Difference between revisions of "Scout match-ups"

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{| class="wikitable grid" cellpadding="0" cellspacing="0"
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{{Quotation|'''The Scout''' on his delicate battle plan|I'm gonna headbutt ya, I'm gonna headbutt ya, I'm gonna headbutt ya!|sound=Scout_taunts05.wav}}
! class="header" colspan="3" width="200"| Class
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{{Match-Up|forclass=scout
! class="header" | Strategy
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  | scout-strategy =  
|-
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'''Mirror match-up:''' You are most likely to run into other Scouts when both of you are away from teammates, such as during the initial rush to a map objective or at the outskirts of a battlefield. Both of you do high damage at close range and have low maximum health, so the fight will likely be over within a few seconds.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>Scout
 
| Combat with another [[Scout]] is an intense encounter.  It's hard to run away, you're both very difficult to hit, and one or two mistakes will lead to your death. It is critically important to be "health kit side" (closer to a health kit than the opponent) because Scouts arrive at the action faster than Medics or indeed any other class who might assist you. In certain situations (like middle capture points) you are both health kit side, so this is less important initially, but if at any point during a mid duel you gain the upper hand, you should press to a health kit (his) so that the opponent cannot grab it and so that if you haven't already taken damage from the encounter, you pick up the health kit when you do. Pre-empting movement towards health kits is arguably the most important aspect of the strategic side of Scout duels (or any fight).
 
  
Many Scouts employ a rapid wiggle style of strafe in which they move one or two character widths to the left or right before changing direction. If you are having trouble hitting a Scout who does this, it may be better to keep the crosshair steady so as to catch the Scout as he returns past your cross hair. A sensible Scout will vary his wiggle with different types of strafe (side to side and back to front) and jumps to ensure he is difficult to hit. People typically have ranges at which they operate best, so once you determine which distance works best for you, try to maintain this distance. There is nothing to be said for or against varying your distance, provided you do not give up a health kit, in any mirror match. Close distances favour a strafe that is jump & double jump heavy (considering how much vertical distance can appear to affect aim up close) and medium distances tend to prefer more grounded types of strafe that include rapid changes of direction. When you consider the Fan in Scout play, it is important to capitalise on (and try to mitigate for the Fan Scout) post-double-jump firing stun (i.e. that moment after firing in the air, where the Scout is suspended and cannot move).
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'''Tactics:''' Raw skill is the greatest factor in winning a Scout duel; shoot the enemy Scout and avoid being shot yourself. Look carefully at your opponent's movement; it is easiest to hit your shots while he is moving in straight lines or landing from a double jump. You can make yourself harder to hit by changing directions unpredictably and mixing single jumps in with your double jumps. However, an experienced Scout will be able to predict your movement when you jump due to the lack of air control, so try not to jump too often. If you find yourself losing, enter extremely close range to make aiming chaotic for your opponent and maximize your Scattergun's damage. You will take more damage yourself, but this is not an issue if you are at low enough health to die in one hit anyway.
  
Try to manipulate the map layout such that you encounter the Scout from a position he does not expect. The fastest route is not always the most tactically sound. Shooting accurately first can decide the duel immediately.
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Unlike with the other classes, you can't outrun an enemy Scout. As you duel, stay closer to health kit spawns, as even a small health kit can help you survive another shot. If you need to retreat, flee to nearby teammates or a Sentry Gun.
  
Outside of this general advice (that considers vanilla on vanilla), there are specifics to different loadouts. Of all the Scout loadouts there are three loadouts in particular you will have to consider, Vanilla (Scattergun, Pistol, Bat or Boston Basher), FaN (Force-A-Nature, ..., Bat or Boston Basher) and the Milkman (Shortstop, Milk, Fish).
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'''Useful weapons:'''
 +
* The [[Scattergun]] has the highest clip size of all your primary weapons, which gives you room for error in case you miss shots.
 +
* The [[Pistol]] and its variants fire rapidly, which makes finishing off a low-health Scout easier than with your primary weapons. They are also useful backup weapons if your primary weapon runs out of ammo.
 +
* Healing from [[Mad Milk]] can help you survive an extra Scattergun attack in a close duel.
 +
* Initiating the fight with the Sandman's slow-inflicting baseball makes it harder for the enemy Scout to dodge your attacks or run away.
 +
* Bleed-inflicting weapons, such as the [[Flying Guillotine]] or [[Wrap Assassin]], can weaken the enemy Scout to the point that a single close-range shot will defeat him.
 +
* If the enemy Scout is using the Scattergun, then any unlockable weapon that fires faster, such as the [[Soda Popper]], will give you an advantage in close range. The increased firing speed will mean that you will be able to deal enough damage to kill him before he can do the same.
  
The Milkman is arguably the strongest build of the Scout currently available. The Milk recovers health for the attacker, and the Shortstop has a better DPS at range than the Scattergun. When you throw in the +25 points of health, he becomes a very dangerous enemy. For Milkman mirrors, it is critically important to ensure your milk hits its target. If it doesn't and the opponent's does, it is probably wiser to retreat than to continue fighting. If both Milks hit, the fight can potentially go on for some time, so consistency becomes important. If you are not a Milkman, you have less health than he does, so it is more important to ambush the opponent and try to win the fight straight off.  Again, if you are milked, it is safer to retreat. Assuming you are not milked, you should either aim to be very close to the Milkman Scout (where his damage is weaker than yours) or far away (where you can capitalise on the pistols higher DPS).
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  | soldier-strategy =
  
The FaN is arguably the weakest of the builds - with only 2 rounds per clip and a long reload time, fights can either be won very quicky, or lost in a slightly longer period of time. Focus on the ambush outright, retreating whenever you have to reload. Ideally you should try not to be around the opponent whilst reloading, the key deficit of the weapon is the long reload which is exacerbated by the Scatter gun and the Shortstop's much faster style. Against other Scouts the Fan shows it's weakness. It is not a weapon designed for attacking aggressors.
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'''Relative merits:''' Both you and the Soldier are effective close-range combatants, but you have the advantage of movement speed. A Soldier will typically aim his [[Rocket Launcher]] at your feet to deal splash damage, but your ability to [[Jumping#Double Jump|double jump]] makes it easier to avoid being hit directly.  
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|Soldier]]
 
| [[Soldier]]s and Scouts are both very effective at close range. However, Soldiers rely heavily on splash damage. When possible, use the environment to your advantage to avoid taking splash damage from rockets. Always try to take high ground against a Soldier, and never let the Soldier get high ground on you, as this is where a Soldier is most effective. If you do end up in a frontal assault with a Soldier, try to get behind him while staying at medium range in order to avoid the deadly splash damage from his rockets (a direct [[Direct Hit]] shot will very often take you out in one hit), and be wary if he switches to his more accurate Shotgun. Make good use of your [[double jump]] to confuse him. For instance, if you get shot into the air by a rocket, use your double jump to move yourself away from the area where the Soldier believes you will land, though this is unlikely to work against experienced Soldiers. If you have enough health but need to retreat, attempting to jump from the splash damage of his rockets will give you a huge speed boost to let you clear the area quickly. If possible, try to get the jump on a Soldier by running up behind him to deliver a close range shot to his back before he notices you. This should weaken him enough that another shot should hopefully take him out before he reacts. Avoid use of your [[Bat]] in this situation unless the [[Soldier]] is already severely weakened. Make use of [[weapon heckling]] tactics to disorientate him. The Sandman can be useful to stun Soldiers, since they are fairly slow. If you do manage to catch a Soldier completely off-guard, two point-blank shots from your [[Scattergun]] will kill him before he can react.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro match-ups|Pyro]]
 
| A [[Pyro]] can be one of the more deadly opponents you can face, depending on the terrain around you. In general, however, they are very easy to deal with. Just stay out of range (which is easy as you are faster) of the Flamethrower and blast away as much as possible. Enclosed areas and narrow corridors make the Pyro a much larger threat. If you are caught in such an area with a Pyro closing in, retreat into a more open space. Afterburn will take off nearly half of a Scout's maximum health if left untreated. If the Pyro sets you on fire, it is very likely that you will die, if you don't recieve any healing, so always stay out of the range of the [[Flamethrower]]. If you are set on fire, immediately retreat to a [[Health]] pickup or body of water. Stay out of the short range of their Flamethrower and kill them with your Scattergun or [[Pistol]]. If the Pyro is alone, [[Scout strategy#Weapon Heckling|weapon heckle]] him. Note that the Flare Gun has a longer range, but has lower mid-range capabilities, and the flares should be easy to dodge.
 
  
If the Pyro is quick enough, the [[compression blast]] can deflect the Sandman's baseball, and may even stun you; don't go for the stun if you think it may get bounced. Without the Pistol, you cannot weapon heckle as well, and due to the large spread of the Force-A-Nature, a Pyro may be able to out-range you.
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'''Tactics:''' Try to stay in open areas to make the best use of your mobility. Prevent the Soldier from rocket jumping to high ground by presenting yourself as a constant threat, which forces him to fire at you, or shooting him mid-rocket jump to disrupt his movement. Stay at medium range, where you are far enough away to dodge rockets but still deal respectable Scattergun damage. You can double jump to avoid rocket splash damage, but avoid double jumping so predictably that the Soldier shoots a rocket where you land in advance. If you are knocked into the air by the Soldier, make sure to [[airstrafe]] in order to dodge any incoming rockets while throwing off the Soldier's aim. The rule of being unpredictable still applies here, so ensure that you mix up your strafing to prevent him from [[airshot|airshotting]] you. If you need to retreat, stay alert in case he decides to [[Jumping#Soldier jumps|rocket jump]] after you.
  
Commonly, you can backpedal to pick off the Pyro with your Scattergun, as his Shotgun is less effective at this range. Although it's hard for a novice to manage the Flare Gun in motion, beware of its accuracy and critical damage. In the hands of an expert, the Flare Gun is deadly, so be especially careful past mid-range when you are lit on fire.
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'''Useful weapons:'''
 +
* The knockback from the [[Force-a-Nature]] can disrupt a Soldier's rocket jumping.
 +
* The [[Soda Popper]]'s Hype mode lets you remain airborne for five jumps, making it almost impossible for the Soldier to hit you with splash damage.
 +
* The [[Winger]]'s extra jump height can make it easier to avoid incoming splash damage.
 +
* The [[Atomizer]]'s triple jump can be used to reposition during the fight, more easily avoid splash damage, or escape via a normally-inaccessible route.
  
|-
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  | pyro-strategy =  
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout]]
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'''Relative merits:''' You have the speed to outmaneuver the Pyro, provided you have room to maneuver, and a longer effective range. However, your low maximum health makes you vulnerable to [[afterburn]], and the wide spread of the [[Flame Thrower]]'s fire means that a Pyro has an easier time hitting you than most other classes.  
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman match-ups|Demoman]]
 
| A [[Demoman]] is a dangerous foe, as his explosives can take you out very quickly. When using his Grenade Launcher, he can be a fairly easy target. Just dodge like mad and make good use of your double jump to avoid getting a lucky grenade to the face or simply stay at medium range while pelting him with the Pistol. If he is hiding behind a carpet of Stickybombs, your best bet is to use an alternative route to get him from behind, or to destroy the Stickybombs. If you can get in close range and avoid grenades, you should be able to take him down with a combination of accurate shots and [[Scout strategy#Weapon Heckling|weapon heckling]].
 
  
Despite the high damage and radius of [[Stickybombs]], many Demomen will not expect a Scout to run directly at them while using the weapon, and will attempt to kill you by planting stickies around to try and trap you.  If you can get in close, your job of killing the Demoman becomes far easier, as it is much harder for him to kill you, especially without damaging himself.
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'''Tactics:''' Defeating a Pyro is all about spacing. Use your speed to stay just outside Flame Thrower range while taking shots with your Scattergun (or Pistol) as opportunity presents. Avoid enclosed areas, where the Pyro can use the [[compression blast]] to shove you into a corner for an easy kill. Try not to get hit at all; afterburn can take off up to half of your health and may empower certain Pyro weapons, like the [[Flare Gun]] or [[Axtinguisher]].
  
In the case of Demoman with the [[Chargin' Targe]], merely keep your distance and blast away at him with your [[Scattergun]], or whittle him to death with your [[Pistol]]. It may also be a wise idea to bait the Targe Charge to prevent being struck by a guaranteed Critical hit.
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If you are trapped in Flame Thrower range, get as close to the Pyro as possible - at point blank, your primary weapons outdamage the Flame Thrower. Kill the Pyro as quickly as possible, then retreat to a health kit/Dispenser/Medic to extinguish yourself.
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
 
| The sheer resilience of the [[Heavy]] makes him a tough target for a Scout, as his [[Minigun]] can cut you down faster than you can pump him full of [[Scattergun]] shots. Be cautious when directly confronting a Heavy from all ranges, unless you have the Sandman, since if the Heavy has his Minigun spun down, he is ready to deal heavy damage. With the element of surprise, a Scout can kill a Heavy in 3 Scattergun shots at point blank range. At medium range, the Heavy also makes a prime target for the [[Sandman]] stun, due to his size and slow speed. This can give you the time to cut into his health or make an escape.  
 
  
Try to stay in his face and [[circle strafe]] to avoid his fire or jump over him entirely to confuse him while delivering close range Scattergun shots; he's such a big target that it's difficult to miss. Throw a few double jumps into the mix to confuse him. If you are feeling lucky, try to land on his head, as he will wonder where you are and will continue to look around, long enough for you to finish him. It's always funny if you manage this.
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'''Useful weapons:'''
 +
* The Force-a-Nature's knockback can force the Pyro away from you and keep you outside Flame Thrower range.
 +
* The [[Shortstop]]'s reduced bullet spread allows you to stand further away from the Pyro without losing too much damage. The alt-fire shove can also be used to create space, albeit much less effectively than the Force-a-Nature.
 +
* The Pistol and its variants can be used to chip away at a Pyro's health from a safe distance.
 +
* The healing from [[Mad Milk]] can offset the damage from [[afterburn]] in an extended fight. It can also be thrown at your feet to extinguish yourself instantly.
 +
* The [[Sun-on-a-Stick]] provides resistance to fire damage when held, giving you more time to find a source of healing if you are dying of afterburn.
 +
* The [[Candy Cane]] spawns a small health pack on kill, allowing you to immediately extinguish yourself after an encounter with a Pyro.
  
If he is paired up with a Medic, it's generally a good idea to just run. If that's not an option go for the Medic first, since he's the more important target. You can then leave the Heavy to be dealt with by your team or you could try to finish him off using the above strategy.  
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  | demoman-strategy =
 +
'''Relative merits:''' Both you and the Demoman have extremely high damage output. While your weapons use bullets, the Demoman's weapons all use explosive projectiles. Combined with your mobility, you have a much easier time hitting him than he has hitting you, which gives you a significant advantage.
  
Alternatively, blast him when he doesn't have his Minigun spun and get behind cover as soon as he revs his gun up. When you hear him stop spinning his Minigun, get in and do damage. If he doesn't power down his Minigun while going after you, try to pop up and attack him from unexpected angles and retreat before the Heavy starts firing at you.
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'''Tactics:'''  The Demoman is weakest at close range, where he cannot attack you with explosives without damaging himself. Stay outside melee range but close enough to do significant damage with your Scattergun. Alternatively, you can remain at a distance to more easily dodge the Demoman's explosives entirely. As you dodge, watch for [[Grenade Launcher|grenades]] that bounce nearby and are about to explode, as even an indirect hit can take away half your health.
  
If you have the Sandman, use it! The stun will allow you to kill him easily, though you should keep moving erratically or he may have enough time in the delay it takes for you to get close to spin up and take you out.
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[[Stickybomb Launcher|Stickybombs]] are usually ineffective against you in a direct fight, as you have the speed to react to the Demoman firing them and avoid them before they can be detonated. However, a pre-laid Stickybomb trap can kill you instantly. Keep an eye out for doorways, walls, or other surfaces that may contain a trap, and avoid pursuing the Demoman into such areas. If need be, take alternate routes to avoid his traps and ambush him.
  
Another strategy if you have a little bit of height and surprise on the Heavy is to jump on his head. Since players on opposite teams don't pass through each other, his head acts as a perfect platform from which to bash in his skull with your Bat or Scattergun. (Don't use the Force-A-Nature for this, the knockback will push you off his head.) Usually you can kill him before he figures out what's going on. This works the best when the Heavy's Minigun is spinning or when he's standing near a wall.
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A '''Demoknight''' using a [[shield]] secondary such as the [[Chargin' Targe]] does not have a Stickybomb Launcher, but will likely use a melee weapon with increased melee range, such as the [[Eyelander]]. A shield-charging Demoknight is one of the few things faster than you, but his charge is generally hard to steer. Stay out of melee range, and if he charges, run sideways or double jump up nearby objects instead of trying to outrun him directly. If you have sufficient health, you are in an open-space area, and the Demoknight is charging at you, you may be able to time a jump before the charge hits to tank the damage and use the knockback as a boost to escape. However, this is a risky maneuver, and depending on what shield he is using, how far you fly upward, and how many heads he has, this tactic could backfire and get you killed. If he is already low on health, you can also just try to shoot him mid-charge, as none of his shields grant bullet resistance. Pay attention to whether the Demoknight is using a Grenade Launcher or [[Ali Baba's Wee Booties]] to know [[Anti-Demoman_strategy#Primary|what else to expect]].
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
 
| A lone [[Engineer]] is a straightforward but rare target. Tactics for an Engineer without a Sentry Gun are obvious, dodge his shots and put in your own. Watch out for his Shotgun of course, it can deal a lot of damage.
 
  
If the Engineer is with a [[Sentry Gun]] however, he becomes a very high threat to your well-being. If possible, try to avoid any routes covered by Sentry Guns altogether and check around corners before rushing into new areas - or you could be taken down in seconds. If you are quick, you can run past a Sentry Gun before it targets you, but placement does not usually allow this. With luck you may be able to take out the Engineer, in which case you can stay out of the Sentry Gun's range while taking shots with your [[Pistol]] until you destroy it (don't use your Scattergun to do this, as its spread makes it less effective). In certain placements, like right around corners, you may be able to run circles around a Sentry Gun while attacking it with your Bat or Scattergun until it is destroyed, as the Sentry Gun rotates slower than you can run. Do not try this on a Level 3 Sentry Gun, as the rockets will probably get you as you try to circle strafe. The [[Shortstop]] is very effective at taking down unattended Sentry Guns of any level, four well placed shots from just outside of a Sentry Gun's range is usually enough to destroy it.
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'''Useful weapons:'''
 +
* [[Bonk! Atomic Punch]] can be used to phase past a Demoman's Stickybomb traps.
 +
* Hitting a Demoknight with the Sandman's slow-inflicting baseball significantly reduces his movement speed and prevents him from charging, which makes it easier to stay out of his melee range.
 +
* The [[Force-A-Nature]]'s [[knockback]] can be used to repel Demoknights.  
 +
 
 +
  | heavy-strategy =
  
Another thing to consider when trying to destroy Sentry Guns is the knock-back of its fire. Sometimes you can aim your trajectory to land out of its range by double jumping strategically into its fire, taking some damage but getting pushed past it by the Sentry Gun itself.
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'''Relative merits:''' The Heavy is, in many ways, your exact opposite - he lacks mobility, but has the highest maximum health and the rapid-fire Minigun. The Heavy overpowers you in a direct fight; don't engage him without some sort of advantage.
  
If there is no route around or past the Sentry Gun, you can use the invulnerability granted by the [[Bonk! Atomic Punch]] to run past it, or distract it long enough for a teammate to demolish it.
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'''Tactics:''' The element of surprise is your strongest weapon. If you catch the enemy Heavy unprepared, you can kill him with just a few point-blank shots before he can spin up his Minigun. If the Heavy has already spun up his Minigun, ambush him from the back or sides. Once he has his sights on you, weave in and out of cover between shots, [[circle strafing|circle strafe]], or double jump over his head to make it harder for him to track you. Note the sound his weapon makes before deciding to fight - the distinct whir of the [[Natascha]], which can slow you to a crawl, is a sign to stay back.
  
If you attempt to destroy one of his buildables with your Bat (a popular option for apparently unattended buildings), he may notice you and [[Wrench]] your face in, which will kill you in 2 hits, or even 1 if the first is a Crit.
+
Don't hesitate to retreat if the Heavy's position is too entrenched - he can't pursue you. Try waiting for him to unwind his Minigun and change positions, or target his teammates to deny him backup before engaging.
  
|-
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'''Useful weapons:'''
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout]]
+
* The [[Back Scatter]] can improve the effectiveness of an ambush, being able to take out almost half of a Heavy's health in a single point-blank shot.
| class="xsmall" | vs
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* Mad Milk can help you survive Minigun damage in a sustained fight.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
+
* The Heavy is an easy target for the [[Sandman]] and [[Wrap Assassin]]'s projectiles, even at longer ranges.
| A [[Medic]] is usually a very easy target for a Scout. When battling a lone Medic, simply strafe and [[double jump]] at close range to avoid his [[Syringe Gun]] shots and [[Bonesaw]], and give him a few blasts with your Scattergun. He should go down fairly quickly. If he has a [[Medic buddy]], attempting to take down the buddy is highly inadvisable. If the Medic is healing an enemy, approach from behind without being noticed and take him out while he is busy healing. Two shots from the Scattergun at point blank range will kill him. After killing the Medic, you should run before his former healing target can react, as he may still be [[overheal]]ed.  Medics commonly resort to the [[Bonesaw]], try [[Scout strategy#Weapon Heckling|weapon heckling]]. If they don't see you coming, use the [[Force-A-Nature]] to sneak up and blast the Medic, to either kill him or separate him from his [[Medic buddy]]. Avoid facing a Medic at point blank, however, as the Syringe Gun will do very high damage (and heal a lot if he's using the [[Blutsauger]], as all the hits will connect). In fact, if he is carrying a Blutsauger and you don't think you can take him down quickly, it is recommended you run, unless he does not see you coming, is on low HP or is especially aiming-impaired.
 
  
Medics are very rarely alone, however, so when you see one go for him straight away then run, so his [[Medi Gun]] target drops down to 100% (from 150%) health, then attack again.
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  | engineer-strategy =  
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
 
| At long range, zigzag, jump, crouch, and strafe constantly to make yourself as difficult a target for the [[Sniper]] as possible. [[Bonk! Atomic Punch]] or the [[Sandman]]'s stun can also allow you to cross otherwise Sniper-infested corridors. A fully charged shot from a [[Sniper Rifle]] or an uncharged [[headshot]] will always kill you. If you are able to get up behind a Sniper who is scoped in, you should be able to take him out with your Scattergun before he can react, or if you feel like conserving ammo, beat him to death with your Bat. When meeting a Sniper on the move or one that has noticed you, attack in the normal way, strafing at close range with the Scattergun. Chances are he will either die or attempt to get you with his [[SMG]] or [[Jarate]]. A Sniper using the [[Huntsman]] is deadlier when his arrows are ignited, you are almost guaranteed to die from a single charged arrow if it is lit on fire.
 
  
Something you should watch out for when at close range is the Sniper's [[Kukri]], or even worse, the [[Tribalman's Shiv]]. Both of these items can deal massive damage to you in a relatively short space of time, so despite your dodging abilities, you have to be careful at close range. Especially when [[Jarate]] is involved.
+
'''Relative merits:''' The Engineer has similar weapons to yours but far less mobility, which makes him an easy target if alone. However, he will commonly be patrolling around his [[Sentry Gun]], which has perfect aim and extremely high damage. You are ill-equipped to deal with Sentry Guns on your own; avoid them entirely if possible.
|-
+
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout]]
+
'''Tactics:''' Avoid routes covered by Sentry Guns and check around corners before blindly rushing into new areas. If you locate a Sentry Gun, steer clear of that area and inform your team of its location so other classes can destroy it. If the Sentry Gun is unattended, you might be able to slowly chip away at it from far away with a Pistol or the Shortstop. Otherwise, when an Engineer is near the Sentry Gun, the best you’ll be able to do is harass him from long range.
| class="xsmall" | vs
+
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
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An Engineer wielding the [[Gunslinger]] deploys [[Sentry Gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Guns]] instead of regular Sentry Guns, and will usually stay closer to the front lines. The Mini-Sentry takes only a few seconds to deploy; if an Engineer places one while fighting you, quickly decide whether to target the Engineer, take two shots to kill the Mini-Sentry, or retreat. If you run into an already-deployed Mini-Sentry, it is feasible for you to run up to it and kill it before it kills you, provided you can reach point-blank range before it sees you (such as by finding cover near the Mini-Sentry or having a teammate draw its fire).
| You are one of the deadlier classes for a [[Spy]], since you're usually too fast to backstab unless you are standing still (which as a Scout you shouldn't be), and your Scattergun is good for up close [[Spy checking]]. Be careful when retreating though, because if you back into him you're going to feel a large, deadly prick. Also, avoid running in straight lines, even if no enemies are present (if no teammates are around); any competent Spy can do a turn-stab, killing you as you run past. When in a firefight with a Spy, simply strafe as usual while taking shots at him with your Scattergun. If he runs away or you see a [[Cloak]]ed Spy at any time, use the spread of your Scattergun to reveal their location then try to predict his movements while continuing to fire. Similarly, if they are using the [[Dead Ringer]] and you can tell you have triggered it, run in the direction he was running when it happened, or to the nearest ammo kit to cut him off should he make a beeline for it. Be wary of his [[Revolver]] at close range, it can take you down in 3 shots if he has good aim (2 shots at close range if you carry the Sandman).
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'''Useful weapons:'''
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* Bonk! Atomic Punch can be used to negate the damage of a Sentry Gun, allowing you to pass through its line of sight unharmed or draw its fire away from your teammates.
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* The extra mobility granted by weapons like the Force-a-Nature, [[Winger]], and Atomizer can be used to take alternative routes to avoid Sentry Guns.
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  | medic-strategy =  
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'''Relative merits:''' A Medic is able to heal and ÜberCharge his teammates using his [[Medi Gun]]. Because of this, he is one of your highest-priority targets. The Medic himself is extremely weak in a fight but is usually surrounded by his teammates, making him difficult to reach.
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'''Tactics:'''  The Medic will likely stay near his teammates to heal them - these enemies will have plenty of health and are therefore more difficult for you to pick off. Additionally, the Medic is free to turn around and assess the battlefield while healing, so you need to approach carefully. Wait for when the Medic and his teammates are unaware or distracted, and fire a few carefully-aimed shots at the Medic to drop him. Don't get greedy; if you get noticed after (or before) you kill the Medic, feel free to fall back to avoid the wrath of his patients.
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If the enemy Medic deploys his ÜberCharge, it is usually best to retreat and wait for it to wear off. However, you can also use your speed to get close, draw his patient's fire away from your team, and threaten to kill the pair once the ÜberCharge wears off.
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If you encounter a lone Medic, he is likely navigating toward the rest of his team. Be wary of chasing him into the middle of a crowd of enemies, or through narrow hallways where his [[Syringe Gun]]'s needles are harder to avoid.
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'''Useful weapons:'''
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* Bonk! Atomic Punch can be used to body-block an ÜberCharged Medic or his patient to waste ÜberCharge time.
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* Getting into close range to use the Force-A-Nature's knockback is a risky way to disrupt an ÜberCharge.
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* The Sandman's baseball can slow a Medic down, which can separate him from his team or make him easier to chase.
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* The Crit-a-Cola and Fan O'War give you mini crits on activation, giving you a risky but powerful way to either force him to use his ÜberCharge or to outright kill him.
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| sniper-strategy =
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'''Relative merits:''' Your mobility makes it difficult for a Sniper to hit. However, one headshot or fully charged bodyshot from his [[Sniper Rifle]] will kill you instantly. Move unpredictably to throw off the Sniper's aim, and attempt to engage him at close range, where he is much weaker.
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'''Tactics:''' Ideally, take a route where the Sniper will not see you coming. If you ''do'' need to enter his sightline, zigzag, jump, and strafe to become a difficult target to hit. If possible, harass the Sniper with your [[Pistol]] at long range to throw off his aim. Once you close the distance, you have the advantage. Even at close range, take care, as the Sniper may try to quickly scope in and headshot you anyway. The [[Huntsman]] and its reskins complicate this by giving the Sniper a deadly weapon if used properly at close range. If you see a Sniper with the Huntsman, be careful. The Huntsman can deal up to 120 damage on a bodyshot, and can instantly kill you if it is a headshot regardless of the charge. Try to deceive the Sniper by moving erratically and using your jumps when needed. However, jumping too much can make your movement easily predictable due to the predictable arc of a jump.
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'''Useful weapons:'''
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* The extra mobility granted by weapons like the Winger and Atomizer can be used to dodge more easily, ambush the Sniper from unexpected angles, or avoid sightlines he is watching.
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* Bonk! Atomic Punch grants some insurance when directly crossing a Sniper's line of sight.
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* The Crit-a-Cola and Fan O'War give you mini crits on activation, making it possible to instantly kill the Sniper in close range and can be safely used if you end up close to the Sniper without him being aware of your existence.
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  | spy-strategy =
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'''Relative merits:''' Your speed makes it hard to backstab you and allows you to chase fleeing foes, making you one of the Spy’s deadlier opponents. His weapons are relatively weak, so a direct fight is heavily in your favor.
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'''Tactics:''' You can easily [[Spy-check]] by simply running into your teammates; if you can’t move past them, they’re a Spy. If he [[cloak]]s and flees, predict where he will move and shoot him while he's invisible. If the Spy stays for a direct fight, strafe back and forth, land solid Scattergun shots, and take care not to expose your back to his [[Knife]]. Do not get too arrogant, however, as although you have an extreme advantage over the Spy in direct combat, his weapons are nothing to scoff at. Spies wielding the [[Ambassador]] have the potential to quickly kill you in close range with a headshot followed by a bodyshot, and could kill you before you can finish them off. The [[Diamondback]] increases the danger of a Spy, due to the critical hits not being affected by distance or whether or not it was a headshot. If you see a Spy backstab a teammate or fully sap a building while using this weapon, be careful. Take care to move unpredictably against gun-wielding Spies so as to not risk being killed.
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'''Useful weapons:'''
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* Mad Milk, as well as bleed-inflicting weapons such as the [[Flying Guillotine]] or [[Boston Basher]], can make it easier to chase a cloaked Spy.
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* The [[Holy Mackerel]] and the [[Unarmed Combat]] will display the number of hits on a [[Dead Ringer]] Spy.
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* Upon killing a Spy while using the [[Candy Cane]], the Spy will not drop a health kit if they use the Dead Ringer.  
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}}
  
 
== See also ==
 
== See also ==
 
*[[Team strategy]]
 
*[[Team strategy]]
 
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* [[Scout (competitive)]]
  
 
[[Category:Strategy|Scout match-ups]]
 
[[Category:Strategy|Scout match-ups]]
 
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{{CommunityStrategyNav}}
 
{{CommunityStrategyNav}}
 
{{Scout Nav}}
 
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[[Category:Scout]]
 
[[Category:Scout]]
 
[[Category:Class match-ups]]
 
[[Category:Class match-ups]]

Latest revision as of 21:17, 9 May 2023

I'm gonna headbutt ya, I'm gonna headbutt ya, I'm gonna headbutt ya!
The Scout on his delicate battle plan
Class Strategy
Scout.png
Scout
vs. Scout.png
Scout
Mirror match-up: You are most likely to run into other Scouts when both of you are away from teammates, such as during the initial rush to a map objective or at the outskirts of a battlefield. Both of you do high damage at close range and have low maximum health, so the fight will likely be over within a few seconds.

Tactics: Raw skill is the greatest factor in winning a Scout duel; shoot the enemy Scout and avoid being shot yourself. Look carefully at your opponent's movement; it is easiest to hit your shots while he is moving in straight lines or landing from a double jump. You can make yourself harder to hit by changing directions unpredictably and mixing single jumps in with your double jumps. However, an experienced Scout will be able to predict your movement when you jump due to the lack of air control, so try not to jump too often. If you find yourself losing, enter extremely close range to make aiming chaotic for your opponent and maximize your Scattergun's damage. You will take more damage yourself, but this is not an issue if you are at low enough health to die in one hit anyway.

Unlike with the other classes, you can't outrun an enemy Scout. As you duel, stay closer to health kit spawns, as even a small health kit can help you survive another shot. If you need to retreat, flee to nearby teammates or a Sentry Gun.

Useful weapons:

  • The Scattergun has the highest clip size of all your primary weapons, which gives you room for error in case you miss shots.
  • The Pistol and its variants fire rapidly, which makes finishing off a low-health Scout easier than with your primary weapons. They are also useful backup weapons if your primary weapon runs out of ammo.
  • Healing from Mad Milk can help you survive an extra Scattergun attack in a close duel.
  • Initiating the fight with the Sandman's slow-inflicting baseball makes it harder for the enemy Scout to dodge your attacks or run away.
  • Bleed-inflicting weapons, such as the Flying Guillotine or Wrap Assassin, can weaken the enemy Scout to the point that a single close-range shot will defeat him.
  • If the enemy Scout is using the Scattergun, then any unlockable weapon that fires faster, such as the Soda Popper, will give you an advantage in close range. The increased firing speed will mean that you will be able to deal enough damage to kill him before he can do the same.
Scout.png
Scout
vs. Soldier.png
Soldier
Relative merits: Both you and the Soldier are effective close-range combatants, but you have the advantage of movement speed. A Soldier will typically aim his Rocket Launcher at your feet to deal splash damage, but your ability to double jump makes it easier to avoid being hit directly.

Tactics: Try to stay in open areas to make the best use of your mobility. Prevent the Soldier from rocket jumping to high ground by presenting yourself as a constant threat, which forces him to fire at you, or shooting him mid-rocket jump to disrupt his movement. Stay at medium range, where you are far enough away to dodge rockets but still deal respectable Scattergun damage. You can double jump to avoid rocket splash damage, but avoid double jumping so predictably that the Soldier shoots a rocket where you land in advance. If you are knocked into the air by the Soldier, make sure to airstrafe in order to dodge any incoming rockets while throwing off the Soldier's aim. The rule of being unpredictable still applies here, so ensure that you mix up your strafing to prevent him from airshotting you. If you need to retreat, stay alert in case he decides to rocket jump after you.

Useful weapons:

  • The knockback from the Force-a-Nature can disrupt a Soldier's rocket jumping.
  • The Soda Popper's Hype mode lets you remain airborne for five jumps, making it almost impossible for the Soldier to hit you with splash damage.
  • The Winger's extra jump height can make it easier to avoid incoming splash damage.
  • The Atomizer's triple jump can be used to reposition during the fight, more easily avoid splash damage, or escape via a normally-inaccessible route.
Scout.png
Scout
vs. Pyro.png
Pyro
Relative merits: You have the speed to outmaneuver the Pyro, provided you have room to maneuver, and a longer effective range. However, your low maximum health makes you vulnerable to afterburn, and the wide spread of the Flame Thrower's fire means that a Pyro has an easier time hitting you than most other classes.

Tactics: Defeating a Pyro is all about spacing. Use your speed to stay just outside Flame Thrower range while taking shots with your Scattergun (or Pistol) as opportunity presents. Avoid enclosed areas, where the Pyro can use the compression blast to shove you into a corner for an easy kill. Try not to get hit at all; afterburn can take off up to half of your health and may empower certain Pyro weapons, like the Flare Gun or Axtinguisher.

If you are trapped in Flame Thrower range, get as close to the Pyro as possible - at point blank, your primary weapons outdamage the Flame Thrower. Kill the Pyro as quickly as possible, then retreat to a health kit/Dispenser/Medic to extinguish yourself.

Useful weapons:

  • The Force-a-Nature's knockback can force the Pyro away from you and keep you outside Flame Thrower range.
  • The Shortstop's reduced bullet spread allows you to stand further away from the Pyro without losing too much damage. The alt-fire shove can also be used to create space, albeit much less effectively than the Force-a-Nature.
  • The Pistol and its variants can be used to chip away at a Pyro's health from a safe distance.
  • The healing from Mad Milk can offset the damage from afterburn in an extended fight. It can also be thrown at your feet to extinguish yourself instantly.
  • The Sun-on-a-Stick provides resistance to fire damage when held, giving you more time to find a source of healing if you are dying of afterburn.
  • The Candy Cane spawns a small health pack on kill, allowing you to immediately extinguish yourself after an encounter with a Pyro.
Scout.png
Scout
vs. Demoman.png
Demoman
Relative merits: Both you and the Demoman have extremely high damage output. While your weapons use bullets, the Demoman's weapons all use explosive projectiles. Combined with your mobility, you have a much easier time hitting him than he has hitting you, which gives you a significant advantage.

Tactics: The Demoman is weakest at close range, where he cannot attack you with explosives without damaging himself. Stay outside melee range but close enough to do significant damage with your Scattergun. Alternatively, you can remain at a distance to more easily dodge the Demoman's explosives entirely. As you dodge, watch for grenades that bounce nearby and are about to explode, as even an indirect hit can take away half your health.

Stickybombs are usually ineffective against you in a direct fight, as you have the speed to react to the Demoman firing them and avoid them before they can be detonated. However, a pre-laid Stickybomb trap can kill you instantly. Keep an eye out for doorways, walls, or other surfaces that may contain a trap, and avoid pursuing the Demoman into such areas. If need be, take alternate routes to avoid his traps and ambush him.

A Demoknight using a shield secondary such as the Chargin' Targe does not have a Stickybomb Launcher, but will likely use a melee weapon with increased melee range, such as the Eyelander. A shield-charging Demoknight is one of the few things faster than you, but his charge is generally hard to steer. Stay out of melee range, and if he charges, run sideways or double jump up nearby objects instead of trying to outrun him directly. If you have sufficient health, you are in an open-space area, and the Demoknight is charging at you, you may be able to time a jump before the charge hits to tank the damage and use the knockback as a boost to escape. However, this is a risky maneuver, and depending on what shield he is using, how far you fly upward, and how many heads he has, this tactic could backfire and get you killed. If he is already low on health, you can also just try to shoot him mid-charge, as none of his shields grant bullet resistance. Pay attention to whether the Demoknight is using a Grenade Launcher or Ali Baba's Wee Booties to know what else to expect.

Useful weapons:

  • Bonk! Atomic Punch can be used to phase past a Demoman's Stickybomb traps.
  • Hitting a Demoknight with the Sandman's slow-inflicting baseball significantly reduces his movement speed and prevents him from charging, which makes it easier to stay out of his melee range.
  • The Force-A-Nature's knockback can be used to repel Demoknights.
Scout.png
Scout
vs. Heavy.png
Heavy
Relative merits: The Heavy is, in many ways, your exact opposite - he lacks mobility, but has the highest maximum health and the rapid-fire Minigun. The Heavy overpowers you in a direct fight; don't engage him without some sort of advantage.

Tactics: The element of surprise is your strongest weapon. If you catch the enemy Heavy unprepared, you can kill him with just a few point-blank shots before he can spin up his Minigun. If the Heavy has already spun up his Minigun, ambush him from the back or sides. Once he has his sights on you, weave in and out of cover between shots, circle strafe, or double jump over his head to make it harder for him to track you. Note the sound his weapon makes before deciding to fight - the distinct whir of the Natascha, which can slow you to a crawl, is a sign to stay back.

Don't hesitate to retreat if the Heavy's position is too entrenched - he can't pursue you. Try waiting for him to unwind his Minigun and change positions, or target his teammates to deny him backup before engaging.

Useful weapons:

  • The Back Scatter can improve the effectiveness of an ambush, being able to take out almost half of a Heavy's health in a single point-blank shot.
  • Mad Milk can help you survive Minigun damage in a sustained fight.
  • The Heavy is an easy target for the Sandman and Wrap Assassin's projectiles, even at longer ranges.
Scout.png
Scout
vs. Engineer.png
Engineer
Relative merits: The Engineer has similar weapons to yours but far less mobility, which makes him an easy target if alone. However, he will commonly be patrolling around his Sentry Gun, which has perfect aim and extremely high damage. You are ill-equipped to deal with Sentry Guns on your own; avoid them entirely if possible.

Tactics: Avoid routes covered by Sentry Guns and check around corners before blindly rushing into new areas. If you locate a Sentry Gun, steer clear of that area and inform your team of its location so other classes can destroy it. If the Sentry Gun is unattended, you might be able to slowly chip away at it from far away with a Pistol or the Shortstop. Otherwise, when an Engineer is near the Sentry Gun, the best you’ll be able to do is harass him from long range.

An Engineer wielding the Gunslinger deploys Combat Mini-Sentry Guns instead of regular Sentry Guns, and will usually stay closer to the front lines. The Mini-Sentry takes only a few seconds to deploy; if an Engineer places one while fighting you, quickly decide whether to target the Engineer, take two shots to kill the Mini-Sentry, or retreat. If you run into an already-deployed Mini-Sentry, it is feasible for you to run up to it and kill it before it kills you, provided you can reach point-blank range before it sees you (such as by finding cover near the Mini-Sentry or having a teammate draw its fire).

Useful weapons:

  • Bonk! Atomic Punch can be used to negate the damage of a Sentry Gun, allowing you to pass through its line of sight unharmed or draw its fire away from your teammates.
  • The extra mobility granted by weapons like the Force-a-Nature, Winger, and Atomizer can be used to take alternative routes to avoid Sentry Guns.
Scout.png
Scout
vs. Medic.png
Medic
Relative merits: A Medic is able to heal and ÜberCharge his teammates using his Medi Gun. Because of this, he is one of your highest-priority targets. The Medic himself is extremely weak in a fight but is usually surrounded by his teammates, making him difficult to reach.

Tactics: The Medic will likely stay near his teammates to heal them - these enemies will have plenty of health and are therefore more difficult for you to pick off. Additionally, the Medic is free to turn around and assess the battlefield while healing, so you need to approach carefully. Wait for when the Medic and his teammates are unaware or distracted, and fire a few carefully-aimed shots at the Medic to drop him. Don't get greedy; if you get noticed after (or before) you kill the Medic, feel free to fall back to avoid the wrath of his patients.

If the enemy Medic deploys his ÜberCharge, it is usually best to retreat and wait for it to wear off. However, you can also use your speed to get close, draw his patient's fire away from your team, and threaten to kill the pair once the ÜberCharge wears off.

If you encounter a lone Medic, he is likely navigating toward the rest of his team. Be wary of chasing him into the middle of a crowd of enemies, or through narrow hallways where his Syringe Gun's needles are harder to avoid.

Useful weapons:

  • Bonk! Atomic Punch can be used to body-block an ÜberCharged Medic or his patient to waste ÜberCharge time.
  • Getting into close range to use the Force-A-Nature's knockback is a risky way to disrupt an ÜberCharge.
  • The Sandman's baseball can slow a Medic down, which can separate him from his team or make him easier to chase.
  • The Crit-a-Cola and Fan O'War give you mini crits on activation, giving you a risky but powerful way to either force him to use his ÜberCharge or to outright kill him.
Scout.png
Scout
vs. Sniper.png
Sniper
Relative merits: Your mobility makes it difficult for a Sniper to hit. However, one headshot or fully charged bodyshot from his Sniper Rifle will kill you instantly. Move unpredictably to throw off the Sniper's aim, and attempt to engage him at close range, where he is much weaker.

Tactics: Ideally, take a route where the Sniper will not see you coming. If you do need to enter his sightline, zigzag, jump, and strafe to become a difficult target to hit. If possible, harass the Sniper with your Pistol at long range to throw off his aim. Once you close the distance, you have the advantage. Even at close range, take care, as the Sniper may try to quickly scope in and headshot you anyway. The Huntsman and its reskins complicate this by giving the Sniper a deadly weapon if used properly at close range. If you see a Sniper with the Huntsman, be careful. The Huntsman can deal up to 120 damage on a bodyshot, and can instantly kill you if it is a headshot regardless of the charge. Try to deceive the Sniper by moving erratically and using your jumps when needed. However, jumping too much can make your movement easily predictable due to the predictable arc of a jump.

Useful weapons:

  • The extra mobility granted by weapons like the Winger and Atomizer can be used to dodge more easily, ambush the Sniper from unexpected angles, or avoid sightlines he is watching.
  • Bonk! Atomic Punch grants some insurance when directly crossing a Sniper's line of sight.
  • The Crit-a-Cola and Fan O'War give you mini crits on activation, making it possible to instantly kill the Sniper in close range and can be safely used if you end up close to the Sniper without him being aware of your existence.
Scout.png
Scout
vs. Spy.png
Spy
Relative merits: Your speed makes it hard to backstab you and allows you to chase fleeing foes, making you one of the Spy’s deadlier opponents. His weapons are relatively weak, so a direct fight is heavily in your favor.

Tactics: You can easily Spy-check by simply running into your teammates; if you can’t move past them, they’re a Spy. If he cloaks and flees, predict where he will move and shoot him while he's invisible. If the Spy stays for a direct fight, strafe back and forth, land solid Scattergun shots, and take care not to expose your back to his Knife. Do not get too arrogant, however, as although you have an extreme advantage over the Spy in direct combat, his weapons are nothing to scoff at. Spies wielding the Ambassador have the potential to quickly kill you in close range with a headshot followed by a bodyshot, and could kill you before you can finish them off. The Diamondback increases the danger of a Spy, due to the critical hits not being affected by distance or whether or not it was a headshot. If you see a Spy backstab a teammate or fully sap a building while using this weapon, be careful. Take care to move unpredictably against gun-wielding Spies so as to not risk being killed.

Useful weapons:


See also