Scout (competitive)

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This article is for competitive play, based on the standard community competitive format. For the generic article on this topic, see: Scout.
The community competitive scene changes frequently. Some or all info may be outdated.
Scout.png

The Scout is the default utility class of the standard competitive lineup, valued for his objective-capturing and picking abilities.

Information

Health

Class Health Overheal Quick-Fix Overheal
Leaderboard class scout.png Scout 125 185 158
With the Sandman equipped 110 165 139
Leaderboard class soldier.png Soldier 200 300 251
With the Battalion's Backup equipped 220 330 276
Leaderboard class pyro.png Pyro 175 260 220
Leaderboard class demoman.png Demoman 175 260 220
With weapon slot boots equipped 200 300 251
With a head-taking melee weapon equipped with 0 heads 150 225 189
With a head-taking melee weapon equipped with 1 head 165 245 208
With a head-taking melee weapon equipped with 2 heads 180 270 226
With a head-taking melee weapon equipped with 3 heads 195 290 245
With a head-taking melee weapon with 4 or more heads 210 315 264
With weapon slot boots and a head-taking melee weapon equipped with 0 heads 175 260 220
With weapon slot boots and a head-taking melee weapon equipped with 1 head 190 285 239
With weapon slot boots and a head-taking melee weapon equipped with 2 heads 205 305 258
With weapon slot boots and a head-taking melee weapon equipped with 3 heads 220 330 276
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads 235 350 295
Leaderboard class heavy.png Heavy 300 450 376
Under the effects of the Dalokohs Bar or Fishcake 350 500 426
With the Fists of Steel equipped 300 390 346
With the Fists of Steel equipped and while under the effects of the Dalokohs Bar or Fishcake 350 440 396
Leaderboard class engineer.png Engineer 125 185 158
With the Gunslinger equipped 150 225 189
Leaderboard class medic.png Medic 150 225 189
With the Vita-Saw equipped 140 210 176
Leaderboard class sniper.png Sniper 125 185 158
Leaderboard class spy.png Spy 125 185 158
With the Big Earner equipped 100 150 126
With Conniver's Kunai equipped 70 105 89
Maximum overheal from Conniver's Kunai backstabs N/A 210 N/A

Theoretical value. Overheal does not exceed 150% of the classes' maximum health.

Speed

Condition Normal Backward Crouched Swimming
Leaderboard class scout.png Scout
133 %
120 %
44 %
107 %
Baby Face's Blaster at 0% boost
120 %
108 %
40 %
96 %
Baby Face's Blaster at 50% boost
147 %
132 %
49 %
117 %
Baby Face's Blaster at 100% boost
173 %
156 %
58 %
139 %

Weapons

Main article: Scout weapons (competitive)

The Scout relies mainly on his Scattergun, which deals large damage at close range, but lesser damage at longer range. His speed allows him to quickly jump towards someone and deal damage, and then retreat.

Primary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Scattergun
Stock
Scattergun
Killicon scattergun.png 6 32 Base: 60

Crit: 180

[6 damage × 10 pellets]

Force-A-Nature
Unlock
Force-A-Nature
Killicon force-a-nature.png 2 32 Base: 65

Crit: 194

[5.4 damage × 12 pellets]

Pictogram plus.png On hit: applies a knockback effect that propels enemies backwards and the user in the opposite direction (if airborne). This allows the user to perform a Force Jump and to horizontally prolong any other jumping technique.

Pictogram plus.png 50% faster firing speed.
Pictogram plus.png 20% more pellets per shot.
Pictogram minus.png 66% smaller clip size.
Pictogram minus.png 10% less damage per pellet.
Pictogram minus.png If one shot is unused before reloading, it is lost.

Shortstop
Craft
Shortstop
Killicon shortstop.png 4 32 Base: 48

Crit: 144

[12 damage × 4 pellets]

Pictogram plus.png 42% faster firing speed.

Pictogram plus.png 100% more damage per pellet.
Pictogram plus.png Has a clip-based reload.
Pictogram plus.png Alt-Fire: does a shove that pushes enemies.
Pictogram minus.png 60% fewer pellets per shot.
Pictogram minus.png 33% smaller clip size.
Pictogram minus.png 20% increase in push force taken from damage and airblast while deployed.

Soda Popper
Craft
Soda Popper
Killicon soda popper.png 2 32 Base: 60

Crit: 180

[6 damage × 10 pellets]

Pictogram info.png A hype meter is placed on the HUD when the Soda Popper is equipped. Damage dealt by the player will build up 'hype'. After dealing roughly 350 damages, the player can activate Hype mode for 8 seconds, allowing for 5 additional air jumps.

Pictogram plus.png 25% faster reload speed.
Pictogram plus.png 50% faster firing speed.
Pictogram minus.png 66% smaller clip size.
Pictogram minus.png If one shot is unused before reloading, it is lost.

Baby Face's Blaster
Craft
Baby Face's Blaster
Killicon baby face's blaster.png 4 32 Base: 60

Crit: 180

[6 damage × 10 pellets]

Pictogram info.png Equipping the Baby Face's Blaster will slow the Scout down from 133% of normal speed to 120% of normal speed. A boost meter is placed on the HUD when the Baby Face's Blaster is equipped. Dealing damage, regardless of weapon used while equipping the Baby Face's Blaster, builds up the boost meter, increasing the Scout's speed to 173% of normal speed. The boost meter maxes at 100 points of damage dealt.

Pictogram minus.png 34% smaller clip size.
Pictogram minus.png 10% slower movement speed on wearer.
Pictogram minus.png Boost reduced on air jumps.
Pictogram minus.png Boost reduced when hit.

Back Scatter
Craft
Back Scatter
Killicon back scatter.png 4 32 Base: 60

Crit: 180

[6 damage × 10 pellets]

Pictogram plus.png Minicrits targets when fired at their back from close range.

Pictogram minus.png 34% smaller clip size.
Pictogram minus.png No random critical hits.
Pictogram minus.png +20% bullet spread.


Usage

The Scout is ideal to guard the flanks against the enemy. His mobility, ability to 2-shot enemy medics and Scouts, and advantage when fighting enemy demos make him useful for picking in a variety of situations. A Scout is at his best when he has a full buff.

Common Tactics

Scouts are perhaps the best class for flanking and ambushes in competitive TF2. Their speed, absurd damage output at close range, and their ability to easily dodge the projectiles fired by Soldiers and Demomen make them ideal for flanking the enemy team and killing the Medic and Demoman. A competitive Scout should always keep an eye out for opportunities to rush in and cripple the enemy team, but without forgetting to cover certain areas of the map to prevent the enemy Scouts from doing the same. Due to the speed and mobility of Scouts, they are good for hunting down and eliminating enemy Scouts, taking pressure off of their team's combo and Demoman.

The main advantage of the Scout is mobility. A Scout can avoid being damaged from the enemy by dodging, so a Scout should try to avoid being caught in a situation where they can't dodge. Use of the double jump in midair to redirect his movement. Scouts should try to flank enemies whenever possible; although not the worst class in a straight-up fight, getting the first Scattergun blast can be a critical advantage. Scouts are also commonly called upon to deal chip damage to opponents, especially when Medics and health packs are far away. They can fire from long range with their Pistol or close in, fire a few Scattergun shots, and then make use of their speed to retreat. Another duty of Scouts is to chase down retreating enemies due to their superior speed and their ability to deal direct damage.

One way that the Scouts can take the pressure of the Combo and the rest of the team is by back-capping; the threat of having Scouts rampaging behind them is something no team wants. Not only that, but the Scouts are quicker than any other class so they can get to the next point quicker than anyone else. If the team doesn't have any team mates respawning then it's possible that the Scouts can make it back to the last point. Even when it's not successful, back-capping will give the Scouts team a chance to regroup and respawn by drawing opposing team members away from the main battle; it can be the difference between keeping control of the point and losing the point and possibly even the round.

During mid-battles, Scouts have two main duties to fulfill. They either can protect their Combo from the enemy Scouts, or they can be aggressive and try to flank and kill the opposing players, especially Medics and Demomen. Normally, the Scouts will try to do the best of both worlds, one Scout will play passively whilst the second Scout will wait for an opportunity to attack the Medic and Demo. Due to their speed, they can also easily switch roles or focus on either defense or offense as the situation calls. Having both Scouts playing offensively can allow them to swarm exposed enemy players or have them clean up damage enemies in a main battle. For example, on Badlands middle, what usually happens is that one Scout will go and watch Valley, and the other will watch the small house; if one of the Scouts calls that both Scouts are going one way then the other Scout will go and help out.

Due to the vast majority of alternative weapons being banned in most leagues, almost all Scouts use the standard Scattergun and Pistol. In leagues where they are allowed, the Boston Basher and Three-Rune Blade are used by higher level Scouts to help their Medics build Ubercharge while they are waiting to attack or defend a point.

5-CP Push Strategies

Scouts will generally be one of the first classes to arrive at the middle point of most 5-CP maps. On some maps, like Badlands Demomen can arrive a couple of seconds ahead. On these maps, Scouts should beware of enemy sticky traps early on, as they are needed at the mid fight. There will be few seconds before the Soldiers and Medics of both teams arrive.

In order to avoid the early stickies on those maps the Scouts can go a different way and skip the choke points where the stickies are normally placed. For example, on Badlands, when they rollout, one Scout should go choke via main, and the other Scout should drop down into valley instead of going through house with their combo. In general Scouts should never be in a choke point if they can avoid it, this is simply because they are too fragile and can easily die.

Scouts usually push on the flanks, this is for two reasons, firstly they make sure that the enemy Scouts don't manage to sneak behind and start a back-cap, and secondly, it allows them to get in close whilst the enemy are distracted by your combo. Once the Scouts are in close they can deal a lot of damage and mop up any remaining enemies.

Attack-Defend Strategies

On attack-defend maps, Scouts are still useful for the offensive team as they provide faster cap time, are very effective at dealing direct damage, and can keep pressure at the attacking points, but on defense Scouts are generally switched off to a utility class because there is no need for their mobility seeing as the point cannot move. Commonly used utility classes are the Engineer, Sniper and Heavy, with the Pyro seeing occasional use, and the Spy rarely at all. Gravel Pit is a good example of where utilities are commonplace, quite often defending teams choose to run an Engineer and a Sniper (known colloquially as using a Dignitas Lineup). These classes are generally seen as more effective at defending the point from a single strong push then Scouts are.

However, Scouts on the attacking side can also offclass, although it is generally a single Scout that temporarily offclasses at a time. Sniper or Spy are particular favorites because they can kill the enemy Medic with ease and crush a defense. After all, trying to defend against an ÜberCharge is a very hard thing to do. Another use that Scouts have an attack is to take the damage from the stickies that defending Demomen like to place on the entrances; when Scouts try to capture point A on Gravel Pit the defending Demoman normally puts stickies on the entrance. By using the Bonk, a Scout can get through the door without dying.

Capture-the-Flag Strategies

Whilst the Scout normally isn't the class that retrieves the enemy intelligence, he's normally the class that caps it due to his mobility. The Scouts job in Capture-the-Flag apart from guarding the flanks, is to capture the intelligence, and if necessary, offclass to counter the enemy.

The normal utility that's used is the Sniper due to his ability to take out the Medic and stall the push. A Heavy can also be used when you are are at an Über disadvantage or need the extra firepower. Finally, an Engineer can be used to defend the intelligence, the only problem with this is that it's extremely defensive and can lead to a defensive mentality within the team and result in the team turtling.

Pocket Scout

The Pocket Scout is a term used to describe a Scout who tends to push in with the combo when pushing into the enemy team. Many teams choose to have a Scout come in at a delayed time, after their ÜberCharge is usually about to finish to receive the remaining charge and overheal to clean up the remaining hurt enemy players. The pocket Scout usually watches flanks and calls them out to his team if someone comes behind them.

There are also certain times (usually on the last control point) where the enemy team is using a Pyro where ÜberCharging in a Soldier would result in your Über being pushed back and it essentially being wasted. On the other hand, Übering in a Scout would allow the Scout to fire his shots at the Pyro and having no fear of his shots being blasted back at him.

Freelance Scout

The Freelance Scout is the Scout who tends to move around the map and get behind the enemy team, compared to the Pocket Scout. The Freelance Scout's main job is to get behind the enemy team, and pick major classes (generally the Medic). They tend not to stick with the team as much as the other classes, however if they are needed they will help the team out.

A good strategy for the Freelance Scout is when your team pushes in with an ÜberCharge, you can get behind the enemy team while they are running away and focused on your Übered teammates. Overall, the Freelance Scout is the best at picking key classes, and flanking the enemy team.

See also