Community Scout strategy
“ | Hit the road, bozo, let a real Scout get to work!
Click to listen
— The Scout on impersonators
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The Scout has the fastest movement speed, is a great Control Point capturer, and deals a decent amount of damage from short to medium range. His low maximum health of 125 makes direct combat difficult and risky. The preferred technique of combat involves circle strafing or weapon heckling.
Quick tips
- You capture twice as fast as any other class. If you're anywhere near an enemy Control Point, stand on it.
- In Payload maps, crouch-walking behind the Payload to use it as a shield can be very effective since your hitbox is smaller than those of other classes.
- Know where the health packs are on every map, because you have the tendency to work alone.
- Never try to out-gun tougher classes, unless you know they are low on health. Your job is to deal damage and distract, then disappear before the enemy has a chance to shoot back.
- Use your maneuverability to catch enemies off-guard. Your extra speed and double-jump can get you over gaps, around corners, and over obstacles that block most of the other classes.
- Sentry Guns should be avoided, because the Scout relies on not being hit, and a Sentry Gun's attacks are very strong and its bullets never miss.
- You can use Bonk! Atomic Punch, however, to distract an enemy Sentry Gun while a teammate destroys it, or to slip past the Sentry Gun while avoiding damage.
General
Combat
- The Scout excels at one-on-one combat. Wandering players are good targets for a Scout.
- Try to fight on open ground as much as possible; tight spaces limit your evasive options and will make staying alive much harder.
- Never stand still when you are attacking someone as a Scout. Use your speed to your advantage by strafing left and right while attacking someone. When facing other Scouts, try to mirror their strafing movements to make them easier to hit.
- 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 the smallest class and can hide behind objects better than every other class. This can be useful while waiting for a group of enemies to pass by.
- Take note of the object you are hiding behind. If it is tall but narrow, equipping your bat will allow you to hide without your Scattergun or Pistol protruding through and giving you away. Your primary or secondary weapons, however, would be better for short but wide hiding spots.
- Do not confront a Sentry Gun head-on. If you can approach it from behind or to the side, you can take advantage of the Sentry Gun's slow rotation speed. Pop out of cover long enough to take a shot at it, 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 you. This is very difficult, however, and requires that you be as close to the Sentry Gun as possible.
- When fighting enemy Pyros that are attempting to airblast you into a corner and kill you with the Axtinguisher, use your second jump to escape from above.
- If you find yourself circling an enemy, try to find the right moment to line up with your target and fire your weapon.
- Find a mouse sensitivity that is suitable for playing Scout. Whilst a high sensitivity may seem to pair with the speed of the class, a low sensitivity, paired with more mouse movement, makes it considerably more easy to land shots with your Scattergun.
- When playing as Scout, always be on the move. If a confrontation goes poorly, you can always continue running, using your speed to escape. You can then find a health kit and often come back to finish your opponent off before they have a chance to do the same.
Speed
- Run into players to Spy check. If you don't pass through them, and instead bump into them, then they're a disguised Spy.
- Your speed will allow a Medic using the Quick-Fix to get to the front lines much more quickly.
- Because you can easily outrun other classes, it is possible to backcap Control Points. If successful, this will lock the enemy out of capturing your own Control Point.
- Your speed allows you to decide which battles to engage in; enemies cannot run from you if you engage them, nor can they pursue you if you don't want to engage them.
- Death is less of a penalty for you since you will spend less time than other classes running to where the battle is. You are also first to the fight at the beginning of the round.
- Speed makes you more difficult to hit, and beyond certain ranges your speed can render certain projectile weapons useless, since you can always react and move out of the way in time.
- You are the ideal Intelligence carrier.
Jumping
- Whichever movement key is being held at the time of the double jump is the direction you will go. This allows you to immediately alter your path in mid air and confuse enemies.
- This is especially effective against Snipers, who usually aim where they expect you to be just after their shot is fired. Skilled Snipers, however, may be able to predict the path of your second jump, since you cannot move in mid-air after it.
- Jumping in combat is a double-edged sword. Against weaker players, it can effectively throw off their aim. More experienced players, however, can wait for you to commit to a double- or triple-jump. Once you've committed, your trajectory is locked and skilled players can easily predict your path and kill you.
- Performing a double jump without pressing anything bound to the movement commands will cancel all horizontal momentum, regardless of speed.
- As a result of this, try to predict where enemies are aiming before double jumping.
- Double jumping can save you from fall damage; simply jump just before you hit the ground.
- Use the double 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 to take enemies by surprise.
- Certain ledges may require you to crouch-jump in order to reach them. Holding the crouch button while performing a double jump will allow you to reach those ledges.
- If you are under fire, try jumping over the enemy's head to disorient them. You can also use this maneuver to land a couple of extra shots at close range.
- You are able to perform a triple jump of sorts if the Force-A-Nature is equipped as your primary weapon, as the knockback from firing can be used to propel yourself a few feet upwards when aimed down.
- Similar results can be achieved using the Boston Basher's self damage, though this is much riskier.
- The Atomizer allows you to do a triple jump in the same manner as regular jumping, at the cost of 10 health.
- You can use the both the Force-A-Nature and the Atomizer to perform a quad jump.
- When an enemy Soldier or Pyro decides to pull out his Reserve Shooter, try to not jump for a few seconds while fighting, as the Mini-Crit damage can be lethal. After 3 seconds have passed and the Reserve Shooter's airborne Mini-Crits buff wears off, begin utilizing your jumps to confuse the enemy while he is reloading.
- A slightly difficult, yet useful, strategy is to jump on top of a class's head, and attack from there. This is best used against Heavies, who's slow movement speed make it easier to stay on them.
Weapon Specific
Primary Weapons
Scattergun + reskins
Weapon | Kill Icon | Ammo | Damage | ||||
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Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Stock Scattergun |
6 | 32 | 85-105 | 10-40 | 3-10 | 180 | |
Uncrate Festive Scattergun |
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- When using your Scattergun, a reliable method to hit your target is to strafe left and right with your cross-hair centered and firing when your cross-hair crosses your opponent rather than solely using your mouse to aim. This allows you to focus on moving more efficiently and erratically, making you harder to hit, while at the same time making your aim smoother and more accurate via prediction.
- The Scattergun does large amounts of damage at close range, with three shots being enough to take out a non-overhealed Heavy. Think about how to engage your opponent without alerting them to your presence. Many classes will go down quickly if caught off guard.
- Range makes a huge difference to the damage the Scattergun inflicts. If you are undetected, avoid firing early. Wait until you are as close as you can get to the enemy and then open fire. This reduces the number of times you need to hit the enemy and gives them less time to react. This may also mean you won't need to reload in the middle of a fight.
Force-A-Nature
Weapon | Kill Icon | Ammo | Damage | ||||
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Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Unlock Force-A-Nature |
2 | 32 | 92-113 | 11-43 | 3-11 | 194 |
- The Force-A-Nature is an unlockable primary weapon for the Scout. It has a smaller magazine size, a faster firing speed, an reloads both shots at once. It is inherently good for hit-and-run tactics. The Force-A-Nature trades off 10% less damage for 20% more pellets, requiring the Scout to be much closer to enemies when attacking for maximum damage. The Force-A-Nature will knock nearby targets back, and when he is in mid-air, the Scout as well. This mechanic allows triple jumps (and quadruple jumps if accompanied by the Atomizer).
- When using the Force-A-Nature, try not to get into a firefight with many enemies at once. The slow reload time, small magazine, and short range is not suited for large firefights. Instead, try flanking to take on one roaming enemy. Try not to approach them from the front; instead, attack from the side or behind.
- If you equip the Force-A-Nature, equip the Pistol as well. With the Pistol, you have the ability to finish off enemies that survived your Force-A-Nature shots without having to wait for the Force-A-Nature's reload.
- Keep in mind that you can jump even longer distances with the Force-A-Nature by jumping, aiming below you and firing at the end of your second jump. Another way is to jump, fire quickly, and jump again. Only fire one shot, as the second shot fired while in the air has no effect on you.
- Use the Force-A-Nature's knockback ability to your advantage, since two simultaneous shells can send enemies flying several meters and into hazards such as the pits in Lumberyard and Steel. It's particularly useful in places where enemies huddle together. You can jump in, blast two people away from the objective and retreat to reload and strike again.
- Use the knockback to reach high places in order to kill unaware classes from above. It lowers your chances of being killed when getting closer because players don't usually look up. The Force-A-Nature works better while the target is busy with something, such as an Engineer setting up a building..
- Be wary that a point-blank shot from the Force-A-Nature will send your target flying a significant distance. So if at all possible, determine where your shot will throw them into. It's not hard to accidentally send your target into a med-kit, into the safety of Sentry Gun coverage, or even into a cluster of his teammates.
- Be careful when trying to fire at an enemy from above with the Force-A-Nature. While the knockback keeps enemies pinned down for a second, the self-knockback will keep you in the air or blast you slightly backwards, possibly throwing off your aim and sending you in a predictable line for people to aim. For this reason, the Force-A-Nature is generally better to attack enemies on the same level or from below, so that they take the full force of the knockback and you don't lose control.
- Because the Force-A-Nature discards the second round if reloaded before both rounds are fired, it might be wise to turn off the automatic reload feature from the Advanced Options menu.
- The Force-A-Nature can push ÜberCharged enemies. Use this to either push enemies away from your teammates or break the Medi Gun beam and attack the now-vulnerable target.
Shortstop
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Craft Shortstop |
4 | 36 | 69-72 | 24-48 | 6-12 | 144 |
- The Shortstop is a craftable primary weapon for the Scout. It has a fast firing speed along with a clip-based reload for prolonged combat. The Scout is able to keep his distance while still doing decent damage because each pellet does double damage compared to the Scattergun, albeit with only four pellets. The Shortstop shares ammo with the Pistol, so it may be wise to run a different secondary, such as Bonk! Atomic Punch. When active, it grants 20% bonus healing, but makes the scout 80% vulnerable to push force taken from damage or from the Pyro's Compression Blast.
- The Shortstop pairs well with the Crit-a-Cola, as its slightly faster firing rate and quick reload can maximize the potential of the Mini-Crit boost's duration.
- Four direct hits from the Shortstop can kill most classes, but be cautious when facing tougher classes like the Heavy, who may survive the four shots of the Shortstop and kill you as you reload.
- This can be mitigated by using the Mad Milk, which heals you based on the damage you do, effectively giving you more health to square off against bulkier classes, so long as you land your shots.
- The Critical hits from this weapon will deal 144 damage at point-blank range, meaning that you cannot one-shot Medics unless they are using the Vita-Saw. However, the Medic will be left with very little health, and you can probably finish him off with another shot before he can retreat or his teammates can react.
- The Shortstop has a moderate reloading time; turning on auto-reload may cut off a good chunk of the reload time.
- The Shortstop works well for dealing with Sentry Guns. A Mini-Sentry Gun will go down in about a clip, even when you're standing outside of its range.
- Since the Shortstop uses the same pool of ammo as the Pistol does, it's best to pick up as much ammo as possible, as you will be burning through ammo rapidly.
- This weapon gives the Scout more presence in large gunfights.
- The 20% healing bonus makes you a good candidate for Medics using the Quick-Fix, as the bonus healing combined with the faster heal rate allows you to keep your health topped off. It also allows the medic to move at the same speed as you, helping him get to the frontline faster.
- Be wary when using this weapon against Soldiers,Demomen, Pyros, as the 80% increase in knockback taken allows you to be easily taken down by them.
Soda Popper
Weapon | Kill Icon | Ammo | Damage | ||||||
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Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | Distance to Activate Hype | Hype Duration | ||
Craft Soda Popper |
2 | 32 | 90 | 24-67 | 3-26 | 180 | 5200 Hammer Units | 8 seconds |
- The Soda Popper is a craftable primary weapon for the Scout. It is very similar to the Force-A-Nature, firing two shells in fast succession and reloading both shots, but with the damage and pellet count of the normal Scattergun, .41 seconds faster in reload time, and no knockback. The Soda Popper cannot randomly Crit. In addition, while running and jumping with the Soda Popper active, a "Hype" meter fills. When completely filled, the Soda Popper will grant you 8 seconds of Mini-Crit boosts for all weapons. The Hype meter takes roughly 13 seconds of constant movement to completely fill.
- At the beginning of a round, you can run toward your objective with the Soda Popper equipped; when the Hype meter is almost full, switch to a different weapon. This way, you can equip the Soda Popper to get the Mini-Crit boost to combat an enemy when you encounter one.
- The Mini-Crit boost works for all of your weapons; you can shoot an enemy with your Pistol or hit them with your bat instead of shooting them with the Soda Popper while you use the boost, even bleeding inflicted with the Boston Basher is boosted.
Baby Face's Blaster
Weapon | Kill Icon | Ammo | Damage | ||||
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Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Craft Baby Face's Blaster |
6 | 32 | 63-73.5 | 7-28 | 2.1-7 | 126 |
- The Baby Face's Blaster is a craftable primary weapon for the Scout. It inflicts 30% less damage but is 40% more accurate, allowing for decent burst damage at mid-range. The primary hindrance is that it reduces your speed by 47%; however, it comes with a Boost meter that fills completely after 100 damage, making you 40% faster than your default speed; the Boost meter is reset, however, upon respawn or when a jump is made. Boost can be charged by damage dealt from any of your weapons.
- Try to use this weapon on flat maps. As jumping will deplete your boost, the speed for mobility trade can be countered on maps that do not require jumping.
- Use your favorite secondary to collect boost as quickly as possible. Harass enemies with pistols or the guillotine at a distance, or boost the blaster with Crit-a-Cola.
- At full boost, you will be extremely hard to hit as long as you move unpredictably. Only Sentry Guns, the Natascha and Flame Throwers are constant threats.
- The Baby Face's Blaster is useful on capture the flag maps, where your boosted speed is especially useful in grabbing the intelligence and returning it quickly.
Secondary Weapons
Pistol + reskins
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Stock Pistol |
12 | 36 | 20-22 | 10-15 | 8-9 | 45 | |
Promotional Lugermorph |
- Targets too far away for the Scattergun should be fought with the Pistol. It's also a viable backup weapon for when your Scattergun runs out of ammunition. It can destroy Sentry Guns, Dispensers, and Teleporters at medium range if the situation calls for it, but expect this to use up around half of your Pistol ammunition.
- When running towards enemies aware of your presence, try firing at them with your Pistol before closing in on them with your Scattergun. When taking on lighter classes, 2–3 seconds of accurate Pistol fire can take away a quarter to a third of their maximum health, allowing you to finish them off with a strong blast of your primary weapon.
- One of the Pistol's primary uses is to finish off wounded targets attempting to retreat.
- The Pistol can waste a lot of ammunition if fired haphazardly into a firefight. Choose your targets wisely and aim carefully.
- The Pistol reloads much more quickly than the Scattergun. When both are empty, reloading the Pistol first will have you firing sooner than reloading the Scattergun.
- Be wary of when the Pistol finishes reloading. Changing weapons before it finishes reloading means that you have to reload again. Wait until when your magazine count changes before switching weapons.
- The Pistol is also a great weapon for creating distractions. If you can run behind enemy lines, hit a few shots and then run away, players will often try to follow, making it easier for your team to accomplish objectives.
- The Pistol works well with the Force-A-Nature. Simply sink two shots into your enemy with the Force-A-Nature, switch to your Pistol and fire at them. Since enemies will be knocked back, you won't have to account for movement for a few precious shots.
- The Pistol is one of the more deadly weapons to get Critical hits with. If you happen to get First Blood in Arena, switch to your Pistol as it can take any class down in one magazine, including most overhealed enemies, if you fire fast and accurately.
- Though the Scattergun trumps the Pistol in short ranges, at medium to long ranges your Pistol is a far better option for taking out Sentry Guns than any other Scout weapon. If you're out of the Sentry Gun's range, hitting the Engineer with a Sandman ball and then destroying the Sentry Gun with your Pistol will make this job infinitely easier.
Bonk! Atomic Punch
Weapon | Ammo | Effect | |||
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Loaded | Carried | Drink Effect | Duration | Recharge Time | |
Unlock Bonk! Atomic Punch |
1 | ∞ | Invulnerability but unable to attack, capture or defend | 8 seconds | 24 seconds |
- The Bonk! Atomic Punch is an unlockable secondary weapon for the Scout. When consumed, you will become invincible for 8 seconds, although you are still affected by knockback, similar to an ÜberCharge. While active, the camera shifts to a third-person view, and the Scout cannot attack (but can still taunt-attack). The effect lasts 8 seconds and can be used again in 24 seconds.
- Use Bonk! for dodging things you would normally run away from, like Sentry Guns, Heavy/Medic combo*s, or large groups of enemies.
- While being on your own isn't all that grand for scouting as stated above, this changes when using Bonk!. It's a very good idea to take a drink before turning a corner that could potentially have a Sentry Gun or Stickybombs around it, especially if there are allies behind you. Doing so can allow for an ad hoc Über situation where your allies can take out the opposition while you provide cover and distraction. If you have no one backing you, simply reporting what you found via voice chat or yelling "Sentry Ahead" can potentially save your teammates.
- Be careful where you drink Bonk!; for the duration of the drinking animation, you are immobile and vulnerable to damage.
- It is very easy to distract enemies while you are under the influence of Bonk!. Enemy Snipers can be distracted as they try to shoot you or keep their crosshair on you, waiting for your invulnerability to wear off. Running into Soldiers and Demomen will usually result in them hurting themselves as well as being distracted. Heavies and Pyros are also easily distracted if you run circles around them. This strategy can also be used to counter enemy ÜberCharges; body-blocking a Medic's patient can potentially waste all eight seconds of their ÜberCharge. More importantly, it saves your Medic's ÜberCharge for dealing with the enemy, rather than countering the enemy's ÜberCharge.
- Bonk! can be used in place of an ÜberCharge for taking out Sentry Guns, as you provide a distraction while your teammates attack.
- If the enemy Engineer is using the Wrangler, this tactic may be rendered useless.
- Bonk! can be used to avoid the afterburn damage from Pyros or Bleeding. Though the after-burn will continue to damage you after Bonk! wears off, the life extension Bonk! gives you just might be enough to reach a water pool, health kit or Medic before you burn to death.
- You will continue to take afterburn damage if you are set on fire by a Flare Gun, however.
- You can still perform some actions after you have drunk Bonk!, such as reloading your Scattergun and taunting.
- If covered by Jarate, drink Bonk! to immunize yourself from the increased damage you will take otherwise. It's also possible to be covered in Jarate during the effects of Bonk!, so if this happens, make a hasty retreat before you begin taking damage again.
Crit-a-Cola
Weapon | Ammo | Effect | |||
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Loaded | Carried | Drink Effect | Duration | Recharge Time | |
Craft Crit-a-Cola |
1 | ∞ | Mini-crits dealt and received
Increases speed by 25% |
8 seconds | 24 seconds |
- The Crit-a-Cola is a craftable secondary weapon for the Scout. When consumed, the Scout will run 25% faster and all damage dealt and taken will be Mini-Crits for 8 seconds. The active weapon will glow and crackle with electricity (similar to a Crit boost, but with a much lighter color). The effect lasts 8 seconds and can be used again in 24 seconds.
- The Crit-a-Cola is a high-risk, high-reward weapon. A Mini-Crit boosted Scattergun is a very powerful weapon, but its glow can single you out as a target, and since you'll take Mini-Crits too, you can die very quickly. Because of this, the Crit-a-Cola encourages an ambush style of play.
- Sometimes, it's wiser to only fire off a few shots and run away after drinking Crit-a-Cola as opposed to staying and fighting for the whole duration, since you're very susceptible to enemy damage.
- During the 8-second Mini-Crit period, you can fire up to 7 Scattergun shots, 6 Force-A-Nature shots, 9 Shortstop shots, or swing any melee weapon 10 times.
- At point-blank range, one blast from the Scattergun or Force-A-Nature, with the Mini-Crit buff, is capable of killing any 125-HP class from full health. Therefore, if you find yourself behind multiple Snipers, the Crit-a-Cola can give you one kill per shot.
- Mini-Crits don't suffer from damage falloff, so your primary weapon will remain useful at a longer range.
- Be aware that this means that any damage you suffer while under the effects will not suffer falloff either. Attacks that may normally be nothing more than a minor annoyance at long-range can prove quite lethal to you for the duration of the Crit-a-Cola's boost.
- Combined with the Force-A-Nature, the Mini-Crits provided by Crit-a-Cola can produce a devastating attack. This tactic is best used for taking out a single, high-priority target, such as a Medic with a prepared ÜberCharge, or distracted in the middle of a Kritzkrieg rush. At point-blank range, a single round is capable of dealing up to 150 damage, making it possible to kill any class (besides overhealed Heavies) with both rounds under ideal circumstances.
- The Crit-a-Cola pairs well with the Shortstop because you can take down any class in one clip with Mini-Crits. The Shortstop's extra range and tighter spread combined with Mini-Crits not being affected by damage falloff allows the Scout to effectively strike opponents with Mini-Crits from a safer distance than is possible with the Scattergun or Force-A-Nature.
- The Crit-a-Cola and Soda Popper can be used together to ensure a consistent supply of mini-crits, increasing the Scout's lethality. The Crit-a-Cola can be used while the Soda Popper is charging its Hype (with the increased speed helping decrease the length of time between Hype charges), while the Soda Popper's mini-crits can take over while the Crit-a-Cola recharges.
- If you're using the Crit-a-Cola, and you're lucky enough to catch several opponents unaware simultaneously, take advantage of the fact that your melee weapon is extremely quiet, and does not require reloading like guns do.
- As soon as you get covered in Jarate, drink Crit-a-Cola, because Mini-Crits do not stack, so you will not experience the downside of the Crit-a-Cola. If done quickly enough, it will finish before the Jarate does.
- Similarly, if the enemy team is pushing with any Mini-Crit boost, drink the Crit-a-Cola to level the playing field. There may be a slight advantage to using the Crit-a-Cola against an enemy who has a Critical hit Boost, as their Criticals will not stack with your Mini-Crit debuff. This, however, is a risky strategy.
- Inversely, never drink the Crit-a-Cola when under the effects of a friendly Buff Banner, a Critical hit Boost, or when facing an enemy covered in Jarate. Your Mini-Crits do not stack with Critical hits or other Mini-Crits, and weakening yourself with a Mini-Crit debuff is detrimental.
- The same rule applies when facing only an enemy Scout under the effects of the Crit-a-Cola; since they already receive Mini-Crits, it's redundant to drink your Crit-a-Cola. However, when more enemies are present or the enemy Scout's Mini-Crit period ends, then drinking the Crit-a-Cola may give you an advantage.
- A good tactic is to drink the Crit-a-Cola while under the effects of a friendly Battalion's Backup, since the defense boost negates the Mini-Crit damage and allows you to deal Mini-Crits with no penalty.
- Avoid drinking the Crit-a-Cola when facing alert Soldiers. You will die to a single direct hit from the regular Rocket Launcher, and if you are using the Sandman, one point-blank Shotgun blast will also kill you.
- It's recommended to avoid using the Sandman when equipped with the Crit-a-Cola, simply because the 15 health lost may be very well needed during the Mini-Crit period.
- Be careful when going up against Snipers with the Bushwacka equipped, as they will Crit you during the effect of the Crit-a-Cola, effectively killing you in one blow.
- Keep in mind when you use the Crit-a-Cola, you will automatically switch to your currently equipped Melee weapon after drinking Crit-a-Cola, so remember to either have a plan for using your melee weapon, or switch as quickly as you can to your primary weapon.
- The speed boost from Crit-a-Cola can allow you to rush very effectively; this can be useful to quickly sneak by enemies undetected or to rush to a point at the start of a King of the Hill or Special Delivery match.
- Likewise, the additional speed may be useful to get back to the front lines after respawning or retreating a fair distance behind friendly lines. Take note, however, that this means you will have to wait for it to recharge before you can use it in the battle, and that you will be more vulnerable to enemies that have wandered closer to your spawn point.
- Alternatively, the extra speed can be used to stage a successful retreat. Doing so, however, increases the lethality of enemy attacks that may happen to hit you as you try to escape.
- When using the Baby Face's Blaster with the Crit-a-Cola, it is much easier to get your boosts (both speed and damage) at a distance. It also negates the 30% damage penalty on the Blaster due to the Mini-Crits. Additionally, since it increases the speed you run at, it decreases the running speed penalty incurred because of the Blaster.
Mad Milk
Weapon | Ammo | Effect | ||||
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Loaded | Carried | Effect on Enemies | Effect on Teammates | Duration | Recharge Time | |
Craft Mad Milk |
1 | ∞ | 60% of all damage dealt is returned as health. Also shorts out Cloak. | Extinguishes flame on yourself and/or teammates. | 6 seconds / 2.5 seconds | 24 seconds |
- The Mad Milk is a craftable secondary weapon for the Scout. Mad Milk is a thrown weapon that covers enemies in the substance. 60% of all damage (except for afterburn) will heal anyone who attacks a player covered in Mad Milk. Similar to Jarate, it will nullify the Cloak of enemy Spies and extinguish teammates and the player when on fire. The Mad Milk has a recharge time of 24 seconds.
- The Mad Milk allows you to remain in a combat situation for longer without dying/retreating, since you will regain health as you do damage.
- Aside from The Special Delivery set bonus, the Mad Milk can actually be more effective with the Scattergun over the Shortstop, as the two extra shots can keep you alive longer using Mad Milk's effect.
- While still risky, Mad Milk makes head-on approaches to bulky classes like the Heavies more viable, as it allows you to need fewer chances to drop out and hide.
- Using Mad Milk on classes like the Heavies can be a great benefit to your team because it allows your teammates to regain large amounts of health, due to the Heavy's slow speed and high health.
- Mad Milk is also a great supplement for an offensive push, allowing attackers to replenish their health quickly.
- For example, while using the Kritzkrieg's high damage output, teammates heal a great amount of health due to the fact that they will be healing 180% (60% * 3) of the damage they do while under the effects of the Kritzkrieg.
- Thanks to your maneuverability, Mad Milk comes in handy when used against enemies in the front lines. Simply throw it in and retreat while firing to both heal yourself and teammates. This makes overpowering the enemy much easier during pushes.
- Hitting an enemy with the Fan O'War and dousing them with Mad Milk will return more health per hit.
- The white particles of a player dripping in milk makes them easier to see in dark maps such as Sawmill.
Winger
Weapon | Kill Icon | Ammo | Damage | ||||
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Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Craft Winger |
5 | 36 | 25 | 15-19 | 10-12 | 52 |
- The Winger is a craftable secondary weapon for the Scout. It is much like the Pistol, but with only 5 rounds per magazine counterbalanced by 15% more damage per round. It also allows the user to jump 25% higher when active.
- The Winger is a better weapon-heckling version of the Pistol, inflicting higher damage per round in exchange for a much smaller magazine.
- Much of the strategy incorporated with the use of the Pistol can be used with the Winger, but players must be wary of the Winger's quick, but frequent, reloading.
- The higher base damage of the Winger makes it better suited for taking out Sentry Guns at a distance; remember that shots fired at buildings don't factor in damage ramp-up/fall-off.
- However, the larger clip of the Pistol makes for more sustained damage. Choose whichever one is preferable for the engagement.
- Despite its drawback, the Winger can be seen as a direct upgrade to the Pistol. Its drawback, 5 rounds per mag, allows players to manage the ammo pool of the Winger more easily, and the increased damage, while not as great as the Pistol's damage-per-second due to its larger clip, is still useful as a backup weapon with your primary weapons. Consider this when determining your loadout.
- The Winger is a more precise and rewarding version of the Pistol. If you can't aim well, consider using the Pistol.
- The increase in jump height also applies to the Scout's double jump and triple jump if you have the Atomizer equipped.
Pretty Boy's Pocket Pistol
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Medium Range | Long Range | Critical | ||
Craft Pretty Boy's Pocket Pistol |
12 | 36 | 22 | 13-17 | 8-10 | 45 |
- The Pretty Boy's Pocket Pistol is a craftable secondary weapon for the Scout. It boosts the Scout's max health to 140 and negates any fall damage, but comes with a 50% fire damage increase (including afterburn) and fires 25% slower than the stock Pistol.
- It is generally best to avoid direct fights with Pyros and not engage unless you are ambushing them. If you are lit on fire, the afterburn will cause a very high amount of damage and likely kill you unless you find a health kit, Medic, or any other fire-extinguishing source.
- The Pretty Boy's Pocket Pistol's health boost will nullify the health penalty of the Sandman, so consider using both together.
Flying Guillotine
Weapon | Kill Icon | Ammo | Damage | ||||
---|---|---|---|---|---|---|---|
Loaded | Carried | Point Blank | Critical | Recharge Time | |||
Craft Flying Guillotine |
1 | ∞ | 50 | 150 | 6 seconds | ||
Bleeding | N/A | N/A | 40 damage over 6 seconds | N/A | N/A |
- The Flying Guillotine is a craftable secondary weapon for the Scout. It is a thrown weapon that causes bleeding when it hits an enemy. It does not roll for random critical hits, but instead deals mini-crit damage provided the weapon has been thrown from a long range. It also gains 100% critical hit damage when thrown at stunned enemies.
- The Flying Guillotine deals no damage to buildings: when thrown at any building, the weapon will simply bounce off.
- One can pair the Flying Guillotine with the Sandman which can provide a deadly combination: stunning an enemy with the Sandman's ball and then following up with the Flying Guillotine will cause an automatic critical hit on that enemy.
- Bleeding damage included, a regular hit will fill up half of the Baby Face Blaster's boost gauge in one hit.
- This weapon can be very useful on Payload matches because when pushing the cart, most players will be moving slowly and/or not paying attention to whatever doesn't pose an immediate threat to themselves, so you can dish out a solid amount of damage, plus the added bleeding effect negates the healing from the cart and you can move in and easily kill the player with your Scattergun.
- Paired with the Force-A-Nature, you can use the Flying Guillotine to cripple an enemy's health greatly, and while they go to find a health kit, you can chase them down with the Force-A-Nature and finish them off with 2 quick shots to the back. This works better with lower health classes like Sniper, Spy, or even another Scout, while leaving the classes with more health to your teammates.
Melee Weapons
Bat + reskins
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Stock Bat |
0.5 seconds | 35 | 105 | |
Promotional Saxxy |
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Drop Conscientious Objector |
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Uncrate Festive Bat |
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Promotional Frying Pan |
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Promotional Freedom Staff |
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Drop Bat Outta Hell |
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Drop Ham Shank |
- You may prefer to kill situationally-unaware or aiming-impaired Heavies with the Bat by circle strafing around them or jumping on top of their large bodies. A couple of fast hits with the Bat can take out injured or weaker classes quickly. This is useful when you're low on ammo, or your primary and secondary weapons need to be reloaded.
- When wielding the Bat, try to always strafe around your victim. You'd generally be better off using your Scattergun otherwise.
Sandman
Weapon | Kill Icon | Attack Interval | Damage | |||
---|---|---|---|---|---|---|
Point Blank | Critical | Stun Time | Recharge Time | |||
Unlock Sandman |
0.5 seconds | 35 | 105 | N/A | N/A | |
0.25 seconds | 15 | 45 | 1-7 seconds | 15 seconds |
- The Sandman is an unlockable melee weapon for the Scout. With secondary fire, the Scout will launch a baseball that will stun an enemy on hit for 1-8 seconds, depending on the distance the ball has traveled, but carrying this weapon will lower the Scout's maximum health by 15, to a total of 110. Stunned targets are not totally immobile, but are considerably slowed and cannot jump or attack. Hitting an enemy with the ball at maximum range will render the target immobile. The ball has a recharge rate of 15 seconds, but can instantly be reused by picking up a baseball that has been launched by you or another Scout.
- The ball counts as a projectile, and can be airblasted.
- A launched ball lingers for 3 seconds if it hits someone, or 15 seconds if it doesn't.
- Critical hits lengthen the stun time. The baseball also uses the same base crit chance of 17% as any melee weapon, making such criticals relatively common.
- When equipping the Sandman, be aware that you start with only 110 health. A Soldier can kill you with a single rocket up close, as can a Demoman with a well placed explosive.
- The Sandman can be a great supportive weapon for your team. Stunning a target that has a Kritzkrieg activated on them can halt the enemy's push.
- If you are caught in a bad situation, the stun can buy you enough time to get to safety.
- Similarly, if you are in a situation to get the first strike, stunning your opponent can give you time to do fatal damage before they can react.
- A lone Engineer is another prime target for the Sandman's ball. While stunned, the Engineer cannot repair his Sentry Gun. Use this opportunity to attack the Sentry Gun. This is especially useful if the Sentry Gun is being Wrangled; stunning the Engineer will deactivate the Sentry Gun.
- Aiming the stun ball isn't always easy, but in certain areas it can be. For example, the bridge in Badlands is just long enough for you to hit an enemy with a moon shot, a maximum strength stun, and it is relatively easy to hit someone with it since the bridge is a straight pathway.
- Avoid using the Sandman with Crit-a-Cola, as the 15 health deduction will cause you to die quicker while taking Mini-Crits.
Holy Mackerel + reskins
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Craft Holy Mackerel |
0.5 seconds | 35 | 105 | |
Craft Unarmed Combat |
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Uncrate Festive Holy Mackerel |
- The Holy Mackerel and Unarmed Combat are craftable melee weapons for the Scout. Each hit will be announced on the kill feed, and with a kill will show "FISH KILL!" or "ARM KILL!", but otherwise functions the same as a Bat.
- Hitting a cloaked Spy will be displayed on the kill feed. Conversely, killing a Dead Ringer Spy or hitting a disguised Spy will not be displayed in the kill feed.
- The Holy Mackerel and Unarmed Combat will make your presence known to any enemy who looks at the kill feed and draw attention to you.
Candy Cane
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Craft Candy Cane |
0.5 seconds | 35 | 105 |
- The Candy Cane is a craftable melee weapon for the Scout. When the player kills an enemy, a small Health pack is dropped regardless of what weapon the player was using in order to kill the enemy. As a drawback, the Scout takes 25% more damage from explosives.
- Killing an enemy with any of your weapons while you have the Candy Cane equipped will drop a health kit.
- Try to avoid Soldiers and Demomen due to the explosive damage penalty. With the Candy Cane equipped, a direct hit from any of their primary weapons at point-blank range will instantly kill you.
- Using the Mad Milk with the Candy Can can allow you to fully heal yourself and teammates if no Medics or Health kits are nearby.
- Use the Candy Cane to check for Dead Ringer Spies, as feigned deaths will not drop Health kits.
- A successful kill with the Candy Cane in Medieval mode will cause two health kits to be dropped instead of one.
- The Candy Cane can be both a blessing and a curse when fighting groups of enemies. While the dropped Health packs can allow you and your teammates to stay in the fight for longer, they can also be picked up by the enemy, making them more difficult to kill.
Boston Basher + reskins
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Craft Boston Basher |
0.5 seconds | 35 | 105 | |
Promotional/Craft Three-Rune Blade |
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Bleeding | 40 damage over 5 seconds | N/A | N/A |
- The Boston Basher is a craftable melee weapon for the Scout. On hit, the enemy will bleed for 5 seconds, but on miss, it will apply the damage and bleed effect to the user. The user will not be damaged when hitting a teammate, any world geometry, or a prop.
- Don't hold the attack button. Instead, keep tapping it when the enemy is close to minimize missing.
- The bleed effect can be useful for preventing Spies from escaping by cloaking. However, trying to hit a Spy that has already turned invisible is inadvisable.
- The Crit-a-Cola can be useful with the Boston Basher; self inflicted damage will not be boosted by Crit-a-Cola's effect, and the Mini-Crits will greatly increase the bleed damage on an enemy player.
- By hitting yourself while being healed, you can boost a friendly Medic's charge speed.
- By swinging right before jumping, you can boost yourself with the self damage of the Boston Basher to heights comparable to the Pyro's Detonator jump.
- By combining the boost of the Boston Basher with the ability of the Force-A-Nature to perform a third jump, you can jump over long stretches of a map.
- If you land a successful hit on an enemy using the Boston Basher while the enemy is coated in Mad Milk, the bleed damage will heal you.
- If you end up making yourself bleed, you can stop the bleeding by drinking Bonk! Atomic Punch and getting a Health kit to recover.
Sun-on-a-Stick
Weapon | Kill Icon | Attack Interval | Damage | |
---|---|---|---|---|
Point Blank | Critical | |||
Promotional/Craft Sun-on-a-Stick |
0.5 seconds | 26 | 79 |
- The Sun-on-a-Stick is a craftable melee weapon for the Scout. It delivers 25% less damage than the Bat, but guarantees a Critical hit whenever you strike a burning enemy.
- Only equip the Sun-on-a-Stick when you have a Pyro on your team, as the Critical hits only come into play when your opponent is suffering from afterburn.
- The best gamemode to use this weapon in is Medieval mode. Snipers and Pyros can light opponents on fire with the Huntsman and the Sharpened Volcano Fragment.
Fan O'War
Weapon | Kill Icon | Attack Interval | Damage | ||
---|---|---|---|---|---|
Point Blank | Critical | Marked for Death Time | |||
Promotional/Craft Fan O'War |
0.5 seconds | 4 | 13 | 15 seconds |
- The Fan O'War is a craftable melee weapon for the Scout. A player hit by the Fan O'War will be "marked for death", indicated by the enemy having a skull with crossbones floating above their head, and all damage they take will be Mini-Crits. The "marked for death" effect lasts 15 seconds. As a drawback, the Fan O' War deals 90% less damage on hit.
- The Fan O' War's effect can only be applied to one enemy at a time.
- Remember that the Fan O'War is essentially the melee equivalent of Crit-a-Cola; while you don't receive critical damage, it still requires that you get within point-blank range of enemies, so timing is still vital.
- Note that ambushing and good maneuvering are crucial with the Fan O'War; whether you're using it on the front lines or the opposing base, remember that surprising the enemy is key to landing a hit (as rushing straight towards almost any class is not a great idea).
- Try attacking enemies that are by themselves, so that you aren't killed by his teammates once you mark him for death.
- The Fan O'War is perfect for countering Spies; even if a marked Spy cloaks with a Dead Ringer, the skull symbol will remain above their head, allowing you to prevent his escape.
- Because of the significant decrease in damage, the Fan O'War is not a weapon for dealing damage. Use your Primary and Secondary weapons to deal damage once you have marked a target for death.
Atomizer
Weapon | Kill Icon | Attack Interval | Damage | |||
---|---|---|---|---|---|---|
On Enemies | On Buildings | Self-Damage | Critical | |||
Craft Atomizer |
0.65 seconds | 28 | 35 | 10 | 84 |
- The Atomizer is a craftable melee weapon for the Scout. It grants the Scout the ability to triple jump with a cost of 10 self-damage on the third jump, but also has a 30% slower swing speed in addition to 20% less damage done to players.
- The Atomizer's third jump can be useful, but choose wisely when to triple jump. The 10 health points you lose can be critical at times.
- If you are about to take fall damage after using your double jump, don't be afraid to use the triple jump to save yourself. It is less risky to lose 10 health than to take more damage from falling.
- With the Force-A-Nature equipped, you can perform a Quad Jump by combining the Atomizer's triple jump with the Force-A-Nature's knock back.
- Consider bringing the Bonk! Atomic Punch when using the Atomizer, as the self-damage from the triple jump is negated by Bonk!'s invulnerability boost.
- Using the Atomizer's third jump, you can often take shortcuts into places in the map you couldn't otherwise reach. Try using them for devastating flanks.
- If you have the Force-A-Nature equipped, it's normally a better idea to use the knock back instead of doing a triple jump, as this won't waste any health.
Wrap Assassin
Weapon | Kill Icon | Attack Interval | Damage | ||
---|---|---|---|---|---|
Point Blank | Critical | Recharge Time | |||
Craft Wrap Assassin |
0.5 seconds | 11 | 32 | N/A | |
0.25 seconds | 15 | 45 | 15 seconds | ||
Bleeding | 40 damage over 5 seconds | N/A | N/A | N/A |
- The Wrap Assassin is a craftable melee weapon for the Scout. It allows you to launch a Bauble similar to the Sandman's baseball, but causes damage and bleeding on hit instead of stun. The drawback is its melee damage, which is reduced by 70%.
- The bleed damage of the Wrap Assassin can greatly benefit from Crit-a-Cola or the Soda Popper as it will deal a greater amount of damage to enemies.
- Try to aim at groups of people clustered together, such as near a control point, to increase your chance of hitting a target.
Taunt attacks
Home Run
Kill Icon | Weapon | Damage | Duration | Details | |
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Grand Slam |
Sandman Atomizer | 500 | 5 seconds | The Scout points to the sky, winds up, and swings a deadly blow. |
- It is advisable to only use your killing taunt on scoped Snipers, very distracted Heavies, or someone that has been stunned by a critical ball because the taunt animation takes so long.
- The taunt is best used for revenge during humiliation. If you're on the losing team, try to lure an enemy close to you but be sure to take heed of the taunt's attack time so that you can kill them as they walk by.
- If you manage to hit a target with a ball at just over the range required to halt their movement completely, if you start running towards them before the ball lands and do the Sandman's taunt-kill, you can finish the animation before the target is able to move out of the way. You need an area long enough to hit a ball far enough to get the complete immobilization effect, an unobstructed straight path to your stunned target, and a good deal of luck to pull this off.
- You can use this taunt attack after drinking Bonk! Atomic Punch to be invulnerable during the taunt. You can, however, still be knocked back, ruining the taunt attempt.
- This taunt is completely quiet until executed. However, the kill gives off a much louder sound upon Execution. Be sure to get ready for any attention you'll draw to yourself from the loud cheering sound after a successful Home Run.
Item set effects
Special Delivery
The Special Delivery | |
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Effect |
Leave a Calling Card on your victims |
- The +25 health The Special Delivery gives you is a great help when fighting other Scouts, trying to outlast after-burn, surviving explosives, or even survive a fully charged body-shot from a Sniper Rifle on servers with random damage spread enabled.
- The Special Delivery's Mad Milk will allow you to take advantage of your augmented health even more, staying in battle for much longer.
- The health bonus from using The Special Delivery allows you to survive four Shortstop shots at medium range, point-blank Direct Hit rockets, and other high damage sources that would normally kill you.
- This is one of the best loadouts for Scouts who like to fight with their teammates and fight from a distance. The Shortstop is for keeping your distance; the Mad Milk allows you to assist your teammates.
- This set has two main downsides. The first being lacking the power the Scattergun provides at close range and the other being losing the utility of other melee weapons, the Holy Mackerel being a reskin.
- The Holy Mackerel and Mad Milk are both useful for tracking enemy Spies.
- The Milkman indicates that you may be using the set; be prepared that in large fights, enemies may concentrate fire on you to take you down due to them believing you have The Special Delivery set bonus.
Weapon combinations
Example Combinations | |||
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Combo | Usage | ||
This set focuses on allowing you to capture the intelligence in a Capture the Flag game or a point in Control Point gametypes. The Bonk! Atomic Punch allows you to pass enemy Sentry Guns with ease, while the Force-A-Nature allows you to finish off any injured opponents or push away other defenders that may stand in your way. | |||
This setup is most useful when you need to get by enemy Sentry Guns in order to capture a control point or intelligence, as Bonk! Atomic Punch will allow you to run past unharmed. The Scattergun's larger magazine size compared to the Force-A-Nature's makes up for the lack of a Pistol. The Sandman's ability to hit a stun ball can serve as a last minute attack when the Scattergun needs to be reloaded, or as an offensive mechanism to get in a couple of easy hits. | |||
Use caution while using this setup: the Sandman's -15 health drops your health down to only 110, allowing Demomen and Soldiers to kill you with one shot at close range. Get up close and personal with your opponent with the Force-A-Nature and knock them away. Should you not make the kill, either close in again with the Pistol or use your stun ball as you retreat to prevent the enemy from following. If you need to augment your survivability, swap the Sandman for the Bat. | |||
Pairing the Shortstop with the Crit-a-Cola is a viable way to deal large amounts of burst damage. The Shortstop deals high damage with Mini-Crits, and paired with 4 rounds per magazine and a speedy reload, it is potentially lethal even to Heavies. The Boston Basher is great with the Crit-a-Cola due to its bleeding effect. Given that Crit-a-Cola also makes you prone to guaranteed Mini-Crits as well, it's important to have a nearby healing source or Medic in case you miss with the Boston Basher. | |||
This is a great combo when you want to help your team survive longer. The Shortstop and Scattergun are excellent weapons when you don't have your Pistol equipped. When a Medic is not around, the Mad Milk's ability will provide your teammates with an opportunity to heal when they hit a soaked enemy. The Mad Milk will also reveal cloaked Spies, aiding your team with Spy checking. The Sandman's ball can stun an enemy and allow your teammates to quickly kill him. | |||
This is an ideal loadout for Medieval mode. Since the only explosive attack is from the Ullapool Caber, the Candy Cane coupled with the Mad Milk, can help you and your teammates survive long enough to capture a point. In normal gameplay, however, you need to be careful to not engage in front line combat unless required because of the likelihood of stray explosives. Because of the additional health this loadout provides to your team, it is also very useful in Arena mode. | |||
This combo best uses the Fan O'War, as it allows you to capitalize on the Mini Crits with weaponry that has the the most ammunition and the overall best power output. Using the Fan O'War will make the best out of a bad situation, such as when going up against a Heavy with the Natascha, or a Soldier or Demoman in a tight corridor. Consider using this loadout when you know you will be facing high HP enemies. | |||
This combination is recommended if you want to provide support for Pyros on your team. The Sun-on-a-Stick's guaranteed Critical hits on burning players allows for easy kills when working in conjunction with a Pyro. Mad Milk will provide more health for Pyros against a group of enemies, and allows them guaranteed critical hits if they are using the Neon Annihilator. The Scattergun can damage burning enemies from a distance, hastening their death due to afterburn, or weaken high HP classes such as the Heavy or Soldier. This load out also works well in Medieval Mode if you have a Pyro on your team. | |||
This setup is for an entirely support-based Scout. The Mad Milk can be thrown onto any approaching enemies to allow your teammates to restore health, while the Fan O'War allows your team to deal more damage to high-priority targets. Both of these weapons can also be used to reveal cloaked or disguised Spies; The Mad Milk will drip from them when hit, and the 'Marked for Death' symbol will remain above their heads for 10 seconds after a successful hit. Both of them are also unaffected by the Dead Ringer, making them yet more effective. The Shortstop's fast firing rate and short reload time make up for a lack of Pistol (or melee weapon), whereas the Force-A-Nature makes up for a lack of firepower, and at close ranges can knock enemy players away from important locations and allow you to reach more advantageous positions to throw Mad Milk from or prepare to flank from. | |||
This combination allows you to reach tremendous heights by using the Atomizer's triple jump ability in combination with the Force-A-Nature's knockback jumps to pull off a quadruple jump to reach great heights. However, as the Atomizer does little damage, it's best to use Force-A-Nature blasts, followed by a retreat with the Pistol if you don't have enough time to reload the Force-A-Nature. If you have the Pretty Boy's Pocket Pistol in your disposal, you will be given the advantage of some extra health as well as immunity to fall damage, so you don't have to worry if you fall from a great height. Remember that the Pretty Boy's Pocket Pistol fires 25% slower than your stock Pistol and you will take 50% more damage from fire. | |||
This loadout is for Scouts who want to hit hard and hit often. All three weapons in are capable of giving mini-crits, allowing you to keep up a constant stream of high damage. The Crit-a-Cola can be used to immediately run in with mini-crits, while running around with the Soda Popper out will increase its own Hype gauge. Controlling how often you run and what weapon you're holding when you do will allow you to activate the Soda Popper's mini-crits as soon as the Crit-a-Cola's effect wears off, or to wait until the next skirmish. The Fan O'War will allow you to mark a single enemy to continue the mini-crits against while your other weapons' effects recharge. Your teammates will be able to mini-crit him as well, should you retreat or get killed. Make sure you have plenty of ammo constantly, else you could be left with essentially nothing to defend yourself. Also, beware of Engineer buildings and enemies buffed by a Batallion's Backup, as mini-crits do not affect either. | |||
This loadout is good for surviabilty and is best when combining the Mad Milk's self healing with the the Bleeding by the Boston Basher or Three-Rune Blade, causing self healing over time. The Scattergun can quickly dispatch enemies at close range for burst healing when enemies are covered in Mad Milk. | |||
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The Public Enemy Setup
When used together, The Public Enemy Setup can be very effective. The Baby Face's Blaster's discourages jumping, which the fall damage negation presented by the Pocket Pistol complements. The boost provided by the Baby Face's Blaster presents more opportunities for ambushes, which makes the Pocket Pistol effective. Stay away from Pyros, however, as they will be your biggest threat. When using the Candy Cane, if you are set on fire, you can improve your chances of survival by extinguishing yourself with a dropped health pack. | ||
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This set is centered on building Boost quickly, and then using the increased speed to your advantage, through weapon heckling, for example. A Pistol is recommended over other Scout secondaries, as its higher rate of fire and quick reload can make it easier to quickly build Boost quicker. While the Pistol does less damage, its clip size makes it easier to spam, and is recommended for Scouts who are not as accurate when in motion. The Winger does more damage, and a full clip of damage can almost fill up the Boost meter, but the reduced clip means a less accurate Scout may spend more precious time reloading than doing damage. The Flying Guillotine can also build the Boost very quickly. Although it is harder to land hits, a single hit will fill the Boost almost all of the way. The Pretty Boy's Pocket Pistol, however, doesn't build the Boost as quickly due to its slower firing rate, and the fire vulnerability of the Pretty Boy's Pocket Pistol will make a Pyro encounter almost assuredly lethal, especially if your Boost is too low at the time to outrun the Pyro. However, you must be careful near drops, as if you fall, you will have to choose between either taking fall damage or giving up your Boost. The Wrap Assassin is the preferred melee weapon for this set. The damage reduction is negligible at first, as melee weapons will not be as useful with an initially low speed. However, the ability to inflict Bleed at long ranges can fill over half of your Boost meter. Also, this allows you to be able to build Boost over time without having to put yourself in harm’s way. However, if you are using the Flying Guillotine, another bleeding projectile is redundant. The Sandman's stun can make it easier to land hits on an enemy, will give a critical hit with the Guillotine, and fill your Boost meter instantly. Also, it deals full damage, so once your Boost is full, you have a functional melee weapon to fight with. You must be very careful, however, as your survivability is reduced with the 15 health penalty of the Sandman. While the Boston Basher and Three-Rune Blade can also inflict Bleed, you will not be able to catch up to an enemy quickly with a low Boost, and when Boost is high, you may be going too fast to hit accurately with a melee weapon, and thus risk inflicting Bleed on yourself. | ||
This set monopolizes on your ability to make quick getaways and use hit-and-run tactics. While using this set initially leaves Scout vulnerable with his slow starting speed and 110 HP, the reward is often worth the risk. The Baby Face's Blaster gives the Scout 172.5% base speed at full boost, allowing him to fly in and out of battle at blazing speeds. Pairing this with the Bonk! Atomic Punch's effects gives you the absolute maximum infiltration and retreating potential. Capture the Flag maps become fairly easy for grabbing the intelligence if the opposing team doesn't have many Sentry Guns. Arena and King of the Hill modes are also less intimidating in that you can retreat to heal with minimal chance of being injured while running away. The Sandman is used to stun enemies, further opening your window of opportunity to close in quickly for a kill or to escape on a whim. | |||
This setup mainly focuses on the Scout using alternative routes to sneak up on opponents and deal a lot of damage in a short period of time. The Force-A-Nature and Soda Popper are preferred over the other Scatterguns due to their faster firing rate. If using the Force-A-Nature, the Crit-a-Cola is the preferred secondary weapon of choice, as it will enable you to kill most classes in a single Force-A-Nature clip. If not, the Flying Guillotine can be used as a long ranged backup weapon, and can deal more than 100 damage over time if boosted by the Soda Popper's mini crits. The Sandman's ability to fire stun balls can be used to ambush or escape combat more effectively. If using the Flying Guillotine and Sandman together, you can stun enemies and follow up with a critical cleaver for a quick kill. | |||
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This set focuses on maximizing the Scout's movement speed to it's fullest potential, making you a very hard to hit target, at the cost of survivability, and requires good aiming. The Baby Face Blaster, at first, seems redundant than other Scatterguns, however, due to the increased accuracy, can hit enemy's from even long range. Coupled with the Crit-a-Cola, a Scout, especially if hitting multiple targets at close to mid range, can build boost almost instantly, and included with the movement boost provided by Crit-a-Cola, the Scout is even more faster, however, since you take in Mini Crits if Crit-a-Cola is currently in use, can make short work of you, but most of the time, you will be fast enough to dodge most projectiles, just be careful for explosives, and airblasting Pyros. The Bat makes up for the Sandman's health reduction, but with the Sandman, you can stun enemy's to make them more vulnerable to your combo, but you are now even more vulnerable to explosives, and Pyros, so watch out. The Fan O' War can also help your teammates out, by making enemy's take in Mini Crits, instead of normal damage, while also giving you even more versatility to use Mini Crits, and the Wrap Assassin's bleed effect, with Crit-a-Cola, can make you accumulate boost even faster, but when choosing the latter, do not plan on trying to kill your opponent's with these two weapons, since the reduced damage makes them not suitable for damaging opponents. | ||
The #1 Fan
This setup reward good aiming and ambushing with increased damage. The faster reload speed of the Soda Popper gives your enemies less time to catch you unarmed, while his faster firing speed helps you to kill unaware foes before they can even react. The "Hype" meter fills up by simply running, and the mini-crit boost is activated as soon as the bar is full. To activate it at the right time, the best idea is to fill it until almost the end, then switching to the Winger and when you need the boost, switching back to the Soda Popper. The increased damage of the Winger, paired with the mini-crit boost, allows you to easily kill enemies at long range, because mini-crits don't have damage fall-off. Keep in mind that you shoud focus on Hit-And-Run tactics because of the reduced clip size of both the Soda Popper and the Winger. The Atomizer third jump helps you in flanking your enemies and in setting up ambushes, and, since his bonus is granted passively, you don't have to use it, because his reduced damage and swing speed are inferior to the Soda Popper's blows. | |||
Unless marked with a †, all weapons can be substituted with reskins. |
Cooperative Class Strategies
Scout
- An experienced Scout alone is powerful, but two, or more, or even a squadron can cause massive havok for the enemy team. A coordinated ambush can easily take down any enemy with ease.
- When teaming up with another Scout, make sure you're loadout fills their loadout's weaknesses and disadvantages; for example, a Scout equipped with the Flying Guillotine, but not the Sandman, usually doesn't do much alone, however, if you're equipped with the Sandman, you're team up can be versatile at best.
- With this, a team of Scout's can fulfill many roles; distracting Sentry Guns with Bonk, stun enemies for a powerful Scattergun blast to be blown, heal teammates and Spy check, and even take down a Heavy Medic teamup, etc.
Soldier
- While it may seem unlikely, a Soldier-Scout team up can easily desimate any obstacle that happens to move in their sights; with the combined power of the Scattergun, and Rocket Launcher, it is unlikely that anything will survive.
- This team up can also make a great Anti-Sentry setup; the Scout can use Bonk! Atomic Punch to distract sentrys, while the Soldier can destroy them with a few Rockets, and kill any Engineers in the way.
- If you cover an Enemy with Mad Milk, and it so happens to be an injured Soldier who gets the kill with the Rocket Launcher, he will usually recieve a huge heal bonus, almost restoring him to 1/2, or even full health, allowing you to be a "mobile Medic" of sorts for him.
Pyro
- The Pyro and Scout are both excellent, and effiecent ambushing classes. A coordinated ambush can result in killing practically any enemy without too much effort.
- Pinning an enemy against the wall while launching a Sandman ball, Mad Milk, or Flying Guillotine can result in an easy kill, combined with the Pyro's Airblast and Flamethrower.
- A Pyro who sets an enemy on fire can be finished off quickly by a Scout with the Sun-on-a-Stick, and combined with the Mad Milk, can make the combo even more effiecent than it already is.
- A Scout that douses the enemy in Mad Milk can be critted by your Neon Annihilator, in addition to the healing you get from it, or a Scout equipped with a Candy Cane that kills an enemy will drop a health pack for you, beneficial if you're carrying the Back Scratcher. Likewise, their new-found weakness to explosives can be countered by simply airblasting explosives.
Demoman
- Another unlikely team up, the Demoman and Scout are complete opposites of eachother; the Scout focuses on quick, offensive ambushing, while the Demoman focuses on defense, and keeping the enemy at bay from mid range, however, when combined, they can fill a number of roles together.
- Any form of explosive produced by an injured Demoman, when combined with the Mad Milk, can also make his health be filled almost instantly, making him another candidate to help out while becoming a "mobile Medic".
- When an enemy is stun by a Sandman ball, and happens to trigger a Demoman's Stickys, can easily finish them off, especially Heavys, or a knockback sent by the Force-A-Nature can send them right forward into the trap.
- This can be counteracted, however since the enemy will always see in third person while stunned, but still won't have enough time to react to the trap, if it happens to be above the ceiling in the room the enemy is going into.
Heavy
- Again, the Heavy and Scout are complete opposites when it comes to movement speed; when combined with the force of their weapons, however, it's not much of a laughing matter anymore.
- A Scout can also heal the Heavy aswell, with Mad Milk, when the Heavy happens to have no Sandvich, or if the Heavy has no other methods of healing, other than Medics, or Medkits.
- A Heavy with the Natascha can slow down enemies, leaving them vulnerable to you're powerful primary, and combined with a Stun ball, can entirely almost disable a enemy's movement.
- Distracting enemies, and leaving them faced with a Heavy will usually result in retreat, allowing you to finish them off.
Engineer
- Scouts, while at first, don't seem to be a potential Engineer buddy at first, think again; the Scout has the Force-A-Nature, for moving targets into a Sentry Gun's sight, the Sandman's Stun ball to stun incoming Heavys, Pyros, and Soldiers, and has the ability to Spy check with the Mad Milk.
- A Scout can patrol the Engineer's base while he is away, and try Spy checking with the Mad Milk.
- If you spot an incoming threat, such as a Heavy Medic team up, Soldiers, or Demomen, alert the Engineer immediately so he can also alert other teammmates, and find a better place to put his Sentry Gun.
- If it's a Uber Heavy, distract him with Bonk, and defend the sentry at all costs; after the Ubercharge is out, quickly use the Force-A-Nature's to force the enemys to move away from the Sentry Gun.
Medic
- It isn't recommended for a Scout and Medic to teamup, unless the Medic has the Quick-Fix, and, or Overdose, but the Scout's main job instead is to protect the Medic at all cost, and escort him to other teammates so he can heal them as quick as possible.
- Whatever you do, Spy check first, as Medics are usually the main target that Spies go out for first; alert teammates immediately if you find a possible Spy that is trying to target your Medic.
- Do not ask for a Charge to be deployed, unless it's an emergency, or if the Medi Gun healing you is the Kritzkrieg and Quick-Fix; if you do, and do it at the wrong time, you could of wasted a perfectly good Ubercharge for another teammate.
- A Kritzkrieg Medic can Ubercharge you if it's an emergency, since the Scatterguns stopping power is now even more powerful, enough to take down an overhealed Heavy in 3 hits at close range.
- A Quick-Fix Medic and a Scout can team up to capture the intelligence on CTF maps with a Megaheal Ubercharge combined with the Overdose. This is not recommended, but usually leads to a cap, and a confused group of enemies who are defending the Intelligence and satisfaction.
Sniper
- The Scout and Sniper can make a good team up, since the Scout focuses on close range combat, while the Sniper focuses on long ranged combat, allowing the both of you to guard one another.
- The Sniper, and Scout can make up their differences together, to form a Spy checking team; with the combined force of the Wrap Assassin, Mad Milk, Flying Guillotine, Bushwhacka or Tribalman's Shiv, and Jarate, a Spy usually cannot escape.
- A Sniper can protect you from other Scouts and Snipers, if trying to capture an Intelligence, capturing a point, or escorting the Payload, and you can do the same as well.
Spy
- It's very rare for a Scout to ever team up with a Spy, but it's possible, and has potential, due to the Classe's tendencies to ambush on command.
- Don't extinguish a Spy with Mad Milk, unless there are no enemys around, as it will give away both of you you're position.
- Make it look like you're being chased by an enemy (example, friendly Spy disguised as an enemy Pyro, Heavy, etc), for a quick distraction, allowing the Spy to get an easy kill.
- A Bonk! Atomic Punch distraction setup can quickly eliminate an entire sentry nest, combined with the Spy's ability to sap buildings, allowing you to quickly kill the Engineer, before reinforcements arrive.
See also
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