Difference between revisions of "Scout (competitive)"

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[[Category:Classes (competitive)]]
 
[[Category:Classes (competitive)]]
 
{{Competitive|generic=Scout}}
 
{{Competitive|generic=Scout}}
[[Image:Scout.png|375px|right]]
+
[[File:Scout.png|345px|right]]
 
The '''Scout''' is the default [[Standard competitive lineup#Utility|utility]] class of the [[standard competitive lineup]], valued for his [[capping (competitive)|objective-capturing]] and [[pick]]ing abilities.
 
The '''Scout''' is the default [[Standard competitive lineup#Utility|utility]] class of the [[standard competitive lineup]], valued for his [[capping (competitive)|objective-capturing]] and [[pick]]ing abilities.
  
 
== Information ==
 
== Information ==
 
=== Health ===
 
=== Health ===
{| class="wikitable grid"
+
{{Class health pack and overheal table|overheal|scout=yes}}
! class="header" | Health State
 
! class="header" | Max Health
 
! class="header" | Overheal Max
 
! class="header" | Pill Bottle
 
! class="header" | First Aid Tin
 
|-
 
! style="background-color:#FFF4CC;" | Normal
 
| style="background-color:#FFF4CC;" | <center>'''125''' hit points</center>
 
| style="background-color:#FFF4CC;" | <center>'''185''' hit points</center>
 
| style="background-color:#FFF4CC;" | <center>'''+26''' hit points</center>
 
| style="background-color:#FFF4CC;" | <center>'''+63''' hit points</center>
 
|-
 
! [[Scout weapons (competitive)#Sandman|Sandman]]-Equipped
 
| style="background-color:#fffae7;" | <center>'''110''' hit points</center>
 
| style="background-color:#fffae7;" | <center>'''165''' hit points</center>
 
| style="background-color:#fffae7;" | <center>'''+23''' hit points</center>
 
| style="background-color:#fffae7;" | <center>'''+55''' hit points</center>
 
|-
 
! style="background-color:#FFF4CC;" | [[Scout weapons (competitive)#The Special Delivery|The Special Delivery pack]]
 
| style="background-color:#FFF4CC;" | <center>'''150''' hit points</center>
 
| style="background-color:#FFF4CC;" | <center>'''225''' hit points</center>
 
| style="background-color:#FFF4CC;" | <center>'''+31''' hit points</center>
 
| style="background-color:#FFF4CC;" | <center>'''+75''' hit points</center>
 
|}
 
 
 
 
=== Speed ===
 
=== Speed ===
{| class="wikitable grid"
+
{{class speed table|Scout}}
! class="header" | Movement State
 
! class="header" | Running
 
! class="header" | Backpedaling
 
! class="header" | Swimming
 
! class="header" | Crouching
 
|-
 
! style="background-color:#fffae7;" | Normal
 
| style="background-color:#fffae7;" | '''133.33% (400 u/s)
 
| style="background-color:#fffae7;" | '''120% (360 u/s)
 
| style="background-color:#fffae7;" | '''106.67% (320 u/s)
 
| style="background-color:#fffae7;" | '''44% (133.33 u/s)
 
|}
 
''Speeds written in "u/s" refer to in-game units per second. When running in a certain direction causes slowness, rapidly switching between diagonals usually improves speed.''
 
 
 
 
=== Weapons ===
 
=== Weapons ===
 
{{main|Scout weapons (competitive)}}
 
{{main|Scout weapons (competitive)}}
{| class="wikitable grid"
+
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.
! class="header" | #
+
{{class weapons table scout primary}}
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | [[Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Special
 
|-
 
! style="background-color:#FFF4CC;" rowspan="4" | 1
 
! style="background-color:#FFF4CC;" | [[Scout weapons (competitive)#Scattergun|Scattergun]] <br>[[Image:Wiki scattergun.png|link=Scout weapons (competitive)#Scattergun|70x39px]]
 
| style="background-color:#FFF4CC;" | Point-Blank: 104 <br>512u: 6/hit, avg 6 hits <br>1024u+: 3/hit
 
| style="background-color:#FFF4CC;" | Critical: 18 per hit (max 180) <br>Point-Blank Mini-Crit: 141 <br>512u+ Mini-Crit: 8/hit
 
| style="background-color:#FFF4CC;" | Attack: 0.64s <br>Reload Start: 0.76s <br>Reload More: 0.56s
 
| style="background-color:#FFF4CC;" | Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 
|-
 
! style="background-color:#FFF4CC;" | [[Scout weapons (competitive)#|Force-A-Nature]] <br>[[Image:Force-A-Nature.png|link=Scout weapons (competitive)#Force-A-Nature|70x39px]]
 
| style="background-color:#FFF4CC;" | Point-Blank: 113 <br>512u: 5.4/hit, avg 7 hits <br>1024u+: 3/hit
 
| style="background-color:#FFF4CC;" | Critical: 16.2/hit (max 194) <br>Point-Blank Mini-Crit: 152 <br>512u+ Mini-Crit: 7.29/hit
 
| style="background-color:#FFF4CC;" | Attack: 0.33s <br>Reload: 1.64s
 
| style="background-color:#FFF4CC;" | '''Banned or restricted in some leagues.''' <br>Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (2 extra pellets at center, 1 extra at middle-right). <br>Hits dealing at least 40 damage cause [[knockback]] based on damage and positioning.<br>Reloading always consumes entire clip, even if 1 shot still loaded. <br>Allows for [[Scout weapons (competitive)#Triplejump|triplejumps]] and [[Scout weapons (competitive)#Forcejump|forcejumps]].
 
|-
 
! style="background-color:#FFF4CC;" | [[Scout weapons (competitive)#Shortstop|Shortstop]] <br>[[Image:Shortstop.png|link=Scout weapons (competitive)#Shortstop|70x39px]]
 
| style="background-color:#FFF4CC;" | Point-Blank: 72 <br>512u: 12/hit, avg 4 hits <br>1024u+: 6.34/hit
 
| style="background-color:#FFF4CC;" | Critical: 36/hit (max 144) <br>Point-Blank Mini-Crit: 97<br>512u+ Mini-Crit: 16.2/hit
 
| style="background-color:#FFF4CC;" | Attack: 0.36s <br>Reload: 1.01s
 
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (4 close pellets: center, left, right, down). <br>Shares ammo with [[Scout weapons (competitive)#Pistol|Pistol]]/[[Scout weapons (competitive)#Winger|Winger]].
 
|-
 
! style="background-color:#FFF4CC;" | [[Scout weapons (competitive)#Soda Popper|Soda Popper]] <br>[[Image:Soda Popper.PNG|link=Scout weapons (competitive)#Soda Popper|70x39px]]
 
| style="background-color:#FFF4CC;" | Point-Blank: 104 <br>512u: 6/hit, avg 6 hits <br>1024u+: 3/hit
 
| style="background-color:#FFF4CC;" | Critical: 18/hit (max 180) <br>Point-Blank Mini-Crit: 141<br>512u+ Mini-Crit: 8/hit
 
| style="background-color:#FFF4CC;" | Attack: 0.315s <br>Reload: 1.23s
 
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.'''{{citation needed}} <br>Damage statistically identical to [[Scout weapons (competitive)#Scattergun|Scattergun]]<br>Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]](1 extra pellet in center).<br>Reloading always consumes entire clip, even if 1 shot still loaded. <br>After running 5200u, approx. 14 seconds, with weapon active, automatically activates 8 second mini-crit boost for all weapons.
 
|-
 
! style="background-color:#fffae7;" rowspan="6" | 2
 
! style="background-color:#fffae7;" | [[Scout weapons (competitive)#Pistol|Pistol]] <br>[[Image:Pistol.png|link=Scout weapons (competitive)#Pistol|70x39px]]
 
| style="background-color:#fffae7;" | Point-Blank: 22 <br>512u: 15 <br>1024u+: 8
 
| style="background-color:#fffae7;" | Critical: 45 <br>Point-Blank Mini-Crit: 30 <br>512u+ Mini-Crit: 20
 
| style="background-color:#fffae7;" | Attack: 0.125s <br>Reload: 1.36s
 
| style="background-color:#fffae7;" | If unfired in the past 1.25 seconds, shot has perfect accuracy.
 
|-
 
! style="background-color:#fffae7;" | [[Scout weapons (competitive)#Bonk! Atomic Punch|Bonk]] <br>[[Image:RedBonk.png|link=Scout weapons (competitive)#Bonk! Atomic Punch|70x39px]]
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | Drinking: 1.25s <br>Invulnerability: 6s <br>Total Recharge: 30s
 
| style="background-color:#fffae7;" | On-hit effects still apply when invincible. <br>Recharge starts when invulnerability starts. <br>Useless underwater.
 
|-
 
! style="background-color:#fffae7;" | [[Scout weapons (competitive)#Lugermorph|Lugermorph]] <br>[[Image:Weapon lugermorph.png|link=Scout weapons (competitive)#Lugermorph|70x39px]]
 
| style="background-color:#fffae7;" | Point-Blank: 22 <br>512u: 15 <br>1024u+: 8
 
| style="background-color:#fffae7;" | Critical: 45 <br>Point-Blank Mini-Crit: 30 <br>512u+ Mini-Crit: 20
 
| style="background-color:#fffae7;" | Attack: 0.125s <br>Reload: 1.36s
 
| style="background-color:#fffae7;" | Statistically identical to Pistol.
 
|-
 
! style="background-color:#fffae7;" | [[Scout weapons (competitive)#Crit-a-Cola|Crit-a-Cola]] <br>[[Image:Crit-a-Cola.png|link=Scout weapons (competitive)#Crit-a-Cola|70x39px]]
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | Drinking: 1.25s <br>Mini-Crit Effect: 6s <br>Total Recharge: 30s
 
| style="background-color:#fffae7;" | '''Banned or restricted in some leagues.''' <br>While active, causes Scout to deal and receive Mini-Crits on all attacks. <br>Recharge starts when Mini-Crit effect starts. <br>Useless underwater.
 
|-
 
! style="background-color:#fffae7;" | [[Scout weapons (competitive)#Mad Milk|Mad Milk]] <br>[[Image:Mad Milk.png|link=Scout weapons (competitive)#Mad Milk|70x39px]]
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | Effect Duration: 6s <br>Refill Time: 10s
 
| style="background-color:#fffae7;" | '''Banned in most leagues for acquisition time.''' <br>Affected foes grant self and allies 60% lifesteal on hit. <br>Splash goes through doors and grates. <br>Extinguishes [[fire]] on teammates. <br>Reveals Spies (can't be removed by [[Spy weapons (competitive)#Dead Ringer|DR]], unlike fire).
 
|-
 
! style="background-color:#fffae7;" | [[Scout weapons (competitive)#Winger|Winger]] <br>[[Image:Winger.PNG|link=Scout weapons (competitive)#Winger|70x39px]]
 
| style="background-color:#fffae7;" | Point-Blank: 25 <br>512u: 17 <br>1024u+: 10
 
| style="background-color:#fffae7;" | Critical: 52 <br>Point-Blank Mini-Crit: 35 <br>512u+ Mini-Crit: 23
 
| style="background-color:#fffae7;" | Attack: 0.125s <br>Reload: 1.36s
 
| style="background-color:#fffae7;" | If unfired in the past 1.25 seconds, shot has perfect accuracy.
 
|-
 
! style="background-color:#FFF4CC;" rowspan="12" | 3
 
! style="background-color:#FFF4CC;" | [[Scout weapons (competitive)#Bat|Bat]] <br>[[Image:Wiki bat.png|link=Scout weapons (competitive)#Bat|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 35
 
| style="background-color:#FFF4CC;" | Critical: 105 <br>Mini-Crit: 47
 
| style="background-color:#FFF4CC;" | Attack: 0.5s
 
| style="background-color:#FFF4CC;" | Lowest DPS of all non-unlock melee besides non-backstab knife.
 
|-
 
! style="background-color:#FFF4CC;" | [[Scout weapons (competitive)#Sandman|Sandman]] <br>[[Image:Sandman.png|link=Scout weapons (competitive)#Sandman|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 35 <br>Ball Point-Blank: 15 <br>Ball 512u+: 11
 
| style="background-color:#FFF4CC;" | Melee Critical: 105 <br>Melee Mini-Crit: 47 <br>Ball Critical: 45 <br>Ball Point-Blank Mini-Crit: 20 <br>Ball 512u+ Mini-Crit: 15
 
| style="background-color:#FFF4CC;" | Attack: 0.5s
 
| style="background-color:#FFF4CC;" | '''Banned or restricted in most leagues.''' <br>"Fleeing state" time based on target distance; stuns at max distance. <br>Ball does not have damage fall-off, but does have damage ramp-up. <br>Cannot throw ball underwater. <br>Reduces max health by 15 [[Scout (competitive)#Health|(see above)]].
 
|-
 
! style="background-color:#FFF4CC;" | [[Scout weapons (competitive)#Holy Mackerel|Holy Mackerel]] <br>[[Image:Holy Mackerel.png|link=Scout weapons (competitive)#Holy Mackerel|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 35
 
| style="background-color:#FFF4CC;" | Critical: 105 <br>Mini-Crit: 47
 
| style="background-color:#FFF4CC;" | Attack: 0.5s
 
| style="background-color:#FFF4CC;" | '''Banned in some leagues for acquisition time.''' <br>Statistically identical to [[Scout weapons (competitive)#B|bat]]. <br>Globally announces hits on killboard (doesn't reveal Spies).
 
|-
 
! style="background-color:#FFF4CC;" | [[Scout weapons (competitive)#Boston Basher|Boston Basher]] <br>[[Image:TheBostonBasher.png|link=Scout weapons (competitive)#Boston Basher|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 35<br>Bleed: 4/hit (40 total)
 
| style="background-color:#FFF4CC;" | Critical: 105 <br>Mini-Crit: 47
 
| style="background-color:#FFF4CC;" | Attack: 0.5s
 
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>If swung without hitting an entity, prop, or world object, applies half melee damage and full bleed effect to user.
 
|-
 
! style="background-color:#FFF4CC;" | [[Scout weapons (competitive)#Candy Cane|Candy Cane]] <br>[[Image:RED_Candy_Cane.png|link=Scout weapons (competitive)#Candy Cane|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 35
 
| style="background-color:#FFF4CC;" | Critical: 105 <br>Mini-Crit: 47
 
| style="background-color:#FFF4CC;" | Attack: 0.5s
 
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>Statistically identical to [[Scout weapons (competitive)#B|bat]]. <br>25% explosive damage vulnerability on wearer. <br> Creates a small health pack on kill.
 
|-
 
! style="background-color:#FFF4CC;" | [[Scout weapons (competitive)#Three-Rune Blade|Three-Rune Blade]] <br>[[Image:Three-Rune_Blade.png|link=Scout weapons (competitive)#Three-Rune Blade|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 35
 
| style="background-color:#FFF4CC;" | Critical: 105 <br>Mini-Crit: 47
 
| style="background-color:#FFF4CC;" | Attack: 0.5s
 
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>Statistically identical to [[Scout weapons (competitive)#Boston Basher|Boston Basher]].
 
|-
 
! style="background-color:#FFF4CC;" | [[Scout weapons (competitive)#Sun-on-a-Stick|Sun-on-a-Stick]] <br>[[Image:Sunonastick.png|link=Scout weapons (competitive)#Sun-on-a-Stick|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 26.25
 
| style="background-color:#FFF4CC;" | Critical: 78.75 <br>Mini-Crit: 35.4375
 
| style="background-color:#FFF4CC;" | Attack: 0.5s
 
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>Always crits on burning enemies.
 
|-
 
! style="background-color:#FFF4CC;" | [[Scout weapons (competitive)#Fan O'War|Fan O'War]] <br>[[Image:Fan O'War.png|link=Scout weapons (competitive)#Fan O'War|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 3.5
 
| style="background-color:#FFF4CC;" | Critical: 10.5 <br>Mini-Crit: 4.725
 
| style="background-color:#FFF4CC;" | Attack: 0.5s
 
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>Lowest damage of any weapon. <br>Struck enemies suffer from mini-crits for 15 seconds.<br>Striking another enemy transfers status.
 
|-
 
! style="background-color:#FFF4CC;" | [[Scout weapons (competitive)#Saxxy|Saxxy]] <br>[[Image:Saxxy.png|link=Scout weapons (competitive)#Saxxy|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 35
 
| style="background-color:#FFF4CC;" | Critical: 105 <br>Mini-Crit: 47
 
| style="background-color:#FFF4CC;" | Attack: 0.5s
 
| style="background-color:#FFF4CC;" | Limited item from [[Replay Update]].<br>Statistically identical to [[Scout weapons (competitive)#B|bat]].<br>Enemies killed by weapon turn gold on death instead of ragdolling.
 
|-
 
! style="background-color:#FFF4CC;" | [[Scout weapons (competitive)#Atomizer|Atomizer]] <br>[[Image:RED_Atomizer.png|link=Scout weapons (competitive)#Atomizer|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 28
 
| style="background-color:#FFF4CC;" | Critical: 84 <br>Mini-Crit: 37.8
 
| style="background-color:#FFF4CC;" | Attack: 0.65s
 
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.'''{{citation needed}} <br>Grants triple jump<br>Deals 10 damage to self upon every triple jump.<br>Upon double or triple jumping, shows a purple cloud particle effect under feet.
 
|-
 
! style="background-color:#FFF4CC;" | [[Scout weapons (competitive)#Conscientious Objector|Conscientious Objector]] <br>[[Image:Conscientious Objector.png|link=Scout weapons (competitive)#Conscientious Objector|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 35
 
| style="background-color:#FFF4CC;" | Critical: 105 <br>Mini-Crit: 47
 
| style="background-color:#FFF4CC;" | Attack: 0.5s
 
| style="background-color:#FFF4CC;" | Statistically identical to [[Scout weapons (competitive)#B|bat]].
 
|-
 
! style="background-color:#FFF4CC;" | [[Scout weapons (competitive)#Unarmed Combat|Unarmed Combat]] <br>[[Image:Unarmed Combat.png|link=Scout weapons (competitive)#Unarmed Combat|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 35
 
| style="background-color:#FFF4CC;" | Critical: 105 <br>Mini-Crit: 47
 
| style="background-color:#FFF4CC;" | Attack: 0.5s
 
| style="background-color:#FFF4CC;" | Statistically identical to [[Scout weapons (competitive)#B|bat]].
 
|}
 
 
 
:''"u" stands for "units of distance." "+" stands for "or more." "s" stands for "seconds." "Reload Start" refers to how long it takes for 1 ammo to be reloaded after beginning to reload, and "Reload More" refers to how long it takes for each additional ammo to reload after the first. Damages and times are approximate and determined by community testing.
 
  
 
== Usage ==
 
== Usage ==
The Scout is ideal to guard the flanks against the enemy. His mobility, ability to 2-shot enemy medics and Scouts, and advantage when fighting enemy [[demoman (competitive)|demos]] make him useful for [[pick]]ing in a variety of situations. A Scout is at his best when he has a full buff.
+
The Scout is an ideal choice of guarding and using flanks against the enemy. His mobility, ability to 2-shot enemy [[Medic (competitive)|Medics]] and other Scouts, and dominance when fighting the enemy [[Demoman (competitive)|Demoman]] makes him useful for [[pick]]ing in a variety of situations. A Scout is at his best when he has a full buff. His two time capture rate allows him to capture the objectives while his team advances and gains territory.
  
 
=== Common Tactics ===
 
=== Common Tactics ===
Scouts are perhaps the best class for flanking and ambushes in competitive TF2. Their speed, absurd damage output at close range, and their ability to easily dodge the projectiles fired by [[Soldier (competitive)|Soldiers]] and [[Demoman (competitive)|Demomen]] make them ideal for flanking the enemy team and killing the [[Medic (competitive)|Medic]] and Demoman. A competitive Scout should always keep an eye out for opportunities to rush in and cripple the enemy team, but without forgetting to cover certain areas of the map to prevent the enemy scouts from doing the same. Due to the speed and mobility of Scouts, they are good for hunting down and eliminating enemy Scouts, taking pressure off of their team's [[Combo (competitive)|combo]] and Demoman.
+
The Scout is one of the most efficient classes in flanking and ambushing in competitive TF2. His speed, high damage output, and ability to easily dodge projectiles makes him ideal for approaching and killing key targets like the [[Medic (competitive)|Medic]] and Demoman. A good, competitive Scout always watches for weaknesses in the enemy team's defense while protecting his team from enemy Scouts doing the same. The agility of Scouts make them efficient at hunting down and eliminating enemy Scouts, taking pressure off of their team's [[Combo (competitive)|combo]], as well as clearing a secure path for his team to advance into.
  
One way that the scouts can take the pressure of 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 so they can get to the next point quicker than anyone else. If the team doesn't have any team mates respawning then 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 team a chance to regroup and respawn, it can be the difference between keeping control of the point and losing the point and possibly even the round.
+
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. 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 enemies whenever possible; although he is not very weak in a direct fight, getting the first Scattergun blast can be a critical advantage. 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.
  
During mid battles scouts have two main duties to fulfill, either they need to protect their demo and medic from the enemy scouts, or go aggressive and try to kill the opposing medic or demo. Normally the scouts will try to do the best of both worlds, one scout will play passively whilst the second scout will wait for an opportunity to attack the medic and demo. 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.
+
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 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 team mates 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.
 +
 
 +
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 (competitive)|Medic]] and [[Demoman (competitive)|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 (competitive)|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.
 +
 
 +
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.
  
 
=== 5-CP Push Strategies ===
 
=== 5-CP Push Strategies ===
Scouts will generally be one of the first classes to arrive at the middle point of most 5-CP maps. On some maps, like [[Badlands (competitive)|Badlands]] Demomen can arrive a couple of seconds ahead. On these maps, Scouts should beware of enemy sticky traps early on, as they are needed at the mid fight. There will be few seconds before the Soldiers and Medics of both teams arrive.
+
Scouts will generally be the second to arrive at the middle point, after the Demoman and sometimes the roamer. On some maps, like [[Badlands (competitive)|Badlands]] Demomen can arrive a couple of seconds ahead. On these maps, Scouts should beware of enemy sticky traps early on, as they are needed at the mid-fight. There will be a few seconds before the Soldiers and Medics of both teams arrive.
  
In order to avoid the early stickies on those maps the scouts can go a different way and skip the choke points where the stickies are normally placed. For example, on Badlands, when they rollout, one scout should go choke via main, and the other scout should drop down into valley instead of going through house with their combo. In general scouts should never be in a choke point if they can avoid it, this is simply because they are too fragile and can easily die.
+
In order to avoid the early stickies on those maps the Scouts can go a different way and skip the choke points where the stickies are normally placed. For example, on [[Badlands (competitive)|Badlands]], when they rollout, one Scout should go choke via main, and the other Scout should drop down into valley instead of going through house with their combo. In general, Scouts should never be in a choke point if they can avoid it, this is simply because they are too fragile and can easily die due to the constant spam of rockets and Demoman explosives.
  
Scouts usually push on the flanks, this is for two reasons, firstly they make sure that the enemy scouts don't manage to sneak behind and start a back-cap, and secondly, it allows them to get in close whilst the enemy are distracted by your combo. Once the scouts are in close they can deal a lot of damage and mop up any remaining enemies.
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Scouts usually push on the flanks. This is for two reasons. Firstly they make sure that the enemy Scouts don't manage to sneak behind and start a back-cap, and secondly, it allows them to get in close whilst the enemy is distracted by your combo. Once the Scouts are in close they can deal a lot of damage and mop up any remaining enemies who were damaged by his team's combo. The essential role of the Scout, in his team's pushes, is to finish off the injured players and make sure no enemy makes their way behind his team.
  
 
=== Attack-Defend Strategies ===
 
=== Attack-Defend Strategies ===
On attack defend maps, scouts are generally switched off to a utility class such as sniper, spy, or engineer when on defense. Scouts are still useful for the offensive team as they provide faster cap time and have good deathmatching abilities and can keep pressure at the attacking points.
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On attack-defend maps, Scouts are still useful for the offensive team as they provide faster cap time, are very effective at dealing direct damage, and can keep pressure at the attacking points, but on defense Scouts are generally switched off to a utility class because there is no need for their mobility seeing as the point cannot move. Commonly used utility classes are the [[Engineer (competitive)|Engineer]], [[Sniper (competitive)|Sniper]] and [[Heavy (competitive)|Heavy]], with the [[Pyro (competitive)|Pyro]] seeing occasional use, and the [[Spy (competitive)|Spy]] rarely at all. Gravel Pit is a good example of where utilities are commonplace, quite often defending teams choose to run an Engineer and a Sniper (known colloquially as using a Dignitas Lineup). These classes are generally seen as more effective at defending the point from a single strong push then Scouts are.
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However, Scouts on the attacking side can also offclass, although it is generally a single Scout that temporarily offclasses at a time. Sniper or Spy are particular favorites because they can kill the enemy Medic with ease and crush a defense. After all, trying to defend against an ÜberCharge is a very hard thing to do. Another use that Scouts have an attack is to take the damage from the stickies that the defending Demoman likes to place on the entrances; when Scouts try to capture point A on Gravel Pit the defending Demoman normally puts stickies on the entrance. By using the Bonk!, a Scout can get through the door without dying.
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 +
== Passive Scout ==
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The '''Passive Scout''' (also known as a '''Pocket Scout''') is a term used to describe a Scout who tends to push in with the [[Combo (competitive)|combo]] when pushing into the enemy team. Many teams choose to have a Scout come in at a delayed time, after their [[ÜberCharge]] is usually about to finish to receive the remaining charge and [[overheal]] to clean up the remaining hurt enemy players. The pocket Scout usually watches flanks and calls them out to his team if someone comes behind them.
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There are also certain times (usually on the last [[control point (objective)|control point]]) where the enemy team is using a [[Pyro (competitive)|Pyro]] where ÜberCharging in a [[Soldier (competitive)|Soldier]] would result in your Über being pushed back and it essentially being wasted. On the other hand, Übering in a Scout would allow the Scout to fire his shots at the Pyro and having no fear of his shots being blasted back at him.
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== Aggressive Scout ==
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The '''Aggressive Scout''' (also known as a '''Freelance Scout''') is the Scout who tends to move around the map and get behind the enemy team, compared to the Passive Scout whose role is to protect the combo. The Aggressive Scout's main job is to get behind the enemy team, and pick major classes (generally the Medic and Demoman) and try to get backcaps when he thinks he has a chance to cap the last point without being killed. They tend not to stick with the team as much as the other classes, however if they are needed they will help the team out.
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 +
A good strategy for the Aggressive Scout is when your team pushes in with an ÜberCharge, you can get behind the enemy team while they are running away and focused on your Übered teammates. He can also hide in hiding spots that teams do not check such as the lower parts of maps or the flanks. Overall, the Aggressive Scout is the best at picking key classes, flanking the enemy team and getting unexpected caps.
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The Aggressive Scout is also usually the player on his team that "offclasses". Offclassing consist of switching to an unconventional class such as a Sniper, Pyro, Engineer or  a Heavy. The Aggressive Scout usually perform this action when his team is defending the last control point to either build a Sentry, push back the enemy Über as the Pyro, deal a lot of damage as Heavy or get game changing head shots as a Sniper. The Sniper is usually the most common off class as he is effective offensively and defensively.
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== Anti-Scout classes ==
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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:
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=== The Soldier ===
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A [[Soldier (competitive)|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:
  
When they are on the defending team the scouts are normally switched out for utility classes because there is no need for their mobility seeing as the point cannot move. Commonly used utility classes are the engineer, sniper and heavy, with the pyro seeing occasional use, and the spare rarely at all. Gravelpit is a good example of where utilities are commonplace, quite often defending teams choose to run an engineer and a sniper (known colloquially as using a Dignitas Lineup).
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* 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.
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* 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.
  
The engineer is the lynchpin of the defense because not only can the sentry gun stop any jumping Soldiers or Demos from killing the defending medic, but the teleporter helps to combat the longer spawn that the defending team gets. The Sniper is useful for killing the attacking medic and consequently delaying the teams push for another 40 seconds (the time it takes to get an Über).
+
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.
  
However, scouts on the attacking side can also offclass, sniper or spy are particular favourites because they can kill the medic with ease and crush a defense. After all, trying to defend against an ÜberCharge is a very hard thing to do. Another use that scouts have an attack is to take the damage from the stickies that defending Demomen like to place on the entrances; when Scouts try to capture point A on Gravelpit the defending Demoman normally puts stickies on the entrance. By using the Bonk, a scout can get through the door without dying.
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=== The Scout ===
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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.
  
=== Capture-the-Flag Strategies ===
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=== Engineer ===
Whilst the scout normally isn't the class that retrieves the enemy intelligence, he's normally the class that caps it due to his mobility. The scouts job in Capture-the-Flag apart from guarding the flanks, is to capture the intelligence, and if necessary, offclass to counter the enemy.
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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.  
  
The normal utility that's used is the Sniper due to his ability to take out the medic and stall the push. A Heavy can also be used when you are are at an Über disadvantage or need the extra firepower. Finally, an engineer can be used to defend the intelligence, the only problem with this is that it's extremely defensive and can lead to a defensive mentality within the team and result in the team [[turtling]].
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However, if the Scout has the '''[[Bonk!_Atomic_Punch|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]].
  
== Pocket Scout ==
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=== Heavy Weapons Guy ===
The '''Pocket Scout''' is a term used to describe a Scout who tends to push in with the [[combo]] when pushing into the enemy team. Many teams choose to have a Scout come in at a delayed time, after their [[ÜberCharge]] is usually about to finish to receive the remaining charge and [[overheal]] to clean up the remaining hurt enemy players.
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The [[Heavy (competitive)|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.
  
There are also certain times (usually on the last [[control point]]) where the enemy team is using a [[Pyro]] where ÜberCharging in a [[Soldier]] would result in your Über being pushed back and it quintessentially being wasted. On the other hand, Übering in a scout would allow the scout to fire his shots at the Pyro and having no fear of his shots being blasted back at him.
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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.
  
 
== See also ==
 
== See also ==

Latest revision as of 10:10, 23 April 2023

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.
Scout.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 %

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.

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.


Usage

The Scout is an ideal choice of guarding and using flanks against the enemy. His mobility, ability to 2-shot enemy Medics and other Scouts, and dominance when fighting the enemy Demoman makes him useful for picking in a variety of situations. A Scout is at his best when he has a full buff. His two time capture rate allows him to capture the objectives while his team advances and gains territory.

Common Tactics

The Scout is one of the most efficient classes in flanking and ambushing in competitive TF2. His speed, high damage output, and ability to easily dodge projectiles makes him ideal for approaching and killing key targets like the Medic and Demoman. A good, competitive Scout always watches for weaknesses in the enemy team's defense while protecting his team from enemy Scouts doing the same. The agility of Scouts make them efficient at hunting down and eliminating enemy Scouts, taking pressure off of their team's combo, as well as clearing a secure path for his team to advance into.

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. 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 enemies whenever possible; although he is not very weak in a direct fight, getting the first Scattergun blast can be a critical advantage. 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 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 team mates 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.

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.

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.

5-CP Push Strategies

Scouts will generally be the second to arrive at the middle point, after the Demoman and sometimes the roamer. On some maps, like Badlands Demomen can arrive a couple of seconds ahead. On these maps, Scouts should beware of enemy sticky traps early on, as they are needed at the mid-fight. There will be a few seconds before the Soldiers and Medics of both teams arrive.

In order to avoid the early stickies on those maps the Scouts can go a different way and skip the choke points where the stickies are normally placed. For example, on Badlands, when they rollout, one Scout should go choke via main, and the other Scout should drop down into valley instead of going through house with their combo. In general, Scouts should never be in a choke point if they can avoid it, this is simply because they are too fragile and can easily die due to the constant spam of rockets and Demoman explosives.

Scouts usually push on the flanks. This is for two reasons. Firstly they make sure that the enemy Scouts don't manage to sneak behind and start a back-cap, and secondly, it allows them to get in close whilst the enemy is distracted by your combo. Once the Scouts are in close they can deal a lot of damage and mop up any remaining enemies who were damaged by his team's combo. The essential role of the Scout, in his team's pushes, is to finish off the injured players and make sure no enemy makes their way behind his team.

Attack-Defend Strategies

On attack-defend maps, Scouts are still useful for the offensive team as they provide faster cap time, are very effective at dealing direct damage, and can keep pressure at the attacking points, but on defense Scouts are generally switched off to a utility class because there is no need for their mobility seeing as the point cannot move. Commonly used utility classes are the Engineer, Sniper and Heavy, with the Pyro seeing occasional use, and the Spy rarely at all. Gravel Pit is a good example of where utilities are commonplace, quite often defending teams choose to run an Engineer and a Sniper (known colloquially as using a Dignitas Lineup). These classes are generally seen as more effective at defending the point from a single strong push then Scouts are.

However, Scouts on the attacking side can also offclass, although it is generally a single Scout that temporarily offclasses at a time. Sniper or Spy are particular favorites because they can kill the enemy Medic with ease and crush a defense. After all, trying to defend against an ÜberCharge is a very hard thing to do. Another use that Scouts have an attack is to take the damage from the stickies that the defending Demoman likes to place on the entrances; when Scouts try to capture point A on Gravel Pit the defending Demoman normally puts stickies on the entrance. By using the Bonk!, a Scout can get through the door without dying.

Passive Scout

The Passive Scout (also known as a Pocket Scout) is a term used to describe a Scout who tends to push in with the combo when pushing into the enemy team. Many teams choose to have a Scout come in at a delayed time, after their ÜberCharge is usually about to finish to receive the remaining charge and overheal to clean up the remaining hurt enemy players. The pocket Scout usually watches flanks and calls them out to his team if someone comes behind them.

There are also certain times (usually on the last control point) where the enemy team is using a Pyro where ÜberCharging in a Soldier would result in your Über being pushed back and it essentially being wasted. On the other hand, Übering in a Scout would allow the Scout to fire his shots at the Pyro and having no fear of his shots being blasted back at him.

Aggressive Scout

The Aggressive Scout (also known as a Freelance Scout) is the Scout who tends to move around the map and get behind the enemy team, compared to the Passive Scout whose role is to protect the combo. The Aggressive Scout's main job is to get behind the enemy team, and pick major classes (generally the Medic and Demoman) and try to get backcaps when he thinks he has a chance to cap the last point without being killed. They tend not to stick with the team as much as the other classes, however if they are needed they will help the team out.

A good strategy for the Aggressive Scout is when your team pushes in with an ÜberCharge, you can get behind the enemy team while they are running away and focused on your Übered teammates. He can also hide in hiding spots that teams do not check such as the lower parts of maps or the flanks. Overall, the Aggressive Scout is the best at picking key classes, flanking the enemy team and getting unexpected caps.

The Aggressive Scout is also usually the player on his team that "offclasses". Offclassing consist of switching to an unconventional class such as a Sniper, Pyro, Engineer or a Heavy. The Aggressive Scout usually perform this action when his team is defending the last control point to either build a Sentry, push back the enemy Über as the Pyro, deal a lot of damage as Heavy or get game changing head shots as a Sniper. The Sniper is usually the most common off class as he is effective offensively and defensively.

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.

See also