Scout
A smack-talking Bostonian brat, the Scout boasts the greatest mobility of all the TF2 classes; two jumps and an impressive 133% movement speed make him extremely difficult to track down, and even to kill once he's found. The Scout also carries a Scattergun, which does tremendous damage when very close to an opponent. With such a high move 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. Becoming a skillful Scout is about learning how to use that measly 125 to its fullest extent: dodging, surfing, and meatshotting away while foes miss by shooting at the air around the scout.
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's job is roughly to protect the demo and help the medic build uber when an opportunity arises. While he still wants to help out his fellow scout on the flank and clean up damage, protecting the demo 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 would be more efficient for him to switch roles when it makes sense to switch roles, rather than getting stuck in a mindset that can be very detrimental to his team. Most high-level teams avoid this passive vs aggressive assignment system, but it can help teams that lack the coordination and gamesense.
Highlander
- Main article: Scout (Highlander)
Allowed Weapons
Primary
The standard stock Scattergun. Comes with six shots and the ability to do anywhere from 3 to 105 damage. A highly versatile weapon, this is the most common Scout primary in competitive play. | ||
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | Yes | |
ETF2L HL legal? | Yes |
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. | ||
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |
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 shortstop also uses the same ammunition reserve as the pistol, so greater ammo awareness is necessary. It is hardly ever used in competitive games. | ||
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |
The Soda Popper reduces the clip size to two, but builds up hype as you move. When the hype meter is full, all weapons do minicrit damage. The hype takes 13 seconds of running to build, and lasts for 8 seconds. It also fires 50% faster and reloads 25% more quickly than the stock scattergun. | ||
ESEA 6s legal? | No | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |
The Baby Face's Blaster is almost never used in a competitive format. It has a 30% damage penalty, and begins by slowing the scout by 35%. After a certain amount of damage is dealt, the weapon increases the running speed, maxing out at double the base speed. This boost is reset on death, or when the player jumps. | ||
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |
Secondary
Pistol info | ||
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | Yes | |
ETF2L HL legal? | Yes |
Bonk info | ||
ESEA 6s legal? | No | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |
Critacola info | ||
ESEA 6s legal? | No | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |
Milk info | ||
ESEA 6s legal? | No | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |
Winger info | ||
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |
Pocket Pistol info | ||
ESEA 6s legal? | No | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | No |
Cleaver info | ||
ESEA 6s legal? | No | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |
Melee
Bat info | ||
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | Yes | |
ETF2L HL legal? | Yes |
Sandman info | ||
ESEA 6s legal? | No | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |
The Boston Basher causes a bleed effect on hit. However, if the user misses,the bleed effect affects the user. The main use for the Boston Basher is not to kill opponents, but to help a Medic build his Übercharge quickly in order to gain an advantage over the enemy team. | ||
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | Yes | |
ETF2L HL legal? | Yes |
The Candy Cane causes a small health pack to be dropped from any enemy the Scout kills (not just with the Candy Cane). It also makes the Scout 25% more vulnerable to explosive weaponry. | ||
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |
Sun-on-a-Stick info | ||
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |
Fan O'War info | ||
ESEA 6s legal? | Yes | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |
The Atomizer grants a Scout a third jump that deals 10 damage to the Scout when activated. It swings 30% slower than the standard Bat and only does 28 base damage on hit, so it is most often used in conjunction with Bonk! to get behind the enemy team. | ||
ESEA 6s legal? | No | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |
The Wrap Assassin functions like a hybrid between the Boston Basher and the Sandman; it launches a projectile that causes bleed on hit. However, it has a very low base damage of only 11, and with very limited applications it does not see widespread competitive use. | ||
ESEA 6s legal? | No | |
UGC HL legal? | Yes | |
ETF2L 6s legal? | No | |
ETF2L HL legal? | Yes |