Community Scout strategy (Classic)

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Revision as of 13:27, 3 July 2013 by Dadvader (talk | contribs) (Jumping)
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The Scout is the fastest class and a great Flag and control point capturer, and also has decent firepower. His low maximum health means that he needs to avoid direct combat, preferring circle strafing or weapon heckling.

General

Combat

  • With his weapons being a single barrel shotgun and slow and low damage-inducing nailgun, COMBAT IS NOT RECOMMENDED. The only times being to finish off an enemy or against another scout.
  • You shouldn't attempt to confront a Sentry Gun head-on, but if you can approach it sideways, you can take advantage of the Sentry Gun's slow rotation speed. Pop out of cover long enough to take a shot at it with your Nailgun (Classic), then wait about one second for the Sentry Gun 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 Gun as possible.
    • Alternatively, you can simply run past a Sentry Gun that isn't aimed right at you, as long as you do not pass through the Sentry Gun's field of view.

Speed

  • As the fastest character, it's best to keep moving at all times unless you find a safe spot to rest and heal for a few seconds.
  • You still run a lot faster than any other class when running backwards, so if retreating, you can still backpedal while getting a few more shots in.
  • When running to the front lines, run through your teammates as a form of Spy check. The scout has the ability undisguise a spy and earns a point in doing so.

Jumping

  • Always jump when you're fight with heavy. and retreat if there's medic behind heavy.
  • Practice jumping when you have time. because it's helpful when you're in bad situlation. (Like fighting with Pyro)

See also

External links