Difference between revisions of "Scout weapons (competitive)"

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(Scattergun)
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! style="background-color:#FFF4CC;" | [[Scattergun]] <br>{{Item icon|Scattergun}}
 
! style="background-color:#FFF4CC;" | [[Scattergun]] <br>{{Item icon|Scattergun}}
 
| style="background-color:#FFF4CC;" |  
 
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* '''Point-Blank:''' 104
+
* '''Point-Blank:''' 105
 
* '''512 units:''' 6/hit, avg 6 hits
 
* '''512 units:''' 6/hit, avg 6 hits
 
* '''Over 1024 units:''' 3/hit
 
* '''Over 1024 units:''' 3/hit

Revision as of 07:38, 20 May 2015

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
Some Scout weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

The Scout uses mostly hitscan weaponry which deal immense damage at close range. He has increased speed and doubled capture rates, making him ideal to quickly cap a further point, or backcap to slow down a push.

Primary weapons

The Scout's primary weapons are all hitscan, and have ramp-up at close range.

Scattergun

The stock Scattergun has a full clip of six shots, dealing strong damage at close range. Damage falls off quickly, but is still powerful enough to finish off a weak enemy at medium range.

Weapon Damage Critical Damage Function Times Special
Scattergun
Scattergun
  • Point-Blank: 105
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-Crit: 141
  • Over 512 units Mini-Crit: 8/hit
  • Attack: 0.625s
  • Reload Start: 0.76s
  • Reload More: 0.56s


Force-A-Nature

The Force-A-Nature has a faster firing rate than the stock Scattergun, and deals increased damage at close range. It deals scaled knockback on any hit dealing more than 40 damage, but has a clip of only two shots. The knockback can be used to force jump, allowing the Scout to jump higher. If one shell is loaded when the Force-A-Nature is reloaded, it will be discarded in place of two new ones.

Weapon Damage Critical Damage Function Times Special
Force-A-Nature
Force-A-Nature
  • Point-Blank: 113
  • 512 units: 5.4/hit, avg 7 hits
  • Over 1024 units: 3/hit
  • Critical: 16.2/hit (max 194)
  • Point-Blank Mini-Crit: 152
  • Over 512 unit Mini-Crit: 7.29/hit
  • Attack: 0.33s
  • Reload: 1.64s
  • Affected by fixed weapon spread (2 extra pellets at center, 1 extra at middle-right).
  • Hits dealing at least 40 damage cause knockback based on damage and positioning.
  • Reloading always consumes entire clip, even if one shot is still loaded.
  • Allows for force jumps.

Shortstop

The Shortstop is designed for medium range combat. It fires fewer bullets, with a reduced clip, but a narrower spread. It deals less damage at point-blank range than the stock Scattergun, but it can deal consistant medium-range damage. It has a slow reload time, forcing players to be accurate with shots and reload at every opportunity. It shares ammo with the Pistol, Lugermorph, Winger or Pretty Boy's Pocket Pistol forcing players to seek ammo frequently. The Shortstop gives a 20% increased healing from all sources ( Dispensers, health packs, Medics, etc.) while active, but adds an 80% increase in knockback from all damaging weapons and airblast.

Weapon Damage Critical Damage Function Times Special
Shortstop
Shortstop
  • Point-Blank: 72
  • 512 units: 12/hit, avg 7 hits
  • Over 1024 units: 6.34/hit
  • Critical: 36/hit (max 144)
  • Point-Blank Mini-Crit: 97
  • Over 512 unit Mini-Crit: 16.2/hit
  • Attack: 0.36s
  • Reload: 1.01s

Soda Popper

This weapon fires identically to the stock Scattergun. After 5200 units of running with the Soda Popper active, the Hype Meter will fill and grant the player 5 extra jumps (for a total 6 jumps) for 10 seconds. The Soda Popper stocks only two rounds in clip, and reloads 25% faster than the Force-A-Nature.

Weapon Damage Critical Damage Function Times Special
Soda Popper
Soda Popper
  • Point-Blank: 104
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-Crit: 141
  • Over 512 units Mini-Crit: 8/hit
  • Attack: 0.315s
  • Reload 1.23s
  • Statistically identical to the Scattergun.
  • Affected by fixed weapon spread (1 extra pellet at center).
  • Reloading always consumes entire clip, even if one shot is still loaded.


Baby Face's Blaster

The Baby Face's Blaster allows the player to run faster as they deal more damage, via a boost meter. However, the meter is decreased upon double jumping, and the player moves 10% slower than standard. It has a smaller clip than the stock Scattergun.

Weapon Damage Critical Damage Function Times Special
Baby Face's Blaster
Baby Face's Blaster
  • Point-Blank: 97
  • 512 units: 4/hit, avg 6 hits
  • Over 1024 units: 2/hit
  • Critical: 18/hit (max 126)
  • Point-Blank Mini-Crit: 99
  • Over 512 units Mini-Crit: 5.6/hit
  • Attack: 0.625s
  • Reload Start: 0.76s
  • Reload More: 0.56s
  • Affected by fixed weapon spread (1 extra pellet at center).
  • Initially slows the user by 10%, to 360 HU.
    • For each 1 damage dealt, increases boost by 1%, from 0 to 99.
    • Each % of boost increases the users speed by 2.6 HU, up to 517.4 HU.
    • Upon jumping, boost resets.
  • -34% clip size


Primary Weapon Usage

The stock Scattergun is most commonly used, due to its large clip and large damage ramp-up allowing the Scout to provide the best support to the rest of his team and offer sustained attack. The Force-A-Nature's knockback can be very effective on maps where critical locations are located on a spire-like region, or near enviornmental hazards. The Shortstop deals stronger medium range damage but at the cost of closer range damage and shared ammunition with the Pistol, while the Soda Popper allows the Scout to attack with an occasional damage boost for a smaller clip size. However, the stock Scattergun deals the most consistent damage, making it a favorite.

Secondary Weapons

The Scout can either use another hitscan weapon to increase his damage output, or can use a lunchbox item to provide situational help.

Pistol

The Pistol is the stock secondary weapon carried by Scouts. It deals moderate damage at medium and long range, with a fast fire rate but a small clip. This makes it great to finish off enemies who are very low on health.

The Lugermorph has the same stats as the Pistol.

Weapon Damage Critical Damage Function Times Special
Pistol
Pistol
  • Point-Blank: 22
  • 512 units: 15
  • Over 1024 units: 8
  • Critical: 45
  • Point-Blank Mini-Crit: 30
  • Over 512 unit Mini-Crit: 20
  • Attack: 0.17s
  • Reload: 1.25s
  • If unfired in the past 1.25 seconds, the next shot has perfect accuracy.


Bonk! Atomic Punch

Bonk! Atomic Punch is one of the lunchbox items for Scout. When drunk, it grants the Scout invulnerability for eight seconds. Knockback, telefrags, and pits will still kill the Scout during this time. This provides a good method of running past deployed sticky traps, distracting Sentry Guns, or pushing through a team to make a back-cap. Although it provides invulnerability, it prevents the Scout from using any of his weapons.

Weapon Damage Critical Damage Function Times Special
Bonk! Atomic Punch
Bonk! Atomic Punch
N/A N/A
  • Comsumption time: 1.25s
  • Duration: 8s
  • Recharge Time: 30s
  • Can be affected by knockback while in use.
  • Recharge begins upon end of consumption.
    • 22 seconds between end of effect and next available use.


Crit-a-Cola

Crit-a-Cola is one of the lunchbox items for Scout. When drunk, it grants the Scout mini-crits and 25% faster movement speed for eight seconds. The Scout will also take +25% more damage during consumption and activation time.

Weapon Damage Critical Damage Function Times Special
Crit-a-Cola
Crit-a-Cola
N/A N/A
  • Consumption time: 1.25s
  • Duration: 8s
  • Recharge time: 30s
  • The Scout deals mini-crits and take 25% more damage during consumption and duration.
  • Recharge begins upon end of consumption.
    • 22 seconds between end of effect and next available use.
  • +25% movement speed during the duration of the effect.

Mad Milk

Mad Milk is one of the lunchbox items for Scout. When thrown, it coats any enemy players, including cloaked and disguised Spies, giving them a visual effect akin to Jarate, but 60% of any damage dealt is healed. It can extinguish players who are on fire, but also will wash off of a target if they submerge in water, or touch a resupply cabinet.

Weapon Damage Critical Damage Function Times Special
Mad Milk
Mad Milk
N/A N/A
  • Effect Duration: 6s
  • Refill Time: 10s
  • 60% of all damage dealt to coated players is healed.
  • Extinguishes afterburn.
  • Reveals cloaked and Disguised Spies.


Winger

The Winger deals 15% more damage than the Pistol, at the cost of 7 less ammo per clip, and combined ammunition with the Scout's primary weapon. It allows a +25% bonus to the Scout's jump height when active.

Weapon Damage Critical Damage Function Times Special
Winger
Winger
  • Point-Blank: 26
  • 512 units: 17
  • Over 1024 units: 10
  • Critical: 52
  • Point-Blank Mini-Crit: 30
  • Over 512 unit Mini-Crit: 20
  • Attack: 0.17s
  • Reload: 1.36s
  • If unfired in the past 1.25 seconds, the next shot has perfect accuracy.


Pretty Boy's Pocket Pistol

This weapon fires more slowly, but allows the user to be invulnerable to falling damage and provides an extra 15 health. However the wearer is more vulnerable to fire damage.

Weapon Damage Critical Damage Function Times Special
Pretty Boy's
Pocket Pistol

Pretty Boy's Pocket Pistol
  • Point-Blank: 22
  • 512 units: 15
  • Over 1024 units: 8
  • Critical: 45
  • Point-Blank Mini-Crit: 30
  • Over 512 unit Mini-Crit: 20
  • Attack: 0.2125s
  • Reload: 1.25s
  • If unfired in the past 1.25 seconds, the next shot has perfect accuracy.
  • Wearer takes no falling damage
  • Health increased by 15, to 140.
    • Maximum overheal increased by 25, to 210.
  • +50% fire damage vulnerability


Flying Guillotine

The Flying Guillotine is a throwable secondary which deals impact and bleeding damage. It scores critical hits against stunned players.

Weapon Damage Critical Damage Function Times Special
Flying Guillotine
Flying Guillotine
  • Point-Blank: 50 (Impact) + 40 (Bleeding)
  • 512 units: 68 (Mini-Crit Impact) + 40 (Bleeding)
  • Over 1024 units: 68 (Mini-Crit Impact) + 40 (Mini-Crit Bleeding)
  • Critical: 150 (Impact) + 40 (Bleeding)
  • Mini-Crit: 68 (Impact) + 54 (Bleeding)
  • Attack: 0.25s
  • Recharge: 6s
  • Deals critical hits against stunned players.


Secondary Weapon Usage

Scouts will usually opt for the Pistol to provide extra damage output rather than the lunchbox items on offer. While the Winger's extra damage may finish off opponents faster, a full clip can deal more damage over time. The Pretty Boy's Pocket Pistol, though very useful, is almost invariably banned. Lunchbox items are rarely used, in part because they are banned in many leagues, but do have uses. Bonk! Atomic Punch is useful in case of a tricky Sentry Gun, Crit-a-Cola can make a confident Scout even more deadly, while Mad Milk can help the Scout and his allies gain back health without a Medic.

Melee Weapon

Generally, a Scout will use his Scattergun when at close quarters, as it deals great damage. However, if a target is known to be low, and the Scout wants to conserve ammo, he may opt for a melee kill. Scouts deal reduced melee damage, but hit more frequently.

Bat

The Bat is the Scout's standard melee weapon. Although it deals half the damage per hit than other standard melee weapons, the Bat has a much smaller attack interval to allow for almost two swings in the time it takes a standard melee attack to swing once.

Weapon Damage Critical Damage Function Times Special
Bat
Bat
  • Melee: 35
  • Critical: 105
  • Mini-crit: 47
  • Attack: 0.5s
  • Stock melee weapon.


Sandman

The Sandman deals identical damage as the bat. However, it offers the capability to stun. On alt-fire, the Scout launches a ball which will stun for different duration depending on range. This can help a Scout take down a pocket by rendering half of it useless, or simply pick of another Scout if well timed. The Sandman costs the Scout 15 health for its functionality. A replacement ball can be picked up after a player is it, or it will recharge after 15 seconds.

Weapon Damage Critical Damage Function Times Special
Sandman
Sandman
  • Melee: 35
  • Ball: 15
  • Critical: 105
  • Minicrit: 47
  • Ball Critical: 45
  • Ball Mini-Crit: 20
  • Attack: 0.5s
  • Ball Recharge: 15s
  • Bonk duration varies based on distance.
    • Minimum distance 256 units for a duration of 1 second.
    • Maximum distance 1792 units for a duration of 7 seconds.
    • 2 seconds additional stun time for a critical ball.
  • Ball deals impact damage with no fall-off, but with slight ramp-up.
  • Ball cannot be thrown underwater.
  • Reduces max health by 15.
  • Performs the Home Run taunt.


Holy Mackerel

The Holy Mackerel is functionally identical to the stock Bat, except it broadcasts each hit and kill. It cannot be used to detect disguised Spies, but it will indicate the use of the Dead Ringer.

The Unarmed Combat has the same stats as the Fish, except it broadcasts Arm Hit and Arm Kill for hits and kills.

Weapon Damage Critical Damage Function Times Special
Holy Mackerel
Holy Mackerel
  • Melee: 35
  • Critical: 105
  • Minicrit: 47
  • Attack: 0.5s
  • Functionally identical to the Bat.
  • Broadcasts hits and kills.


Candy Cane

The Candy Cane deals the same damage as the stock Bat. Upon kill or kill assist by the player with any weapon while this is equipped, a small health pack is dropped from the dead player. The Candy Cane causes the wielder to suffer an additional 25% damage from explosions.

Weapon Damage Critical Damage Function Times Special
Candy Cane
Candy Cane
  • Melee: 35
  • Critical: 105
  • Minicrit: 47
  • Attack: 0.5s
  • Statistically identical to the bat.
  • +25% explosive damage vulnerability on wearer.
  • On kill or kill assist: A small health pack is dropped from dead player.


Boston Basher

The Boston Basher deals the same damage as the stock Bat but will deal bleeding damage to an opponent for five seconds upon a successful hit. If the Scout "misses", that is to say strikes the air, then the Scout will take 18 points of immediate damage, followed by 40 points of bleeding over five seconds.

The Three-Rune Blade has the same stats as the Boston Basher.

Weapon Damage Critical Damage Function Times Special
Boston Basher
Boston Basher
  • Melee: 35
  • Bleed Damage: 40
  • Self damage on miss: 18 (Melee) + 40 (Bleed damage)
  • Critical: 105
  • Critical damage to self upon miss: 21 (Melee) + 40 (Bleed damage)
  • Minicrit: 47
  • Minicrit Bleed Damage: 54 (10.8 damage per second for 5 seconds)
  • Attack: 0.5s
  • Statistically identical to bat.
  • On Hit: Bleed for 5 seconds to target.


Sun-on-a-Stick

The Sun-on-a-Stick functions identically to the bat, except for a 25% damage reduction. However, it deals guaranteed critical hits on burning players.

Weapon Damage Critical Damage Function Times Special
Sun-on-a-Stick
Sun-on-a-Stick
  • Melee: 26
  • Critical: 79
  • Minicrit: 35
  • Attack: 0.5s
  • 100% crits vs burning players.
  • -25% damage done.


Fan O'War

The Fan'O'War attacks identically to the stock Bat, except it deals 90% less damage. On hit, it marks the target for death, causing them to take Mini-Crits from all damage sources. The effect lasts 15 seconds, but can only effect one enemy at a time.

Weapon Damage Critical Damage Function Times Special
Fan O'War
Fan O'War
  • Melee: 4
  • Critical: 13
  • Minicrit: 5
  • Attack: 0.5s
  • On Hit: Target is marked for death
    • Target takes Mini-Crits from all damage sources
    • Effect lasts 15 seconds
  • -90% damage done.


Atomizer

The Atomizer grants the Scout a triple jump. The Atomizer has a slower firing rate, deals less damage, and the triple jump costs 10 health.

Weapon Damage Critical Damage Function Times Special
Atomizer
Atomizer
  • Melee: 28
  • Critical: 84
  • Minicrit: 37
  • Attack: 0.65s
  • Grants a triple jump.
  • Deals 10 damage to the Scout when the third jump is performed.
  • Performs the Home Run taunt.
  • -20% damage done to enemy players.


Wrap Assassin

The Wrap Assassin functions similarly to the Sandman, but has a ball which deals bleeding damage rather than stun damage. It has identical recharge times, but damage does not scale with distance. It deals 70% less damage than the stock Bat on melee.

Weapon Damage Critical Damage Function Times Special
Wrap Assassin
Wrap Assassin
  • Melee: 11
  • Bauble impact: 15
  • Bauble bleeding: 8 per second (40 total)
  • Critical: 32
  • Bauble Critical: 45
  • Mini-crit: 14
  • Bauble Mini-crit: 20
  • Attack: 0.5s
  • Ball Recharge Interval: 15s
  • Deals 70% less damage.


Melee Weapon Usage

The stock Bat deals quick but low damage, and can be used effectively to conserve ammunition. However, as the Scout has very effective hitscan short-range weaponry, melee weapons are not frequently used. The Holy Mackerel is functionally identical, but has a method of detecting Dead Ringer Spies. The Sandman makes the Scout have even less health, but can allow for key stuns which will devastate an enemy team. The Wrap Assassin allows for bleeding damage in place of the stunning capability of the Sandman, but it deals little to no melee damage, although with the upside of no health reduction. The Candy Cane can help Scouts survive without a Medic longer, but makes the Scout highly vulnerable to Soldiers and Demomen. The Sun-on-a-Stick is only useful in the presence of Pyros and even then only those who employ hit-and-run tactics to ignite large quantities of enemies, so it is almost never seen in competitive play. The Fan'O'War can easily cause a target to die, but renders the Scout's melee weapon useless. The Atomizer has a highly situational third jump, and deals reduced and slower damage, but can help the Scout maneuver better. In high-level play, at least one Scout may use a Boston Basher or Three-Rune Blade to help Medics build Übercharge. Otherwise, standard lineups tend to use the Bat, with the Fan'O'War or Sandman serving as alternatives.