Difference between revisions of "Anti-Scout strategy"

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(Undo edit by StrikerJJN (Talk) (707807) - pretty self-explanatory and redundant.)
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[[Image:Scouthumiliation.png|right|125px|Kay, this does not look good here, um...]]
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[[File:Scouthumiliation.png|right|125px|'Kay, this does not look good here, um...]]
  
 
{{Quotation|'''The Soldier'''|Never send a boy to fight a man's war.|sound=Soldier_DominationScout10.wav}}
 
{{Quotation|'''The Soldier'''|Never send a boy to fight a man's war.|sound=Soldier_DominationScout10.wav}}
  
The [[Scout]] is a very fast, maneuverable class that packs a high amount of firepower at close range, making him extremely effective in one-on-one combat. He excels in open environments, where his speed and double jump allow him to easily maneuver around a map, close long distances, and ambush the most vulnerable enemies. He can use his mobility to completely avoid damage, more than making up for his lack of health. Depending on his loadout, a Scout can bring along weapons with additional utility that help him pick off individual targets with even more ease. If you can restrict a Scout's manueverability, you can easily dispose of him. Sticking with your team will also limit an enemy Scout's success against you.
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The '''[[Scout]]''' is a very fast, maneuverable class that packs a high amount of firepower at close range, making him extremely effective in one-on-one combat. He excels in open environments, where his speed and double jump allow him to easily maneuver around a map, close long distances, and ambush unprepared enemies. He can use his mobility to completely avoid damage, more than making up for his lack of health. Depending on his loadout, a Scout can bring along weapons with additional utility that help him pick off individual targets with even more ease. If you can restrict a Scout's maneuverability or keep him at range, he becomes far less of a threat.
  
==General==
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== General ==
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
! class="header" colspan="1" width="200"| Attributes
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! class="header" colspan="1" width="200" | Attributes
! class="header" colspan="1" width="800"| Anti-Scout strategy
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! class="header" colspan="1" width="800" | Anti-Scout strategy
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Scout_badge_RED.png|40px]] [[Classes|Role]]
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| align="center" valign="center" style="padding:0.5em" | [[File:Scout_emblem_RED.png|40px|link=Scout]] '''[[Classes|Role]]'''
 
|
 
|
*A Scout carrying the intelligence will likely try and avoid direct combat on the way back to his base by taking a quieter route or one better suited to his double-jump abilities. Try to block these routes or use weapons with a knockback effect to push him towards your teammates.  
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* The Scout is best at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and report his location to teammates.
*If a Scout is trying to ambush an unsuspecting ally, always warn the ally in order to fend off or eliminate the Scout.
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* The Scout is one of the best classes at dueling, but generally does not want to fight groups of enemies.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_medic.png|40px]] [[Health]]
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| align="center" valign="center" style="padding:0.5em" | {{icon class|Medic|40px}} '''[[Health]]'''
 
|
 
|
*His tiny amount of health can be nearly (or even completely) depleted with a hit from a rocket or grenade.
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* The Scout is very frail and can usually be killed with two solid hits.
*If a Scout has been severely injured, switching to a hitscan weapon may help you finish him off and/or conserve ammunition.
 
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_scout.png|40px]] [[Speed]]
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| align="center" valign="center" style="padding:0.5em" | {{icon class|Scout|40px}} '''[[Speed]]'''
 
|
 
|
*Always think one step ahead of the Scout before attacking; he can run more quickly than the other classes.
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* The Scout is extremely fast and can [[double jump]]. No class can outrun him without certain equipment, so always be prepared to fight.  
*Try to predict where the Scout will land when using projectiles. If he is airborne, wait until his double-jump has been exhausted before trying to land airshots.
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* Predict his movements to ensure your attacks hit, particularly when using [[projectile]] weapons. If he is airborne, wait until he uses his double jump before trying to land [[Aerial|airshots]].  
 +
* His maneuverability allows him to easily chase after any other class, but is less powerful in areas where he has less room to dodge.
 +
* Certain weapons, like the Engineer's Sentry Gun or Heavy's Natascha, can negate the Scout's speed advantage.
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|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]
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| align="center" valign="center" style="padding:0.5em" | {{icon class|Soldier|40px}} '''[[Weapons|Power]]'''
 
|
 
|
*The Scout is quite devastating at close range with his primary weapons, so try to fight the Scout at mid-to-long range in order to avoid taking large amounts of damage.
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* The Scout’s weapons are devastating at close range but very weak at long range. He must put himself in danger and actively enter combat to have any chance at killing enemies.  
*Less experienced Scouts tend to overcompensate when turning to aim at you while running in circles. Sometimes you can stand in one place while firing and the Scout will fire bullets around you.
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|-
*Engaging a Scout in close quarters can be risky, as he can deal large amounts of damage, but he now less room to move around. Take advantage of this before he does.
 
*A class which deals splash damage can often take less damage from it's own attacks than a Scout, making spamming rockets or stickies a viable strategy. However, this is often compensated for by the Scout's mobility and can end up easily backfiring.
 
 
|}
 
|}
  
*In open spaces, it is best to avoid combat with the Scout altogether. Wide open areas are their natural environment, and they can take down many enemies here with little trouble. If you are forced into combat here, your best bet is to bait the Scout into going where you want him to - run round corners calling for Medic, and jump out, or if you have an explosive weapon, shoot it to one side to herd him into an enclosed space.
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== Weapon-specific ==
 
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{{main|Weapons#Scout|l1=Scout weapons}}
*The Scout is extremely frail, even under the influence of the [[Milkman]]'s set bonus. Two point blank direct hits from the [[Shotgun]] alone can put down a Scout. Remember, the Scout's main ability is that he can pick and choose his fights- unless you are certain of victory, do not attempt to pursue a Scout, as he can run away a lot faster than you expect. Utilise [[splash damage]] from explosives, or the Pyro's [[airblast]] to control the Scout's movement - unless of course, you yourself are a Scout, in which prioritise on your own movement. Jump around and be difficult to hit, make sure the Scout has a hard time locking onto you. For fighting other Scouts, it is best to completely disregard the [[Force-A-Nature]], as the weapon's small clip means it is very difficult to kill an enemy.
 
 
 
==Primary Weapons==
 
  
 +
=== Primary weapons ===
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
! class="header" colspan="1" width="200"| Weapon
 
! class="header" colspan="1" width="200"| Weapon
 
! class="header" colspan="1" width="800"| Anti-Scout strategy
 
! class="header" colspan="1" width="800"| Anti-Scout strategy
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Scattergun}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scattergun}} + '''reskins'''
 
|
 
|
*The Scattergun deals immense damage at point-blank range and will allow a Scout to stay in combat for a modest amount of time. Although he is faster than you, do your best to stay at medium range to minimize the damage you may take while trading blows.
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* The Scattergun deals immense damage at point-blank range and will allow a Scout to stay in combat for a modest amount of time. Although he is faster than you, do your best to stay at medium range to minimize the damage you take while trading blows.  
*It takes considerably longer for a Scout to reload his Scattergun than it is for him to fire it; if he uses most or all of his six shots, keep pressuring him into firing his gun so he cannot fully reload, severely reducing his rate of fire.
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* It takes a considerably long time for a Scout to reload his Scattergun; if he uses most of his six shots, keep pressuring him into firing so that he cannot fully reload.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Force-A-Nature}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Force-A-Nature}} + '''reskins'''
 
|
 
|
*The Force-A-Nature deals even more damage than the Scattergun up close, but must be reloaded every two shots. If the Scout insists on staying in close combat, pick him off during his frequent reloading periods. Its [[knock back]] effects let him easily reposition or disorient you for a follow-up shot, so avoid lingering near walls or field hazards where you can quickly be cornered.
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* The Force-A-Nature deals even more damage than the Scattergun up close but must be reloaded every two shots. If the Scout stays nearby, pick him off during his frequent reloading periods.  
 +
* The Force-A-Nature's [[knockback]] lets the Scout easily reposition himself or push you backward for a follow-up shot. Avoid lingering near walls where you can quickly be cornered or hazards that you can be blasted into.
 +
** In open areas, you can jump to increase knockback taken to retreat to your team.
 +
* The Force-A-Nature will also knock the Scout back if he is in midair. If he decides to attack while in midair, you can easily line up a counterattack.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Shortstop}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shortstop}}
 
|
 
|
*Unlike the Scattergun, the Shortstop has a tight bullet spread suited for medium range. By closing the distance, the Scout may find it more difficult to hit you.
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* The Shortstop has a tight bullet spread suited for medium range. You can get closer to the Scout without taking as much damage.
*Because the Shortstop and the Pistol draw from the same ammuntion, it is highly unlikely that a Scout will use both, giving him one less weapon to attack you with.
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* When the Scout has the Shortstop active, he suffers extra vulnerability to knockback. Send him flying and he'll have a harder time aiming at you for a counter-shot.
 +
* At melee range, the Shortstop can also be used for a shove that deals 1 damage and medium knockback, which places you at the optimal Shortstop firing range. Additionally, don't position yourself near an environmental hazard for too long.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Soda Popper}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Soda Popper}}
 
|
 
|
*Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. You’ll need to quickly eliminate a Scout with a full Hype charge, as his speed ensures that you won’t be able to escape from his Mini-Crits.
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* The Soda Popper holds two shots that fire quickly and deal Scattergun-level damage. It must be reloaded frequently, which gives you opportunities to fight back, however, do keep in mind that the Soda Popper has a faster reload so be quick to attack.
**In exchange for the Hype bonus, the Soda Popper cannot randomly crit, making close combat slightly less dangerous.
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* Change direction after the first shot to increase your chances of dodging the second.
*Keep in mind that the Mini-Crit bonus applies to all the Scout's weapons, not just the Soda Popper.
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* If the Scout deals enough damage, he can activate his Hype charge, which gives him five mid-air jumps (for a total of six jumps). If you notice a bright purple glow, know that shooting the Scout in midair will be very difficult.
*A Scout with the Soda Popper will often almost completely fill his Hype meter, then switch to another weapon to stall it until he reaches the enemy, to control when he gets his Mini-Crits; try to ambush him as he makes his way to your team.
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|-
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Baby Face's Blaster}}
 +
|
 +
* The Baby Face's Blaster only holds 4 rounds per clip, giving it less sustained firepower.
 +
* As the Scout deals damage, his movement speed will increase. Lead your shots, even with hitscan weapons.
 +
* Reduce the Scout's boost by dealing chip damage and forcing him to double jump.
 +
* Each point of damage you land on the Scout will drain 4% of his boost - even a weak hit can slow him down to his lowered base speed (a downside of the Baby Face's Blaster).
 +
|-
 +
|align="center" valign="center" style="padding:0.5" |
 +
{{Table icon|Back Scatter}}
 +
|
 +
* The Back Scatter is less accurate and holds fewer shots than the Scattergun, but promotes an ambushing playstyle. If you can avoid being ambushed, direct fights against the Scout are easier.
 +
* Scouts tend to take alternate routes to catch you off-guard. Check your back often so he doesn't ambush you.
 +
* The Back Scatter deals mini-crits from behind. Keep facing the Scout so he can't get behind you.  
 
|}
 
|}
  
==Secondary Weapons==
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=== Secondary weapons ===
  
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
! class="header" colspan="1" width="200"| Weapon
+
! class="header" colspan="1" width="200" | Weapon
! class="header" colspan="1" width="800"| Anti-Scout strategy
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! class="header" colspan="1" width="800" | Anti-Scout strategy
 +
|-
 +
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pistol}} + '''reskins'''
 +
|
 +
* The Scout may switch to the Pistol to harass you from a distance or to finish you off after firing all their Scattergun shots. Its ammunition pool is meager; if you avoid dying to the first few barrages, he will not have any remaining offensive pressure.
 +
* The Pistol is the Scout's only option at long range.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Pistol|icon-size=100x100px}}{{Icon weapon|weapon=Lugermorph|icon-size=100x100px}}<br>[[Pistol]] / [[Lugermorph]]
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonk! Atomic Punch}} + '''reskins'''
 
|
 
|
*While the Scout might use his Pistol to harass you from a distance, its damage is minor. Keep a distance from him to take advantage of his weak long range capabilities.
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* Bonk! Atomic Punch grants the Scout 8 seconds of invulnerability. It is commonly used to draw enemy fire, get past a Sentry Gun, or escape when low on health. The Scout can’t fight while under its effects, so impede his movement by body blocking him or using [[knockback]].
*The Scout does not carry a lot of ammuntion for the Pistol; he can only fire 4 clips before it's completely empty, and they are used up quickly. If you keep your distance and dodge his shots, and he'll soon have to resort to another weapon.
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* If the Scout absorbs damage while invulnerable, he will be greatly slowed for up to 5 seconds once the effect wears off. Attack him during his invulnerability to prevent him from escaping once it ends - two solid hits will slow him to half-speed and allow you to easily catch up.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonk! Atomic Punch}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Crit-a-Cola}}
 
|
 
|
*Bonk! Atomic Punch is designed to help a Scout get past dangerous areas, such as chokepoints or Sentry Gun nests. He can’t fight while under its effects, so impede his movement by body blocking or using [[knock back]].
+
* A Scout typically drinks Crit-a-Cola before an ambush. Watch your back!
**A Medic with the Ubersaw may find blocking a Scout under the effects of Bonk! Atomic Punch beneficial; though hitting the Scout deals no damage, 25% Ubercharge is still gained.
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* Although the Scout will deal guaranteed mini-crits, he will be Marked-For-Death for 5 seconds every time he attacks regardless of whether it hits or not. Stay calm and fight back.
* A Scout may use Bonk! Atomic Punch to defend a capture point or a cart; have Pyros, Soldiers or Demomen blast him off the point before his reinforcements arrive.
 
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Crit-a-Cola}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}} + '''reskins '''
 
|
 
|
*While Crit-a-Cola will allow a Scout to deal Mini-Crits to you, you can deal Mini-Crits right back at him. He’ll often consume it when preparing for an ambush, so stay alert and pick him off first.
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* If you're covered in Mad Milk, any enemy gains 60% health for every point of damage you take from their direct attacks. Be cautious of any other enemies around you to avoid becoming their Health kit.
*A Sniper could try hitting a Scout who has consumed Crit-a-Cola with the Bushwhacka, which would turn the Mini-Crit into a fatal critical hit.
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* An accurate Scout can take advantage of the Mad Milk's healing to stay fighting for a prolonged period of time. Prevent him from healing by dodging his attacks.
 +
* Mad Milk can be removed by extended healing, entering water, or touching a Resupply cabinet.
 +
* A Scout who equips Mad Milk gives up his Pistol; you only have to deal with his primary weapon.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}}
 
|
 
|
*The healing provided by Mad Milk will let an accurate Scout stay in a fight for a prolonged period of time. If you’re covered by it, you’ll either need to retreat or take him out very quickly.
+
* The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it deals only minor damage.
 +
* This gun also gives the Scout a +25% bonus jump height when active, so be prepared to cover additional routes he can take.
 +
* The Winger's smaller clip size means the Scout has less secondary capability, and may use this weapon mostly for added mobility while engaging with his primary.  
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pretty Boy's Pocket Pistol}}
 
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|
*The Winger is similar to the Pistol, but its increased damage makes it slightly more effective at both harassment and finishing enemies off. It only has 5 shots compared to the Pistol's 12, so try dodging a Scout's shots and then attacking him as he reloads.
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* The Pretty Boy's Pocket Pistol fires faster and grants health-on-hit but has a smaller clip size.
 +
* If the Scout resorts to using this, his health may be low. Keep pressuring him - the healing the gun provides is barely enough to tide him over until he reaches a Health pack and won’t save him from a solid hit.
 
|-
 
|-
 +
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flying Guillotine}}
 +
|
 +
* The Flying Guillotine is ideal for picking off weakened targets but recharges only every five seconds.
 +
* Long-distance hits reduce the Guillotine's recharge time but are harder to get hit by if you pay attention.
 
|}
 
|}
  
==Melee Weapons==
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=== Melee weapons ===
 
 
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
! class="header" colspan="1" width="200"| Weapon
 
! class="header" colspan="1" width="200"| Weapon
 
! class="header" colspan="1" width="800"| Anti-Scout strategy
 
! class="header" colspan="1" width="800"| Anti-Scout strategy
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Bat|icon-size=100x100px}}{{Icon weapon|weapon=Holy Mackerel|icon-size=100x100px}}
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bat}} + '''reskins'''
<br>[[Bat]] / [[Holy Mackerel]]
 
 
|
 
|
*A Scout that insists on using the Bat/Holy Mackerel can easily deal more damage at close range with any of his primary weapons, actually giving you a slight advantage in melee combat.
+
* If you are low on health, the Scout may switch to the Bat to finish you off. He could easily deal more damage with his primary weapon, so don't panic and keep your aim steady.  
**However, he may compensate by circling and jumping around you erratically as he strikes you; try to keep your aim on him, and move to where he has less manueverability.
 
*If your team has good communication, you can easily locate a Scout that hits one of you with the Holy Mackerel.
 
*As a Spy, take caution activating the Dead Ringer if you are struck by the Holy Mackerel; the kill feed will show how many times you were struck by it instead of showing "FISH KILL!".
 
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandman}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandman}}
 
|
 
|
*The Sandman makes a distinct batting sound when hitting a stunball; if you hear it nearby, stay alert.
+
* If you are struck and slowed by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout as he may go in for close combat.
*If you are [[stun]]ned by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout so that you can immediately retaliate once the effect wears off.
+
* The Sandman reduces the Scout's health by 15 (making it 110), making killing him significantly easier - a point-blank rocket can instantly kill him.
**If a stunball flies far enough, it will completely stun you, preventing you from moving; try sticking with your teammates just in case this happens, as being alone makes you absolutely vulnerable.
 
*A Scout may, out of jest or desperation, use the Sandman's taunt kill to ambush careless, unsuspecting enemies; be careful turning a blind corner in enemy territory, especially after you've won a round.
 
**A Scout may taunt with the Sandman after drinking Bonk! Atomic Punch, making him invulnerable while he performs it. Approach him from anywhere but the front, and attack once the effect ends.
 
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Holy Mackerel}} + '''reskins'''
 
|
 
|
*If possible, switch to an explosive weapon to take advantage of the increased explosive vulnerability a Scout wielding the Candy Cane is penalized with. Try to steal the small health kits dropped by teammates that the Scout aided in killing.
+
* The Holy Mackerel functions similarly to the Bat but announces each hit in the kill feed. Hit announcements can be used to determine the whereabouts of a Scout.
 +
* If you are the Spy and fake your death using the [[Dead Ringer]], the enemy team will not see "FISH KILL!" in the kill feed, a clear sign that you are not dead.
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Boston Basher|icon-size=100x100px}}{{Icon weapon|weapon=Three-Rune Blade|icon-size=100x100px}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}}
<br>[[Boston Basher]] / [[Three-Rune Blade]]
 
 
|
 
|
*Continuously evade a Scout that is attacking you with the Boston Basher/Three-Rune Blade so that he damages himself.
+
* A Scout who causes Health packs to drop from your dead teammates has the Candy Cane in his loadout. He is 25% more vulnerable to explosions, so a direct hit from a rocket or grenade will often kill him instantly.
 +
* Try to steal the small Health kits dropped by teammates killed by the Scout, preventing him from using the benefit of the weapon.
 
|-
 
|-
|class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Boston Basher}} + '''reskins'''
 
|
 
|
*The Sun-on-a-Stick does less base damage than the standard Bat. If you are set on [[fire]], you should always be trying to extinguish yourself, retreating from any Scout that may try to pick you off.
+
* Evade a Scout that is attacking you with the Boston Basher so that he damages himself instead. Missing even once puts severe pressure on him to retreat and find a source of healing.
 +
* Most melee weapons have a short delay before they hit, so you can use a source of knockback on the Scout just as he swings to force a miss.
 +
* A creative Scout might use the weapon's negative attribute to propel himself to high locations at the cost of a significant amount of his health.
 
|-
 
|-
|class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}}
+
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}}
 
|
 
|
*If you are marked by the Fan O’War, the Scout will likely try to chase you down with his primary weapon. Adjust your one-on-one tactics to his chosen weapon accordingly, and try to move to where your teammates are so they can help.
+
* The Sun-on-a-Stick does full crit damage to burning enemies. If you are set on [[fire]], you should be trying to extinguish yourself, retreating from and repelling any Scout that tries to pick you off.
*A Scout that has marked you with the Fan O'War may also let his teammates finish you off; leave the battlefield while teammates cover your retreat until the mark wears off.
+
* The Sun-on-a-Stick grants a passive 25% resistance against fire damage while active. A burning Scout may deploy it to reduce damage as he retreats.
**A Scout can only mark one target at a time, which can prove inconvenient if the target becomes inaccessible for the duration.
 
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}}
+
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}}
<br>[[Atomizer]]
 
 
|
 
|
*While a Scout might never use the Atomizer in actual combat, the triple jump greatly increases his mobility. Performing the third jump costs 10 HP, however, which can expedite killing him.
+
* If you are marked for death by the Fan O’War, the Scout will likely try to chase you down with his primary weapon. Adjust your one-on-one tactics to his chosen weapon and try to move to your teammates for help.
*The more damaged the Scout is, the less likely he'll use the Atomizer's third jump out of fear he will be killed faster or he will kill himself performing it.
+
* A Scout may use the Fan O'War to identify which enemy his team should focus fire on; take cover until the mark wears off if there are too many enemies.
**If you see a Scout with the Atomizer trying to retreat, try dealing damage to him, even if it's minimal; he may kill himself triple jumping.
 
*The Atomizer can also use the [[Home Run]] taunt, so be careful not to be ambushed at blind turns.
 
|}
 
 
 
==Item sets==
 
 
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
! class="header" colspan="1" width="200"| Set
 
! class="header" colspan="1" width="800"| Anti-Scout strategy
 
 
|-
 
|-
| class="small" align="center" valign="center" style="padding:0.5em" |  
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Atomizer}}
{{item icon|Shortstop|100px}}
 
{{item icon|Mad Milk|100px}}
 
{{item icon|Holy Mackerel|100px}}
 
{{item icon|Milkman|100px}}
 
 
 
<br>[[Item sets#Scout|The Special Delivery]]
 
 
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This item set increases the Scout's survivability, particularly in large firefights. A Scout using this set is best keeping a moderate distance, where he can readily harass enemies with both the Shortstop and Mad Milk. He is restricted to only using the Shortstop as a strong source of damage, so close the distance, where he may find it more difficult to hit you.
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* The Scout can triple jump when the Atomizer is fully deployed. Keep in mind alternate routes he can take.
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* If the Scout deploys the Atomizer in combat, he may be planning to retreat by gaining access to triple jumps. As the Atomizer must be his active weapon in order to triple jump, you only have to deal with his double jump during a fight.
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* The Atomizer can also mini-crit while airborne. This doesn’t deal much bonus damage - deal with the Scout as if he were fighting with the stock Bat.
 
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| class="small" align="center" valign="center" style="padding:0.5em" |  
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Wrap Assassin}}
{{item icon|Soda Popper|100px}}
 
{{item icon|Winger|100px}}
 
{{item icon|Atomizer|100px}}
 
{{item icon|Bonk Boy|100px}}
 
 
 
<br>[[Item sets#Scout|The #1 Fan]]
 
 
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This item set builds on the Scout’s amazing one-on-one prowess. React to the individual weapons, particularly the Soda Popper’s Hype and the Atomizer’s triple jump, accordingly.
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* While a Scout will rarely use the Wrap Assassin as a melee weapon, the projectile it launches can inflict the [[bleed]] effect on you. Bleeding can be negated by any source of healing.
 
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*The ball can be used as a long range harassment, to keep pressure on distant enemies like [[Snipers]] with the damage over time effect, or as an opening attack. Be prepared for a fight if hit from behind!
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== See also ==
 
== See also ==
*[[Double jumping]]
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* [[Double jumping]]
*[[Team strategy]]
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* [[Team strategy]]
  
 
{{Class strategy}}
 
{{Class strategy}}
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{{Scout Nav}}
  
[[Category:Strategy]]
 
[[Category:Scout]]
 
 
[[Category:Community strategy]]
 
[[Category:Community strategy]]

Latest revision as of 06:08, 13 November 2023

'Kay, this does not look good here, um...
Never send a boy to fight a man's war.
The Soldier

The Scout is a very fast, maneuverable class that packs a high amount of firepower at close range, making him extremely effective in one-on-one combat. He excels in open environments, where his speed and double jump allow him to easily maneuver around a map, close long distances, and ambush unprepared enemies. He can use his mobility to completely avoid damage, more than making up for his lack of health. Depending on his loadout, a Scout can bring along weapons with additional utility that help him pick off individual targets with even more ease. If you can restrict a Scout's maneuverability or keep him at range, he becomes far less of a threat.

General

Attributes Anti-Scout strategy
Scout emblem RED.png Role
  • The Scout is best at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and report his location to teammates.
  • The Scout is one of the best classes at dueling, but generally does not want to fight groups of enemies.
Leaderboard class medic.png Health
  • The Scout is very frail and can usually be killed with two solid hits.
Leaderboard class scout.png Speed
  • The Scout is extremely fast and can double jump. No class can outrun him without certain equipment, so always be prepared to fight.
  • Predict his movements to ensure your attacks hit, particularly when using projectile weapons. If he is airborne, wait until he uses his double jump before trying to land airshots.
  • His maneuverability allows him to easily chase after any other class, but is less powerful in areas where he has less room to dodge.
  • Certain weapons, like the Engineer's Sentry Gun or Heavy's Natascha, can negate the Scout's speed advantage.
Leaderboard class soldier.png Power
  • The Scout’s weapons are devastating at close range but very weak at long range. He must put himself in danger and actively enter combat to have any chance at killing enemies.

Weapon-specific

Main article: Scout weapons

Primary weapons

Weapon Anti-Scout strategy
Scattergun
Scattergun + reskins
  • The Scattergun deals immense damage at point-blank range and will allow a Scout to stay in combat for a modest amount of time. Although he is faster than you, do your best to stay at medium range to minimize the damage you take while trading blows.
  • It takes a considerably long time for a Scout to reload his Scattergun; if he uses most of his six shots, keep pressuring him into firing so that he cannot fully reload.
Force-A-Nature
Force-A-Nature + reskins
  • The Force-A-Nature deals even more damage than the Scattergun up close but must be reloaded every two shots. If the Scout stays nearby, pick him off during his frequent reloading periods.
  • The Force-A-Nature's knockback lets the Scout easily reposition himself or push you backward for a follow-up shot. Avoid lingering near walls where you can quickly be cornered or hazards that you can be blasted into.
    • In open areas, you can jump to increase knockback taken to retreat to your team.
  • The Force-A-Nature will also knock the Scout back if he is in midair. If he decides to attack while in midair, you can easily line up a counterattack.
Shortstop
Shortstop
  • The Shortstop has a tight bullet spread suited for medium range. You can get closer to the Scout without taking as much damage.
  • When the Scout has the Shortstop active, he suffers extra vulnerability to knockback. Send him flying and he'll have a harder time aiming at you for a counter-shot.
  • At melee range, the Shortstop can also be used for a shove that deals 1 damage and medium knockback, which places you at the optimal Shortstop firing range. Additionally, don't position yourself near an environmental hazard for too long.
Soda Popper
Soda Popper
  • The Soda Popper holds two shots that fire quickly and deal Scattergun-level damage. It must be reloaded frequently, which gives you opportunities to fight back, however, do keep in mind that the Soda Popper has a faster reload so be quick to attack.
  • Change direction after the first shot to increase your chances of dodging the second.
  • If the Scout deals enough damage, he can activate his Hype charge, which gives him five mid-air jumps (for a total of six jumps). If you notice a bright purple glow, know that shooting the Scout in midair will be very difficult.
Baby Face's Blaster
Baby Face's Blaster
  • The Baby Face's Blaster only holds 4 rounds per clip, giving it less sustained firepower.
  • As the Scout deals damage, his movement speed will increase. Lead your shots, even with hitscan weapons.
  • Reduce the Scout's boost by dealing chip damage and forcing him to double jump.
  • Each point of damage you land on the Scout will drain 4% of his boost - even a weak hit can slow him down to his lowered base speed (a downside of the Baby Face's Blaster).

Back Scatter
Back Scatter

  • The Back Scatter is less accurate and holds fewer shots than the Scattergun, but promotes an ambushing playstyle. If you can avoid being ambushed, direct fights against the Scout are easier.
  • Scouts tend to take alternate routes to catch you off-guard. Check your back often so he doesn't ambush you.
  • The Back Scatter deals mini-crits from behind. Keep facing the Scout so he can't get behind you.

Secondary weapons

Weapon Anti-Scout strategy
Pistol
Pistol + reskins
  • The Scout may switch to the Pistol to harass you from a distance or to finish you off after firing all their Scattergun shots. Its ammunition pool is meager; if you avoid dying to the first few barrages, he will not have any remaining offensive pressure.
  • The Pistol is the Scout's only option at long range.
Bonk! Atomic Punch
Bonk! Atomic Punch + reskins
  • Bonk! Atomic Punch grants the Scout 8 seconds of invulnerability. It is commonly used to draw enemy fire, get past a Sentry Gun, or escape when low on health. The Scout can’t fight while under its effects, so impede his movement by body blocking him or using knockback.
  • If the Scout absorbs damage while invulnerable, he will be greatly slowed for up to 5 seconds once the effect wears off. Attack him during his invulnerability to prevent him from escaping once it ends - two solid hits will slow him to half-speed and allow you to easily catch up.
Crit-a-Cola
Crit-a-Cola
  • A Scout typically drinks Crit-a-Cola before an ambush. Watch your back!
  • Although the Scout will deal guaranteed mini-crits, he will be Marked-For-Death for 5 seconds every time he attacks regardless of whether it hits or not. Stay calm and fight back.
Mad Milk
Mad Milk + reskins
  • If you're covered in Mad Milk, any enemy gains 60% health for every point of damage you take from their direct attacks. Be cautious of any other enemies around you to avoid becoming their Health kit.
  • An accurate Scout can take advantage of the Mad Milk's healing to stay fighting for a prolonged period of time. Prevent him from healing by dodging his attacks.
  • Mad Milk can be removed by extended healing, entering water, or touching a Resupply cabinet.
  • A Scout who equips Mad Milk gives up his Pistol; you only have to deal with his primary weapon.
Winger
Winger
  • The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it deals only minor damage.
  • This gun also gives the Scout a +25% bonus jump height when active, so be prepared to cover additional routes he can take.
  • The Winger's smaller clip size means the Scout has less secondary capability, and may use this weapon mostly for added mobility while engaging with his primary.
Pretty Boy's Pocket Pistol
Pretty Boy's Pocket Pistol
  • The Pretty Boy's Pocket Pistol fires faster and grants health-on-hit but has a smaller clip size.
  • If the Scout resorts to using this, his health may be low. Keep pressuring him - the healing the gun provides is barely enough to tide him over until he reaches a Health pack and won’t save him from a solid hit.
Flying Guillotine
Flying Guillotine
  • The Flying Guillotine is ideal for picking off weakened targets but recharges only every five seconds.
  • Long-distance hits reduce the Guillotine's recharge time but are harder to get hit by if you pay attention.

Melee weapons

Weapon Anti-Scout strategy
Bat
Bat + reskins
  • If you are low on health, the Scout may switch to the Bat to finish you off. He could easily deal more damage with his primary weapon, so don't panic and keep your aim steady.
Sandman
Sandman
  • If you are struck and slowed by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout as he may go in for close combat.
  • The Sandman reduces the Scout's health by 15 (making it 110), making killing him significantly easier - a point-blank rocket can instantly kill him.
Holy Mackerel
Holy Mackerel + reskins
  • The Holy Mackerel functions similarly to the Bat but announces each hit in the kill feed. Hit announcements can be used to determine the whereabouts of a Scout.
  • If you are the Spy and fake your death using the Dead Ringer, the enemy team will not see "FISH KILL!" in the kill feed, a clear sign that you are not dead.
Candy Cane
Candy Cane
  • A Scout who causes Health packs to drop from your dead teammates has the Candy Cane in his loadout. He is 25% more vulnerable to explosions, so a direct hit from a rocket or grenade will often kill him instantly.
  • Try to steal the small Health kits dropped by teammates killed by the Scout, preventing him from using the benefit of the weapon.
Boston Basher
Boston Basher + reskins
  • Evade a Scout that is attacking you with the Boston Basher so that he damages himself instead. Missing even once puts severe pressure on him to retreat and find a source of healing.
  • Most melee weapons have a short delay before they hit, so you can use a source of knockback on the Scout just as he swings to force a miss.
  • A creative Scout might use the weapon's negative attribute to propel himself to high locations at the cost of a significant amount of his health.
Sun-on-a-Stick
Sun-on-a-Stick
  • The Sun-on-a-Stick does full crit damage to burning enemies. If you are set on fire, you should be trying to extinguish yourself, retreating from and repelling any Scout that tries to pick you off.
  • The Sun-on-a-Stick grants a passive 25% resistance against fire damage while active. A burning Scout may deploy it to reduce damage as he retreats.
Fan O'War
Fan O'War
  • If you are marked for death by the Fan O’War, the Scout will likely try to chase you down with his primary weapon. Adjust your one-on-one tactics to his chosen weapon and try to move to your teammates for help.
  • A Scout may use the Fan O'War to identify which enemy his team should focus fire on; take cover until the mark wears off if there are too many enemies.
Atomizer
Atomizer
  • The Scout can triple jump when the Atomizer is fully deployed. Keep in mind alternate routes he can take.
  • If the Scout deploys the Atomizer in combat, he may be planning to retreat by gaining access to triple jumps. As the Atomizer must be his active weapon in order to triple jump, you only have to deal with his double jump during a fight.
  • The Atomizer can also mini-crit while airborne. This doesn’t deal much bonus damage - deal with the Scout as if he were fighting with the stock Bat.
Wrap Assassin
Wrap Assassin
  • While a Scout will rarely use the Wrap Assassin as a melee weapon, the projectile it launches can inflict the bleed effect on you. Bleeding can be negated by any source of healing.
  • The ball can be used as a long range harassment, to keep pressure on distant enemies like Snipers with the damage over time effect, or as an opening attack. Be prepared for a fight if hit from behind!

See also