Difference between revisions of "Basic Scout strategy"

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The [[Scout]] is a short-range, high speed fragile class with the ability to [[double jump]]. He counts as two players while capturing [[Control Points]] and [[Payload]] carts.
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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]].}}
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{{Quotation|'''The Scout''' |Say goodbye to ya kneecaps, chucklehead!|sound=Scout_taunts08.wav}}
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[[File:Scouttaunt2.PNG|350px|right]]
  
His role is to flank rapidly, dodge wildly, and kill enemies with his high damage [[Scattergun]].
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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.
  
==General==
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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.
  
*You are the fastest class in the game, and double-jumping allows you to cross complex terrain in unusual and confusing ways. Don't be predictable - stay on the move.
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== Primary weapons ==
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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.  
  
*The Scout excels in one-on-one combat.  With practice, his natural fragility can be mitigated, and his extreme damage and mobility give him the edge over most enemies.
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===[[Scattergun]] + [[reskins]]===
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{{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}}
  
*Unlike the majority of classes, you are easily able to escape from [[knock back]]. Double jump immediately after being pushed to pass over your opponent's head or change direction completely.
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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.
  
*The [[Sentry Gun]] is one of your most dangerous foes. Destroy it by [[cornering]], firing at it from a distance, or using [[Bonk! Atomic Punch]] to get past it - but don't be surprised if you must avoid it completely until a teammate can assist you.
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===[[Force-A-Nature]] + [[reskins]]===
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{{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 double jump can save you from [[fall damage]]. Simply jump just before you hit the ground, or jump to a nearby ledge as you're falling.
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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.
 
 
*If you have caught an enemy off guard, wait until you are close before shooting. At very short ranges the Scattergun does over a hundred damage - two shots can often kill an opponent before he has time to react.
 
 
 
*If you a meet a slower teammate who has taken the enemy [[Intelligence]], consider asking him to drop it (Default key: 'L') so you can carry it back.
 
 
 
*Your fast speed allows you to provoke enemies. Keep your distance when an opponent uses close range weapons, then charge in for the kill when he switches to long range.
 
 
 
*You have low health, and [[Medic]]s aren't always available. Remember where to find health packs on each map and pick them up whenever you need them.
 
 
 
*As a [[Scout]], you have the ability to Double-Jump. As you double-jump, you can change direction of travel in mid-air, making it harder for enemies to predict your flight pattern and hit you. Use this to you advantage, especially against [[Snipers]] and [[Soldiers]].
 
 
 
==Weapon Specific Tips==
 
 
 
===[[Scattergun]]===
 
{{Icon weapon|weapon=Scattergun|icon-size=100x100px}}
 
*While using your Scattergun, 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.
 
 
 
*The Scattergun can be used to kill an enemy [[Medic]] with an unactivated [[ÜberCharge]] before he is aware of your presence.  Two or three point blank shots will normally do the job.
 
 
 
*Over time, the Scattergun has much higher damage potential than the [[Force-A-Nature]].  In short bursts, however, the [[Force-A-Nature]] beats the Scattergun.
 
 
 
*Like the [[Shotgun]], the Scattergun has a wide spread. Instead of wasting your primary ammunition at range, try switching to your [[Pistol]].
 
 
 
*To maximize efficiency with the Scattergun, try to create a rhythmic pattern in your head of the beat of the firing speed of the Scattergun. As it may sound strange, it helps to know exactly when to aim without sacrificing your motion control, as aiming radically can.
 
 
 
===[[Force-A-Nature]]===
 
{{Icon weapon|weapon=Force-A-Nature|icon-size=100x100px}}
 
*The Force-A-Nature deals excellent burst damage but can't sustain it over time.  It's better used as a hit-and-run weapon.
 
 
 
*If you plan on using the Force-A-Nature, you should probably bring the [[Pistol]] as well. The Force-A-Nature's small clip size means that without the Pistol, you will be essentially weaponless for two seconds after you fire both shots.
 
 
 
*[[Force Jumps]] and [[Triple Jumps]] allow you to reach unusual positions and dodge even more erratically than double jumping allows.
 
 
 
*Use the Force-A-Nature's [[Knock back]] ability to your advantage. An enemy launched into the air is generally predictable, so your second shot can reliably hit your target.  Fire the second shot as soon as possible to deal maximum damage.
 
 
 
*It's sometimes better to fire the remaining shot in a half-empty Force-A-Nature rather than reload manually, as the shell is lost either way. You may hit something.
 
  
 
===[[Shortstop]]===
 
===[[Shortstop]]===
{{Icon weapon|weapon=Shortstop|icon-size=100x100px}}  
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{{icon item|Shortstop|100px}}  
*Halfway between a [[Pistol]] and a [[Shotgun]], the Shortstop deals less damage up close, but it reliably deals excellent damage at range.
 
 
 
*The [[Critical hits]] from this weapon are devastating.  It generates them like a [[Pistol]], so if you fire one critical in a clip, the rest of the clip is guaranteed to Crit as well.
 
 
 
*The Shortstop draws from the same ammunition reserve as the Pistol. Pairing these two weapons will drain your ammo reserve quickly. Instead, consider using [[Bonk! Atomic Punch]], [[Mad Milk]] or [[Crit-a-Cola]] with it.
 
 
 
*The Shortstop reloads rapidly, allowing consistent damage over time.
 
  
===[[Pistol]] / [[Lugermorph]]===
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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]].
{{Icon weapon|weapon=Pistol|icon-size=100x100px}} {{Icon weapon|weapon=Lugermorph|icon-size=100x100px}}
 
*One of the Pistol's primary uses is to finish off wounded targets.
 
  
*The Pistol reloads much faster than the [[Scattergun]].  When both weapons are empty, reloading the Pistol first will have you firing much sooner.
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===[[Soda Popper]]===
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{{icon item|Soda Popper|100px}}
  
*Pistol criticals are deadly.  If you happen to get [[first blood]] in [[Arena]], switch to your Pistol as it can take any class down in one clip, including most overhealed enemies.
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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.
  
*Though the [[Scattergun]] trumps it at short ranges, at medium to long ranges your Pistol is an excellent option for dealing consistent damage.
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===[[Baby Face's Blaster]]===
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{{icon item|Baby Face's Blaster|100px}}
  
*The Pistol is recommended for players who want to deal as much damage as possible, before having to retreat. Being the only secondary weapon that does this, the Pistol is the perfect choice.
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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.  
  
*After using your primary weapon, while retreating to get health, ammo, backup, reload, or whatever it may be, turn around and use your pistol to possibly get a few kills or assists.
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===[[Back Scatter]]===
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{{icon item|Back Scatter|100px}}
  
===[[Bonk! Atomic Punch]]===
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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.
{{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=100x100px}}
 
*Bonk! is a situational but effective utility item.
 
  
*Use Bonk! for dodging around things you would normally run away from, such as [[Sentry Gun]]s, [[Heavy]]-[[Medic]] pairs, or large groups of enemies.
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== Secondary weapons ==
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===[[Pistol]] + [[reskins]]===
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{{icon item|Pistol|100px}} {{icon item|Lugermorph|100px}} {{icon item|C.A.P.P.E.R|100px}}
  
*Bonk! is useful to push through sticky traps to attack the [[Demoman]].
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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! can be used as a temporary [[ÜberCharge]] for distracting Sentry Guns.
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===[[Bonk! Atomic Punch]] + [[reskins]]===
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{{icon item|Bonk! Atomic Punch|100px}} {{icon item|Festive Bonk! Atomic Punch|100px|link=Festive weapons}}
  
*Use Bonk! for passing through the enemy team to reach the enemy spawn. You can then destroy [[Teleporter]] entrances and pick off fragile foes.
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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.
 
 
*Bonk! can be used to easily pick up intelligence in the field, or to keep a Payload cart from moving backwards if it's being heavily defended.
 
 
 
*Use Bonk! to escape otherwise lethal situations.
 
 
 
*Bonk! can also be used sometimes to block enemies from passing through small openings or navigating tight hallways.
 
 
 
*Bonk! is excellent for getting away with as much health left as possible, and is perfect at this if on fire or bleeding, giving you enough time to get to a health kit or find a nearby medic.
 
  
 
===[[Crit-a-Cola]]===
 
===[[Crit-a-Cola]]===
{{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}}  
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{{icon item|Crit-a-Cola|100px}}  
*At point-blank range, one mini-crit from the [[Scattergun]] or [[Force-A-Nature]] will kill any low health class.  Drink it when you can surprise your foes.
 
  
*Mini-Crits don't suffer from damage falloff, so your primary weapon can deal fair damage at range.
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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]].
  
*Crit-a-Cola meshes well with the [[Shortstop]], as it is made for longer-range engagements.
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===[[Mad Milk]] + [[reskins]]===
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{{icon item|Mad Milk|100px}} {{icon item|Mutated Milk|100px}}
  
*Don't drink [[Crit-a-Cola]] while under the effects of a friendly Buff Banner, a [[Crit#Crit boost|Critical hit Boost]] or when facing an enemy covered in Jarate. Your Mini-Crits do not stack with Critical hits or other Mini-Crits.
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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]].
  
*For the same reason, it won't hurt to use it when the enemy already has a Crit or Mini-Crit buff against you.  The penalties can't stack.
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===[[Winger]]===
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{{icon item|Winger|100px}}
  
*Be careful when going up against Snipers with the [[Bushwacka]] equipped, as they can Crit you outright due to the effect of Mini-Crits becoming full on Critical Hits.
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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.
  
===[[Mad Milk]]===
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===[[Pretty Boy's Pocket Pistol]]===
{{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}  
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{{icon item|Pretty Boy's Pocket Pistol|100px}}  
*Mad Milk makes fighting bulky classes such as [[Heavy|Heavies]] easier, as your continuous damage will help you tank some of their firepower.
 
  
*Mad Milk is also a great supplement for an offensive (or defensive) push, allowing attackers to replenish their health quickly.
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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.
  
*It also gives you some of the benefits of [[Jarate]]: extinguishing teammates or yourself, or revealing a cloaked [[Spy]].
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===[[Flying Guillotine]]===
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{{icon item|Flying Guillotine|100px}}
  
*Mad Milk is hard to notice on an affected person's HUD (a small white drop next to the health icon). If you can cover someone in milk in the middle of an assault or push, it is unlikely they will notice and could put themselves into a situation that will greatly benefit your teammates in their assault.
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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.
  
===[[Bat]]===
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== Melee weapons ==
{{Icon weapon|weapon=Bat|icon-size=100x100px}}  
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==={{anchor|Bat}}[[Bat]] + [[reskins]] ===
*Use the Bat to finish off a player that has been weakened by your [[Scattergun]].
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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}}
  
*Track your enemy as if you were using a regular melee weapon.  The Bat's rapid swings won't make up for poor play.
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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.
 
 
*The [[Holy Mackerel]] has the exact same stats as the Bat. Use the Bat if you want to get through the enemies without being detected and remain off the board.
 
 
 
*Being a Scout, you can catch up to any class, use this to your advantage if an enemy is running away. that usually means they are low on health, or have run out of ammo, in witch case can not easily defend themselves.
 
  
 
===[[Sandman]]===
 
===[[Sandman]]===
{{Icon weapon|weapon=Sandman|icon-size=100x100px}}  
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{{icon item|Sandman|100px}}  
*The Sandman's stun ball slows the target and prevents them from using their weapons. The duration of the effect increases with the distance between you and your target.
 
 
 
*The [[Heavy]] is one of your best targets for the ball. He's slow and easy to hit, and the stun stops his incredibly high damage.  Remember, his [[Minigun]] will remain spun up while stunned, so be prepared when the stun wears off.
 
 
 
*The Sandman's ball fires with an arc similar to the [[Flare Gun]]'s, however, the ball launches slightly above the crosshair - take this into account.
 
 
 
*The Sandman reduces your Health by 15.  Play to your strengths and work with your teammates, or switch away from the weapon.
 
  
*Be aware that enemy Pyros can use their compression blast to reflect your baseball. It can even stun you or your teammates.
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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]]===
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===[[Holy Mackerel]] + [[reskins]]===
{{Icon weapon|weapon=Holy Mackerel|icon-size=100x100px}}  
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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 is exactly like the [[Bat]], except it announces each blow in the kill feed. Use the Bat if you want to remain off the board. Use the Holy Mackerel if you want the attention.
 
  
* Hits on disguised Spies do not display in the kill feed.
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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.
 
 
* A hit that triggers a [[feign death]] will be displayed as a hit, instead of a kill. This is a good way to know if a [[Spy]] was using the [[Dead Ringer]].
 
  
 
===[[Candy Cane]]===
 
===[[Candy Cane]]===
{{Icon weapon|weapon=Candy Cane|icon-size=100x100px}}
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{{icon item|Candy Cane|100px}}
  
*You don't need to kill the enemy with the Candy Cane to get the health pack.  So long as you're carrying it, any kill or assist you score will cause the health pack to drop.
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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.
  
*The health pack dropped from the Candy Cane can be a lifesaver after beating an enemy Pyro, since packs extinguish flames instantly.
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===[[Boston Basher]] + [[reskins]]===
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{{icon item|Boston Basher|100px}}{{icon item|Three-Rune Blade|100px}}
  
*If there are [[Spy|Spies]] lurking, the Candy Cane can be great for detecting [[Dead Ringer]]s. A Spy who fakes death with the Dead Ringer will not drop a health pack. However, this is a harder way of detecting Spies, but can still be effective if used correctly.
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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.
  
===[[Boston Basher]]===
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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.
{{Icon weapon|weapon=Boston Basher|icon-size=100x100px}}
 
*Hit an unaware opponent once and then use ranged weapons.  Trying to finish them off with the Basher is a surefire way to accidentally hit yourself and risk death.
 
  
*Swinging the Basher around wildly is extremely hazardous to your health. Do not attack with the Boston Basher unless you are sure that you will strike an enemy, a single miss will damage and disorient you, presenting the risk of imminent death at the hands of your foes.
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===[[Sun-on-a-Stick]]===
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{{item icon|Sun-on-a-Stick|100px}}
  
*You can use the Basher to damage yourself and help a [[Medic]] fill their [[ÜberCharge]] more quickly if the two of you are alone.
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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.
  
*The Basher can be an effective tool for tracking down [[Dead Ringer]] Spies, especially in [[Medieval Mode]].
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===[[Fan O'War]]===
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{{item icon|Fan O'War|100px}}
  
*The Basher's self-damage can knock you higher into the air at the cost of roughly 1/4 your health.
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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.
  
*Be prepared to find a Health pack or Medic if you hit yourself.  Sticking to the fight while bleeding is often suicide.
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===[[Atomizer]]===
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{{icon item|Atomizer|100px}}
  
===[[Sun-on-a-Stick]]===
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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.
{{item icon|Sun-On-A-Stick|100px}}
 
*Work with a friendly Pyro to hit enemies after they are ignited.
 
  
*In Medieval mode, team up with a Pyro carrying the [[Sharpened Volcano Fragment]].  Your one-two punch will be very effective.
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===[[Wrap Assassin]]===
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{{icon item|Wrap Assassin|100px}}
  
*If a Sniper carrying the [[Huntsman]] manages to catch out a enemy player with a arrow that is ignited by a Pyro or a environmental fire, the Sun-on-a-Stick could be a useful adversary.
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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.
  
===[[Item sets#Scout|The Special Delivery]]===
 
{{item icon|Shortstop|100px}}
 
{{item icon|Mad Milk|100px}}
 
{{item icon|Holy Mackeral|100px}}
 
{{item icon|Milkman|100px}}
 
  
*The +25 health this loadout gives you is helpful against other Scouts, afterburn, and wayward explosives.
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{{Class Strategy Nav}}
 
 
*Remember that your only ranged weapon will be the [[Shortstop]].
 
 
 
== See also ==
 
*[[Double jump]]
 
 
 
{{Class strategy}}
 
 
{{Scout Nav}}
 
{{Scout Nav}}
  
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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.