Scout (competitive)
The community competitive scene changes frequently. Some or all info may be outdated.
The Scout is the default utility class of the standard competitive lineup, valued for his objective-capturing and picking abilities.
Contents
Information
Health
Class | Health | Overheal | Quick-Fix Overheal |
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Scout | 125 | 185 | 158 |
With the Sandman equipped | 110 | 165 | 139 |
Soldier | 200 | 300 | 251 |
With the Battalion's Backup equipped | 220 | 330 | 276 |
Pyro | 175 | 260 | 220 |
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 |
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 |
Engineer | 125 | 185 | 158 |
With the Gunslinger equipped | 150 | 225 | 189 |
Medic | 150 | 225 | 189 |
With the Vita-Saw equipped | 140 | 210 | 176 |
Sniper | 125 | 185 | 158 |
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 | ||||||||
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Scout |
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Baby Face's Blaster at 0% boost |
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Baby Face's Blaster at 50% boost |
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Baby Face's Blaster at 100% boost |
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Weapons
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 |
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Stock Scattergun |
6 | 32 | Base: 60 Crit: 180 [6 damage × 10 pellets] |
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Unlock Force-A-Nature |
2 | 32 | Base: 65 Crit: 194 [5.4 damage × 12 pellets] |
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. 50% faster firing speed. | |
Craft Shortstop |
4 | 32 | Base: 48 Crit: 144 [12 damage × 4 pellets] |
42% faster firing speed. 100% more damage per pellet. | |
Craft Soda Popper |
2 | 32 | Base: 60 Crit: 180 [6 damage × 10 pellets] |
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. 25% faster reload speed. | |
Craft Baby Face's Blaster |
4 | 32 | Base: 60 Crit: 180 [6 damage × 10 pellets] |
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. 34% smaller clip size. | |
Craft Back Scatter |
4 | 32 | Base: 60 Crit: 180 [6 damage × 10 pellets] |
Minicrits targets when fired at their back from close range. 34% smaller clip size. |
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. His two time capture rate allows him to capture the objectives while his team advances and gains territory.
Common Tactics
The Scout is perhaps the best class in flanking and ambushing in competitive TF2. His speed, absurdly high damage output at close range, and ability to easily dodge the projectiles fired by Soldiers and Demomen make him ideal approaching and killing key targets like the Medic and Demoman. A good, competitive Scout always watches for enemy team weaknesses in its defense while protecting his team from 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 as well as clearing a secure path for his team to advance into.
The Scout's greatest strength is his mobility. As the fastest class in the game, a Scout can avoid being damaged by the enemy by dodging, so a Scout should try to avoid being caught in a situation where they can't dodge. Strategic use of the double jump to redirect his movement enables the Scout to mindgame attacking enemies and reach areas otherwise inaccessible to other classes. The Scout 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 while 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 the second one to arrive at the middle point, after the demo and sometimes the roamer. 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 due to the constant spam of rockets and demoman explosives.
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 who where damaged by his team's combo. The essential role of the scout, in his team's pushes is to finish off the injured players and making sure no enemy makes their way behind his team.
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 Scout's 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 who's role is to protect the combo. The Freelance Scout's main job is to get behind the enemy team, and pick major classes (generally the Medic and demoman) and try to get backcaps when he thinks he has a chance to cap the last point without being killed. 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. He can also hide in hiding spots that teams do not check such as the lower parts of maps or the flanks. Overall, the Freelance Scout is the best at picking key classes, flanking the enemy team and getting unexpected caps.
See also
- Scout weapons (competitive)
- Capping (competitive)
- Scout
- Classes (competitive)
- Standard competitive lineup
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