Difference between revisions of "Anti-Scout strategy"

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== Weapon-specific ==
 
== Weapon-specific ==
 
{{main|Weapons#Scout|l1=Scout weapons}}
 
{{main|Weapons#Scout|l1=Scout weapons}}
A list of useful tidbits about the Scout's tools, and how to counter them.
 
  
 
=== Primary weapons ===
 
=== Primary weapons ===
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| align="center" valign="center" style="padding:0.5em" | {{icon item|Scattergun|100px}} {{icon item|Festive Scattergun|100px}}<br />'''[[Scattergun]]''' / '''[[Scattergun|Festive Scattergun]]'''
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Scattergun|100px}} {{icon item|Festive Scattergun|100px}}<br />'''[[Scattergun]]''' / '''[[Scattergun|Festive Scattergun]]'''
 
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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 may take while trading blows.  
+
* 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 or all of his six shots, keep pressuring him into firing so that he cannot fully reload.
+
* 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.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Force-A-Nature}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Force-A-Nature}}
 
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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 insists on staying in close combat, pick him off during his frequent reloading periods.  
+
* 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 nearby, pick him off during his frequent reloading periods.  
 
* The Force-A-Nature's [[knock back]] effects let a Scout easily reposition or disorient you for a follow-up shot, so avoid lingering near walls where you can quickly be cornered or hazards that you can be blasted into.
 
* The Force-A-Nature's [[knock back]] effects let a Scout easily reposition or disorient you for a follow-up shot, so avoid lingering near walls where you can quickly be cornered or hazards that you can be blasted into.
 
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* 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.
 
* 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.
 
* Steal health packs, kill Medics, and destroy Dispensers to prevent the Scout from making use of the Shortstop's healing bonus.
 
* Steal health packs, kill Medics, and destroy Dispensers to prevent the Scout from making use of the Shortstop's healing bonus.
* When the Scout has his Shortstop as his active weapon, he suffers extra vulnerability to knockback. Make use of this weakness to juggle the Scout into the air, or to push him into an environmental hazard.
+
* When the Scout has his Shortstop as his active weapon, he suffers extra vulnerability to knockback. Options to deal with him now include juggling him into the air or pushing him into an environmental hazard.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Soda Popper}}
 
| 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. However, the Soda Popper reloads much faster, so beware.
+
* Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. However, the Soda Popper reloads much faster.
* You’ll need to quickly eliminate a Scout with a full Hype charge, which gives the Scout the ability to jump up to five times in mid-air (for a total of six jumps) making him nearly impossible to hit mid-air.
+
* You’ll need to quickly eliminate the Scout between full Hype charges, which give the Scout the ability to jump up to five times in mid-air (for a total of six jumps) making him nearly impossible to hit mid-air.
 
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|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Baby Face's Blaster}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Baby Face's Blaster}}
 
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* The Baby Face's Blaster only holds 4 rounds per clip, but the Boost the weapon can provide allows a Scout to retreat and reload with ease. Remain with your team to reduce a Scout's chances at a successful hit-and-run.
+
* The Baby Face's Blaster only holds 4 rounds per clip, giving it less raw offensive power.
* Force a Scout using the Baby Face's Blaster to double or triple jump in order to reduce his Boost. Try to predict his movements if he insists on staying grounded, and lure him into areas filled with weapon fire.
+
* The Blaster's Boost allows a Scout to retreat and reload with ease. Predict the Scout's movements to force him to double jump, reducing his Boost and effectiveness.  
* Try to pick off the Scout as he leaves his respawn area, where he is at his slowest. Keep your distance as you engage him so that he deals minimal damage (and thus, earns minimal Boost).
 
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}}
 
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* The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it can only deal minor damage. It also gives the Scout a +25% bonus jump height when active, so be prepared to cover additional routes he can take while in combat, especially when he's retreating.
+
* The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it can only deal minor damage.
 +
* It also gives the Scout a +25% bonus jump height when active, so be prepared to cover additional routes he can take, especially when he's retreating.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pretty Boy's Pocket Pistol}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Pretty Boy's Pocket Pistol}}
 
|
 
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* The Pretty Boy's Pocket Pistol functions similarly to the Pistol and should be treated the same way.
+
* The Pretty Boy's Pocket Pistol is a weaker Pistol but grants extra health to the Scout.
* Be mindful of the increased health given to the Scout by this weapon. If possible, use fire to dispatch of him more quickly.
+
* Look out for attacks from above, as this weapon makes a Scout immune to fall damage.  
* Look out for attacks from above, as the Pretty Boy's Pocket Pistol makes a Scout immune to fall damage.  
 
 
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|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flying Guillotine}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flying Guillotine}}
 
|
 
|
* The Flying Gullotine is ideal for picking off weakened targets; move erratically when retreating or fighting the Scout so that he misses with the weapon.
+
* The Flying Gullotine is ideal for picking off weakened targets but reloads very slowly; move erratically so that the Scout misses.
* A Scout can pair the Flying Gullotine with the Sandman to deal critical hits that few classes can withstand. This can prove deadly to your team if the Scout is accurate with both weapons.
 
 
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* 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.
 
* 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.
* Utilize cover, and keep moving to avoid getting hit by the Sandman's stun ball from long distances; if struck by one from a far enough range, you will be stunned in place for 7 seconds. Without teammates to protect you, you are effectively helpless for this duration and can potentially be taunt-killed.
+
* Utilize cover and keep moving to avoid getting hit by the Sandman's stun ball from long distances; if struck by one from a far enough range, you will be stunned in place for 7 seconds.  
 
|-
 
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| align="center" valign="center" style="padding:0.5em" | {{icon item|Holy Mackerel|100px}}  {{icon item|Unarmed Combat|100px}}<br />'''[[Holy Mackerel]]''' / '''[[Unarmed Combat]]'''
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Holy Mackerel|100px}}  {{icon item|Unarmed Combat|100px}}<br />'''[[Holy Mackerel]]''' / '''[[Unarmed Combat]]'''
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}}
 
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* A Scout who has the Candy Cane in his loadout is 25% more vulnerable to explosions; use rockets, grenades, and/or bombs to dispatch him quickly.  
+
* A Scout who has the Candy Cane in his loadout is 25% more vulnerable to explosions; use rockets, grenades, and bombs to dispatch him quickly.  
* Try to steal the small health kits dropped by teammates that the Scout aided in killing while having the Candy Cane in his loadout.
+
* Try to steal the small health kits dropped by teammates that the Scout aided in killing while having the Candy Cane equipped.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Boston Basher|100px}}{{icon item|Three-Rune Blade|100px}}<br />'''[[Boston Basher]]''' / '''[[Three-Rune Blade]]'''
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Boston Basher|100px}}{{icon item|Three-Rune Blade|100px}}<br />'''[[Boston Basher]]''' / '''[[Three-Rune Blade]]'''
 
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* Continuously evade a Scout that is attacking you with the Boston Basher so that he damages himself instead.
 
* Continuously evade a Scout that is attacking you with the Boston Basher so that he damages himself instead.
** A creative Scout might use the weapon's negative attribute to propel himself to unusual locations; however, this will often cost the Scout half his health, making retaliation against him easier.
+
** A creative Scout might use the weapon's negative attribute to propel himself to unusual locations; however, this will often cost the Scout half his health, making retaliation against easier.
 
|-
 
|-
 
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}}
 
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}}
 
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* 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 and/or repelling any Scout that may try to pick you off with this weapon.
+
* 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 and repelling any Scout that may try to pick you off with this weapon.
 
|-
 
|-
 
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}}
 
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}}
 
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|
* 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 accordingly and try to move to where your teammates are so they can help.
+
* 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 accordingly and try to move to where your teammates are for help.
* A Scout may use the Fan O'War to identify which enemy his team should focus fire on; take cover or retreat until the mark wears off, preferably while having teammates cover you for the duration.
+
* In a large firefight, a Scout may use the Fan O'War to identify which enemy his team should focus fire on; take cover or retreat until the mark wears off.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Atomizer}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|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.
+
* 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 which can expedite killing him.
 
** Beware of ambushes from Scouts who use the Atomizer and the Force-A-Nature together; the combination allows them to reach even greater heights.
 
** Beware of ambushes from Scouts who use the Atomizer and the Force-A-Nature together; the combination allows them to reach even greater heights.
 
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Revision as of 02:03, 1 June 2014

'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 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.

General

Attributes Anti-Scout strategy
Scout emblem RED.png Role
  • The Scout excels at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and constantly report his location to teammates.
Leaderboard class medic.png Health
  • The Scout is very frail and can be killed in just a few good shots.
Leaderboard class scout.png Speed
  • The Scout is extremely fast and can double jump, so carefully predict his movements to ensure your attacks hit, particularly when using projectile weapons. If he is airborne, wait until he exhausts his double jump before trying to land airshots.
  • His maneuverability allows him to easily chase any other class but is less powerful in confined areas, where he has less room to dodge.
Leaderboard class soldier.png Power
  • The Scout’s weapons are devastating at close range but very weak at long range. Thus, 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 Festive Scattergun
Scattergun / Festive Scattergun
  • 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
  • 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 nearby, pick him off during his frequent reloading periods.
  • The Force-A-Nature's knock back effects let a Scout easily reposition or disorient you for a follow-up shot, so avoid lingering near walls where you can quickly be cornered or hazards that you can be blasted into.
Shortstop
Shortstop
  • 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.
  • Steal health packs, kill Medics, and destroy Dispensers to prevent the Scout from making use of the Shortstop's healing bonus.
  • When the Scout has his Shortstop as his active weapon, he suffers extra vulnerability to knockback. Options to deal with him now include juggling him into the air or pushing him into an environmental hazard.
Soda Popper
Soda Popper
  • Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. However, the Soda Popper reloads much faster.
  • You’ll need to quickly eliminate the Scout between full Hype charges, which give the Scout the ability to jump up to five times in mid-air (for a total of six jumps) making him nearly impossible to hit mid-air.
Baby Face's Blaster
Baby Face's Blaster
  • The Baby Face's Blaster only holds 4 rounds per clip, giving it less raw offensive power.
  • The Blaster's Boost allows a Scout to retreat and reload with ease. Predict the Scout's movements to force him to double jump, reducing his Boost and effectiveness.

Secondary weapons

Weapon Anti-Scout strategy
PistolLugermorph
Pistol / Lugermorph
  • While the Scout might use the Pistol to harass you from a distance, its damage is minor and its ammunition pool is meager. Keep your distance from him to take advantage of his weak long range capabilities.
Bonk! Atomic Punch
Bonk! Atomic Punch
  • Bonk! Atomic Punch helps 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 him or using knock back.
Crit-a-Cola
Crit-a-Cola
  • While Crit-a-Cola will allow a Scout to deal Mini-Crits to you, you deal 10% more damage to him. He’ll often consume it when preparing for an ambush, so be alert and pick him off first.
Mad Milk
Mad Milk
  • 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.
Winger
Winger
  • The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it can only deal minor damage.
  • It also gives the Scout a +25% bonus jump height when active, so be prepared to cover additional routes he can take, especially when he's retreating.
Pretty Boy's Pocket Pistol
Pretty Boy's Pocket Pistol
  • The Pretty Boy's Pocket Pistol is a weaker Pistol but grants extra health to the Scout.
  • Look out for attacks from above, as this weapon makes a Scout immune to fall damage.
Flying Guillotine
Flying Guillotine
  • The Flying Gullotine is ideal for picking off weakened targets but reloads very slowly; move erratically so that the Scout misses.

Melee weapons

Weapon Anti-Scout strategy
Bat Saxxy Conscientious Objector Festive Bat Frying Pan Freedom Staff Bat Outta Hell Ham Shank


Bat / Saxxy / Conscientious Objector / Festive Bat / Frying Pan / Freedom Staff / Bat Outta Hell / Ham Shank

  • A Scout that insists on using the Bat could easily deal more damage at close range with any of his primary weapons, actually giving you a slight advantage in melee combat so long as you keep your aim steady.
Sandman
Sandman
  • If you are stunned 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.
  • Utilize cover and keep moving to avoid getting hit by the Sandman's stun ball from long distances; if struck by one from a far enough range, you will be stunned in place for 7 seconds.
Holy Mackerel Unarmed Combat
Holy Mackerel / Unarmed Combat
  • 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.
  • Spies should be wary of the Holy Mackerel, as the hit announcements can give away their cover.
Candy Cane
Candy Cane
  • A Scout who has the Candy Cane in his loadout is 25% more vulnerable to explosions; use rockets, grenades, and bombs to dispatch him quickly.
  • Try to steal the small health kits dropped by teammates that the Scout aided in killing while having the Candy Cane equipped.
Boston BasherThree-Rune Blade
Boston Basher / Three-Rune Blade
  • Continuously evade a Scout that is attacking you with the Boston Basher so that he damages himself instead.
    • A creative Scout might use the weapon's negative attribute to propel himself to unusual locations; however, this will often cost the Scout half his health, making retaliation against easier.
Sun-on-a-Stick
Sun-on-a-Stick
  • 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 and repelling any Scout that may try to pick you off with this weapon.
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 accordingly and try to move to where your teammates are for help.
  • In a large firefight, a Scout may use the Fan O'War to identify which enemy his team should focus fire on; take cover or retreat until the mark wears off.
Atomizer
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 which can expedite killing him.
    • Beware of ambushes from Scouts who use the Atomizer and the Force-A-Nature together; the combination allows them to reach even greater heights.
Wrap Assassin
Wrap Assassin
  • While a Scout might not use the Wrap Assassin in direct combat, the projectile it launches can inflict the bleed effect on you. Bleeding can be negated by any source of healing.

See also