Stratégie du Scout

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Le Scout est la classe la plus rapide du jeu, ainsi que celle qui peut capturer les Points de Contrôle le plus vite, ce qui fait de lui un élément essentiel pour son équipe. Sa faible réserve de vie l'incite à éviter le combat direct à tout prix, ainsi qu'à zigzaguer ou à sauter par dessus les têtes de ses adversaires.

Si votre équipe ne parvient pas à capturer les Points de Contrôle, la rapidité du Scout peut vite changer la donne, même si ses ennemis lui tirent dessus.

Sommaire

Général

  • Faites des double sauts et tirez avec votre Fusil à Dispersion sur vos ennemis; ils auront ainsi moins de chances d'esquiver. C'est très efficace contre les Heavies, étant donné leur lenteur.
  • Une bonne idée, contre un Pyro, est de charger sur le joueur, de double-sauter au-dessus de lui et de lui vider son arme dessus dans le même intervalle. Prenez garde de ne pas utiliser trop de fois cette tactique contre le même joueur, car une fois anticipée elle est facile à contrer.
  • Vous ne pouvez pas attaquer de face une Mitrailleuse, mais si vous vous l'attaquez par ses flancs vous pourrez tirer un avantage de sa lente vitesse de rotation. Montrez-vous, et tirez sur elle avec votre Fusil à Dispersion. Remettez vous à couvert durant une seconde, le temps qu'elle revienne à sa position initiale. Il est également possible de tourner rapidement autour d'une Mitrailleuse, étant donné qu'elle ne pourra pas tourner assez vite pour vous avoir dans sa ligne de mire. C'est cependant très difficile à faire, et vous devez être le plus près possible de la Mitrailleuse pour que cette approche soit efficace.
  • Vous pouvez également simplement courir pour passer devant une Mitrailleuse qui n'est pas tournée dans votre direction. Attention tout de même à ne pas entrer dans son champ de tir, sinon vous mourrez rapidement.
  • Le double saut peut vous prémunir des dégâts causés par une chute. Sautez juste avant de toucher le sol, ou sautez sur un rebord lorsque vous tombez.
  • La direction du double saut dépend des touches de mouvement sur lesquelles vous appuyez lorsque vous re-sautez. Ceci vous permet de prendre une direction très différente à celle de votre premier saut, jusqu'à pouvoir tourner de 90 ou 180 degrés en l'air, et donc de tromper vos opposants sur l'endroit où vous allez atterrir. C'est particulièrement vrai pour les Snipers, qui, souvent, visent là où ils pensent que vous allez passer.
  • Utilisez toutes les possibilités que vous offre votre double saut. Allez sur les chemins les plus placés en hauteur, au-dessus des obstacles du décor et des ponts. La plupart de vos opposants ne regardent pas vers le haut, mais devant eux. Si vous le pouvez, attaquez du dessus, de préférence placé la tête des ennemis, pour gagner l'avantage de la surprise.
  • Votre Fusil à Dispersion peut être puissant, mais ça ne veut pas dire qu'il faut l'utiliser pour chaque situation. Votre rôle principal est de capturer les objectifs, pas de tuer. Il est parfois préférable de vous évader de la base adverse et de semer vos ennemis que d'engager un affrontement hasardeux.
  • Si vous vous approchez d'un Sniper par derrière, collez-lui au dos, puis tirez deux coups avec votre Fusil à Dispersion. Il mourra instantanément, sans avoir eu le temps de réagir. Le contrecoup de l'Éradicateur le désorientera encore plus, et vous pourrez même le tuer en le faisant tomber d'un surplomb suffisamment élevé.
  • Par la suite, vous viendrez certainement à augmenter la sensibilité de votre souris (ou manette de Xbox) si vous jouez souvent en tant que Scout. Cela s'avèrera très utile quand vous courrez et sauterez dans toutes les directions, spécialement lors des combats rapprochés. (voir la Stratégie du Sniper pour plus de détails.)
  • Cependant, il peut également être pratique de réduire la sensibilité de la souris, afin de préférer une visée avec le Fusil à Dispersion plus efficace à une grande aisance dans les mouvements.
  • Si vous rencontrez un membre de votre équipe plus lent que vous qui porte l'Intelligence de vos ennemis, demandez lui de laisser tomber les documents pour les porter à sa place (Touche par défaut: 'L') afin de marquer le point plus rapidement. Si il refuse ou vous ignore, aller distraire vos adversaires à un autre endroit afin de le protéger.
  • Une équipe entièrement composée de Scouts peut tenter un Rush Scout, mais c'est une stratégie très risquée. Quelques Scouts d'une même équipe peuvent par contre occuper les membres de l'équipe adverse le temps que leurs alliés viennent les soutenir. Dans un Rush Scout, coordonnez vos actions et attaquez les mêmes cibles pour une efficacité maximale.
  • N'attaquez jamais de front. Le point fort du Scout est sa vitesse, qui lui sert à attaquer par les côtés ou par derrière et à s'enfuir avant que l'ennemi aie une chance de répliquer. Les Scouts peuvent mourir facilement d'une grenade ou d'une roquette lancée au petit bonheur, mais beaucoup moins d'une attaque intentionnelle.
  • Attaquer un Heavy n'est pas aussi suicidaire qu'il y paraît. Tournez autour de lui, et tirez jusqu'à ce qu'il descende son Minigun. Si vous maniez bien le double saut du Scout, double-sautez après qu'il aie commencé à tirer, soit pour atterrir derrière lui, soit pour tomber sur sa tête. Puis visez en bas et tirez, ou finissez-le à la Batte. Si vous n'êtes pas expert en double-saut ou en zigzags, éloignez vous, puis attaquez-le quand son attention sera reportée sur autre chose.
  • Videz un chargeur de votre Pistolet dans le dos d'une classe lente (Heavy, Soldier, etc...) avant de lui arriver à portée de Fusil, puis sautez au-dessus d'eux pendant qu'ils se retournent pour voir qui les a attaqués, et achevez-les avec le Fusil à Dispersion. Cette tactique est inefficace contre les joueurs qui réagissent rapidement, étant donné qu'ils réussiront à vous tuer avant que vous soyez passé par dessus leurs têtes. D'une manière générale, attirer l'attention sur vous sans avoir de plan n'est pas une bonne idée.
  • Même si la reconnaissance du terrain lors d'une bataille est une opération quasi inutilisée et sous-estimée, les Scouts sont des éclaireurs médiocres, malgré leur nom (Scout = éclaireur en anglais). Les Snipers ont un très grand champ de vision, les Spies peuvent se Camoufler pour observer les mouvements de l'ennemi, et ces deux classes peuvent tuer beaucoup de joueurs ce faisant. Les Scouts se remarquent facilement et ne peuvent pas facilement déranger les ennemis lors de leur progression. Cependant, vous pouvez courir à travers un couloir, repérer une incursion adverse, tirer un coup au hasard dans leur direction avec votre Fusil à Dispersion et revenir vers vos alliés pour les avertir de l'arrivée des ennemis par la commande "Incoming!".
  • Quand vous courrez vers la ligne de front, passez à travers vos alliés pour un Spy check rapide. Si vous êtes stoppé, tirez sur le Spy déguisé ou tuez le avec votre Batte.
  • Si vous êtes repéré et qu'on vous tire dessus, il est probable que sauter au-dessus de la tête de votre adversaire et courir loin de lui sauvera votre vie. Vous pouvez également utiliser cette manœuvre pour leur tirer quelques balles alors qu'il essaient de vous viser.
  • Les Scouts sont très bons pour distraire, que ce soit en utilisant le Bonk! ou simplement en s'infiltrant dans le camp ennemi et provoquer le chaos près de leur zone de réapparition. Harceler l'ennemi pour l'inciter à vous suivre et à s'égarer dans des parties vides de la carte peut donner un grand avantage à votre équipe, que ce soit pour consolider ses défenses ou pour pousser l'assaut plus loin. Vous êtes très mobile, et par conséquent l'ennemi qui vous aura pris en chasse n'arrivera pas souvent à vous rattraper pour vous tuer.
  • En général, l'utilité des Scouts est inversement proportionnelle au nombre de joueurs sur le serveur et à la taille de la carte. Cependant, même sur un serveur plein à 32 joueurs sur la zone finale de Dustbowl, un Scout peut être utile pour attaquer ou pour défendre. Mais, tout comme avec les Spies, ce n'est pas une bonne idée d'en avoir trop. Un ou deux Scouts devrait être le maximum.
  • Souvenez vous que même en courant en arrière vous allez plus vite que les autres classes. Profitez en pour tirer sur vos poursuivants tout en les distançant.

Pour chaque arme

Fusil à Dispersion

  • Quand vous utilisez votre Fusil à Dispersion, il est souvent plus utile de positionner le viseur de votre arme sur votre adversaire non pas avec la souris, mais en le dirigeant avec les touches de direction, donc tout en bougeant autour de lui, puis de tirer quand le joueur rentre dans votre viseur. Vous pourrez ainsi accorder plus d'attention à vos mouvements, qui deviendront plus erratiques pour vos ennemis, qui auront donc plus de mal à vous viser. Votre visée, elle, deviendra plus précise si vous parvenez à contrôler vos déplacements.
  • Couplé avec un double saut, le Fusil à Dispersion peut être utilisé pour tuer un Medic ennemi dont l'ÜberCharge est prête, mais pas activée, avant qu'il comprenne pourquoi il a subitement perdu la moitié de sa vie. Il est important que votre premier tir touche effectivement sa cible, sans quoi le Medic sera alerté, à la fois par les plombs qui volent et le son du fusil, de votre présence. Deux tirs à bout portant devraient normalement tuer un Medic, tandis qu'il en faudra 3 ou 4 pour s'en débarrasser à moyenne portée.
  • Attention aux classes les plus fortes. Parfois, trois tirs à bout portant avec le Fusil à Dispersion ne peuvent pas suffire pour tuer un Soldier, surtout si il est overhealé.
  • La distance influe considérablement les dégâts que le Fusil à Dispersion inflige. Si vous n'avez pas été repérés, évitez de tirer trop tôt. Attendez d'être le plus proche possible de l'ennemi, puis ouvrez le feu. Ainsi, vous devrez dépenser moins de cartouches pour en venir à bout, et vous aurez peu de chances de tomber à court de munitions au milieu d'un affrontement.
  • Utilisé avec le Marchand de Sable, le Fusil à Dispersion peut faire beaucoup plus de dégâts que l'Éradicateur. En quelques secondes, le Fusil peut générer un maximum de 300 dégâts environ, si les six cartouches sont utilisées avant que l'ennemi ne reprenne ses esprits.
  • 2 à 3 tirs de Fusil à Dispersion sont nécessaires pour détruire une Mitrailleuse de niveau 3, si tous les plombs touchent leur cible. Ayant une dispersion des balles moins grande, plus de munitions dans son magasin, et un rythme de tir plus soutenu, le Fusil à Dispersion est donc beaucoup plus efficace que l'Éradicateur si vous souhaitez attaquer une Mitrailleuse.
  • Lors d'un duel avec un autre Scout, rester à moyenne portée de lui est généralement la meilleure approche à suivre, à moins que vous ne pouviez, entre deux tirs, vous rapprocher subitement de lui pour lui larguer un tir collé, ce qui lui infligera d'énormes dégâts. En restant à moyenne portée, vous vous donnez plus d'espace pour esquiver ses attaques, pour vous mettre à couvert ou pour recharger. Cela dit, si vous savez très bien tirer, être à courte portée de l'autre Scout peut être aussi une bonne idée, vu que vous pourrez plus facilement sauter au-dessus de lui pour le plomber, si l'on part du fait qu'il visera moins bien que vous.

Éradicateur

  • Quand vous utilisez cette arme, ne voyez pas trop gros en attaquant 3 ou 4 personnes en même temps. L'Éradicateur se recharge lentement, a peu de munitions, une faible portée, et n'est donc pas conçu pour ce genre de situation. À la place, occupez vous d'un ennemi à la fois pour ne pas être débordé, et essayez de ne jamais vous trouver sur la ligne de front. Approchez par les flancs ou dans le dos de votre cible, et abattez-la avant qu'elle ait eu le temps de vous voir.
  • Si vous utilisez l'Éradicateur, vous devriez également utiliser le Pistolet. Votre arme principale ayant seulement 2 cartouches chargées, vous serez désarmé pendant deux longues secondes après chaque rafale.
Le "Force Jump" est une technique spéciale avec l'Éradicateur qui peut vous propulsez sur de longues distances ou sur des recoins qui vous étaient auparavant inaccessibles.
  • Rappelez vous que vous pouvez sauter sur de très longues distances avec cette arme, en sautant et tirant derrière vous à la fin de votre double-saut. Tirez seulement un coup, vu que le deuxième n'aura aucune incidence sur votre trajectoire. Quelques faits intéressants : un saut de l'Éradicateur a une portée beaucoup plus grande que le double-saut. Votre vitesse ne sera pas augmentée avec un Éradicateur, qui a plutôt tendance à vous ralentir. L'utiliser pour accélérer votre progression sur un terrain plat est donc inutile, sauf si vous êtes ralenti par une Natascha.
  • Cependant, l'Éradicateur permet de couvrir de grandes distances sans jamais toucher le sol en vous déplaçant en arrière. Pour ce faire, faites un demi-tour lorsque vous avez commencé votre deuxième saut, et tirez quand vous serez parvenu à l'apogée de votre trajectoire.
  • Utilisez le recul de l'Éradicateur à votre avantage : deux tirs simultanés sur un ennemi peuvent le projeter sur plusieurs mètres, pour l'envoyer dans des fossés ou des ravins, comme dans Lumberyard ou Steel. C'est particulièrement utile dans Steel, les ennemis ayant tendance à se coller tous ensemble sur le dernier point. Vous pouvez donc sauter au milieu d'eux, en éjecter deux dans la fosse en-dessous du point, puis vous retirer pour recharger et préparer votre prochaine offensive.
  • Une bonne stratégie concernant l'Éradicateur, qui peut être utilisée dans de nombreuses situations, est de tirer une fois sur votre adversaire pour l'éjecter, puis de sortir votre Pistolet et de lui coller quelques balles alors qu'il est encore désorienté. Vous le tuerez sûrement, et, même si ce n'est pas le cas, il lui restera si peu de vie que vos alliés pourront l'achever facilement.
  • Si vous repérez un ennemi loin de vous, mais que lui ne vous a pas vu, ne commencez pas à lui tirer dessus, même à distance moyenne. Approchez-vous de lui, et attendez d'être à bout portant pour ouvrir le feu, ce qui lui infligera un maximum de dégâts.
  • Faites quand même attention au recul important qu'inflige l'Éradicateur à vos ennemis. Votre coup pourrait bien les faire atterrir sur un medikit, à portée d'une Mitrailleuse ennemie, ou même à l'abri, dans un groupe de leurs alliés.
  • Tirer à bout portant vers le haut, soit en vous couchant, soit grâce aux particularités de la zone où vous êtes, peut envoyer votre cible assez haut dans le ciel, ce qui lui donnera des dégâts dus à sa chute, qui l'achèveront sans doute si il a survécu à vos deux tirs.
  • Soyez prudents si vous tirez sur un ennemi qui se situe en dessous de vous. Ils seront cloués sur place pendant une seconde, tandis que le recul pourra soit vous maintenir en l'air, soit carrément vous envoyer en arrière, faisant de vous une cible facile car prévisible. Pour cette raison, il vaut mieux utiliser l'Éradicateur soit au même niveau que l'adversaire, soit en-dessous de lui.
  • Quand vous utilisez cette arme, il vaut mieux désactiver le rechargement automatique si il est actif. L'Éradicateur recharge deux cartouches à chaque coup, même si vous n'avez tiré qu'une fois. Vous aurez donc le choix de soit tirer deux coups à chaque fois, soit de recharger manuellement, soit de perdre des cartouches inutilement.
  • L'Éradicateur est un bon moyen de Spychecker. Traversez les alliés ayant un comportement suspect, et, si ils vous bloquent, utilisez le recul de votre arme pour immobiliser le Spy, et l'empêcher de tuer quelqu'un.

Pistolet / Lugermorph

  • Les cibles trop éloignées pour le Fusil à Dispersion devraient être combattues avec le Pistolet. C'est aussi une bonne arme de soutien quand votre Fusil n'a plus de munitions, et a une visée plutôt bonne. Il peut détruire des Mitrailleuses, des Distributeurs et des Téléporteurs à moyenne portée si les circonstances l'exigent. Mais cela consommera environ la moitié des munitions de votre Pistolet.
  • Quand vous courez vers des ennemis, essayez de leur tirer d'abord dessus avec le Pistolet avant de les attaquer au Fusil à Dispersion ou à l'Éradicateur. Sur des classes à 125 PdV, 2 ou 3 secondes de tir au Pistolet permet de leur enlever un tiers ou un quart de leur vie, assez pour que vous puissiez les achever d'un seul coup de votre arme principale.
  • Un des usages les plus importants du Pistolet est de pouvoir achever les cibles blessées qui chercheraient à s'enfuir.
  • Les Scouts portent seulement 36 balles de Pistolet avec 12 balles dans chaque chargeur. Le Pistolet peut donc gâcher beaucoup de munitions en tirant au hasard vers des ennemis. Choisissez vos cibles intelligemment, et visez bien.
  • Le Pistolet se recharge beaucoup plus vite que le Fusil à Dispersion. Si vous avez vidé les chargeurs de ces deux armes, utilisez le Pistolet pour pouvoir re-tirer plus rapidement.
  • Faites attention à la manière dont votre Pistolet se recharge. Ne changez pas d'arme avant qu'il ait fini de se recharger, sinon vous devrez le recharger deux fois. Attendez une demi-seconde après la fin de l'animation de rechargement, repérez quand le nombre de balles dans votre chargeur change. Il est un peu trop facile de rater un rechargement car vous n'étiez pas en parfaite synchronisation avec l'animation.
  • Le Pistolet est aussi un bon moyen pour distraire l'ennemi. Si vous pouvez vous glisser derrière les lignes ennemies, tirez quelques coups sur les joueurs qui affrontent vos alliés, puis enfuyez-vous. Généralement, ils tenteront de vous rattraper, oubliant par la même occasion le reste de votre équipe, dont la progression sera facilitée.
  • Le Pistolet est plutôt efficace couplé à l'Éradicateur. Videz les deux cartouches sur votre adversaire, puis prenez votre Pistolet et achevez les. Il constituera une cible facile, étant un peu déboussolé et envoyé juste devant vous.
  • Le Pistolet est une des armes les plus mortelles quand elles deviennent critiques. Si vous gagnez le First Blood en Arena, prenez votre Pistolet et commencez le carnage, étant donné qu'il pourra tuer N'IMPORTE quelle classe en un chargeur, ainsi que la plupart des overhealés.
  • Bien que le Fusil à Dispersion soit votre meilleure arme à courte portée, à moyenne et longue portée le Pistolet est beaucoup plus efficace pour détruire des Mitrailleuses. Si vous êtes hors de leur portée, toucher l'Engineer avec une balle du Marchand de Sable rendra votre travail infiniment plus facile.
  • Le Pistolet est plus pratique que le Bonk si l'ennemi n'a pas construit de Mitrailleuses, même si le Pistolet est une arme anti-Mitrailleuses.

Bonk! Atomic Punch

  • Utilisez le Bonk! pour passer à côté d'obstacles dont vous ne devriez normalement pas approcher, comme les Mitrailleuses, les duos Heavy-Medic, ou des adversaires en nombre. C'est aussi un bon moyen pour s'enfuir, si vous arrivez à sortir votre canette, à la boire et à semer vos ennemis sans vous faire tuer.
  • Comme dit précédemment, le Scout ne fait pas un bon éclaireur; le Bonk! peut cependant arranger cet handicap. Il est souvent profitable d'en boire avant de tourner à un carrefour suspect, au cas où une Mitrailleuse ou des sticky vous attendraient derrière, particulièrement quand vos coéquipiers vous suivent. L'avancée d'une über alliée sera ainsi facilitée, étant donné que vous capterez l'attention des Mitrailleuses pour éviter qu'elles ralentissent le Medic et son partenaire. Si personne ne vous suit, signalez au moins le danger par le chat vocal ou avec la commande 'Sentry Ahead' : vous éviterez ainsi à vos alliés une mort rapide et inattendue.
  • Il est très facile de distraire vos adversaires après avoir bu un Bonk!. Les Snipers tireront sur vous ou vous tiendront en joue en Attendant que vous redeveniez vulnérable. En vous collant aux Soldiers et aux Demomans, vous aurez une chance de les assister dans leur suicide, étant donné qu'ils oublient souvent que les dégâts qu'ils causent à courte portée les affectent aussi. Les Heavies et les Pyros peuvent également gaspiller un nombre assez conséquent de munitions si vous courez autour d'eux en les narguant. Cette tactique peut aussi servir à bloquer les ÜberCharges ennemies; placez vous devant le patient du Medic, et faites leur gaspiller six précieuses secondes d'invulnérabilité ou de Tirs Critiquess. Et ainsi, épargner à votre Medic de lancer son Übercharge uniquement pour repousser l'ennemi.
  • Le Bonk peut aussi être utilisé comme ÜberCharge pour vous débarrasser des Mitrailleuses, même si cette technique requiert un minimum de coordination avec vos équipiers. Vous pouvez également tenter de courir derrière l'Engineer ennemi quand sa Mitrailleuse vous tire dessus : il prendra tout les dégâts à votre place, et les Engineers ont une faible longévité face à une Mitrailleuse de niveau 3. Vous pouvez également en profiter pour vous cacher derrière son Distributeur, qui constitue un bouclier très efficace si la Mitrailleuse vous a repéré. Attention cependant à ne pas vous faire remarquer par un ennemi, auquel cas votre vie s'achèvera d'une manière extrêmement brève (mais vous avez de bonnes chances d'attirer puis de tuer l'Engineer si il vient voir ce qui dérègle sa Mitrailleuse). Cette stratégie est à utiliser sur les serveurs avec peu de joueurs ou en Arena, là où les ÜberCharges se montent péniblement.
  • Le Bonk peut être utilisé à des fins offensives, si vous avez l'Éradicateur ou le Marchand de Sable. Quand vous avez bu le Bonk!, gardez enfoncée la touche de votre attaque principale; quand les effets du Bonk! s'estomperont, vous pourrez attaquer immédiatement. Le Marchand de Sable est particulièrement utile pour vous rapprocher des Snipers et les tabasser, tandis que l'Éradicateur est plus approprié pour pour les classes à 125 points de vie ou les joueurs blessés. N'oubliez surtout pas que vos tirs partiront SOUS le viseur, donc tentez de déterminer où le viseur à la troisième personne sera quand vous reviendrez à la première personne.
  • 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 Dust Bowl 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 into the backfield behind enemy lines.
  • 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 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 also 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.
  • 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.
  • Although you lose your Pistol when you equip it, Crit-a-Cola's Mini-Crits help make up for this. Mini-Crits don't suffer from damage falloff, so your Scattergun can remain useful at a longer range, especially against a group of enemies.
  • 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.
  • 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 fast, 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. It's Mini-Crit debuff does not stack with the infinite Mini-Crits from the other team, 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 colas effect.

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 is nearly silent in comparison with the other melee weapons. As such, it is useful for surprising and quickly dispatching unaware enemies (though this is less useful and more risky against explosive classes, who can almost certainly wound or kill you with one Direct Hit of their primary weapons if they hit you).

Sandman

  • 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, he will obviously attempt to shoot at you. This is the part where you run away from him 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 with, Bonk them, and then make your approach. They both can 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. Usually, he shouldn't be a big deal if he is attending to his Sentry Gun and you're out of the Sentry Gun's range. Just bop him once with the ball and let a Heavy, Soldier or Demoman unload on the Sentry Gun while he's stunned.
  • Hitting the ball into a Sniper nest often 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 arch 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 beep 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 depending on the enemy forces there. 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 most likely your "stunee" will recover and move out of the way before they get hit.
  • When too close to another object (any players or Sentry Guns), hitting 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.

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 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.
  • Bonk Taunt kill videos :
  1. http://www.youtube.com/watch?v=VfMO8srGGX4
  2. http://www.youtube.com/watch?v=t2XHuaFyLlg
  3. http://www.youtube.com/watch?v=VgFKa3KmwoE

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.

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 during attacks, 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.

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.

Map Specific

2Fort

  • Use the roof of the bridge to double jump into the enemy battlements.
  • The roof is a great means of getting behind an opposing attacking force and attacking them from behind. This is especially good for going after trailing Medics.
  • At the start of a new round, rather than do the expected double jump to the enemy battlements, go from your barracks directly to the opposing sewer system. If this is timed well, you will meet no resistance in the opposing base as they attack on the upper levels, and any Sentry Guns in the ramp room will only be level 1.
  • With the Force-A-Nature, a Scout can easily execute a double jump followed by a timed recoil to gain access to the bridge roof from the ground level. This can be done by jumping from one of the two entrances on each side. You can surprise some Snipers if you execute this trick on their side and then jump on their battlements.
  • You can also get to the other side of the bridge by double jumping over the water and using the Force-A-Nature's recoil to propel yourself to the other side. Most enemies will think you fell into the water below instead and ignore you.
  • If the Intelligence is dropped in the Grate room and it is located right near the hole to drop down, a Scout can use a double jump and the Force-A-Nature's recoil to snatch it.

Granary

Attacking middle point
  • Same as all maps, here you need to be covering your team from flanking classes like Scouts, Pyros, etc.
  • Watch the left hand side or far right hand side, occasionally running across the point to harass enemies not covered by heavy support, such as a Demoman.
  • If you get a chance to get behind the enemy, take it. It will allow you to cause havoc, pick off their Medics, etc.
  • Using the crates that rise above the point can be a double edged sword. Soldiers use the area very often, though it does allow you to maneuver around the enemy incredibly well.
Defending middle point
  • If you're still in the middle, your team will most likely be covering the right hand side.
  • All you need to do is watch the left hand side for anyone trying to sneak behind your team or run up the ramps to the crates above the middle point.
  • However, while defending the middle point you may have moved up to the yard area to defend.
  • In this case, you yet again watch the left hand side, but run around the area to check for people using the tunnel above the yard to get behind your team, and don't be surprised if someone attempts to back-cap middle and pull you back there.
Attacking second point
  • Since you will have been watching the left hand side, wait for your team to move in, and then enter the point from here. This will allow you to duel down enemies trying to take the high ground, and enemy Scouts trying to get behind your team.
  • You are then able to go above the second point, and harass the enemy from above, jumping down to pick off players weakened by your team.
  • You can also stay on the level of the point and harass from here, though the lack of a height advantage can be a pain in such an enclosed area, and it allows enemies to take the high ground.
  • If your team is clearly going to win the point, you can also attempt to run straight to the last and capture it.
Defending second point
  • Here, you either need to be watching the "garage" area if facing the middle point, or the left hand side if facing the last point.
  • In both areas your job is standard defense, prevent enemies from getting past you, and poke out of the doors to see if you can rush the next area or kill off an unsuspecting enemy.
  • Also beware here of enemies taking the upper areas, as they will easily kill you off from here.
  • Be ready to run back to your team to provide support if necessary.
Attacking last point
  • Strategy here is no different to any other point, wait for your team to enter the area, and come in after checking the area behind is clear.
  • Preferably, use the top exit or the left door, though if the main bulk of the team is using this, do not hesitate to use another exit into the last point.
  • Once in the area, harass the enemy, pick off weakened players, and run on and off the point to start a capture when you get the chance.
  • Also, beware of Sentry Guns and Snipers, they are often positioned at the back left of the point, behind the wall. If a Sentry Gun is there, let your team know and stay out of it's way until it's destroyed.
  • As usual, kill off Snipers before they do the same to your team!
Defending last point
  • Here you can't do much but wait for the enemy to attack. Poking through their doors or running into the upper area is likely to get you killed until they've left the area.
  • Once the enemy move in, either harass them or attempt to back-cap.
  • Don't forget to defend your team from the enemy Scouts, and as usual beware of Snipers; they love to stand in the windows or door of the upper area.

Dustbowl

  • When attacking Stage 1 Point A, use the canyon pathway. It is the least checked spot and with the Scout's speed, you'll be able to run past the defenders without them knowing what happened. Hug the walls—don't let the defenders see you. Don't stand near the gate during setup or the enemies will know that you are going that way.
  • Before Stage 1 Point A is taken, you can quickly run to the enemy's Control point 2. Although this is locked, if your team is close to taking Point A, then it would be a good idea to stay here and hide (and then rush to the second control point when the first is captured). If the enemy is unprepared, you can take the second point before they can get there.

Well (CP)

  • The Scout Rush is not particularity a good idea on this map. Although the center control point is easy enough, the entrances to the bases can be easily covered by Sentry Guns, and the train yards are very heavily favored towards Snipers.
  • In general, tactics for this map are roughly the same as for Granary, don't forget to watch the water!

Hydro

  • There are a lot of long, open vistas on this map, so you will often be fighting opponents from a distance. Learn to love your Pistol.
  • The various vents and tunnels in this map provide good flanking spots for getting to the enemy point another way, and may help in distracting the enemy team so your teammates can make a big push.

Turbine

  • Strafing is a good idea because there are often Snipers on the platforms. Switch to your Bat when going through the vents, but be careful of explosive classes that could instagib you at close range or heavier classes trying to melee you back in such a confined space.

Gravel Pit

  • When on offense, try to stick to one Control point (A or B) depending on how many people are assaulting the point. Let your teammates soak up enemy fire; you can dash into the point as soon as it is safe. B is usually the better bet since the Engineers Sentry Guns are highly unlikely to be finished when the round proper begins.
  • Another valid tactic is to head straight to CP C and wait on the roof of the point before the enemy sets up defenses. If your teammates keep the enemy busy, you may be able to capture it before any enemies can get to you (much like Dustbowl, see above).
  • Defending Gravel Pit as a Scout may or may not be such a good idea, depending on how well you can avoid enemy fire, but the various flanking routes available (such as the tunnel between B and A) give you an advantage and the possibility to take down enemy Medics.

Badlands

Attacking middle point
  • At first, both teams rush to the 1st capture point and because of your speed, you're able to be there first. Usually you are up at against the Scouts from the other team, until the rest of yours arrives.
  • The fastest way to the middle point is to run down the right hand side, jumping from the vent on the balcony area to the wooden bridge near the resupply, through the house and onto the point, or down through the valley the wooden bridge is over.
  • A nice strategy is to jump on and off the point in between hassling your opponents, at the very least you'll be able to block them from capturing.
  • Despite this, you will usually want to be watching the underside of the point for enemy Scouts attempting to run through the towers on the corners of the bridge the point is on to get behind your team, and to protect from Scouts doing the same as you. This also allows you to run into the enemy and attack them directly from behind, escaping before they can react.
  • As usual, staying with the main bulk of your team is often the best way to go, as they need defense from Scouts attacking from behind,
  • You can also try to sneak through the defense and enter the enemy base, in order to pull off a back cap after the middle point is captured by your team.
Defending middle point
  • Due to the large number of flanking routes here, you as a Scout should be watching the valley area and the house, ready to call out any aggressors to your team so they can deal with them, and pushing back enemy Scouts who try and move in.
  • Again you can also attempt to back cap here, to give your team an opportunity to move in, though bear in mind the enemy team will be defending the spire area at this point.
Attacking second point
  • When attacking the Spire area, jumping onto the balcony via the small gap near to the resupply will allow you to get on the point more easily, if the enemy team have not yet fallen back.
  • If a Soldier or Demoman attempts to jump you here, get off the point and start taking potshots at them from range, until they're forced away and you can move back on. Either that or jump around the point with your double jump to make it hard for them to hit you while shooting them, much the same way you would deal with a Heavy.
  • Other than this, as a Scout your job is much the same as usual, watch for enemies behind your team and pick off stragglers who have been weakened by the rest of your team.
Defending second point
  • Often when defending the second point you will be in the upper area of the lobby outside last point.
  • When this is the case, you will want to be watching the lower right stairs to make sure enemy Scouts do not come out to attack your team.
  • Be ready to run back to the second point from this area to stop any back cappers.
  • If you are waiting outside the lobby area, you need to get a height advantage, so either stand on the spire to block people trying to capture it, and drop down on enemies from above, or watch the resupply area to stop people coming out from the vent. Your team can deal with the main door to the lobby.
Attacking last point
  • Due to the enclosed nature of this point it's best to wait until your team has moved in and attack from the lower right area, or move in directly behind your team and go straight for any enemy Demomen, Heavies, Medics, etc. The reason for this is that all these classes are a huge threat to your team in an enclosed space.
  • This is often a time when enemy Scouts attempt to back cap, so do be prepared to leave for the second point to defend if necessary.
  • It is often possible to get onto the final point and capture it while no enemies are looking at it, so be aware of where the enemy is looking as well as just the person you're focused on attacking.
Defending last point
  • Here you will want to watch the lower left area and the lower main corridor, for people attempting to sneak onto the point and cap it before your team can react.
  • When the enemy moves in you have two choices, firstly to harass them and their main offensive classes, or secondly to run out behind them and attempt to capture the second point before they can do the same to your final point.
  • Otherwise, simply try and protect important members of your team.

Freight

Attacking middle point
  • At the beginning of the map both teams are rushing towards the middle for the midfight as usual. You have the speed advantage as always, being the fastest class, so will likely be there first up against enemy Scouts.
  • The fastest route to the middle is to run left down the ramp at the last point, turn left in the second point and go up out of the left ramp straight to the middle point.
  • Your best bet as a Scout on the middle is to shoot across the point at anyone trying to cross, and watch the extra routes enemies can take to get into your team, such as the right side stairs, the left side crate, and the water.
  • If your team has a Sniper, protecting him can often give your team much more offensive power as the Sniper denies a good portion of the map to the enemy.
  • Do not go on the point yourself unless you're confident it's safe or you can deal with any threats coming to you, as the area is very tight and easily spammed by explosives.
Defending middle point
  • If you're defending middle point, the enemy will be coming from their second point.
  • As a Scout you cannot do much here, so your best bet is to watch the water by jumping in and coming up for air when necessary.
  • To increase mobility in the water, do not move forwards or backwards, only strafe, as forward or backward motion reduces strafe speed in water.
  • Be prepared for your team to launch an offensive and be on the watch for this happening.
  • Watching the two doors can work as a Scout, and can be highly useful for sneaking in behind the enemy to kill off high priority targets such as a Medic, however this requires a high level of skill.
  • Do not be surprised if your team is forced to fall back as the area can be difficult to keep control of, so be prepared to run away or hide to get behind the enemy.
Attacking second point
  • Upon attacking the second point, the best option for a Scout is usually to go through the left door after checking for any stickies. Then running to the walkway above second point to get behind or above the enemy, or to run straight down the left and harass enemies from behind or the side.
  • Equally, priority targets such as a Medic should be your focus as an enemy ÜberCharge can ruin your team's push into the area.
  • Other classes that pose a serious threat are as usual Heavies, Demomen, and Soldiers, while surprisingly enemy Scouts are dealt with most often by the rest of your team.
  • There is often a short period before any attack is made on the second point where Medics on your team will build their Ubercharges.
  • Be prepared to run ahead to the last point for a quick win if the entire enemy team has been taken out.
Defending second point
  • Here your best bet is to hide on the upper levels and pop out occasionally to take pot-shots at enemies poking through the doors from the middle point.
  • As is often the case with the Scout you are at your most useful when you can get behind the enemy, so either try and escape the area via the water located in the room next to the resupply in this area, or sneak out one of the side doors.
  • If you manage to escape, attempt to force the enemy to move in by assaulting their Medic and forcing their ÜberCharge, or totally stall them by killing said Medic.
  • Failing this, wait for the enemy to move into the area and come in to harass them during their attack or afterwards.
  • In this area, assuming the rest of your team can hold the fort, escaping out to the middle point to back-cap while the enemy team attacks second can bring your team back outside. The enemies do not often expect it, and can be complacent about it due to their own confidence in attacking the second point.
Attacking last point
  • Upon the final push to last point a Scout should be coming in to clean up enemies after the main bulk of the team has inflicted their damage, and to cap the point.
  • In this area coming in from the lower area or the top left is your best bet, but watch out for Sentry Guns hidden behind the sheet metal, Snipers on the crates at the back of the point, and Heavies hidden in place of Sentry Guns.
  • Running on and off the point to increase how far it has been capped is a good strategy here, as you can cap the point just as an enemy moves off it to attack someone else due to the fast capture speed on the last point.
  • If the enemy Medic uses an ÜberCharge here, you should keep out of the way of it and harass the other players until it wears out.
Defending last point
  • Here a Scout can do very little but attempt to get behind the enemy and harass them, however the main areas that need watching are the top left for Snipers, and the bottom for anyone else trying to sneak in.
  • When the enemy team push in, look for players who have not been Ubered and attack them at close range to inflict maximum damage with your Scattergun, as they will most likely be focused on other people.
  • In general, this area needs to be played depending on the situation in game at the time, but the basic idea is to prevent Snipers picking off your team, and harassing enemies until you're able to finish them off or your team can kill them.

Coldfront

Attacking middle point
  • As with all 5 CP maps, both teams rush to the middle at the start, Coldfront however plays differently to most maps of this style for a Scout.
  • The fastest route to the middle here is to run down the left hand side of the map all the way.
  • Upon reaching the middle, Scouts are dumped straight into the action, going on the point here is generally a bad idea due to how easily it can be spammed with explosives. This is a genuine problem for Scouts on this map as the main bulk of the team can arrive very soon after you.
  • Scouts should instead use the cover of the house and wooden boards to move around the point, attempting to protect the main bulk of their team from enemy Scouts, or if the opportunity arises, assault the Medic, Demoman, or other priority targets on the other team.
  • If nobody is watching it, jumping up onto a small ledge on the left hand side and then onto the elevated area on the enemies side of the map can allow you to pick off stragglers from the midfight with ease.
Defending middle point
  • This is not a situation which arises often on this map due to respawn timers and the like.
  • If as a Scout you do find yourself having to defend the middle point, all you can do is watch the exits from the second point, so simply watch the side the bulk of your team is not watching so you can draw attention to the area if needed.
  • If you are on your own here the enemy team will not hesitate in moving out, so hiding on the walkways that allow entry to the point can put you in perfect position for a back-cap.
  • As a general tip, you want to stick with your team on this area, there are few opportunities to get behind the enemy, and your team will need all the help they can get holding the enemies back.
Attacking second point
  • Once you're ready to make a move into the second point, hang around outside for a few seconds until your team is on the offensive. Enemy Scouts and other classes may attempt to sneak out behind to attack your Medic or try and back-cap.
  • Once your team have moved in and you're satisfied the area outside is clear, making a move down the far right tunnel, or up and down the ramps on the left side is a good idea.
  • When inside the point, your team should be distracting the enemies, so you should be killing off enemy Scouts, and then picking off the classes which pose the biggest threat to your team's push. This should be relatively easy due to the explosives being laid down by your team.
  • Despite this, do not be surprised if you and your team are forced back out of the point from another wave of enemies, as this can happen often on this map, as such you should try and kill off the enemies as fast as possible.
  • In this area, the point itself is also quite open, so it is perfectly possible to run on and off it to help capture, while dodging any enemy attacks, or simply to create a distraction.
  • Your biggest threat here will be an enemy Heavy. If you see one, try and keep out of the way of their Minigun, get behind them, or just run away.
Defending second point
  • In this area Scouts should be watching the left hand tunnel and not much else. Your team will usually be holding the right hand side, and the middle area is spammed easily by your team should you ask them to watch it.
  • The most use you can be here is to make sure nobody sneaks into the point to attack your Medic, and perhaps attempt to sneak out of the stairs to the outer walkways from the middle area of the point.
  • As per usual when the enemy moves in, waiting in secluded areas to ambush them, or harassing and killing off weakened players is the order of the day.
  • Much the same applies to when you've been able to sneak out. However, if your team is confident they can hold off an enemy push, attempt a back-cap on the middle point, as it can force some of the enemy team to fall back to you, allowing your team to push out more easily.
Attacking last point
  • This area is quite nice for a Scout to attack, it's wide open with lots of ways around the enemy, making it hard for them to trap you with explosives.
  • Of course, your main priority is to keep enemy Scouts off your team or from back-capping, and then to pick off any Demomen, Medics, Heavies, etc., that appear.
  • This area can be a problem if Engineers have built up Sentry Gun nests, so do check the area through the glass partitions and wait for your team to destroy them if this is the case.
  • The lack of glass behind the final point here makes it incredibly easy to jump on from behind, so if the enemies are not looking, you can easily grab your team a win here.
Defending last point
  • The openness of this area works against a Scout on defense, you can watch the far left and right sides, but you run the risk of being killed by enemy explosives.
  • Here as a Scout, you will probably want to hide yourself somewhere to assault enemies as they come past you, or run behind them to back-cap the final point as your team holds the final point. At the very least, you'll distract the enemy for a short time.
  • Usual Scout tactics apply during an enemy push, keep out of the way of the ÜberCharge and harass anyone who you can get to.

Yukon

Attacking middle point
  • Middle point on Yukon is an interesting affair for Scouts as there are so many ways into, out of, and around the point.
  • The fastest way to get there as a Scout is to run down the pipe or the right hand side at last point, depending on where you spawn, and then go through the tunnel on the right side of second point.
  • Despite this being the fastest route, you may want to stay with your team on this map to protect them from enemy Scouts.
  • On the middle point itself, you can duel enemy Scouts on the point, as it's open enough to allow you to dodge incoming explosives, however you should make yourself aware of enemies coming from above.
  • Snipers are a huge threat to everyone here, preferring to hide behind the rocks across the point or even back at the entrances to the area, so if you see one, make sure to take it out as soon as possible or ask someone else to.
  • If the point itself is too dangerous to go on, the map has various other areas you can move into, for instance the bridge above the point and the two side buildings make great flanking routes. As such these are also areas you should watch if you're protecting your team.
Defending middle point
  • In general, your team will be standing around the rocks closest to the enemy base if you're holding this area. Surprisingly, defending it is relatively easy.
  • As a Scout you should be watching the tunnel area that links to second point, as your team will be watching the main routes and in all likelihood do not need help in doing so.
  • Spies can be a problem on Yukon, so a good idea can be to run through players on your team when you get the chance to check them, just in case.
  • Aside from this, a Scout cannot do much while defending this area, so you may want to attempt to run in via the tunnel to second point and take out an enemy Medic or other class.
Attacking second point
  • Due to the nature of this map, you will probably want to stay in position for middle point defense to make sure no enemies sneak out behind your team.
  • Once you're satisfied of this, either move in via the main route, or the tunnel to second point, both are good routes.
  • The point itself often gets quite crowded, so as a Scout you'll want to hang around underneath the point, or get behind the enemy, to ambush people falling off the point, or assault the enemy team respectively.
  • Stealing the health-kits under the point is often a good idea if your team are going to be healed by a Medic, as it prevents enemies who fall off from regaining their health.
  • In order to get behind the enemies, either run all the way through to the final point and jump onto the pipe, or use the small ramp from the area below second point, on the left as you come in through the tunnel from middle.
Defending second point
  • Once again, a Scout is limited here in making sure enemies do not come from behind the team, and waiting for the team to make a move as a whole.
  • Areas you should be watching are the tunnel from middle, and the far tunnel which is part of the main entrance to middle. Your team themselves should be holding the area to the right of this far tunnel, just in front of the point.
  • If you can get onto the roof by jumping on the wooden planks from the middle main entrance, this gives you a perfect vantage point to watch all these areas and call out threats to your team.
  • If you find that the tunnel to middle is in fact clear, use it to get out behind in position for a back-cap, or to pick off a Medic, but don't back-cap until the enemy team moves into the second point area, as otherwise they can turn back too quickly to deal with you.
Attacking last point
  • Here you do not often want to be moving with the main bulk of your team, as it will be being spammed with explosives.
  • Instead, take either the lower right tunnel into the last point, or the far left tunnel.
  • If you end up in the area below the pipe, get out as you will die, there is almost no use to this area for a Scout, except for sometimes moving across the area to pick off an important class.
  • As the area is quite open, you are more or less free to move right into the enemy and start harassing them, but remember to deal with Snipers as soon as possible as they are a huge threat to your team in this area.
Defending last point
  • Scout is very limited in use here, so you may want to switch class.
  • However, Scouts can provide good cover on the enemy flanking routes, duelling enemy Scouts during an enemy push can keep your team safe.
  • As such, watch the upper right area, and be prepared to run across the area to attack anyone trying to move in from the lower left.
  • Of course the usual applies in regards to back-caps, wait until you're satisfied it's safe, and run behind the enemy as they make a push. In fact this can be very effective on Yukon if done at the right time, but does require skill to deal with enemy Scouts rushing you on the second point.

Fastlane

Attacking middle point
  • Fastlane is a good map for Scouts; the routes to the middle point all more or less take the same amount of time, Scouts always get there first, and the map is very open with many flanking routes.
  • On the middle point, Scouts need to be dealing with enemy Scouts first and foremost, as usual, and then either capturing the control point if the enemy team are slow, or running around behind using the left building or right valley routes.
  • Due to the openness of the area it is however very easy to dodge explosives, so you can stay in the main area and harass the enemy team this way.
  • The openness of the area however does mean you need to be constantly watching all possible areas for enemies to be attacking you or your team from, with particular notice being taken of the areas near the health kits.
  • You may find it impossible to do huge amounts here due to the height advantage given by the point itself, however you can do a good deal of damage to an enemy team by cleaning up people on low health.
  • The final thing you need to be on the watch for is enemy Snipers, who will appear on the balcony on the far right. Take these out as quickly as possible.
Defending middle point
  • Defending this area as a Scout is very straightforward, you only need to watch two areas, and your team will do the rest.
  • First of all, the left side house is a good place to watch, especially if you can get inside, as it is a place Demomen like to place sticky traps, and so you can easily ambush them here before they get set up. Furthermore you can prevent enemy Scouts getting behind your team here.
  • Secondly, the right valley needs to be watched, again for enemy Scouts, but also for Snipers attempting to pick off people entering the middle point.
  • Aside from this, defending the middle point is usually a waiting game to see which team is going to attack the other first, as it is very hard to get behind the enemy without being noticed here.
Attacking second point
  • Strategy for this area is very similar to attacking the middle point, except the enemy team will often have an ÜberCharge already.
  • Your best bet is to run on and off the point as usual to cap it off while harassing the enemy team, going behind here is of limited use unless you're going for a back-cap.
  • If you do go for a back-cap, the best way to go is usually the top tunnel, though this is more easily seen by enemies, or the bottom right tunnel.
  • Once again the openness of the area allows you to easily dodge explosives here, so you may be able to get an easy kill on an enemy Medic.
Defending second point
  • While defending this area you have two choices, straight up defense and full on attack.
  • The areas you need to stand in for both these choices are much the same, you can attack down the left and right flanking routes to get behind the enemy, or you can defend said flanking routes, occasionally checking the middle.
  • When the enemy move in to attack you, hiding in the houses around the point can allow you to come out and pick them off as they try and capture the point.
Attacking last point
  • In this area Scouts are somewhat limited as it's very enclosed, however the upper balcony, if not covered by Sentry Guns, is a very good place to harass the enemy from.
  • Other than distracting the enemy from your team, watching for people escaping out to the second point to back-cap, and attempting to cap the final point yourself, a Scout has nothing to do here.
  • The upper area is usually the best place to go, as if someone does run for a back-cap, you can quickly get back to the second point to deal with them.
Defending last point
  • Scouts again have little to do here, your team will be watching the two lower doorways. The best you can do is help watch the lower left which is slightly better covered from your team, and the upper corridor as this is where most enemy Scouts will come from.
  • Aside from this, getting out down the left areas to back-cap the enemy is the only other thing you can do. Be prepared to get out as quickly as possible once the enemy start moving in.

Gold Rush

  • On offense, your most important job is to keep the cart moving. If you are not under fire, stand near the cart as much as possible. If you are under fire, you can keep it moving longer by hopping around the cart in circles, or take cover by crouching behind the cart. If you have teammates nearby, you can also hide behind them sometimes.
  • Although you will be on linear maps, they still have multiple paths through each area. Use your speed to your advantage by popping out unexpectedly from side corridors while everyone's attention is on the track. Then you can either pick opponents off while they are not looking, or speed in and tag the cart in order to keep it from sliding back.
  • Gold Rush is a Sniper heaven, but Scouts can easily circumvent the more open areas and close the distance between them and the Snipers.

Badwater Basin

  • Overall, Badwater Basin is a good attacking Scout map at first, but it gradually becomes more linear and so there are less safe routes for Scouts to flank from. It is more effective to be a Scout defending as the various routes you can take to get behind the BLU team are often out of their sight, so flanking and ambushing is easier unless the BLU team lock down their front line with Sentry Guns.
  • The first area is a Scout's paradise as it offers a large range of cover to hide behind (the different outcrops of rocks), wide open spaces to dominate single enemies, and cliffs to drop down behind enemies and ambush them (particularly useful on defense).
Attack
  • The tunnel offers attacking Scouts an instant means of getting behind the enemy, but there is a risk of Sentry Guns and other enemies blocking the way, thus forcing you to take the high road (though this is remedied by using Bonk!, at the sacrifice of your trusty Pistol).
  • The area behind the second point is also the Scout's domain as it's wide open, has health kits and also allows the Scout to effectively flank, possibly killing that one Medic or Engineer so that your team can successfully rush the point. The corridors also let your Scattergun work at its best, allowing you to get in as close as possible and kill off key enemies as they move between the ground floor and the roof.
  • The last point is probably the least open to BLU Scouts because it will be heavily locked down, presumably with at least one Sentry Gun and numerous enemies. Aside from the stairs going to the ground floor and the upper balconies, there aren't many places a BLU Scout can go safely, but it is possible to double jump/FaN jump up to their spawn via the right corridors and windows, allowing you to destroy those possibly vital Teleporters or harass enemy Snipers that may be preventing the final push.
Defense
  • For defenders, the tunnel is especially good when using the Sandman as it is closed enough to prevent easy dodging, and prevents cart pushers from escaping death if they choose to push the cart on their own.
  • The second point rear courtyard is good for defending Scouts, as it allows them to flank the attacking team and get behind them (provided the BLU team is not using Sentry Guns to stay in place).
  • The third point is not so good for defending Scouts unless they are using the Sandman or ambushing from the gaps in the ramps with the Crit-a-Cola, as the main routes behind the enemy are often all occupied at once. Attacking Scouts are good here if they have the Force-A-Nature, as they can use it to jump to the balcony of the building to the left of the third point (from attackers' side), and get behind them to harass their Snipers and Engineers (though Bonk! may be needed in the drop behind them to their rear area).
  • On last point defense, the best thing a Scout can do would be to prevent the BLU team from setting up behind the top right building (up the stairs), and use this area to flank them and stall for time so your team can prepare Übers or build up their defenses.
  • The Sandman may also help when the BLU team attempts to push through the main chokepoint up the ramp, as it will pin them down so they can be sniped or killed easily.

Gorge

  • Being an attack/defense map, Gorge is not so great for Scouts on offense when it comes to capturing due to the fact that all of the defending team's focus will be on the currently open control point. This means that it is almost impossible to capture the point on your own if the enemy team has more than one or two people defending it, or if a Sentry Gun is set up. However, this map compensates by being great for Scouts trying to harass the enemy team and flank them instead of trying to capture the point.
  • The corridors between the first and last points are not ideal Scout zones for either team as they are cramped in places and too linear to ambush or get around threats with. They will also be home to Engineer buildings and projectile spam from both teams, making any passage difficult even with Bonk!.
  • The length of the rooms, however, is good for firing your Pistol down and using the Sandman to keep the pressure up. If you can sneak into a corner behind a far door while the enemy team is pushed back, Crit-a-Cola also becomes handy as you can take care of the players backing that charge up, like Snipers or even Pyros.
Attack
  • The first yard will initially be difficult for Scouts to move around in when attacking as the spawn doors are easily accessible to the RED team (allowing them to effectively fire into your spawn) and the wide open spaces will be protected by Sentry Guns or Heavies, limiting your movement even further.
  • At this point, it is best to either pick another class or play supportively and distract Sentry Guns with Bonk! or throw Sandman balls into the fray.
  • The area surrounding the first point is where BLU Scouts properly come into play, as it has multiple paths to the other side of the point. The left side is especially useful as you can sneak behind the garage across the gorge and then run up the stairs and behind their lines if they are not guarding it well (if they are, use Bonk! to evade damage and pass through). Watch out for Snipers aiming from the right side of the point though, as they will be aware of the route's convenience and seek to put a stop to it.
  • Support your team's charges onto the point by distracting Sentry Guns with Bonk! and batting Sandman balls at any vigilant enemies, such as spun up Heavies or Snipers. You can also cover the ground behind your allies faster, allowing you to chase any possible Spies and Spy-check them as necessary.
  • You can hide under the point should you need the health kit below or a good spot to ambush from, but this is also a dangerous place as there is likely to be a Sentry Gun on one of the sides behind the point.
  • The last point is where Scouts resume being effective as it has wide open spaces and several routes to access different parts of it. This is more apparent with the BLU team as they have the upper corridor and walkways to drop down from, perfect for a Scout willing to sneak to the RED spawn to destroy Teleporters and take out any Snipers standing in the middle above the point.
  • Attacking Scouts, aside from the aforementioned harassment strategy, can also use Bonk! to good effect here as there will likely be one Sentry Gun tucked away underneath the point's main overhang. When possible, coordinate with your team so you can distract the Sentry Gun in time with a push and back them up with your increased capture rate.
  • The Sandman is especially useful here as the distance from one side of the point to the other is both a safe distance and will give the ball enough air time to significantly lengthen the stun time of anybody it hits (it may even cause a maximum stun and net you an achievement if you've yet to get it).
Defense
  • Defending the first yard as a Scout requires you to be a lot more active then on offense, using the Sandman or Pistol to stun/pick off enemies at long range and occasionally chasing key targets like Medics or Snipers to kill them, even if they manage to make it into spawn.
  • One can also use ambush gameplay effectively on defense if you have the Crit-a-Cola or FaN, as either of the two will surprise the enemy enough for you to make a quick escape and kill at least one person with it (the FaN is less likely of this but you can take care of 125 health classes easily like this). If you choose to do this, there are some nooks and crannies next to the containers in the middle of the yard to hide in and wait for your chance, and also behind some crates on the left side.
  • Alternatively, stand on top of the containers with friendly Soldiers and fire down, but be warned of Demomen or Soldiers firing/jumping up at you.
  • Defensive Scouts can make use of the several pathways and gorge to surprise BLU Snipers on the left and right sides, and even get behind the BLU team's front line if they are stealthy enough. They can also do this by going up the stairs on the right side and dropping down from the balcony in the first yard, but be careful of any Sentry Guns put up to hold their front line.
  • You can hide inside the windowed corridors and take people by surprise as they run through the point, possibly even forcing a BLU ÜberCharge early if using the FaN. The same effect can also be achieved by hiding below the edges of these windows on the near side or in the garage door between the middle building and the right stairway as a crouched Scout will be small enough to remain hidden.
  • Use the Sandman to harass pushes onto the point or to the right side where the BLU Snipers may be, as you may even stun a potential Über candidate for their Medics as they charge towards your Sentry Guns and other defenses.
  • During pushes, try to keep pressure on the BLU team from the sides of the point, firing up at the from the Gorge and stopping any more enemies from coming through the left or right doors.
  • On defense the last point is not so good for Scouts as there are only 2 ways of accessing area between the last point and first point, the main door and the right corridor. If you can get into the main door room, hide behind some of the crates and use your Scattergun (if possible in conjunction with Crit-a-Cola) to surprise attackers before retreating via either of the exits.
  • It is not worth going to the BLU spawn as it is raised and inaccessible to non-Soldiers or Demomen. In which case, try taking out the exits of enemy Teleporters with the Engineer guarding them if you are attempting this.
  • The right corridor has a series of pipes you can hide behind to ambush from, but they are quite thin and so unless the enemy is distracted you are unlikely to go unnoticed for long.
  • If the BLU team pushes directly onto the point and destroys your team's defenses, try firing your Scattergun into the group of people on the point and even run in with your Bat/Sandman, if only to stop the capture for a couple of seconds (which may be all your team needs to retaliate, and as such buy precious time for them).

Junction

  • Junction is not a map that Scouts can work on so effectively as other maps, mostly because it is very limited in its space and all of the capture points are in very small, cramped areas that can easily be rushed or spammed by the RED team if you are capping. Conversely, RED Scouts will have a hard time flanking the enemy as the corridors are so tight and the escape routes you may need to take are limited at best. As such, the Scout works better as an ambush class on Junction, with many corners and little rooms to hide in for passing targets.
Attack
  • As mentioned above, offensive Scouts have very few options as to what they can safely do when attacking the points. If a Sentry Gun is set up, with the Engineer or another class alive to protect the Sentry Gun it will be almost impossible to destroy on your own as most Sentry Gun placements in this map will be in raised areas that can aim directly at your spawn doors. Instead, act as a supporting role and run in with your teammates so you can boost the cap speed and even distract enemies with Bonk! should you need to.
  • Bonk! is another way you can help your team to spearhead pushes into the point areas, as it will allow you to distract Sentry Guns long enough for your team to take it out/the Engineer out. Try to drink Bonk! as close to the Sentry Gun as you possible can, as it means you will be the closest target (and therefore the one it focuses on), preventing any teammates from being killed off by it.
  • The Scout can also take advantage of some of the pathways (such as the route to C from the A-B corridor) to flank and kill single enemies or Teleporters. While this may not seem like a worthy effort, remember that every effort to delay reinforcements for the RED team makes your team's job a whole lot easier (though this also becomes near impossible if a Sentry Gun is set up on C, protecting the paths to the areas behind the RED defenses).
  • If you manage to start capturing either of the first two points, stay in a spot where you can see RED players coming in from C. This allows you to drop down or loop round behind them and then take them by surprise, possible preventing that one enemy from stopping the capture.
  • When capturing the last point, do not run onto the point itself if there are already 3-4 people standing on it. Instead, stand on the top left ledge or door way and ambush enemies rushing out of spawn, preferably with Crit-a-Cola to increase the speed of the process and your chance of success (prioritize on Soldiers, Demomen and Pyros though, as these classes with their explosives/flames can wreak havoc on the small area the point is in).
Defense
  • Once again, defending Scouts will have a hard time directly engaging the BLU team as any pushes they make in such a small map with have multiple people and at least one heavy class, so try to single out key targets and pick them off when they stray too far from their teammates.
  • Alternatively, use Crit-a-Cola and the regular Scattergun to ambush BLU players passing one of the numerous hiding spots or corners in the map. Be careful when doing this however, as you will need to escape immediately before you can be hit for lethal amounts of Mini-Crit damage.
  • If you are using the FaN, use the self knockback to your advantage and jump to higher areas or across gaps to stay on the move and prevent yourself getting cornered when flanking.
  • The Sandman may also be useful to a degree for stunning enemies in the hallways near C, but otherwise do not use it as the limited space and decreased max health will make your choice a death wish.

Pipeline

  • Due to its multiple paths and ways to the enemy areas, Pipeline is good for Scouts who want to harass and use hit and run tactics. However, as it is essentially a Payload map with more focus on chokepoints, pushing the cart solo is generally a bad idea unless otherwise noted.

Section 1

  • The upper path that goes to the balcony overlooking the opposing area as well as their spawn is a good place to go if you are trying to sneak up on enemy Snipers or enemies hiding from your team's pushes. However, be careful of Sentry Guns, as they will force you to go through the main chokepoint otherwise.
  • If the enemy team is not watching the cart despite it being right next to the capture point, drop down from the upper ledge onto or behind it. You may be able to push the cart closer to victory, or even win the round should the enemy team not react fast enough.
  • The long range of the first area makes the Sandman very usable, and the curve of the central hill means you can fire balls over and stun unseen enemies if you know where to aim. Do not use the Sandman if you are primarily planning to push the cart over anything else, as you will need the extra health to spend more time next to the cart in enemy territory.

Section 2

  • The main corridor where both carts pass through is good for the Sandman, but not much else. This area is perhaps the most prominent chokepoint in the map, and it will be impossible do any direct attacking here due to the amount of enemies on the opposite side of the corridor.
  • The rear area, conversely, is very good for Scouts. Its darker corridors and higher ground above the main point areas make this great for flanking Scouts, but be cautious of any Sentry Guns set up on the ground floor near the main corridor.
  • If you can, try to get into the stairwell on the enemy side of the main corridor. This is an ideal ambush spot for passing enemies, and if you have Crit-a-Cola it becomes extremely useful for killing key targets.
  • Use Bonk! when going around the corner from the main corridor to the enemy area, as they may have a Sentry Gun lying in wait. Work with your team to distract the Sentry Gun while they destroy it.
  • Once again, you can use the rear pathways to jump onto the cart should it be within metres of the capture point, and possibly cap the point in the process. This works especially well if you have a distraction, such as your team pushing in from the opposite direction.

Section 3

  • The third point is good for FaN Scouts as they can jump between the ramps AND over to the enemy Sniper deck. This is useful if you need to clear out any Snipers causing problems for your team.
  • As a Scout, your speed will allow you to reach the top of the tracks the quickest. Do this at the start of the round to prevent any enemy Engineers or other classes from building defenses up there and so limiting your team's movements around the middle area.
  • Flank enemies on the middle raised area by going through the ground floor tunnels directly below. This path is rarely used, and can make for a good surprise.
  • Use the hiding spots near the enemy spawns to your advantage, killing select targets and running over to your side of the middle rocks to cause confusion and panic among the spawning enemies.
  • In the rare event of a Sentry Gun being set up at the top of the ramps, use Bonk! to distract it, and push the cart by crouching on your team's side of it (to stop yourself being sniped).

Hightower

  • Hightower is an interesting map for Scouts, as it has several flanking paths, a large open area with cover dotted around (the rocks in the centre, the crates) and also a very exposed final area for the cart (the elevator).
  • As soon as the round starts, you can rush to the enemy team's starting area to stop their lighter classes from pushing the cart. Should they have a Heavy or other more dangerous classes, you can still potentially deal with them by using the nearby health kits and open space to your advantage.
  • Be careful of Combat Mini-Sentry Guns placed near your team's cart. This map is a very popular one for offensive Engineers (especially those with the Gunslinger) and could result in your team's lighter classes being unable to push the cart due to a Sentry Gun (in this case, try to work together with someone while using Bonk! to destroy it, or use your Pistol at long range).
  • The FaN can work surprisingly well here, as there are plenty of raised areas to knock people off of, and in the best situation, you can blast them off the cliff at the far side of the map to an untimely death. You can also use the FaN's triple jump capabilities to reach higher areas without having to use the stairs or ramps.
  • Remember to use the passage behind the elevators that links the starting areas together. This will allow you to slip behind the enemy lines unseen, and also leads you to health kit in an alcove should you need it.
  • As soon as your team's cart reaches the bottom of the ramp near the enemy spawn, your own effectiveness at pushing the cart will be severely limited. Instead, try to put your efforts into stopping them from pushing their cart.
  • However, if you have Bonk! you can be a key player to your team, as you can use it to distract the inevitable Sentry Guns around the ramp so your team can destroy them. If necessary, you can also approach with this method from the opposite side your team is coming from, making it much more of an ambush and increasing your chances of success.
  • When the cart has reached its respective elevator, try crouching behind it on your team's side, as this will stop you from beind sniped from the enemy spawn, and also mean only a few classes will be able to reliably hit you once you're off the ground (namely Rocket jumping Soldiers, Demomen and Snipers aiming from the cliffs). On the other hand, if the enemy team is pushing the cart up the tower, use the FaN or ramps around the area to jump onto it and kill off any players capturing. You may die in doing so, but it will stop the enemy team from winning (and also kill anybody unfortunate enough to be standing underneath the elevator as it falls).
  • The various pieces of cover and darkened areas in this map make Crit-a-Cola fairly effective. When you drink it though, try to employ hit-and-run tactics and run in the direction of your team's area after killing/wounding your target. Otherwise, the glow from the critboost will draw attention to you and make you a very easy target for more alert players.
  • There are paths that lead to the enemy spawn and the enemy Sniper deck. Though unlikely, you can use these paths to destroy any Teleporters they have set up, and take care of any wrangling Engineers or Snipers positioned on the Sniper deck (by jumping onto the crates outside their spawn, then into the stairwell).
  • Remember that the Sandman prevents enemies from capturing points or pushing carts. If you see a lone enemy on the cart and nobody is taking care of them, you can stun them to halt their capturing efforts and then kill them quickly with your primary weapon. This is especially useful if someone is pushing their cart on the elevator, as it will assume there is nobody to keep the elevator up there and will cause it to fall back down.
  • Don't forget you can use the ramps around the central tower to get to the higher ground. This is key if you want to knock off or kill any enemies firing down from there, as there is very little space for them to move around in, a medium health kit and the fall will almost definitely inflict damage on them.

Voir aussi


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