Difference between revisions of "Scout weapons (competitive)"

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(Holy Mackerel: ...spelled right.)
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{{competitive}}
 
{{competitive}}
  
The weaponry available to the [[Scout (competitive)|Scout]] is one that encourages him to flank effectively and make quick picks on the enemy team. Despite his low health, his primary weaponry encourages close range combat with a high damage output per pellet from point blank range. The Scout also has some weaponry which can help out at medium range.
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The weaponry available to the [[Scout (competitive)|Scout]] encourages him to flank and harass the enemy team at close and medium range. Despite his low health, his primary weapons largely encourage close range combat, and deal massive damage at point-blank. The Scout also has weapons that are effective at medium range, but are not stronger than other weapons geared for that purpose.
  
==Primary Weapon==
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==Primary weapons==
The Scout posses some very powerful weapons for close range combat, all enjoying  a fairly large ramp up.
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The Scout possesses some very powerful weapons for close range combat, which largely enjoy a significant ramp-up.
  
 
=== Scattergun ===
 
=== Scattergun ===
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[[File:Wiki_scattergun.png|100px|right]]
 
[[File:Wiki_scattergun.png|100px|right]]
  
The Scattergun is arguably the standard choice among competitive Scouts with the largest weapon clip (six rounds) and a fairly large damage ramp-up at point blank (175%) resulting in 10.5 damage per pellet as opposed to the base level 6. However, the weapon is very ineffective at medium-long range with a 50% fall-off, making it three damage per pellet.
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The Scattergun is arguably the standard choice among competitive Scouts with the largest weapon clip (six rounds) and a fairly large damage ramp-up at point blank (175%) resulting in 10.5 damage per pellet as opposed to the base level 6. However, the weapon is ineffective at medium-long range with fall-off and spread.
  
 
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{| class="wikitable grid"
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: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
 
: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
  
The Force-a-Nature, commonly abbreviated as "FaN", provides a much quicker firing rate than the Scattergun allowing for very quick picks. The weapon also enjoys a higher damage output than the Scattergun as well. One of the main disadvantages about the FaN however is that it has only two clips per magazine so Scouts using this weapon should be very confident in their ability to hit their targets with as many pellets as they can. Another thing Scouts should note that avoiding fire about double jumping and firing this weapon at the same time can make for very erratic movement whilst airborne, the "pushing" effect the FaN creates is also exerting on the opponent so though the first shot will offload maximum damage whilst the second may not do as much damage because the target has been pushed away from you.  
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The Force-a-Nature, commonly abbreviated to "FaN", has a much quicker firing rate than the Scattergun and provides for very quick kills. The weapon also enjoys a higher damage output than the Scattergun. One of the main disadvantages is that it has only two clips per magazine so Scouts using this weapon should be very confident in their ability to hit their targets with as many pellets as they can. The "pushing" effect the FaN exerts on enemies also tends to decrease damage as the target is pushed away from you. Another thing Scouts should note about using this weapon is that firing and double jumping can make for very erratic movement whilst airborne.
  
Although this feature for the FaN does create some problems, if this mechanic is used purposely it can create a third jump allowing the Scout to reach places he either wouldn't have been able to reach double jumping or allow him to reach places much quicker. Players should also note that firing the FaN once and then reloading will result in losing two ammo rather than just the one to replace ammo fired.
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Although the "pushing" feature of the FaN does create some problems, if this mechanic is used purposely it can create a third jump allowing the Scout to reach places he either wouldn't have been able to reach double jumping or allow him to reach places much quicker. Players should also note that firing the FaN once and then reloading dispenses of the remaining cartridge.
  
 
{| class="wikitable grid"
 
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: '''Note:''' This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).
 
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).
  
A similar design to the Force-a-Nature, the Shortstop add the ability to slow down your target upon hit and can get through it's four ammo magazine very quickly. The Shortstop is designed much more for medium range combat than the Scattergun or the FaN with a much higher base damage meaning damage per pellet is six as opposed to three. Although it's damage per pellet is high even at point blank, 18 per pellet, the Shortstop's main weakness is that it will only fire four pellets for every ammo meaning that at point blank it is not as effective to the Scattegun or Force-a-Nature. Scouts should also note that the weapon shares its ammo with the Pistol, meaning if they run out of ammo with the Shortstop then they will be forced into using their melee weapon.
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The Shortstop adds the ability to slow down your target on hit and can get through its four ammo magazine very quickly, like the FaN. The Shortstop is more designed for medium range combat than the Scattergun or the FaN with a higher base damage per pellet (that of a Pistol's), less pellets (four), and less spread. Although its damage per pellet is high even at point blank, 18 per pellet, the Shortstop's main weakness is that it will only fire four pellets for every ammo meaning that at point blank it is not as effective to the Scattergun or Force-a-Nature. Scouts should also note that the weapon shares its ammo with the Pistol, meaning if they run out of ammo with the Shortstop then they will be forced into using their melee weapon.
  
 
Generally, Scout vs. Scout battles between either the Scattergun or the FaN against a Shortstop, the Scout carrying the latter should do their best the maintain their distance but should also try and heckle their opponent if they switch to the Pistol.
 
Generally, Scout vs. Scout battles between either the Scattergun or the FaN against a Shortstop, the Scout carrying the latter should do their best the maintain their distance but should also try and heckle their opponent if they switch to the Pistol.

Revision as of 04:37, 14 November 2010

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.

The weaponry available to the Scout encourages him to flank and harass the enemy team at close and medium range. Despite his low health, his primary weapons largely encourage close range combat, and deal massive damage at point-blank. The Scout also has weapons that are effective at medium range, but are not stronger than other weapons geared for that purpose.

Primary weapons

The Scout possesses some very powerful weapons for close range combat, which largely enjoy a significant ramp-up.

Scattergun

Wiki scattergun.png

The Scattergun is arguably the standard choice among competitive Scouts with the largest weapon clip (six rounds) and a fairly large damage ramp-up at point blank (175%) resulting in 10.5 damage per pellet as opposed to the base level 6. However, the weapon is ineffective at medium-long range with fall-off and spread.

Weapon Damage Critical Damage Function Times Special
Scattergun
Wiki scattergun.png
  • Point-Blank: 104
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-Crit: 141
  • Over 512 units Mini-Crit: 8/hit
  • Attack: 0.64s
  • Reload Start: 0.76s
  • Reload More: 0.56s


Force-a-Nature

Force-A-Nature.png
Note: This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.

The Force-a-Nature, commonly abbreviated to "FaN", has a much quicker firing rate than the Scattergun and provides for very quick kills. The weapon also enjoys a higher damage output than the Scattergun. One of the main disadvantages is that it has only two clips per magazine so Scouts using this weapon should be very confident in their ability to hit their targets with as many pellets as they can. The "pushing" effect the FaN exerts on enemies also tends to decrease damage as the target is pushed away from you. Another thing Scouts should note about using this weapon is that firing and double jumping can make for very erratic movement whilst airborne.

Although the "pushing" feature of the FaN does create some problems, if this mechanic is used purposely it can create a third jump allowing the Scout to reach places he either wouldn't have been able to reach double jumping or allow him to reach places much quicker. Players should also note that firing the FaN once and then reloading dispenses of the remaining cartridge.

Weapon Damage Critical Damage Function Times Special
Force-A-Nature
Force-A-Nature.png
  • Point-Blank: 113
  • 512 units: 5.4/hit, avg 7 hits
  • Over 1024 units: 3/hit
  • Critical: 16.2/hit (max 194)
  • Point-Blank Mini-Crit: 152
  • Over 512 unit Mini-Crit: 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.

Shortstop

Shortstop.png
Note: This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).

The Shortstop adds the ability to slow down your target on hit and can get through its four ammo magazine very quickly, like the FaN. The Shortstop is more designed for medium range combat than the Scattergun or the FaN with a higher base damage per pellet (that of a Pistol's), less pellets (four), and less spread. Although its damage per pellet is high even at point blank, 18 per pellet, the Shortstop's main weakness is that it will only fire four pellets for every ammo meaning that at point blank it is not as effective to the Scattergun or Force-a-Nature. Scouts should also note that the weapon shares its ammo with the Pistol, meaning if they run out of ammo with the Shortstop then they will be forced into using their melee weapon.

Generally, Scout vs. Scout battles between either the Scattergun or the FaN against a Shortstop, the Scout carrying the latter should do their best the maintain their distance but should also try and heckle their opponent if they switch to the Pistol.

Weapon Damage Critical Damage Function Times Special
Shortstop
Shortstop.png
  • Point-Blank: 72
  • 512 units: 12/hit, avg 7 hits
  • Over 1024 units: 6.34/hit
  • Critical: 36/hit (max 144)
  • Point-Blank Mini-Crit: 97
  • Over 512 unit Mini-Crit: 16.2/hit
  • Attack: 0.36s
  • Reload: 1.01s
  • Affected by fixed weapon spread (2 extra pellets at center, 1 extra at middle-right).
  • Slows target move speed by 40%.
  • Shares ammo with Pistol.

Usage

A majority of Scouts will favor the Scattegun over it's unlockables because of the balance between damage output, control over their maneuverability without compensating for the FaN's knockback, and also it boasts the largest clip size of any of the three weapons. FaN Scouts are quite rare because of the ban place on them in a majority of leagues, although the use of the FaN in leagues with relaxed weapon restrictions is not unheard of.

Secondary Weapon

The Scout's secondary weapons vary from a standard weapon to a lunchbox item supporting either himself, the team or both.

Pistol

Pistol.png

The Pistol is the standard secondary weapon carried by Scouts. Scattergun and FaN Scouts will resort to using their Pistol against medium to long range targets or to finish off opponents on low health. The Pistol is the only secondary weapon in the Scout's inventory that deals damage.

The Scout's Lugermorph is merely a reskin of the Pistol and thus has the same stats as the Pistol.

Weapon Damage Critical Damage Function Times Special
Pistol
Pistol.png
  • Point-Blank: 22
  • 512 units: 15
  • Over 1024 units: 8
  • Critical: 45
  • Point-Blank Mini-Crit: 30
  • Over 512 unit Mini-Crit: 20
  • Attack: 0.125s
  • Reload: 1.36s
  • If unfired in the past 1.25 seconds, shot has perfect accuracy.


Bonk! Atomic Punch

RedBonk.png

Bonk! Atomic Punch is one of the alternatives to the Scout's Pistol. After 1.25 seconds of drinking the Scout will be invulnerable for six seconds. The item makes for an effective means of escape in situations that would result in certain death. Although the Bonk grants invulnerability, it does not prevent knockbacks, such as from Sentry Guns, compression blasts and FaNs. Secondly, whilst invulnerable, the Scout cannot attack using his primary weapon or his melee weapon - he can, however, still use the Home Run taunt with the Sandman to damage his enemies.

Weapon Damage Critical Damage Function Times Special
Bonk! Atomic Punch
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
Note: This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions

The Crit-a-Cola is a more offensive alternative to Bonk. After 1.25 seconds of drinking, the Scout is granted mini-crits for every attack he makes for the next six seconds. When used, mini-crits are also granted for attacks that hit the Scout. Although it offers a massive offensive boost, it also degrades the Scout's ability to take hits which is already low enough as it is. Thus it is considered this weapon will be used in either kamikaze attacks in attempts to pick the enemy Medic or Demoman or in a flank attack on a lone class.

Weapon Damage Critical Damage Function Times Special
Crit-a-Cola
Crit-a-Cola.png
N/A N/A
  • Drinking: 1.25s
  • Invulnerability: 6s
  • Total Recharge: 30s
  • While active, causes Scout to deal and receive Mini-Crits on all attacks.
  • Recharge starts when Mini-Crit effect starts.
  • Useless underwater.


Mad Milk

Mad Milk.png
Note: This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).

Mad Milk is able to be thrown at the enemy. Friendlies that damage enemies that are covered in Mad Milk will receive a 75% of the damage they inflicted as health. Functioning similar to Jarate, Mad Milk can be used to extinguish fires and reveal cloaked enemy Spies. Contrary to Jarate, Mad Milk's effect does not get removed from activating an ÜberCharge or by dropping into water.

Weapon Damage Critical Damage Function Times Special
Mad Milk
Mad Milk.png
N/A N/A
  • Effect Duration: 6s
  • Refill Time: 10s
  • 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)


Usage

Scouts will usually opt for the Pistol to provide extra damage output rather than the lunchbox items on offer. Although Bonk Scouts are not unheared of, they are usually saved for distraction tactics and for making an easier assault on a sentry nest.

Melee Weapon

Because of the need to get very close quarters with his target in order to fully utilize his primary weapon's damage output, Scouts will sometimes make use of their melee weapon to finish off opponents rather than resort to their pistol. Mainly because the melee weapon offers a better damage output.

Bat

Wiki bat.png

The Bat is the Scout's standard melee weapon. Although it deals half the damage per hit than other standard melee weapons, the Bat has a much smaller attack interval allow for almost two swings in the time it takes a standard melee attack to swing once.

Weapon Damage Critical Damage Function Times Special
Bat
Wiki bat.png
  • Melee: 35
  • Critical: 105
  • Minicrit: 47
  • Attack: 0.5s
  • Completely standard melee weapon.


Sandman

Sandman.png
Note: This weapon is either limited or banned in a majority of leagues. Check your league's rule page for details on their weapon restrictions

In terms of attack, the Sandman is the same as the standard bat with same damage per swing as the same attack interval. What sets the Sandman apart is that it has the ability to temporarily incapacitate opponents by hitting a ball at them. Upon hit, the ball will do between eleven to fifteen damage depending on the distance between the Scout and his target, the length the target is incapacitated also varies with distance. As a trade off, the Scout loses 15hp.

Weapon Damage Critical Damage Function Times Special
Sandman
Sandman.png
  • Melee: 35
  • Ball Point-Blank: 15
  • Ball over 512 units: 11
  • Critical: 105
  • Minicrit: 47
  • Ball Critical: 45
  • Ball Point-Blank Mini-Crit: 20
  • Ball over 512 unit Mini-Crit: 15
  • Attack: 0.5s
  • "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 15hp.


Holy Mackerel

Holy Mackerel.png

The Holy Mackerel is a simple reskin of the Bat although every time it hits an opponent, barring hits on disguised Spies, a notification will be displayed in the killboard for every hit.

Weapon Damage Critical Damage Function Times Special
Holy Mackerel
Holy Mackerel.png
  • Melee: 35
  • Critical: 105
  • Minicrit: 47
  • Attack: 0.5s
  • Globally announces hits on killboard (doesn't reveal Spies).


Usage

Most Scouts will opt for the Bat rather than sacrifice health from the Sandman. Although some would choose the Mackerel simply for the novelty and humor of the item.

See Also