Anti-Scout strategy

From Team Fortress Wiki
Revision as of 00:55, 26 November 2014 by Pootis-Man (talk | contribs) (Melee weapons)
Jump to: navigation, search
'Kay, this does not look good here, um...
Never send a boy to fight a man's war.
The Soldier

The Scout is a very fast, maneuverable class that packs a high amount of firepower at close range, making him extremely effective in one-on-one combat. He excels in open environments, where his speed and double jump allow him to easily maneuver around a map, close long distances, and ambush the most vulnerable enemies. He can use his mobility to completely avoid damage, more than making up for his lack of health. Depending on his loadout, a Scout can bring along weapons with additional utility that help him pick off individual targets with even more ease. If you can restrict a Scout's maneuverability or keep him at range, he becomes far less of a threat.

General

Attributes Anti-Scout strategy
Scout emblem RED.png Role
  • The Scout excels at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and constantly report his location to teammates.
Leaderboard class medic.png Health
  • The Scout is very frail and can be killed in just a few good shots.
Leaderboard class scout.png Speed
  • The Scout is extremely fast and can double jump. No class can outrun him without certain equipment, so always be prepared to fight.
  • Carefully predict his movements to ensure your attacks hit, particularly when using projectile weapons. If he is airborne, wait until he exhausts his double jump before trying to land airshots.
  • His maneuverability allows him to easily chase any other class but is less powerful in confined areas, where he has less room to dodge.
Leaderboard class soldier.png Power
  • The Scout’s weapons are devastating at close range but very weak at long range. Thus, he must put himself in danger and actively enter combat to have any chance at killing enemies.

Weapon-specific

Main article: Scout weapons

Primary weapons

Weapon Anti-Scout strategy
Scattergun
Scattergun + reskins
  • The Scattergun deals immense damage at point-blank range and will allow a Scout to stay in combat for a modest amount of time. Although he is faster than you, do your best to stay at medium range to minimize the damage you take while trading blows.
  • It takes a considerably long time for a Scout to reload his Scattergun; if he uses most of his six shots, keep pressuring him into firing so that he cannot fully reload.
Force-A-Nature
Force-A-Nature
  • The Force-A-Nature deals even more damage than the Scattergun up close, but must be reloaded every two shots. If the Scout insists on staying nearby, pick him off during his frequent reloading periods.
  • The Force-A-Nature's knock back effects let a Scout easily reposition or disorient you for a follow-up shot, so avoid lingering near walls where you can quickly be cornered or hazards that you can be blasted into.
Shortstop
Shortstop
  • The Shortstop has a tight bullet spread suited for medium range. By closing the distance, the Scout may find it more difficult to hit you.
  • Steal health packs to prevent the Scout from making use of the Shortstop's increased healing bonus.
  • When the Scout has his Shortstop as his active weapon, he suffers extra vulnerability to knockback. Options to deal with him now include juggling him into the air or pushing him into an environmental hazard.
Soda Popper
Soda Popper
  • Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. However, the Soda Popper reloads much faster.
  • You’ll need to quickly eliminate the Scout between full Hype charges, which give the Scout the ability to jump up to five times in mid-air (for a total of six jumps) making him nearly impossible to hit mid-air.
Baby Face's Blaster
Baby Face's Blaster
  • The Baby Face's Blaster only holds 4 rounds per clip, giving it less raw offensive power.
  • The Blaster's Boost allows a Scout to retreat and reload with ease. Predict the Scout's movements to force him to double jump, reducing his Boost and effectiveness.

Back Scatter
Back Scatter

  • The Back Scatter only holds 4 rounds per clip, giving it less raw offensive power in duels.
  • Since the Back Scatter deals mini-crits from behind, try to keep facing the Scout to make sure he can't get behind you.
  • The Back Scatter is 20% less accurate than the Scattergun, so keep a distance.

Secondary weapons

Weapon Anti-Scout strategy
Pistol
Pistol + reskins
  • While the Scout might use the Pistol to harass you from a distance, its damage is minor and its ammunition pool is meager. Keep your distance from him to take advantage of his weak long range capabilities.
Bonk! Atomic Punch
Bonk! Atomic Punch
  • Bonk! Atomic Punch helps a Scout get past dangerous areas, such as chokepoints or Sentry Gun nests. He can’t fight while under its effects, so impede his movement by body blocking him or using knock back.
Crit-a-Cola
Crit-a-Cola
  • While Crit-a-Cola will allow a Scout to deal Mini-Crits to you, you deal 10% more damage to him. He’ll often consume it when preparing for an ambush, so be alert and pick him off first.
Mad Milk
Mad Milk + reskins
  • The healing provided by Mad Milk will let an accurate Scout stay in a fight for a prolonged period of time. If you’re covered by it, you’ll either need to retreat or take him out very quickly.
Winger
Winger
  • The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it can only deal minor damage.
  • It also gives the Scout a +25% bonus jump height when active, so be prepared to cover additional routes he can take, especially when he's retreating.
Pretty Boy's Pocket Pistol
Pretty Boy's Pocket Pistol
  • The Pretty Boy's Pocket Pistol is a weaker Pistol but grants extra health to the Scout.
  • Look out for attacks from above, as this weapon makes a Scout immune to fall damage.
  • A Scout equipped with the Pretty Boy's Pocket Pistol gains a 50% increased fire vulnerability, making the extra survivability useless against the Pyro's fiery weaponry.
Flying Guillotine
Flying Guillotine
  • The Flying Gullotine is ideal for picking off weakened targets but reloads very slowly; move erratically so that the Scout misses.

Melee weapons

Weapon Anti-Scout strategy
Bat


Bat + reskins

  • A Scout that insists on using the Bat could easily deal more damage at close range with any of his primary weapons, actually giving you a slight advantage in melee combat so long as you keep your aim steady.
Sandman
Sandman
  • If you are stunned by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout so that you can immediately retaliate once the effect wears off.
  • Utilize cover and keep moving to avoid getting hit by the Sandman's stun ball from long distances; if struck by one from a far enough range, you will be stunned in place for 7 seconds.
  • The Sandman reduces the Scout's health by 15; this makes him take less hits to die, so you should have an easier chance killing him at this rate.
Holy Mackerel
Holy Mackerel + reskins
  • The Holy Mackerel functions similarly to the Bat but announces each hit in the kill feed. Hit announcements can be used to determine the whereabouts of a Scout.
  • Spies should be wary of the Holy Mackerel, as the hit announcements can give away their cover.
Candy Cane
Candy Cane
  • A Scout who has the Candy Cane in his loadout is 25% more vulnerable to explosions; use rockets, grenades, and bombs to dispatch him quickly.
  • Try to steal the small health kits dropped by teammates that the Scout aided in killing while having the Candy Cane equipped.
Boston Basher
Boston Basher + reskins
  • Continuously evade a Scout that is attacking you with the Boston Basher so that he damages himself instead.
    • A creative Scout might use the weapon's negative attribute to propel himself to unusual locations; however, this will often cost the Scout half his health, making retaliation against easier.
Sun-on-a-Stick
Sun-on-a-Stick
  • The Sun-on-a-Stick does less base damage than the standard Bat. If you are set on fire, you should always be trying to extinguish yourself, retreating from and repelling any Scout that may try to pick you off with this weapon.
Fan O'War
Fan O'War
  • If you are marked for death by the Fan O’War, the Scout will likely try to chase you down with his primary weapon. Adjust your one-on-one tactics to his chosen weapon accordingly and try to move to where your teammates are for help.
  • In a large firefight, a Scout may use the Fan O'War to identify which enemy his team should focus fire on; take cover or retreat until the mark wears off.
Atomizer
Atomizer
  • While a Scout might never use the Atomizer in actual combat, the triple jump greatly increases his mobility. Performing the third jump costs 10 HP which can expedite killing him.
    • Beware of ambushes from Scouts who use the Atomizer and the Force-A-Nature together; the combination allows them to reach even greater heights.
Wrap Assassin
Wrap Assassin
  • While a Scout might not use the Wrap Assassin in direct combat, the projectile it launches can inflict the bleed effect on you. Bleeding can be negated by any source of healing.

See also