Scout (competitive)

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This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
Scout.png

Scout is the default utility class of the standard competitive lineup, valued for his objective-capturing and picking abilities.

Information

Health

Health State Max Health Overheal Max Pill Bottle First Aid Tin
Normal
125 hit points
185 hit points
+26 hit points
+63 hit points
Sandman-Equipped
110 hit points
165 hit points
+23 hit points
+55 hit points

Speed

Movement State Running Backpedaling Swimming Crouching
Normal 133.33% (400 u/s) 120% (360 u/s) 106.67% (320 u/s) 44% (133.33 u/s)

Speeds written in "u/s" refer to in-game units per second. When running in a certain direction causes slowness, rapidly switching between diagonals usually improves speed.

Weapons

Main article: Scout weapons (competitive)
# Weapon Damage Critical Damage Function Times Special
1 Scattergun
Wiki scattergun.png
Point-Blank: 104
512u: 6/hit, avg 6 hits
1024u+: 3/hit
Critical: 18/hit (max 180)
Point-Blank Minicrit: 141
512u+ Minicrit: 8/hit
Attack: 0.64s
Reload Start: 0.76s
Reload More: 0.56s
Affected by fixed weapon spread (1 extra pellet at center).
FAN
Force-A-Nature.png
Point-Blank: 113
512u: 5.4/hit, avg 7 hits
1024u+: 3/hit
Critical: 16.2/hit (max 194)
Point-Blank Minicrit: 152
512u+ Minicrit: 7.29/hit
Attack: 0.33s
Reload: 1.64s
Affected by fixed weapon spread (2 extra pellets at center, 1 extra at middle-right).
Hits dealing at least 40 damage cause knockback based on damage and positioning.
Allows for triplejumps and forcejumps.
2 Pistol
Pistol.png
Point-Blank: 22
512u: 15
1024u+: 8
Critical: 45
Point-Blank Minicrit: 30
512u+ Minicrit: 20
Attack: 0.125s
Reload: 1.36s
If unfired in the past 1.25 seconds, shot has perfect accuracy.
Bonk
RedBonk.png
N/A N/A Drinking: 1.25s
Invulnerability: 6s
Total Recharge: 30s
Übersaw still gains Übercharge from "dodged" hits.
Recharge starts when invulnerability starts.
Useless underwater.
Crit-a-Cola
Crit-a-Cola.png
N/A N/A Drinking: 1.25s
Minicrit Effect: 6s
Total Recharge: 30s
Banned in most leagues for acquisition time.
While active, causes scout to deal and receive minicrits on all attacks.
Recharge starts when minicrit effect starts.
Useless underwater.
3 Bat
Wiki bat.png
Melee: 35 Critical: 105
Minicrit: 47
Attack: 0.5s Lowest DPS of all non-unlock melee besides non-backstab knife.
Sandman
Sandman.png
Melee: 35
Ball Point-Blank: 15
Ball 512u+: 11
Melee Critical: 105
Melee Minicrit: 47
Ball Critical: 45
Ball Point-Blank Minicrit: 20
Ball 512u+ Minicrit: 15
Attack: 0.5s Banned or restricted in most leagues.
"Fleeing state" time based on target distance; stuns at max distance.
Ball does not have damage fall-off, but does have damage ramp-up.
Cannot throw ball underwater.
Reduces max health by 15 (see above).
"u" stands for "units of distance." "+" stands for "or more." "s" stands for "seconds." "Reload Start" refers to how long it takes for 1 ammo to be reloaded after beginning to reload, and "Reload More" refers to how long it takes for each additional ammo to reload after the first. Damages and times are approximate and determined by community testing.

Usage

Of all utility classes, scout is the most common. His mobility, ability to 2-shot enemy medics and scouts, and advantage when fighting enemy demos make him useful for picking in a variety of situations.

Common Tactics

Scouts are perhaps the best class for flanking and ambushes in competitive TF2. Their speed, absurd damage output at close range, and their ability to easily dodge the projectiles fired by Soldiers and Demomen make them ideal for flanking the enemy team and killing the Medic and Demoman. A competitive Scout should always keep an eye out for opportunities to rush in and cripple the enemy team. In addition, the speed and mobility of Scouts allows them to hunt down and eliminate enemy Scouts, taking pressure off of their team's Medic and Demoman.

5-CP Push Strategies

Scouts will generally be one of the first classes to arrive at the middle point of most 5-CP maps. On some maps, like Badlands Demomen can arrive a couple of seconds ahead. On these maps, Scouts should beware of enemy sticky traps early on, as they are needed at the mid fight. There will be few seconds before the Soldiers and Medics of both teams arrive.

Attack-Defend Strategies

Capture-the-Flag Strategies

See Also