Difference between revisions of "Basic Scout strategy"

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{{Icon weapon|weapon=Force-A-Nature|icon-size=100x100px}}  
 
{{Icon weapon|weapon=Force-A-Nature|icon-size=100x100px}}  
  
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.
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The Force-A-Nature is excellent at dealing burst damage but must constantly 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]]===

Revision as of 23:04, 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 must constantly 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.