Scout (competitive)
The community competitive scene changes frequently. Some or all info may be outdated.
The Scout is the default utility class of the standard competitive lineup, valued for his objective-capturing and picking abilities.
Contents
Information
Health
Health State | Max Health | Overheal Max | Pill Bottle | First Aid Tin |
---|---|---|---|---|
Normal | ||||
Sandman-Equipped |
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
# | Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|---|
1 | Scattergun |
Point-Blank: 104 512u: 6/hit, avg 6 hits 1024u+: 3/hit |
Critical: 18 per hit (max 180) Point-Blank Mini-Crit: 141 512u+ Mini-Crit: 8/hit |
Attack: 0.64s Reload Start: 0.76s Reload More: 0.56s |
Affected by fixed weapon spread (1 extra pellet at center). |
FAN |
Point-Blank: 113 512u: 5.4/hit, avg 7 hits 1024u+: 3/hit |
Critical: 16.2/hit (max 194) Point-Blank Mini-Crit: 152 512u+ Mini-Crit: 7.29/hit |
Attack: 0.33s Reload: 1.64s |
Banned or restricted in some leagues. 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. | |
Shortstop |
Point-Blank: 72 512u: 12/hit, avg 4 hits 1024u+: 6.34/hit |
Critical: 36/hit (max 144) Point-Blank Mini-Crit: 97 512u+ Mini-Crit: 16.2/hit |
Attack: 0.36s Reload: 1.01s |
Banned in most leagues for acquisition time. Affected by fixed weapon spread (4 close pellets: center, left, right, down). Slows target move speed by 40%. Shares ammo with Pistol. | |
2 | Pistol |
Point-Blank: 22 512u: 15 1024u+: 8 |
Critical: 45 Point-Blank Mini-Crit: 30 512u+ Mini-Crit: 20 |
Attack: 0.125s Reload: 1.36s |
If unfired in the past 1.25 seconds, shot has perfect accuracy. |
Bonk |
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 |
N/A | N/A | Drinking: 1.25s Mini-Crit Effect: 6s Total Recharge: 30s |
Banned or restricted in some leagues. While active, causes Scout to deal and receive Mini-Crits on all attacks. Recharge starts when Mini-Crit effect starts. Useless underwater. | |
Mad Milk |
N/A | N/A | Effect Duration: 6s Refill Time: 10s |
Banned in most leagues for acquisition time. Affected foes grant self and allies 75% lifesteal on hit. Splash goes through doors and grates. Extinguishes fire on teammates. Reveals Spies (can't be removed by DR, unlike fire). | |
3 | Bat |
Melee: 35 | Critical: 105 Mini-Crit: 47 |
Attack: 0.5s | Lowest DPS of all non-unlock melee besides non-backstab knife. |
Sandman |
Melee: 35 Ball Point-Blank: 15 Ball 512u+: 11 |
Melee Critical: 105 Melee Mini-Crit: 47 Ball Critical: 45 Ball Point-Blank Mini-Crit: 20 Ball 512u+ Mini-Crit: 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). | |
Holy Mackerel |
Melee: 35 | Critical: 105 Mini-Crit: 47 |
Attack: 0.5s | Banned in some leagues for acquisition time. Statistically identical to bat. Globally announces hits on killboard (doesn't reveal Spies). |
- "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, but without forgetting to cover certain areas of the map to prevent the enemy scouts from doing the same. Due to the speed and mobility of Scouts, they are good for hunting down and eliminating enemy Scouts, taking pressure off of their team's combo 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
On attack defend maps, scouts are generally switched off to a utility class such as sniper, spy, or engineer when on defense. Scouts are still useful for the offensive team as they provide faster cap time and have good deathmatching abilities and can keep pressure at the attacking points.
Capture-the-Flag Strategies
See also
- Scout weapons (competitive)
- Capping (competitive)
- Scout
- Classes (competitive)
- Standard competitive lineup
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