User:MEMEScouty/sandbox

From Team Fortress Wiki
< User:MEMEScouty
Revision as of 18:06, 27 April 2023 by MEMEScouty (talk | contribs) (Weapons)
Jump to: navigation, search
This article is for competitive play, based on the standard community competitive format. For the generic article on this topic, see: Scout.
The community competitive scene changes frequently. Some or all info may be outdated.
Scoutjump.png

The Scout is the default utility class of the standard competitive lineup, valued for his objective-capturing and picking abilities.

Information

Health

Class Health Overheal Quick-Fix Overheal
Leaderboard class scout.png Scout 125 185 158
With the Sandman equipped 110 165 139

Speed

Condition Normal Backward Crouched Swimming
Leaderboard class scout.png Scout
133 %
120 %
44 %
107 %
Baby Face's Blaster at 0% boost
120 %
108 %
40 %
96 %
Baby Face's Blaster at 50% boost
147 %
132 %
49 %
117 %
Baby Face's Blaster at 100% boost
173 %
156 %
58 %
139 %

Usage

Whoosh!

The Scout's greatest strength is his mobility. As the fastest class in the game, the Scout can avoid being damaged by the enemy by dodging, so he should try to avoid being caught in a situation where he can't dodge. 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 not very weak in a direct fight, getting the first Scattergun blast can be a critical advantage. However, do not think that every single opening in the enemy team is a chance to flank, because doing so leaves your own team with a slightly weakened defense, allowing the enemy to kill your own team before you're able to move in. 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. Another duty of Scouts is to chase down retreating enemies thanks to his superior speed and his ability to deal direct damage.

One way that the Scout can put pressure on the Combo and the rest of the team is by back-capping; the threat of having Scouts rampaging behind them is something no team wants. Not only that, but the Scouts are quicker than any other class, which means they can get to the next point quicker than anyone else. If the team doesn't have any teammates respawning, it's possible that the Scouts can make it back to the last point. Even when it's not successful, back-capping will give the Scouts 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 and possibly even the round.

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.

6v6

The Scout is a highly mobile "clean up" class, used to capture points and move in and out of fights to deal with 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 (Soldier and 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. During a mid-fight, at least one Scout should stay alive; losing both of its most mobile players can spell disaster for a team. The Scout should aim to die as little as possible, as a longer-living scout has a higher impact.

In the standard 6v6 lineup, each team will have 2 Scouts, falling into one of two common roles: the Flank Scout and the Pocket Scout. The Flank Scout is a part of the flank and often fights alongside the Roaming Soldier. 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. 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. One of his main targets is the "bombing soldier" - an enemy Roamer jumping in to kill the Medic. The Pocket Scout is the primary candidate for maincalling due to his mobility and high damage. 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.

During mid-battles, Scouts have two main duties to fulfill. They either can protect their Combo from enemy Scouts, or they can be aggressive and try to flank and kill the opposing players, especially the Medic and Demoman. Normally, the Scouts will try to do the best of both worlds; one Scout will play passively while the second Scout will wait for an opportunity to attack them. Due to their speed, they can also easily switch roles to focus on either defense or offense as the situation calls. Having both Scouts playing offensively can allow them to swarm exposed enemy players or finish off damaged enemies in a main battle. For example, on Badlands middle, what usually happens is that one Scout will go and watch Valley, and the other will watch the small house; if one of the Scouts calls that both Scouts are going one way then the other Scout will go and help out.

Highlander

Scout's role is far more limited in Highlander, as his movement is significantly restricted by two full-auto high-damage-per-second classes: Heavy and Engineer. As such, Scout is used more often as a utility class, helping the team by being on the flank, capturing points and objectives, and sometimes following up on damage dealt by the combo. He can also be used to harass certain classes, such as Snipers. Scout is often unable to contribute effectively in game modes that force players together (such as Payload and Attack/Defend) due to his lack of splash damage but can be deadly on certain King of the Hill maps with multiple flank routes, which allows him to pick off isolated enemies one by one.

Anti-Scout classes

Although it mostly depends on skill, some classes are designed to have an advantage over others, many classes have an advantage over a Scout, as well as others having a disadvantage against him. Let's look at the ones who have an advantage over a Scout:

The Soldier

A Soldier is a Scout's arch-enemy. A Soldier's ability to deal splash damage making it unavoidable renders a Scout's double jump ability useless. If engaged at dangerously close ranges where the Soldier's primary will deal self-damage, it is likely that a Soldier is going to take out his Shotgun and finish the Scout off. Soldiers are most dangerous in narrow corridors to a Scout due to multiple reasons:

  • The Scout cannot maneuver in narrow areas.
  • The Soldier shoots straight, high-damage projectiles, meaning direct hits on a Scout become much easier, and are likely to kill the Scout in 2 shots or less.
  • The Scout has no option but to simply head-on charge at the Soldier meaning the Scout is unlikely to do any serious damage before being killed.

A Scout's best hope is if the Soldier is in an open area where the Scout can get a height advantage and pick away at the Soldier.

The Scout

The opposing Scouts are just as dangerous as the enemy Soldiers. In every match, it is highly likely you will run into the opposing Scouts. What makes Scout vs Scout battles very hard is that you are as equally as fast and mobile, and you can also not escape a Scout like you can with other classes. Your dodging and aiming skills will be tested when contesting another Scout. Use Health packs, overheal, and your team's Scout to your advantage. A skilled Scout usually tries to control the area around the health pack so the other Scout cannot run to health and finish you off. When you are about to watch the flanks, always go for a buff from your Medic and try to bring your Scout buddy with you on the flanks to "out-number" the other Scout. Higher skilled Scouts usually trap the Scouts where one of the Scouts hides in the corner and the other lures him into a trap.

Engineer

An Engineer without a sentry isn't much of a threat to a Scout. Simply put, an Engineer is a downgraded version of a Scout. However, this doesn't mean the Engineer isn't a dangerous class by himself, especially if he has the Gunslinger equipped. What makes the Engineer a brilliant anti-Scout class is his Sentry Gun; a high-damage, high-health, and extremely accurate auto-turret capable of acting as a wall to a Scout. Due to the nature of a Sentry Gun, a Scout cannot dodge the sentry's bullets, meaning the Scout's speed and double jump will not help him at all. His low health means that the Sentry Gun can finish him off in seconds, and his short-range and low firepower makes him completely reliant on his team to destroy it.

However, if the Scout has the Bonk! item equipped he becomes "invincible" and can absorb the sentry's damage, allowing other teammates to destroy it easily. The Engineer is the worst enemy for a Scout making it hard for a Scout to be effective in Highlander.

Heavy Weapons Guy

The Heavy has the largest health pool in the game. The Heavy is extremely dangerous at close-range, and fighting him head-on is suicide no matter what class is being played. Due to his extremely high damage and large health, this makes it very hard for a Scout to deal with one that is aware of the Scout's existence. In competitive situations, the Heavy is also likely to have full overheal, as well as a few teammates surrounding him, making it seemingly impossible for a Scout to even get decent damage on the Heavy.

If the Scout gets close, he will have to do three point-blank shots to kill a non-overhealed Heavy. This means to kill a Heavy, the Scout will have to get to close range and risk getting found out and killed by the Heavy's teammates. Compare this to the Heavy, which takes much less effort to kill a Scout. Higher skilled Scouts will usually avoid Heavies at all costs, but if they have to engage they would try to confuse the Heavy's aim by jumping above the Heavy to get as many shots as possible.


Weapons

Main article: Scout weapons (competitive)

The Scout relies mainly on his Scattergun, which deals large damage at close range, but lesser damage at longer range. His speed allows him to quickly jump towards someone and deal damage, and then retreat.

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
Scattergun
Stock
Scattergun
Killicon scattergun.png 6 32 Base: 60

Crit: 180

[6 damage × 10 pellets]

Force-A-Nature
Unlock
Force-A-Nature
Killicon force-a-nature.png 2 32 Base: 65

Crit: 194

[5.4 damage × 12 pellets]

Pictogram plus.png 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.

Pictogram plus.png 50% faster firing speed.
Pictogram plus.png 20% more pellets per shot.
Pictogram minus.png 66% smaller clip size.
Pictogram minus.png 10% less damage per pellet.
Pictogram minus.png If one shot is unused before reloading, it is lost.

Shortstop
Craft
Shortstop
Killicon shortstop.png 4 32 Base: 48

Crit: 144

[12 damage × 4 pellets]

Pictogram plus.png 42% faster firing speed.

Pictogram plus.png 100% more damage per pellet.
Pictogram plus.png Has a clip-based reload.
Pictogram plus.png Alt-Fire: does a shove that pushes enemies.
Pictogram minus.png 60% fewer pellets per shot.
Pictogram minus.png 33% smaller clip size.
Pictogram minus.png 20% increase in push force taken from damage and airblast while deployed.

Soda Popper
Craft
Soda Popper
Killicon soda popper.png 2 32 Base: 60

Crit: 180

[6 damage × 10 pellets]

Pictogram info.png 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.

Pictogram plus.png 25% faster reload speed.
Pictogram plus.png 50% faster firing speed.
Pictogram minus.png 66% smaller clip size.
Pictogram minus.png If one shot is unused before reloading, it is lost.

Baby Face's Blaster
Craft
Baby Face's Blaster
Killicon baby face's blaster.png 4 32 Base: 60

Crit: 180

[6 damage × 10 pellets]

Pictogram info.png 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.

Pictogram minus.png 34% smaller clip size.
Pictogram minus.png 10% slower movement speed on wearer.
Pictogram minus.png Boost reduced on air jumps.
Pictogram minus.png Boost reduced when hit.

Back Scatter
Craft
Back Scatter
Killicon back scatter.png 4 32 Base: 60

Crit: 180

[6 damage × 10 pellets]

Pictogram plus.png Minicrits targets when fired at their back from close range.

Pictogram minus.png 34% smaller clip size.
Pictogram minus.png No random critical hits.
Pictogram minus.png +20% bullet spread.


Secondary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Pistol
Stock
Pistol
Killicon pistol.png 12 36 Base: 15

Crit: 45

[6 rounds / sec.]

Lugermorph
Promotional
Lugermorph
Killicon lugermorph.png
C.A.P.P.E.R
Uncrate
C.A.P.P.E.R
Killicon c.a.p.p.e.r.png Pictogram info.png Killed enemies suffer a distinctive death by incineration.
Bonk! Atomic Punch
Unlock
Bonk! Atomic Punch
N/A 1 N/A Pictogram info.png When used, the player is immune to all damage, but is unable to attack. Knockback still affects the player.

Pictogram info.png 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.
Pictogram info.png The invulnerability effect lasts for 8 seconds and then has to recharge for about 22 seconds in order to be used again.

Crit-a-Cola
Craft
Crit-a-Cola
N/A 1 N/A Pictogram info.png While under effect:
Pictogram plus.png Guaranteed Mini-Crits.
Pictogram minus.png Making any attack while under the effect causes a 5-second Marked-For-Death debuff.

Pictogram info.png The mini-crit boost effect lasts for 8 seconds and then has to recharge for about 22 seconds in order to be used again.

Mad Milk
Craft
Mad Milk
N/A 1 N/A Pictogram info.png Any damage (except afterburn) done to enemies covered in milk restores 60% of the damage dealt to the attacking player's health.

Pictogram info.png Partially nullifies Cloak on enemy Spies.
Pictogram info.png Extinguishes fire on wielder and allied players.
Pictogram info.png Has a 20-second recharge time.
Pictogram plus.png 20% decrease in recharge time when you extinguish an allied player.

Mutated Milk
Uncrate
Mutated Milk
Winger
Craft
Winger
Killicon winger.png 5 36 Base: 17

Crit: 52

[5 rounds / sec.]

Pictogram plus.png 15% more damage.

Pictogram plus.png Jump height increased by 25% when active.
Pictogram minus.png 60% smaller clip size.

Pretty Boy's Pocket Pistol
Craft
Pretty Boy's Pocket Pistol
Killicon pretty boy's pocket pistol.png 9 36 Base: 15

Crit: 45

[7 rounds / sec.]

Pictogram plus.png On Hit: Gain up to +3 health.

Pictogram plus.png 15% faster firing speed.
Pictogram minus.png 25% smaller clip size.

Flying Guillotine
Promotional / Craft
Flying Guillotine
Killicon flying guillotine.png 1 Base: 50

Crit: 150

Bleeding:

8 / sec. × 5 secs.
Pictogram info.png Can be thrown to damage enemies. Recharges after 6 seconds.

Pictogram plus.png On hit: cause bleeding for 8 seconds.
Pictogram plus.png Long-distance hit reduces charge time by 1.5 seconds.
Pictogram minus.png No random Critical Hits.
Pictogram minus.png Cannot be picked up after being thrown.


Melee

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Bat
Stock
Bat
Killicon bat.png N/A N/A Base: 35

Crit: 105

Frying Pan
Promotional
Frying Pan
Killicon frying pan.png
Conscientious Objector
Craft
Conscientious Objector
Killicon conscientious objector.png
Freedom Staff
Promotional
Freedom Staff
Killicon freedom staff.png
Bat Outta Hell
Drop
Bat Outta Hell
Killicon bat outta hell.png
Memory Maker
Distributed
Memory Maker
Killicon memory maker.png
Ham Shank
Promotional
Ham Shank
Killicon ham shank.png
Necro Smasher
Unlock
Necro Smasher
Killicon necro smasher.png
Crossing Guard
Uncrate
Crossing Guard
Killicon crossing guard.png
Prinny Machete
Promotional / Craft
Prinny Machete
Killicon prinny machete.png
Holy Mackerel
Craft
Holy Mackerel
Killicon holy mackerel.png Pictogram info.png Broadcasts every successful hit on an enemy player over the death-notice area.

Pictogram info.png Kills are labeled as "FISH-KILL!" and "ARM-KILL!" respectively in the death-notice area.

Unarmed Combat
Craft
Unarmed Combat
Killicon unarmed combat.png
Batsaber
Uncrate
Batsaber
Killicon batsaber.png Pictogram info.png Killed enemies suffer a distinctive death by incineration.
Saxxy
Distributed
Saxxy
Killicon saxxy.png Limited item from the Replay Update.

Pictogram info.png Killed enemies freeze into solid Australium statues (purely cosmetic feature).

Golden Frying Pan
Distributed
Golden Frying Pan
Killicon golden frying pan.png Limited item from the Two Cities Update.

Pictogram info.png Killed enemies freeze into solid Australium statues (purely cosmetic feature).

Sandman
Unlock
Sandman
Killicon sandman.png Bat: N/A N/A Base: 35

Crit: 105

Pictogram plus.png 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.

Pictogram minus.png Lose 15 max health.

Killicon sandman ball.png Ball: 1 Base: 15

Crit: 45

Candy Cane
Craft
Candy Cane
Killicon candy cane.png N/A N/A Base: 35

Crit: 105

Pictogram plus.png 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.

Pictogram minus.png 25% Explosive damage vulnerability on wearer.

Boston Basher
Craft
Boston Basher
Killicon boston basher.png N/A N/A Base: 35

Crit: 105

Bleeding:

8 / sec. × 5 secs.
Pictogram plus.png On hit: causes bleed to enemy for 5 seconds.

Pictogram minus.png On miss, causes self-damage and bleed to the player for 5 seconds.

Three-Rune Blade
Promotional / Craft
Three-Rune Blade
Killicon three-rune blade.png
Sun-on-a-Stick
Promotional / Craft
Sun-on-a-Stick
Killicon sun-on-a-stick.png N/A N/A Base: 26

Crit: 79

Pictogram plus.png Guarantees Critical damage on burning targets.

Pictogram plus.png 25% damage resistance from fire while this weapon is active.
Pictogram minus.png 25% less damage.

Fan O'War
Promotional / Craft
Fan O'War
Killicon fan o'war.png N/A N/A Base: 9

Crit: 26

Pictogram plus.png On hit: one target at a time is marked for death, causing all damage taken to be mini-crits for 15 seconds.

Pictogram plus.png Crits whenever it would normally mini-crit.
Pictogram minus.png Deals 75% less damage.

Atomizer
Craft
Atomizer
Killicon atomizer.png N/A N/A Base: 30

Crit: 89

Pictogram plus.png Grants the ability to triple jump while weapon is deployed.

Pictogram plus.png Melee attacks mini-crit while airborne.
Pictogram minus.png 15% less damage against players.
Pictogram minus.png 50% deploy penalty.

Wrap Assassin
Craft
Wrap Assassin
Killicon wrap assassin.png Bat: N/A N/A Base: 12

Crit: 37

Pictogram plus.png 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.

Pictogram plus.png 25% increase in ball recharge rate.
Pictogram minus.png 65% less damage.

Killicon sandman ball.png Ball: 1 Base: 15

Crit: 45

Bleeding:

8 / sec. × 5 secs.


See also