Difference between revisions of "Scout weapons (competitive)"
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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 (0.5 seconds) to allow for almost two swings in the time it takes a standard melee attack to swing once. | 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 (0.5 seconds) to allow for almost two swings in the time it takes a standard melee attack to swing once. | ||
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: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions. | : '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions. | ||
− | The Holy Mackerel shares the same statistics as the bat, however every time it hits an opponent, barring hits on disguised Spies, a notification will be displayed in the [[HUD]]. It can also be used to identify usage of the Dead Ringer | + | The Holy Mackerel shares the same statistics as the bat, however every time it hits an opponent, barring hits on disguised Spies, a notification will be displayed in the [[HUD]]. It can also be used to identify usage of the Dead Ringer. |
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+ | The [[Unarmed Combat]] is a reskin of the Holy Mackerel, and therefore has the same stats as the Holy Mackerel, except it is stated as "Arm" hit on the kill feed. | ||
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Revision as of 16:16, 29 January 2012
The community competitive scene changes frequently. Some or all info may be outdated.
The weaponry available to the Scout encourages him to flank and harass the enemy team at close and medium range. Despite his low health, his primary weapons largely encourage close range combat, and deal massive damage at point-blank range. The Scout also has weapons that are effective at medium range, but are not stronger than other weapons geared for that purpose.
Primary weapons
The Scout possesses some very powerful weapons for close range combat, which largely enjoy a significant ramp-up.
Scattergun
The Scattergun is arguably the standard choice among competitive Scouts with the largest weapon clip (six rounds) and a large damage ramp-up at point blank (175%) resulting in 10.5 damage per pellet as opposed to the base ramp of 9. However, the weapon is ineffective at medium to long range with fall-off, spread, and slow firing speed.
Weapon | Damage | Critical Damage | Function Times | Special |
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Scattergun |
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Force-a-Nature
- Note: This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
The Force-a-Nature has a much quicker firing rate than the Scattergun and provides for very quick kills. The weapon also enjoys a higher damage output than the Scattergun. The quick firing rate means that a Scout wielding this gun can two-shot a medic quicker than a Scout using the Scattergun. One of the main disadvantages is that it has only two clips per magazine so Scouts using this weapon should be very confident in their ability to hit an opponent with as many pellets as they can. The "knockback" effect the Force-A-Nature exerts on enemies also tends to decrease damage as the target is pushed away from you. Another thing Scouts should note about using this weapon is that firing whist airborne can make for very erratic movement.
Although the "knockback" feature of the Force-A-Nature does create some problems, if this mechanic is used properly it can act as a third jump allowing the Scout to reach places he either would not have been able to reach whilst double jumping or allow him to reach places much quicker. Players should also note that firing the Force-A-Nature once and then reloading disposes of the remaining cartridge.
The knockback of this weapon, while situational, can prove useful in separating Ubercharges, separating combos, and sending targets into your team or away from you for an escape.
Weapon | Damage | Critical Damage | Function Times | Special |
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Force-A-Nature |
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Shortstop
- Note: This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).
Dispite the Shortstop only have 4 clips per magazine, it has a very fast reload that reloads the entire clip. The Shortstop is more designed for medium range combat, rather than the Scattergun or the Force-A-Nature, with a higher base damage per pellet (that of a Pistol's), less pellets (four compared to the Scattergun's nine), and less spread. Although its damage per pellet is high even at point blank (18 per pellet) the Shortstop's main weakness is that it has a smaller rampup compared to the Scattergun and Force-A-Nature (150% compared to 175%) meaning that at point blank it is not as effective to the Scattergun or Force-a-Nature. However, it fires almost twice as fast, so it can still kill very quickly at point blank. Scouts should also note that the weapon shares its ammo with the Pistol, meaning if they run out of ammo with the Shortstop, they will also have no ammo for the pistol, forcing them to use their melee weapon.
Generally, in Scout vs. Scout battles between either the Scattergun or the Force-A-Nature against a Shortstop, the Scout carrying the latter should do their best to maintain their distance but should also try and heckle their opponent if they switch to the Pistol.
Weapon | Damage | Critical Damage | Function Times | Special |
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Shortstop |
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Soda Popper
- Note: This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).[citation needed]
This weapon has the damage and pellet count of the Scattergun, and the clip size and firing speed of the Force-A-Nature. It's real perk, though, is that every time the user runs for 5200 units, or about 14 seconds, with this weapon out, it will automatically activate an 8-second Mini-Crit boost for all the Scout's weapons. This ends up with the Scout having a Mini-Crit boost around one third of the time.
Weapon | Damage | Critical Damage | Function Times | Special |
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Soda Popper |
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Primary Weapon Usage
The Shortstop boasts more versatility and even a higher DPS at point blank than the Scattergun; nevertheless, it is banned in most leagues. The Force-A-Nature's knockback is too situational, however it can be useful in some circumstances. The Scattergun is the weapon used by most Scouts due to its large clip size and reliability.
Secondary Weapons
The Scout's secondary weapons vary from a standard weapon to a lunchbox item supporting either himself, the team or both.
Pistol
The Pistol is the standard secondary weapon carried by Scouts. Scattergun and Force-A-Nature Scouts will often resort to using their Pistol against medium to long range targets or to finish off opponents on low health. The Pistol can also be used to destroy Stickies that have been placed on a point, this is very annoying and if the demo isn't careful it can lead to a sneaky ninja cap. Scouts using the Shortstop may find this weapon superfluous, as the Shortstop and Pistol share ammunition reserves. The Lugermorph is merely a reskin of the Pistol and thus has the same stats as the Pistol but do note that it may be restricted in some leagues.
Weapon | Damage | Critical Damage | Function Times | Special |
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Pistol |
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Bonk! Atomic Punch
- Note: This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
Bonk! Atomic Punch is one of the alternatives to the Scout's Pistol. After 1.25 seconds of drinking, the Scout will be invulnerable for six seconds. The item makes for an effective means of escape in situations that would result in certain death. It is quite often used on Gravelpit in order to get out of the door because Demomen like to sticky it up. Bonk is effective for when a scout wants to get past the enemy and flank them from behind. Although the Bonk grants invulnerability, it does not prevent knockbacks, such as from Sentry Guns, compression blasts, Force-A-Natures and explosives. Secondly, whilst invulnerable, the Scout cannot attack using his primary weapon or his melee weapon - he can, however, still use the Home Run taunt with the Sandman to damage his enemies.
Weapon | Damage | Critical Damage | Function Times | Special |
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Bonk! Atomic Punch |
N/A | N/A |
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Crit-a-Cola
- Note: This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions
The Crit-a-Cola is a more offensive alternative to Bonk. After 1.25 seconds of drinking, the Scout is granted mini-crits for every attack he makes for the next six seconds. When used, mini-crits are also granted for attacks that hit the Scout. Although it offers a massive offensive boost, it also degrades the Scout's ability to take hits which is already low enough as it is. Thus it is considered this weapon will be used in either kamikaze attacks in attempts to pick off the enemy Medic or Demoman or in a flank attack on a lone class.
Weapon | Damage | Critical Damage | Function Times | Special |
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Crit-a-Cola |
N/A | N/A |
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Mad Milk
- Note: This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).
The Mad Milk is capable of being thrown at the enemy. Teammates that damage enemies who are covered in Mad Milk will receive a 60% of the damage they inflicted as health. Functioning similar to Jarate, Mad Milk can be used to extinguish fires and reveal cloaked enemy Spies. Contrary to Jarate, Mad Milk's effect does not get removed from activating an ÜberCharge or by dropping into water.
Weapon | Damage | Critical Damage | Function Times | Special |
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Mad Milk |
N/A | N/A |
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Winger
- Note: This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).[citation needed]
The Winger does a little more damage than the Pistol in exchange for a much smaller clip size. Despite having a lower damage-per-second than the Pistol, it can finish weakened enemies slightly faster, provided the enemy has been sufficiently weakened.
Weapon | Damage | Critical Damage | Function Times | Special |
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Winger |
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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, many Scouts will opt for the Pistol since it can sustain damage at midrange longer. Although Bonk Scouts are not unheard of, they are usually saved for distraction tactics and for making an easier assault on a sentry nest.
Melee Weapon
Because of the need to get very close quarters with his target in order to fully utilize his primary weapon's damage output, Scouts will sometimes make use of their melee weapon to finish off opponents rather than resort to their pistol. Mainly because the melee weapon offers a better damage output.
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 (0.5 seconds) 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 |
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Bat |
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Sandman
- Note: This weapon is either limited or banned in a majority of leagues. Check your league's rule page for details on their weapon restrictions
In terms of attack, the Sandman is the same as the standard bat with the same damage per swing and the same attack interval. What sets the Sandman apart is that it has the ability launch a baseball at opponents, stunning them on hit. Upon contact, the ball will do approximately fifteen damage and stun the target based on distance. As a trade off, the Scout loses 15HP max hp which makes the Scout even more vulnerable to dying quicker than other classes. The Sandman also comes with a unique taunt where the Scout appears calls a home run, winds up, and then swings the bat, sending any opponent caught in the swing flying across the map. This taunt attack is ineffective with serious play.
Weapon | Damage | Critical Damage | Function Times | Special |
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Sandman |
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Holy Mackerel
- Note: This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
The Holy Mackerel shares the same statistics as the bat, however every time it hits an opponent, barring hits on disguised Spies, a notification will be displayed in the HUD. It can also be used to identify usage of the Dead Ringer.
The Unarmed Combat is a reskin of the Holy Mackerel, and therefore has the same stats as the Holy Mackerel, except it is stated as "Arm" hit on the kill feed.
Weapon | Damage | Critical Damage | Function Times | Special |
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Holy Mackerel |
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Candy Cane
- Note: This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
The Candy Cane has the same damage stats and swing rate as the Scout's stock melee weapon, the Bat. When the wielding Scout kills or has an assist in killing an opponent, a small health kit spawns in the place of the player who has been killed, healing 20.5% health to anyone who picks it up, including the opposing team. A trade-off for this benefit however is that the wielding Scout suffers an additional 25% damage from explosives (Rockets, Sticky Bombs, Grenades, the Ullapool Caber and the Soldier's Equalizer taunt attack).
Weapon | Damage | Critical Damage | Function Times | Special |
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Candy Cane |
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Boston Basher
- Note: This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
The Boston Basher has the same damage stats and attack interval as the Bat but will deal bleed damage to an opponent for 5 seconds upon a successful hit. The wielding Scout relies strongly on these successful hits because if the Scout misses an opponent, they will suffer 43 damage to one's self upon a normal hit and 61 upon a critical hit to self. This dynamic will encourage the Scout to work alone so he can sneak up on opponents and ensure that they land a hit. The Scout will not suffer self inflicted damage if the he hits a teammate, a solid wall, floor or prop or is ÜberCharged.
The Three-Rune Blade is a reskin of the Boston Basher, and therefore has the same stats as the Boston Basher.
Weapon | Damage | Critical Damage | Function Times | Special |
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Boston Basher |
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Sun-on-a-Stick
- Note: This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).
The Sun-on-a-Stick is a situational melee weapon that has the same attack interval as the Bat but deals 25% less damage overall. The Sun-on-a-Stick has a 100% chance to deal crit damage to any burning opponent so it is useful to be around a friendly Pyro or a Sniper with flaming Huntsman arrows when you have this weapon active. Due to the positive effect of this weapon relying on the enemy being engulfed in flames, it is recommended that you do not use this it when you are working alone since it is the second weakest of all of the Scout's melee weapons. An effective melee tactic used by Scout-Pyro pairs is when a Pyro attacks an opponent with any ignite capable weapon and then the Scout uses his quick melee speed on the ignited enemies whilst the Pyro flees or finds another target.
Weapon | Damage | Critical Damage | Function Times | Special |
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Sun-on-a-Stick |
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Fan O'War
- Note: This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).
The Fan O'War has the same attack interval as the bat but deals far less damage dealing only 10% of the Bat's damage per swing. This means that this weapon will only deal 3 - 5 damage per swing which means it will take 25 - 42 swings to kill another scout at Melee range. However, this damage shortfall is balanced, since any opponent who is hit with this weapon is marked with a special indicator that shows you and your team that they are marked for death. Any player marked with this indicator will take Mini-crit damage where it would otherwise be normal damage; Critical hits will occur as usual. This weapon might be useful in giving a quick hit to Snipers or distracted opponents and the this could be followed up by you or your team-mates picking them off with Mini-crits using ranged weapons.
Weapon | Damage | Critical Damage | Function Times | Special |
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Fan O'War |
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Atomizer
- Note: This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).[citation needed]
The Atomizer grants the user a triple jump at the cost of a weaker melee weapon and 10 health per jump. Its use in traversing large gaps or high walls is situational, as double jumps are often enough, but its usefulness in dodging shots is of value, as you can possibly dodge a rocket or pipe after expelling your second jump, saving you up to 100 damage (and possibly death from juggling) at the cost of 10 health. It's usefulness in that field is still situational, unless your enemies often hit where you are going to land after using your double jump.
Weapon | Damage | Critical Damage | Function Times | Special |
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Atomizer |
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Melee Weapon Usage
In most leagues, the only melee weapon that is allowed is the Bat and reskins of it. In those leagues, carrying the Holy Mackerel can easily identify Dead Ringer spies, but will cost you the element of surprise and announces to everyone that you are using your melee weapon. In the very few leagues which allow the Sandman, it is of extreme usefulness, basically giving you a free kill. If you are confident in your dodging ability of rockets and grenades, the Candy Cane is a good choice for surviving longer away from the Medic. The Boston Basher is good for killing Snipers, although two hits of any of the Scout's primary weapons will do the job faster and cleaner, without removing your ability to spam your melee weapon. The Fan-O-War is very good if you can ambush a lone enemy, or if you tag their Medic, who you can then Pistol to death. The Atomizer gives you a better dodging ability and allows you to reach a few locations that weren't previously accessible at the cost of a weaker melee weapon and 10 hp per jump. Its usefulness in dodging is questionable, as you also take damage from triple jumping.
See Also
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