levels, he moves much faster, but this advantage is offset by his reduced clip size. At low Boost, he moves significantly slower than with the stock Scattergun. Taking damage or double jumping lowers Boost, forcing the Scout to play extremely passively in order to utilize the weapon's only benefit. As Scout's main responsibility is to flank and ambush the enemy team with his high mobility, this weapon often hampers his effectiveness rather than enhancing it.
Back Scatter.png
Back Scatter
Allowed Allowed Allowed Allowed Allowed Allowed
The Back Scatter is rarely used in competitive play; increased damage from behind seldom outweighs its weaknesses: decreased clip size and reduced accuracy. When used correctly, the Back Scatter can kill any light class in one hit, but this advantage is usually more useful against other flank classes; the enemy Pocket Scout is usually overhealed, allowing him to survive a mini-crit.
Force-A-Nature.png
Force-A-Nature
Allowed Allowed Allowed Allowed Allowed Allowed
The Force-A-Nature (often abbreviated to FaN) is most often seen in Highlander, where Scout's damage output is less vital. The weapon's unique knockback ability can allow for more effective positioning, allowing the Scout to jump to higher places or push away enemies; but ultimately the weapon remains rarely-used thanks to its inconsistent damage: its small clip size and knockback prevent him from effectively following up on an ambush.
Shortstop.png
Shortstop
Allowed Allowed Allowed Allowed Allowed Allowed
The Shortstop has 4 shots per clip and has tighter weapon spread making it more accurate at long range. It reloads all four shots at once, similar to the Pistol. It also has a nearly-useless melee-ranged knockback ability. While the Shortstop fires twice as fast as the default Scattergun, it takes thrice the time to reload. However, the weapon's biggest downfall is in its reduced damage; it only fires four pellets per shot, significantly reducing Scout's firepower at close range.
Soda Popper.png
Soda Popper
Banned Banned Banned Allowed Allowed Allowed
The Soda Popper is similar to the Force-a-Nature with an increased fire rate and two shot clip, but deals no extra knockback and reloads faster. Upon activating its 'Hype' mechanic, it grants five double jumps, allowing Scout to dodge attacks much more easily. Its stellar damage and great evasion boost make a good Scout extremely difficult to fight against; as such, it is banned in many competitive leagues.


Secondary

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC United Nations Global Whitelist RGL Icon.png RGL UGC-Icon2.png UGC RGL Icon.png RGL ETF2L-Icon2.png ETF2L
Pistol.png
Pistol
Always Always Always Always Always Always
The Pistol is the Scout's stock secondary. It holds 12 shots and reloads all 12 shots at once. As the most reliable Scout secondary, it is the Scout's most common secondary weapon, allowing him to finish off weakened enemies at short to mid-range, or simply harass distant enemies.
Bonk! Atomic Punch.png
Bonk! Atomic Punch
Allowed Banned Banned Allowed Allowed Allowed
Bonk! Atomic Punch is a Scout secondary that allows the user to go into an invincible state for 8 seconds, similar to an Übercharge. However, Scout cannot attack while invincible. After the buff's effects end he is slowed for 5 seconds. The more damage Scout "dodges" while under the buff, the slower he will become when the buff ends. Bonk! Atomic Punch is most often used in Highlander (9v9) to get behind the enemy team, even when there are no flank routes available. Bonk! can also be used to distract the enemy team and give the other members of a team an opening to push or get an advantage. One of its most common uses is to kite a Sentry Gun's fire, hopefully allowing the rest of the team to destroy it.
Crit-a-Cola.png
Crit-a-Cola
Banned Banned Banned Allowed Banned Banned
When used, Crit-a-Cola allows Scout to deal mini-crits for 8 seconds. However, he is marked for death for 5 seconds after each attack while under the effects, causing him to take mini-crits as well. In order to utilize this weapon to its fullest potential, Scout must be able to fire accurate shots while dodging enemy fire.
Flying Guillotine.png
Flying Guillotine
Allowed Banned Banned Allowed Allowed Allowed
The Flying Guillotine is a meat cleaver that when thrown at the enemy does around ~50 damage, and then continues to damage through bleed for 5 seconds. If thrown from a far enough distance it will increase the recharge by 1.5 seconds. It takes about 6 seconds to recharge. This weapon is seldom used in competitive play, as it deals mediocre damage and is easily dodged at mid to long-range. Consider using other secondaries.
Mad Milk.png
Mad Milk
Banned Banned Banned Allowed Banned Banned
Mad Milk is a Scout secondary that allows 60% of damage done to enemies covered in it to be restored to the attacking player's health. It is often be used in Highlander, where Scout's damage output is less vital. Thanks to its area-of-effect nature, it is most powerful on KOTH and Attack/Defense maps; players are forced to group together, allowing Scout to debuff multiple enemies at once. In a pinch, Mad Milk can also be used to extinguish teammates, simultaneously restoring the Milk meter by 20%.
Pretty Boy's Pocket Pistol.png
Pretty Boy's Pocket Pistol
Allowed Banned Banned Allowed Allowed Allowed
The Pretty Boy's Pocket Pistol is a Scout pistol. It fires +15% faster, and heals Scout by 3 health per hit. This comes at a cost of 25% less clip, giving him only 9 shots before he must reload. It is most useful when retreating, as the minor health regeneration it grants helps to offset some of the damage Scout takes. While its increased firing speed allows Scout to finish off weakened enemies faster, the stock Pistol is usually a more reliable Secondary.
Winger.png
Winger
Allowed Allowed Allowed Allowed Allowed Allowed
The Winger is a utility pistol that deals 15% more damage and has a 60% smaller clip size, leaving Scout with only 5 shots. When deployed, Scout gains a 25% jump boost, allowing him to flank more effectively, dodge erratically, and gain a height advantage. The Winger is rather ineffective in combat, as its tiny clip size prevents Scout from taking out weakened players as easily.


Melee

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC United Nations Global Whitelist RGL Icon.png RGL UGC-Icon2.png UGC RGL Icon.png RGL ETF2L-Icon2.png ETF2L
Bat.png
Bat
Always Always Always Always Always Always
The Bat is the default melee weapon for the Scout, doing 35 points of damage per hit, but swinging nearly twice as fast as other classes' melee weapons. Melee weapons are rarely used to deal damage, so consider using other melee weapons that offer greater utility.
Atomizer.png
Atomizer
Allowed Allowed Allowed Allowed Allowed Allowed
The Atomizer grants a Scout a third jump that only takes effect when the weapon is out, allowing Scout to position himself effectively out of combat. Its draw speed debuff prevents him from using it in direct combat, however. When on the ground, each attack deals 30 damage, and in the air, 40 damage.
Boston Basher.png
Boston Basher
Allowed Allowed Allowed Allowed Allowed Allowed
The Boston Basher is a bat that causes the enemy to bleed for 5 seconds upon landing a successful hit, dealing 35 direct damage and an extra 40 bleed damage over time. If the hit is missed, however, it will cause Scout to damage himself for 18 direct damage and 40 bleed damage. As such, it is unreliable in combat. However, it is the most common melee in 6v6 matches, as a Scout damaging himself will allow a Medic to build Übercharge twice as quickly compared to healing a fully-overhealed player.
Candy Cane.png
Candy Cane
Allowed Allowed Allowed Allowed Allowed Allowed
The Candy Cane does the same exact damage as the Bat. However, Scout kills an opponent, they will drop a small health pack. This weapon is a double-edged sword, however, as the health packs can be picked up by either team. Additionally, Scout takes 25% more explosive damage, allowing enemy Soldiers and Demomen to kill him with one direct hit. This weapon is not used often in 6v6 matches, as it significantly reduces a Scout's survivability against two out of the four standard classes.
Fan O'War.png
Fan O'War
Allowed Allowed Allowed Allowed Allowed Allowed
The Fan O'War does 75% less damage than the default Bat, amounting to a paltry 9 points. However, it will mark an enemy for death, causing them to take mini-crits for the next fifteen seconds. However, if Scout hits another enemy, the "marked-for-death" effect will be transferred away from the first enemy to the one he just attacked. The weapon itself will crit whenever it should normally mini-crit, dealing 27 damage. Using this weapon is a gamble; Scout must get within melee range of an enemy to deal scratch damage, then retreat and use his other weapons to kill him, or hope his team kills the marked player. Marked players will often retreat, reducing the effectiveness of the debuff.
Sandman.png
Sandman
Allowed Allowed Allowed Allowed Allowed Allowed
The Sandman has the same stats as the default bat. Alt-fire will launch a baseball which deals 15 damage and slows the enemy from 1-7 seconds depending on the distance. This item will reduce Scout's maximum health by 15 points, allowing him to be instantly killed by close-range direct hits from Soldier's rockets and Demoman's Stickybombs. The baseball's minor damage and low-power debuff rarely outweighs the reduction in survivability; as such, this weapon sees little use in competitive play.
Sun-on-a-Stick.png
Sun-on-a-Stick
Allowed Allowed Allowed Allowed Allowed Allowed
The Sun-on-a-Stick deals crits (79 damage) to burning players, but loses 25% of its base power (26 damage to non-burning players). This weapon sees the most use in Highlander mode, where both teams have a Pyro. Because the Scattergun deals more damage at longer distance than the Sun-on-a-Stick, the weapon is most often used to survive an enemy Pyro's afterburn, rather than attacking enemies.
Wrap Assassin.png
Wrap Assassin
Allowed Allowed Allowed Allowed Allowed Allowed
The Wrap Assassin will launch a glass ball upon clicking alt+fire. The ball deals 15 direct damage and inflict 40 bleed damage over 5 seconds. If it shatters on a surface, nearby players will take 4 direct damage and no bleed damage. This item takes 7.5 seconds to recharge. The weapon itself does 65% less damage than the default bat, for a total of 12 damage. This weapon is rarely used in Competitive; it is outshined by the Boston Basher's self-damage capability, which allows friendly Medics to build Übercharge faster.


See Also