Difference between revisions of "Basic Scout strategy"

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The [[Scout]] is a short-range, high speed fragile class with the ability to [[double jump]]. He counts as two players while capturing [[Control Points]] and [[Payload]] carts.
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The [[Scout]] is the fastest class in the game. Although frail, his speed and ability to [[double jump]] allow him to easily access alternate routes on many makes, making him extremely unpredictable. He counts as two players when capturing [[Control Points]] or pushing [[Payload]] carts, making him ideal for completing mission objectives. His [[Scattergun]]'s damage output is extremely high, making him deadly when ambushing. When fighting, his ability to dodge, weave, and chase make him one of the best classes in one-on-one combat. Because his health pool is so low, the Scout relies on completely avoiding damage to survive. His double jump lets him escape [[knock back]] and [[fall damage]]. Weaponry that can slow or track players, such as [[Natascha]] or a [[Sentry Gun]], are deadly to the Scout. If injured, a Scout far away from his team should seek out the nearest health pack.
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His role is to flank rapidly, dodge wildly, and kill enemies with his high damage [[Scattergun]].
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==Primary Weapons==
 
 
==General==
 
 
 
*You are the fastest class in the game, and double-jumping allows you to cross complex terrain in unusual and confusing ways.  Don't be predictable - stay on the move.
 
 
 
*The Scout excels in one-on-one combat.  With practice, his natural fragility can be mitigated, and his extreme damage and mobility give him the edge over most enemies.
 
 
 
*Unlike the majority of classes, you are easily able to escape from [[knock back]]. Double jump immediately after being pushed to pass over your opponent's head or change direction completely.
 
 
 
*The [[Sentry Gun]] is one of your most dangerous foes. Destroy it by [[cornering]], firing at it from a distance, or using [[Bonk! Atomic Punch]] to get past it - but don't be surprised if you must avoid it completely until a teammate can assist you.
 
 
 
*The double jump can save you from [[fall damage]]. Simply jump just before you hit the ground, or jump to a nearby ledge as you're falling.
 
 
 
*If you have caught an enemy off guard, wait until you are close before shooting. At very short ranges the Scattergun does over a hundred damage - two shots can often kill an opponent before he has time to react.
 
 
 
*If you a meet a slower teammate who has taken the enemy [[Intelligence]], consider asking him to drop it (Default key: 'L') so you can carry it back.
 
 
 
*Your fast speed allows you to provoke enemies. Keep your distance when an opponent uses close range weapons, then charge in for the kill when he switches to long range.
 
 
 
*You have low health, and [[Medic]]s aren't always available. Remember where to find health packs on each map and pick them up whenever you need them.
 
 
 
==Weapon Specific Tips==
 
  
 
===[[Scattergun]]===
 
===[[Scattergun]]===
 
{{Icon weapon|weapon=Scattergun|icon-size=100x100px}}  
 
{{Icon weapon|weapon=Scattergun|icon-size=100x100px}}  
*While using your Scattergun, don't rely on your mouse alone to track foes. Use your movement to keep the opponent centered on your screen, firing whenever your cross-hairs and opponent match up. This allows you to focus on moving efficiently and erratically, making you harder to hit, while at the same time making your aim smoother and more accurate via prediction.
 
 
*The Scattergun can be used to kill an enemy [[Medic]] with an unactivated [[ÜberCharge]] before he is aware of your presence.  Two or three point blank shots will normally do the job.
 
 
*Over time, the Scattergun has much higher damage potential than the [[Force-A-Nature]].  In short bursts, however, the [[Force-A-Nature]] beats the Scattergun.
 
  
*Like the [[Shotgun]], the Scattergun has a wide spread. Instead of wasting your primary ammunition at range, try switching to your [[Pistol]].
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The Scattergun is most reliable at close range, capable of dealing lethal damage in just two to four shots. It is the weapon of choice for prolonged combat due to its reasonable magazine size. A Scout should continually readjust his aim while moving in order to avoid damage. At longer ranges, where the Scattergun's bullet spread is very wide, a Scout should switch to his [[Pistol]].
  
 
===[[Force-A-Nature]]===
 
===[[Force-A-Nature]]===
 
{{Icon weapon|weapon=Force-A-Nature|icon-size=100x100px}}  
 
{{Icon weapon|weapon=Force-A-Nature|icon-size=100x100px}}  
*The Force-A-Nature deals excellent burst damage but can't sustain it over time.  It's better used as a hit-and-run weapon.
 
 
*If you plan on using the Force-A-Nature, you should probably bring the [[Pistol]] as well. The Force-A-Nature's small clip size means that without the Pistol, you will be essentially weaponless for two seconds after you fire both shots.
 
 
*[[Force Jumps]] and [[Triple Jumps]] allow you to reach unusual positions and dodge even more erratically than double jumping allows.
 
 
*Use the Force-A-Nature's [[Knock back]] ability to your advantage. An enemy launched into the air is generally predictable, so your second shot can reliably hit your target.  Fire the second shot as soon as possible to deal maximum damage.
 
  
*It's sometimes better to fire the remaining shot in a half-empty Force-A-Nature rather than reload manually, as the shell is lost either way. You may hit something.
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The Force-A-Nature is excellent at dealing burst damage but will constantly have to be reloaded in a prolonged firefight, making it better used as a hit-and-run weapon. It is recommended that a Scout equip the [[Pistol]] so that he always has a weapon to fire. The Force-A-Nature deals [[knock back]] to both the user and target. An enemy launched into the air makes for an easy kill. [[Force jump]]s allow the Scout to reach even more unusual positions. Because the Force-A-Nature only has two shots, a Scout should just fire the remaining shell rather than reload manually, as the it is lost either way.
  
 
===[[Shortstop]]===
 
===[[Shortstop]]===
 
{{Icon weapon|weapon=Shortstop|icon-size=100x100px}}  
 
{{Icon weapon|weapon=Shortstop|icon-size=100x100px}}  
*Halfway between a [[Pistol]] and a [[Shotgun]], the Shortstop deals less damage up close, but it reliably deals excellent damage at range.
 
 
*The [[critical hits]] from this weapon are devastating.  It generates them like a [[Pistol]], meaning if you fire one critical in a clip, the rest of the clip is guaranteed to crit as well.
 
  
*The Shortstop draws from the same ammunition reserve as the Pistol. Pairing these two weapons will drain your ammo reserve quickly. Instead, consider using [[Bonk! Atomic Punch]], [[Mad Milk]] or [[Crit-a-Cola]] with it.
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The Shortstop is a cross between the [[Shotgun]] and [[Pistol]]. While it deals less damage than the Scout's other primary weapons, its narrow bullet spread makes it reliable at longer ranges. The Shortstop reloads very quickly, allowing the the Scout to rapidly fire shots. However, the Shortstop draws from the same ammunition that the Pistol uses. When using the Shortstop, a Scout should consider using a different secondary weapon in order to conserve ammunition.
  
*The Shortstop reloads rapidly, allowing consistent damage over time.
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==Secondary Weapons==
  
 
===[[Pistol]] / [[Lugermorph]]===
 
===[[Pistol]] / [[Lugermorph]]===
 
{{Icon weapon|weapon=Pistol|icon-size=100x100px}} {{Icon weapon|weapon=Lugermorph|icon-size=100x100px}}  
 
{{Icon weapon|weapon=Pistol|icon-size=100x100px}} {{Icon weapon|weapon=Lugermorph|icon-size=100x100px}}  
*One of the Pistol's primary uses is to finish off wounded targets.
 
 
*The Pistol reloads much faster than the [[Scattergun]].  When both weapons are empty, reloading the Pistol first will have you firing much sooner.
 
  
*Pistol criticals are deadly. If you happen to get [[first blood]] in [[Arena]], switch to your Pistol as it can take any class down in one clip, including most overhealed enemies.
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The Pistol is a backup weapon, primarily used for finishing off wounded targets. It reloads much more quickly than any of the Scout's primary weapons and thus is useful for harassing enemies or retreating. At longer ranges, the Pistol is an excellent option for dealing consistent damage.
  
*Though the [[Scattergun]] trumps it at short ranges, at medium to long ranges your Pistol is an excellent option for dealing consistent damage.
 
  
 
===[[Bonk! Atomic Punch]]===
 
===[[Bonk! Atomic Punch]]===
 
{{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=100x100px}}  
 
{{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=100x100px}}  
*Bonk! is a situational but effective utility item.
 
  
*Use Bonk! for dodging around things you would normally run away from, such as [[Sentry Gun]]s, [[Heavy]]-[[Medic]] pairs, or large groups of enemies.
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Bonk! Atomic Punch is a situational utility item that can be used to dodge or draw enemy fire. For example, it can be used to distract [[Sentry Gun]]s, retreat safely, bait [[Demoman|Demomen]] into detonating their sticky traps, or block chokepoints.
  
*Bonk! is useful to push through sticky traps to attack the [[Demoman]].
 
 
*Bonk! can be used as a temporary [[ÜberCharge]] for distracting Sentry Guns.
 
 
*Use Bonk! for passing through the enemy team to reach the enemy spawn.  You can then destroy [[Teleporter]] entrances and pick off fragile foes.
 
 
*Bonk! can be used to easily pick up intelligence in the field, or to keep a Payload cart from moving backwards if it's being heavily defended.
 
 
*Use Bonk! to escape otherwise lethal situations.
 
 
*Bonk! can also be used sometimes to block enemies from passing through small openings or navigating tight hallways.
 
  
 
===[[Crit-a-Cola]]===
 
===[[Crit-a-Cola]]===
 
{{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}}  
 
{{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}}  
*At point-blank range, one mini-crit from the [[Scattergun]] or [[Force-A-Nature]] will kill any low health class.  Drink it when you can surprise your foes.
 
 
*Mini-Crits don't suffer from damage falloff, so your primary weapon can deal fair damage at range.
 
 
*Crit-a-Cola meshes well with the [[Shortstop]], as it is made for longer-range engagements.
 
  
*Don't drink [[Crit-a-Cola]] while under the effects of a friendly Buff Banner, a [[Crit#Crit boost|critical hit boost]] or when facing an enemy covered in Jarate. Your Mini-Crits do not stack with critical hits or other Mini-Crits.
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Crit-a-Cola is an item that rewards risks taken. Successive Mini-Crits from any of the Scout's primary weapons can quickly take down any class. To avoid taking damage while under the effects of Crit-a-Cola, a Scout should only drink it before an ambush or to harass enemies at range with his [[Shortstop]]. The boost provided by Crit-a-Cola will not stack with the effects of other items such as the [[Buff Banner]] or [[Jarate]].
  
*For the same reason, it won't hurt to use it when the enemy already has a crit or Mini-Crit buff against you.  The penalties can't stack.
 
 
*Be careful when going up against Snipers with the [[Bushwacka]] equipped, as they can crit you outright.
 
  
 
===[[Mad Milk]]===
 
===[[Mad Milk]]===
 
{{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}  
 
{{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}  
*Mad Milk makes fighting bulky classes such as [[Heavy|Heavies]] easier, as your continuous damage will help you tank some of their firepower.
 
  
*Mad Milk is also a great supplement for an offensive (or defensive) push, allowing attackers to replenish their health quickly.
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Mad Milk is a defensive item that makes fighting bulky classes easier. The healing provided will help to tank any damage the Scout or his teammates takes. It can be used to extinguish teammates or to reveal cloaked [[Spy|Spies]].
  
*It also gives you some of the benefits of [[Jarate]]: extinguishing teammates or yourself, or revealing a cloaked [[Spy]].
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==Melee Weapons==
 
 
*Mad Milk is hard to notice on an affected person's HUD (a small white drop next to the health icon). If you can cover someone in milk in the middle of an assault or push, it is unlikely they will notice and could put themselves into a situation that will greatly benefit your teammates.
 
  
 
===[[Bat]]===
 
===[[Bat]]===
 
{{Icon weapon|weapon=Bat|icon-size=100x100px}}  
 
{{Icon weapon|weapon=Bat|icon-size=100x100px}}  
*Use the Bat to finish off a player that has been weakened by your [[Scattergun]].
 
  
*Track your enemy as if you were using a regular melee weapon. The Bat's rapid swings won't make up for poor play.
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Because the Scout already deals so much damage at close range, he should only use the Bat when out of ammunition. While it swings rapidly, it deals less damage than other melee weapons.
  
 
===[[Sandman]]===
 
===[[Sandman]]===
 
{{Icon weapon|weapon=Sandman|icon-size=100x100px}}  
 
{{Icon weapon|weapon=Sandman|icon-size=100x100px}}  
*The Sandman's stun ball slows the target and prevents them from using their weapons. The duration of the effect increases with the distance between you and your target.
 
 
*The [[Heavy]] is one of your best targets for the ball. He's slow and easy to hit, and the stun stops his incredibly high damage.  Remember, his [[Minigun]] will remain spun up while stunned, so be prepared when the stun wears off.
 
 
*The Sandman's ball fires with an arc similar to the [[Flare Gun]]'s, however, the ball launches slightly above the crosshair - take this into account.
 
  
*The Sandman reduces your Health by 15. Play to your strengths and work with your teammates, or switch away from the weapon.
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A Scout should use Sandman's ball to stun targets before moving in for the kill. It moves as an arced [[projectile]], requiring the Scout to lead his foe accordingly. A Scout should focus on stunning the most dangerous foes, such as [[Heavy|Heavies]]. Because the Sandman reduces his overall health, the Scout using it should be adept in dodging attacks.
  
*Be aware that enemy Pyros can use their compression blast to reflect your baseball.  It can even stun you or your teammates.
 
  
 
===[[Holy Mackerel]]===
 
===[[Holy Mackerel]]===
 
{{Icon weapon|weapon=Holy Mackerel|icon-size=100x100px}}  
 
{{Icon weapon|weapon=Holy Mackerel|icon-size=100x100px}}  
* The Holy Mackerel is exactly like the Bat, except it announces each blow in the kill feed. Use the Bat if you want to remain off the board. Use the Holy Mackerel if you want the attention.
 
  
* Hits on disguised Spies do not display in the kill feed.
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The Holy Mackerel functions identically to the bat but announces each hit in the kill feed. Hits on disguised Spies do not display. A hit that triggers a [[feign death]] will appear as a hit, not a kill, allowing a Scout to track down a Spy using the [[Dead Ringer]].  
  
* A hit that triggers a [[feign death]] will be displayed as a hit, instead of a kill.  This is a good way to know if a [[Spy]] was using the [[Dead Ringer]].
 
  
 
===[[Candy Cane]]===
 
===[[Candy Cane]]===
 
{{Icon weapon|weapon=Candy Cane|icon-size=100x100px}}
 
{{Icon weapon|weapon=Candy Cane|icon-size=100x100px}}
  
*You don't need to kill the enemy with the Candy Cane to get the health pack.  So long as you're carrying it, any kill or assist you score will cause the pack to drop.
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Any kill or assist a Scout scores will cause the victim to drop the health pack; a Scout does not need to use the Candy Cane to land the finishing blow. Health packs can be used to heal teammates as they fight at the front lines. A Spy who uses the [[Dead Ringer]] to trigger a [[feign death]] will not drop a health pack.
 
 
*The health pack dropped from the Candy Cane can be a lifesaver after beating an enemy Pyro, since packs extinguish flames.
 
  
*If there are [[Spy|Spies]] lurking, the Candy Cane can be great for detecting [[Dead Ringer|Dead Ringers]]. A Spy who fakes death with the Dead Ringer will not drop a health pack.
 
  
 
===[[Boston Basher]]===
 
===[[Boston Basher]]===
 
{{Icon weapon|weapon=Boston Basher|icon-size=100x100px}}
 
{{Icon weapon|weapon=Boston Basher|icon-size=100x100px}}
  
*Swinging the Basher around wildly is extremely hazardous to your health. Don't use it against opponents who are aware of you.
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The Boston Basher is designed for precise melee hits. A Scout that swings it wildly is bound to die quickly. The self-damage can be used to help a [[Medic]] fill their [[ÜberCharge]]. The bleed effect can be used to track down [[cloak]]ed Spies.
 
 
*You can use the Basher to damage yourself and help a [[Medic]] fill their [[ÜberCharge]].
 
 
 
*The Basher can be an effective tool for tracking down [[Dead Ringer]] Spies, especially in [[Medieval Mode]].
 
 
 
*The Basher's self-damage can knock you higher into the air at the cost of roughly 1/4 your health.
 
  
*Be prepared to find a Health pack or Medic if you hit yourself.  Sticking to the fight while bleeding is often suicide.
 
  
 
===[[Sun-on-a-Stick]]===
 
===[[Sun-on-a-Stick]]===
 
{{item icon|Sun-On-A-Stick|100px}}
 
{{item icon|Sun-On-A-Stick|100px}}
*Work with a friendly Pyro to hit enemies after they are ignited.
 
  
*In Medieval mode, team up with a Pyro carrying the Sharpened Volcano Fragment.  Your one-two punch will be very effective.
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A Scout should never equip this weapon if there are no Pyros on his team. The Scattergun will still outdamage the Sun-on-a-Stick when attacking ignited foes.
  
*If there are no Pyros on your team, then DO NOT equip this.
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==Item sets==
  
 
===[[Item sets#Scout|The Special Delivery]]===
 
===[[Item sets#Scout|The Special Delivery]]===
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{{item icon|Milkman|100px}}
 
{{item icon|Milkman|100px}}
  
*The +25 health this loadout gives you is helpful against other Scouts, afterburn, and wayward explosives.
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While the set bonus increases the Scout's survivability, the required loadout reduces his overall firepower.
 
 
*Remember that your only ranged weapon will be the [[Shortstop]].
 
  
== See also ==
 
*[[Double jump]]
 
  
 
{{Class strategy}}
 
{{Class strategy}}

Revision as of 21:56, 8 March 2011

The Scout is the fastest class in the game. Although frail, his speed and ability to double jump allow him to easily access alternate routes on many makes, making him extremely unpredictable. He counts as two players when capturing Control Points or pushing Payload carts, making him ideal for completing mission objectives. His Scattergun's damage output is extremely high, making him deadly when ambushing. When fighting, his ability to dodge, weave, and chase make him one of the best classes in one-on-one combat. Because his health pool is so low, the Scout relies on completely avoiding damage to survive. His double jump lets him escape knock back and fall damage. Weaponry that can slow or track players, such as Natascha or a Sentry Gun, are deadly to the Scout. If injured, a Scout far away from his team should seek out the nearest health pack.


Primary Weapons

Scattergun

Item icon Scattergun.png

The Scattergun is most reliable at close range, capable of dealing lethal damage in just two to four shots. It is the weapon of choice for prolonged combat due to its reasonable magazine size. A Scout should continually readjust his aim while moving in order to avoid damage. At longer ranges, where the Scattergun's bullet spread is very wide, a Scout should switch to his Pistol.

Force-A-Nature

Item icon Force-A-Nature.png

The Force-A-Nature is excellent at dealing burst damage but will constantly have to be reloaded in a prolonged firefight, making it better used as a hit-and-run weapon. It is recommended that a Scout equip the Pistol so that he always has a weapon to fire. The Force-A-Nature deals knock back to both the user and target. An enemy launched into the air makes for an easy kill. Force jumps allow the Scout to reach even more unusual positions. Because the Force-A-Nature only has two shots, a Scout should just fire the remaining shell rather than reload manually, as the it is lost either way.

Shortstop

Item icon Shortstop.png

The Shortstop is a cross between the Shotgun and Pistol. While it deals less damage than the Scout's other primary weapons, its narrow bullet spread makes it reliable at longer ranges. The Shortstop reloads very quickly, allowing the the Scout to rapidly fire shots. However, the Shortstop draws from the same ammunition that the Pistol uses. When using the Shortstop, a Scout should consider using a different secondary weapon in order to conserve ammunition.

Secondary Weapons

Pistol / Lugermorph

Item icon Pistol.png Item icon Lugermorph.png

The Pistol is a backup weapon, primarily used for finishing off wounded targets. It reloads much more quickly than any of the Scout's primary weapons and thus is useful for harassing enemies or retreating. At longer ranges, the Pistol is an excellent option for dealing consistent damage.


Bonk! Atomic Punch

Item icon Bonk! Atomic Punch.png

Bonk! Atomic Punch is a situational utility item that can be used to dodge or draw enemy fire. For example, it can be used to distract Sentry Guns, retreat safely, bait Demomen into detonating their sticky traps, or block chokepoints.


Crit-a-Cola

Item icon Crit-a-Cola.png

Crit-a-Cola is an item that rewards risks taken. Successive Mini-Crits from any of the Scout's primary weapons can quickly take down any class. To avoid taking damage while under the effects of Crit-a-Cola, a Scout should only drink it before an ambush or to harass enemies at range with his Shortstop. The boost provided by Crit-a-Cola will not stack with the effects of other items such as the Buff Banner or Jarate.


Mad Milk

Item icon Mad Milk.png

Mad Milk is a defensive item that makes fighting bulky classes easier. The healing provided will help to tank any damage the Scout or his teammates takes. It can be used to extinguish teammates or to reveal cloaked Spies.

Melee Weapons

Bat

Item icon Bat.png

Because the Scout already deals so much damage at close range, he should only use the Bat when out of ammunition. While it swings rapidly, it deals less damage than other melee weapons.

Sandman

Item icon Sandman.png

A Scout should use Sandman's ball to stun targets before moving in for the kill. It moves as an arced projectile, requiring the Scout to lead his foe accordingly. A Scout should focus on stunning the most dangerous foes, such as Heavies. Because the Sandman reduces his overall health, the Scout using it should be adept in dodging attacks.


Holy Mackerel

Item icon Holy Mackerel.png

The Holy Mackerel functions identically to the bat but announces each hit in the kill feed. Hits on disguised Spies do not display. A hit that triggers a feign death will appear as a hit, not a kill, allowing a Scout to track down a Spy using the Dead Ringer.


Candy Cane

Item icon Candy Cane.png

Any kill or assist a Scout scores will cause the victim to drop the health pack; a Scout does not need to use the Candy Cane to land the finishing blow. Health packs can be used to heal teammates as they fight at the front lines. A Spy who uses the Dead Ringer to trigger a feign death will not drop a health pack.


Boston Basher

Item icon Boston Basher.png

The Boston Basher is designed for precise melee hits. A Scout that swings it wildly is bound to die quickly. The self-damage can be used to help a Medic fill their ÜberCharge. The bleed effect can be used to track down cloaked Spies.


Sun-on-a-Stick

Sun-On-A-Stick

A Scout should never equip this weapon if there are no Pyros on his team. The Scattergun will still outdamage the Sun-on-a-Stick when attacking ignited foes.

Item sets

The Special Delivery

Shortstop Mad Milk Holy Mackeral Milkman

While the set bonus increases the Scout's survivability, the required loadout reduces his overall firepower.