Difference between revisions of "Basic Scout strategy"

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Be precise; swinging this weapon around wildly will kill you very quickly. You can use the self-damage to help a [[Medic]] fill their [[ÜberCharge]] meter and the bleed effect can be used to track down [[Cloak]]ed Spies.
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Be precise; swinging this weapon around wildly will kill you very quickly. You can use the self-damage to help a [[Medic]] fill their [[ÜberCharge]] meter and the bleed effect can be used to track down [[Cloak]]ed Spies. This is a particularly useful against [[Dead Ringer]] Spies, since the [[Bleeding]] effect will not be removed or cloaked after activating the Dead Ringer, easily allowing players to follow the bleeding effect, even with the [[Spy]] taking temporary damage reduction.
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Like the [[Force-A-Nature]], this melee weapon can also allow you to triple jump or even quad jump to higher areas, or across larger distances by utilizing the self damage it causes when missing an attack. Keep in mind that even at full health, this jumping tactic will severely drain your HP to a dangerously low level, therefore it is recommended to keep note of the closest [[Health|Medkits]] nearby to quickly restore your health after making the jump.
  
 
===[[Sun-on-a-Stick]]===
 
===[[Sun-on-a-Stick]]===

Revision as of 00:06, 18 May 2011

What have we learned? I always win!
The Scout

The Scout is the fastest class in the game. Although frail, his speed and ability to double jump allow him to easily access alternate routes on many maps, making him extremely unpredictable. He counts as two players when capturing Control Points or pushing Payload carts, making him ideal for completing mission objectives. His Scattergun's damage output is extremely high, making him deadly when ambushing. When fighting, his ability to dodge, weave, and chase make him one of the best classes in one-on-one combat. Because his health pool is so low, the Scout relies on completely avoiding damage to survive. His double jump lets him escape knock back and fall damage. Weaponry that can slow or track players, such as Natascha or a Sentry Gun, are deadly to the Scout. If injured, a Scout far away from his team should seek out the nearest health pack.

Primary Weapons

When fighting, don't rely on your mouse alone to track foes. Use your movement to keep the opponent centered on your screen, firing whenever your cross-hairs and opponent match up. This allows you to focus on moving efficiently and erratically, making you harder to hit, while at the same time making your aim smoother and more accurate via prediction.

Scattergun

Item icon Scattergun.png

At close range, your Scattergun can kill most classes in just a few shots. It is your best weapon for prolonged combat due to its reasonable magazine size. The Scattergun's bullet spread is very wide, so switch to your Pistol for enemies far away.

Force-A-Nature

Item icon Force-A-Nature.png

The Force-A-Nature deals heavy burst damage but must be reloaded often, making it best used as a hit-and-run weapon. Equip your Pistol when using the Force-A-Nature so that you always have a weapon to fire. You can use the Force-A-Nature's knock back on you or your target. An enemy launched into the air makes for an easy kill, while the Force jump allows you to reach even more unpredictable locations.

Shortstop

Item icon Shortstop.png

The Shortstop is a cross between the Shotgun and Pistol. While it deals less damage than your other primary weapons, its narrow bullet spread makes it reliable at longer ranges. The Shortstop reloads very quickly, allowing you to continuously fire shots. However, the Shortstop draws from the same ammunition as the Pistol. Use a different secondary weapon in order to conserve ammunition.

Secondary Weapons

Pistol / Lugermorph

Item icon Pistol.png Item icon Lugermorph.png

The Pistol is a backup weapon, primarily used for finishing off wounded targets. It reloads much more quickly than any of your primary weapons and can be used to harass enemies or retreat. At longer ranges, use the Pistol to deal consistent damage.

Bonk! Atomic Punch

Item icon Bonk! Atomic Punch.png

Bonk! Atomic Punch is a situational utility item that can be used to dodge or draw enemy fire. For example, you can use it to distract Sentry Guns, retreat safely, bait Demomen into detonating their sticky traps, or block chokepoints.

Crit-a-Cola

Item icon Crit-a-Cola.png

Crit-a-Cola is an item that rewards you for taking risks. You should drink it only before an ambush or to harass enemies at range with your Shortstop. The boost provided by Crit-a-Cola will not stack with the effects of other items such as the Buff Banner or Jarate.

Mad Milk

Item icon Mad Milk.png

Mad Milk is a defensive item that makes fighting bulky classes easier. The healing provided will help you and your teammates tank any damage taken. It can be used to extinguish teammates or to reveal cloaked Spies.

Melee Weapons

Bat

Item icon Bat.png

Because you already deal so much damage at close range, you should only use the Bat when out of ammunition. While it swings rapidly, it deals less damage than other melee weapons.

Sandman

Item icon Sandman.png

Use the Sandman's ball to stun targets before moving in for the kill. It moves as an arced projectile, so lead your foe accordingly. Focus on stunning the dangerous foes, such as Heavies. Because the Sandman reduces your overall health, you should be adept at dodging attacks when using it.

Holy Mackerel

Item icon Holy Mackerel.png

The Holy Mackerel functions identically to the bat but announces each hit in the kill feed. Hits on disguised Spies do not display. A hit that triggers a feign death will appear as a hit, not a kill, allowing you to track down a Spy using the Dead Ringer.

Candy Cane

Item icon Candy Cane.png

You don't need to use the Candy Cane to land the finishing blow; any kill or assist will cause your victim to drop the health pack. Health packs can be used to heal teammates as they fight at the front lines. A Spy who uses the Dead Ringer to trigger a feign death will not drop a health pack.

Boston Basher / Three-Rune Blade

Item icon Boston Basher.pngItem icon Three-Rune Blade.png

Be precise; swinging this weapon around wildly will kill you very quickly. You can use the self-damage to help a Medic fill their ÜberCharge meter and the bleed effect can be used to track down Cloaked Spies. This is a particularly useful against Dead Ringer Spies, since the Bleeding effect will not be removed or cloaked after activating the Dead Ringer, easily allowing players to follow the bleeding effect, even with the Spy taking temporary damage reduction.

Like the Force-A-Nature, this melee weapon can also allow you to triple jump or even quad jump to higher areas, or across larger distances by utilizing the self damage it causes when missing an attack. Keep in mind that even at full health, this jumping tactic will severely drain your HP to a dangerously low level, therefore it is recommended to keep note of the closest Medkits nearby to quickly restore your health after making the jump.

Sun-on-a-Stick

Sun-on-a-Stick

Never equip this weapon if there are no Pyros on your team. Against ignited foes, it will deal as much damage as the Scattergun at point blank range. However, both you and the Pyro excel in close range combat and can often finish off an enemy without the help of an ally. As a result, you might not be able to utilize this combo frequently. In Medieval mode, teaming up with a Pyro using the Sharpened Volcano Fragment can be very effective.

Fan O'War

Fan O'War

After tagging an enemy with the Fan O'War, switch to your primary weapon or let your teammates finish the job.

Item sets

The Special Delivery

Shortstop Mad Milk Holy Mackerel Milkman

While the set bonus increases your survivability, the required loadout reduces your overall firepower, especially at close range.