Community Scout strategy

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Revision as of 00:06, 20 June 2011 by MassacreJr (talk | contribs) (Weapon Specific)
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The Scout is the fastest class and a great Control Point capturer, and also has decent firepower. His low maximum health means that he needs to be careful in direct combat, preferring circle strafing or weapon heckling.

General

Combat

  • The Scout excels at one-on-one combat against other classes. Wandering or lone-wolf players are better targets for a Scout's close range weapons.
  • The Scout is designed to use his speed, his greatest advantage, to attack from the side or from behind, fire quickly, and retreat before the enemy has a chance to react. Scouts can die easily from a stray grenade or rocket, much less an aimed attack from an alert enemy.
  • Try to be as unpredictable as possible. Jumping is an easy way to stay out of the way of Rockets or Pipe Bombs, and Circle-Strafing are good ways to take down other gun-wielding foes.
  • When low on health, wait for the correct moment to strike. Use walls and corners to gain an advantage over enemies by firing and retreating repeatedly to avoid enemy fire.
  • The Scout is good at causing distractions, using Bonk! Atomic Punch or his speed to get behind enemy lines. Pestering enemies and getting them to chase him into distant areas of the map can give his team time to set up defenses or stage an assault.
  • Remember that retreat is an option if the situation is not ideal for the Scout. Do not attempt to gun down a Heavy/Medic combo that is aware of his presence. A retreat from a battle does not mean that the battle is lost; counter attack once enemies think he is no longer a threat.
  • The Scout is the smallest class and can hide behind objects better than every other class. Do not use the bat while hiding, as it may give away his position. This can be useful while waiting for a group of enemies to pass by.
  • Use the Scout's high speed to inform teammates of incoming attacks. The "Incoming!" command is bound by default to X + 1.
  • Try to be unpredictable while fighting classes that are using hitscan weapons, such as the Shotgun. Use the double jump to launch the Scout at an unexpected angle to make him harder to hit.
  • Do not confront a Sentry Gun head-on. If the Scout can approach it from behind or to the side, he can take advantage of the Sentry Gun's slow rotation speed. Pop out of cover long enough to take a shot at it with his Scattergun, then wait about one second for the Sentry Gun to turn back to its default position. It is also possible to circle strafe a Sentry Gun, as it cannot turn quickly enough to fire at him. This is very difficult, however, and requires that the Scout be as close to the Sentry Gun as possible.
    • Alternatively, he can simply run past a Sentry Gun that isn't aimed right at him, as long as he does not pass through the Sentry Gun's field of view.
  • Empty a clip of Pistol ammo into the back of a slower class (Heavy, Soldier, etc...) before getting within Scattergun range, then jump over them before they turn around to see what just bruised them and finish them with the Scattergun. This may not work on enemies with a fast reaction time.
  • Taking on a Heavy is not as suicidal as it might seem. Circle strafe around him, firing until he spins his gun up. After he begins firing, double jump over him or try to land on his head. Aim down and fire away or switch to the Bat.
  • When approaching an unaware enemy Sniper, get as close to him as possible and fire the Scattergun twice. It will kill him immediately and he will have no time to react. The Force-A-Nature's knockback will disorient him even further (if he survives), and may even kill him by knocking him off a ledge.
  • Against Pyros attempting to airblast the Scout into a corner and kill him with the Axtinguisher, use his second jump to escape from above.
  • Weapon heckling can be very effective against classes that do not specialize in close-range combat, like the Demoman and Sniper. Running into melee range with the Scout's melee drawn may trick the enemy into pulling out their own; if so, simply back away, switch to the Scout's primary weapon, and go in for the kill.
    • If the Scout moves too far away, they will switch to another weapon. The trick is to find the "middle".
  • An entire team of Scouts can attempt a Scout rush, but this is a risky maneuver. Joining forces with even a handful of other Scouts is still a good idea, as they can buy time for the team while the slower, stronger classes catch up.
    • While participating in a Scout rush, coordinate attacks with fellow Scouts for maximum damage.
  • If you find yourself circling an enemy, try to find the right moment to line up with your target and fire your weapon.

Speed

  • As the fastest class, the Scout should keep moving at all times, unless in need of healing.
  • The Scout runs a faster than any other class, even when running backwards; when retreating, he can backpedal and get a few more shots in on an enemy in pursuit.
  • When running to the front lines, run through friendly players as a form of Spy check. If the Scout is unable to pass through a teammate, shoot them!

Jumping

  • Whichever movement key is being held at the time of the double jump is the direction the Scout will go. This allows him to immediately turn 90 or 180 degrees in any direction in mid air, and is a very good way to confuse defenders. This is especially effective against Snipers, who usually aim where they expect the Scout to be just after their shot is fired. However, skilled Snipers may be able to predict the path of his second jump, since he cannot move in midair after it.
  • Performing a double jump without pressing W, A, S, or D will cancel all directional momentum, regardless of speed.
    • Since the Scout cannot change direction after his second jump, try to predict where enemies are aiming before double jumping.
  • Double jumping can save the Scout from fall damage; simply jump just before he would hit the ground.
  • Use the second jump to take the higher roads over railroad cars and bridges. Most opponents tend to look forward, rather than up. If it is safe to do so, attack from above, preferably on the enemy's head, to take them by surprise.
  • Certain ledges may require the Scout to crouch-jump in order to reach them. Holding the crouch button while performing a double jump will allow him to reach those ledges.
  • If the Scout is under fire, try jumping over the enemy's head to disorient them or throw their aim off. He can also use this maneuver to land a couple extra shots at close range.
  • The Scout is able to perform a triple jump of sorts if the Force-A-Nature is equipped as his primary weapon, as the knockback from firing can be used to propel him a few feet upwards when aimed down. Similar results can be achieved using the Boston Basher's self damage, though it is much riskier.

Objectives

  • In Capture the Flag, the Scout's primary role is capture, not destruction. Evading enemy fire and then losing pursuing enemies in the map is sometimes easier than engaging them.
  • If a slower teammate has taken the enemy Intelligence, consider asking them to drop the Intelligence (Default key: 'L') so that the Scout can carry it away faster. If they don't drop the Intelligence, try to draw attention away from the flag runner by harassing the other team at another location.
  • On Payload maps, the Scout's low profile can be hidden by crouch-walking next to the cart. This serves as a barrier from Sentry Gun fire or possibly a Heavy's Minigun fire while simultaneously pushing the cart.

Miscellaneous

  • As a general rule, the usefulness of Scouts is inversely proportional to the number of players in the server and the size of the map. However, even in a full 32 player server on the final area of Dustbowl a Scout can be useful on either offense or defense. But, as is also the case with many other classes, it is not a good idea to have too many.
  • Find a mouse sensitivity that is suitable for playing Scout. Some players prefer a higher sensitivity due to the speed of the class, but a lower sensitivity may make it easier to land Pistol shots or Sandman baseballs at mid-range.

Weapon Specific