Difference between revisions of "Scout"
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− | |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 | + | |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 decrease 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. |
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{{Class Weapon Table Row | {{Class Weapon Table Row |
Revision as of 17:48, 13 September 2021
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; 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. 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, each team will have 2 Scouts, falling into 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 | Global Whitelist | RGL | UGC | RGL | ETF2L | |
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 |
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 |
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 |
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 |
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 |
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 | Global Whitelist | RGL | UGC | RGL | ETF2L | |
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 |
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 |
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 |
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 decrease 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 |
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 |
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 |
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 | Global Whitelist | RGL | UGC | RGL | ETF2L | |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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. |