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 Some or all info may be outdated.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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Scout | 125 | 185 | 158 |
With the Sandman equipped | 110 | 165 | 139 |
Speed
Condition | Normal | Backward | Crouched | Swimming | ||||||||
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Scout |
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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
Scout may be well-versed in combat, but certain classes still have an advantage over the Scout and can be a dangerous foe if not dealt with quickly.
The Scout
In combat, the Scout will meet other enemy Scouts frequently and is one of your primary targets. Enemy Scouts can shut down the Scout as quickly as he can kill them, and since they both have the same mobility, he cannot as easily escape another Scout and is usually forced to engage in direct combat, regardless of whether or not he is well-equipped to do so. Since they also share health pools, the fight between these 2 will usually end quickly, as both their primaries will deal up to half the enemy Scout's health in close to medium range. This mirror match is heavily decided by skill, and even the smallest movement or health differences can mean a difference if he lives or dies.
The Soldier
The Soldier is Scout's nemesis. Soldier's splash damage renders Scout's double jump useless, but good control of the Scout's mobility can also render Soldier's rockets useless. The environment is a crucial factor in this matchup. If in open spaces where there are plenty of props, or if the Scout has a height advantage, the Scout has an extreme advantage over the Soldier, being able to more easily dodge his rockets and any kind of splash damage. However, in compact areas where the Scout cannot easily move as well, or if the Soldier has a height advantage, the Soldier will oftentimes overpower the Scout easily. Should the Soldier's clip run out before the Scout dies, then the Scout has the upper hand, due to the reload speed of the Soldier's primaries being slower than the reload speed of most of the Scout's primaries. Nevertheless, if the Soldier is wielding the Shotgun, it tips the odds in the Soldier's favor, as he now does not need to rely on projectiles and can simply shoot you. The Direct Hit also gives the Soldier a slight advantage, however, it can also become a double-edged sword, as the severely decreased splash radius means that more experienced Scouts can freely move around you without the fear of their momentum being nullified by the splash damage.
The Heavy
The Heavy and the Scout can deal huge amounts of damage but differ in how they achieve said damage. The Heavy relies on sustained fire to deal damage while the Scout deals burst damage, meaning that this match-up is heavily decided by who catches the other off-guard first. If the Scout is able to get close to a non-revved Heavy, then it will usually end up in the Scout's favor. If the Heavy revs up first before the Scout notices, however, then the Scout is most likely dead. If they both find each other at the same time, then it depends on the skill of the 2 classes' most noticeable attributes. The Scout has to depend heavily on his movement to out-maneuver the Heavy and disrupt his aim, and the Heavy has to adapt to the Scout's movement and continuously track him, even if he gets too close to track well.
The Engineer
The Engineer by himself is by no means a threat, having less mobility and damage power. Although he has a Shotgun, he still has a disadvantage over you in direct combat. However, if he is left to his own devices for long enough, he can become the sole class that is able to completely nullify your potential with the help of his Sentry Gun. Your mobility and attacking power are completely by the Sentry's perfect aim, high damage, and immense knockback; it is one of the few things in the game that shut Scout down, so make sure to remain vigilant. There is little you can do against a fully built nest by yourself, so you will have to rely on your teammates to clear his defenses.
In 6s, the Engineer is usually relegated to a defense-only class, usually being brought out at the last point. The existence of a full-time Demoman will aid greatly in your fight against them, as a Sentry Gun will usually be a large enough issue to be focused down quickly. However, you should be aware of any more attempts to create a Sentry beforehand, as you may be able to step in and prevent the Engineer from building one.
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 |
6 | 32 | Base: 60 Crit: 180 [6 damage × 10 pellets] |
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Unlock Force-A-Nature |
2 | 32 | Base: 65 Crit: 194 [5.4 damage × 12 pellets] |
On hit: applies a knockback effect that propels enemies backwards and the user in the opposite direction (if airborne). This allows the user to perform a Force Jump and to horizontally prolong any other jumping technique. 50% faster firing speed. | |
Craft Shortstop |
4 | 32 | Base: 48 Crit: 144 [12 damage × 4 pellets] |
42% faster firing speed. 100% more damage per pellet. | |
Craft Soda Popper |
2 | 32 | Base: 60 Crit: 180 [6 damage × 10 pellets] |
A hype meter is placed on the HUD when the Soda Popper is equipped. Damage dealt by the player will build up 'hype'. After dealing roughly 350 damages, the player can activate Hype mode for 8 seconds, allowing for 5 additional air jumps. 25% faster reload speed. | |
Craft Baby Face's Blaster |
4 | 32 | Base: 60 Crit: 180 [6 damage × 10 pellets] |
Equipping the Baby Face's Blaster will slow the Scout down from 133% of normal speed to 120% of normal speed. A boost meter is placed on the HUD when the Baby Face's Blaster is equipped. Dealing damage, regardless of weapon used while equipping the Baby Face's Blaster, builds up the boost meter, increasing the Scout's speed to 173% of normal speed. The boost meter maxes at 100 points of damage dealt. 34% smaller clip size. | |
Craft Back Scatter |
4 | 32 | Base: 60 Crit: 180 [6 damage × 10 pellets] |
Minicrits targets when fired at their back from close range. 34% smaller clip size. |
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
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Stock Pistol |
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 |
Killed enemies suffer a distinctive death by incineration. | ||||
Unlock Bonk! Atomic Punch |
N/A | 1 | ∞ | N/A | When used, the player is immune to all damage, but is unable to attack. Knockback still affects the player. After the effect wears off, the user will be subjected to a slowdown effect based on the damage absorbed; this scales from 25% at low damage to 50% at 200+ damage. The slowdown effect lasts for 5 seconds. |
Craft Crit-a-Cola |
N/A | 1 | ∞ | N/A | While under effect:
The mini-crit boost effect lasts for 8 seconds and then has to recharge for about 22 seconds in order to be used again. |
Craft Mad Milk |
N/A | 1 | ∞ | N/A | Any damage (except afterburn) done to enemies covered in milk restores 60% of the damage dealt to the attacking player's health. Partially nullifies Cloak on enemy Spies. |
Uncrate Mutated Milk | |||||
Craft Winger |
5 | 36 | Base: 17 Crit: 52 [5 rounds / sec.] |
15% more damage. Jump height increased by 25% when active. | |
Craft Pretty Boy's Pocket Pistol |
9 | 36 | Base: 15 Crit: 45 [7 rounds / sec.] |
On Hit: Gain up to +3 health. 15% faster firing speed. | |
Promotional / Craft Flying Guillotine |
1 | ∞ | Base: 50 Crit: 150 Bleeding: |
Can be thrown to damage enemies. Recharges after 6 seconds.
On hit: cause bleeding for 8 seconds. |
Melee
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
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Stock Bat |
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 |
Broadcasts every successful hit on an enemy player over the death-notice area. Kills are labeled as "FISH-KILL!" and "ARM-KILL!" respectively in the death-notice area. | ||||
Craft Unarmed Combat |
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Uncrate Batsaber |
Killed enemies suffer a distinctive death by incineration. | ||||
Distributed Saxxy |
Limited item from the Replay Update. Killed enemies freeze into solid Australium statues (purely cosmetic feature). | ||||
Distributed Golden Frying Pan |
Limited item from the Two Cities Update. Killed enemies freeze into solid Australium statues (purely cosmetic feature). | ||||
Unlock Sandman |
Bat: N/A | N/A | Base: 35 Crit: 105 |
Alt Fire: Launches a baseball that slows the enemy between 1–7 seconds, depending on distance. The baseball will recharge over 10 seconds, can be picked up from the ground after launch, or can be replenished from a resupply cabinet. Lose 15 max health. | |
Ball: 1 | ∞ | Base: 15 Crit: 45 | |||
Craft Candy Cane |
N/A | N/A | Base: 35 Crit: 105 |
A small health pack is dropped when the player kills an enemy, regardless of what weapon the player was using in order to kill the enemy. 25% Explosive damage vulnerability on wearer. | |
Craft Boston Basher |
N/A | N/A | Base: 35 Crit: 105 Bleeding: |
On hit: causes bleed to enemy for 5 seconds. On miss, causes self-damage and bleed to the player for 5 seconds. | |
Promotional / Craft Three-Rune Blade |
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Promotional / Craft Sun-on-a-Stick |
N/A | N/A | Base: 26 Crit: 79 |
Guarantees Critical damage on burning targets. 25% damage resistance from fire while this weapon is active. | |
Promotional / Craft Fan O'War |
N/A | N/A | Base: 9 Crit: 26 |
On hit: one target at a time is marked for death, causing all damage taken to be mini-crits for 15 seconds. Crits whenever it would normally mini-crit. | |
Craft Atomizer |
N/A | N/A | Base: 30 Crit: 89 |
Grants the ability to triple jump while weapon is deployed. Melee attacks mini-crit while airborne. | |
Craft Wrap Assassin |
Bat: N/A | N/A | Base: 12 Crit: 37 |
Alt-Fire: Launches a festive ornament that shatters causing bleeding on direct hit and explodes hurting everyone close to the explosion. The Bauble will recharge over 7.5 seconds or can be replenished from a resupply cabinet. 25% increase in ball recharge rate. | |
Ball: 1 | ∞ | Base: 15 Crit: 45 Bleeding: |
See also
- Scout weapons (competitive)
- Capping (competitive)
- Scout
- Classes (competitive)
- Standard competitive lineup
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