Difference between revisions of "Basic Scout strategy"

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{{hatnote|This page contains basic strategy for the Scout. For more advanced strategies, see [[Community Scout strategy]]. For how to play against the Scout, see [[Anti-Scout strategy]].}}
 
{{Quotation|'''The Scout''' |Say goodbye to ya kneecaps, chucklehead!|sound=Scout_taunts08.wav}}
 
{{Quotation|'''The Scout''' |Say goodbye to ya kneecaps, chucklehead!|sound=Scout_taunts08.wav}}
 
[[File:Scouttaunt2.PNG|350px|right]]
 
[[File:Scouttaunt2.PNG|350px|right]]
The [[Scout]] is the fastest and arguably the most mobile class in the game. Although frail, his speed and ability to [[Jumping#Double Jump|double jump]] allow him to easily access alternate routes on many maps, making him extremely unpredictable and perfect for ambushing. He counts as two players when capturing [[Control Point (objective)|control points]] or pushing [[Payload cart]]s, making him ideal for completing mission objectives quickly. When fighting, his high damage output and mobility make him one of the best classes in one-on-one combat. Because his health pool is so low, the Scout relies on completely avoiding damage to survive; for example, his double jump lets him escape [[knockback]], [[fall damage]], and explosions. To maximize damage dealt and minimize damage taken, a good Scout tends to weave around the outskirts of a battlefield, picking off important or damaged enemy targets. Weaponry that can slow or track players, such as [[Natascha]] or the [[Sentry Gun]], are deadly to the Scout.  
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Never, ever try to charge any unit.  With an extremely limited pool of health, the scout can't survive against a Soldier, a Pyro or a Heavy for more than five seconds.  Even if you need to get close to your enemies to do any real damage, you must avoid direct fire from your target.  You will be amazed how many times you are playing as a Heavy and a Scout is charging at you - just to hit the deck within five seconds.  Don't be that laughable scout which poses no threat to you.
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The [[Scout]] is the fastest and arguably one of the most mobile classes in the game. His speed and ability to [[Jumping#Double Jump|double jump]] lets him access ambushing routes and get to places before most other classes. Combine this mobility with his Scattergun's high damage output, and he is one of the best at picking and winning duels. The Scout can ideally control the outskirts of the battlefield by picking off important or damaged enemy targets, then support his team at objectives with his increased capture rate.
Sentries are also huge threats to the Scout.  They are perhaps the least efficient class against sentries, as their low health and close range weapons is the perfect antidote to a successful Sentry Destroyer.  Since sentries are completely automatic, their bullets will never miss, unlike players.  At least you can avoid the rockets... sometimes?
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The Scout has a low health pool and relies on completely avoiding damage to survive; his double jump lets him escape [[knockback]], [[fall damage]], and explosions. Dodging becomes harder when being attacked by multiple enemies at once, generally dissuading the Scout from the frontlines. Additionally, not everything can be dodged; weaponry that can [[Slowdown|slow]] or track players, such as [[Natascha]] or the [[Sentry Gun]], are deadly to the Scout.  
  
 
== Primary weapons ==
 
== Primary weapons ==
When fighting, don't rely on your mouse alone to track foes. Use your movement to keep the opponent centered on your screen, firing whenever your cross-hairs and opponent match up. This allows you to focus on moving efficiently and erratically, making you harder to hit, while at the same time making your aim smoother and more accurate via prediction. Find what distance you operate at best and use your speed to maintain it; extremely close range combat favors quick jumping to avoid enemy shots fired downward, while more moderate distances allow you to stay grounded and continuously strafe from side to side.  
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When fighting, don't rely on your mouse alone to track foes. Use your movement to keep the opponent centered on your screen, firing whenever your cross-hairs and opponent match up. This allows you to focus on moving efficiently and erratically, making you harder to hit, while at the same time making your aim smoother and more accurate via prediction. Find what distance you operate at best and use your speed to maintain it; extremely close-range combat favors quick jumping to avoid enemy shots fired downward, while more moderate distances allow you to stay grounded and continuously strafe from side to side.  
  
===[[Scattergun]] + reskins===
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===[[Scattergun]] + [[reskins]]===
 
{{icon item|Scattergun|100px}} {{icon item|Festive Scattergun|100px|link=Festive weapons}} {{icon item|Silver Botkiller Scattergun|100px|link=Botkiller weapons}} {{icon item|Australium Scattergun|100px|link=Australium weapons}}
 
{{icon item|Scattergun|100px}} {{icon item|Festive Scattergun|100px|link=Festive weapons}} {{icon item|Silver Botkiller Scattergun|100px|link=Botkiller weapons}} {{icon item|Australium Scattergun|100px|link=Australium weapons}}
  
At point blank range, your Scattergun can kill most classes with just two well placed shots. Due to the Scattergun's bullet spread and slow reload speed, switching to your [[Pistol]] when out of primary ammo or when fighting distant enemies is wise.
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At point-blank range, your Scattergun kills most classes with just two well-placed shots. Use your speed to avoid attacks and get in close range to deal maximum damage. The Scattergun runs out of ammunition quickly and you are fragile, so take cover or run circles around your enemies while reloading. When fighting distant enemies, switch to your [[Pistol]], as the Scattergun's wide bullet spread means it deals minimal damage at long range.
  
===[[Force-A-Nature]] + reskins===
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===[[Force-A-Nature]] + [[reskins]]===
 
{{icon item|Force-A-Nature|100px}} {{icon item|Australium Force-A-Nature|100px|link=Australium weapons}} {{icon item|Festive Force-A-Nature|100px|link=Festive weapons}}
 
{{icon item|Force-A-Nature|100px}} {{icon item|Australium Force-A-Nature|100px|link=Australium weapons}} {{icon item|Festive Force-A-Nature|100px|link=Festive weapons}}
  
The Force-A-Nature deals heavy burst damage but must be reloaded often, making it best used as a hit-and-run weapon. It inflicts [[knockback]] on both you and your target, with your target being launched backwards proportional to the damage dealt. An enemy launched into the air makes for an easy kill, while the self-inflicted knock back allows you to [[Jumping#Force Jump|Force jump]] to even more unpredictable locations. If you actively jump while in combat, save your extra jump until after you've fired the Force-A-Nature; the knock back can leave you suspended in midair and vulnerable. For efficient ammo usage, always fire your two shots before reloading; reloading with one shot in the barrel will discard that shot.
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The Force-A-Nature deals heavy burst damage but must be reloaded often, so it is best used as a hit-and-run weapon. Its shots inflict [[knockback]] on both you and your target, leading to some interesting applications. Your enemy is launched backwards proportionally to the damage dealt, allowing you to land easy follow-up shots or launch them into map hazards. The self-inflicted knockback allows you to [[Jumping#Force Jump|Force jump]] to even more locations. If you actively jump while in combat, save your extra jump until after you've fired the Force-A-Nature; the knockback will leave you suspended in midair and vulnerable. For efficient ammo usage, always fire your two shots before reloading; reloading with one shot in the barrel will discard that shot.
On maps such as Nucleus (King of the Hill) and Upward (Payload) have many steep drops and cliffs which the Force-A-Nature can exploit, like the Pyro's compression blast.
 
  
 
===[[Shortstop]]===
 
===[[Shortstop]]===
 
{{icon item|Shortstop|100px}}  
 
{{icon item|Shortstop|100px}}  
  
The Shortstop is a cross between your Scattergun and [[Pistol]]. While it deals less damage than your other primary weapons, its narrow bullet spread and fast reload time makes it reliable at longer ranges. The Shortstop also grants increased healing, making it pair well with [[Mad Milk]] or the [[Candy Cane]]. While the Shortstop is equipped, you receive 40% greater [[knock back]]; while this encourages you to keep a safe distance from any explosions, you can also use those explosions to escape a losing fight more easily. It draws from the same ammunition pool as the Pistol, so you should use a different secondary weapon to conserve ammunition.
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The Shortstop is a cross between your Scattergun and Pistol, holding 4 shots that all reload in a single clip. While it deals less damage than the Scattergun, its narrow bullet spread and fast reload time make it reliable at longer ranges. While the Shortstop is deployed, you receive 20% greater [[knockback]]; explosions will throw you around and disrupt aiming, but can be used to escape a losing fight easier. Alternate fire is a melee shove, which is best for keeping enemies at optimal mid-range firing distance or throwing them into [[environmental hazards]].
  
 
===[[Soda Popper]]===
 
===[[Soda Popper]]===
 
{{icon item|Soda Popper|100px}}
 
{{icon item|Soda Popper|100px}}
  
The Soda Popper is similar to the [[Force-A-Nature]], but does not possess its knockback effects. Like the Force-A-Nature, it is best used as a hit-and-run weapon. However, the faster reloading speed means that it is more viable for prolonged combat. While the Soda Popper is your active weapon, you will generate a "Hype" meter. When the Hype meter is full, alternate-fire will put you into Hype mode, allowing you to jump up to five times in midair for 10 seconds. The ability to jump consecutively is even more useful for accessing alternate routes or avoiding damage. For efficient ammo usage, always fire your two shots before reloading; reloading with one shot in the barrel will discard that shot.
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The Soda Popper is similar to the [[Force-A-Nature]], but does not have its knockback effects. Like the Force-A-Nature, it is best used as a hit-and-run weapon, although its faster reloading speed makes it more useful in prolonged combat. Damaging enemies builds a "Hype" meter. When the Hype meter is full, alternate-fire will put you into Hype mode, allowing you to jump up to five times in midair for 10 seconds. Hype mode is incredibly useful for accessing routes that normally require another class's [[explosive jump]], and staying in the air to dodge attacks when dueling. However, Hype mode is not usable as often as your other mobility options.
  
 
===[[Baby Face's Blaster]]===
 
===[[Baby Face's Blaster]]===
 
{{icon item|Baby Face's Blaster|100px}}
 
{{icon item|Baby Face's Blaster|100px}}
  
The Baby Face's Blaster has a clip of only 4 bullets and initially reduces your movement speed by 10%. However, dealing damage with any weapon builds Boost, which in turn increases your speed to an amount significantly higher than your normal rate of travel. Double jumping will remove 25% of the accumulated Boost, so you'll have to carefully decide when to jump. Don't be afraid to use your jump, however; it only takes 99 damage to fully charge your Boost if you lose all of it. Use a secondary weapon of your own choice to build up boost at a distance.
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The Baby Face's Blaster has a clip of only 4 bullets and initially reduces your movement speed by 10%. Dealing damage with any weapon charges a Boost meter, which increases your speed by up to 30% at 100 damage dealt. Taking damage lowers Boost, while double jumping costs 75% Boost. Overall, first build Boost via ambushes or at a distance with the help of weapons like the [[Winger]], [[Flying Guillotine]], and [[Wrap Assassin]]. Then, use the speed increase to completely avoid taking damage. Keep in mind that you will sometimes need to sacrifice your speed to access a side route or dodge enemy attacks that would remove your Boost anyway.  
  
 
===[[Back Scatter]]===
 
===[[Back Scatter]]===
 
{{icon item|Back Scatter|100px}}
 
{{icon item|Back Scatter|100px}}
  
The Back Scatter deals Mini-Crits when fired at the backs of enemies when in close range, but has a reduced clip size and is less accurate. When compared to the standard Scattergun, the Back Scatter excels at ambushes but is weaker at medium range. Get behind enemy lines for a maximum efficiency; because of the decreased accuracy, you must be as close as possible to your target. Generally the stock [[Scattergun]] is better of offensive purposes, but the Back Scatter excels at defense, especially on Payload maps.
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The Back Scatter deals Mini-Crits when fired at the backs of enemies in close range, but has a reduced clip size and is less accurate. The Mini-Crits now allow you to kill the weaker classes with just one well-placed shot. However, the reduced accuracy may be a problem when you can't get close to your target. Overall, this weapon is best for flanking or punishing fleeing enemies, but not for dueling.
  
 
== Secondary weapons ==
 
== Secondary weapons ==
===[[Pistol]] + reskins===
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===[[Pistol]] + [[reskins]]===
{{icon item|Pistol|100px}} {{icon item|Lugermorph|100px}}  
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{{icon item|Pistol|100px}} {{icon item|Lugermorph|100px}} {{icon item|C.A.P.P.E.R|100px}}  
  
The Pistol is a backup weapon, primarily used for finishing off wounded targets or fighting at range. It reloads much more quickly than any of your primary weapons and can be used to harass enemies or cover a retreat. It's also useful for taking out enemy [[Sentry Gun]]s from afar.
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The Pistol is a backup weapon that is accurate at medium range, primarily used for finishing off wounded targets or fighting at range. It reloads quickly and can be used to harass enemies, cover a retreat, and take out [[Sentry Gun]]s from afar. Keep track of the Pistol's ammunition, as your three extra magazines can run out surprisingly quickly.
  
===[[Bonk! Atomic Punch]] + reskins===
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===[[Bonk! Atomic Punch]] + [[reskins]]===
 
{{icon item|Bonk! Atomic Punch|100px}} {{icon item|Festive Bonk! Atomic Punch|100px|link=Festive weapons}}
 
{{icon item|Bonk! Atomic Punch|100px}} {{icon item|Festive Bonk! Atomic Punch|100px|link=Festive weapons}}
  
Bonk! Atomic Punch is a utility item that, when consumed, will grant invulnerability to all enemy attacks. Its main use is to dodge or draw enemy fire. For example, you can use it to get past [[Sentry Gun]]s, retreat safely, bait [[Demoman | Demomen]] into detonating their sticky traps, or block choke points. Outside of combat, it can also be used to negate afterburn, bleeding, or self-damage from the [[Atomizer]]. Even though you are nearly invincible when under its effects, don't overextend; you will still be vulnerable to [[knockback]] and don't want to be caught out in the open once Bonk! expires.
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Bonk! Atomic Punch is a utility item that, when consumed, grants invulnerability to all enemy attacks. Its main use is to dodge or draw enemy fire. For example, you can use it to get past [[Sentry Gun]]s, retreat safely, bait [[Demoman|Demomen]] into detonating their sticky traps, or block choke points. Outside of combat, it can also be used to negate [[Fire|afterburn]] or [[bleeding]]. Even though you are temporarily immune to damage, you can still be pinned down by [[knockback]], so be careful to not get cornered. You are encouraged to retreat as the effect wears off, as you are [[Slow]]ed for 5 seconds based on the damage you negated, up to 50% for absorbing 200 damage.
  
 
===[[Crit-a-Cola]]===
 
===[[Crit-a-Cola]]===
 
{{icon item|Crit-a-Cola|100px}}  
 
{{icon item|Crit-a-Cola|100px}}  
  
Crit-a-Cola is a utility item that rewards you for taking risks. When consumed, it grants you guaranteed mini-crits and 25% increased move speed, but causes you to take 10% increased damage from all sources. Thus, it is recommended to drink it before an ambush or other situations where your opponent can't retaliate in time. If used for ranged harassment, Crit-a-Cola pairs well with the with the [[Shortstop]], as mini-crits don't have damage fall-off. The speed boost provided by Crit-a-Cola will not stack with the boosting effects of other items, so do not drink it and take increased damage if you don't have to.
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Crit-a-Cola is a utility item that rewards you for taking risks. When consumed, it grants you guaranteed Mini-Crits for eight seconds. However, firing any gun or swinging your melee weapon will cause you to also take Mini-Crits for five seconds. Crit-a-Cola is best used before an ambush or other situations where your opponent can't see you coming. Alternatively, pair Crit-a-Cola with the [[Shortstop]] for ranged harassment, as Mini-Crits don't have damage fall-off. The Crit-a-Cola boost does not stack with the boosts of other items, such as the [[Buff Banner]] or [[Jarate]].
  
===[[Mad Milk]] + reskins===
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===[[Mad Milk]] + [[reskins]]===
 
{{icon item|Mad Milk|100px}} {{icon item|Mutated Milk|100px}}
 
{{icon item|Mad Milk|100px}} {{icon item|Mutated Milk|100px}}
  
Mad Milk is thrown like a grenade and inflicts a temporary debuff upon its victims, allowing any member on your team to heal by damaging an opponent under its effects. It can be used both in single combat or large firefights to give you and allies additional survivability. Additionally, Mad Milk can be used to extinguish teammates and reveal cloaked [[Spy|Spies]]. It pairs well with the [[Shortstop]], because the Shortstop will grant you extra health upon damaging enemies coated in Mad Milk.
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Mad Milk is thrown like a grenade and inflicts a temporary debuff upon its victims, allowing any member on your team to heal by damaging an opponent under its effects. It can be used in single combat for yourself or large firefights for your team, especially if you lack a Medic. Additionally, Mad Milk can be used to extinguish teammates and reveal cloaked or disguised [[Spy|Spies]].
  
 
===[[Winger]]===
 
===[[Winger]]===
 
{{icon item|Winger|100px}}  
 
{{icon item|Winger|100px}}  
  
Like the Pistol, the Winger can be used to harass enemies or cover a retreat. When compared to the Pistol, its increased damage is best for short encounters; the Winger deals less damage over long periods of time due to its reduced magazine size. The 25% jump height makes maneuvering to tricky spots even easier and pairs well with the [[Atomizer]].
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Like the Pistol, the Winger can be used to harass enemies or cover a retreat. When compared to the Pistol, the Winger's increased damage is best for short encounters; it deals less damage over long periods of time due to its reduced magazine size. The 25% added jump height lets you evade attacks and access alternate routes easier.
  
 
===[[Pretty Boy's Pocket Pistol]]===
 
===[[Pretty Boy's Pocket Pistol]]===
 
{{icon item|Pretty Boy's Pocket Pistol|100px}}  
 
{{icon item|Pretty Boy's Pocket Pistol|100px}}  
  
The Pretty Boy's Pocket Pistol slightly raises your maximum health and negates fall damage. However, it shoots more slowly than the Pistol and increases your vulnerability to fire, making it less effective in combat. Overall, the Pretty Boy's Pocket Pistol can be useful if you prefer a more mobile playstyle, relying on your primary weapon to pick off lone enemies. The Pretty Boy's Pocket Pistol can go well with the [[Soda Popper]], this allows you to use multiple jump without taking fall damage.
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The Pretty Boy's Pocket Pistol recovers three health per hit, but expends its 25% reduced magazine quickly. The Pocket Pistol can be used mid-combat to quickly recover some health, but you should switch back to your primary weapon for finishing fights.
  
 
===[[Flying Guillotine]]===
 
===[[Flying Guillotine]]===
 
{{icon item|Flying Guillotine|100px}}
 
{{icon item|Flying Guillotine|100px}}
  
The Flying Guillotine can be thrown every six seconds to deal moderate damage and cause bleeding, making it decent for mid-range harassment. If it hits an enemy that's stunned, it deals a guaranteed critical hit; although difficult to aim in the heat of battle, this lets it combo with the [[Sandman]]'s baseball shot. Overall, the Flying Guillotine rewards you greatly for landing that singular hit; one cleaver is equivalent to several Pistol shots while striking a stunned enemy is the equivalent of several [[Scattergun]] shots.
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The Flying Guillotine can be thrown every six seconds to deal moderate damage and cause [[bleeding]], making it decent for mid-range harassment. Overall, the Flying Guillotine rewards you greatly for landing that one single hit; a cleaver is equivalent to several Pistol shots. The Flying Guillotine deals no damage to buildings, leaving you very disadvantaged against Sentry Guns.
  
 
== Melee weapons ==
 
== Melee weapons ==
==={{anchor|Bat}}[[Bat]] + reskins===
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==={{anchor|Bat}}[[Bat]] + [[reskins]] ===
{{icon item|Bat|100px}} {{icon item|Frying Pan|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Festive Bat|100px|link=Festive weapons}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory Maker|100px}} {{icon item|Ham Shank|100px}} {{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} {{icon item|Crossing Guard|100px}}
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{{icon item|Bat|100px}} {{icon item|Frying Pan|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Festive Bat|100px|link=Festive weapons}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Memory Maker|100px}} {{icon item|Ham Shank|100px}} {{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} {{icon item|Crossing Guard|100px}} {{icon item|Batsaber|100px}} {{icon item|Prinny Machete|100px}}  
  
Because you already deal so much damage at close range, you should only use the Bat when out of loaded ammunition or when dealing with unattended Engineer structures. While it swings rapidly, it deals less damage than your Scattergun.
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The Bat swings rapidly but deals less damage than your Scattergun. The Bat is best used to finish off dodgy enemies or other easy targets when you run out of ammo in your primary and secondary weapons.
  
 
===[[Sandman]]===
 
===[[Sandman]]===
 
{{icon item|Sandman|100px}}  
 
{{icon item|Sandman|100px}}  
  
The Sandman slightly lowers your maximum health, but grants access to an alternate fire that launches a baseball capable of [[stun]]ning enemies. The baseball's stun duration starts at 1 second, but can reach up to 7 seconds depending on how far the ball travels. Stunning an enemy will give you a chance to move in for the kill or retreat safely. Additionally, you can use it to provide support in large firefights by stunning the more dangerous foes, such as [[Heavy|Heavies]] and [[crit boost]]ed enemies.
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The Sandman slightly lowers your maximum health but grants an alternate fire that launches a baseball capable of [[Slowdown|slowing]] enemies. The baseball's slow duration starts at 1 second, but can reach up to 7 seconds depending on how far the ball travels. Slowing an enemy will give you a chance to move in for the kill or retreat safely. Additionally, you can use it to provide support in large firefights by slowing certain enemies to separate them from teammates, such as Medics and [[Critical hits#Crit Boost|Crit-boosted]] enemies. Your low health pool makes the small health penalty significant, so make sure you actually use the baseball.
  
===[[Holy Mackerel]] + reskins===
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===[[Holy Mackerel]] + [[reskins]]===
{{icon item|Holy Mackerel|100px}} {{icon item|Unarmed Combat|100px}} {{icon item|Festive Holy Mackerel|100px}}
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{{icon item|Holy Mackerel|100px}} {{icon item|Unarmed Combat|100px}} {{icon item|Festive Holy Mackerel|100px|link=Festive weapons}}
  
The Holy Mackerel functions identically to the Bat but announces each hit in the kill feed. A hit that triggers a Spy's [[feign death]] will appear as a hit, not a kill, allowing you to track down a Spy using the [[Dead Ringer]].
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The Holy Mackerel functions identically to the Bat but announces each hit in the kill feed, allowing for humiliating kills and sometimes detecting Dead Ringer Spies due to the lack of "FISH KILL!". Like with the default Bat, other melee weapons with more useful effects are recommended for serious combat.
  
 
===[[Candy Cane]]===
 
===[[Candy Cane]]===
 
{{icon item|Candy Cane|100px}}
 
{{icon item|Candy Cane|100px}}
  
When you have the Candy Cane equipped, any kill will cause your victims to drop health packs that can be used to heal your team as they fight at the front lines. The Candy Cane does not need to be the active weapon for this bonus to occur. However, your vulnerability to explosive damage is increased, meaning that a direct hit from a [[Projectiles|rocket]] or [[Projectiles|grenade]] is now capable of killing you in just one hit. A Spy who uses the Dead Ringer to trigger a feign death will not drop a health pack and is easier to discern. The [[Shortstop]] makes a good combination with the Candy Cane since you will get more health from the health kit that dropped from killed enemies.
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When you have the Candy Cane equipped, any kill will cause your victims to drop health packs that can be used to heal your team. The Candy Cane does not need to be the active weapon for this bonus to occur. Ensure that enemies don't reach the health kit first and be wary that approaching the health kit may draw attention. The Candy Cane also increases your vulnerability to explosive damage, meaning that a direct hit from a [[Projectiles|rocket]] or [[Projectiles|grenade]] can now kill you in one hit. A Spy who uses the Dead Ringer to trigger a feign death will not drop a health pack and is easier to discern.
  
===[[Boston Basher]] + reskins===
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===[[Boston Basher]] + [[reskins]]===
 
{{icon item|Boston Basher|100px}}{{icon item|Three-Rune Blade|100px}}
 
{{icon item|Boston Basher|100px}}{{icon item|Three-Rune Blade|100px}}
  
When striking an enemy, the Boston Basher inflicts the [[bleeding|bleed]] status in addition to the standard Bat damage. However, any missed melee attacks will cause you to damage and inflict the bleed status on yourself instead. Thus, you should only try to attack only if you're sure the strike will connect. You can use the self-damage to help a [[Medic]] fill his [[ÜberCharge]] meter and the bleed effect to track down [[Cloak]]ed Spies. Damaging yourself will inflict a small amount of self-[[knockback]] that can be used as an additional jump in order to reach higher areas, albeit at the cost of a significant portion of health.
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When striking an enemy, the Boston Basher inflicts the [[bleeding|bleed]] status in addition to the standard Bat damage. However, any missed melee attacks will cause you to damage and bleed yourself instead; try to attack only if you're sure the strike will connect. Striking an environmental object results in no self-damage, so the weapon is slightly less risky to use in enclosed areas.
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You can use the self-damage to help a [[Medic]] fill his [[ÜberCharge]] meter and the bleed effect to track down [[cloaked]] Spies. Damaging yourself will inflict a small amount of self-[[knockback]] that can be used as an additional jump in order to reach higher areas, albeit at the cost of a significant portion of health.
  
 
===[[Sun-on-a-Stick]]===
 
===[[Sun-on-a-Stick]]===
 
{{item icon|Sun-on-a-Stick|100px}}
 
{{item icon|Sun-on-a-Stick|100px}}
  
Against ignited foes, the Sun-on-a-Stick will deal as much damage as the Scattergun at point blank range in terms of damage-per-second. However, both you and the Pyro excel at close range combat and can often finish off an enemy without the help of an ally. As a result, you might not be able to utilize this combo frequently, as effective as it may be.
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The Sun-on-a-Stick's main draw is the 25% fire resistance while deployed. It deals 25% less damage, so don't actually fight with it. As the Scout, your low health pool is quickly chipped away by the Pyro's [[Fire|afterburn]]. If you are set on fire, deploy the Sun-on-a-Stick while searching for healing to survive longer. Against ignited foes, the Sun-on-a-Stick deals guaranteed Critical hits and is one of your best damage options. However, you and the Pyro excel at close-range duels and can often finish off an enemy without help, so you might not be able to use this combo frequently.
  
 
===[[Fan O'War]]===
 
===[[Fan O'War]]===
 
{{item icon|Fan O'War|100px}}
 
{{item icon|Fan O'War|100px}}
  
The Fan O'War deals little damage but can mark victims for death, causing all damage taken to be mini-crits. In a one-on-one encounter, tag an enemy with it, then switch to another weapon to finish the job. It's less effective against groups of enemies, due to your low survivability and because the Mark of Death can only be inflicted on one enemy at a time. Using the Fan O'War requires you to get near the enemy, equip it with the [[Baby Face's Blaster]] can help you get away from your opponents easier.
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The Fan O'War deals little damage but can [[Marked for death|mark victims for death]], causing all damage taken to be Mini-Crits. Tag an enemy with it, then either switch to another weapon or have your team finish the job. Weave into melee range of groups carefully, as the Mark of Death can only be inflicted on one enemy at a time.
  
 
===[[Atomizer]]===
 
===[[Atomizer]]===
 
{{icon item|Atomizer|100px}}
 
{{icon item|Atomizer|100px}}
  
The Atomizer does not need to be the active weapon for you to have access to the triple jump, so you can ignore its downsides if you simply use your primary weapon in close range combat. The added mobility granted by the triple jump is often worth paying 10 health, especially if it means positioning yourself behind a key target or dodging a deadly rocket. If you pair the Atomizer with the [[Force-A-Nature]], you can combine a triple jump and force jump into a quadruple jump. You will take no damage from the third jump while phasing with [[Bonk! Atomic Punch]].
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When the Atomizer is your active weapon, you have access to a triple jump, which opens up more routes of travel. In combat, the Atomizer is useful for engaging foes from odd angles, as its melee attacks also Mini-Crit while you're airborne. The Atomizer deploys 50% slower, a significant delay when trying to escape instead.
Pay attention to the fact you lose a precious ten health points when using the triple jump. The Scout's low health is not helped by abusing the triple jump ability, which can sometimes even kill the Scout after a particularly devastating attack.
 
  
 
===[[Wrap Assassin]]===
 
===[[Wrap Assassin]]===
 
{{icon item|Wrap Assassin|100px}}
 
{{icon item|Wrap Assassin|100px}}
  
In a similar fashion to the Sandman, the Wrap Assassin launches a projectile that inflicts bleeding effect on struck enemies. It's most effective to use the projectile to weaken stronger enemies, rather than finish them off, before moving in with the [[Scattergun]]. If you simply use your primary weapon in close range combat, you can ignore its reduced damage.
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Similarly to the [[Sandman]], the Wrap Assassin launches a weak projectile that inflicts a [[bleeding]] effect on struck enemies. Use the projectile to weaken stronger enemies before moving in with the [[Scattergun]]. Keep using your primary weapon at close range to negate this weapon's extremely low melee damage.
  
  
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[[Category:Scout]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]
[[Category:Scout]]
 

Latest revision as of 15:00, 4 September 2024

This page contains basic strategy for the Scout. For more advanced strategies, see Community Scout strategy. For how to play against the Scout, see Anti-Scout strategy.
Say goodbye to ya kneecaps, chucklehead!
The Scout
Scouttaunt2.PNG

The Scout is the fastest and arguably one of the most mobile classes in the game. His speed and ability to double jump lets him access ambushing routes and get to places before most other classes. Combine this mobility with his Scattergun's high damage output, and he is one of the best at picking and winning duels. The Scout can ideally control the outskirts of the battlefield by picking off important or damaged enemy targets, then support his team at objectives with his increased capture rate.

The Scout has a low health pool and relies on completely avoiding damage to survive; his double jump lets him escape knockback, fall damage, and explosions. Dodging becomes harder when being attacked by multiple enemies at once, generally dissuading the Scout from the frontlines. Additionally, not everything can be dodged; weaponry that can slow or track players, such as Natascha or the Sentry Gun, are deadly to the Scout.

Primary weapons

When fighting, don't rely on your mouse alone to track foes. Use your movement to keep the opponent centered on your screen, firing whenever your cross-hairs and opponent match up. This allows you to focus on moving efficiently and erratically, making you harder to hit, while at the same time making your aim smoother and more accurate via prediction. Find what distance you operate at best and use your speed to maintain it; extremely close-range combat favors quick jumping to avoid enemy shots fired downward, while more moderate distances allow you to stay grounded and continuously strafe from side to side.

Scattergun + reskins

Scattergun Festive Scattergun Silver Botkiller Scattergun Australium Scattergun

At point-blank range, your Scattergun kills most classes with just two well-placed shots. Use your speed to avoid attacks and get in close range to deal maximum damage. The Scattergun runs out of ammunition quickly and you are fragile, so take cover or run circles around your enemies while reloading. When fighting distant enemies, switch to your Pistol, as the Scattergun's wide bullet spread means it deals minimal damage at long range.

Force-A-Nature + reskins

Force-A-Nature Australium Force-A-Nature Festive Force-A-Nature

The Force-A-Nature deals heavy burst damage but must be reloaded often, so it is best used as a hit-and-run weapon. Its shots inflict knockback on both you and your target, leading to some interesting applications. Your enemy is launched backwards proportionally to the damage dealt, allowing you to land easy follow-up shots or launch them into map hazards. The self-inflicted knockback allows you to Force jump to even more locations. If you actively jump while in combat, save your extra jump until after you've fired the Force-A-Nature; the knockback will leave you suspended in midair and vulnerable. For efficient ammo usage, always fire your two shots before reloading; reloading with one shot in the barrel will discard that shot.

Shortstop

Shortstop

The Shortstop is a cross between your Scattergun and Pistol, holding 4 shots that all reload in a single clip. While it deals less damage than the Scattergun, its narrow bullet spread and fast reload time make it reliable at longer ranges. While the Shortstop is deployed, you receive 20% greater knockback; explosions will throw you around and disrupt aiming, but can be used to escape a losing fight easier. Alternate fire is a melee shove, which is best for keeping enemies at optimal mid-range firing distance or throwing them into environmental hazards.

Soda Popper

Soda Popper

The Soda Popper is similar to the Force-A-Nature, but does not have its knockback effects. Like the Force-A-Nature, it is best used as a hit-and-run weapon, although its faster reloading speed makes it more useful in prolonged combat. Damaging enemies builds a "Hype" meter. When the Hype meter is full, alternate-fire will put you into Hype mode, allowing you to jump up to five times in midair for 10 seconds. Hype mode is incredibly useful for accessing routes that normally require another class's explosive jump, and staying in the air to dodge attacks when dueling. However, Hype mode is not usable as often as your other mobility options.

Baby Face's Blaster

Baby Face's Blaster

The Baby Face's Blaster has a clip of only 4 bullets and initially reduces your movement speed by 10%. Dealing damage with any weapon charges a Boost meter, which increases your speed by up to 30% at 100 damage dealt. Taking damage lowers Boost, while double jumping costs 75% Boost. Overall, first build Boost via ambushes or at a distance with the help of weapons like the Winger, Flying Guillotine, and Wrap Assassin. Then, use the speed increase to completely avoid taking damage. Keep in mind that you will sometimes need to sacrifice your speed to access a side route or dodge enemy attacks that would remove your Boost anyway.

Back Scatter

Back Scatter

The Back Scatter deals Mini-Crits when fired at the backs of enemies in close range, but has a reduced clip size and is less accurate. The Mini-Crits now allow you to kill the weaker classes with just one well-placed shot. However, the reduced accuracy may be a problem when you can't get close to your target. Overall, this weapon is best for flanking or punishing fleeing enemies, but not for dueling.

Secondary weapons

Pistol + reskins

Pistol Lugermorph C.A.P.P.E.R

The Pistol is a backup weapon that is accurate at medium range, primarily used for finishing off wounded targets or fighting at range. It reloads quickly and can be used to harass enemies, cover a retreat, and take out Sentry Guns from afar. Keep track of the Pistol's ammunition, as your three extra magazines can run out surprisingly quickly.

Bonk! Atomic Punch + reskins

Bonk! Atomic Punch Festive Bonk! Atomic Punch

Bonk! Atomic Punch is a utility item that, when consumed, grants invulnerability to all enemy attacks. Its main use is to dodge or draw enemy fire. For example, you can use it to get past Sentry Guns, retreat safely, bait Demomen into detonating their sticky traps, or block choke points. Outside of combat, it can also be used to negate afterburn or bleeding. Even though you are temporarily immune to damage, you can still be pinned down by knockback, so be careful to not get cornered. You are encouraged to retreat as the effect wears off, as you are Slowed for 5 seconds based on the damage you negated, up to 50% for absorbing 200 damage.

Crit-a-Cola

Crit-a-Cola

Crit-a-Cola is a utility item that rewards you for taking risks. When consumed, it grants you guaranteed Mini-Crits for eight seconds. However, firing any gun or swinging your melee weapon will cause you to also take Mini-Crits for five seconds. Crit-a-Cola is best used before an ambush or other situations where your opponent can't see you coming. Alternatively, pair Crit-a-Cola with the Shortstop for ranged harassment, as Mini-Crits don't have damage fall-off. The Crit-a-Cola boost does not stack with the boosts of other items, such as the Buff Banner or Jarate.

Mad Milk + reskins

Mad Milk Mutated Milk

Mad Milk is thrown like a grenade and inflicts a temporary debuff upon its victims, allowing any member on your team to heal by damaging an opponent under its effects. It can be used in single combat for yourself or large firefights for your team, especially if you lack a Medic. Additionally, Mad Milk can be used to extinguish teammates and reveal cloaked or disguised Spies.

Winger

Winger

Like the Pistol, the Winger can be used to harass enemies or cover a retreat. When compared to the Pistol, the Winger's increased damage is best for short encounters; it deals less damage over long periods of time due to its reduced magazine size. The 25% added jump height lets you evade attacks and access alternate routes easier.

Pretty Boy's Pocket Pistol

Pretty Boy's Pocket Pistol

The Pretty Boy's Pocket Pistol recovers three health per hit, but expends its 25% reduced magazine quickly. The Pocket Pistol can be used mid-combat to quickly recover some health, but you should switch back to your primary weapon for finishing fights.

Flying Guillotine

Flying Guillotine

The Flying Guillotine can be thrown every six seconds to deal moderate damage and cause bleeding, making it decent for mid-range harassment. Overall, the Flying Guillotine rewards you greatly for landing that one single hit; a cleaver is equivalent to several Pistol shots. The Flying Guillotine deals no damage to buildings, leaving you very disadvantaged against Sentry Guns.

Melee weapons

Bat + reskins

Bat Frying Pan Saxxy Conscientious Objector Festive Bat Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Batsaber Prinny Machete

The Bat swings rapidly but deals less damage than your Scattergun. The Bat is best used to finish off dodgy enemies or other easy targets when you run out of ammo in your primary and secondary weapons.

Sandman

Sandman

The Sandman slightly lowers your maximum health but grants an alternate fire that launches a baseball capable of slowing enemies. The baseball's slow duration starts at 1 second, but can reach up to 7 seconds depending on how far the ball travels. Slowing an enemy will give you a chance to move in for the kill or retreat safely. Additionally, you can use it to provide support in large firefights by slowing certain enemies to separate them from teammates, such as Medics and Crit-boosted enemies. Your low health pool makes the small health penalty significant, so make sure you actually use the baseball.

Holy Mackerel + reskins

Holy Mackerel Unarmed Combat Festive Holy Mackerel

The Holy Mackerel functions identically to the Bat but announces each hit in the kill feed, allowing for humiliating kills and sometimes detecting Dead Ringer Spies due to the lack of "FISH KILL!". Like with the default Bat, other melee weapons with more useful effects are recommended for serious combat.

Candy Cane

Candy Cane

When you have the Candy Cane equipped, any kill will cause your victims to drop health packs that can be used to heal your team. The Candy Cane does not need to be the active weapon for this bonus to occur. Ensure that enemies don't reach the health kit first and be wary that approaching the health kit may draw attention. The Candy Cane also increases your vulnerability to explosive damage, meaning that a direct hit from a rocket or grenade can now kill you in one hit. A Spy who uses the Dead Ringer to trigger a feign death will not drop a health pack and is easier to discern.

Boston Basher + reskins

Boston BasherThree-Rune Blade

When striking an enemy, the Boston Basher inflicts the bleed status in addition to the standard Bat damage. However, any missed melee attacks will cause you to damage and bleed yourself instead; try to attack only if you're sure the strike will connect. Striking an environmental object results in no self-damage, so the weapon is slightly less risky to use in enclosed areas.

You can use the self-damage to help a Medic fill his ÜberCharge meter and the bleed effect to track down cloaked Spies. Damaging yourself will inflict a small amount of self-knockback that can be used as an additional jump in order to reach higher areas, albeit at the cost of a significant portion of health.

Sun-on-a-Stick

Sun-on-a-Stick

The Sun-on-a-Stick's main draw is the 25% fire resistance while deployed. It deals 25% less damage, so don't actually fight with it. As the Scout, your low health pool is quickly chipped away by the Pyro's afterburn. If you are set on fire, deploy the Sun-on-a-Stick while searching for healing to survive longer. Against ignited foes, the Sun-on-a-Stick deals guaranteed Critical hits and is one of your best damage options. However, you and the Pyro excel at close-range duels and can often finish off an enemy without help, so you might not be able to use this combo frequently.

Fan O'War

Fan O'War

The Fan O'War deals little damage but can mark victims for death, causing all damage taken to be Mini-Crits. Tag an enemy with it, then either switch to another weapon or have your team finish the job. Weave into melee range of groups carefully, as the Mark of Death can only be inflicted on one enemy at a time.

Atomizer

Atomizer

When the Atomizer is your active weapon, you have access to a triple jump, which opens up more routes of travel. In combat, the Atomizer is useful for engaging foes from odd angles, as its melee attacks also Mini-Crit while you're airborne. The Atomizer deploys 50% slower, a significant delay when trying to escape instead.

Wrap Assassin

Wrap Assassin

Similarly to the Sandman, the Wrap Assassin launches a weak projectile that inflicts a bleeding effect on struck enemies. Use the projectile to weaken stronger enemies before moving in with the Scattergun. Keep using your primary weapon at close range to negate this weapon's extremely low melee damage.