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− | {{Competitive|generic=Scout}}
| + | =COMP PAGES= |
− | [[File:Scoutjump.png|245px|right]]
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− | The '''Scout''' is the default [[Standard competitive lineup#Utility|utility]] class of the [[standard competitive lineup]], valued for his [[capping (competitive)|objective-capturing]] and [[pick]]ing abilities.
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− | == Information == | + | ===Redone=== |
− | === Health === | |
− | {{Class health pack and overheal table|overheal|scout=yes}}
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− | === Speed ===
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− | {{class speed table|Scout}}
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− | == Usage == | + | ===WIP=== |
− | [[File:Scoutstrafe.png|300px|right|Whoosh!]] | + | [[User:MEMEScouty/sandbox_scoutcomp|Scout]] |
− | The Scout's greatest strength is his mobility. As the fastest class in the game, the Scout can avoid being damaged by the enemy by dodging, so he should try to avoid being caught in a situation where he can't dodge. The strategic use of the double jump to redirect his movement enables the Scout to confuse his enemies while attacking, as well as being able to reach areas otherwise inaccessible to other classes. The Scout should try to flank the enemy when the opportunity arises; although he is not very weak in a direct fight, getting the first Scattergun blast can be a critical advantage. However, do not think that every single opening in the enemy team is a chance to flank, because doing so leaves your own team with a slightly weakened defense, allowing the enemy to kill your own team before you're able to move in. Scouts are also commonly called upon to deal chip damage to opponents, especially when Medics and health packs are far away. They can fire from long range with their Pistol or close in, fire a few Scattergun shots, and then make use of their speed to retreat. Another duty of Scouts is to chase down retreating enemies thanks to his superior speed and his ability to deal direct damage.
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− | One way that the Scout can put pressure on the Combo and the rest of the team is by back-capping; the threat of having Scouts rampaging behind them is something no team wants. Not only that, but the Scouts are quicker than any other class, which means they can get to the next point quicker than anyone else. If the team doesn't have any teammates respawning, it's possible that the Scouts can make it back to the last point. Even when it's not successful, back-capping will give the Scouts team a chance to regroup and respawn by drawing opposing team members away from the main battle; it can be the difference between keeping control of the point and losing the point and possibly even the round.
| + | ===Todo=== |
| + | Soldier |
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− | ==6v6==
| + | Pyro |
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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 with 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_(competitive)|Soldier]] and [[Demoman_(competitive)|Demoman]]). He is also often the best candidate 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.
| + | Demoman |
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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 for maincalling due to his mobility and high damage. These 2 roles are the most common Scout playstyles in 6s, however, these roles are not set in stone. Flank Scouts may have to stay back and protect the Combo, and Pocket Scouts may have to push into the enemy flank, getting picks if they can. These 2 roles are interchangeable, so it is important to be well-versed in both.
| + | Heavy |
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− | During mid-battles, Scouts have two main duties to fulfill. They either can protect their Combo from enemy Scouts, or they can be aggressive and try to flank and kill the opposing players, especially the [[Medic (competitive)|Medic]] and [[Demoman (competitive)|Demoman]]. Normally, the Scouts will try to do the best of both worlds; one Scout will play passively while the second Scout will wait for an opportunity to attack them. Due to their speed, they can also easily switch roles to focus on either defense or offense as the situation calls. Having both Scouts playing offensively can allow them to swarm exposed enemy players or finish off damaged enemies in a main battle. For example, if one Scout is guarding a specific area and sees 2 Scouts advancing, they can call the other Scout or Roamer to deal with them.
| + | Engineer |
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− | ==Highlander==
| + | Medic |
− | Scout's gameplay in Highlander varies greatly depending on the map and game mode. On Payload or Attack/Defend maps Scout's attacking power is cut down by the layout of the map, hindering his ability to engage in direct combat, but on certain King of The Hill maps, Scout can become a force to be reckoned with, using flank routes to secure multiple picks.
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− | Generally, the Scout will take a more flank-oriented role in Highlander along with the Soldier. On most maps, the Scout's primary objective is to call out any potential flanking threats, capture the objective with his increased capture rate, and sweep up weakened targets to create player advantages that can be exploited by the rest of the team. Payload stands out as the biggest exception to the rule, as the objective demands for the attacking team players to stay at the cart for extended periods of time. Devoting a Scout and another class (usually the Engineer) to pushing is the most efficient way to split up the team, as the maximum capture rate of a Payload cart is times three.
| + | Sniper |
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− | Sometimes, when quickly pushing with the Ubercharge, the Scout along with the Demoman will receive the majority of the Uber to capitalize on the damage dealt by the Demoman, creating a player advantage. It is not however advisable after a long stalemate situation, as the opponent will most likely construct a sentry and have an Uber of their own to defend.
| + | Spy |
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− | == Anti-Scout classes ==
| + | 6v6 |
− | Although it mostly depends on skill, some classes are designed to have an advantage over others, many classes have an advantage over a Scout, as well as others having a disadvantage against him. Let's look at the ones who have an advantage over a Scout:
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− | === The Soldier ===
| + | Highlander |
− | A [[Soldier (competitive)|Soldier]] is a Scout's arch-enemy. A Soldier's ability to deal splash damage making it unavoidable renders a Scout's double jump ability useless. If engaged at dangerously close ranges where the Soldier's primary will deal self-damage, it is likely that a Soldier is going to take out his Shotgun and finish the Scout off. Soldiers are most dangerous in narrow corridors to a Scout due to multiple reasons:
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− | * The Scout cannot maneuver in narrow areas.
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− | * The Soldier shoots straight, high-damage projectiles, meaning direct hits on a Scout become much easier, and are likely to kill the Scout in 2 shots or less.
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− | * The Scout has no option but to simply head-on charge at the Soldier meaning the Scout is unlikely to do any serious damage before being killed.
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− | A Scout's best hope is if the Soldier is in an open area where the Scout can get a height advantage and pick away at the Soldier.
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− | === The Scout ===
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− | The opposing Scouts are just as dangerous as the enemy Soldiers. In every match, it is highly likely you will run into the opposing Scouts. What makes Scout vs Scout battles very hard is that you are as equally as fast and mobile, and you can also not '''escape''' a Scout like you can with other classes. Your dodging and aiming skills will be tested when contesting another Scout. Use [[Health packs]], overheal, and your team's Scout to your advantage. A skilled Scout usually tries to control the area around the health pack so the other Scout cannot run to health and finish you off. When you are about to watch the flanks, always go for a buff from your Medic and try to bring your Scout buddy with you on the flanks to "out-number" the other Scout. Higher skilled Scouts usually trap the Scouts where one of the Scouts hides in the corner and the other lures him into a trap.
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− | === Engineer ===
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− | An [[Engineer]] without a sentry isn't much of a threat to a Scout. Simply put, an Engineer is a downgraded version of a Scout. However, this doesn't mean the Engineer isn't a dangerous class by himself, especially if he has the [[Gunslinger]] equipped. What makes the Engineer a brilliant anti-Scout class is his Sentry Gun; a high-damage, high-health, and extremely accurate auto-turret capable of acting as a wall to a Scout. Due to the nature of a Sentry Gun, a Scout cannot dodge the sentry's bullets, meaning the Scout's speed and double jump will not help him at all. His low health means that the Sentry Gun can finish him off in seconds, and his short-range and low firepower makes him completely reliant on his team to destroy it.
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− | However, if the Scout has the '''[[Bonk!_Atomic_Punch|Bonk!]]''' item equipped he becomes "invincible" and can absorb the sentry's damage, allowing other teammates to destroy it easily. The Engineer is the worst enemy for a Scout making it hard for a Scout to be effective in [[Highlander]].
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− | === Heavy Weapons Guy ===
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− | The [[Heavy (competitive)|Heavy]] has the largest health pool in the game. The Heavy is extremely dangerous at close-range, and fighting him head-on is suicide no matter what class is being played. Due to his extremely high damage and large health, this makes it very hard for a Scout to deal with one that is aware of the Scout's existence. In competitive situations, the Heavy is also likely to have full overheal, as well as a few teammates surrounding him, making it seemingly impossible for a Scout to even get decent damage on the Heavy.
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− | If the Scout gets close, he will have to do three point-blank shots to kill a non-overhealed Heavy. This means to kill a Heavy, the Scout will have to get to close range and risk getting found out and killed by the Heavy's teammates. Compare this to the Heavy, which takes much less effort to kill a Scout. Higher skilled Scouts will usually avoid Heavies at all costs, but if they have to engage they would try to confuse the Heavy's aim by jumping above the Heavy to get as many shots as possible.
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− | <br>
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− | == Weapons ==
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− | {{main|Scout weapons (competitive)}}
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− | Due to the vast majority of alternative weapons being banned in most leagues, almost all Scouts use the standard [[Scattergun]] and [[Pistol]]. In leagues where they are allowed, the [[Boston Basher]] and [[Three-Rune Blade]] are used by higher-level Scouts to help their Medics build Ubercharge while they are waiting to attack or defend a point. 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.
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− | {{class weapons table scout primary}}
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− | {{class weapons table scout secondary}}
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− | {{class weapons table scout melee}}
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− | == See also ==
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− | * [[Scout weapons (competitive)]]
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− | * [[Capping (competitive)]]
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− | * [[Scout]]
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− | * [[:Category:Classes (competitive)|Classes (competitive)]]
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− | * [[Standard competitive lineup]]
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− | {{Class competitive Nav}}
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− | {{Competitive nav}}
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