Scout (Highlander)
The Scout plays a less significant role in a Highlander team than in 6v6; the presence of full-time Heavies, Pyros and Engineers and the prevalence of different game modes, such as Payload or Attack/Defend maps hinder the Scout's ability to be effective in direct combat. His agility and fragging capability, as well as increased capture rate cause the Scout to be useful to the team in different ways.
Contents
Gameplay
Generally, the Scout will take a more flank-oriented role in Highlander along with the Soldier. The gameplay varies greatly depending on the map and game mode. Nevertheless, on most maps the Scout's primary objective is to call out any potential flanking threats and to sweep up weakened targets to create player advantages that can be exploited by the rest of the team.
Payload stands out as the biggest exception to the rule, as the objective demands for the attacking team players to stay at the cart for extended periods of time. Devoting a Scout and another class (usually the Engineer) to pushing is the most efficient way to split up the team, as the maximum capture rate of a Payload cart is times three.
Sometimes, when quickly pushing with the Ubercharge, the Scout along with the Demoman will receive the majority of the Uber to capitalize on the damage dealt by the Demoman, creating a player advantage. It is not however advisable after a long stalemate situation, as the opponent will most likely construct a sentry and have an Uber of their own to defend.
Unlockable weapons
As the Scout's role is much more situational than in 6v6, players will often deviate from the stock loadout to perform specific goals on the map.
Primary weapons
- Force-a-Nature - Sometimes used for its knockback feature, particularly useful on maps with natural hazards (such as Upward or Steel). A Scout can also perform a slightly higher jump by shooting the Force-a-Nature at the ground. However, minus 4 clip can be devastating to the scout's personal defense.
- Soda Popper - Rarely used, but it can be used to maximize mobility of the class via the Hype mechanic, which gives the Scout the ability to jump up to five times in mid-air (for a total of six jumps).
- Short-Stop - Sometimes used for its healing ability, and is useful if your Medic is currently dead, healing someone else, or not in the game. The drawback on being pushed farther is not a good upside, as you are prone to being easily pushed off of cliffs in maps, (such as Upward). It works like a pistol, and works at medium ranger rather than close up range, making you more prone to snipers and others that excel in long-ranged combat.
- Back-Scatter
- Baby Face's Blaster
Secondary weapons
- Bonk! Atomic Punch - Used to scout the enemy's positioning, dodge enemy fire and get behind the opponent, enabling flanking opportunities. Sometimes also used as a survival tool. Bonk! Atomic Punch has a cooldown of 24 seconds and the effect lasts 8 seconds.
- Crit-a-Cola - Sometimes used to maximize damage (such as the Soda Popper); the minicrits are not dependent on a meter (granted immediately after drinking), but the user takes 25% more damage from all sources. It also grants 25% faster movement speed while under effect, which makes it ideal for getting in the action fast. The Crit-a-Cola has a cooldown of 24 seconds and the effect lasts 8 seconds.
- Mad Milk - After spraying the enemies, any damage dealt by the Scout or his teammates will grant them 60% of the damage dealt back in health. Useful for large groups, but rarely utilised by players. Also extinguishes fire.
- Pretty Boy's Pocket Pistol - Currently only allowed in UGC. The wearer gets +3 health per hit and doesn't take fall damage, but takes 50% more fire damage. The pistol's firing speed is 25% slower. Since the Gun Mettle nerf, it has lost much of its usefulness, but it can be used to refill your health in situations that would otherwise leave you dead. Using the Pocket Pistol can make it harder to kill Medics since Pyros stick to them most of the time.
Melee weapons
- Boston Basher, Three Rune Blade - As in 6v6, the weapon can be used to quickly build Ubercharge with a Medic by the Scout dealing bleed damage to himself. This strategy is particularly viable in 5CP maps and can be used to widen an Uber advantage or make up an Uber disadvantage.
- Atomizer - Grants the Scout the ability of a third jump at a negligible cost of 10 hit points lost on each third jump. Largely improves the Scout's maneuverability and dodging capabilities, making him less predictable.
- Sandman - Allows the Scout to launch a stunning baseball with alt fire. The stunning effect lasts for 1-8 seconds depending on the distance between the ball and the enemy. Can be useful at times; for example, it can be used to nullify enemy Kritzkrieg übers. Carrying the Sandman decreases the Scout's maximum health by 15, which is a big offset. Sandman is often paired with the Flying Guillotine, which deals 150 damage and causes bleed on stunned enemies.