Scout weapons (competitive)

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Revision as of 20:30, 1 March 2011 by JakeSanchard (talk | contribs) (Added the Scout's three latest melee weapons, updated some weapon restrictions, added links to other pages)
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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 Some or all info may be outdated.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 "knockback" 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 whist airborne can make for very erratic movement.

Although the "knockback" feature of the FaN does create some problems, if this mechanic is used properly it can act as 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 disposes 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 can get through its four ammo magazine very quickly similar to the FaN. The Shortstop is more designed for medium range combat, rather 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 shot 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 they will also have no ammo for the pistol, forcing them to use their melee weapon.

Generally, in 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).
  • Shares ammo with Pistol.


Secondary Weapons

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 often resort to using their Pistol against medium to long range targets or to finish off opponents on low health. Scouts using the Shortstop may find this weapon superfluous, as the Shortstop and Pistol share ammunition reserves. The Pistol is the only secondary weapon in the Scout's inventory that deals damage.

The Lugermorph is merely a reskin of the Pistol and thus has the same stats as the Pistol but please note that it may be restricted on some leagues.

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

Note: This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
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. Bonk is effective for when a scout wants to get past the enemy and flank them from behind. 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.

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.

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. Teammates that damage enemies who 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.
  • Shorts out a Spy's cloaking device.

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 unheard 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 launch a baseball at opponents, stunning them on hit. Upon contact, the ball will do approximately fifteen damage and stun the target based on distance. As a trade off, the Scout loses 15hp.

Weapon Damage Critical Damage Function Times Special
Sandman
Sandman.png
  • Melee: 35
  • Ball: 15
  • Critical: 105
  • Minicrit: 47
  • Ball Critical: 45
  • Ball Minicrit: 20
  • Attack: 0.5s
  • "Fleeing state" time based on target distance; stuns at max distance.
  • Cannot throw ball underwater.
  • Reduces max health by 15.


Holy Mackerel

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

The Holy Mackerel shares the same statistics as the bat, however every time it hits an opponent, barring hits on disguised Spies, a notification will be displayed in the HUD.

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 the HUD (kill feed doesn't register hits on disguised Spies).


Candy Cane

RED Candy Cane.png

The Candy Cane has the same damage stats and swing rate as the Scout's stock melee weapon, the Bat. When the wielding Scout kills an opponent, a small health kit spawns in the place of the player who has been killed, healing 20.5% health to anyone who picks it up, including the opposing team. A trade-off for this benefit however is that the wielding Scout suffers an additional 25% damage from explosives (Rockets, Sticky Bombs, Grenades, the Ullapool Caber and the Soldier's Equalizer and Lumbricus Lid taunt attack. ).

Weapon Damage Critical Damage Function Times Special
Candy Cane
RED Candy Cane.png
  • Melee: 35
  • Critical: 105
  • Minicrit: 47
  • Attack: 0.5s
  • A small health pack is dropped on kill.
  • Damage from explosives increases by 25% on wearer.


Boston Basher

TheBostonBasher.png

The Boston Basher has the same damage and swing stats as the Bat but will deal bleed damage to an opponent for 5 seconds upon a successful hit. The wielding Scout relies strongly on these successful hits because if the Scout misses an opponent, they will suffer 43 damage to one's self upon a normal hit and 61 upon a critical hit to self. This self inflicted damage can be avoided if the Scout hits a team-mate, a solid wall, floor or prop or is ÜberCharged.

Weapon Damage Critical Damage Function Times Special
Boston Basher
TheBostonBasher.png
  • Melee: 35
  • Damage to self upon miss: 13 (Melee) + 40 (Bleed damage)
  • Bleed Damage: 40 (8 damage per second for 5 seconds)
  • Critical: 105
  • Critical damage to self upon miss: 21 (Melee) + 40 (Bleed damage)
  • Minicrit: 47
  • Minicrit Bleed Damage: 54 (10.8 damage per second for 5 seconds)
  • Attack: 0.5s
  • Opponent bleeds for 5 seconds upon a successful hit.
  • The wearer suffers melee and bleed damage if they miss an opponent, therefore hitting themselves.



Sun-on-a-Stick

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).
Sunonastick.png

The Sun-on-a-Stick is a situational melee weapon that has the same swing stats as the Bat but deals 15% less damage overall. The Sun-on-a-Stick has a 100% chance to deal mini-crit damage to any burning opponent so it is useful to be around friendly Pyros or Snipers with flaming Huntsman arrows when you have this weapon active.

Weapon Damage Critical Damage Function Times Special
Sun-on-a-Stick
Sunonastick.png
  • Melee: 30
  • Critical: 90
  • Minicrit: 40
  • Attack: 0.5s
  • 100% chance of mini-crits on hitting burning opponents unless the hit is already determined to be a full critical.
  • Deals 15% less damage to opponents.




See Also