Difference between revisions of "Scout"
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:''<small>Asterisks (*) indicate an outdated season/whitelist</small>'' | :''<small>Asterisks (*) indicate an outdated season/whitelist</small>'' | ||
===Primary=== | ===Primary=== | ||
− | {{ | + | {{Class Weapon Table Header}} |
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Scattergun | ||
+ | |ugc4s = always | ||
+ | |6s = always | ||
+ | |ugchl = always | ||
+ | |etf2lhl = always | ||
+ | |description = The standard stock '''Scattergun'''. Comes with six shots and the ability to do anywhere from 3 to 105 damage, based on how close the target is to the Scout. A highly versatile weapon, this is the most common Scout primary in competitive play. | ||
+ | }} | ||
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Force-A-Nature | ||
+ | |ugc4s = true | ||
+ | |6s = true | ||
+ | |ugchl = true | ||
+ | |etf2lhl = true | ||
+ | |description = The '''Force-A-Nature''', or FaN, reduces the clip size to 2 shots, but allows the use of knockback to jump around extremely unpredictably and get to hard-to-reach places faster than with the stock Scattergun. It fires 50% faster than the Scattergun and fires 2 more pellets per shot, but has a 10% damage reduction per pellet. | ||
+ | }} | ||
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Shortstop | ||
+ | |ugc4s = true | ||
+ | |6s = true | ||
+ | |ugchl = true | ||
+ | |etf2lhl = true | ||
+ | |description = The '''Shortstop''' only has 4 shots per clip, and fires 60% fewer pellets per shot. However, it fires 42% faster and each pellet does 100% more damage. The player also gets 20% bonus healing while it's deployed. The player is given 40% more vulnerability to all push forces when the weapon is deployed. | ||
+ | }} | ||
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Soda Popper | ||
+ | |link = Soda_Popper | ||
+ | |ugc4s = true | ||
+ | |6s = false | ||
+ | |ugchl = false | ||
+ | |etf2lhl = true | ||
+ | |description = The '''Soda Popper''' reduces the clip size to two, but builds up hype as damage is dealt. When the hype meter is full, it gives the Scout the ability to jump up to five times in mid-air (for a total of six jumps) and also adding a bright purple glow to the Scout's active weapon. The hype takes 13 seconds of running to build, and lasts for 10 seconds. It also fires 50% faster and reloads 25% more quickly than the stock Scattergun. | ||
+ | }} | ||
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Baby Face's Blaster | ||
+ | |link = Baby_Face's_Blaster | ||
+ | |ugc4s = false | ||
+ | |6s = true | ||
+ | |ugchl = true | ||
+ | |etf2lhl = true | ||
+ | |description = The '''Baby Face's Blaster''' is banned in most competitive leagues. It begins by slowing the Scout by a negligible 10%. For every 1 damage dealt, the weapon increases the running speed, maxing out at 520 HU/S (173% of default moving speed) after 100 damage. This boost is reset on death, reduced by over 25% when the player double jumps, or reduced when shot at. It is considered an overpowered weapon with very useful upsides and negligible downsides, so it will most likely stay banned. | ||
+ | }} | ||
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Back Scatter | ||
+ | |link = Back_Scatter | ||
+ | |ugc4s = false | ||
+ | |6s = true | ||
+ | |ugchl = true | ||
+ | |etf2lhl = true | ||
+ | |description = The '''Back Scatter''' is a new weapon released in the Love and War update. It trades off a smaller, 4-shot clip and 20% more bullet spread for the ability to mini-crit enemies from behind them. As a new weapon, it is banned in almost every league to evaluate it, but it will most likely stay banned. | ||
+ | }} | ||
+ | {{Class Weapon Table End}} | ||
+ | |||
===Secondary=== | ===Secondary=== | ||
− | {{ | + | {{Class Weapon Table Header}} |
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Pistol | ||
+ | |ugc4s = always | ||
+ | |6s = always | ||
+ | |ugchl = always | ||
+ | |etf2lhl = 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. | ||
+ | }} | ||
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Bonk! Atomic Punch | ||
+ | |link = Bonk!_Atomic_Punch | ||
+ | |ugc4s = true | ||
+ | |6s = false | ||
+ | |ugchl = true | ||
+ | |etf2lhl = 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. 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 your team an opening to push or get an advantage. Bonk is also great distracting a sentry gun from the rest of your team when you wish to try to attack a point without uber, however risky. | ||
+ | }} | ||
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Crit-a-Cola | ||
+ | |ugc4s = false | ||
+ | |6s = false | ||
+ | |ugchl = false | ||
+ | |etf2lhl = false | ||
+ | |description = '''Crit-a-Cola''' is a Scout secondary that allows a user to gain a +25% speed increase as well as the scout gaining mini-crits on all weapons, and taking 10% more damage for the 8 seconds that this item lasts. | ||
+ | }} | ||
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Mad Milk | ||
+ | |link = Mad_Milk | ||
+ | |ugc4s = true | ||
+ | |6s = false | ||
+ | |ugchl = true | ||
+ | |etf2lhl = true | ||
+ | |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 increase healing which it allows give a significant advantage over your opponent. Mad Milk can also be used to extinguish teammates. Doing so makes the jar charge 20% faster | ||
+ | }} | ||
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Winger | ||
+ | |ugc4s = true | ||
+ | |6s = true | ||
+ | |ugchl = true | ||
+ | |etf2lhl = 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 height advantage and also dodge. | ||
+ | }} | ||
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Pretty Boy's Pocket Pistol | ||
+ | |link = Pretty_Boy's_Pocket_Pistol | ||
+ | |ugc4s = true | ||
+ | |6s = true | ||
+ | |ugchl = true | ||
+ | |etf2lhl = true | ||
+ | |description = The '''Pretty Boy's Pocket Pistol''' is a Scout pistol that grants plus +5 health per hit to the wearer and no fall damage when deployed at the cost of 25% slower firing rate and 20% more damage from all sources. | ||
+ | }} | ||
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Flying Guillotine | ||
+ | |link = Flying_Guillotine | ||
+ | |ugc4s = true | ||
+ | |6s = false | ||
+ | |ugchl = true | ||
+ | |etf2lhl = 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 mini-crit. Hitting a stunned enemy will do critical damage (150). This item takes ~6 seconds to recharge. | ||
+ | }} | ||
+ | {{Class Weapon Table End}} | ||
+ | |||
===Melee=== | ===Melee=== | ||
− | {{ | + | {{Class Weapon Table Header}} |
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Bat | ||
+ | |ugc4s = always | ||
+ | |6s = always | ||
+ | |ugchl = always | ||
+ | |etf2lhl = always | ||
+ | |description = The '''Bat''' is the default melee weapon for the Scout, doing 35 points of damage per hit. | ||
+ | }} | ||
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Sandman | ||
+ | |ugc4s = true | ||
+ | |6s = false | ||
+ | |ugchl = false | ||
+ | |etf2lhl = true | ||
+ | |description = The '''Sandman''' has the same stats as the default bat except upon clicking alt+fire it will launch a ball which will stun the enemy from 1-7 seconds depending on the distance. This item will grant -15 health to the wearer. | ||
+ | }} | ||
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Boston Basher | ||
+ | |link = Boston_Basher | ||
+ | |ugc4s = true | ||
+ | |6s = true | ||
+ | |ugchl = true | ||
+ | |etf2lhl = 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. | ||
+ | }} | ||
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Candy Cane | ||
+ | |link = Candy_Cane | ||
+ | |ugc4s = true | ||
+ | |6s = true | ||
+ | |ugchl = true | ||
+ | |etf2lhl = true | ||
+ | |description = The '''Candy Cane''' does the same exact damage as the Bat, however, when a 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. | ||
+ | }} | ||
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Fan O'War | ||
+ | |link = Fan_O'War | ||
+ | |ugc4s = true | ||
+ | |6s = true | ||
+ | |ugchl = true | ||
+ | |etf2lhl = 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 normaly mini-crit. | ||
+ | }} | ||
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Sun-on-a-Stick | ||
+ | |ugc4s = true | ||
+ | |6s = true | ||
+ | |ugchl = true | ||
+ | |etf2lhl = 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 90 crit-damage. | ||
+ | }} | ||
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Atomizer | ||
+ | |ugc4s = true | ||
+ | |6s = false | ||
+ | |ugchl = true | ||
+ | |etf2lhl = true | ||
+ | |description = The '''Atomizer''' grants a Scout a third jump that deals 10 damage to the Scout when activated. It also has 20% reduced damage towards players and a 30% slower swing time making it a very ineffective option for base melee damage. | ||
+ | }} | ||
+ | {{Class Weapon Table Row | ||
+ | |weaponname = Wrap Assassin | ||
+ | |link = Wrap_Assassin | ||
+ | |ugc4s = true | ||
+ | |6s = true | ||
+ | |ugchl = true | ||
+ | |etf2lhl = 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 15 seconds to recharge. The weapon itself does 70% less damage than the default bat. | ||
+ | }} | ||
+ | {{Class Weapon Table End}} | ||
==See Also== | ==See Also== |
Revision as of 06:22, 28 October 2016
The Scout has the greatest mobility of all the TF2 classes; two jumps and an impressive 133% movement speed makes him extremely difficult 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.
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 standard 6v6 play, a team will have 2 Scouts. When playing this class, one will be expected to successfully capture points, control the 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. The Scout is usually more expendable than the other classes, excluding the Roaming Soldier.
Some teams like to assign roles to their scouts to keep everyone coordinated. Having a "passive" Scout and an "aggressive" Scout on the team keeps inexperienced players from getting out of position (either resulting in death from aggression or missed opportunities from passiveness). The "passive" Scout job is roughly to protect the Demoman and help the Medic build Über when an opportunity arises. While he still wants to help out his fellow Scout on the flank and clean up damage, protecting the Demoman is his main objective. When there are stalemate situations in a match, the passive Scout is the one that will build the Medic's ÜberCharge using his Boston Basher. The aggressive Scout usually goes for kills and high damage on the flank. If a player is weak, he will chase that player down and kill him. The problem with this role-oriented approach is that when a Scout is smart enough to know when to be passive and when to be aggressive, it is more efficient for him to switch roles when a situation calls for it, rather than getting stuck in a mindset that can be very detrimental to his team. Most high-level teams avoid this passive versus aggressive assignment system, but it can help teams that lack the coordination and game sense.
Highlander
- Main article: Scout (Highlander)
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 your team, such as sniper. Most Payload and Attack/Defend maps can greatly limit the Scout's usefulness due to the map's tendency to clump 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 be 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.
Weapons
- Asterisks (*) indicate an outdated season/whitelist
Primary
Weapon | 4v4 | 6v6 | Highlander | |||
---|---|---|---|---|---|---|
UGC | Global Whitelist | RGL | UGC | RGL | ETF2L | |
Scattergun |
Always | Always | align="center" height="5px" | Always | align="center" height="5px" | Always |
The standard stock Scattergun. Comes with six shots and the ability to do anywhere from 3 to 105 damage, based on how close the target is to the Scout. A highly versatile weapon, this is the most common Scout primary in competitive play. | ||||||
Force-A-Nature |
Allowed | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
The Force-A-Nature, or FaN, reduces the clip size to 2 shots, but allows the use of knockback to jump around extremely unpredictably and get to hard-to-reach places faster than with the stock Scattergun. It fires 50% faster than the Scattergun and fires 2 more pellets per shot, but has a 10% damage reduction per pellet. | ||||||
Shortstop |
Allowed | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
The Shortstop only has 4 shots per clip, and fires 60% fewer pellets per shot. However, it fires 42% faster and each pellet does 100% more damage. The player also gets 20% bonus healing while it's deployed. The player is given 40% more vulnerability to all push forces when the weapon is deployed. | ||||||
Soda Popper |
Allowed | Banned | align="center" height="5px" | Banned | align="center" height="5px" | Allowed |
The Soda Popper reduces the clip size to two, but builds up hype as damage is dealt. When the hype meter is full, it gives the Scout the ability to jump up to five times in mid-air (for a total of six jumps) and also adding a bright purple glow to the Scout's active weapon. The hype takes 13 seconds of running to build, and lasts for 10 seconds. It also fires 50% faster and reloads 25% more quickly than the stock Scattergun. | ||||||
Baby Face's Blaster |
Banned | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
The Baby Face's Blaster is banned in most competitive leagues. It begins by slowing the Scout by a negligible 10%. For every 1 damage dealt, the weapon increases the running speed, maxing out at 520 HU/S (173% of default moving speed) after 100 damage. This boost is reset on death, reduced by over 25% when the player double jumps, or reduced when shot at. It is considered an overpowered weapon with very useful upsides and negligible downsides, so it will most likely stay banned. | ||||||
Back Scatter |
Banned | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
The Back Scatter is a new weapon released in the Love and War update. It trades off a smaller, 4-shot clip and 20% more bullet spread for the ability to mini-crit enemies from behind them. As a new weapon, it is banned in almost every league to evaluate it, but it will most likely stay banned. |
Secondary
Weapon | 4v4 | 6v6 | Highlander | |||
---|---|---|---|---|---|---|
UGC | Global Whitelist | RGL | UGC | RGL | ETF2L | |
Pistol |
Always | Always | align="center" height="5px" | Always | align="center" height="5px" | Always |
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. | ||||||
Bonk! Atomic Punch |
Allowed | Banned | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
Bonk! Atomic Punch is a Scout secondary that allows the user to go into an invincible state for a short amount of time. 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 your team an opening to push or get an advantage. Bonk is also great distracting a sentry gun from the rest of your team when you wish to try to attack a point without uber, however risky. | ||||||
Crit-a-Cola |
Banned | Banned | align="center" height="5px" | Banned | align="center" height="5px" | Banned |
Crit-a-Cola is a Scout secondary that allows a user to gain a +25% speed increase as well as the scout gaining mini-crits on all weapons, and taking 10% more damage for the 8 seconds that this item lasts. | ||||||
Mad Milk |
Allowed | Banned | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
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 increase healing which it allows give a significant advantage over your opponent. Mad Milk can also be used to extinguish teammates. Doing so makes the jar charge 20% faster | ||||||
Winger |
Allowed | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
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 height advantage and also dodge. | ||||||
Pretty Boy's Pocket Pistol |
Allowed | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
The Pretty Boy's Pocket Pistol is a Scout pistol that grants plus +5 health per hit to the wearer and no fall damage when deployed at the cost of 25% slower firing rate and 20% more damage from all sources. | ||||||
Flying Guillotine |
Allowed | Banned | align="center" height="5px" | Allowed | align="center" height="5px" | 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 mini-crit. Hitting a stunned enemy will do critical damage (150). This item takes ~6 seconds to recharge. |
Melee
Weapon | 4v4 | 6v6 | Highlander | |||
---|---|---|---|---|---|---|
UGC | Global Whitelist | RGL | UGC | RGL | ETF2L | |
Bat |
Always | Always | align="center" height="5px" | Always | align="center" height="5px" | Always |
The Bat is the default melee weapon for the Scout, doing 35 points of damage per hit. | ||||||
Sandman |
Allowed | Banned | align="center" height="5px" | Banned | align="center" height="5px" | Allowed |
The Sandman has the same stats as the default bat except upon clicking alt+fire it will launch a ball which will stun the enemy from 1-7 seconds depending on the distance. This item will grant -15 health to the wearer. | ||||||
Boston Basher |
Allowed | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
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. | ||||||
Candy Cane |
Allowed | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
The Candy Cane does the same exact damage as the Bat, however, when a 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. | ||||||
Fan O'War |
Allowed | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
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 normaly mini-crit. | ||||||
Sun-on-a-Stick |
Allowed | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
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 90 crit-damage. | ||||||
Atomizer |
Allowed | Banned | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
The Atomizer grants a Scout a third jump that deals 10 damage to the Scout when activated. It also has 20% reduced damage towards players and a 30% slower swing time making it a very ineffective option for base melee damage. | ||||||
Wrap Assassin |
Allowed | Allowed | align="center" height="5px" | Allowed | align="center" height="5px" | Allowed |
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 15 seconds to recharge. The weapon itself does 70% less damage than the default bat. |