User:MEMEScouty/sandbox scoutcomp
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 Some or all info may be outdated.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
Class | Health | Overheal | Quick-Fix Overheal |
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125 | 185 | 158 |
With the Sandman equipped | 110 | 165 | 139 |
Speed
Condition | Normal | Backward | Crouched | Swimming | ||||||||
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Baby Face's Blaster at 0% boost |
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Baby Face's Blaster at 50% boost |
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Baby Face's Blaster at 100% boost |
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Usage
The Scout's greatest strength is his mobility. As the fastest class in the game, the Scout can dodge any enemy attacks, run away from any fights he cannot deal with at the time, and is able to deal immense amounts of damage before the enemy can counter it. The strategic use of the double jump to redirect his movement enables the Scout to confuse his enemies while attacking, as well as being able to reach areas otherwise inaccessible to other classes. The Scout should try to flank the enemy when the opportunity arises; although he is strong in a direct fight, getting the first Scattergun blast gives him a large advantage, and can make him a formidable enemy. However, he can also be a crucial asset to his team's defense, being able to deter any foes that try to close in on his teammates. Scouts are also commonly called upon to deal chip damage to opponents, especially when Medics and health packs are far away. They can fire from long range with their Pistol or close in, fire a few Scattergun shots, and then make use of their speed to retreat.
One way that the Scout can put pressure on the Combo and the rest of the enemy team is by back-capping; the threat of having Scouts rampaging behind them is something no team wants. Not only that, but the Scout is quicker than any other class, which means he can get to the next point quicker than anyone else. If the team doesn't have any teammates respawning, it's possible that the Scout can make it back to the last point. Even when it's not successful, back-capping will give the Scout's team a chance to regroup and respawn by drawing opposing team members away from the main battle; it can be the difference between keeping control of the point and losing the point, possibly even the round.
6v6
The Scout is a "clean up" class, used to capture points, move in and out of fights, and deal and avoid as much damage as possible. A competent Scout must successfully capture points, control the flank, and be able to finish off enemies weakened by power classes, (usually the Soldier or Demoman). He is also often the best candidate for off-classing, depending on the situation. Scout's most effective tactic is to utilize his high speed to ambush enemy players to kill them before they are able to react.
Each team will usually have 2 Scouts, falling into one of two common roles: the Flank Scout and the Pocket Scout. The Flank Scout is part of the flank, and his main job is to relay information to his team and assist the Roamer. Together, they watch the flank to prevent enemies from attacking the Combo. Should an opportunity present itself, they can attack the enemy Combo and create distractions for their own team to push. During Ubercharges, the Flank Scout may choose to go behind the enemy while they are preoccupied with their ubered teammates, enabling them to deal a large amount of damage before the enemies react. The Pocket Scout travels with the Combo, protects his teammates (especially the Medic), and finishes off enemies weakened by the Demoman or the Pocket Soldier. Due to the Scout's weapons dealing a good amount of knockback, the Pocket Scout also is well-equipped for dealing with enemy Roamers mid-bomb, preventing them from being able to kill the Medic and voiding all Uber the Medic has built thus far. These 2 roles are the most common Scout playstyles in 6s, however, these roles are not set in stone. Flank Scouts may have to stay back and protect the Combo, and Pocket Scouts may have to push into the enemy flank, getting picks if they can. These 2 roles are interchangeable, so it is important to be well-versed in both.
Playing Scout properly at a midfight involves finding the right time to go in. At the beginning of a midfight, both teams will be fighting for the control point, so rushing in is ill-advised. The Scout will usually stay in an area where it is easy to dodge projectiles, such as the platform on Process, and would hold back from fighting until the enemy team is distracted enough to get close without being noticed, or when their own team has done enough damage to capitalize off of. The longer the Scout survives, the better chance a team has at winning, and the Scout's value goes up as time goes on. No matter what, at least one Scout should stay alive, as a team losing both of their Scouts can mean disaster.
Highlander
Compared to 6s Scout, Highlander Scout's gameplay usually depends on what map it is. On Payload or Attack/Defend maps Scout's attacking power is cut down by the layout of the map, hindering his ability to engage in direct combat. However, on certain King of The Hill maps, Scout can become a force to be reckoned with, using flank routes to secure multiple picks.
Scout is still one of the more powerful classes in Highlander, but due to the full-time Heavies and Engineers, his attacking capabilities are cut down, so generally, the Scout, along with the Soldier, will take a more flank-based approach. On most maps, the Scout's primary objective is to call out any potential flanking threats, capture the objective with his increased capture rate, and sweep up weakened targets to create player advantages that can be exploited by the rest of the team. Payload is the exception to the rule, as the cart forces the attacking team players to stay close to the cart for extended periods of time. Devoting a Scout and another class to pushing is the most efficient way to split up the team, as the maximum capture rate of a Payload cart is x3.
Sometimes, when quickly pushing with the Ubercharge, the Scout along with the Demoman will receive the majority of the Uber to capitalize on the damage dealt by the Demoman, creating a player advantage. It is not however advisable after a long stalemate situation, as the opponent will most likely construct a sentry and have an Uber of their own to defend.
Anti-Scout Classes
Weapons
Due to the vast majority of alternative weapons being banned in most leagues, almost all Scouts use the standard Scattergun and Pistol. In leagues where they are allowed, the Boston Basher and Three-Rune Blade are used by higher-level Scouts to help their Medics build Ubercharge while they are waiting to attack or defend a point. Highlander leagues allow a greater variety of Scout weapons than 6v6 leagues do, which allows for more varied strategies. Scout's role can be enhanced by many of his unlocks: Mad Milk increases his team's survivability during pushes; Bonk! Atomic Punch allows him to distract the enemy team and kite Sentry Gun fire. As long as Scout stays alive and aware, opportunities to flank and ambush will still present themselves.
Primary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
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![]() Stock Scattergun |
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6 | 32 | Base: 60 Crit: 180 [6 damage × 10 pellets] |
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![]() Unlock Force-A-Nature |
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2 | 32 | Base: 65 Crit: 194 [5.4 damage × 12 pellets] |
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![]() Craft Shortstop |
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4 | 32 | Base: 48 Crit: 144 [12 damage × 4 pellets] |
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![]() Craft Soda Popper |
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2 | 32 | Base: 60 Crit: 180 [6 damage × 10 pellets] |
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![]() Craft Baby Face's Blaster |
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4 | 32 | Base: 60 Crit: 180 [6 damage × 10 pellets] |
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![]() Craft Back Scatter |
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4 | 32 | Base: 60 Crit: 180 [6 damage × 10 pellets] |
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Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
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![]() Stock Pistol |
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12 | 36 | Base: 15 Crit: 45 [6 rounds / sec.] |
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![]() Promotional Lugermorph |
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![]() Uncrate C.A.P.P.E.R |
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![]() Unlock Bonk! Atomic Punch |
N/A | 1 | ∞ | N/A | ![]()
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![]() Craft Crit-a-Cola |
N/A | 1 | ∞ | N/A | ![]()
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![]() Craft Mad Milk |
N/A | 1 | ∞ | N/A | ![]()
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![]() Uncrate Mutated Milk | |||||
![]() Craft Winger |
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5 | 36 | Base: 17 Crit: 52 [5 rounds / sec.] |
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![]() Craft Pretty Boy's Pocket Pistol |
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9 | 36 | Base: 15 Crit: 45 [7 rounds / sec.] |
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![]() Promotional / Craft Flying Guillotine |
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1 | ∞ | Base: 50 Crit: 150 Bleeding: |
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Melee
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
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![]() Stock Bat |
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N/A | N/A | Base: 35 Crit: 105 |
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![]() Promotional Frying Pan |
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![]() Craft Conscientious Objector |
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![]() Promotional Freedom Staff |
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![]() Drop Bat Outta Hell |
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![]() Distributed Memory Maker |
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![]() Promotional Ham Shank |
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![]() Unlock Necro Smasher |
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![]() Uncrate Crossing Guard |
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![]() Promotional / Craft Prinny Machete |
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![]() Craft Holy Mackerel |
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![]() Craft Unarmed Combat |
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![]() Uncrate Batsaber |
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![]() Distributed Saxxy |
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Limited item from the Replay Update.
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![]() Distributed Golden Frying Pan |
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Limited item from the Two Cities Update.
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![]() Unlock Sandman |
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Bat: N/A | N/A | Base: 35 Crit: 105 |
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Ball: 1 | ∞ | Base: 15 Crit: 45 | ||
![]() Craft Candy Cane |
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N/A | N/A | Base: 35 Crit: 105 |
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![]() Craft Boston Basher |
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N/A | N/A | Base: 35 Crit: 105 Bleeding: |
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![]() Promotional / Craft Three-Rune Blade |
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![]() Promotional / Craft Sun-on-a-Stick |
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N/A | N/A | Base: 26 Crit: 79 |
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![]() Promotional / Craft Fan O'War |
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N/A | N/A | Base: 9 Crit: 26 |
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![]() Craft Atomizer |
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N/A | N/A | Base: 30 Crit: 89 |
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![]() Craft Wrap Assassin |
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Bat: N/A | N/A | Base: 12 Crit: 37 |
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Ball: 1 | ∞ | Base: 15 Crit: 45 Bleeding: |
See also
- Scout weapons (competitive)
- Capping (competitive)
- Scout
- Classes (competitive)
- Standard competitive lineup
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