Scout weapons (competitive)

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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 Some or all info may be outdated.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 range. 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 large damage ramp-up at point blank (175%) resulting in 10.5 damage per pellet as opposed to the base ramp of 9. However, the weapon is ineffective at medium to long range with fall-off, spread, and slow firing speed.

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 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. The quick firing rate means that a Scout wielding this gun can two-shot a medic quicker than a Scout using 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 an opponent with as many pellets as they can. The "knockback" effect the Force-A-Nature 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 Force-A-Nature 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 would not have been able to reach whilst double jumping or allow him to reach places much quicker. Players should also note that firing the Force-A-Nature once and then reloading disposes of the remaining cartridge.

The knockback of this weapon, while situational, can prove useful in separating Ubercharges, separating combos, and sending targets into your team or away from you for an escape.

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.
  • Reloading always consumes entire clip, even if 1 shot still loaded.
  • 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).

Dispite the Shortstop only have 4 clips per magazine, it has a very fast reload that reloads the entire clip. The Shortstop is more designed for medium range combat, rather than the Scattergun or the Force-A-Nature, with a higher base damage per pellet (that of a Pistol's), less pellets (four compared to the Scattergun's nine), 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 has a smaller rampup compared to the Scattergun and Force-A-Nature (150% compared to 175%) meaning that at point blank it is not as effective to the Scattergun or Force-a-Nature. However, it fires almost twice as fast, so it can still kill very quickly at point blank. 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 Force-A-Nature against a Shortstop, the Scout carrying the latter should do their best to 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

Soda Popper

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).[citation needed]

This weapon has the damage and pellet count of the Scattergun, and the clip size and firing speed of the Force-A-Nature. It's real perk, though, is that every time the user runs for 5200 units, or about 14 seconds, with this weapon out, it will automatically activate an 8-second Mini-Crit boost for all the Scout's weapons. This ends up with the Scout having a Mini-Crit boost around one third of the time.

Weapon Damage Critical Damage Function Times Special
Soda Popper
70x39px
  • 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: 0.315s
  • Reload 1.23s
  • Statistically identical to Scattergun
  • Affected by fixed weapon spread (1 extra pellet at center).
  • Reloading always consumes entire clip, even if 1 shot still loaded.

Primary Weapon Usage

The Shortstop boasts more versatility and even a higher DPS at point blank than the Scattergun; nevertheless, it is banned in most leagues. The Scattergun is the weapon used by most Scouts due to its large clip size and reliability.

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 Force-A-Nature Scouts will often resort to using their Pistol against medium to long range targets or to finish off opponents on low health. The Pistol can also be used to destroy Stickies that have been placed on a point, this is very annoying and if the demo isn't careful it can lead to a sneaky ninja cap. 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 do note that it may be restricted in 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

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

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. It is quite often used on Gravelpit in order to get out of the door because Demomen like to sticky it up. 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, Force-A-Natures and explosives. 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 off 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. Teammates that damage enemies who are covered in Mad Milk will receive a 60% 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 60% lifesteal on hit.
  • Splash goes through doors and grates.
  • Extinguishes fire on teammates.
  • Reveals Spies (can't be removed by Dead Ringer, unlike fire).

Secondary Weapon 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 (0.5 seconds) to 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
  • Mini-crit: 47
  • Attack: 0.5s
  • Completely standard melee weapon.
  • Lowest DPS of all non-unlock melee besides non-backstab knife.


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 the same damage per swing and 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 which makes the Scout even more vulnerable to dying quicker than other classes. The Sandman also comes with a unique taunt where the Scout appears calls a home run, winds up, and then swings the bat, sending any opponent caught in the swing flying across the map. This taunt attack may be effective whilst you are immediately round a corner so a taunt that is timed right will kill any opponent in the swing instantly.

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.
  • Ball does not have damage fall-off, but does have damage ramp-up.
  • Cannot throw ball underwater.
  • Reduces max health by 15.


Holy Mackerel

Holy Mackerel.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 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
  • Statistically identical to bat.
  • Globally announces hits on killboard (doesn't reveal Spies).


Candy Cane

RED Candy Cane.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 Candy Cane has the same damage stats and swing rate as the Scout's stock melee weapon, the Bat. When the wielding Scout kills or has an assist in killing 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 taunt attack). This weapon can be particularly useful on medieval maps since grenades, rockets and sticky bombs are no longer a threat. In addition, two small health kits will be dropped instead of the usual one when a Scout kills or assists. This is because players who die on a medieval map will always drop a small health kit.

Weapon Damage Critical Damage Function Times Special
Candy Cane
RED Candy Cane.png
  • Melee: 35
  • Critical: 105
  • Minicrit: 47
  • Attack: 0.5s
  • Statistically identical to bat.
  • 25% explosive damage vulnerability on wearer.
  • On kill: A small health pack is dropped.


Boston Basher

TheBostonBasher.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 Boston Basher has the same damage stats and attack interval 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 dynamic will encourage the Scout to work alone so he can sneak up on opponents and ensure that they land a hit. The Scout will not suffer self inflicted damage if the he 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
  • Statistically identical to bat.
  • On Hit: Bleed for 5 seconds to target.
  • On miss: Bleed effect is applied to yourself.



Sun-on-a-Stick

Sunonastick.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 Sun-on-a-Stick is a situational melee weapon that has the same attack interval as the Bat but deals 25% less damage overall. The Sun-on-a-Stick has a 100% chance to deal crit damage to any burning opponent so it is useful to be around a friendly Pyro or a Sniper with flaming Huntsman arrows when you have this weapon active. Due to the positive effect of this weapon relying on the enemy being engulfed in flames, it is recommended that you do not use this it when you are working alone since it is the second weakest of all of the Scout's melee weapons. An effective melee tactic used by Scout-Pyro pairs is when a Pyro attacks an opponent with any ignite capable weapon and then the Scout uses his quick melee speed on the ignited enemies whilst the Pyro flees or finds another target.

Weapon Damage Critical Damage Function Times Special
Sun-on-a-Stick
Sunonastick.png
  • Melee: 26
  • Critical: 79
  • Minicrit: 35
  • Attack: 0.5s
  • 100% crits vs burning players.
  • -25% damage done.


Fan O'War

Fan O'War.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 Fan O'War has the same attack interval as the bat but deals far less damage dealing only 10% of the Bat's damage per swing. This means that this weapon will only deal 3 - 5 damage per swing which means it will take 25 - 42 swings to kill another scout at Melee range. However, this damage shortfall is balanced, since any opponent who is hit with this weapon is marked with a special indicator that shows you and your team that they are marked for death. Any player marked with this indicator will take Mini-crit damage where it would otherwise be normal damage; Critical hits will occur as usual. This weapon might be useful in giving a quick hit to Snipers or distracted opponents and the this could be followed up by you or your team-mates picking them off with Mini-crits using ranged weapons.

Weapon Damage Critical Damage Function Times Special
Fan O'War
Fan O'War.png
  • Melee: 4
  • Critical: 13
  • Minicrit: 5
  • Attack: 0.5s
  • On Hit: one target at a time is marked for death, causing all damage taken to be mini-crits. Effect duration 15s.
  • -90% damage done.


Three-Rune Blade

Three-Rune Blade.png

The Three-Rune Blade shares functionality with the Boston Basher, but with a different model.

Weapon Damage Critical Damage Function Times Special
Three-Rune Blade
Three-Rune Blade.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
  • Statistically identical to bat.
  • On Hit: Bleed for 5 seconds to target.
  • On miss: Bleed effect is applied to yourself.


The Saxxy

Saxxy.png

The Saxxy has the same functions as the bat, but with a different model. Enemies killed by the weapon turn gold on death.

Weapon Damage Critical Damage Function Times Special
Saxxy
Saxxy.png
  • Melee: 30-40
  • Critical: 105
  • Minicrit: 47
  • Attack: 0.5s
  • Statistically identical to the Golden Wrench death effect.
  • On Kill: Your target turn to gold.


Melee Weapon Usage

The only melee weapon that is allowed is the Bat or the reskin of it.

See Also