Difference between revisions of "Community Scout strategy"

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* At full boost, you will be extremely hard to hit as long as you move unpredictably. Only Sentry Guns, Natascha and Flame Throwers are constant threats.
 
* At full boost, you will be extremely hard to hit as long as you move unpredictably. Only Sentry Guns, Natascha and Flame Throwers are constant threats.
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* The weapon is useful in [[capture the flag]] matches, where your considerable speed is especially useful in grabbing the intelligence efficiently.
  
 
===Secondary Weapons===
 
===Secondary Weapons===

Revision as of 15:21, 2 December 2012

Community Scout Strategy Header.png
Hit the road, bozo, let a real Scout get to work!
The Scout on impersonators

This article is on Community Scout Strategy.

The Scout has the fastest movement speed and is a great Control Point capturer, while also dealing a decent amount of damage from short to medium range. His low maximum health of 125 makes direct combat difficult and risky. The preferred technique of combat involves circle strafing or weapon heckling.

Quick tips

  • You capture twice as fast as any other class. If you're anywhere near an enemy Control point, stand on it.
    • In Payload maps, crouch-walking behind the Payload to use it as a shield can be very effective since your hitboxes are smaller than other classes.
  • Know where the health packs are on every map, because you have the tendency to work alone.
  • Never try to out-gun tougher classes. Your job is to deal damage and distract, then disappear before the enemy has a chance to shoot back.
  • Use your maneuverability to catch enemies off-guard. Your extra speed and double-jump can get you over gaps, around corners, and over obstacles that block most of the other classes.
  • Sentry Guns should be avoided because the Scout relies on not being hit and a Sentry Gun's attacks are very strong and never miss
    • You can use Bonk! Atomic Punch, however, to distract an enemy Sentry Gun while a teammate destroys it, or to slip past the Sentry Gun while avoiding damage.

General

Combat

  • The Scout excels at one-on-one combat. Wandering or lone-wolf players are good targets for a Scout.
  • Try to fight on open ground as much as possible, tight spaces limit your evasive options and will make staying alive much harder.
  • Never stand still when you are attacking someone as Scout. Use your speed to your advantage by strafing left and right while attacking someone. When facing other Scouts, it's a good strategy to mirror their strafing movements, which makes the other Scout easier to hit.
  • When low on health, wait for the correct moment to strike. Use walls and corners to gain an advantage over enemies by firing and retreating repeatedly to avoid enemy fire.
  • The Scout is the smallest class and can hide behind objects better than every other class. This can be useful while waiting for a group of enemies to pass by.
    • Do not pull out any melee weapon while hiding, as their height may give away your position.
      • Take note of the object you are hiding behind, if it is tall but narrow, equipping your bat will allow you to hide without your Scattergun or Pistol protruding
  • Try to be unpredictable while fighting classes that are using hitscan weapons, such as the Shotgun.
  • Do not confront a Sentry Gun head-on. If you can approach it from behind or to the side, you can take advantage of the Sentry Gun's slow rotation speed. Pop out of cover long enough to take a shot at it, then wait about one second for the Sentry Gun to turn back to its default position.
    • It is also possible to circle strafe a Sentry Gun, as it cannot turn quickly enough to fire at you. This is very difficult, however, and requires that you be as close to the Sentry Gun as possible.
  • When fighting enemy Pyros that are attempting to airblast you into a corner and kill you with the Axtinguisher, use your second jump to escape from above.
  • An entire team of Scouts can attempt a Scout rush, but this is a risky maneuver. Joining forces with even a handful of other Scouts is still a good idea, as they can buy time for the team while the slower, stronger classes catch up.
  • If you find yourself circling an enemy, try to find the right moment to line up with your target and fire your weapon.
  • As a general rule, the usefulness of Scouts is inversely proportional to the number of players in the server and the size of the map.
  • Find a mouse sensitivity that is suitable for playing Scout. Whilst a high sensitivity may seem to pair with the speed of the class, a low sensitivity, paired with more mouse movement, makes it considerably more easy to land shots with your Scattergun, an important skill for the class.
  • When playing as Scout, always be on the move. If a confrontation goes poorly, you can always continue running, using your speed to escape. You can then find a health kit and often come back to finish your opponent off before they have a chance to do the same.

Speed

  • Run into players to Spy check. If you don't pass through them, and instead bump into them, then they're a disguised Spy.
  • Attempt to get a friendly Medic using the Quick-Fix to heal you, as your speed will allow him to get to damaged teammates quicker.
  • Because you can easily outrun other classes, it is possible to backcap Control Points. If successful, this will lock the enemy out of capturing your own Control Point(s).
  • Your speed allows you to decide which battles to engage in; enemies cannot run from you if you engage them, nor can they pursue you if you don't want to engage.
  • Death is less of a penalty for you since you will spend less time than other classes running to where the battle is. You are also first to the fight at the beginning of the round.
  • Speed makes you more difficult to hit, and beyond certain ranges your speed can render certain projectile weapons useless, since you can always react and move out of the way in time.
The Scout's double jump is incredibly versatile, use it well.

Jumping

  • Whichever movement key is being held at the time of the double jump is the direction you will go. This allows you to immediately turn 90 or 180 degrees in any direction in mid air, and is a very good way to confuse enemies.
    • This is especially effective against Snipers, who usually aim where they expect you to be just after their shot is fired. However, skilled Snipers may be able to predict the path of your second jump, since you cannot move in mid-air after it.
  • Jumping in combat is a double-edged sword. Against weaker players, it can effectively throw off their aim. More experienced players, however, can wait for you to commit to a double- or triple-jump. Once you've committed, your trajectory is locked and skilled players can easily predict your path and kill you.
  • Performing a double jump without pressing anything bound to the movement commands will cancel all directional momentum, regardless of speed.
    • As a result of this, try to predict where enemies are aiming before double jumping.
  • Double jumping can save you from fall damage; simply jump just before you would hit the ground.
  • Use the double jump jump to take the higher roads over railroad cars and bridges. Most opponents tend to look forward, rather than up. If it is safe to do so, attack from above, preferably on the enemy's head, to take them by surprise.
  • Certain ledges may require you to crouch-jump in order to reach them. Holding the crouch button while performing a double jump will allow you to reach those ledges.
  • If you are under fire, try jumping over the enemy's head to disorient them or throw their aim off. You can also use this manoeuvre to land a couple extra shots at close range.
  • You are able to perform a triple jump of sorts if the Force-A-Nature is equipped as your primary weapon, as the knockback from firing can be used to propel yourself a few feet upwards when aimed down.
    • Similar results can be achieved using the Boston Basher's self damage, though this is much riskier.
    • The Atomizer allows you to do a triple jump in the same manner as regular jumping, at the cost of 10 health. Use it when you feel as though you are in a safe area.
  • When an enemy Soldier or Pyro decides to pull out his Reserve Shooter, it would be very wise to not jump for a few seconds while fighting, as the Mini-Crit damage can be lethal. After 3 seconds have passed and the Reserve Shooter's airborne Mini-Crits buff wears off, begin utilizing your jumps to confuse the Soldier while he is reloading.
  • If a Scout has the Force-A-Nature and the Atomizer equipped, he can perform what is known as a "quad jump" or "quadruple jump". This is done by triple jumping with the Atomizer equipped, and shooting the ground with the Force-A-Nature for the knockback as an improvised fourth jump of sorts. This allows the Scout to propel himself a few feet higher than a triple jump, allowing him access to platforms previously out of reach or to simply gain a height advantage over the enemy for a brief moment.

Weapon Specific

Primary Weapons

Scattergun + reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Scattergun
Stock
Scattergun
Killicon scattergun.png 6 32 85-105 10-40 3-10 180
Festive Scattergun
Uncrate
Festive Scattergun
Killicon scattergun.png
Item icon Rust Botkiller Scattergun Mk.I.png Item icon Blood Botkiller Scattergun.png Item icon Silver Botkiller Scattergun Mk.I.png Item icon Gold Botkiller Scattergun Mk.I.png Item icon Carbonado Botkiller Scattergun Mk.I.png Item icon Diamond Botkiller Scattergun Mk.I.png

Botkiller Scattergun

Killicon scattergun.png
  • When using your Scattergun, a reliable way to ensure you hit consistently is to actually not use your mouse to aim, but to strafe left and right with your cross-hair centered, firing when your cross-hairs and opponent match up. This allows you to focus on moving more efficiently and erratically, making you harder to hit, while at the same time making your aim smoother and more accurate via prediction.
  • The Scattergun does large amounts of damage at close range, with three shots being enough to take out a non-overhealed Heavy. Think about how to engage your opponent without alerting them to your presence; if you can catch them off-guard, most classes will go down quickly.
  • Range makes a huge difference to the damage the Scattergun inflicts. If you are undetected, avoid firing early. Wait until you are as close as you can get to the enemy and then open fire. This reduces the number of times you need to hit the enemy, giving them less time to react, and means you won't run out of ammo in the middle of a firefight.

Force-A-Nature

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Force-A-Nature
Unlock
Force-A-Nature
Killicon force-a-nature.png 2 32 92-113 11-43 3-11 194
  • The Force-A-Nature is an unlockable primary weapon for the Scout. It has a smaller magazine size with a faster firing speed, firing two shells in fast succession for hit-and-run tactics, along with reloading both shots instead of individually. However, the Force-A-Nature has 20% more pellets per shot in exchange for 10% less damage per pellet, forcing the player to fire much closer to use all the pellets in the shot for maximum damage. In addition, when in a close enough range, the Force-A-Nature will knock back the target, and when in mid-air, the Scout as well, confusing enemies, and allowing triple-jumps (and quadruple with the Atomizer) when firing downwards to reach places other classes cannot.
  • When using the Force-A-Nature, try not to get into a firefight with more than a few enemies. The slow reload time, small magazine, and short range is not suited for these kinds of fights. Instead, try to take on one enemy, and try not to approach them from the front; instead, attack from the side or behind.
  • If you equip the Force-A-Nature, equip the Pistol as well. With the Pistol, you have the ability to finish off enemies that survived your Force-A-Nature shots, without having to wait for the Force-A-Nature's reload.
  • Keep in mind that you can jump even longer distances with the Force-A-Nature by jumping, aiming below you and firing at the end of your second jump. Another way is to jump, fire quickly, and jump again. Only fire one shot, as the second shot fired while in the air has no effect on you.
  • Use the Force-A-Nature's knockback ability to your advantage, since two simultaneous shells can send enemies flying several meters and into hazards such as the pits in Lumberyard and Steel. It's particularly useful in places where enemies huddle together. You can jump in, blast two people away from the objective and retreat to reload and strike again.
  • Use the knockback to reach high places in order to kill unaware classes from above. It lowers your chances of being killed when getting closer because other players usually don't look up. The Force-A-Nature fires faster than the Scattergun; therefore, it is best suited to killing important classes (like Engineers trying to build defenses, and Medics), and it works better while the target is busy with something.
  • Be wary that a point-blank shot from the Force-A-Nature will send your target flying a significant distance. So if at all possible, determine where your shot will throw them into. It's not terribly hard to accidentally send your target into a med-kit, into the safety of Sentry Gun coverage, or even into a cluster of his teammates.
  • Be careful when trying to fire at an enemy from above with the Force-A-Nature; while the knockback keeps enemies pinned down for a second, the self-knockback will keep you in the air or blast you slightly backwards, possibly throwing off your aim and sending you in a predictable line for people to aim. For this reason, the Force-A-Nature is generally better to attack enemies on the same level or from below, so that they take the full force of the knockback, and you still have control.
  • When you use the Force-A-Nature, it might be wise to turn off the automatic reload feature from the Advanced Options menu. The Force-A-Nature discards the remaining round if reloaded with the other one in so you must either make a choice to fire or to reload at will.
  • The Force-A-Nature can push ÜberCharged enemies. Use this either to push enemies away from your teammates, or to break the Medi Gun beam and attack the now-vulnerable target.

Shortstop

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Shortstop
Craft
Shortstop
Killicon shortstop.png 4 36 69-72 24-48 6-12 144
  • The Shortstop is a craftable primary weapon for the Scout. It has a fast firing speed along with a clip-based reload for prolonged combat. The reduced pellet per shot to only four pellets with double the damage for each pellet allows the Scout to keep his distance to deal good damage at mid-range, while still firing powerful shots at close range. It draws from the same ammo pool as the Pistol, burning ammo quickly, unless the Scout is using another secondary such as Bonk! Atomic Punch.
  • The Shortstop pairs well with the Crit-a-Cola, as its slightly faster firing rate and quick reload can maximize the potential of the Mini-Crit boost's duration.
  • Four direct hits from the Shortstop can kill most classes, but be cautious while facing off tougher classes like the Heavy, who may survive the four shots of the Shortstop and take you down as you reload.
    • This can be partially circumvented by using the Mad Milk, which heals you, effectively giving you more health to square off against bulkier classes.
  • The Critical hits from this weapon will deal 144 damage at point-blank range, meaning that you cannot one-shot Medics, unless they are using the Vita-Saw. However, the Medic will be left with very little health, and you can probably finish him off with another shot before he can retreat or his teammates can react. And you can still one shot light classes and will deal a good amount of damage to others.
  • The Shortstop has a moderate reloading time; turning on auto-reload or holding down your reload button may cut off a good chunk of the reload time.
  • The Shortstop works well for dealing with Sentry Guns. A Mini-Sentry Gun will go down in about a clip, even when you're standing outside of its range.
  • Since the Shortstop uses the same pool of ammo as the Pistol does, it's best to pick up as much ammo as possible, as you will be burning through ammo frequently.

Soda Popper

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical Distance to Activate Hype Hype Duration
Soda Popper
Craft
Soda Popper
Killicon soda popper.png 2 32 90 24-67 3-26 180 5200 Hammer Units 8 seconds
  • The Soda Popper is a craftable primary weapon for the Scout. It is very similar the Force-A-Nature, firing two shells in fast succession and reloading both shots, but with the damage and pellet count of the normal Scattergun, .41 seconds faster in reload time, and no knockback. The Soda Popper does not roll for random Critical hits. In addition, while running and jumping with the Soda Popper active, a "Hype" meter fills. When completely filled, the Soda Popper will grant you 8 seconds of Mini-Crit boosts for all weapons. The Hype meter takes roughly 13 seconds to completely fill.
  • At the beginning of a round, you can run toward your objective with the Soda Popper equipped; when the Hype meter is almost full, you can switch to a different weapon. This way, should you encounter an enemy, you can equip the Soda Popper to get the Mini-Crit boost to defeat them with.
  • The Mini-Crit boost works for all of your weapons; you can shoot an enemy with your Pistol or hit them with your bat instead of shooting them with the Soda Popper while you use the boost, even bleeding inflicted with the Boston Basher is boosted.

Baby Face's Blaster

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Baby Face's Blaster
Craft
Baby Face's Blaster
Killicon baby face's blaster.png 6 32 63-73.5 7-28 2.1-7 126
  • The Baby Face's Blaster is a craftable primary weapon for the Scout. It inflicts 30% less damage but is 40% more accurate, allowing for decent burst damage at mid-range. The primary hindrance is that it reduces your speed by 47%; however, it comes with a Boost meter that fills completely after 100 damage, making you 40% faster than your default speed; the Boost meter is reset upon respawn or when a jump is performed, however. Boost can be charged by damage dealt from any of your weapons.
  • Try to use this weapon on flat maps. As jumping will deplete your boost, the speed for mobility trade can be countered on maps that do not require jumping.
  • Use your favourite secondary to collect boost as quickly as possible. Harass enemies with pistols or the guillotine at a distance, or boost the blaster with Crit-a-Cola.
  • At full boost, you will be extremely hard to hit as long as you move unpredictably. Only Sentry Guns, Natascha and Flame Throwers are constant threats.
  • The weapon is useful in capture the flag matches, where your considerable speed is especially useful in grabbing the intelligence efficiently.

Secondary Weapons

Pistol + reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Pistol
Stock
Pistol
Killicon pistol.png 12 36 20-22 10-15 8-9 45
Lugermorph
Promotional
Lugermorph
Killicon lugermorph.png
  • Targets too far away for the Scattergun should be fought with the Pistol. It's also a reasonable backup weapon for when your Scattergun runs out of ammunition, and has reliable aim. It can destroy Sentry Guns, Dispensers, and Teleporters at medium range if the situation calls for it; but expect this to use up around half of your Pistol ammunition.
  • When running towards enemies aware of your presence, try firing at them with your Pistol before closing in on them with your Scattergun or Force-A-Nature. When taking on lighter classes, 2–3 seconds of accurate Pistol fire can take away a quarter to a third off their maximum health, allowing you to finish them off with a strong blast of your primary weapon.
  • One of the Pistol's primary uses is to finish off wounded targets attempting to retreat.
  • The Pistol can waste a lot of ammunition if fired haphazardly into a firefight. Choose your targets wisely, and aim carefully.
  • The Pistol reloads much more quickly than the Scattergun. When both are empty, reloading the Pistol first will have you firing sooner than reloading the Scattergun.
  • Be wary of when the Pistol actually reloads. Changing weapons before it finishes reloading only means that you have to reload again. Wait until when your magazine count changes before switching weapons.
  • The Pistol is also a great weapon for creating distractions. If you can run behind enemy lines and squeeze a few shots from the rear and then run away, players will often try to follow, making it easier for your team to accomplish objectives.
  • The Pistol works well with the Force-A-Nature. Simply sink two shots into your enemy with the Force-A-Nature, switch to your Pistol and fire at them. Since enemies will be knocked back, you won't have to account for movement for a few precious shots.
  • The Pistol is one of the more deadly weapons to get Critical hits with. If you happen to get First Blood in Arena, switch to your Pistol as it can take any class down in one magazine, including most overhealed enemies, if you fire fast and accurately enough.
  • Though the Scattergun trumps the Pistol in short ranges, at medium to long ranges your Pistol is a far better option for taking out Sentry Guns than any other Scout weapon. If you're out of the Sentry Gun's range, hitting the Engineer with a Sandman ball and then destroying the Sentry Gun with your Pistol will make this job infinitely easier.

Bonk! Atomic Punch

Weapon Ammo Effect
Loaded Carried Drink Effect Duration Recharge Time
Bonk! Atomic Punch
Unlock
Bonk! Atomic Punch
1 Invulnerability but unable to attack, capture or defend 8 seconds 24 seconds
  • The Bonk! Atomic Punch is an unlockable secondary weapon for the Scout. When consumed, you will become invincible for 8 seconds, although you are still affected by knockback, similar to an ÜberCharge. While active, the camera shifts to a third-person view, and the Scout cannot attack (but can still taunt-attack). The effect lasts 8 seconds and can be used again in 24 seconds.
  • Use Bonk! for dodging around things you would normally run away from, like Sentry Guns, Heavy/Medic pairs, or large groups of enemies.
  • While being on your own isn't all that grand for scouting as stated above, this changes when using Bonk!. It's a very good idea to take a drink before turning a corner that could potentially have a Sentry Gun or Stickybombs around it, especially if there are allies behind you. Doing so can allow for an ad-hoc Über situation where your allies can take out the opposition while you provide cover and distraction. If you have no one backing you, simply reporting what you found via voice chat or yelling "Sentry Ahead" can potentially save your teammates.
    • Be careful where you drink Bonk! - for the duration of the drinking animation, you are immobile and vulnerable to damage.
  • It is very easy to distract enemies while you are under the influence of Bonk!. Enemy Snipers can be distracted as they try to shoot you or keep their crosshairs on you waiting for your invulnerability to wear off. Running into Soldiers and Demomen will usually result in them hurting themselves as well as being distracted. Heavies and Pyros are also easily distracted if you run circles around them. This strategy can also be used to counter enemy ÜberCharges; body-blocking a Medic's patient can waste up to all eight seconds of their preciously short invincibility or Critical hits period. More importantly, it saves your Medic's ÜberCharge for dealing with the enemy, rather than countering the enemy's ÜberCharge.
  • Bonk! can be used as a temporary ÜberCharge for taking out Sentry Guns, as you provide a distraction while your teammates attack. This tactic is of particular use on low population servers or on Arena, where ÜberCharges can be quite rare.
  • Bonk! can be used to avoid the afterburn damage from Pyros or Bleeding. Though the after-burn will continue to damage you after Bonk! wears off, the life extension Bonk! gives you just might be enough to reach a water pool, med pack or Medic before you burn to death.
    • You will continue to take afterburn damage if you are set on fire by a Flare Gun, however.
  • If you drink some Bonk! after emptying your Scattergun clip, you can fully reload while you are invulnerable.
  • If covered by Jarate, drink Bonk! to immunize yourself from the increased damage you will take otherwise. The combined time of switching to Bonk!, drinking it, and then waiting out the effects should be enough time for the Jarate to wear off. It's also possible to be Jarate'd during the effects of Bonk!, so if this happens, make a hasty retreat before you begin taking damage again.

Crit-a-Cola

Weapon Ammo Effect
Loaded Carried Drink Effect Duration Recharge Time
Crit-a-Cola
Craft
Crit-a-Cola
1 Mini-crits dealt and received

Increases speed by 25%

8 seconds 24 seconds
  • The Crit-a-Cola is a craftable secondary weapon for the Scout. When consumed, the Scout will run 25% faster and all damage dealt and taken will be Mini-Crits for 8 seconds. The active weapon will glow and crackle with electricity (similar to a Crit boost, but with a much lighter color). The Crit-a-Cola has a recharge rate of 24 seconds.
  • The Crit-a-Cola is a high-risk, high-reward weapon. A Mini-Crit-boosted Scattergun is a very powerful weapon, but its glow can single you out as a target, and since you'll take Mini-Crits too, you can die very fast. Because of this, the Crit-a-Cola encourages an ambush style of play.
  • During the 8-second Mini-Crit period, you can fire up to 7 Scattergun shots, 6 Force-A-Nature shots, 9 Shortstop shots, and swing any melee weapon 10 times.
  • At point-blank range, one blast from the Scattergun or Force-A-Nature, with the Mini-Crit buff, is capable of killing any 125-HP class from full health. Therefore, if you find yourself behind multiple Snipers, the Crit-a-Cola can theoretically give you one kill per shot.
  • Sometimes, it's wiser to only fire off a few shots and run away after drinking Crit-a-Cola as opposed to staying and fighting for the whole duration, since you're very susceptible to enemy damage.
  • Mini-Crits don't suffer from damage falloff, so your primary weapon will remain useful at a longer range.
    • Be aware, however, that this means that any damage you suffer while under the effects will not suffer falloff either. Attacks that may normally be nothing more than a minor annoyance at long-range can prove quite lethal to you for the duration of your crit-boost.
  • Combined with the Force-A-Nature, the Mini-Crits provided by Crit-a-Cola can become a devastating "Alpha-Strike" attack, especially if you have the drop on your opponent. This tactic is best used for taking out a single, high-priority target, such as a Medic with a prepared ÜberCharge, or distracted in the middle of a Kritzkrieg rush. At point-blank range, a single round is capable of dealing up to 150 damage, making it possible to kill any class (asides from overhealed enemies, Demoman, Soldiers, and Heavies) with both rounds under ideal circumstances.
  • The Crit-a-Cola is also a good partner with the Shortstop because you can take down any class in one clip with Mini-Crits. The Shortstop's extra range and tighter spread combined with the Mini-Crits not being affected by damage falloff allows the Scout to effectively strike opponents with Mini-Crits from a safer distance than is possible with the Scattergun or Force-A-Nature.
  • Using the Crit-a-Cola with the Soda Popper is not a good idea, as the Soda Popper provides Mini-Crits without much of a downside compared to the Crit-a-Cola.
    • On the other hand, the Crit-a-Cola and Soda Popper can be used in tandem to ensure a consistent supply of mini-crits, increasing the Scout's lethality. The Crit-a-Cola can be used while the Soda Popper is charging its Hype (with the increased speed helping decrease the length of time between Hype charges), while the Soda Popper's mini-crits can take over while the Crit-a-Cola recharges.
  • If you're using the Crit-a-Cola, and you're lucky enough to catch several opponents unaware simultaneously, take advantage of the fact that your melee weapon is extremely quiet, and does not require reloading like guns do. This tactic works better with the standard Bat rather than The Sandman, as the Sandman lowers your total HP, making you easier to kill once your enemies catch onto your plan.
  • As soon as you get covered in Jarate, drink Crit-a-Cola because Mini-Crits do not stack. If done quickly enough, it will finish before the Jarate does.
    • Similarly, if the enemy team is pushing with any Mini-Crit boost, drink the Crit-a-Cola to level the playing field. There may be a slight advantage to using the Crit-a-Cola against an enemy who has a Critical hit Boost, as their Criticals will not stack with your Mini-Crit debuff. This however, is a risky strategy.
    • Inversely, never drink the Crit-a-Cola when under the effects of a friendly Buff Banner, a Critical hit Boost, or when facing an enemy covered in Jarate. Your Mini-Crits do not stack with Critical hits or other Mini-Crits, and weakening yourself with a Mini-Crit debuff is detrimental.
    • The same rule applies when facing only an enemy Scout under the effects of the Crit-a-Cola, since they already receive Mini-Crits it's redundant to drink your Crit-a-Cola. However, when more enemies are present or the enemy Scout's Mini-Crit period ends, then drinking the Crit-a-Cola gives you an advantage.
  • A good tactic is to drink the Crit-a-Cola while under the effects of a friendly Battalion's Backup, since the defense boost negates the Mini-Crit damage and allows you to deal Mini-Crit for no penalty.
  • Avoid drinking the Crit-a-Cola when facing alert Soldiers. You will die to a single direct hit from the regular Rocket Launcher, and if you are using the Sandman, one point-blank Shotgun shot will also kill you.
  • It's recommended to avoid using the Sandman when equipped with the Crit-a-Cola, simply because the 15 health lost may be very well needed during the Mini-Crit period.
  • Be careful when going up against Snipers with the Bushwacka equipped, as they will Crit you during the effect of the Crit-a-Cola, effectively killing you in one blow.
  • Keep in mind when you use the Crit-a-Cola, you will automatically switch to your currently equipped Melee weapon after drinking Crit-a-Cola, so remember to either have a plan for using your melee weapon, or switch as quickly as you can to your primary weapon.
  • The speed boost from Crit-a-Cola can allow you to rush very effectively, this can be useful to quickly sneak by enemies undetected or to rush to a point at the start of a king of the hill or special delivery match.
    • Likewise, the additional speed may be useful to get back to the fray after respawning or retreating a fair distance behind friendly lines. Take note, however, that this means you will have to wait for it to recharge before you can use it in the battle, and that you will be more vulnerable to enemies that have wandered closer to your spawn point.
    • Alternatively, the extra speed can be used to stage a successful retreat. Doing so, however, increases the lethality of enemy attacks that may happen to hit you as you try to escape.
  • When using the Baby Face's Blaster with the Crit-a-Cola, it is much easier to get your boosts (both speed and damage) at a distance. It also negates the 30% damage penalty on the Blaster due to the Mini-Crits. To add on to that, since it increases the speed you run at, it decreases the running speed penalty put on to you because of the Blaster.

Mad Milk

Weapon Ammo Effect
Loaded Carried Effect on Enemies Effect on Teammates Duration Recharge Time
Mad Milk
Craft
Mad Milk
1 60% of all damage dealt is returned as health. Also shorts out Cloak. Extinguishes flame on yourself and/or teammates. 6 seconds / 2.5 seconds 24 seconds
  • The Mad Milk is a craftable secondary weapon for the Scout. Mad Milk is a thrown weapon that covers enemies in Mad Milk, causing them to have white drops of Mad Milk all over their body. 60% of all damage (except for afterburn) will heal anyone who attacks a player covered in Mad Milk. Similar to Jarate, it will nullify the Cloak of enemy Spies and extinguish teammates and the player when on fire. The Mad Milk has a recharge time of 24 seconds.
  • The Mad Milk allows you to remain in a combat situation for longer without dying/retreating, as you will be regain health as you do damage.
  • Aside from The Special Delivery set bonus, the Mad Milk can actually be more effective with the Scattergun over the Shortstop, as the two extra shots can keep you alive longer via Mad Milk's effect.
  • While still risky, Mad Milk makes head-on approaches to bulky classes like the Heavies more viable, as it allows you to need fewer chances to drop out and hide.
  • Using Mad Milk on classes like the Heavies can be a great benefit to your team because it allows your teammates to regain large amounts of health, due to the Heavy's slow speed and high health.
  • Mad Milk is also a great supplement for an offensive push, allowing attackers to replenish their health quickly.
    • For example, while using the Kritzkrieg's high damage output, teammates heal a great amount of health due to the fact that they will be healing 180% (60% * 3) of the damage they do while under the effects of the Kritzkrieg.
  • Thanks to your maneuverability, Mad Milk comes in handy when used against enemies in the front lines. Simply throw it in and retreat while firing to both heal yourself and teammates. This makes overpowering the enemy much easier during pushes and saves a lot of time and trouble.
  • Since Mad Milk can extinguish afterburn, if you happen to be set aflame, run away to a safe area and splash Mad Milk on yourself to extinguish the flames. Your ignited teammates will also appreciate being doused.
  • Hitting an enemy with the Fan O'War and dousing them with Mad Milk will return more health per hit.
  • The white particles of a player dripping in milk makes them easier to see in dark maps such as Sawmill.

Winger

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Winger
Craft
Winger
Killicon winger.png 5 36 25 15-19 10-12 52
  • The Winger is a craftable secondary weapon for the Scout. It is much like the Pistol, but with 5 rounds per magazine and 15% more damage per round.
  • The Winger is a better weapon-heckling version of the Pistol, inflicting higher damage per round in exchange for a much smaller magazine.
  • Much of the strategy incorporated with the use of the Pistol can be used with the Winger, but players must be wary of the Winger's quick, but frequent, reloading.
  • The higher base damage of the Winger makes it better suited for taking out Sentry Guns at a distance; remember that shots fired at buildings don't factor in damage ramp-up/fall-off.
  • While at first the 5-shot magazine of the Winger appears a disadvantage, it lets you more carefully manage the smaller total ammo.
  • Since the Winger does higher base damage than the Pistol, it could be used to squeeze in some rounds while you close in and then switch to your primary weapon to finish off your target.
  • Interestingly, despite its drawback, the Winger can be seen as a direct upgrade to the Pistol. Its drawback, 5 rounds per mag, allows players to manage the ammo pool of the Winger more easily, and the increased damage, while not as great as the Pistol's damage-per-second due to its larger clip, is still useful as a backup weapon with your primary weapons. Consider this when determining your loadout.
  • Because the Winger has a 5 round clip, it is not a viable weapon when paired with the Shortstop, as they use the same ammo pool. Try to not use this weapon if your thinking of using the Shortstop, as the default Pistol is a much better choice with it's 12 round clip.

Pretty Boy's Pocket Pistol

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Pretty Boy's Pocket Pistol
Craft
Pretty Boy's Pocket Pistol
Killicon pretty boy's pocket pistol.png 12 36 22 13-17 8-10 45
  • The Pretty Boy's Pocket Pistol is a craftable secondary weapon for the Scout. It boosts the Scout's max health to 140 and negates any fall damage, but comes with a 50% fire damage increase (including afterburn) and fires 25% slower than the stock Pistol.
  • It is generally best to avoid direct fights with Pyros and not engage unless you are ambushing them. If you are lit on fire, the afterburn will cause a very high amount of damage and likely kill you unless you find a health kit, Medic, or any other fire-extinguishing source.
  • The Pretty Boy's Pocket Pistol's health boost will nullify the health penalty of the Sandman, so consider using both together.

Flying Guillotine

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Critical Recharge Time
Flying Guillotine
Craft
Flying Guillotine
Killicon flying guillotine.png 1 50 150 6 seconds
Bleeding Killicon bleed.png N/A N/A 40 damage over 6 seconds N/A N/A
  • The Flying Guillotine is a craftable secondary weapon for the Scout. It is a thrown weapon that causes bleeding when thrown at an enemy. It does not roll for random critical hits, but instead deals mini-crit damage provided the weapon has been thrown from a long range. It also gains 100% critical hit damage when thrown at stunned enemies.
  • The Flying Guillotine deals no damage to buildings: when thrown at any building, the weapon will simply bounce off.
  • One can pair the Flying Guillotine with the Sandman which can provide a deadly combination: stunning an enemy with the Sandman's ball and then following up with the Flying Guillotine will gain you an automatic critical hit on that enemy.
  • Bleeding damage included, a regular hit will fill up half of the Baby Face Blaster's boost gauge in one hit.
  • This weapon can be very useful on Payload matches because when pushing the cart, most players will be moving slowly and/or not paying attention to whatever doesn't pose an immediate threat to themselves, so you can dish out a solid amount of damage, plus the added bleeding effect negates the healing from the cart and you can move in and kill the player from a pair of shots from your Scattergun.
  • Paired with the Force-A-Nature on Arena, you can use the Flying Guillotine to cripple an enemy's health greatly, and while they go to find a health kit, you can chase them down with the Force-A-Nature and finish them off with 2 quick shots to the back. This works better with lower health classes like Sniper, Spy, or even another Scout, while leaving the classes with more health to your teammates.

Melee Weapons

Bat + reskins

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Bat
Stock
Bat
Killicon bat.png 0.5 seconds 35 105
Saxxy
Promotional
Saxxy
Killicon saxxy.png
Conscientious Objector
Drop
Conscientious Objector
Killicon conscientious objector.png
Festive Bat
Uncrate
Festive Bat
Killicon bat.png
Frying Pan
Promotional
Frying Pan
Killicon frying pan.png
Freedom Staff
Promotional
Freedom Staff
Killicon freedom staff.png
Bat Outta Hell
Drop
Bat Outta Hell
Killicon bat outta hell.png
  • You may prefer to kill situationally-unaware or aiming-impaired Heavies with the Bat by circle strafing around them or jumping on top of their large bodies. A couple of fast hits with the Bat can take out injured or weaker classes quickly. This is useful when you're low on ammo, or your primary weapon needs reloading.
  • When wielding the Bat, try to always circle strafe your victim. You'd always be better off using your Scattergun otherwise.

Sandman

Weapon Kill Icon Attack Interval Damage
Point Blank Critical Stun Time Recharge Time
Sandman
Unlock
Sandman
Killicon sandman.png 0.5 seconds 35 105 N/A N/A
Killicon sandman ball.png 0.25 seconds 15 45 1-7 seconds 15 seconds
  • The Sandman is an unlockable melee weapon for the Scout. With secondary fire, the Scout will launch a baseball that will stun an enemy on hit for 1-8 seconds varied by distance, but will lower the Scout's maximum health by 15, for a total of 110. Stunned targets are not totally immobile, but are considerably slowed and cannot jump. Hitting an enemy with the ball at maximum range will render the target immobile. The ball has a recharge rate of 15 seconds, or can instantly be used by picking up an already-launched baseball by the user or another Scout.
    • The ball counts as a projectile, and can be airblasted.
  • The Sandman is a great tool for stunning key targets, like upfront attacking classes, or support classes like Medics and Snipers.
  • Critical hits lengthen the stun time. The baseball also uses the same base crit chance of 17% as any melee weapon, making such criticals common.
  • When equipping the Sandman, beware of the -15 health loss. A Soldier can kill you with a single rocket up close, as well as a Demoman with a well placed explosive. This can be a hindrance when trying to get up close to most other classes.
  • The Sandman can be a great supportive weapon for your team. Stunning a target that has a Kritz activated on them can hold great benefits for your team. However, this can be a risky maneuver on your part.
  • The Sandman is great against classes who you can't normally get close to, like Heavies and Pyros.
  • If you are caught in a bad situation, the stun can buy you enough time to get to safety.
  • Similarly, if you are in a situation to get the first strike, stunning your opponent can give you time to do fatal damage before they can respond.
  • A lone Engineer is another prime target for the Sandman's ball. While stunned, the Engineer cannot repair his Sentry Gun. Use this opportunity to attack the Sentry Gun. This is especially useful if the Sentry Gun is being Wrangled; stunning the Engineer will deactivate the Sentry Gun.
  • Aiming the stun ball isn't all that easy, but in certain cases it can be. For example, the bridge in Badlands is just long enough for you to hit an enemy with a moon shot, maximum strength stun ball, and is quite simple to hit someone with it since it is a straight away.
  • Avoid using the Sandman with Crit-a-Cola, as the -15 health loss doesn't go well with the Mini-Crits you may take while using it.
Home Run
Kill Icon Weapon Damage Duration Details
Home Run
Grand Slam
Killicon grand slam.png Sandman, Atomizer 500 5 seconds The Scout points to the sky, winds up, and swings a deadly blow.
  • It is advisable to only use your killing taunt on scoped Snipers, very distracted Heavies, or someone that has been stunned by a critical ball, because the taunt animation takes so long.
  • The taunt is best used for a little revenge during humiliation. If you're on the losing team, try to lure an enemy close to you but be sure to take heed of the taunt's attack time so that you can get them right as you're about to do your called shot. For example, if an enemy comes around a corner, you can hit them with the taunt and kill them without them knowing what happened. It also works when you're on the winning team if the other player isn't moving too much. However, one of three things usually happen: other players are hiding (so you can't kill them), they're actively dodging you, or your allies will kill them before you can.
  • If you manage to hit a target with a ball at just over the range required to halt their movement completely, if you start running towards them before the ball lands and do the Sandman's taunt-kill, you can finish the animation before the target is able to move out of the way. You need an area long enough to hit a ball far enough to get the complete stun effect, an unobstructed straight path to your stunned target, and a good deal of luck to pull this off.
  • If equipped with the Bonk! Atomic Punch, drink it, then immediately unleash the Bonk Taunt in front of an enemy re-spawn or around corners to avoid being hit. The enemy will think you are unarmed and charge at you with a primary or melee weapon. This technique is now even easier to pull off with the invulnerability time period increase added during the Pyromania update when drinking Bonk! Atomic Punch.
  • This taunt is completely quiet until executed. However, the kill gives off a much louder sound upon Execution. Be sure to get ready for any attention you'll draw to yourself from the loud cheering sound after a successful Home Run.
  • Be aware that stunned targets can use taunts kills. This can be a problem if you try to taunt kill or melee someone who has been completely immobilized. However, the likelihood of this happening to you is very slim, and you shouldn't even be doing this if you aren't playing seriously, so this shouldn't be a problem if you get killed.
  • If you find the -15 health is causing you to die more then consider equipting the Pretty Boy's Pocket Pistol as the additional 15 health will even out the original -15 health giving you the default health of 125.

Holy Mackerel + reskins

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Holy Mackerel
Craft
Holy Mackerel
Killicon holy mackerel.png 0.5 seconds 35 105
Unarmed Combat
Craft
Unarmed Combat
Killicon unarmed combat.png
  • The Holy Mackerel is a craftable melee weapon for the Scout. Each hit will be announced on the kill feed, and with a kill will show "FISH KILL!", but otherwise functions the same as a Bat.
  • Hitting a cloaked Spy will be displayed on the kill feed. Conversely, killing a Dead Ringer Spy or hitting a disguised Spy will not be displayed in the kill feed.
  • The Holy Mackerel will display your presence to any enemy who looks at the kill feed, and draw attention to you.

Candy Cane

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Candy Cane
Craft
Candy Cane
Killicon candy cane.png 0.5 seconds 35 105
  • The Candy Cane is a craftable melee weapon for the Scout. When the player kills an enemy, a small Health pack is dropped regardless of what weapon the player was using in order to kill the enemy. As a drawback, the Scout takes 25% more damage from explosives.
  • Killing an enemy with any of your weapons while you have the Candy Cane equipped will drop a health kit.
  • Make sure to avoid or dodge Soldiers and Demomen due to the explosive damage penalty. With the Candy Cane equipped, a direct hit from any of their primary weapons at point-blank range will instantly kill you.
  • Using the Candy Cane and Mad Milk can allow you to fully heal yourself and teammates if no Medics or Health kits are nearby.
  • Use the Candy Cane to check for Dead Ringer Spies, as feigned deaths will not drop Health kits.
  • A successful kill with the Candy Cane in Medieval mode will cause two health kits to be dropped instead of one.
  • The Candy Cane can be both a blessing and a curse when fighting groups of enemies. While the dropped Health packs can allow you and your teammates to stay in the fight for longer, they can also be picked up by the enemy, in turn making them more difficult to kill.

Boston Basher/Three-Rune Blade

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Boston Basher
Craft
Boston Basher
Killicon boston basher.png 0.5 seconds 35 105
Three-Rune Blade
Promotional/Craft
Three-Rune Blade
Killicon three-rune blade.png
Bleeding Killicon bleed.png 40 damage over 5 seconds N/A N/A
  • The Boston Basher is a craftable melee weapon for the Scout. On hit, the enemy will bleed for 5 seconds, but on miss, however, will apply the damage and bleed effect to the user. The user will not be damaged when hitting a teammate, any world geometry, or a prop.
  • Don't hold the attack button. Instead, keep tapping it when the enemy is close to minimize misses.
  • The bleed effect can be useful for preventing Spies from escaping by cloaking. However trying to hit a Spy that has already turned invisible is inadvisable.
  • The Crit-a-Cola can be useful with the Boston Basher; self inflicted damage will not be boosted by Crit-a-Cola's effect & the Mini-Crits will greatly increase the bleed damage on an enemy player.
  • By hitting yourself while being healed, you can boost a friendly Medic's charge speed.
  • By swinging right before jumping, you can boost yourself with the self damage of the Boston Basher to heights comparable to the Soldier's rocket jump.
    • By combining the boost of the Boston Basher with the 3 jump ability of the Force-A-Nature, one can jump over massive parts of a map & get to some places that require more then one rocket to reach.
  • If you land a successful hit on an enemy using the Boston Basher while the enemy is coated in Mad Milk, the bleed damage will heal you.
  • If you end up making yourself bleed, you can stop the bleeding by drinking Bonk! Atomic Punch and getting a Health kit to recover.

Sun-on-a-Stick

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Sun-on-a-Stick
Promotional/Craft
Sun-on-a-Stick
Killicon sun-on-a-stick.png 0.5 seconds 26 79
  • The Sun-on-a-Stick is a craftable melee weapon for the Scout. It delivers 25% less damage than the Bat, but guarantees a Critical hit whenever you strike a burning enemy.
  • Only equip the Sun-on-a-Stick when you have a Pyro on your team, as the Critical hits only come into play when your opponent is suffering from afterburn.
  • If you see an unaware opponent suffering from afterburn, charge at him and try to kill him.

Fan O'War

Weapon Kill Icon Attack Interval Damage
Point Blank Critical Marked for Death Time
Fan O'War
Promotional/Craft
Fan O'War
Killicon fan o'war.png 0.5 seconds 4 13 15 seconds
  • The Fan O'War is a craftable melee weapon for the Scout. A player hit by the Fan O'War will be "marked for death", indicated by the hit enemy having a skull with crossbones floating above their head, and all damage they take will be Mini-Crits. The "marked for death" effect lasts 15 seconds. As a drawback, the Fan O' War deals 90% less damage on hit.
    • The Fan O' War's effect can only be applied to one enemy at a time.
  • Remember that the Fan O'War is essentially the melee equivalent of Crit-a-Cola; while you don't receive critical damage, it still requires that you get within point-blank range of enemies, so timing is still vital.
  • Note that ambushing and good maneuvering are crucial with the Fan O'War; whether you're using it on the front lines or the opposing base, remember that surprising the enemy is key to landing a hit (as rushing straight towards almost any class is not a great idea).
  • Whilst hit-and-run techniques are not recommended during areas with high enemy traffic, it's still remotely easy to kill lone enemies with it; hitting an enemy and weapon heckling will cause most classes to flee due to your obvious advantage, allowing you to close the gap and finish them.
  • The Fan O'War is perfect for countering Spies; even if a marked Spy cloaks with a Dead Ringer, the skull symbol will remain above their head, allowing you and your team to prevent their escape.
  • Because of the giant decrease in damage, the Fan O'War is not a weapon for dealing damage. Use your Primary and Secondary weapons to deal damage.

Atomizer

Weapon Kill Icon Attack Interval Damage
On Enemies On Buildings Self-Damage Critical
Atomizer
Craft
Atomizer
Killicon atomizer.png 0.65 seconds 28 35 10 84
  • The Atomizer is a craftable melee weapon for the Scout. It grants the Scout the ability triple jump with a cost of 10 self-damage on the third jump, but also has 30% slower swing speed followed by 20% less damage done.
  • The Atomizer's third jump can be useful, but choose wisely when to triple jump. Those 10 health points can be critical at times.
  • If you are about to take fall damage after using your double jump, don't be afraid to use the triple jump to save yourself. It is less risky to lose 10 health than take more damage from falling.
  • With the Force-A-Nature equipped, you can perform a Quad Jump by combining the Atomizer's triple jump with the Force-A-Nature's knock back, you can perform four jumps in quick succession.
  • Consider bringing the Bonk! Atomic Punch when using the Atomizer, as the self-damage from the triple jump is negated by Bonk!'s invulnerability boost.

Wrap Assassin

Weapon Kill Icon Attack Interval Damage
Point Blank Critical Recharge Time
Wrap Assassin
Craft
Wrap Assassin
Killicon wrap assassin.png 0.5 seconds 11 32 N/A
Killicon sandman ball.png 0.25 seconds 15 45 15 seconds
Bleeding Killicon bleed.png 40 damage over 5 seconds N/A N/A N/A
  • The Wrap Assassin is a craftable melee weapon for the Scout. It allows you to launch a Bauble similar to the Sandman's baseball, causing damage and bleed on hit instead of stun. The drawback is its melee damage, which is reduced by 70%.
  • The bleed damage of the Wrap Assassin can greatly benefit from Crit-a-Cola or the Soda Popper as it wil deal a greater amount of damage on enemies.
  • Try to aim at groups of people clustered together, such as near a control point, for maximum amounts of damage.

Item set effects

Special Delivery

Main article: Item sets
The Special Delivery
Backpack The Special Delivery Bundle.png
Effect

Leave a Calling Card on your victims

  • The +25 health The Special Delivery gives you is a great help when fighting other Scouts, trying to outlast after-burn, surviving wayward explosives, or even survive a fully charged body-shot from a Sniper Rifle on servers with random damage spread enabled.
  • Using Mad Milk in combination with the Shortstop will allow you to take advantage of your health increase even more, staying in battle for much longer.
  • The health bonus from using The Special Delivery allows you to survive four Shortstop shots at medium range, point-blank Direct Hit rockets and other high damage sources that would normally kill you.
  • The Milkman indicates that you may be using the set; be prepared that in large fights, enemies may concentrate fire on you to take you down, due to them believing you have the Special Delivery set bonus.

Weapon combinations

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See also