Difference between revisions of "Scout match-ups"

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| class="xsmall" | vs
 
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| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>Scout
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>Scout
| Combat with another Scout is intense and can be decided by who lands the first shot. After one of you engages the other, the fight is decided by who is better at both aiming and dodging. It’s almost impossible to flee, so your only option is to kill him before he kills you. A good Scout will typically strafe and weave to avoid being hit. No matter your weapon choice, keep your aim steady while moving erratically yourself. If you need to retreat, keep fighting back while looking for help from Medkits or teammates.
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| Combat with another Scout is an intense encounter. It's hard to run away, you're both very difficult to hit, and one or two mistakes will lead to your death. It is critically important to be "health kit side" (closer to a health kit than the opponent) because Scouts arrive at the action faster than Medics or indeed any other class who might assist you. In certain situations (like middle capture points) you are both health kit side, so this is less important initially, but if at any point during a mid duel you gain the upper hand, you should press to a health kit (his) so that the opponent cannot grab it and so that if you haven't already taken damage from the encounter, you pick up the health kit when you do. Preempting movement towards health kits is arguably the most important aspect of the strategic side of Scout duels (or any fight).
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Many Scouts employ a rapid wiggle style of strafe in which they move one or two character widths to the left or right before changing direction. If you are having trouble hitting a Scout who does this, it may be better to keep the crosshair steady so as to catch the Scout as he returns past your cross hair. A sensible Scout will vary his wiggle with different types of strafe (side to side and back to front) and jumps to ensure he is difficult to hit. People typically have ranges at which they operate best, so once you determine which distance works best for you, try to maintain this distance. There is nothing to be said for or against varying your distance, provided you do not give up a health kit, in any mirror match. Close distances favour a strafe that is jump & double jump heavy (considering how much vertical distance can appear to affect aim up close) and medium distances tend to prefer more grounded types of strafe that include rapid changes of direction. When you consider the Force-A-Nature in Scout play, it is important to capitalise on (and try to mitigate for the Force-A-Nature Scout) post-double-jump firing stun (i.e. that moment after firing in the air, where the Scout is suspended and cannot move).
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Try to manipulate the map layout such that you encounter the Scout from a position he does not expect. The fastest route is not always the most tactically sound. Shooting accurately first can decide the duel immediately.
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The Milkman is arguably the strongest build of the Scout currently available. The Milk recovers health for the attacker, and the Shortstop has a better DPS at range than the Scattergun. When you throw in the +25 points of health with the Milkman set, he becomes a very dangerous enemy. For Milkman mirrors, it is critically important to ensure your milk hits its target. If it doesn't and the opponent's does, it is probably wiser to retreat than to continue fighting. If both Milks hit, the fight can potentially go on for some time, so consistency becomes important. If you are not a Milkman, you have less health than he does, so it is more important to ambush the opponent and try to win the fight straight off. Again, if you are milked, it is safer to retreat. Assuming you are not milked, you should either aim to be very close to the Milkman Scout (where his damage is weaker than yours) or far away (where you can capitalise on the pistols higher DPS).
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The Force-A-Nature is arguably the weakest of the builds - with only 2 rounds per clip and a long reload time, fights can either be won very quickly, or lost in a slightly longer period of time. Focus on the ambush outright, retreating whenever you have to reload. Ideally you should try not to be around the opponent whilst reloading, the key deficit of the weapon is the long reload which is exacerbated by the Scatter gun and the Shortstop's much faster style. Against other Scouts the Force-A-Nature shows it's weakness. It is not a weapon designed for attacking aggressors.  
 
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| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout]]

Revision as of 03:50, 2 July 2011

Class Strategy
Scout.png
Scout
vs Scout.png
Scout
Combat with another Scout is an intense encounter. It's hard to run away, you're both very difficult to hit, and one or two mistakes will lead to your death. It is critically important to be "health kit side" (closer to a health kit than the opponent) because Scouts arrive at the action faster than Medics or indeed any other class who might assist you. In certain situations (like middle capture points) you are both health kit side, so this is less important initially, but if at any point during a mid duel you gain the upper hand, you should press to a health kit (his) so that the opponent cannot grab it and so that if you haven't already taken damage from the encounter, you pick up the health kit when you do. Preempting movement towards health kits is arguably the most important aspect of the strategic side of Scout duels (or any fight).

Many Scouts employ a rapid wiggle style of strafe in which they move one or two character widths to the left or right before changing direction. If you are having trouble hitting a Scout who does this, it may be better to keep the crosshair steady so as to catch the Scout as he returns past your cross hair. A sensible Scout will vary his wiggle with different types of strafe (side to side and back to front) and jumps to ensure he is difficult to hit. People typically have ranges at which they operate best, so once you determine which distance works best for you, try to maintain this distance. There is nothing to be said for or against varying your distance, provided you do not give up a health kit, in any mirror match. Close distances favour a strafe that is jump & double jump heavy (considering how much vertical distance can appear to affect aim up close) and medium distances tend to prefer more grounded types of strafe that include rapid changes of direction. When you consider the Force-A-Nature in Scout play, it is important to capitalise on (and try to mitigate for the Force-A-Nature Scout) post-double-jump firing stun (i.e. that moment after firing in the air, where the Scout is suspended and cannot move).

Try to manipulate the map layout such that you encounter the Scout from a position he does not expect. The fastest route is not always the most tactically sound. Shooting accurately first can decide the duel immediately.

The Milkman is arguably the strongest build of the Scout currently available. The Milk recovers health for the attacker, and the Shortstop has a better DPS at range than the Scattergun. When you throw in the +25 points of health with the Milkman set, he becomes a very dangerous enemy. For Milkman mirrors, it is critically important to ensure your milk hits its target. If it doesn't and the opponent's does, it is probably wiser to retreat than to continue fighting. If both Milks hit, the fight can potentially go on for some time, so consistency becomes important. If you are not a Milkman, you have less health than he does, so it is more important to ambush the opponent and try to win the fight straight off. Again, if you are milked, it is safer to retreat. Assuming you are not milked, you should either aim to be very close to the Milkman Scout (where his damage is weaker than yours) or far away (where you can capitalise on the pistols higher DPS).

The Force-A-Nature is arguably the weakest of the builds - with only 2 rounds per clip and a long reload time, fights can either be won very quickly, or lost in a slightly longer period of time. Focus on the ambush outright, retreating whenever you have to reload. Ideally you should try not to be around the opponent whilst reloading, the key deficit of the weapon is the long reload which is exacerbated by the Scatter gun and the Shortstop's much faster style. Against other Scouts the Force-A-Nature shows it's weakness. It is not a weapon designed for attacking aggressors.

Scout.png
Scout
vs Soldier.png
Soldier
Both of you are very effective at close range. Against an enemy Soldier, use your ability to double jump to never allow him the high ground. Your speed should be enough to dodge direct hits from his Rocket Launcher; you can use nearby cover to avoid the splash damage. Make use of weapon heckling; attack from medium range until he switches to his Shotgun, then close the distance and finish him off. If you are having trouble, the Soldier’s slow speed makes him unable to chase you down as you retreat.
Scout.png
Scout
vs Pyro.png
Pyro
Defeating a Pyro is all about spacing. It is best not to get hit at all, as untreated afterburn will take off up to half of your maximum health. You want to use your speed to keep out of his Flamethrower’s range while staying close enough to deal heavy damage with your Scattergun. Backpedal while whittling away at his health with any of your ranged weapons. Make use of weapon heckling; attack from medium range until the Pyro switches to his Shotgun or Flare Gun, then close the distance and finish him off. Avoid facing Pyros in enclosed areas or narrow corridors; they can use the compression blast to shove you into a corner for an easy kill.
Scout.png
Scout
vs Demoman.png
Demoman
When out in the open, you are easily capable of dodging a Demoman’s indirect projectiles; his high damage output means nothing if he can’t hit you. Your speed lets you quickly get within close range of the Demoman, past his Grenades and Stickybombs, where he is weakest and can damage himself. If need be, take alternate routes to avoid his Sticky traps or ambush him. A Demoman with the Chargin’ Targe is even more vulnerable to weapon heckling; stay at medium range to avoid his melee attacks, then close in once he switches to the Grenade Launcher.
Scout.png
Scout
vs Heavy.png
Heavy
Be cautious when approaching a Heavy from any range; with his Minigun, he can kill you faster than you can kill him. The element of surprise is your strongest weapon; you can kill the beefy Heavy with just a few point blank shots, so it's best to attack while he doesn't have his Minigun spun up. If he is already aware of your presence, try popping in and out from behind cover to reduce the damage you take in-between your shots. If you must directly face a Heavy, stay in his face while circle strafing to avoid his fire. You can double jump over or onto his head to confuse him while continually dealing damage. However, if he is paired with a Medic or is using Natascha, it is generally a good idea to retreat and come back with teammates.

Particular items that are useful against a Heavy are the Sandman, Crit-a-Cola, and Mad Milk. The big, slow Heavy is a prime target for the Sandman’s stun, which can allow you to either get in a few free shots or easily retreat. Crit-a-Cola will allow you to match his obscene firepower while Mad Milk can help you tank his massive damage.

Scout.png
Scout
vs Engineer.png
Engineer
A lone Engineer is a simple target; he’s like you, but with less mobility. If you don’t have to deal with his Sentry Gun, simply dodge his shots while returning fire.

The Sentry Gun, however, deals heavy damage and can track your movements, rendering your speed useless. If caught, the Sentry Gun’s knock back is likely to pin down and kill you. If possible, 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 your Pistol or Shortstop. You run faster than a Sentry Gun can rotate; although difficult, it is possible to circle strafe a Sentry Gun that has been placed around a corner and not yet locked on to you. A common tactic against a problematic Sentry Gun would be to use the invulnerability granted by Bonk! Atomic Punch to run past it or distract it while your teammates destroy it. If an Engineer is near his Sentry Gun, the best you’ll be able to do is harass him from range.

Scout.png
Scout
vs Medic.png
Medic
A lone Medic is an easy target. You can easily dodge his Syringe Gun shots and Bonesaw while freely retaliating.

However, it is rare to find a lone Medic. Still, even if he has a Medic buddy nearby, target the Medic first; it is very hard to take down someone who is constantly being healed. Maneuver past his patient or approach the pair from behind, pick the Medic off with a few point blank shots, then retreat before his former healing target can react. Don't get greedy; unless you are sure his former patient was already injured, don't fight, as the overheal will give him a significant advantage against you.

Scout.png
Scout
vs Sniper.png
Sniper
Although you are the fastest class in the game, running in a straight line still makes you an easy target for any competent Sniper; one headshot or charged bodyshot will instantly kill you. Zigzag, jump, and strafe constantly to make yourself a difficult target. Once you close the distance, the fight should be cake; all of your ranged weapons outdamage his Submachine Gun and Kukri. Even if he throws Jarate at you, you should easily be able to maneuver out of his melee range.
Scout.png
Scout
vs Spy.png
Spy
Your speed makes you hard to backstab and allows you to chase fleeing foes, making you one of the Spy’s deadlier opponents. He has some of the game’s weakest weapons, making a normal fight with him very simple; as usual, circle strafe while dodging his Revolver and Knife. If he Cloaks, use your Scattergun’s spread, Mad Milk, or the Boston Basher’s bleed effect to reveal him and give chase. You can easily Spy-check by simply running into your teammates; if you can’t move past them, they’re a Spy.

See also