Difference between revisions of "Community Scout strategy"

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(Combat)
(Weapon Specific)
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! align="center" | {{Icon weapon|weapon=Scattergun|icon-size=100x100px}}
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'''[[Scattergun]]'''
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! align="center" | {{Icon weapon|weapon=Bonk! Atomic Punch|icon-size=100x100px}}
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'''[[Bonk! Atomic Punch]]'''
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! align="center" | {{Icon weapon|weapon=Sandman|icon-size=100x100px}}
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'''[[Sandman]]'''
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This setup is most useful when you need to get by enemy Sentry Guns in order to capture a control point or intelligence, as Bonk! Atomic Punch will allow you to run past unharmed. The Scattergun's larger magazine size compared to the Force-A-Nature's makes up for the lack of a Pistol. The Sandman's ability to hit a stun ball can serve as a last minute attack when the last shell has been fired, or as an offensive mechanism to get in a couple of good hits when attacking. It also gives a better long range alternative, since the Scattergun is useless beyond close range. In medieval mode, this setup is good to leap over enemy lines, while providing some minor ranged attack with the stun ball.
  
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! align="center" | {{Icon weapon|weapon=Force-A-Nature|icon-size=100x100px}}
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'''[[Force-A-Nature]]'''
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! align="center" | {{Icon weapon|weapon=Pistol|icon-size=100x100px}}
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'''[[Pistol]]'''
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! align="center" | {{Icon weapon|weapon=Sandman|icon-size=100x100px}}
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'''[[Sandman]]'''
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A modification for the Force Knockback Setup in which the normal bat is replaced with the Sandman. Use caution while using this setup though; The Sandman's -15 health drops the Scout's health down to only 110, making the Demoman or a Soldier be able to kill you in one shot. On the bright side, this setup has a very effective use. Get up close and personal with your opponent with the Force-A-Nature and knock them off balance with it. Should you do something wrong and not make the kill, use your stun ball as you retreat and plan again for another strike.
  
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! align="center" | {{Icon weapon|weapon=Force-A-Nature|icon-size=100x100px}}
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'''[[Force-A-Nature]]'''
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! align="center" | {{Icon weapon|weapon=Pistol|icon-size=100x100px}}
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'''[[Pistol]]'''
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! align="center" | {{Icon weapon|weapon=Bat|icon-size=100x100px}}
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'''[[Bat]]'''
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This specified loadout is useful on defense. The knockout from Force-A-Nature can quickly force enemies near the control point or Payload off, providing you are close enough. When you don't have enough time to reload your Force-A-Nature, the Pistol provides good damage when you retreat to mid-distance. When combined with the Bat, you can survive longer than Sandman, but you lose the ability to stun your opponents.
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! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=100x100px}}
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'''[[Shortstop]]'''
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! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}
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'''[[Mad Milk]]'''
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! align="center" | {{Icon weapon|weapon=Holy Mackerel|icon-size=100x100px}}
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'''[[Holy Mackerel]]'''
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| '''The Special Delivery Setup'''
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This setup is the weaponry of [[The Special Delivery]] pack, and when paired with the [[Milkman]], will provide 25 extra health. The Shortstop deals 20% less damage than the [[Scattergun]], and holds less slugs, but fires quicker, and has a much faster reload. The Mad Milk is great for when you're against more than one enemy, or when you've taken considerable damage. The Holy Mackerel is a re-skin of the [[Bat]], and has the same capabilities and downfalls as it. Use this setup when you know you'll be facing multiples of enemies, or when there are few medics on your team.
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! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=100x100px}}
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'''[[Shortstop]]'''
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! align="center" | {{Icon weapon|weapon=Crit-a-Cola|icon-size=100x100px}}
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'''[[Crit-a-Cola]]'''
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! align="center" | {{Icon weapon|weapon=Boston Basher|icon-size=100x100px}}
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'''[[Boston Basher]]'''
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Pairing the Shortstop with the Crit-a-Cola is a smart way to deal massive damage. The Shortstop deals great damage with even Mini-Crits, and paired with 4 rounds per mag and a speedy reload, it is potentially lethal to Heavies. The Boston Basher is great with the Crit-a-Cola due to its bleeding effect. Given that Crit-a-Cola also makes you prone to guaranteed Mini-Crits as well, it is important to have a nearby healing source or Medic in case one misses with the Boston Basher.
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! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=40x40px}} or {{Icon weapon|weapon=Scattergun|icon-size=40x40px}}
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'''[[Shortstop]]''' or '''[[Scattergun]]'''
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! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}
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'''[[Mad Milk]]'''
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! align="center" | {{Icon weapon|weapon=Sandman|icon-size=100x100px}}
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'''[[Sandman]]'''
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A great combo when you want to help your team survive longer. The Shortstop and Scattergun are excellent weapons when you don't have your Pistol equipped. When your team's Medic is not around, Mad Milk's ability will provide your teammates an opportunity to heal when they hit a soaked enemy. Mad Milk will also reveal a cloaked Spy, aiding your team with [[Spy-checking]]. The Sandman's ball can stun the enemy — changing the situation, and allowing your teammates to quickly kill him.
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! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=100x100px}}
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'''[[Shortstop]]'''
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! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}
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'''[[Mad Milk]]'''
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! align="center" | {{Icon weapon|weapon=Candy Cane|icon-size=100x100px}}
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'''[[Candy Cane]]'''
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An ideal setup in Medieval mode, and an acceptable supportive mode in normal gameplay. Since the only explosive attack is from the Ullapool Caber, the Candy Cane, coupled with the Mad Milk, can help you and your teammates survive long enough to capture a point. In normal gameplay, however, players with this setup have to be careful, and thus should not be engaging in front line combat unless required. Using Shortstop or Scattergun allows killing of faraway enemies and convert their deaths into health packs, and thus Scouts with this setup would be more useful as a support (Medic covers the close range healing)
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|-
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! align="center" | {{Icon weapon|weapon=Scattergun|icon-size=40x40px}} or {{Icon weapon|weapon=Force-A-Nature|icon-size=40x40px}}
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'''[[Scattergun]]''' or '''[[Force-A-Nature]]'''
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! align="center" | {{Icon weapon|weapon=Pistol|icon-size=100x100px}}
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'''[[Pistol]]'''
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! align="center" | {{Icon weapon|weapon=Fan O'War|icon-size=100x100px}}
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'''[[Fan O'War]]'''
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This combo best uses the new Fan O'War, as it allows you to get the most of the Mini Crits with weaponry that has the the most ammunition and the overall best power output. Using the Fan O'War will make the best out of a bad situation, such as when going up against a Heavy with the [[Natascha]], or a Soldier or Demoman in a tight corridor. Overall, use this set up when you know you will be facing high HP enemies.
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! align="center" | {{Icon weapon|weapon=Scattergun|icon-size=100x100px}}
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'''[[Scattergun]]'''
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! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}
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'''[[Mad Milk]]'''
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! align="center" | {{Icon weapon|weapon=Sun-on-a-Stick|icon-size=100x100px}}
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'''[[Sun-on-a-Stick]]'''
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This combination is reccommended if you want to provide a support for Pyros in your team. The Sun-on-a-Stick Crit for burning players allows you to quickly dispatch them. Mad Milk will provide more health for Pyros against a group of enemies. The Scattergun can damage burning enemies from a distance, making them die quickly from afterburn, or weaken high HP classes such as a Heavy or Soldier.
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! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=40x40px}} or {{Icon weapon|weapon=Scattergun|icon-size=40x40px}}
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'''[[Shortstop]]''' or '''[[Scattergun]]'''
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! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}
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'''[[Mad Milk]]'''
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! align="center" | {{Icon weapon|weapon=Candy Cane|icon-size=100x100px}}
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'''[[Candy Cane]]'''
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This setup is excellent for Arena mode, as it provides health to both you and your team. Combined with the firepower of the Scattergun or good ranged damage of the Shortstop, Mad Milk will help you recover pretty much any damage you or your allies may have taken. Take advantage of the Candy Cane's small health kits which will drop upon killing a player, or direct hurt teammates toward them.
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|-
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! align="center" | {{Icon weapon|weapon=Shortstop|icon-size=40x40px}} or {{Icon weapon|weapon=Force-A-Nature|icon-size=40x40px}}
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'''[[Shortstop]]''' or '''[[Force-A-Nature]]'''
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! align="center" | {{Icon weapon|weapon=Mad Milk|icon-size=100x100px}}
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'''[[Mad Milk]]'''
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! align="center" | {{Icon weapon|weapon=Fan O'War|icon-size=100x100px}}
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'''[[Fan O'War]]'''
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This setup is for an entirely support-based Scout. The Mad Milk can be thrown onto any approaching enemies to allow your teammates to restore health, while the Fan O'War allows your team to deal more damage to high-priority targets. Both of these weapons can also be used to reveal cloaked or disguised spies; Mad Milk will drip from them when hit, and the 'Marked for Death' symbol will remain above their heads for 10 seconds after a successful hit.  Both of them are also unaffected by the Dead Ringer, making them yet more effective. The Shortstop's fast firing rate and short reload time make up for a lack of Pistol (or melee weapon), whereas the Force-A-Nature makes upp for a lack of firepower, and at close ranges can knock enemy players away from important locations and allow the Scout to reach more advantageous positions to throw milk from, or hide ready for an opportunity for the Fan O'War.
  
 
==Primary Weapons==
 
==Primary Weapons==

Revision as of 00:06, 20 June 2011

The Scout is the fastest class and a great Control Point capturer, and also has decent firepower. His low maximum health means that he needs to be careful in direct combat, preferring circle strafing or weapon heckling.

General

Combat

  • The Scout excels at one-on-one combat against other classes. Wandering or lone-wolf players are better targets for a Scout's close range weapons.
  • The Scout is designed to use his speed, his greatest advantage, to attack from the side or from behind, fire quickly, and retreat before the enemy has a chance to react. Scouts can die easily from a stray grenade or rocket, much less an aimed attack from an alert enemy.
  • Try to be as unpredictable as possible. Jumping is an easy way to stay out of the way of Rockets or Pipe Bombs, and Circle-Strafing are good ways to take down other gun-wielding foes.
  • When low on health, wait for the correct moment to strike. Use walls and corners to gain an advantage over enemies by firing and retreating repeatedly to avoid enemy fire.
  • The Scout is good at causing distractions, using Bonk! Atomic Punch or his speed to get behind enemy lines. Pestering enemies and getting them to chase him into distant areas of the map can give his team time to set up defenses or stage an assault.
  • Remember that retreat is an option if the situation is not ideal for the Scout. Do not attempt to gun down a Heavy/Medic combo that is aware of his presence. A retreat from a battle does not mean that the battle is lost; counter attack once enemies think he is no longer a threat.
  • The Scout is the smallest class and can hide behind objects better than every other class. Do not use the bat while hiding, as it may give away his position. This can be useful while waiting for a group of enemies to pass by.
  • Use the Scout's high speed to inform teammates of incoming attacks. The "Incoming!" command is bound by default to X + 1.
  • Try to be unpredictable while fighting classes that are using hitscan weapons, such as the Shotgun. Use the double jump to launch the Scout at an unexpected angle to make him harder to hit.
  • Do not confront a Sentry Gun head-on. If the Scout can approach it from behind or to the side, he can take advantage of the Sentry Gun's slow rotation speed. Pop out of cover long enough to take a shot at it with his Scattergun, then wait about one second for the Sentry Gun to turn back to its default position. It is also possible to circle strafe a Sentry Gun, as it cannot turn quickly enough to fire at him. This is very difficult, however, and requires that the Scout be as close to the Sentry Gun as possible.
    • Alternatively, he can simply run past a Sentry Gun that isn't aimed right at him, as long as he does not pass through the Sentry Gun's field of view.
  • Empty a clip of Pistol ammo into the back of a slower class (Heavy, Soldier, etc...) before getting within Scattergun range, then jump over them before they turn around to see what just bruised them and finish them with the Scattergun. This may not work on enemies with a fast reaction time.
  • Taking on a Heavy is not as suicidal as it might seem. Circle strafe around him, firing until he spins his gun up. After he begins firing, double jump over him or try to land on his head. Aim down and fire away or switch to the Bat.
  • When approaching an unaware enemy Sniper, get as close to him as possible and fire the Scattergun twice. It will kill him immediately and he will have no time to react. The Force-A-Nature's knockback will disorient him even further (if he survives), and may even kill him by knocking him off a ledge.
  • Against Pyros attempting to airblast the Scout into a corner and kill him with the Axtinguisher, use his second jump to escape from above.
  • Weapon heckling can be very effective against classes that do not specialize in close-range combat, like the Demoman and Sniper. Running into melee range with the Scout's melee drawn may trick the enemy into pulling out their own; if so, simply back away, switch to the Scout's primary weapon, and go in for the kill.
    • If the Scout moves too far away, they will switch to another weapon. The trick is to find the "middle".
  • An entire team of Scouts can attempt a Scout rush, but this is a risky maneuver. Joining forces with even a handful of other Scouts is still a good idea, as they can buy time for the team while the slower, stronger classes catch up.
    • While participating in a Scout rush, coordinate attacks with fellow Scouts for maximum damage.
  • If you find yourself circling an enemy, try to find the right moment to line up with your target and fire your weapon.

Speed

  • As the fastest class, the Scout should keep moving at all times, unless in need of healing.
  • The Scout runs a faster than any other class, even when running backwards; when retreating, he can backpedal and get a few more shots in on an enemy in pursuit.
  • When running to the front lines, run through friendly players as a form of Spy check. If the Scout is unable to pass through a teammate, shoot them!

Jumping

  • Whichever movement key is being held at the time of the double jump is the direction the Scout will go. This allows him to immediately turn 90 or 180 degrees in any direction in mid air, and is a very good way to confuse defenders. This is especially effective against Snipers, who usually aim where they expect the Scout to be just after their shot is fired. However, skilled Snipers may be able to predict the path of his second jump, since he cannot move in midair after it.
  • Performing a double jump without pressing W, A, S, or D will cancel all directional momentum, regardless of speed.
    • Since the Scout cannot change direction after his second jump, try to predict where enemies are aiming before double jumping.
  • Double jumping can save the Scout from fall damage; simply jump just before he would hit the ground.
  • Use the second jump to take the higher roads over railroad cars and bridges. Most opponents tend to look forward, rather than up. If it is safe to do so, attack from above, preferably on the enemy's head, to take them by surprise.
  • Certain ledges may require the Scout to crouch-jump in order to reach them. Holding the crouch button while performing a double jump will allow him to reach those ledges.
  • If the Scout is under fire, try jumping over the enemy's head to disorient them or throw their aim off. He can also use this maneuver to land a couple extra shots at close range.
  • The Scout is able to perform a triple jump of sorts if the Force-A-Nature is equipped as his primary weapon, as the knockback from firing can be used to propel him a few feet upwards when aimed down. Similar results can be achieved using the Boston Basher's self damage, though it is much riskier.

Objectives

  • In Capture the Flag, the Scout's primary role is capture, not destruction. Evading enemy fire and then losing pursuing enemies in the map is sometimes easier than engaging them.
  • If a slower teammate has taken the enemy Intelligence, consider asking them to drop the Intelligence (Default key: 'L') so that the Scout can carry it away faster. If they don't drop the Intelligence, try to draw attention away from the flag runner by harassing the other team at another location.
  • On Payload maps, the Scout's low profile can be hidden by crouch-walking next to the cart. This serves as a barrier from Sentry Gun fire or possibly a Heavy's Minigun fire while simultaneously pushing the cart.

Miscellaneous

  • As a general rule, the usefulness of Scouts is inversely proportional to the number of players in the server and the size of the map. However, even in a full 32 player server on the final area of Dustbowl a Scout can be useful on either offense or defense. But, as is also the case with many other classes, it is not a good idea to have too many.
  • Find a mouse sensitivity that is suitable for playing Scout. Some players prefer a higher sensitivity due to the speed of the class, but a lower sensitivity may make it easier to land Pistol shots or Sandman baseballs at mid-range.

Weapon Specific