User:Zoolooman/Scout-strategy
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The Scout is a short range, high speed, fragile class with the ability to double jump and to capture Control Points and Payload carts at double speed.
His role is to flank rapidly and kill enemies with a combination of high damage and wild dodging.
General
- You are the fastest class in the game, and double-jumping allows you to cross complex terrain in unusual and confusing ways. Don't be predictable, and stay on the move.
- Stay on the ground while fighting classes with hitscan weapons such as Shotguns. Jumping makes you somewhat predictable. However, against foes with constant fire weapons or explosives, jump often and rapidly change directions.
- If a foe is using knock back to trap you, double jump immediately after they've pushed you. If done right, you can pass over their heads or to one side and escape.
- Sentry guns are your most dangerous foes. Try to destroy them from a corner or at a distance, but don't be surprised if you must avoid them until teammates can assist you.
- The double jump can save you from fall damage. Simply jump just before you hit the ground, or jump to a ledge nearby as you're falling.
- If you have caught an enemy off guard, wait until you are next to him to start shooting. At very short ranges, the Scattergun does well over a hundred damage, and two shots can kill an opponent before they can react.
- If you a meet a slower team-mate who has taken the enemy Intelligence, consider asking him to drop the Intelligence (Default key: 'L') so that you may carry it away faster.
- You deal excellent damage. With enough practice, you are an extremely effective combat class.
Weapon Specific Tips
A list of useful tidbits about the Scout's tools.
Scattergun
- When using your Scattergun, a reliable way to ensure you hit consistently is to actually not use your mouse to aim, but to strafe left and right with your cross-hair centred, firing when your cross-hairs and opponent match up. 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.
- Teamed with a double jump, the Scattergun can be used to kill an enemy Medic with an unactivated ÜberCharge before he is aware of your presence. It is important that your first shot hits because your target will see tracers fly by and hear your gunshots, leaving them alerted to your presence. Two point blank shots to a Medic will normally kill him, while 3-4 at medium range will do the same job.
- Beware of the stronger classes. Sometimes three point-blank shots with the Scattergun fail to kill enemy Soldiers, especially when overhealed.
- 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, giving them less time to react, and means you won't run out of ammunition in the middle of a firefight.
- Coupled with the Sandman, the Scattergun has a much higher damage potential than the Force-A-Nature. It is able to deal a maximum of around 300 damage if you manage to get all six shots in before they recover, over a period of a few seconds.
- It takes roughly 2 to 3 Scattergun shots to kill a Level 3 Sentry Gun, assuming all pellets hit. Coupled with the lesser spread, higher ammo count, and steady rate of fire, the Scattergun is much better suited for 'Edging' and/or destroying a Sentry Gun than the FaN.
- When dueling an enemy Scout, staying at mid range is generally the best policy, unless you can get in close between their shots to achieve a close range meatshot and deal huge damage. By staying at mid range you allow yourself more room to dodge or hide behind cover, as well as more time to reload. That said, if your aim is good enough, close range can be just as good due to the ease of dodging by jumping over them here, assuming their aim is worse.
Force-A-Nature
- When using this weapon, try not to get into a firefight with over 3, maybe 4 people. The slow reload time, small clip, and short range is not suited for these kinds of fights. Instead, try to take on only one enemy at a time so you don't get overwhelmed, and never approach from the front. Come from the sides or behind to take him out before he knows what hit him.
- If you plan on using the Force-A-Nature, you should probably bring the Pistol as well. The Force-A-Nature's small clip size means that without the Pistol, you will be essentially weaponless for the two seconds after you fire both shots.
- Keep in mind that you can jump even longer distances with this weapon by jumping, aiming below you and firing at the end of your second jump. Only fire one shot, as the second shot fired while in the air has no effect on you. A couple of interesting facts regarding the Force-A-Nature jump: A Force-A-Nature jump has slightly higher clearance than the standard double-jump. Finally, while at maximum speed, you can gain no forward momentum what-so-ever from the FAN, so firing in such a way as to try and lengthen your jump is fruitless in this situation (when stationary or moving slower than normal, such as under the influence of Natascha you will gain momentum up to the Scout's normal maximum speed).
- However, you can gain rearward momentum when in the air moving backwards, so if you are traveling through an open area, you can clear large distances quickly and perhaps more importantly off the ground and out of the crosshairs of Snipers by doing a quick 180 turn, simultaneously switching from forward to backward movement, jumping, and firing the FAN just after the peak of the jump's height.
- Use the Force-A-Nature's knockback ability to your advantage, two simultaneous shots can send enemies several meters and into hazards such as the pits in Lumberyard and Steel. It's particularly useful in Steel where the enemies tend to huddle around the last point. You can jump in, blast two people right off the point and run to reload and strike again later (provided they have yet to raise the safety rails).
- A good overall strategy to do with the Force-A-Nature is to use the knockback ability and then follow through by sinking a clip from your Pistol into them, it is much easier since they will be knocked back in a straight line, giving you some time to get some quick shots in. You might kill them, but even if you don't, they're probably so weak that one of your allies should be able to take them down easily; thus granting you an assist kill.
- If you spot an enemy from far away, and he hasn't spotted you, don't fire at him over a long or even medium distance. Wait until you are at point blank then fire the two shots to get the maximum effect.
- Be wary that a point-blank shot from the FaN will send your target flying a significant distance. So if at all possible, be wary of where your shot will throw them into. It's not terribly 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.
- Firing point blank at an upward angle, either by terrain or crouching and looking up can send your target quite high into the sky, making falling damage a factor. It might just be enough to finish an opponent who had initially survived your two shots.
- Be careful when trying to fire at an enemy from above with the FaN, as 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 FaN 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 still have control.
- When you use this weapon, a good idea is to turn off the automatic-reload feature if it is active. The FaN discards the remaining round if reloaded with the other one in so you must either make a choice to fire or to reload at will.
- The FaN can be used for Spychecking effectively. Try to rush through any suspicious team mates you see, and if that fails, use the FaN's knockback to immobilize the Spy and prevent him from killing someone quickly.
- Use the extra boost to your advantage, to jump long distances double jump and then shoot. Use this to reach far places quickly such as Control Points!
- A handy little trick with the fan is to zip away from incoming projectiles. Every now and then you'll find a projectile hurtling towards you with both of your jumps expended. Take a quick turn to the side and fire off a blast and you'll find that attack hurtling past where you used to be.
- The FaN can push ÜberCharged enemies. Use this either to push enemies away from your teammates, or to break the Medigun beam and attack the now-vulnerable target.
- The FaN has quite possibly the WORST accuracy of the Scout scatter guns. Keep this in mind when your trying to take down an enemy. Pairing the FaN with the Sandman works quite well as being able to stun them, even at minimum range, will allow you to get in and hit them with two quick shots.
- Hitting an enemy with two FaN shots and then running behind him as he flies backwards will allow you to hit him with another two shots. This fast combo will deal up to 260 damage, so anyone but a Heavy will be taken down before they can counter attack.
- The FAN can be used to get up to high places which are normally only accessible by sticky jump or rocket jump.
Shortstop
- Halfway between a Pistol and a Shotgun, the Shortstop has advantages and disadvantages from both weapon types, making it a good choice when you want to be prepared for a little bit of everything.
- The Shortstop pairs well with Crit-a-Cola, as its slightly faster firing rate and quick reload, combined with its movement-hampering effects, can maximize the damage inflicted by the Mini-Crits.
- Using the Crit-a-Cola from range and firing off a few Crits will serve to weaken your opponent before getting up close. This will help level the playing field HP wise, since Scout's have potentially the lowest health in the game, if the Sandman is equipped.
- Using the Crit-a-Cola at a long distance with the Shortstop can help to neutralize the negative effect of the cola. Keep moving while blasting away at your opponents with Mini-Crits; most classes with long range ability will find it difficult to keep up with Scout dodging speed.
- The Shortstop has a very loud distinctive boom when shot, alerting unaware enemies you may be trying to flank. Don't forget about your much-quieter Bat!
- When combined with Mad Milk, this weapon can be devastating against the heavier classes, healing you as you deal damage. With good accuracy, you can even take down a Heavy in 6 shots using the healing effect.
- This weapon can be great for isolating and killing an enemy Medic.
- The Critical hits from this weapon are devastating. 194 damage possible per shot, with 4 fast shots, translates to 776 damage. You can easily kill an overhealed Heavy from midrange, and if you manage to not kill your target with the Crits, you've likely wounded them enough that you can finish them off easily. If you see yourself fire a Crit, blast away!
- The Shortstop draws from the same ammunition reserve as the Pistol. Pairing these two weapons will drain your ammo reserve quickly.
- Remember that each shot fired brings with it mild knockback to airborne opponents, and 4 shots can push them fair distances similiar to the FAN. Use this to your advantage when fighting Scouts and soldiers trying to jump or rocket to your location or a vantage point. This can be used to cause enviromental deaths, so positioning yourself on the opposite side of a hazard with an oppenent between can be helpful
- The Shortstop is useful at both long and short range. Try attacking an enemy up close, then retreating to finish him off.
- The Shortstop has a capability allowing a very speedy reload. To perform this extra speedy reload when drained of your ammunition, simply hold he reload button when firing. This cuts at least 40% off of the reload time and can gain the upper hand.
Pistol / Lugermorph
- Targets too far away for the scatter gun should be fought with the Pistol. It is also a reasonable back-up weapon for when your Scattergun runs out of ammunition, and has reliable aim. 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, try firing at them with your Pistol before closing in on them with your Scattergun or FAN. When taking on 125HP classes, 2–3 seconds of accurate Pistol fire can take away a quarter to a third off 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.
- Scouts only carry 36 spare rounds of Pistol ammunition on top of the 12 round magazine in the weapon. 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 faster than the Scattergun. When both are empty, reloading the Pistol first will have you firing much sooner.
- Be wary of when the Pistol actually reloads. Changing weapons before it finishes reloading only means that you have to reload again. Wait about a half-second after the pistols reload animation finishes, and make a mental note of when your magazine count changes. It's fairly easy to screw up a reload because it doesn't exactly sync with the end of the animation.
- The Pistol is also a great distraction. If you can run behind enemy lines and squeeze a few shots from the rear and then run away, players will often try to follow, making your team's life easier.
- 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. It is much easier as the enemies will be knocked back and you won't have to account for movement for a few precious shots.
- The Pistol is one of the more deadly weapons to have criticals for, if you happen to get first blood in Arena, switch to your Pistol as it can take ANY class down in one clip including most overhealed enemies if you fire fast and accurately enough.
- Though the Scattergun trumps it 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.
- It is best to take the Pistol as opposed to Bonk if you are not planning on working in areas with enemy Sentry Guns, though using the Pistol as stated before is just as effective on enemy Sentry Guns.
Bonk! Atomic Punch
- Use Bonk! for dodging around things you would normally run away from, like Sentry Guns, Heavy-Medic pairs, or large groups of enemies. It makes for a very good retreating device, assuming you survive the time required to bring out the can and drink from it and are also able to distance yourself sufficiently from the enemy.
- While a Scout on his 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 sticky bombs 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.
- 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 crosshairs 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 waste up to six seconds of their preciously short invincibility or Critical hits period. More importantly, it saves your Medic's ÜberCharge for dealing with the enemy, rather than countering the enemy's ÜberCharge.
- Bonk can be used as a temporary ÜberCharge for taking out Sentry Guns, providing a distraction while your teammates attack. This tactic is of particular use on low population servers or on Arena, where ÜberCharges can be quite rare or lengthy to build up.
- You can use enemies to travel long distances using Bonk as well. This is mainly something used in conjunction with an enemy Engineer's Sentry Gun or a Demoman's sticky bombs. With a Sentry Gun, simply jumping while being fired at will cause you to go flying in the direction the Sentry Gun is firing when you jump, combined with a double-jump you can get more height as well (Though be mindful of the map, as the Sentry Gun can easily pin you into a corner on the ceiling). A Demoman's sticky bombs can safely send you behind enemy lines; this is particularly useful on Attack/Defend maps like Dustbowl or Payload maps while on the offensive team; not only will you potentially disarm stickys at the gate for your teammates, but there's a good chance the blast will send you flying behind enemy lines.
- Use Bonk to distract enemy Demomen. If he detonates his stickies, your team is safe. If he doesn't detonate them, you will be in a prime position to take him on head to head. Often times the Scattergun will trump the Grenade Launcher due to its speed and increased close range damage. It is a lot safer for you to fight close range than it is for a Demo, just make sure to stay out of melee range.
- Bonk can be used to reset an intelligence return countdown, or to keep a Payload cart from moving backwards if it's being heavily defended. In the case of Intelligence, you can actually run off with it if you're very lucky. At the very least you should be able to move it into a more favorable position for your team.
- Bonk can be used to avoid the afterburn damage from Pyros when you're already on fire. Though the afterburn will continue to damage you when Bonk wears off, the life extension Bonk gives you just might be enough to reach a water pool, med pack or Medic before you burn to death. However, you will continue to take afterburn damage if you are set on fire by a flaregun.
- The energy drink can also be used to safely get in range to circle strafe kill a Sentry Gun that is in the open. As long as the path is clear enough for you to run 360 degrees around the Sentry Gun, you can circle strafe and kill the Sentry Gun with either Shotgun or even your Bat. Just be careful not to run too fast so the Sentry Gun switches directions and be wary of its angry owner and teammates stopping your circle strafing. This is easily one of the hardest things to accomplish as a Scout, so don't expect to walk away from these attempts often, if at all.
- If you drink some Bonk after emptying your Scattergun clip, you can fully reload your gun while you are invulnerable.
- Bonk can be used to safely kill an Engineer with his own Sentry Gun by putting him between you and his gun. Often the Engineer will be hiding behind his gun when it is firing, so you will have to loop around and hope he does not move with the Sentry Gun. If the Engineer has a Dispenser up which he is sitting in front of, you can loop around to behind the Dispenser, wait for his Sentry Gun to kill him and then crouch so that the Sentry Gun does not notice you unless you poke your head over the top. This is especially useful for taking care of the Sentry Gun assuming you don't destroy the Dispenser first, as you can edge it and use close range Scattergun shots to dispose of it as it detects you and turns.
- If covered by Jarate, drink Bonk! to immunize yourself from the increased damage you will take otherwise. The combined time of switching to Bonk!, drinking it, and then waiting out the effects should be enough time for the Jarate to wear off. It is also possible to be Jarate'd during the effects of Bonk!, so if this happens make a hasty retreat before you begin taking damage again.
Crit-a-Cola
- Crit-a-Cola is a very high-risk, high-reward unlock. 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 fast. This encourages more of an ambush style of play for the Scout.
- 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 theoretically give you one kill per shot.
- 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 your opponents can kill you so easily.
- One tactic is to use Crit-a-Cola as a suicide weapon by drinking it and charging into the thick of battle, Scattergun blazing. This is extremely risky though, and should only be done when the enemy is sufficiently distracted, so you can maximize damage before they realize you're there and kill you.
- Mini-Crits don't suffer from damage falloff, so your primary weapon can remain useful at a longer range.
- Combined with the Force-A-Nature, the Mini-Crits provided by Crit-a-Cola can become a devastating 'Alpha-Strike' attack, especially if you have the drop on your opponent. 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 anything short of an overhealed Soldier or a Heavy with both rounds, under ideal circumstances.
- Crit-a-Cola is also a good partner with the Shortstop because you can take down any class except for a heavy in one clip with Mini-Crits.
- On the other hand, using the Scattergun will allow you to use take full advantage of the Mini-Crit period. The Shortstop's reload time allows fewer shots than the Scattergun.
- 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. This tactic works better with the standard Bat, rather than The Sandman, as the unlockable Sandman lowers your total HP, making you easier to kill once your enemies catch onto your plan.
- As soon as you get covered in Jarate, drink Crit-a-Cola. If done quickly enough, it will finish before the Jarate does, making you stronger, while the Mini-Crit penalty of Crit-a-Cola does not stack with that of Jarate.
- Similarly, if the enemy team is pushing with a Buff Banner (Or, of course, an enemy Scout with Crit-a-Cola), drink Crit-a-Cola. Its Mini-Crit debuff does not stack with the enemy team's Mini-Crits, while it may level the playing field a little in terms of your damage vs. theirs. There may be a slight advantage to using Crit-a-Cola against an enemy who has a Critical hit Boost, as their criticals will not stack with your Mini-Crit debuff. This is a risky strategy, however.
- Inversely, never drink 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.
- Avoid drinking 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 shell will also kill you.
- It's worth considering using the regular Bat when equipped with Crit-a-Cola, simply for the added HP you may very well need during the Cola's effect.
- Be careful when going up against Snipers with the Bushwacka equipped, as they will Crit you during the effect of the Crit-a-Cola.
Mad Milk
- Mad Milk allows you to remain in a combat situation for longer without dying/retreating, as you will be regaining health as you fight.
- While still risky, it makes head-on approaches to bulky classes like Heavies more viable, and you will need less chances to drop out and hide with the more shots you land on your target.
- Mad Milk is also a great supplement for an offensive (or defensive) push, allowing attackers to replenish their health quickly.
- A good example of this is when your team is pushing through with a Kritzkrieg. The high damage that your teammates will do should keep them restoring their health at a high rate, healing 75% of the high x3 damage they'll be doing. Be sure to highlight the milk being thrown to your teammates if possible, as this will allow them to prioritize.
- It also gives you some of the benefits of Jarate: extinguishing teammates or yourself, and shorting out nearby Spy cloaking devices. Note that covered Spies won't take any extra damage, so you will need to chase them for longer.
- Mad Milk is hard to notice on an affected person's HUD (a small white drop next to the health icon). If you can cover someone in milk in the middle of an assault or push, it is unlikely they will notice and could put themselves into a situation that will greatly benefit your teammates.
- While not directly associated with Mad Milk, unless you are utilizing the extra 25 health from the Scout's pack bonus try to wear other hats than the Milkman. Enemies will expect you to use the milk if you have the hat on, and dodge accordingly.
- In comparison with Jarate, the arc of the throw of The Mad Milk is quite steep and requires compensation of aiming to throw distances Jarate could easily reach with standard aim. It is more like a grenade from other more realistic FPS's than Jarate. Aiming higher and double jumping can make up for the shorter distance it can be thrown.
- Mad Milk dose not wash off in water.
Bat
- You may prefer to kill situationally-unaware or aiming-impaired Heavies with the baseball 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 Scattergun or Force-A-Nature needs reloading.
- While using the Bat you may need to somewhat compensate for the movement of your targets, especially against other Scouts.
- Against any class not the Pyro or Heavy, the Bat is an excellent weapon if you've already closed with them. Remember that fast things appear to be going faster the closer they are to you; just jump into a group of enemies and start running around, swinging as fast as you can. You won't be terribly accurate but neither will they, and you swing faster with your Bat so you should connect enough times to get a few kills. This is a dangerous tactic but when it works it can be devastating.
- When wielding the Bat, try to always circle strafe your victim. You'd always be better off using your Scattergun otherwise.
- The Bat can be effectively used to circle strafe lower-level Sentry Guns, especially when used with the Force-A-Nature, since it will not run out of ammo or need to reload.
- Often times a swing of the bat can effectively kill a player that has been weakened by your Scattergun.
Sandman
- The Sandman's stun ball slows the target and prevents them from using their weapons. The duration of the effect increases with the distance between you and your target. However, after a certain very long range, the ball will cause the target to be completely immobile and unable to fire their weapons for the maximum possible duration, in a similar manner to how the stun effect used to work at all ranges in older game versions. Hitting someone with a ball at this range unlocks the Moon Shot achievement.
- The Heavy makes for one of your best targets with the ball. Being slow doesn't allow him to move out of the way of the stun in time. The Heavy is also one of the easiest enemies to hit with the Home Run, due to his large size.
- If alone against a Heavy on Arena, you can use the Sandman to your advantage. Whenever you are being chased by a Heavy, possibly around a corner, stun him and shoot him as much as possible before he regains control again. When the Heavy regains control, duck behind the corner and to the nearest escape route. Repeat if needed.
- If you're taking on a Heavy or Soldier, it may be in your best interests to bring the Sandman along, Bonk them, and then make your approach. They can both survive a one-two from your Scattergun, so by stunning them, it gives you an opportunity to fire both shots, then switch to your Bat and kill them.
- 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.
- Hitting the ball into a Sniper nest will stun any Snipers there, since they often stay still while scoped, and you don't have to be in their line of sight to attack them. This can be a great aid to your team's Snipers.
- The Sandman's ball fires with an arc similar to the Flare Gun's, however, the ball launches slightly above the crosshair - take this into account while aiming with the Sandman.
- The Sandman's ball recharges automatically after being fired, and picking up fallen ammo will not replenish this process any faster. However, a Sandman ball on the ground or the Supply Closets located in the spawn room will instantly replenish the ball. Listen for the bell sound to tell you if your ball has recharged so you don't have to gaze at the meter all the time.
- When fighting close to a Supply Closets, firing Sandman balls and running back to restock may be effective to support the team. It is not a good idea to attempt to taunt kill enemies who are stunned, unless he is alone and you hit him with a Crit baseball at short range. The taunt kill is very long and your target will likely recover and move out of the way before they get hit.
- When too close to another object (any players or Sentry Guns), secondary fire will not launch the ball; instead, it will swing the Bat as normal.
- A Mini-Crit Sandman ball, whether by Jarate, Buff Banner or Crit-a-Cola, will often stun an enemy long enough for you to kill them, even at the minimum stun range.
- Aiming the stun ball isn't all that easy, but in certain cases it can be. For example, the bridge in Badlands is just long enough for you to hit an enemy with a moon shot, maximum strength stun ball, and is quite simple to hit someone with it since it is a straight away.
Home Run
- Only use your killing taunt on scoped Snipers, VERY distracted Heavies, or someone that has been stunned by a critical ball, since the taunt animation takes so long.
- The taunt is best used for a little 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 get them right as you're about to do your called shot. For example, they come around a corner and right as they do, you hit them with the taunt. It also works when you're on the winning team if the other player isn't moving too much. However, one of three things usually happen: other players are hiding (so you can't kill them), they're actively dodging you, or your allies will kill them before you can.
- 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 tauntkill, 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 stun effect, an unobstructed straight path to your stunned target, and a good deal of luck to pull this off.
- If equipped with Bonk! Atomic Punch, drink it then immediately unleash the Bonk Taunt in front of an enemy respawn or around corners to avoid being hit, the enemy will think you are unarmed and charge at you with a primary or melee weapon.
- Along with the Sniper's Skewer Taunt and the Medic's Spinal Tap Taunt, this taunt is completely quiet until executed. Unlike those two taunts though, the kill gives off a much louder sound upon execution and gives no stun. Be sure to get ready for any attention you'll draw to yourself from the loud cheering sound after a succesful Home Run.
Holy Mackerel
- The Holy Mackerel is more akin to a regular bat in practice, but is quite humiliating to be killed by, as it is announced with each consecutive hit and has a very distinct wet slapping sound on contact.
- Using the Holy Mackerel on scoped Snipers is the safest option, but because of the noise the fish makes on contact they may realize even faster that you're there and will have ample time to turn around and melee you. Snipers with the full Croc-o-Style Kit will have even more health than usual, so if you see the full crocodile skin on their backs it may be easier to shoot them instead.
- The question of whether the Bat and The Holy Mackerel have any signifant choice differences has been debated, but the difference is in its ability to grab attention. Any player that knows the location of the teammate a Scout has been humiliating knows everything they need to know:
1. There is a Scout, forewarning what to expect and act accordingly.
2. His location, giving the player an element of suprise and superior locationing when approaching the Scout.
3. The fact that he is using his melee weapon, giving a huge advantage to any player with guns at the ready.
If a Scout wishes to avoid giving all this information away, then the Bat is far more subtle.
- The Holy Mackerel does not provide a FISH KILL notice when triggering a Spy's Dead Ringer.
- Any fish hits on a cloaked Spy will continue to be displayed on the kill feed.
- Fish hits on a disguised Spy will not display in the kill feed.
The Special Delivery Set
- The +25 health this loadout gives you is a great help when fighting other Scouts, trying to outlast afterburn, or surviving wayward explosives.
- Remember though that your only ranged weapon will be the Shortstop, which is ineffective at ranges where the Pistol is. Therefore, you are restricted to being able to reliably damage enemies at close and mid ranges.
- Using the Mad Milk in combination with the Shortstop will allow you to take advantage of your health increase even more, staying in the battle for much longer (assuming you hit with your shots).
- As above though, the Holy Mackerel has its own share of problems. If you are not particularly enticed by the +25 health, use the regular Bat.
Weapon Heckling
Overview
Weapon Heckling refers to the Scout's ability to exploit other classes varied weapons using his speed. By rapidly changing his weapons and spacing from the enemy, he forces them to switch their weapons, and then exploits its shortcomings, effectively allowing the Scout to defeat any class in a one on one fight. The concept is described and demonstrated in detail in Daedalus's How to Play the Scout. Note: most veteran players will most likely stick to one weapon, so be warned. Also be warned that this strategy is very hard without the Pistol, but not impossible if you carry only the Scattergun. It still works in combination with the Force-A-Nature and Pistol, albeit less effectively. Also, it can be used with help from the Sandman, although this can sometimes be difficult. Classes that can be heckled:
Heckling A Pyro
The Pyro is the classic heckling target, because he uses his two weapons, the Flamethrower and Shotgun or Flare Gun, in two different spaces. The Flamethrower inflicts massive damage at close range, but outside of that he must switch to his Shotgun to be effective. The Scout relies on a window of vulnerability to inflict massive damage.
Pester the Pyro with the Pistol or Scattergun just outside his Flamethrower range so that he must switch to the Shotgun to damage you. As he is switching to Shotgun, take this opportunity to get close and blast him a few times. If he then switches to his Flamethrower, run away from the Flamethrower's range and repeat until he is dead. A Pyro with a Flare Gun, however, is not a threat outside the Flamethrower's range; just be careful not to run into the Flare.
Avoid Degreaser Pyros: Their fast weapon switching can make it extremely dangerous to heckle them.
Heckling A Soldier
Somewhat like the Flamethrower the Rocket Launcher is most deadly at close range, but outside of that, a competent Scout should dodge all of his shots. Almost verbatim from heckling a Pyro, pester him at medium range, he will quickly realize his rockets are worthless. As he switches to Shotgun, give him a nice buckshot greeting. Run back when he switches weapons. Repeat. If he sticks to his Shotgun, try to attack from another angle.
Heckling A Demoman
Any of the Demoman's ranged weapons will kill you in two direct hits, but none of them are particularly suited for close or long range. Jumping into close quarters will force the Demoman to shoot stickies under his feet (in which case he can damage or kill himself) or pull out the Bottle/Eyelander - in both cases you can simply jump outside of the Demoman's range and fill him with buckshot as he frantically tries to reload. More experienced Demomen will use their Grenade Launcher for close range combat, and although grenades may be difficult to dodge, the Grenade Launcher runs out of ammo quickly. Stay out of his range, dodging his grenades until he has to reload. When he does, run in and blast him. He will then try to melee you to death or try to reload, either way you can again pull out and shoot him a few more times. If he is carrying the Chargin' Targe instead of the Sticky Launcher or the Scottish Resistance, use the Grenade Launcher strategy. When he runs out of ammo for the Grenade Launcher, he will only be able to melee you and he might use up his dash to retreat instead, during which you can stop him from fleeing with the Pistol.
Heckling A Medic
Heckling a Medic is almost the opposite of heckling a Pyro or Soldier. When fighting a Medic, he will probably have his Syringe Gun or Blutsauger out and shooting you from medium range. Get in close, dodging as much needles as you can and attack him. He will then whip out his Bonesaw and attempt to melee you to death. Once this happens, move out of his range and keep attacking him until he either dies or pulls his Syringe Gun back out, then repeat. If he sticks to his Syringe Gun at point blank or he has good aim with the Blutsauger, immediately pull out before you die.
Heckling a Heavy
The Heavy is extremely deadly, and can cut through you like butter at any range, but he has one weakness: Minigun-spinning. Get in when he does not know you are there, and quickly pump 2 scatter gun shots into him. He will turn around and attempt to fire his gun at you, at which point you can retreat behind a corner. He will likely ignore you after you've fled, starting to fire at something else or going off to find a medpack. At this point, you can repeat the first 2 steps until he is dead. If he is smart enough to switch to his Shotgun, then run in, jump around to mess up his aim, and fill him with buckshot. He will then pull out his Minigun again, so then repeat the first steps. If he sticks to his Shotgun or carries a Sandvich to eat during your pause, its best to run as he can simply outlast you until you die. Be careful if the Heavy starts eating a Sandvich, as his healing may cause you to use all your Scattergun shots to try and kill him, leaving you with no loaded ammo. If you know for sure that the Heavy is almost dead, then a few shots can kill him as he is eating.
A Heavy using Natascha is extremely difficult to deal with as a Scout, as one single hit from its bullets will slow you enough that the Heavy can aim right at you, causing almost certain death. Just attack him while he has his gun spun down, and escape before he spins it up. Repeat as necessary.
Listen carefully for the sound of a Heavy when he spins down- astute players can discern from sound the type of Minigun the Heavy is using (Minigun or Natascha) and then plan tactics accordingly. If he's using Natascha, wait for him to stop spinning, although greater risks can be taken if the heavy prefers Sasha.
Heckling a Sniper
Heckling a Sniper is harder than most of the classes, due to the Scout's weapons not being too accurate at long ranges. The Pistol is the most useful against a Sniper, try to keep the fire on him to prevent him from hitting you. Remember, a fully-charged body shot will kill a Scout. Above all else, keep moving unpredictably. Also, try to look for a Sniper with the Razorback or Jarate, as they won't have an SMG to deal with you. This means they will have to rely on trying to snipe you at close range or pull out the Kukri. These attacks can be dodged by an observant and quick Scout.
Heckling a Spy
Heckling a Spy is overcomplicated and not recommended, but if heckling becomes necessary at one point you should follow this guide. The Spy's weapons are very accurate and can wipe you out a far away range if the person wielding them has good aim. But the attack interval is long enough for you to get to him. Better yet, you should try to find a Spy with the Ambassador. Most Spies would try to go invisible and get out of a battle with a Scout directly. Unless you are at a choke point, it is not recommended to run around and try to find him.
Heckling an Engineer
Weapon Heckling can also be used on the Engineer, although doing this is relatively pointless and over-complicates the encounter. Only heckle if the Engineer is in plain sight, as he may have a nest set up around a corner or on a higher elevation that he can Wrangle his sentry from and kill you with relative ease. Further complicating matters is if the Engineer has a Gunslinger or Southern Hospitality instead of a regular Wrench, as a Gunslinger Engineer can deploy a sentry behind you that will finish assembly before you have time to turn around, bleed you to death with his Hospitality or critical you if he has any saved up with his Frontier Justice.
See also
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