Community Scout strategy

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The Scout is the fastest class and the quickest Control point capturer in the game, making him a vital part of many teams. His small health reserve means that he needs to avoid direct combat at all costs, preferring circle strafing or just jumping on your head to get past you.

If your team is failing to capture Control points, the speed of the Scout can often make up the difference, even when under fire.


General

  • Double jump and fire your Scattergun at enemies; this gives them less chance to dodge. This works well with Heavies, who can't move out of the way
  • You can't fight head on with a Sentry Gun, but if you can approach it sideways, you can take advantage of the Sentry's slow rotation speed. Pop out of cover long enough to take a shot at it with your Scattergun. Wait about one second for the Sentry 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 you. This is very difficult, however, and requires that you be as close to the sentry as possible.
  • Alternatively, you can simply run past a Sentry that isn't aimed right at you. This won't work if you enter within a Sentry's default cone of fire.
  • The double jump can save you from fall damage. Simply jump just before you hit the ground, or jump to a ledge nearby as you're falling.
  • Whichever movement key you are holding at the time of the double jump is the direction you will go. This allows you 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 you to be just after their shot is fired.
  • Use your double jump to full advantage. Take the higher roads over railroad cars and bridges. Most opponents will not look up, only forward. If it is safe to do so, attack from above, preferably on the enemy's head, to take them by surprise.
  • Just because you have the Scattergun doesn't mean you should always use it. Your primary role is flag capture, not destruction. Evading enemy fire and then losing pursuing enemies in the map is sometimes easier.
  • If you are standing behind a Sniper, get as close to him as possible and fire your 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, and you may even kill him by knocking him off a ledge.
  • You may want to increase your mouse (Xbox Look) sensitivity if you plan to play as a Scout. When running at full speed and jumping in all directions, it will come in handy, especially in close-quarters. (see the Sniper strategy for more details.)
  • Alternatively, you could turn you sensitivity down, I find that flailing around at high speeds is very hard to aim precisely so high sensitivity means that your reaction times must be spot on or you will miss 70% of the time whereas a low sensitivity (around about your hand span = 180 degrees of in game turning) means that you have much more control and precision, so you can move fast enough (just by moving your hand more) but you can use your low sensitivity to aim those shots and cause more damage from 9 pellets of your scatter shot filling the target other than hoping that a few of them hit
  • If you a meet a slower team-mate who has taken the enemy Intelligence, consider asking him to drop the intelligence (Default key: 'L') so that you may carry it away faster. If he ignores or refuses you, try to draw attention away from the flag runner by harassing the other team at another location.
  • An entire team of Scouts can attempt a Scout rush but this is a very risky maneuver. Joining forces with even a handful of other Scouts is still a good idea though, since the Scouts can buy time for the team while the slower, stronger classes catch up. When in a scout rush, coordinate your fire for maximum damage.
  • Never attack head on. 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.
  • Taking on a Heavy is not as suicidal as it might seem. Circle strafe around him, firing until he spins his gun up. If you are highly skilled with the Scout's double jump, after he begins firing his Minigun, double jump over him or try to land on his head. Aim down and fire away or switch to the bat. If you are not skilled at double jumping or circle strafing, simply retreat and attack again once the Heavy turns his attention elsewhere.
  • Empty a clip of pistol ammo into the back of a slower class (Heavy, Soldier, etc...) before you get within Scattergun range, then jump over them before they turn around to see what just bruised them and finish them with the Scattergun. This will not work on players with a fast reaction time as you're likely to be shot in the face as you attempt to jump over them. Drawing attention to yourself is generally not a good idea.
  • Although reconnaissance is an underused and undervalued activity in TF2, Scouts are not particularly good at scouting, despite their namesake. Snipers can see over long distances and Spies can cloak and evaluate enemy movements, and both of these can fight pretty well while doing so. Scouts are very noticeable and not very easily used for disrupting enemy movement, but often you can run through a corridor and see a force coming through, take a pot shot with your scattergun and retreat, falling back with your slower classes and inform them of whatever is coming through it, or, without a microphone, just use "Incoming!" (You may want to assign it to something easier to access than the default key.)
  • When running to the front lines, run through your teammates as a form of Spy check. If you get halted, shoot the offender or bonk them on the head with your bat a few times.
  • If you are taking fire from an enemy, it`s possible that jumping over their head and running away may help you evade. You can also use this maneuver to squeeze off a few more shots as they try to get a bead on you.
  • Scouts are extremely good at causing distractions, be it by using Bonk! or simply getting past the front lines and causing mayhem near the enemies' spawn area. Pestering the enemy and getting them to chase you into useless areas of the map can give your team time to set-up defenses or stage an assault to push-back their front lines. Due to your superior maneuverability, you can often lead many enemies on a wild goose chase as they try to hunt you down and kill you.
  • 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 Spies, it is not a good idea to have too many. 1 to 2 Scouts should be the maximum.
  • Remember, you still run a lot faster then any other class when running backwards, so if retreating you should try running backwards to get a few more shots in.


Weapon Specific

Scattergun

  • When using your Scattergun, a reliable way to ensure you hit consistently is to actually not use your mouse to aim, but to strafe left and right with your cross-hair centred, firing when your cross-hairs and opponent match up. This allows you to focus on moving more efficiently and erratically, making you harder to hit, whilst at the same time making your aim smoother and more accurate via prediction.
  • Teamed with a double jump, the Scattergun can be used to kill an enemy Medic with an unactivated ÜberCharge before he knows why more than half his health is gone. It is important that your first shot hits because your target will see tracers fly by and hear your gunshots, leaving them alerted to your presence. Two point blank shots to a Medic will normally kill him, while 3-4 at medium range will do the same job.
  • Beware of the stronger classes. Sometimes three point-blank shots with the scattergun fail to kill enemy Soldiers, especially when overhealed.
  • Range makes a huge difference to the damage the scattergun inflicts. If you are undetected, avoid firing early. Wait until you are as close as you can get to the enemy and then open fire. This reduces the number of times you need to hit the enemy, giving them less time to react, and means you won't run out of ammunition in the middle of a firefight.
  • Coupled with the Sandman, the scattergun has a much higher damage potential than the Force-A-Nature, it is able to deal a maximum of around 300 damage if you manage to get all six shots in before they recover, over a period of a few seconds.
  • It takes roughly 2 to 3 Scattergun shots to kill a Level 3 Sentry, assuming all pellets hit. Coupled with the lesser spread, higher ammo count, and steady rate of fire, the Scattergun is much better suited for 'Edging' and/or destroying a sentry than the FaN.
  • When dueling an enemy scout, staying at mid range is generally the best policy, unless you can get in close between their shots to achieve a close range meatshot and deal huge damage. By staying at mid range you allow yourself more room to dodge or hide behind cover, as well as more time to reload. That said, if your aim is good enough, close range can be just as good due to the ease of dodging by jumping over them here, assuming their aim is worse.

Force-A-Nature

  • When using this weapon, try not to get into a huge firefight with over 3, maybe 4 people. The slow reload time, small clip, and short range is not suited for these kinds of fights. Instead, try to take on only one enemy at a time so you don't get overwhelmed, and never approach from the front. Come from the sides or behind to take him out before he knows what hit him.
  • If you plan on using the Force-A-Nature, you should probably bring the Pistol as well. The Force-A-Nature's small clip size means that without the pistol, you will be essentially weaponless for the two seconds after you fire both shots.
File:F2rf9d.png
The Force Jump is a special Force-A-Nature technique that can propel you to otherwise unreachable places.
  • Keep in mind that you can jump even longer distances with this weapon by jumping, aiming below you and firing at the end of your second jump. Only fire one shot, as the second shot fired while in the air has no effect on you. A couple of interesting facts regarding the Force-a-Nature jump: A Force-of-Nature jump has slightly higher clearance than the standard double-jump. Finally, you can gain no forward momentum what-so-ever from the FAN, you can only lose momentum, therefore firing in such a way as to try and lengthen your jump is fruitless. (This only applies if you're going full-speed when you jump, if you're stationary or moving slower than normal, like if you're slowed down from Natascha, you will gain momentum up to the Scout's normal maximum speed, no more.)
  • However, you can gain rearward momentum when in the air moving backwards, so if you are traveling through an open area, you can clear large distances quickly and perhaps more importantly off the ground and out of the crosshairs of Snipers by doing a quick 180 turn, simultaneously switching from forward to backward movement, jumping, and firing the FAN just after the peak of the jump's height.
  • Use the Force-A-Nature's knockback ability to your advantage, two simultaneous can send enemies several meters and into hazards such as the pits in Lumberyard and Steel. It's particularly useful in Steel where the enemies tend to huddle around the last point. You can jump in, blast two people right off the point and run to reload and strike again later (provided they have yet to raise the safety rails).
  • A good overall strategy to do with the Force-A-Nature is to use the knockback ability and then follow through by sinking a clip from your pistol into them, it is much easier since they will be knocked back in a straight line, giving you some time to get some quick shots in. You might kill them, but even if you don't, they're probably so weak that one of your allies should be able to take them down easily; thus granting you an assist kill.
  • If you spot an enemy from far away, and he hasn't spotted you, don't fire at him over a long or even medium distance. Wait until you are at point blank then fire the two shots to get the maximum effect.
  • Be wary that a point-blank shot from the FaN will send your target flying a significant distance. So if at all possible, be wary of where your shot will throw them into. It's not terribly hard to accidentally send your target into a med-kit, into the safety of sentry coverage, or even into a cluster of his teammates.
  • Firing point blank at an upward angle, either by terrain or crouching and looking up can send your target quite high into the sky, making falling damage a factor. It might just be enough to finish an opponent who had initially survived your two shots.
  • Be careful when trying to fire at an enemy from above with the FaN, as while the knockback keeps enemies pinned down for a second, the self-knockback will keep you in the air or blast you slightly backwards, possibly throwing off your aim and sending you in a predictable line for people to aim. For this reason, the FaN is generally better to attack enemies on the same level or from below, so that they take the full force of the knockback and you still have control.

Pistol / Lugermorph

  • Targets too far away for the scatter gun should be fought with the Pistol. It is also a reasonable back-up weapon for when your Scattergun runs out of ammunition, and has reliable aim. It can destroy sentries, dispensers, and teleporters at medium range if the situation calls for it. But expect to use up around half of your pistol ammunition.
  • When running towards enemies, try firing at them with your Pistol before closing in on them with your Scattergun or FAN. When taking on 125HP classes, 2–3 seconds of accurate Pistol fire can take away a quarter to a third off their maximum health allowing you to finish them off with a strong blast of your primary weapon.
  • One of the Pistol's primary uses is to finish off wounded targets attempting to retreat.
  • Scouts only carry 36 spare rounds of pistol ammunition on top of the 12 round magazine in the weapon. The pistol can waste a lot of ammunition if fired haphazardly into a firefight. Choose your targets wisely, and aim carefully.
  • The Pistol reloads much faster than the Scattergun. When both are empty, reloading the pistol first will have you firing much sooner.
  • Be wary of when the pistol actually reloads. Changing weapons before its finished reloading only means that you have to reload again. Wait about a half-second after the pistols reload animation finishes, make a mental note of when your magazine count changes. It's fairly easy to screw up a reload because it doesn't exactly sync with the end of the animation.
  • The Pistol is also a great distraction. If you can run behind enemy lines and squeeze a few shots from the rear and then run away, players will often try to follow, making your team's life easier.
  • The Pistol works well with the Force-A-Nature. Simply sink two shots into your enemy with the Force-A-Nature, switch to your pistol and fire at them. It is much easier as the enemies will be knocked back and you won't have to account for movement for a few precious shots.
  • The Pistol is one of the more deadly weapons to have criticals for, if you happen to get first blood in Arena, switch to your pistol as it can take ANY class down in one clip including most overhealed enemies if you fire fast and accurately enough.
  • Though the scattergun trumps it in short ranges, at medium to long ranges your pistol is a far better option for taking out sentries than any other Scout weapon. If you're out of the sentries range, hitting the Engineer with a sandman ball and then destroying the sentry with your pistol will make this job infinitely easier.
  • It is best to take the Pistol as opposed to Bonk if you are not planning on working in areas with enemy sentries, though using the pistol as stated before is just as effective on enemy sentries.

Bonk! Atomic Punch

  • Use Bonk! for dodging around things you would normally run away from, like sentry guns, Heavy-Medic pairs, or large groups of bad guys. It makes for a very good retreating device assuming you survive the time required to bring out the can and drink from it.
  • While a Scout on his own isn't all that grand for scouting as stated above, this changes when using Bonk!. It's a very good idea to take a drink before turning a corner that could potentially have a sentry or sticky bombs around it, especially if there are allies behind you. Doing so can allow for an ad hoc über situation where your allies can take out the opposition while you provide cover and distraction. If you have no one backing you, simply reporting what you found via voice chat or yelling 'Sentry Ahead' can potentially save your teammates.
  • It is very easy to distract enemies while you are under the influence of Bonk. Enemy Snipers can be distracted as they try to shoot you or keep their crosshairs on you waiting for your invulnerability to wear off. Running into Soldiers and Demomen will usually result in them hurting themselves as well as being distracted, Heavies and Pyros are also easily distracted if you run circles around them. This strategy can also be used to counter enemy ÜberCharges; body-blocking a Medic's patient can waste up to six seconds of their preciously short invincibility or Critical hits period. More importantly, it saves your Medic's ÜberCharge for dealing with the enemy, rather than countering the enemy's ÜberCharge.
  • Bonk can be used as a temporary übercharge for taking out sentry guns. Such a tactic usually requires at least some communication, however. You can also run between the sentry and the Engineer to potentially kill him that way. Also, if you can run behind his dispenser, it will provide temporary cover from the sentry, though expect to get killed if the Engineer or his friends are still alive. (You can potentially take out the dispenser or even the Engineer when he comes after you.) This tactic is of particular use on low population servers or on Arena, where übercharges can be quite rare or lengthy to build up.
  • You can use Bonk offensively if you have the Force-a-Nature or Sandman equipped. If you're under the influence of Bonk, having either the Force-a-Nature or Sandman and holding your primary attack button will allow you to attack immediately after the effects wear off. The Sandman is particularly useful for running up on Snipers to kill them, while the Force-a-Nature is better suited for killing classes with 125 health or who are injured. Keep in mind that your shots will land BELOW your crosshair, it's a very good idea to get a feel for exactly where you are actually aiming in first-person in comparison to where you are aiming in third-person.
  • You can use enemies to travel long distances using Bonk as well. This is mainly something used in conjunction with an enemy Engineer's sentry or a Demoman's sticky bombs. With a sentry, simply jumping while being fired at will cause you to go flying in the direction the sentry is firing when you jump, combined with a double-jump you can get more height as well (Though be mindful of the map, as the sentry can easily pin you into a corner on the ceiling.). A Demoman's sticky bombs can safely send you behind enemy lines; this is particularly useful on Attack/Defend maps like Dust Bowl or Payload maps while on the offensive team; not only will you potentially disarm stickys at the gate for your teammates, but there's a good chance the blast will send you flying into the backfield behind enemy lines.
  • Bonk can be used to reset an intelligence return countdown, or to keep a payload cart from moving backwards if it's being heavily defended. In the case of intelligence, you can actually run off with it if you're very lucky. At the very least you should be able to move it closer to where it needs to be.
  • Bonk can be used to avoid the afterburn damage from Pyros when you're already on fire. Though the afterburn will continue to damage you when Bonk wears off, the life extension Bonk gives you just might be enough to reach a med pack or Medic before you burn to death. However, you will continue to take afterburn damage if you are set on fire by a flaregun.
  • The energy drink can also be used to safely get in range to circle strafe kill a sentry that is in the open. As long as the path is clear enough for you to run 360 degrees around the sentry, you can circle strafe and kill the sentry with either Shotgun or even your bat. Just be careful not to run too fast so the sentry switches directions and be wary of its angry owner and teammates stopping your circle strafing. This is easily one of the hardest things to accomplish as a Scout, so don't expect to walk away from these attempts often, if at all.
  • If you drink some Bonk after emptying your Scattergun clip, you can fully reload your gun while you are invulnerable.
  • Bonk can also be used to safely kill an Engineer with his own sentry by putting him between you and his gun. Often the engineer will be hiding behind his gun when it is firing, so you will have to loop around and hope he does not move with the sentry. If the engineer has a dispenser up which he is sitting in front of, you can loop around to behind the dispenser, wait for his sentry to kill him and then crouch so that the sentry does not notice you unless you poke your head over the top. This is especially useful for taking care of the sentry assuming you don't destroy the dispenser first, as you can edge it and use close range scattergun shots to dispose of it as it detects you and turns.
  • If covered by Jarate, drink Bonk! to immunize yourself from the increased damage you will take otherwise. The combined time of switching to Bonk!, drinking it and then waiting out the effects should be enough time for the Jarate to wear off. It is also possible to be Jarate'd during the effects of Bonk!, so if this happens make a hasty retreat before you begin taking damage again.

Crit-a-Cola

  • Crit-a-Cola is a very high-risk, high-reward unlock. A mini-crit boosted Scattergun is a very powerful weapon, but its glow can single you out as a target, and since you'll take mini-crits too, you can die very fast. This encourages more of an ambush style of play for the Scout.
  • Sometimes, it's wiser to only fire off a few shots and run away after drinking Crit-a-Cola as opposed to staying and fighting for the whole duration, since your opponents can kill you so easily.
  • One tactic is to use Crit-a-Cola as a suicide weapon by drinking it and charging into the thick of battle, Scattergun blazing. This is extremely risky though, and should only be done when the enemy is sufficiently distracted, so you can maximize damage before they realize you're there and kill you.
  • Although you lose your Pistol when you equip it, Crit-a-Cola's mini-crits help make up for this. Mini-crits don't suffer from damage falloff, so your Scattergun can remain useful at a longer range, especially against a group of enemies.
  • Combined with the Force-a-Nature, the Mini-Crits provided by Crit-a-Cola can become a devastating 'Alpha-Strike' attack, especially if you have the drop on your opponent. This tactic is best used for taking out a single, high-priority target, such as a Medic with a prepared ÜberCharge, or distracted in the middle of a Kritzkrieg rush.
  • If you're using the Crit-a-Cola, and you're lucky enough to catch several opponents unaware simultaneously, take advantage of the fact that your Melee weapon is extremely quiet. This tactic works better with the standard Bat, rather than The Sandman, as the unlockable Sandman lowers your total HP, making you easier to kill once your enemies catch onto your plan.
  • As soon as you get covered in Jarate, drink Crit-a-Cola. If done fast, it will finish before the Jarate does, making you stronger, while the Mini-Crit penalty of Crit-a-Cola does not stack with that of Jarate.
  • Similarly, if the enemy team is pushing with a Buff Banner (Or, of course, an enemy Scout with Crit-a-Cola), drink Crit-a-Cola. It's Mini-Crit debuff does not stack with the infinite Mini-Crits from the other team, while it may level the playing field a little in terms of your damage vs. theirs. There may be a slight advantage to using Crit-a-Cola against an enemy who has a Critical Hit Boost, as their criticals will not stack with your Mini-Crit debuff. This is a risky strategy, however.
  • Inversely, never drink Crit-a-Cola when under the effects of a friendly Buff Banner, a Critical Hit Boost or when facing an enemy covered in Jarate. Your Mini-Crits do not stack with Critical Hits or other Mini-Crits, and weakening yourself with a Mini-Crit debuff is detrimental.
  • Avoid drinking Crit-a-Cola when facing alert soldiers. You will die to a single direct hit from the regular Rocket Launcher, and if you are using the Sandman, one point-blank Shotgun shell will also kill you.
  • It's worth considering using the regular Bat when equipped with Crit-a-cola, simply for the added HP you may very well need during the colas effect.

Bat

  • You may prefer to kill situationally-unaware or aiming-impaired Heavies with the baseball Bat by circle strafing around them or jumping on top of their large bodies. A couple of fast hits with the bat can take out injured or weaker classes quickly. This is useful when you're low on ammo, or your Scattergun or Force-A-Nature needs reloading.
  • While using the bat you may need to somewhat compensate for the movement of your targets, especially against other Scouts.
  • Against any class not the Pyro or Heavy, the bat is an excellent weapon if you've already closed with them. Remember that fast things appear to be going faster the closer they are to you; just jump into a group of enemies and start running around, swinging as fast as you can. You won't be terribly accurate but neither will they, and you swing faster with your bat so you should connect enough times to get a few kills. This is a dangerous tactic but when it works it can be devastating.
  • When wielding the bat, try to always circle strafe your victim. You'd always be better off using your Scattergun otherwise.
  • The bat is nearly silent in comparison with the other melee weapons. As such, it is useful for surprising and quickly dispatching unaware enemies (though this is less useful and more risky against explosive classes, who can almost certainly wound or kill you with one direct hit of their primary weapons if they hit you).

Sandman

  • The Heavy makes for one of your best targets with the ball. Being slow doesn't allow him to move out of the way of the stun in time. The Heavy is also one of the easiest enemies to hit with the Bonk taunt, due to his large size.
  • If alone against a Heavy on Arena, you can use the Sandman to your advantage. Whenever you are being chased by a Heavy, possibly around a corner, stun him and shoot him as much as possible before he regains control again. When the Heavy regains control, he will obviously attempt to shoot at you. This is the part where you run away from him behind the corner and to the nearest escape route. Repeat if needed.
  • If you're taking on a Heavy or Soldier, it may be in your best interests to bring the Sandman along with, Bonk them, and then make your approach. They both can survive a one-two from your scattergun, so by stunning them, it gives you an opportunity to fire both shots, then switch to your bat and kill them.
  • A lone Engineer is another prime target for the Sandman's ball. Usually, he shouldn't be a big deal if he is attending to his Sentry gun and you're out of the sentry's range. Just bop him once with the ball and let a Heavy, Soldier or Demoman unload on the sentry while he's stunned.
  • Hitting the ball into a Sniper nest often will stun any Snipers there, since they often stay still while scoped, and you don't have to be in their line of sight to attack them. This can be a great aid to your team's Snipers.
  • The Sandman's ball fires with an arch similar to the Flare gun's, however, the ball launches slightly above the crosshair - take this into account while aiming with the Sandman.
  • The Sandman's ball recharges automatically after being fired, and picking up fallen ammo will not replenish this process any faster. However, a Sandman ball on the ground or the Supply Closets located in the spawn room will instantly replenish the ball. Listen for the beep sound to tell you if your ball has recharged so you don't have to gaze at the meter all the time.
  • When fighting close to a Supply Closets, firing Sandman balls and running back to restock may be effective to support the team depending on the enemy forces there. It is not a good idea to attempt to taunt kill enemies who are stunned, unless he is alone and you hit him with a crit baseball at short range. The taunt kill is very long and most likely your "stunee" will recover and move out of the way before they get hit.
  • When too close to another object (any players or sentries), hitting secondary fire will not launch the ball; instead, it will swing the bat as normal.
  • A mini-crit sandman ball, whether by Jarate, Buff banner or Crit-a-cola, will often stun an enemy long enough for you to kill them, even at the minimum stun range.

Bonk (Taunt) Kills

  • Only use your killing taunt on scoped Snipers, VERY distracted Heavies, or someone that has been stunned by a critical ball, since the taunt animation takes so long.
  • The taunt is best used for a little revenge during humiliation. If you're on the losing team, try to lure an enemy close to you but be sure to take heed of the taunt's attack time so that you can get them right as you're about to do your called shot. For example, they come around a corner and right as they do, you hit them with the taunt. It also works when you're on the winning team if the other player isn't moving too much. However, one of three things usually happen: other players are hiding (so you can't kill them), they're actively dodging you, or your allies will kill them before you can.
  • If equipped with Bonk! Atomic Punch, drink it then immediately unleash the Bonk Taunt in front of an enemy respawn or around corners to avoid being hit, the enemy will think you are unarmed and charge at you with a primary or melee weapon.
  • Bonk Taunt kill videos :
  1. http://www.youtube.com/watch?v=VfMO8srGGX4
  2. http://www.youtube.com/watch?v=t2XHuaFyLlg
  3. http://www.youtube.com/watch?v=VgFKa3KmwoE

Weapon Heckling

Overview

Weapon Heckling refers to the Scout's ability to exploit other classes varied weapons using his speed. By rapidly changing his weapons and spacing from the enemy, he forces them to switch their weapons, and then exploits its shortcomings, effectively allowing the Scout to defeat any class in a one on one fight. The concept is described and demonstrated in detail in Daedalus's How to Play the Scout. Note: most veteran players will most likely stick to one weapon, so be warned. Also be warned that this strategy is very hard without the pistol, but not impossible if you carry only the Scattergun]]. It still works in combination with the Force-A-Nature and pistol, albeit less effectively. Also, it can be used with help from the sandman, although this can sometimes be difficult. Classes that can be heckled:

Heckling A Pyro

The Pyro is the classic heckling target, because he uses his two weapons, the Flamethrower and Shotgun or Flare gun, in two different spaces. The Flamethrower inflicts massive damage at close range, but outside of that he must switch to his Shotgun to be effective. The Scout relies on a window of vulnerability to inflict massive damage.

Pester the Pyro with the Pistol or Scattergun just outside his Flamethrower range so that he must switch to the Shotgun to damage you. As he is switching to Shotgun, take this opportunity to get close and blast him a few times. If he then switches to his Flamethrower, run away from the Flamethrower's range and repeat until he is dead. A Pyro with a Flare gun, however, is not a threat outside the Flamethrower's range; just be careful not to run into the Flare.

Heckling A Soldier

Somewhat like the Flamethrower the Rocket launcher is most deadly at close range, but outside of that, a competent Scout should dodge all of his shots. Almost verbatim from heckling a Pyro, pester him at medium range, he will quickly realize his rockets are worthless. As he switches to Shotgun, give him a nice buckshot greeting. Run back when he switches weapons. Repeat. If he sticks to his Shotgun, try to attack from another angle.

Heckling A Demoman

Any of the Demoman's ranged weapons will kill you in two direct hits, but none of them are particularly suited for close or long range. Jumping into close quarters will force the Demoman to shoot stickies under his feet (in which case he can damage or kill himself) or pull out the Bottle/Eyelander - in both cases you can simply jump outside of the Demoman's range and fill him with buckshot as he frantically tries to reload. More experienced Demomen will use their Grenade launcher for close range combat, and although grenades may be difficult to dodge, the Grenade launcher runs out of ammo quickly. Stay out of his range, dodging his grenades until he has to reload. When he does, run in and blast him. He will then try to melee you to death or try to reload, either way you can again pull out and shoot him a few more times. If he is carrying the Chargin' Targe instead of the Sticky Launcher or the Scottish Resistance, use the grenade launcher strategy. When he runs out of ammo for the Grenade Launcher, he will only be able to melee you and he might use up his dash to retreat instead, during which you can stop him from fleeing with the pistol.

Heckling A Medic

Heckling a Medic is almost the opposite of heckling a Pyro or Soldier. When fighting a Medic, he will probably have his Syringe gun or Blutsauger out and shooting you from medium range. Get in close, dodging as much needles as you can and attack him. He will then whip out his Bonesaw and attempt to melee you to death. Once this happens, move out of his range and keep attacking him until he either dies or pulls his Syringe gun back out, then repeat. If he sticks to his syringe gun at point blank or he has good aim with the Blutsauger, immediately pull out before you die.

Heckling a Heavy

The Heavy is extremely deadly, and can cut through you like butter at any range, but he has one weakness: Minigun-spinning. Get in when he does not know you are there, and quickly pump 2 scatter gun shots into him. He will turn around and attempt to fire his gun at you, at which point you can retreat behind a corner. He will likely ignore you after you've fled, starting to fire at something else or going off to find a medpack. At this point, you can repeat the first 2 steps until he is dead. If he is smart enough to switch to his Shotgun, then run in, jump around to mess up his aim, and fill him with buckshot. He will then pull out his minigun again, so then repeat the first steps. If he sticks to his Shotgun or carries a sandvich to eat during your pause during attacks, its best to run as he can simply outlast you until you die. Be careful if the Heavy starts eating a Sandvich, as his healing may cause you to use all your Scattergun shots to try and kill him, leaving you with no loaded ammo. If you know for sure that the Heavy is almost dead, then a few shots can kill him as he is eating.

A Heavy using Natascha is extremely difficult to deal with as a Scout, as one single hit from its bullets will slow you enough that the Heavy can aim right at you, causing almost certain death. Just attack him while he has his gun spun down, and escape before he spins it up. Repeat as necessary.

Heckling a Sniper

Heckling a Sniper is harder than most of the classes, due to the Scout's weapons not being too accurate at long ranges. The pistol is the most useful against a Sniper, try to keep the fire on him to prevent him from hitting you. Remember, a fully-charged body shot will kill a Scout. Above all else, keep moving unpredictably. Also, try to look for a Sniper with the Razorback or Jarate, as they won't have an SMG to deal with you. This means they will have to rely on trying to snipe you at close range or pull out the Kukri. These attacks can be dodged by an observant and quick Scout.

Heckling a Spy

Heckling a Spy is overcomplicated and not recommended, but if heckling becomes necessary at one point you should follow this guide. The Spy's weapons are very accurate and can wipe you out a far away range if the person wielding them has good aim. But the attack interval is long enough for you to get to him. Better yet, you should try to find a Spy with the Ambassador. Most Spies would try to go invisible and get out of a battle with a Scout directly. Unless you are at a choke point, it is not recommended to run around and try to find him.

Weapon Heckling can also be used on the Engineer, although doing this is relatively pointless and over-complicates the encounter.

Map Specific

2Fort

  • Use the roof of the bridge to double jump into the enemy battlements.
  • The roof is a great means of getting behind an opposing attacking force and attacking them from behind. This is especially good for going after trailing Medics.
  • At the start of a new round, rather than do the expected double jump to the enemy battlements, go from your barracks directly to the opposing sewer system. If this is timed well, you will meet no resistance in the opposing base as they attack on the upper levels, and any sentries in the ramp room will only be level 1.
  • With the Force-A-Nature, a Scout can easily execute a double jump followed by a timed recoil to gain access to the bridge roof from the ground level. This can be done by jumping from one of the two entrances on each side. You can surprise some Snipers if you execute this trick on their side and then jump on their battlements.
  • You can also get to the other side of the bridge by double jumping over the water and using the Force-A-Nature's recoil to propel yourself to the other side. Most enemies will think you fell into the water below instead and ignore you.
  • If the intelligence is dropped in the Grate room and it is located right near the hole to drop down, a Scout can use a double jump and the Force-A-Nature's recoil to snatch it.

Granary

  • Use the stacked cargo containers on Control point 3 to your advantage, though beware of soldiers doing the same. Pick off Medics and Snipers to help ensure your team gains CP3. Often, moving down the right hand side to the middle point, and then watching the far right for enemy Scouts, or moving onto the point and forcing the enemy Demoman to retreat, will give your team a huge advantage, as you are suppressing their most damaging classes.
  • Points 2 and 4 are rather crowded—this can be a disadvantage for Scouts attacking the point, but it can be a boon to a Scout hoping to defend it. Take the attic exit out and come out behind the enemy team, then hit vulnerable targets with Scattergun blasts.
  • The first/last point will usually have a sentry gun overlooking it from behind the wall on the left side of the point. There's not much that can be done about it, and in this case it is probably better to switch classes or wait for help to disable the gun.
  • While the courtyard areas are better for the Scout—especially on the middle point—the tight hallways can mean trouble if you run headlong into Heavies or Pyros. Dodge in and out of cover to avoid unpleasant surprises.
  • In the main, while playing Granary, the best course of action is to hold off enemies and move in to attack just after the bulk of your team has done so, in order to pick off stragglers and protect your own team.

Dustbowl

  • When attacking Stage 1 Point A, use the canyon pathway. It is the least checked spot and with the Scout's speed, you'll be able to run past the defenders without them knowing what happened. Hug the walls—don't let the defenders see you. Don't stand near the gate during setup or the enemies will know that you are going that way.
  • Before Stage 1 Point A is taken, you can quickly run to the enemy's Control point 2. Although this is locked, if your team is close to taking Point A, then it would be a good idea to stay here and hide (and then rush to the second control point when the first is captured). If the enemy is unprepared, you can take the second point before they can get there.

Well (CP)

  • The Scout Rush is not particularity a good idea on this map. Although the center control point is easy enough, the entrances to the bases can be easily covered by sentries, and the train yards are very heavily favored towards Snipers.
  • In general, tactics for this map are roughly the same as for Granary, don't forget to watch the water!

Hydro

  • There are a lot of long, open vistas on this map, so you will often be fighting opponents from a distance. Learn to love your pistol.
  • The various vents and tunnels in this map provide good flanking spots for getting to the enemy point another way, and may help in distracting the enemy team so your teammates can make a big push.

Turbine

  • Strafing is a good idea because there are often Snipers on the platforms. Switch to your bat when going through the vents, but be careful of explosive classes that could instagib you at close range or heavier classes trying to melee you back in such a confined space.

Gravel Pit

  • When on offense, try to stick to one Control point (A or B) depending on how many people are assaulting the point. Let your teammates soak up enemy fire; you can dash into the point as soon as it is safe. B is usually the better bet since the Engineers sentries are highly unlikely to be finished when the round proper begins.
  • Another valid tactic is to head straight to CP C and wait on the roof of the point before the enemy sets up defenses. If your teammates keep the enemy busy, you may be able to capture it before any enemies can get to you (much like Dustbowl, see above).
  • Defending Gravel Pit as a Scout may or may not be such a good idea, depending on how well you can avoid enemy fire, but the various flanking routes available (such as the tunnel between B and A) give you an advantage and the possibility to take down enemy Medics.

Badlands

  • At first, both teams rush to the 1st capture point. Because of your speed, you're able to be there first. So you are up at against the Scouts from the other team, until the rest of the team arrives.
  • A nice strategy is to completely ignore the other players and to focus on capping the point on your own. To do this best, you have to jump from the two train wagons that are lined up on both sides of the point. Just hop around from wagon to wagon in circles. You may need some practicing before you can pull it off. The enemy will have a hard time catching you, while dealing with the rest of your team.
  • After your team successfully clears the point you can choose multiple roads to the next point. Because of your mobile abilities you have easier access to this point.
  • You can also try to sneak through the defense and enter the enemy base, in order to pull off a rush cap after the second point is captured by your teammates.
  • Use the map to your advantage, it has a great environment for harassing, attacking, and pulling back.
  • Once again, staying with the main bulk of the team and watching flanking routes is the order of the day for Badlands, however at times such as the fight for middle point, taking the lower down routes underneath the bridges will provide you with a huge advantage, assuming you are adept at dealing with enemy scouts. You can then move behind the enemy team to take out key classes.
  • As soon as the heavier classes appear, it is generally a good idea to get off the point, as you will be spammed back to the stone age.
  • When attacking the Spire area, jumping onto the balcony via the small gap near to the resupply will allow you to get on the point more easily, if the enemy team have not yet fallen back.
  • Again, if a Soldier or Demoman attempts to jump you here, get off the point and start taking potshots at them from range, until they're forced away and you can move back on.

Gold Rush

  • On offense, your most important job is to keep the cart moving. If you are not under fire, stand near the cart as much as possible. If you are under fire, you can keep it moving longer by hopping around the cart in circles, or take cover by crouching behind the cart. If you have teammates nearby, you can also hide behind them sometimes.
  • Although you will be on linear maps, they still have multiple paths through each area. Use your speed to your advantage by popping out unexpectedly from side corridors while everyone's attention is on the track. Then you can either pick opponents off while they are not looking, or speed in and tag the cart in order to keep it from sliding back.
  • Gold Rush is a Sniper heaven, but Scouts can easily circumvent the more open areas and close the distance between them and the Snipers.

Badwater Basin

  • Overall, Badwater is a good attacking scout map at first, but it gradually becomes more linear and so there are less safe routes for scouts to flank from. It is more effective to be a scout defending as the various routes you can take to get behind the BLU team are often out of their sight, so flanking and ambushing is easier unless the BLU team lock down their front line with sentries.
  • The first area is a scout's paradise as it offers a large range of cover to hide behind (the different outcrops of rocks), wide open spaces to dominate single enemies, and cliffs to drop down behind enemies and ambush them (particularly useful on defense).
Attack
  • The tunnel offers attacking scouts an instant means of getting behind the enemy, but there is a risk of sentries and other enemies blocking the way, thus forcing you to take the high road (though this is remedied by using Bonk!, at the sacrifice of your trusty pistol).
  • The area behind the second point is also the Scout's domain as it's wide open, has health kits and also allows the scout to effectively flank, possibly killing that one medic or engineer so that your team can successfully rush the point. The corridors also let your scattergun work at its best, allowing you to get in as close as possible and kill off key enemies as they move between the ground floor and the roof.
  • The last point is probably the least open to BLU scouts because it will be heavily locked down, presumably with at least one sentry and numerous enemies. Aside from the stairs going to the ground floor and the upper balconies, there aren't many places a BLU scout can go safely, but it is possible to double jump/FaN jump up to their spawn via the right corridors and windows, allowing you to destroy those possibly vital teleporters or harass enemy snipers that may be preventing the final push.
Defense
  • For defenders, the tunnel is especially good when using the sandman as it is closed enough to prevent easy dodging, and prevents cart pushers from escaping death if they choose to push the cart on their own.
  • The second point rear courtyard is good for defending scouts, as it allows them to flank the attacking team and get behind them (provided the BLU team is not using sentries to stay in place).
  • The third point is not so good for defending scouts unless they are using the sandman or ambushing from the gaps in the ramps with the crit-a-cola, as the main routes behind the enemy are often all occupied at once. Attacking scouts are good here if they have the Force-A-Nature, as they can use it to jump to the balcony of the building to the left of the third point (from attackers' side), and get behind them to harass their snipers and engineers (though Bonk! may be needed in the drop behind them to their rear area).
  • On last point defense, the best thing a scout can do would be to prevent the BLU team from setting up behind the top right building (up the stairs), and use this area to flank them and stall for time so your team can prepare ubers or build up their defenses.
  • The Sandman may also help when the BLU team attempts to push through the main chokepoint up the ramp, as it will pin them down so they can be sniped or killed easily.

Gorge

  • Being an attack/defense map, Gorge is not so great for Scouts on offense when it comes to capturing due to the fact that all of the defending team's focus will be on the currently open control point. This means that it is almost impossible to capture the point on your own if the enemy team has more than one or two people defending it, or if a sentry is set up. However, this map compensates by being great for Scouts trying to harass the enemy team and flank them instead of trying to capture the point.
  • The corridors between the first and last points are not ideal Scout zones for either team as they are cramped in places and too linear to ambush or get around threats with. They will also be home to Engineer buildings and projectile spam from both teams, making any passage difficult even with Bonk!.
  • The length of the rooms, however, is good for firing your pistol down and using the Sandman to keep the pressure up. If you can sneak into a corner behind a far door while the enemy team is pushed back, Crit a Cola also becomes handy as you can take care of the players backing that charge up, like Snipers or even Pyros.
Attack
  • The first yard will initially be difficult for Scouts to move around in when attacking as the spawn doors are easily accessible to the RED team (allowing them to effectively fire into your spawn) and the wide open spaces will be protected by sentries or Heavies, limiting your movement even further.
  • At this point, it is best to either pick another class or play supportively and distract sentries with Bonk! or throw Sandman balls into the fray.
  • The area surrounding the first point is where BLU Scouts properly come into play, as it has multiple paths to the other side of the point. The left side is especially useful as you can sneak behind the garage across the gorge and then run up the stairs and behind their lines if they are not guarding it well (if they are, use Bonk! to evade damage and pass through). Watch out for Snipers aiming from the right side of the point though, as they will be aware of the route's convenience and seek to put a stop to it.
  • Support your team's charges onto the point by distracting sentries with Bonk! and batting Sandman balls at any vigilant enemies, such as spun up Heavies or Snipers. You can also cover the ground behind your allies faster, allowing you to chase any possible Spies and spycheck them as necessary.
  • You can hide under the point should you need the health kit below or a good spot to ambush from, but this is also a dangerous place as there is likely to be a sentry on one of the sides behind the point.
  • The last point is where Scouts resume being effective as it has wide open spaces and several routes to access different parts of it. This is more apparent with the BLU team as they have the upper corridor and walkways to drop down from, perfect for a Scout willing to sneak to the RED spawn to destroy teleporters and take out any snipers standing in the middle above the point.
  • Attacking Scouts, aside from the aforementioned harassment strategy, can also use Bonk! to good effect here as there will likely be one sentry tucked away underneath the point's main overhang. When possible, coordinate with your team so you can distract the sentry in time with a push and back them up with your increased capture rate.
  • The Sandman is especially useful here as the distance from one side of the point to the other is both a safe distance and will give the ball enough air time to significantly lengthen the stun time of anybody it hits (it may even cause a maximum stun and net you an achievement if you've yet to get it).
Defense
  • Defending the first yard as a Scout requires you to be a lot more active then on offense, using the Sandman or pistol to stun/pick off enemies at long range and occasionally chasing key targets like Medics or Snipers to kill them, even if they manage to make it into spawn.
  • One can also use ambush gameplay effectively on defense if you have the Crit a Cola or FaN, as either of the two will surprise the enemy enough for you to make a quick escape and kill at least one person with it (the FaN is less likely of this but you can take care of 125 health classes easily like this). If you choose to do this, there are some nooks and crannies next to the containers in the middle of the yard to hide in and wait for your chance, and also behind some crates on the left side.
  • Alternatively, stand on top of the containers with friendly Soldiers and fire down, but be warned of Demomen or Soldiers firing/jumping up at you.
  • Defensive Scouts can make use of the several pathways and gorge to surprise BLU snipers on the left and right sides, and even get behind the BLU team's front line if they are stealthy enough. They can also do this by going up the stairs on the right side and dropping down from the balcony in the first yard, but be careful of any sentries put up to hold their front line.
  • You can hide inside the windowed corridors and take people by surprise as they run through the the point, possibly even forcing a BLU ubercharge early if using the FaN. The same effect can also be achieved by hiding below the edges of these windows on the near side or in the garage door between the middle building and the right stairway as a crouched scout will be small enough to remain hidden.
  • Use the Sandman to harass pushes onto the point or to the right side where the BLU snipers may be, as you may even stun a potential uber candidate for their Medics as they charge towards your sentries and other defenses.
  • During pushes, try to keep pressure on the BLU team from the sides of the point, firing up at the from the Gorge and stopping any more enemies from coming through the left or right doors.
  • On defense the last point is not so good for Scouts as there are only 2 ways of accessing area between the last point and first point, the main door and the right corridor. If you can get into the main door room, hide behind some of the crates and use your Scattergun (if possible in conjunction with Crit a Cola) to surprise attackers before retreating via either of the exits.
  • It is not worth going to the BLU spawn as it is raised and inaccessible to non-soldiers or demomen. In which case, try taking out the exits of enemy teleporters with the Engineer guarding them if you are attempting this.
  • The right corridor has a series of pipes you can hide behind to ambush from, but they are quite thin and so unless the enemy is distracted you are unlikely to go unnoticed for long.
  • If the BLU team pushes directly onto the point and destroys your team's defenses, try firing your Scattergun into the group of people on the point and even run in with your Bat/Sandman, if only to stop the capture for a couple of seconds (which may be all your team needs to retaliate, and as such buy precious time for them).

Junction

  • Junction is not a map that Scouts can work on so effectively as other maps, mostly because it is very limited in its space and all of the capture points are in very small, cramped areas that can easily be rushed or spammed by the RED team if you are capping. Conversely, RED Scouts will have a hard time flanking the enemy as the corridors are so tight and the escape routes you may need to take are limited at best. As such, the Scout works better as an ambush class on Junction, with many corners and little rooms to hide in for passing targets.
Attack
  • As mentioned above, offensive Scouts have very few options as to what they can safely do when attacking the points. If a Sentry is set up, with the Engineer or another class alive to protect the Sentry it will be almost impossible to destroy on your own as most Sentry placements in this map will be in raised areas that can aim directly at your spawn doors. Instead, act as a supporting role and run in with your teammates so you can boost the cap speed and even distract enemies with Bonk! should you need to.
  • Bonk! is another way you can help your team to spearhead pushes into the point areas, as it will allow you to distract Sentries long enough for your team to take it out/the Engineer out. Try to drink Bonk! as close to the Sentry as you possible can, as it means you will be the closest target (and therefore the one it focuses on), preventing any teammates from being killed off by it.
  • The Scout can also take advantage of some of the pathways (such as the route to C from the A-B corridor) to flank and kill single enemies or teleporters. While this may not seem like a worthy effort, remember that every effort to delay reinforcements for the RED team makes your team's job a whole lot easier (though this also becomes near impossible if a Sentry is set up on C, protecting the paths to the areas behind the RED defenses).
  • If you manage to start capturing either of the first two points, stay in a spot where you can see RED players coming in from C. This allows you to drop down or loop round behind them and then take them by surprise, possible preventing that one enemy from stopping the capture.
  • When capturing the last point, do not run onto the point itself if there are already 3-4 people standing on it. Instead, stand on the top left ledge or door way and ambush enemies rushing out of spawn, preferably with Crit a Cola to increase the speed of the process and your chance of success (prioritize on Soldiers, Demomen and Pyros though, as these classes with their explosives/flames can wreak havoc on the small area the point is in).
Defense
  • Once again, defending Scouts will have a hard time directly engaging the BLU team as any pushes they make in such a small map with have multiple people and at least one heavy class, so try to single out key targets and pick them off when they stray too far from their teammates.
  • Alternatively, use Crit a Cola and the regular Scattergun to ambush BLU players passing one of the numerous hiding spots or corners in the map. Be careful when doing this however, as you will need to escape immediately before you can be hit for lethal amounts of minicrit damage.
  • If you are using the FaN, use the self knockback to your advantage and jump to higher areas or across gaps to stay on the move and prevent yourself getting cornered when flanking.
  • The Sandman may also be useful to a degree for stunning enemies in the hallways near C, but otherwise do not use it as the limited space and decreased max health will make your choice a death wish.

See also