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− | + | [[File:ScoutIcon_small.png|thumb]] | |
− | [[File: | ||
− | + | 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, [[Sniper|tied]] for the least out of all the classes. | |
==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. | + | 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== | ==Highlander== | ||
{{main|Scout (Highlander)}} | {{main|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== | |
− | Highlander | + | === Primary === |
+ | {| class="wikitable grid" width="100%" | ||
+ | ! class="header" width="15%" | Weapon | ||
+ | ! class="header" width="10%" | Kill Icon | ||
+ | ! class="header" width="8%" | [[ESEA]] [[Standard 6v6|6s]] legal? | ||
+ | ! class="header" width="8%" | [[UGC]] [[Highlander|HL]] legal? | ||
+ | ! class="header" width="8%" | [[ETF2L]] [[Standard 6v6|6s]] legal? | ||
+ | ! class="header" width="8%" | [[ETF2L]] [[Highlander|HL]] legal? | ||
+ | ! class="header" width="43%" | Info | ||
+ | |- | ||
+ | ! [[Image:Scattergun-G.png]]<br /><small>'''Stock'''</small><br />'''[[Scattergun]]''' | ||
+ | | align="center" | [[Image:Killicon_scattergun.png]] | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="left" | 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. | ||
+ | |- | ||
+ | ! [[Image:FoN-G.png]]<br /><small>'''Unlock'''</small><br />'''[[Force-A-Nature]]''' | ||
+ | | align="center" | [[Image:Killicon_force-a-nature.png]] | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="indianred" | <font color="white"> No </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="left" | 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. | ||
+ | |- | ||
+ | ! [[Image:Shortstop-G.png]]<br /><small>'''Unlock'''</small><br />'''[[Shortstop]]''' | ||
+ | | align="center" | [[Image:Killicon_shortstop.png]] | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="indianred" | <font color="white"> No </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="left" | 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. | ||
+ | |- | ||
+ | ! [[Image:SodaPopper-G.png]]<br /><small>'''Craft'''</small><br />'''[[Soda Popper]]''' | ||
+ | | align="center" | [[Image:Killicon_soda_popper.png]] | ||
+ | | align="center" bgcolor="indianred" | <font color="white"> No </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="indianred" | <font color="white"> No </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="left" | 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. | ||
+ | |- | ||
+ | ! [[Image:BFB-G.png]]<br /><small>'''Craft'''</small><br />'''[[Baby Face's Blaster]]''' | ||
+ | | align="center" | [[Image:Killicon_baby_face's_blaster.png]] | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="indianred" | <font color="white"> No </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="left" | 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 === |
− | === | + | {| class="wikitable grid" width="100%" |
− | + | ! class="header" width="15%" | Weapon | |
− | + | ! class="header" width="10%" | Kill Icon | |
− | | | + | ! class="header" width="8%" | [[ESEA]] [[Standard 6v6|6s]] legal? |
− | | | + | ! class="header" width="8%" | [[UGC]] [[Highlander|HL]] legal? |
− | | | + | ! class="header" width="8%" | [[ETF2L]] [[Standard 6v6|6s]] legal? |
− | | | + | ! class="header" width="8%" | [[ETF2L]] [[Highlander|HL]] legal? |
− | | | + | ! class="header" width="43%" | Info |
− | | | + | |- |
− | | | + | ! [[Image:Pistol-G.png]]<br /><small>'''Stock'''</small><br />'''[[Pistol]]''' |
− | | | + | | align="center" | [[Image:Killicon_pistol.png]] |
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="left" | 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. | ||
+ | |- | ||
+ | ! [[Image:Bonk.png]]<br /><small>'''Unlock'''</small><br />'''[[Bonk! Atomic Punch]]''' | ||
+ | | align="center" | N/A | ||
+ | | align="center" bgcolor="indianred" | <font color="white"> No </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="indianred" | <font color="white"> No </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="left" | '''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. | ||
+ | |- | ||
+ | ! [[Image:Crit-a-Cola.png]]<br /><small>'''Craft'''</small><br />'''[[Crit-A-Cola]]''' | ||
+ | | align="center" | N/A | ||
+ | | align="center" bgcolor="indianred" | <font color="white"> No </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="indianred" | <font color="white"> No </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="left" | '''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. | ||
+ | |- | ||
+ | ! [[Image:MadMilk.png]]<br /><small>'''Craft'''</small><br />'''[[Mad Milk]]''' | ||
+ | | align="center" | N/A | ||
+ | | align="center" bgcolor="indianred" | <font color="white"> No </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="indianred" | <font color="white"> No </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="left" | '''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. | ||
+ | |- | ||
+ | ! [[Image:Winger.png]]<br /><small>'''Craft'''</small><br />'''[[Winger]]''' | ||
+ | | align="center" | [[Image:Killicon_winger.png]] | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="indianred" | <font color="white"> No </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="left" | 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. | ||
+ | |- | ||
+ | ! [[Image:PBPP.png]]<br /><small>'''Craft'''</small><br />'''[[Pretty Boy's Pocket Pistol]]''' | ||
+ | | align="center" | [[Image:Killicon_pretty_boy's_pocket_pistol.png]] | ||
+ | | align="center" bgcolor="indianred" | <font color="white"> No </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="indianred" | <font color="white"> No </font> | ||
+ | | align="center" bgcolor="indianred" | <font color="white"> No </font> | ||
+ | | align="left" | '''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]]. | ||
+ | |- | ||
+ | ! [[Image:FG.png]]<br /><small>'''Craft'''</small><br />'''[[Flying Guillotine]]''' | ||
+ | | align="center" | [[Image:Killicon_flying_guillotine.png]] | ||
+ | | align="center" bgcolor="indianred" | <font color="white"> No </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="center" bgcolor="indianred" | <font color="white"> No </font> | ||
+ | | align="center" bgcolor="lightgreen" | <font color="black"> Yes </font> | ||
+ | | align="left" | Cleaver info | ||
+ | |} | ||
+ | |||
+ | === Melee === | ||
+ | {{Weapon | ||
+ | | weapon_name = Bat | ||
+ | | image = Backpack_Bat.png | ||
+ | | 6s_legal = Yes | ||
+ | | hl_legal = Yes | ||
+ | | etf2l_6s_legal = Yes | ||
+ | | etf2l_hl_legal = Yes | ||
+ | | description = Bat info | ||
}} | }} | ||
− | {{ | + | |
− | | | + | {{Weapon |
− | | | + | | weapon_name = Sandman |
− | + | | image = Backpack_Sandman.png | |
− | + | | 6s_legal = No | |
− | | | + | | hl_legal = Yes |
− | | | + | | etf2l_6s_legal = No |
− | | | + | | etf2l_hl_legal = Yes |
− | | | + | | description = Sandman info |
− | |description = | ||
}} | }} | ||
− | {{ | + | |
− | | | + | {{Weapon |
− | | | + | | weapon_name = Boston Basher |
− | + | | image = Backpack_Boston_Basher.png | |
− | + | | 6s_legal = Yes | |
− | | | + | | hl_legal = Yes |
− | | | + | | etf2l_6s_legal = Yes |
− | | | + | | etf2l_hl_legal = Yes |
− | | | + | | description = The '''Boston Basher''' causes a bleed effect on hit. However, if the user misses, the bleed only affects the user. The main use for the Boston Basher is not to kill opponents, but to help a Medic build his Übercharge quickly in order to gain an advantage over the enemy team. |
− | |description = The ''' | ||
}} | }} | ||
− | {{ | + | |
− | | | + | {{Weapon |
− | | | + | | weapon_name = Candy Cane |
− | | | + | | image = Backpack_Candy_Cane.png |
− | | | + | | 6s_legal = Yes |
− | | | + | | hl_legal = Yes |
− | | | + | | etf2l_6s_legal = No |
− | + | | etf2l_hl_legal = Yes | |
− | |description = The ''' | + | | description = The '''Candy Cane''' causes a small health pack to be dropped from any enemy the Scout kills (not just with the Candy Cane). It also makes the Scout 25% more vulnerable to explosive weaponry. |
}} | }} | ||
− | {{ | + | |
− | | | + | {{Weapon |
− | | | + | | weapon_name = Sun-on-a-Stick |
− | | | + | | image = Backpack_Sun-on-a-Stick.png |
− | | | + | | 6s_legal = Yes |
− | | | + | | hl_legal = Yes |
− | | | + | | etf2l_6s_legal = No |
− | + | | etf2l_hl_legal = Yes | |
− | |description = | + | | description = Sun-on-a-Stick info |
}} | }} | ||
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− | + | {{Weapon | |
− | {{ | + | | weapon_name = Fan O'War |
− | + | | image = Backpack_Fan_O'War.png | |
− | | | + | | 6s_legal = Yes |
− | | | + | | hl_legal = Yes |
− | + | | etf2l_6s_legal = No | |
− | | | + | | etf2l_hl_legal = Yes |
− | | | + | | description = Fan O'War info |
− | | | ||
− | | | ||
− | |description = | ||
}} | }} | ||
− | {{ | + | |
− | | | + | {{Weapon |
− | | | + | | weapon_name = Atomizer |
− | + | | image = Backpack_Atomizer.png | |
− | + | | 6s_legal = No | |
− | | | + | | hl_legal = Yes |
− | | | + | | etf2l_6s_legal = No |
− | | | + | | etf2l_hl_legal = Yes |
− | | | + | | description = 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. |
− | |description = The ''' | ||
}} | }} | ||
− | {{ | + | |
− | | | + | {{Weapon |
− | | | + | | weapon_name = Wrap Assassin |
− | | | + | | image = Backpack_Wrap_Assassin.png |
− | | | + | | 6s_legal = No |
− | | | + | | hl_legal = Yes |
− | | | + | | etf2l_6s_legal = No |
− | + | | etf2l_hl_legal = Yes | |
− | |description = The ''' | + | | description = The '''Wrap Assassin''' functions like a hybrid between the Boston Basher and the Sandman; it launches a projectile that causes bleed on hit. However, it has a very low base damage of only 11, and with very limited applications it does not see widespread competitive use. |
}} | }} | ||
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[[Category:Classes]] | [[Category:Classes]] |