Difference between revisions of "Scout"

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[[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]].
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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==
 
==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.
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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 [[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.
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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 [[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)}}
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.
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Scout's role is far more limited in Highlander, as his movement is significantly restricted by two full-auto high-damage-per-second classes: Heavy and 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. Scout is often unable to contribute effectively in game modes that force players together (such Payload and Attack/Defend) due to his lack of splash damage, but can be deadly on certain King of the Hill maps with multiple flank routes, which allows him to pick off isolated enemies one by one.
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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: Mad Milk increases his team's survivability during pushes;  Bonk! Atomic Punch allows him to distract the enemy team and kite Sentry Gun fire. As long as Scout stays alive and aware, opportunities to flank and ambush will still present themselves.
  
 
==Weapons==
 
==Weapons==
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|description = 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.
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|description = The stock '''Scattergun''' is by far the most widely used primary weapon for Scout in Competitive Play. Its high clip size and massive damage at mid-to-close range can easily give him the upper hand when picking off enemy players.
 
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|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.
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|description = The '''Baby Face's Blaster''' gives Scout the ability to charge a Boost Meter by dealing damage which greatly increases his movement speed. However, this comes at the cost of a smaller clip size, being slower than normal with zero boost, and boost being lost if Scout double jumps or takes damage. While the movement speed is potentially very strong, it's unreliable as it only takes 25 damage to completely remove all of your Boost. Because of this, the Baby Face's Blaster receives little use.
 
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|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).
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|description = The '''Back Scatter''' allows Scout to deal Mini-Crit damage if he shoots enemies in their backs at the cost of a smaller clip size and less accurate shots. While these Mini-Crits can do massive amounts of damage, getting behind people is harder said than done since it isn't something Scout can easily control. This, combined with the Back Scatter's other always present downsides, makes it an unpopular choice.
 
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|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.
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|description = The '''Force-a-Nature''' has only a two shot clip, but in return does more damage per shot and has the unique property of dealing significant knockback to both enemies and the Scout when fired. The knockback to enemies allows Scout to push people off of points or into an unfavorable position, and the self-knockback allows him to propel himself into the air and reach spots he couldn't without it. However, the knockback can backfire, since it could accidentally push an enemy into a favorable position or push Scout away from where he wants to go. The "FaN"'s high damage output makes it good for quick single-target kills, but its low clip size makes it weak in sustained fights and for general killing. While not used often, some Scouts find it a useful tradeoff from the stock Scattergun.
 
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|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.
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|description = The '''Shortstop''' acts like a cross between the Scattergun and Pistol. Compared to the Scattergun, it's more accurate, shoots faster, does more damage per bullet, and reloads all shots at once, at the cost of a long reload, fewer bullets per shot, and the unlisted downside of taking more knockback while deployed. These stats leads the Shortstop to be worse at close range, but better and medium range than Scout's other primaries. Increasing Scout's range is beneficial, but its low damage output turns away many people from using it. The Shortstop also gives scout the ability to shove people back when deployed, but this feature is seen as pretty useless by most people.
 
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|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.
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|description = The '''Soda Popper''' is similar to the Force-a-Nature with its increased fire rate and two shot clip. However, instead of dealing knockback, it has a much faster reload and allows Scout to charge a Hype meter by doing damage. Once the Hype meter is fully charged, it can be activated to give Scout five double jumps until the meter fully drains and needs to be filled up again. The Soda Popper's excellent movement provided by the Hype meter, combined with its faster reload allowing for damage higher than the stock Scattergun, is why its banned in many competitive formats.
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|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.  
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|description = The '''Pistol''' is Scout's stock secondary. It holds 12 shots and reloads its entire clip at once. As his most reliable secondary, it can finish off weakened enemies at short to mid-range, or simply distract them at long range.
 
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|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.
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|description = The '''Bonk! Atomic Punch''' makes Scout invulnerable for 8 seconds after he drinks it, similar to an Übercharge. However, Scout cannot attack during this time. If he normally would have taken damage, he will be slowed for 5 seconds after the buff wears off. The more damage Scout "dodges," the slower he will become when the buff ends. Bonk! is mainly used to help Scout either flank the enemy team, get through a choke, or escape a situation where Scout would have normally died. This third reason is why this item is sometimes banned, as some people view this ability to "escape death" as unfit for a competitive game. Its downside of slowing down the Scout after wearing off is also bugged and can be fully negated by mashing both strafe keys.
 
}}
 
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|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.
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|description = The '''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, allowing enemies to do the same damage to him as he can to them. Since competitive formats usually feature fewer enemies to be shot by than in standard 12v12 games, the Marked for Death doesn't matter as much. This is why the Crit-a-Cola is banned in virtually every competitive game.
 
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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 increase the recharge by 1.5 seconds. It takes ~6 seconds to recharge.
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|description = The '''Flying Guillotine''' is a cleaver which can be thrown to hit enemies from afar. The cleaver will inflict bleed damage on top of its base damage, and has the bonus of recharging faster if an enemy is hit from very far away. While hard to hit people with, the Flying Guillotine not only increases Scout's effective range, but is has a very fast recharge and does very good damage. These factors are why it is often banned.
 
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|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
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|description = The '''Mad Milk''' is a jar of 'milk' that can be thrown at enemies similar to Jarate. When it hits the ground or a player, it will explode and cover everyone in 'milk' within its splash radius. Anyone who shoots a player covered in 'milk' will heal 60% of the damage they dealt. Additionally, Scout can extinguish Afterburn on himself or any of his teammates if they are within the splash radius; doing this will even make it recharge faster. The Mad Milk is banned for being too strong of a buff for how spammable and easy to use it is, as it offers very high healing potential along with a very fast recharge and a very generous splash radius.
 
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|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.  
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|description = The '''Pretty Boy's Pocket Pistol''' is a pistol that will heal the Scout for every shot he lands on an enemy with it. It also has a faster rate of fire than the stock Pistol, but at the cost of a smaller clip. This weapon is often banned because its faster rate of fire, even with the smaller clip, gives it a higher initial DPS than the stock Pistol, essentially making the Pretty Boy's Pocket Pistol a direct upgrade.
 
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|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.
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|description = The '''Winger''' is a utility pistol that gives the Scout higher jumps when deployed and does more damage per shot, at the cost of a much smaller clip size. Most Scouts prefer the superior damage output of the stock Pistol, but the extra mobility can be helpful in certain situations for dodging or reaching high areas of a map.
 
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|description = The '''Bat''' is the default melee weapon for the Scout, doing 35 points of damage per hit.
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|description = The '''Bat''' is the default melee weapon for the Scout. Compared to other classes, Scout's stock melee does less damage but swings faster. While being ok when used to finish off enemies, the stock Bat is rarely seen as worth using compared to other options.
 
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|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.  
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|description = The '''Atomizer''' grants Scout a third jump when fully deployed, potentially allowing him to dodge better and reach unexpected areas. However, it takes longer to deploy than Scout's other melees, which gimps its ability to be used in combat and often relegates it to just being used as a mobility tool when out of combat.
 
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|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.
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|description = The '''Boston Basher''' is a bat that will cause enemies to bleed when if they are hit by it. If Scout misses and hits no one, however, he will both damage himself and cause himself to bleed. A Scout who has hit himself will even get popped up high in the air, which could help him reach certain areas, but the high self damage makes the Boston Basher very risky to use as either a combat or mobility tool. However, the self damage will help Medic build up his Übercharge, which is why this is Scout's most commonly used melee in competitive.
 
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|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.
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|description = The '''Candy Cane''' will make anyone Scout kills drop a Small Health Kit on the ground for anyone to pick up, regardless of what weapon the Scout was using. However, the Candy Cane makes Scout take more damage from explosives, allowing any explosive to instantly kill the Scout with a direct hit or deal significant damage otherwise. While the healing provided by the Candy Cane would be very strong, the explosive vulnerability makes it almost unusable as two of the four main classes used in competitive primarily use explosives.
 
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|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.
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|description = The '''Fan O'War''' does very little damage, but will inflict the Marked for Death debuff on anyone hit by it. However, only one person can be Marked for Death at a time, since if another person is hit while someone else still has their Marked for Death debuff, that person will lose their debuff. This weapon can be powerful but is very risky to use, and many Scouts find it safer to just shoot people like normal instead.
 
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|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.
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|description = The '''Sandman''' allows to launch a baseball at enemies. This baseball does very low damage but applies a slowdown debuff to anyone hit, along with dealing slightly more damage to target hit from far away. However, the slowdown debuff is bugged and can be completely negated by mashing both strafe keys, making it a worse version of the Wrap Assassin's bauble. On top of that, the Sandman also lowers Scout's health a dangerous amount, allowing him to get one-shot by directly hit rockets and close stickybombs. The near-useless baseball combined with the detrimental health penalty makes the Sandman a poor choice.
 
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|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.
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|description = The '''Sun-on-a-Stick''' gives Scout resistance to fire damage while deployed and does more damage to enemies who are on fire. While the extra damage isn't very helpful, taking less fire damage can sometimes be useful, although it's a bit niche as Pyro isn't always run.
 
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|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.
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|description = The '''Wrap Assassin''' allows Scout to launch a glass ball. The damage this will deal is actually random, but it will usually be a decent amount. The bauble will shatter on impact, having a small splash radius and causing enemies directly hit to bleed. It can potentially be used to hit one of Demoman's projectiles and deflect it, but this is extremely hard to do. As for the actual melee, it is given a major damage penalty to compensate, but doesn't matter to most players. While most Scout's choose the Boston Basher, the Wrap Assassin is a solid option which can be used to harass enemies from a safe distance.
 
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Latest revision as of 01:54, 25 March 2024

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; 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[edit]

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[edit]

Main article: Scout (Highlander)

Scout's role is far more limited in Highlander, as his movement is significantly restricted by two full-auto high-damage-per-second classes: Heavy and 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. Scout is often unable to contribute effectively in game modes that force players together (such Payload and Attack/Defend) due to his lack of splash damage, but can be deadly on certain King of the Hill maps with multiple flank routes, which allows him to pick off isolated enemies one by one.

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: Mad Milk increases his team's survivability during pushes; Bonk! Atomic Punch allows him to distract the enemy team and kite Sentry Gun fire. As long as Scout stays alive and aware, opportunities to flank and ambush will still present themselves.

Weapons[edit]

Primary[edit]

Weapon 4v4 6v6 Highlander
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Scattergun.png
Scattergun
Always Always Always Always Always Always
The stock Scattergun is by far the most widely used primary weapon for Scout in Competitive Play. Its high clip size and massive damage at mid-to-close range can easily give him the upper hand when picking off enemy players.
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Baby Face's Blaster
Allowed Allowed Allowed Allowed Allowed Allowed
The Baby Face's Blaster gives Scout the ability to charge a Boost Meter by dealing damage which greatly increases his movement speed. However, this comes at the cost of a smaller clip size, being slower than normal with zero boost, and boost being lost if Scout double jumps or takes damage. While the movement speed is potentially very strong, it's unreliable as it only takes 25 damage to completely remove all of your Boost. Because of this, the Baby Face's Blaster receives little use.
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Back Scatter
Allowed Allowed Allowed Allowed Allowed Allowed
The Back Scatter allows Scout to deal Mini-Crit damage if he shoots enemies in their backs at the cost of a smaller clip size and less accurate shots. While these Mini-Crits can do massive amounts of damage, getting behind people is harder said than done since it isn't something Scout can easily control. This, combined with the Back Scatter's other always present downsides, makes it an unpopular choice.
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Force-A-Nature
Allowed Allowed Allowed Allowed Allowed Allowed
The Force-a-Nature has only a two shot clip, but in return does more damage per shot and has the unique property of dealing significant knockback to both enemies and the Scout when fired. The knockback to enemies allows Scout to push people off of points or into an unfavorable position, and the self-knockback allows him to propel himself into the air and reach spots he couldn't without it. However, the knockback can backfire, since it could accidentally push an enemy into a favorable position or push Scout away from where he wants to go. The "FaN"'s high damage output makes it good for quick single-target kills, but its low clip size makes it weak in sustained fights and for general killing. While not used often, some Scouts find it a useful tradeoff from the stock Scattergun.
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Shortstop
Allowed Allowed Allowed Allowed Allowed Allowed
The Shortstop acts like a cross between the Scattergun and Pistol. Compared to the Scattergun, it's more accurate, shoots faster, does more damage per bullet, and reloads all shots at once, at the cost of a long reload, fewer bullets per shot, and the unlisted downside of taking more knockback while deployed. These stats leads the Shortstop to be worse at close range, but better and medium range than Scout's other primaries. Increasing Scout's range is beneficial, but its low damage output turns away many people from using it. The Shortstop also gives scout the ability to shove people back when deployed, but this feature is seen as pretty useless by most people.
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Soda Popper
Banned Banned Banned Allowed Allowed Allowed
The Soda Popper is similar to the Force-a-Nature with its increased fire rate and two shot clip. However, instead of dealing knockback, it has a much faster reload and allows Scout to charge a Hype meter by doing damage. Once the Hype meter is fully charged, it can be activated to give Scout five double jumps until the meter fully drains and needs to be filled up again. The Soda Popper's excellent movement provided by the Hype meter, combined with its faster reload allowing for damage higher than the stock Scattergun, is why its banned in many competitive formats.


Secondary[edit]

Weapon 4v4 6v6 Highlander
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Pistol.png
Pistol
Always Always Always Always Always Always
The Pistol is Scout's stock secondary. It holds 12 shots and reloads its entire clip at once. As his most reliable secondary, it can finish off weakened enemies at short to mid-range, or simply distract them at long range.
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Bonk! Atomic Punch
Allowed Banned Banned Allowed Allowed Allowed
The Bonk! Atomic Punch makes Scout invulnerable for 8 seconds after he drinks it, similar to an Übercharge. However, Scout cannot attack during this time. If he normally would have taken damage, he will be slowed for 5 seconds after the buff wears off. The more damage Scout "dodges," the slower he will become when the buff ends. Bonk! is mainly used to help Scout either flank the enemy team, get through a choke, or escape a situation where Scout would have normally died. This third reason is why this item is sometimes banned, as some people view this ability to "escape death" as unfit for a competitive game. Its downside of slowing down the Scout after wearing off is also bugged and can be fully negated by mashing both strafe keys.
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Crit-a-Cola
Banned Banned Banned Banned Banned Banned
The 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, allowing enemies to do the same damage to him as he can to them. Since competitive formats usually feature fewer enemies to be shot by than in standard 12v12 games, the Marked for Death doesn't matter as much. This is why the Crit-a-Cola is banned in virtually every competitive game.
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Flying Guillotine
Allowed Banned Banned Allowed Allowed Banned
The Flying Guillotine is a cleaver which can be thrown to hit enemies from afar. The cleaver will inflict bleed damage on top of its base damage, and has the bonus of recharging faster if an enemy is hit from very far away. While hard to hit people with, the Flying Guillotine not only increases Scout's effective range, but is has a very fast recharge and does very good damage. These factors are why it is often banned.
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Mad Milk
Banned Banned Banned Banned Banned Banned
The Mad Milk is a jar of 'milk' that can be thrown at enemies similar to Jarate. When it hits the ground or a player, it will explode and cover everyone in 'milk' within its splash radius. Anyone who shoots a player covered in 'milk' will heal 60% of the damage they dealt. Additionally, Scout can extinguish Afterburn on himself or any of his teammates if they are within the splash radius; doing this will even make it recharge faster. The Mad Milk is banned for being too strong of a buff for how spammable and easy to use it is, as it offers very high healing potential along with a very fast recharge and a very generous splash radius.
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 pistol that will heal the Scout for every shot he lands on an enemy with it. It also has a faster rate of fire than the stock Pistol, but at the cost of a smaller clip. This weapon is often banned because its faster rate of fire, even with the smaller clip, gives it a higher initial DPS than the stock Pistol, essentially making the Pretty Boy's Pocket Pistol a direct upgrade.
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Winger
Allowed Allowed Allowed Allowed Allowed Allowed
The Winger is a utility pistol that gives the Scout higher jumps when deployed and does more damage per shot, at the cost of a much smaller clip size. Most Scouts prefer the superior damage output of the stock Pistol, but the extra mobility can be helpful in certain situations for dodging or reaching high areas of a map.


Melee[edit]

Weapon 4v4 6v6 Highlander
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Bat.png
Bat
Always Always Always Always Always Always
The Bat is the default melee weapon for the Scout. Compared to other classes, Scout's stock melee does less damage but swings faster. While being ok when used to finish off enemies, the stock Bat is rarely seen as worth using compared to other options.
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Atomizer
Allowed Allowed Allowed Allowed Allowed Allowed
The Atomizer grants Scout a third jump when fully deployed, potentially allowing him to dodge better and reach unexpected areas. However, it takes longer to deploy than Scout's other melees, which gimps its ability to be used in combat and often relegates it to just being used as a mobility tool when out of combat.
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Boston Basher
Allowed Allowed Allowed Allowed Allowed Allowed
The Boston Basher is a bat that will cause enemies to bleed when if they are hit by it. If Scout misses and hits no one, however, he will both damage himself and cause himself to bleed. A Scout who has hit himself will even get popped up high in the air, which could help him reach certain areas, but the high self damage makes the Boston Basher very risky to use as either a combat or mobility tool. However, the self damage will help Medic build up his Übercharge, which is why this is Scout's most commonly used melee in competitive.
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Candy Cane
Allowed Allowed Allowed Allowed Allowed Allowed
The Candy Cane will make anyone Scout kills drop a Small Health Kit on the ground for anyone to pick up, regardless of what weapon the Scout was using. However, the Candy Cane makes Scout take more damage from explosives, allowing any explosive to instantly kill the Scout with a direct hit or deal significant damage otherwise. While the healing provided by the Candy Cane would be very strong, the explosive vulnerability makes it almost unusable as two of the four main classes used in competitive primarily use explosives.
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Fan O'War
Allowed Allowed Allowed Allowed Allowed Allowed
The Fan O'War does very little damage, but will inflict the Marked for Death debuff on anyone hit by it. However, only one person can be Marked for Death at a time, since if another person is hit while someone else still has their Marked for Death debuff, that person will lose their debuff. This weapon can be powerful but is very risky to use, and many Scouts find it safer to just shoot people like normal instead.
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Sandman
Allowed Allowed Allowed Allowed Allowed Allowed
The Sandman allows to launch a baseball at enemies. This baseball does very low damage but applies a slowdown debuff to anyone hit, along with dealing slightly more damage to target hit from far away. However, the slowdown debuff is bugged and can be completely negated by mashing both strafe keys, making it a worse version of the Wrap Assassin's bauble. On top of that, the Sandman also lowers Scout's health a dangerous amount, allowing him to get one-shot by directly hit rockets and close stickybombs. The near-useless baseball combined with the detrimental health penalty makes the Sandman a poor choice.
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Sun-on-a-Stick
Allowed Allowed Allowed Allowed Allowed Allowed
The Sun-on-a-Stick gives Scout resistance to fire damage while deployed and does more damage to enemies who are on fire. While the extra damage isn't very helpful, taking less fire damage can sometimes be useful, although it's a bit niche as Pyro isn't always run.
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Wrap Assassin
Allowed Allowed Allowed Allowed Allowed Allowed
The Wrap Assassin allows Scout to launch a glass ball. The damage this will deal is actually random, but it will usually be a decent amount. The bauble will shatter on impact, having a small splash radius and causing enemies directly hit to bleed. It can potentially be used to hit one of Demoman's projectiles and deflect it, but this is extremely hard to do. As for the actual melee, it is given a major damage penalty to compensate, but doesn't matter to most players. While most Scout's choose the Boston Basher, the Wrap Assassin is a solid option which can be used to harass enemies from a safe distance.


See Also[edit]