Difference between revisions of "Anti-Scout strategy"

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! class="header" colspan="1" width="800"| Anti-Scout strategy
 
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| align="center" valign="center" style="padding:0.5em" | {{icon item|Bat|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Festive Bat|100px}} {{icon item|Frying Pan|100px}} {{icon item|Freedom Staff|100px}}
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| align="center" valign="center" style="padding:0.5em" | {{icon item|Bat|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Festive Bat|100px}} {{icon item|Frying Pan|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}}
<br />'''[[Bat]]''' / '''[[Saxxy]]''' / '''[[Conscientious Objector]]''' / '''[[Bat|Festive Bat]]''' / '''[[Frying Pan]]''' / '''[[Freedom Staff]]'''
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<br />'''[[Bat]]''' / '''[[Saxxy]]''' / '''[[Conscientious Objector]]''' / '''[[Bat|Festive Bat]]''' / '''[[Frying Pan]]''' / '''[[Freedom Staff]]''' / '''[[Bat Outta Hell]]'''
 
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* A Scout that insists on using the Bat can 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.
 
* A Scout that insists on using the Bat can 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.

Revision as of 21:34, 2 November 2012

'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.

Weapons

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 may 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 in close combat, pick him off during his frequent reloading periods.
  • Its knock back effects let him easily reposition or disorient you for a follow-up shot, so avoid lingering near walls or field hazards where you can quickly be cornered.
Shortstop
Shortstop
  • Unlike the Scattergun, 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.
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 than the Force-A-Nature, so be careful.
  • You’ll need to quickly eliminate a Scout with a full Hype charge, as his speed ensures that you won’t be able to escape from his Mini-Crits.
Baby Face's Blaster
Baby Face's Blaster
  • Baby Face's Blaster is more accurate than the Scattergun, allowing the Scout to fight more effectively at medium range.
  • Dealing damage will allow the Scout to build up his Boost, which significantly increases his speed until he jumps. With no Boost, the Scout runs slower than the base speed of 100. Forcing him to jump will disrupt his speed and combat capabilities.

Secondary weapons

Weapon Anti-Scout strategy
PistolLugermorph
Pistol / Lugermorph
  • While the Scout might use his Pistol to harass you from a distance, its damage is minor and its ammunition pool is meager. Keep a distance from him to take advantage of his weak long range capabilities.
Bonk! Atomic Punch
Bonk! Atomic Punch
  • Bonk! Atomic Punch is designed to help 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 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 can deal Mini-Crits right back at him. He’ll often consume it when preparing for an ambush, so stay 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.
Pretty Boy's Pocket Pistol
Pretty Boy's Pocket Pistol
  • In combat, the Pretty Boy's Pocket Pistol functions similarly to the Pistol, but is overall weaker.
  • It increases the Scout's maximum health and makes him immune to fall damage, allowing him to safely descend from higher elevations. Look out for attacks from above.
Flying Guillotine
Flying Guillotine
  • A Scout can pair the Sandman with this weapon to deal critical hits that can kill low-health classes in addition to the bleeding that can take care of the remaining classes but the Heavy. This can prove deadly to your team.

Melee weapons

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


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

  • A Scout that insists on using the Bat can 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.
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.
Candy Cane
Candy Cane
  • If possible, switch to an explosive weapon to take advantage of the increased explosive vulnerability a Scout wielding the Candy Cane is penalized with.
  • Try to steal the small health kits dropped by teammates that the Scout aided in killing.
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.
  • A creative Scout might use this to propel himself with the bleed effect to unusual locations, however this will take up half his health. Again, continue to dodge him if he attacks you.
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 any Scout that may try to pick you off.
Fan O'War
Fan O'War
  • If you are marked 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.
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, however, which can expedite killing him.
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.

Item set effects

Main article: Item sets
Set Anti-Scout strategy

Shortstop Mad Milk Holy Mackerel Milkman
The Special Delivery

  • This item set increases the Scout's survivability, particularly in large firefights.
  • A Scout using this set is best keeping a moderate distance, where he can readily harass enemies with both the Shortstop and Mad Milk.
  • He is restricted to only using the Shortstop as a strong source of damage, so close the distance, where he may find it more difficult to hit you.

See also