Difference between revisions of "Scout match-ups"

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'''Useful weapons:'''  
 
'''Useful weapons:'''  
 
* The [[Scattergun]] has the highest clip size of all your primary weapons, which gives you room for error in case you miss shots.
 
* The [[Scattergun]] has the highest clip size of all your primary weapons, which gives you room for error in case you miss shots.
* The [[Pistol]]'s high rate of fire makes it effective at finishing off a low-health Scout. It is also effective for harassing him from outside the effective range of his primary weapons, or as a backup when your own primary is out of ammo.
 
* Initiating the fight with [[Mad Milk]] will increase your survivability significantly as long as you hit your shots, making it much more difficult for your opponent to finish you off.
 
* [[Bonk! Atomic Punch]] can be used to guarantee an escape if you feel you need to retreat. Run to cover first to avoid being shot mid-drink.
 
 
* The [[Crit-a-Cola]] allows you to win the fight in one point-blank shot. However, keep in mind that the Marked-for-Death debuff it triggers will allow the enemy Scout to do the same to ''you.''
 
* The [[Crit-a-Cola]] allows you to win the fight in one point-blank shot. However, keep in mind that the Marked-for-Death debuff it triggers will allow the enemy Scout to do the same to ''you.''
 
* The [[Sandman]]'s baseball will slow the enemy Scout down significantly on a long-ranged hit, taking away one of his main advantages and making it extremely difficult for him to retreat.
 
* The [[Sandman]]'s baseball will slow the enemy Scout down significantly on a long-ranged hit, taking away one of his main advantages and making it extremely difficult for him to retreat.
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'''Relative merits:''' Both you and the Soldier are effective close-range combatants, but you have the advantage of movement speed. A Soldier will typically aim his [[Rocket Launcher]] at your feet to deal splash damage, but your ability to [[Jumping#Double Jump|double jump]] makes it easier to avoid being hit directly.  
 
'''Relative merits:''' Both you and the Soldier are effective close-range combatants, but you have the advantage of movement speed. A Soldier will typically aim his [[Rocket Launcher]] at your feet to deal splash damage, but your ability to [[Jumping#Double Jump|double jump]] makes it easier to avoid being hit directly.  
  
'''Tactics:''' Try to stay in open areas to make the best use of your mobility. Try to deny the Soldier [[High ground advantage|access to high ground]], where he can rain rockets from above. Consider staying at a medium distance to dodge his shots. Avoid double jumping so predictably that the Soldier shoots a rocket where you land. If you need to retreat, stay alert in case he decides to [[Jumping#Soldier jumps|rocket jump]] after you.
+
'''Tactics:''' Try to stay in open areas to make the best use of your mobility. Try to deny the Soldier [[High ground advantage|access to high ground]], where he can rain rockets from above. Stay at medium range; if you are too close, you have less time to react to and subsequently dodge rockets, and if you are too far your scattergun's damage will quickly drop. Avoid double jumping so predictably that the Soldier can shoot a rocket where you will land. If you need to retreat, stay alert in case he decides to [[Jumping#Soldier jumps|rocket jump]] after you.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
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   | pyro-strategy =  
 
   | pyro-strategy =  
'''Relative merits:''' You have the speed to outmaneuver the Pyro, provided you have room to maneuver, and weapons with longer range.
+
'''Relative merits:''' You have the speed to outmaneuver the Pyro, provided you have room to maneuver, and a longer effective range. However, your low maximum health makes you vulnrable to [[afterburn]], and the wide hitbox of fire particles means that a Pyro has an easier time hitting you than most other classes. The best way to deal with a Pyro is to use your speed to stay far enough away that their primary weapons can't hit you at all.
  
'''Tactics:''' Defeating a Pyro is all about spacing. Stay just outside the Flame Thrower's range, switching between your Scattergun and Pistol as opportunity presents. Avoid enclosed areas, where the Pyro can use the [[compression blast]] to shove you into a corner for an easy kill. Try not to get hit at all - [[afterburn]] will take off up to half of your health and may empower certain Pyro weapons, like the [[Flare Gun]].
+
'''Tactics:''' Defeating a Pyro is all about spacing. Stay just outside flamethrower range while taking shots with your primary weapon (and/or a damage-dealing secondary, if you're using one). Avoid enclosed areas, where the Pyro can use the [[compression blast]] to shove you into a corner for an easy kill. Try not to get hit at all; afterburn can take off up to half of your health and may empower certain Pyro weapons, like the [[Flare Gun]] or [[Axetinguisher]].
 +
 
 +
If you have no choice but to be within flamethrower range, get as close to the Pyro as possible. If you hit your shots, your primary weapons will outdamage the Pyro's, especially at point blank. Ideally, you want to kill the Pyro as quickly as possible and then retreat to a health kit/Dispenser/Medic to extinguish yourself.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  
* The [[Shortstop]] deals the most damage of any scattergun from outside the Flame Thrower's effective range.
+
* The [[Force-a-Nature]]'s knockback can be used to force the Pyro away from you, and therefore out of flamethrower range.
* [[Mad Milk]] provides healing to negate [[afterburn]] in an extended fight and can be thrown downward to extinguish yourself.
+
* The [[Shortstop]]'s reduced spread allows you to stand further away from a Pyro than any of your other primary weapons without losing too much damage.
 +
* The [[Pistol]], [[Winger]], and [[Pretty Boy's Pocket Pistol]] can all be used to chip away at a Pyro's health from a safe distance.
 +
* The healing from [[Mad Milk]] can offset the damage from [[afterburn]] in an extended fight, and it can also be thrown at your feet to extinguish yourself instantly.
  
 
   | demoman-strategy =  
 
   | demoman-strategy =  
'''Relative merits:''' Both you and the Demoman have extremely high damage output, but your mobility generally lets you engage on your own terms. When out in the open, you can easily dodge a Demoman's indirect projectiles. If you force the fight into close range, the Demoman's [[Grenade Launcher]] is difficult to aim, [[Stickybomb]]s take too long to arm, and his explosions also damage him.
+
'''Relative merits:''' Both you and the Demoman have extremely high damage output, but while your weapons are bullet-based, the Demoman's are all projectiles. This, combined with your mobility, gives you a significant advantage, as it is much easier for you to hit him than it is for him to hit you.
 +
 
 +
'''Tactics:'''  Demoman is weakest at close range, where he cannot attack you with explosives without damaging himself. Stay far enough away to avoid a melee attack, but close enough to do significant damage with your primary weapon. Alternatively, you can remain at a distance in order to make it easier to dodge the Demoman's explosives entirely. Keep in mind that the Demoman's explosive weapons don't have damage falloff based on distance; even one indirect hit can take away half your health.
 +
 
 +
Stickybombs are ineffective against you in a direct fight, as you have the speed to run out of their radius before they can be detonated. However, a pre-laid stickybomb trap can kill you instantly. Keep an eye out for doorways, walls, or other surfaces that may contain a trap, and avoid pursuing the Demoman into such areas. If need be, take alternate routes to avoid his traps and ambush him.
  
'''Tactics:'''  Quickly get within close range, where the Demoman is weakest, or remain at medium range, where you can wear him down while dodging grenades. If need be, take alternate routes to avoid his Sticky traps and ambush him. A Demoman with [[Chargin’ Targe|a]] [[Splendid Screen|shield]] [[Tide Turner|equipped]] is vulnerable to weapon heckling; stay at medium range to avoid his melee attacks, then close in once he switches to the [[Grenade Launcher]]. Be ready to react if he suddenly decides to charge at you, as his charge moves faster than your running speed.
+
A Demoman with the [[Chargin' Targe]], [[Splendid Screen]], or [[Tide Turner]] equipped is vulnerable to weapon heckling; stay at medium range to avoid his melee attacks, then close in once he switches to the [[Grenade Launcher]]. Keep in mind that a shield-charging Demoman is one of the few things faster than you; instead of trying to outrun him directly, take advantage of his limited turning radius and run *sideways,* or use your double jump to climb nearby objects and stay out of his reach vertically. If he is already low on health when charging, you can also just shoot him in an attempt to kill him mid-charge.
  
 
'''Useful weapons:'''  
 
'''Useful weapons:'''  

Revision as of 23:20, 16 June 2021

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

Tactics: Raw skill is the greatest factor in winning a Scout duel; shoot the enemy Scout and avoid being shot yourself. Look carefully at your opponent's movement; it is easiest to hit your shots while he is moving in straight lines or landing from a double jump. You can make yourself harder to hit by changing directions unpredictably and mixing single jumps in with your double jumps. Keep the locations of nearby health kits in mind; the boost of healing they provide can turn the tide of a fight for both you and your opponent, and unlike with other classes you can't outrun him directly.

If you find yourself losing, enter extremely close range to make aiming chaotic for your opponent. You will take more damage at close range, but this is less of an issue if you are already low on health, and the increased damage you will deal may turn the tide of the fight. You can also choose to retreat; because the enemy Scout is just as agile as you, it will be difficult to outrun him directly. If possible, attempt to retreat towards locations the enemy Scout is unwilling to chase you, such as a group of teammates or into the path of a Sentry Gun.

Useful weapons:

  • The Scattergun has the highest clip size of all your primary weapons, which gives you room for error in case you miss shots.
  • The Crit-a-Cola allows you to win the fight in one point-blank shot. However, keep in mind that the Marked-for-Death debuff it triggers will allow the enemy Scout to do the same to you.
  • The Sandman's baseball will slow the enemy Scout down significantly on a long-ranged hit, taking away one of his main advantages and making it extremely difficult for him to retreat.
  • Bleed-inflicting weapons, such as the Flying Guillotine or Wrap Assassin, can weaken the enemy Scout to the point that a single close range shot will defeat him.
Scout.png
Scout
vs. Soldier.png
Soldier
Relative merits: Both you and the Soldier are effective close-range combatants, but you have the advantage of movement speed. A Soldier will typically aim his Rocket Launcher at your feet to deal splash damage, but your ability to double jump makes it easier to avoid being hit directly.

Tactics: Try to stay in open areas to make the best use of your mobility. Try to deny the Soldier access to high ground, where he can rain rockets from above. Stay at medium range; if you are too close, you have less time to react to and subsequently dodge rockets, and if you are too far your scattergun's damage will quickly drop. Avoid double jumping so predictably that the Soldier can shoot a rocket where you will land. If you need to retreat, stay alert in case he decides to rocket jump after you.

Useful weapons:

  • The Soda Popper's Hype mode lets you remain airborne for five jumps, making it almost impossible for the Soldier to hit you with splash damage.
  • Take out the Atomizer for an unexpected triple jump to reposition yourself.
Scout.png
Scout
vs. Pyro.png
Pyro
Relative merits: You have the speed to outmaneuver the Pyro, provided you have room to maneuver, and a longer effective range. However, your low maximum health makes you vulnrable to afterburn, and the wide hitbox of fire particles means that a Pyro has an easier time hitting you than most other classes. The best way to deal with a Pyro is to use your speed to stay far enough away that their primary weapons can't hit you at all.

Tactics: Defeating a Pyro is all about spacing. Stay just outside flamethrower range while taking shots with your primary weapon (and/or a damage-dealing secondary, if you're using one). Avoid enclosed areas, where the Pyro can use the compression blast to shove you into a corner for an easy kill. Try not to get hit at all; afterburn can take off up to half of your health and may empower certain Pyro weapons, like the Flare Gun or Axetinguisher.

If you have no choice but to be within flamethrower range, get as close to the Pyro as possible. If you hit your shots, your primary weapons will outdamage the Pyro's, especially at point blank. Ideally, you want to kill the Pyro as quickly as possible and then retreat to a health kit/Dispenser/Medic to extinguish yourself.

Useful weapons:

  • The Force-a-Nature's knockback can be used to force the Pyro away from you, and therefore out of flamethrower range.
  • The Shortstop's reduced spread allows you to stand further away from a Pyro than any of your other primary weapons without losing too much damage.
  • The Pistol, Winger, and Pretty Boy's Pocket Pistol can all be used to chip away at a Pyro's health from a safe distance.
  • The healing from Mad Milk can offset the damage from afterburn in an extended fight, and it can also be thrown at your feet to extinguish yourself instantly.
Scout.png
Scout
vs. Demoman.png
Demoman
Relative merits: Both you and the Demoman have extremely high damage output, but while your weapons are bullet-based, the Demoman's are all projectiles. This, combined with your mobility, gives you a significant advantage, as it is much easier for you to hit him than it is for him to hit you.

Tactics: Demoman is weakest at close range, where he cannot attack you with explosives without damaging himself. Stay far enough away to avoid a melee attack, but close enough to do significant damage with your primary weapon. Alternatively, you can remain at a distance in order to make it easier to dodge the Demoman's explosives entirely. Keep in mind that the Demoman's explosive weapons don't have damage falloff based on distance; even one indirect hit can take away half your health.

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

A Demoman with the Chargin' Targe, Splendid Screen, or Tide Turner equipped is vulnerable to weapon heckling; stay at medium range to avoid his melee attacks, then close in once he switches to the Grenade Launcher. Keep in mind that a shield-charging Demoman is one of the few things faster than you; instead of trying to outrun him directly, take advantage of his limited turning radius and run *sideways,* or use your double jump to climb nearby objects and stay out of his reach vertically. If he is already low on health when charging, you can also just shoot him in an attempt to kill him mid-charge.

Useful weapons:

Scout.png
Scout
vs. Heavy.png
Heavy
Relative merits: The Heavy is perhaps your exact opposite - your mobility and Scattergun's precision versus his bulk and Minigun's barrage. Although you cannot take him on directly, you can be a constant nuisance.

Tactics: The element of surprise is your strongest weapon; you can kill the beefy Heavy with just a few point blank shots before his Minigun can be revved. If his Minigun is already spun up, note the sound his weapon makes before deciding to fight - the distinct whir of the Natascha, which can slow you down, is a sign to stay back. In a direct fight, the Heavy is immobile; try popping in and out from behind cover between shots, staying in his face while circle strafing, or double jumping over his head to confuse him.

Useful weapons:

  • Crit-a-Cola will allow you to match the Heavy's obscene firepower.
  • Mad Milk can help you survive chip damage from his Minigun in a sustained fight.
Scout.png
Scout
vs. Engineer.png
Engineer
Relative merits: A lone Engineer has similar weapons to yours but far less mobility. However, his Sentry Gun is bulky, tracks your movements, and deals heavy damage.

Tactics: If the Engineer's Sentry Gun catches you, its knock back will pin down and kill you. Avoid routes covered by Sentry Guns and check around corners before rushing into new areas. If the Sentry Gun is unattended, you can slowly destroy it from far away with a pistol or the Shortstop. Otherwise, when an Engineer is near his Sentry Gun, the best you’ll be able to do is harass him from long range.

Useful weapons:

  • The Shortstop or Pistol gives you a distanced option for dealing with unattended Sentry Guns.
  • Bonk! Atomic Punch can be used to distract a troublesome Sentry Gun while your teammates destroy it.
Scout.png
Scout
vs. Medic.png
Medic
Relative merits: Your mobility lets you flank the enemy team and choose your targets. Consider targeting the enemy Medic to eliminate their source of healing. In a direct fight, you have higher damage potential, but the Medic has higher health and health regeneration.

Tactics: The Medic will likely stay near his teammates to heal them - these enemies will have plenty of health and are harder to pick off. Additionally, the Medic is free to turn around and assess the battlefield while healing, so you need to approach decisively. Maneuver past his patient or approach the pair from behind, and pick the Medic off with a few point blank shots. Don't get greedy - retreat if you think his former patient is too healthy.

Useful weapons:

  • Weapons that offer constant mobility upgrades, like the Winger and Atomizer, can help you get to the enemy Medic easier.
  • The Sandman's baseball can inflict slow to separate the Medic and his patient.
Scout.png
Scout
vs. Sniper.png
Sniper
Relative merits: Your mobility lets you take all sorts of alternate routes to approach a Sniper. However, if the Sniper spots you, one headshot or fully charged bodyshot will instantly kill you.

Tactics: Ideally, take a route where the Sniper will not see you coming. If the Sniper is aiming at you, zigzag, jump, and strafe to become a difficult target. If you have no choice, harass the Sniper with your Pistol at long range to hopefully throw off his aim. Once you close the distance, your weapons have the advantage. Even at close range, take care, as the Sniper may try to quickly scope in and headshot you anyway.

Useful weapons:

  • Weapons that offer constant mobility upgrades, like the Winger and Atomizer, can help you flank the enemy Sniper.
  • Bonk! Atomic Punch can give temporary invulnerability if you need to directly approach the Sniper.
Scout.png
Scout
vs. Spy.png
Spy
Relative merits: Your speed makes you hard to backstab and allows you to always chase fleeing foes, making you one of the Spy’s deadlier opponents. He has some of the game’s weakest weapons, so a fight is heavily in your favor.

Tactics: You can easily Spy-check by simply running into your teammates; if you can’t move past them, they’re a Spy. If he Cloaks and flees, use your Scattergun's spread or other useful weapons to reveal him and give chase. If the Spy stays for a direct fight, strafe back and forth, land solid Scattergun shots, and take care not to expose your back to his Knife in the heat of the moment.

Useful weapons:


See also