Difference between revisions of "Scout"

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| align="left" | The '''Boston Basher''' is a bat that causes the enemy to bleed for 5 seconds upon landing a succesful 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.
 
| align="left" | The '''Boston Basher''' is a bat that causes the enemy to bleed for 5 seconds upon landing a succesful 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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Revision as of 15:06, 7 July 2013

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.

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)

The Scout's role is severely diminished in Highlander, as his fragging capabilities are limited by full-time high-damage per second classes, such as the Heavy or the Engineer. Because of that, the Scout is often more of an utility class, helping the team by being on the flank, capturing points and objectives and sometimes following up on damage dealt by the combo!.

Allowed Weapons

Primary

Weapon Kill Icon ESEA 6s legal? UGC HL legal? ETF2L 6s legal? ETF2L HL legal? Info
Scattergun-G.png
Stock
Scattergun
Killicon scattergun.png Yes Yes Yes Yes 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.
FoN-G.png
Unlock
Force-A-Nature
Killicon force-a-nature.png Yes Yes No 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.
Shortstop-G.png
Unlock
Shortstop
Killicon shortstop.png Yes Yes No 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.
SodaPopper-G.png
Craft
Soda Popper
Killicon soda popper.png No Yes No 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.
BFB-G.png
Craft
Baby Face's Blaster
Killicon baby face's blaster.png Yes Yes No 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.

Secondary

Weapon Kill Icon ESEA 6s legal? UGC HL legal? ETF2L 6s legal? ETF2L HL legal? Info
Pistol-G.png
Stock
Pistol
Killicon pistol.png Yes Yes Yes Yes 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.png
Unlock
Bonk! Atomic Punch
N/A No Yes No Yes 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 for getting through an enemy team's choke.
Crit-a-Cola.png
Craft
Crit-A-Cola
N/A No Yes No Yes Crit-a-Cola is a scout secondary that allows a user to gain a +25% speed increase as well as 8 seconds of 35% increase the damage given to and from the scout.
MadMilk.png
Craft
Mad Milk
N/A No Yes No Yes 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.
Winger.png
Craft
Winger
Killicon winger.png Yes Yes No Yes The Winger is a scout secondary pistol that deals 15% more damage and has a 60% smaller clip size. It is not commonly seen in competitive play since the clip is so small and the spread is rather large.
PBPP.png
Craft
Pretty Boy's Pocket Pistol
Killicon pretty boy's pocket pistol.png No Yes No No Pretty Boy's Pocket Pistol is a scout pistol that grants plus +15 health to the wearer and no fall damage at the cost of 25% slower firing rate and 50% more damage from fire. This pistol is banned in most 6v6 leagues since the +15 health is almost a straight upgrade to the stock pistol since pyro is rarely ran in the 6v6 metagame.
FG.png
Craft
Flying Guillotine
Killicon flying guillotine.png No Yes No Yes Cleaver info

Melee

Weapon Kill Icon ESEA 6s legal? UGC HL legal? ETF2L 6s legal? ETF2L HL legal? Info
100Bat.png
Stock
Bat
Killicon bat.png Yes Yes Yes Yes Bat info
Backpack Sandman.png
Unlock
Sandman
N/A No Yes No Yes Bonk info
100BB.png
Unlock
Boston Basher
Killicon boston basher.png Yes Yes Yes Yes The Boston Basher is a bat that causes the enemy to bleed for 5 seconds upon landing a succesful 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.
Iconcandy.png
Unlock
Candy Cane
Killicon candy cane.png Yes Yes No Yes Candy Cane info
100FoW.png
Unlock
Fan O'War
Killicon fan o'war.png Yes Yes No Yes Fan O'War info
100Sun.png
Unlock
Sun on a stick
Killicon sun-on-a-stick.png Yes Yes No Yes The Sun-on-a-stick gives you a 100% chance of dealing critical hits against burning players, but it deals -15% lower damage. Works well if a friendly pyro torches the enemies up,so the scout can deliver the finishing blow.It deals 90 crit-damage.
100Arm.png
Unlock
Atomizer
Killicon atomizer.png No Yes No 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.
100Wran assassin.png
Unlock
Wrap Assasin
N/A No Yes No Yes Wrap Assasin info