Difference between revisions of "Scout"

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'''
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{{outdated}}
== Scout ==
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[[File:ScoutIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Scout]]
'''
 
  
=== 6v6 ===
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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]].
  
* 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, you will be expected to successfully capture points, control the flank, and be able to clean up the damage put out by your 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.
+
==6v6==
 +
{{main|Scout (6v6)}}
  
== Midfights ==
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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.
  
=== 6v6 ===
+
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.
  
* Playing Scout properly at mid involves finding the right time to go in. The start of a midfight has all 6 players on both teams staring right at each other, so going in first will result in instant and painful death. Staying at a range where one can easily avoid damage is key. The best time to enter the fight is when the team is sufficiently distracted so that you may get into close range without being detected or shot at. The longer the Scout(s) survive at mid, the better chance a team has at winning. Their value goes up as time goes on because of their ability to clean up fights. Every time an enemy player dies, a Scout's usefulness increases. It's much easier to fight as a Scout in a 3v3 rather than a 6v6. Find the right time to enter the fight and work off of your teammate's damage.
+
==Highlander==
 +
{{main|Scout (Highlander)}}
  
== Offclassing ==
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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.
While a Scout is one of the most powerful classes in the game, there are a variety of situations in which playing one of the less used classes can be beneficial. On the last point of your average [[5-CP]] map, for example, a Scout is not nearly as useful as he is in other areas of the map where it is easier to roam freely. In these situations, you can choose any of the following.
 
  
'''[[Heavy]]'''- The highest potential DPS class in the game. Heavy is best played in highly defensive situations. His lack of mobility, compounded with the fact that he is focused very hard, makes him hard to utilize to great effect during offensive pushes. The best way to use him offensively requires great positioning so that they cannot run from you. If you are able to keep them all in one place and in your line of sight, a Heavy can be highly effective. Places where he is best used include, but are not limited to, last points on 5 CP, defending on A/D maps, defending the point on [[KOTH]] maps, and pushing into certain last points. Additionally, having an ubercharge is almost necessary when using a Heavy to fight. Once a fight has begun, there is no way for a Heavy to disengage. His low mobility and large size make him an easy target. Once he is in, tanking him with the uber is almost a necessity. Scouts, Soldiers, and Demomen all have the ability to escape in some capacity. If played correctly, Heavy is one of the strongest offclasses.
+
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.
  
'''[[Engineer]]''' - Similar in use to the Heavy, but even more situational. He is run almost every single round on defense of [[Gravelpit]], the primary [[A/D]] map, for his Sentry Gun, Dispenser, and Teleporter that can all be set up before the round even starts in order to hold one point. Being able to defend your buildings is crucial, and moving them as pushes begin is the only way to keep them from going down. If you work with your team, this can all be done smoothly. On your average, more often-played 5 CP and KOTH maps, effectiveness of an Engineer is limited. The time it takes to set up even a single Sentry Gun with only one Engineer often offsets its benefits. It can be used to guard the last point, but it is much easier to destroy than a Heavy, and has no mobility unless moved (taking away all of its firepower). The Engineer is the most situational of all the off-classes, and must be played at only the best times on the best maps.
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==Weapons==
 +
===Primary===
 +
{{Class Weapon Table Header}}
 +
{{Class Weapon Table Row
 +
|weaponname = Scattergun
 +
|ugc4s  = always
 +
|6s      = always
 +
|ugchl  = always
 +
|etf2lhl = always
 +
|rgl6s  = always
 +
|rglhl  = always
 +
|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.
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Baby Face's Blaster
 +
|link = Baby_Face's_Blaster
 +
|ugc4s  = true
 +
|6s      = true
 +
|ugchl  = true
 +
|etf2lhl = true
 +
|rgl6s  = true
 +
|rglhl  = true
 +
|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.
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Back Scatter
 +
|link = Back_Scatter
 +
|ugc4s  = true
 +
|6s      = true
 +
|ugchl  = true
 +
|etf2lhl = true
 +
|rgl6s  = true
 +
|rglhl  = true
 +
|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.
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Force-A-Nature
 +
|ugc4s  = true
 +
|6s      = true
 +
|ugchl  = true
 +
|etf2lhl = true
 +
|rgl6s  = true
 +
|rglhl  = true
 +
|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.
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Shortstop
 +
|ugc4s  = true
 +
|6s      = true
 +
|ugchl  = true
 +
|etf2lhl = true
 +
|rgl6s  = true
 +
|rglhl  = true
 +
|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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}}
 +
{{Class Weapon Table Row
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|weaponname = Soda Popper
 +
|link = Soda_Popper
 +
|ugc4s = false
 +
|6s = false
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = false
 +
|rglhl = true
 +
|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.
 +
}}
 +
{{Class Weapon Table End}}
  
'''[[Pyro]]''' - Once again, a class mostly used defensively. The Pyro has underwhelming damage, a very short range, and moderate mobility at best. His utility and usefulness come almost entirely from his airblast mechanic. He can be used in certain situations to flank and deal damage, but this ability is considerably weaker than a Scout's. Because of this, a Pyro is usually run only when defending a last point on 5-CP. The airblast is used to deflect projectiles and hold an uber push in place. This is most useful when at an uber disadvantage. The enemy team ubers in and the Pyro moves forward to airblast them backwards, stalling the push. You may often die in this scenario, but it can be enough to delay the majority of their invulnerability, evening out the playing field considerably. Pyro isn't weak in and of itself; the other classes are simply stronger. If caught alone, a Pyro can easily be killed by a Scout or Soldier, making positioning very important.
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===Secondary===
 +
{{Class Weapon Table Header}}
 +
{{Class Weapon Table Row
 +
|weaponname = Pistol
 +
|ugc4s  = always
 +
|6s      = always
 +
|ugchl  = always
 +
|etf2lhl = always
 +
|rgl6s  = always
 +
|rglhl  = always
 +
|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.
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Bonk! Atomic Punch
 +
|link = Bonk!_Atomic_Punch
 +
|ugc4s  = true
 +
|6s      = false
 +
|ugchl  = true
 +
|etf2lhl = true
 +
|rgl6s  = false
 +
|rglhl  = true
 +
|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.
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Crit-a-Cola
 +
|ugc4s  = false
 +
|6s      = false
 +
|ugchl  = false
 +
|etf2lhl = false
 +
|rgl6s  = false
 +
|rglhl  = false
 +
|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.
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Flying Guillotine
 +
|link = Flying_Guillotine
 +
|ugc4s  = true
 +
|6s      = false
 +
|ugchl  = true
 +
|etf2lhl = false
 +
|rgl6s  = false
 +
|rglhl  = true
 +
|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.
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Mad Milk
 +
|link = Mad_Milk
 +
|ugc4s  = false
 +
|6s      = false
 +
|ugchl  = false
 +
|etf2lhl = false
 +
|rgl6s  = false
 +
|rglhl  = false
 +
|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.
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Pretty Boy's Pocket Pistol
 +
|link = Pretty_Boy's_Pocket_Pistol
 +
|ugc4s  = true
 +
|6s      = false
 +
|ugchl  = true
 +
|etf2lhl = true
 +
|rgl6s  = false
 +
|rglhl  = true
 +
|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.
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Winger
 +
|ugc4s  = true
 +
|6s      = true
 +
|ugchl  = true
 +
|etf2lhl = true
 +
|rgl6s  = true
 +
|rglhl  = true
 +
|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.
 +
}}
 +
{{Class Weapon Table End}}
  
'''[[Sniper]]''' - One of the most commonly used utility classes. The Sniper's very long range and very high damage can be used to pick off important classes, lock down specific areas, and deny jumping/rushing/suiciding players with ease. Positioning is the most important thing on Sniper (besides being able to hit your shots). The Sniper has base movement speed, 125 HP, and poor close range capabilities. If caught out by any other combat class, the Sniper will usually die. The best places to stand are those in which you have as long a sightline of possible towards wherever it is that the enemy will be coming out of, and somewhere where you can either escape very quickly or can be protected by your teammates. A sniper is not usually run at all times, so when switching to it yourself, there is almost 0 threat of being countersniped for your first life. This allows you to take certain actions and positioning decisions that would be harder if there were a long range threat to you. A Sniper can be run in many situations depending on the place you're holding on the map and the uber status. Snipers are most commonly run defending against an enemy with uber advantage, during an equal-uber stalemate, or defending/attacking a point with a particularly open sightline. There is no damage spread in competitive play, so a fully charged bodyshot will instantly kill a Medic and an unbuffed Scout. Your primary target in 99% of situations will be the Medic. After that, there are few targets worth holding your shot for. The [[Demoman]] is the next most important, but wasting other potential shots and kills is not worth it in most situations. Knowing on what maps to snipe on and when the best time to switch is can win games for your team, so long as you have the aim to backup your decision making.
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===Melee===
 +
{{Class Weapon Table Header}}
 +
{{Class Weapon Table Row
 +
|weaponname = Bat
 +
|ugc4s  = always
 +
|6s      = always
 +
|ugchl  = always
 +
|etf2lhl = always
 +
|rgl6s  = always
 +
|rglhl  = always
 +
|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.
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Atomizer
 +
|ugc4s  = true
 +
|6s      = true
 +
|ugchl  = true
 +
|etf2lhl = true
 +
|rgl6s  = true
 +
|rglhl  = true
 +
|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.
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Boston Basher
 +
|link = Boston_Basher
 +
|ugc4s  = true
 +
|6s      = true
 +
|ugchl  = true
 +
|etf2lhl = true
 +
|rgl6s  = true
 +
|rglhl  = true
 +
|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.
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Candy Cane
 +
|link = Candy_Cane
 +
|ugc4s  = true
 +
|6s      = true
 +
|ugchl  = true
 +
|etf2lhl = true
 +
|rgl6s  = true
 +
|rglhl  = true
 +
|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.
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Fan O'War
 +
|link = Fan_O'War
 +
|ugc4s  = true
 +
|6s      = true
 +
|ugchl  = true
 +
|etf2lhl = true
 +
|rgl6s  = true
 +
|rglhl  = true
 +
|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.
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Sandman
 +
|ugc4s  = true
 +
|6s      = true
 +
|ugchl  = true
 +
|etf2lhl = true
 +
|rgl6s  = true
 +
|rglhl  = true
 +
|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.
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Sun-on-a-Stick
 +
|ugc4s  = true
 +
|6s      = true
 +
|ugchl  = true
 +
|etf2lhl = true
 +
|rgl6s  = true
 +
|rglhl  = true
 +
|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.
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Wrap Assassin
 +
|link = Wrap_Assassin
 +
|ugc4s  = true
 +
|6s      = true
 +
|ugchl  = true
 +
|etf2lhl = true
 +
|rgl6s  = true
 +
|rglhl  = true
 +
|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.
 +
}}
 +
{{Class Weapon Table End}}
 +
 
 +
==See Also==
 +
*[[Scout (6v6)]]
 +
*[[Scout (Highlander)]]
 +
[[Category:Classes]]

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]