Difference between revisions of "Scout match-ups"

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{{Match-Up|forclass=scout
 
{{Match-Up|forclass=scout
 
   | scout-strategy = You most likely meet other Scouts when both of you are away from teammates, such as during the initial rush to a Control Point or at the outskirts of a battlefield. He's just as fast as you, so keep your aim steady. Switching directions with your jumps to go over him or behind cover is an effective strategy for messing up his aim. Quickly decide the bout with a few well-placed shots, and control the area around health kits just in case. If you need to retreat, keep fighting back so he can't take free shots.
 
   | scout-strategy = You most likely meet other Scouts when both of you are away from teammates, such as during the initial rush to a Control Point or at the outskirts of a battlefield. He's just as fast as you, so keep your aim steady. Switching directions with your jumps to go over him or behind cover is an effective strategy for messing up his aim. Quickly decide the bout with a few well-placed shots, and control the area around health kits just in case. If you need to retreat, keep fighting back so he can't take free shots.
   | soldier-strategy = Both you and the Soldier are very effective at close range. A Soldier will typically aim his [[Rocket Launcher]] at your feet; if you can stay in the air, he will find it much more difficult to hit you. Your speed and [[Jumping#Double Jump|double jump]] should be enough to avoid being directly hit by a rocket while nearby cover can be used to avoid the splash damage. Use your mobility to never allow the Soldier [[High ground advantage|access to high ground]], where he is deadliest and can freely rain rockets from above. It may be optimal to maintain a medium distance from a Soldier so that you have sufficient time to dodge his shots. If you are having trouble, the Soldier’s slow speed lets you retreat freely, but stay alert in case he decides to [[Jumping#Soldier jumps|rocket jump]] after you.
+
   | soldier-strategy = Both you and the Soldier are effective at close range. A Soldier will typically aim his [[Rocket Launcher]] at your feet; stay in the airto make hitting you more difficult. Your speed and [[Jumping#Double Jump|double jump]] should be enough to avoid being directly hit by a rocket while nearby cover can be used to avoid the splash damage. Use your mobility to never allow the Soldier [[High ground advantage|access to high ground]], where he is deadliest and can rain rockets from above. It may be optimal to maintain a medium distance from a Soldier so that you have sufficient time to dodge his shots. If you need to retreat, stay alert in case he decides to [[Jumping#Soldier jumps|rocket jump]] after you.
   | pyro-strategy = Defeating a Pyro is all about spacing. It is best not to get hit at all, as untreated [[afterburn]] will take off up to half of your maximum health. You want to use your speed to keep out of his Flamethrower’s range while staying close enough to deal heavy damage with your Scattergun. Backpedal while whittling away at his health with any of your ranged weapons. [[Glossary of player terms#W|Weapon heckling]] can be less effective against a Pyro, especially if he has the [[Degreaser]], as the ranges of his weapons are comparable to those of yours. Avoid facing a Pyro in an enclosed area or narrow corridor; he can use the [[compression blast]] to shove you into a corner for an easy kill. If he lights you on fire, the [[Mad Milk]] can be used to extinguish the flames.
+
   | pyro-strategy = Defeating a Pyro is all about spacing. Untreated [[afterburn]] will take off up to half of your health, so it's best to avoid his [[Flame Thrower]] entirely. To do this, use your speed to stay outside his Flame Thrower's range, switching between your Scattergun and Pistol as opportunity presents. Avoid enclosed areas, where the Pyro can use the [[compression blast]] to shove you into a corner for an easy kill. Be wary if the Pyro is equipped with the [[Degreaser]] - it lowers his weapon switch time, improving how well he might adapt to your movements. [[Mad Milk]] can be used to extinguish flames.
 
   | demoman-strategy = When out in the open, you are easily capable of dodging a Demoman’s indirect projectiles; his high damage output means nothing if he can’t hit you. Your speed lets you quickly get within close range of the Demoman, past his [[Grenade Launcher|Grenade]] and Stickybombs, where he is weakest and can damage himself. If need be, take alternate routes to avoid his Sticky traps or ambush him. A Demoman with [[Chargin’ Targe|a]] [[Splendid Screen|shield]] [[Tide Turner|equipped]] is vulnerable to weapon heckling; stay at medium range to avoid his melee attacks, then close in once he switches to the [[Grenade Launcher]]. Be careful in case he suddenly decides to charge at you, as he will move even faster than you when he does so.
 
   | demoman-strategy = When out in the open, you are easily capable of dodging a Demoman’s indirect projectiles; his high damage output means nothing if he can’t hit you. Your speed lets you quickly get within close range of the Demoman, past his [[Grenade Launcher|Grenade]] and Stickybombs, where he is weakest and can damage himself. If need be, take alternate routes to avoid his Sticky traps or ambush him. A Demoman with [[Chargin’ Targe|a]] [[Splendid Screen|shield]] [[Tide Turner|equipped]] is vulnerable to weapon heckling; stay at medium range to avoid his melee attacks, then close in once he switches to the [[Grenade Launcher]]. Be careful in case he suddenly decides to charge at you, as he will move even faster than you when he does so.
 
   | heavy-strategy = Be cautious when approaching a Heavy from any range; with his [[Minigun]], he can kill you faster than you can kill him. The element of surprise is your strongest weapon; you can kill the beefy Heavy with just a few point blank shots. If his Minigun is already spun up, note the sound his weapon makes before deciding to fight - the distinct whir of the [[Natascha]], which can slow you down, is a sign to stay back. In a direct confrontation, try popping in and out from behind cover between shots, staying in his face while [[circle strafing]], or double jumping over his head to confuse him. Particular items that are useful against a Heavy are the [[Crit-a-Cola]], and [[Mad Milk]]; Crit-a-Cola will allow you to match the Heavy's obscene firepower while Mad Milk can help you survive his massive damage.
 
   | heavy-strategy = Be cautious when approaching a Heavy from any range; with his [[Minigun]], he can kill you faster than you can kill him. The element of surprise is your strongest weapon; you can kill the beefy Heavy with just a few point blank shots. If his Minigun is already spun up, note the sound his weapon makes before deciding to fight - the distinct whir of the [[Natascha]], which can slow you down, is a sign to stay back. In a direct confrontation, try popping in and out from behind cover between shots, staying in his face while [[circle strafing]], or double jumping over his head to confuse him. Particular items that are useful against a Heavy are the [[Crit-a-Cola]], and [[Mad Milk]]; Crit-a-Cola will allow you to match the Heavy's obscene firepower while Mad Milk can help you survive his massive damage.
 
   | engineer-strategy = A lone [[Engineer]] is a simple target; his weapons are similar to yours, but he has less mobility. If you don’t have to deal with his [[Sentry Gun]], simply dodge his shots while returning fire.
 
   | engineer-strategy = A lone [[Engineer]] is a simple target; his weapons are similar to yours, but he has less mobility. If you don’t have to deal with his [[Sentry Gun]], simply dodge his shots while returning fire.
 
The Sentry Gun, however, deals heavy damage and can track your movements, rendering your fast speed useless. If you're caught, the Sentry Gun’s [[knock back]] will pin down and kill you. Avoid routes covered by Sentry Guns and check around corners before rushing into new areas. If the Sentry Gun is unattended, you can slowly destroy it from far away with your [[Pistol]] or [[Shortstop]].  You run faster than a Sentry Gun can rotate; although difficult, it is possible to circle strafe a Sentry Gun that has been placed around a corner and not yet locked on to you. A common tactic against a problematic Sentry Gun would be to use the invulnerability granted by [[Bonk! Atomic Punch]] to run past it or distract it while your teammates destroy it. You can also use the invulnerability to direct the Sentry to shoot the Engineer while it is aiming at you, by moving so that he is between you and the Sentry. However, be mindful of the bullets' knockback and your Bonk's duration for your eventual escape. Otherwise, when an Engineer is near his Sentry Gun, the best you’ll be able to do is harass him from long range.
 
The Sentry Gun, however, deals heavy damage and can track your movements, rendering your fast speed useless. If you're caught, the Sentry Gun’s [[knock back]] will pin down and kill you. Avoid routes covered by Sentry Guns and check around corners before rushing into new areas. If the Sentry Gun is unattended, you can slowly destroy it from far away with your [[Pistol]] or [[Shortstop]].  You run faster than a Sentry Gun can rotate; although difficult, it is possible to circle strafe a Sentry Gun that has been placed around a corner and not yet locked on to you. A common tactic against a problematic Sentry Gun would be to use the invulnerability granted by [[Bonk! Atomic Punch]] to run past it or distract it while your teammates destroy it. You can also use the invulnerability to direct the Sentry to shoot the Engineer while it is aiming at you, by moving so that he is between you and the Sentry. However, be mindful of the bullets' knockback and your Bonk's duration for your eventual escape. Otherwise, when an Engineer is near his Sentry Gun, the best you’ll be able to do is harass him from long range.
   | medic-strategy = A lone [[Medic]] is an easy target, as you can easily dodge his [[Syringe Gun]] shots and [[Bonesaw]] swings while freely retaliating. A common strategy used by Medics is running around a corner pretending to flee, then attacking with their melee weapon once you round the corner too, so make sure your target isn't waiting for you there if you decide to pursue him. However, it is rare to find a lone Medic. Still, even if he has a [[Medic buddy]] nearby, target the Medic first; it is very hard to take down someone who is constantly being healed. Maneuver past his patient or approach the pair from behind, pick the Medic off with a few point blank shots, then retreat before his former healing target can react. Don't get greedy; unless you are sure his former patient was already injured, don't fight alone, as the [[overheal]] will give him a significant advantage against you.
+
   | medic-strategy = The Medic will likely stay near his teammates to heal them - these enemies will have plenty of health and are harder to pick off. However, the Medic cannot overheal himself. If you can make your way into the enemy team's backline, the Medic is another class that you can quickly take out. Maneuver past his patient or approach the pair from behind, and pick the Medic off with a few point blank shots. Don't get greedy - consider retreating if you think his former patient is too healthy.
 
   | sniper-strategy = If the Sniper can hit you, one headshot or fully charged bodyshot will instantly kill you. Your speed and mobility can prevent this - zigzag, jump, and strafe to become a difficult target, and sneak up on him by accessing alternate routes. Once you close the distance, your weapons have the advantage. Even at close range, take care, as the Sniper may try to headshot you anyway.
 
   | sniper-strategy = If the Sniper can hit you, one headshot or fully charged bodyshot will instantly kill you. Your speed and mobility can prevent this - zigzag, jump, and strafe to become a difficult target, and sneak up on him by accessing alternate routes. Once you close the distance, your weapons have the advantage. Even at close range, take care, as the Sniper may try to headshot you anyway.
   | spy-strategy = Your speed makes you hard to backstab and allows you to always chase fleeing foes, making you one of the Spy’s deadlier opponents. He has some of the game’s weakest weapons, making a normal fight with him very simple; as usual, circle strafe while dodging his [[Revolver]] and [[Knife]], taking care not to expose your back. If he [[Cloak]]s, use your Scattergun’s spread, Mad Milk, or the [[Boston Basher]]’s [[bleed]] effect to reveal him and give chase. You can easily [[Spy-check]] by simply running into your teammates; if you can’t move past them, they’re a Spy.
+
   | spy-strategy = Your speed makes you hard to backstab and allows you to always chase fleeing foes, making you one of the Spy’s deadlier opponents. He has some of the game’s weakest weapons, making a normal fight with him simple; circle strafe, and take care not to expose your back to his [[Knife]]. If he [[Cloak]]s, use your Scattergun’s spread, Mad Milk, or the [[Boston Basher]]’s [[bleed]] effect to reveal him and give chase. You can easily [[Spy-check]] by simply running into your teammates; if you can’t move past them, they’re a Spy.
 
}}
 
}}
  

Revision as of 22:07, 2 September 2020

I'm gonna headbutt ya, I'm gonna headbutt ya, I'm gonna headbutt ya!
The Scout on his delicate battle plan
Class Strategy
Scout.png
Scout
vs. Scout.png
Scout
You most likely meet other Scouts when both of you are away from teammates, such as during the initial rush to a Control Point or at the outskirts of a battlefield. He's just as fast as you, so keep your aim steady. Switching directions with your jumps to go over him or behind cover is an effective strategy for messing up his aim. Quickly decide the bout with a few well-placed shots, and control the area around health kits just in case. If you need to retreat, keep fighting back so he can't take free shots.
Scout.png
Scout
vs. Soldier.png
Soldier
Both you and the Soldier are effective at close range. A Soldier will typically aim his Rocket Launcher at your feet; stay in the airto make hitting you more difficult. Your speed and double jump should be enough to avoid being directly hit by a rocket while nearby cover can be used to avoid the splash damage. Use your mobility to never allow the Soldier access to high ground, where he is deadliest and can rain rockets from above. It may be optimal to maintain a medium distance from a Soldier so that you have sufficient time to dodge his shots. If you need to retreat, stay alert in case he decides to rocket jump after you.
Scout.png
Scout
vs. Pyro.png
Pyro
Defeating a Pyro is all about spacing. Untreated afterburn will take off up to half of your health, so it's best to avoid his Flame Thrower entirely. To do this, use your speed to stay outside his Flame Thrower's range, switching between your Scattergun and Pistol as opportunity presents. Avoid enclosed areas, where the Pyro can use the compression blast to shove you into a corner for an easy kill. Be wary if the Pyro is equipped with the Degreaser - it lowers his weapon switch time, improving how well he might adapt to your movements. Mad Milk can be used to extinguish flames.
Scout.png
Scout
vs. Demoman.png
Demoman
When out in the open, you are easily capable of dodging a Demoman’s indirect projectiles; his high damage output means nothing if he can’t hit you. Your speed lets you quickly get within close range of the Demoman, past his Grenade and Stickybombs, where he is weakest and can damage himself. If need be, take alternate routes to avoid his Sticky traps or ambush him. A Demoman with a shield equipped is vulnerable to weapon heckling; stay at medium range to avoid his melee attacks, then close in once he switches to the Grenade Launcher. Be careful in case he suddenly decides to charge at you, as he will move even faster than you when he does so.
Scout.png
Scout
vs. Heavy.png
Heavy
Be cautious when approaching a Heavy from any range; with his Minigun, he can kill you faster than you can kill him. The element of surprise is your strongest weapon; you can kill the beefy Heavy with just a few point blank shots. If his Minigun is already spun up, note the sound his weapon makes before deciding to fight - the distinct whir of the Natascha, which can slow you down, is a sign to stay back. In a direct confrontation, try popping in and out from behind cover between shots, staying in his face while circle strafing, or double jumping over his head to confuse him. Particular items that are useful against a Heavy are the Crit-a-Cola, and Mad Milk; Crit-a-Cola will allow you to match the Heavy's obscene firepower while Mad Milk can help you survive his massive damage.
Scout.png
Scout
vs. Engineer.png
Engineer
A lone Engineer is a simple target; his weapons are similar to yours, but he has less mobility. If you don’t have to deal with his Sentry Gun, simply dodge his shots while returning fire.

The Sentry Gun, however, deals heavy damage and can track your movements, rendering your fast speed useless. If you're caught, the Sentry Gun’s knock back will pin down and kill you. Avoid routes covered by Sentry Guns and check around corners before rushing into new areas. If the Sentry Gun is unattended, you can slowly destroy it from far away with your Pistol or Shortstop. You run faster than a Sentry Gun can rotate; although difficult, it is possible to circle strafe a Sentry Gun that has been placed around a corner and not yet locked on to you. A common tactic against a problematic Sentry Gun would be to use the invulnerability granted by Bonk! Atomic Punch to run past it or distract it while your teammates destroy it. You can also use the invulnerability to direct the Sentry to shoot the Engineer while it is aiming at you, by moving so that he is between you and the Sentry. However, be mindful of the bullets' knockback and your Bonk's duration for your eventual escape. Otherwise, when an Engineer is near his Sentry Gun, the best you’ll be able to do is harass him from long range.

Scout.png
Scout
vs. Medic.png
Medic
The Medic will likely stay near his teammates to heal them - these enemies will have plenty of health and are harder to pick off. However, the Medic cannot overheal himself. If you can make your way into the enemy team's backline, the Medic is another class that you can quickly take out. Maneuver past his patient or approach the pair from behind, and pick the Medic off with a few point blank shots. Don't get greedy - consider retreating if you think his former patient is too healthy.
Scout.png
Scout
vs. Sniper.png
Sniper
If the Sniper can hit you, one headshot or fully charged bodyshot will instantly kill you. Your speed and mobility can prevent this - zigzag, jump, and strafe to become a difficult target, and sneak up on him by accessing alternate routes. Once you close the distance, your weapons have the advantage. Even at close range, take care, as the Sniper may try to headshot you anyway.
Scout.png
Scout
vs. Spy.png
Spy
Your speed makes you hard to backstab and allows you to always chase fleeing foes, making you one of the Spy’s deadlier opponents. He has some of the game’s weakest weapons, making a normal fight with him simple; circle strafe, and take care not to expose your back to his Knife. If he Cloaks, use your Scattergun’s spread, Mad Milk, or the Boston Basher’s bleed effect to reveal him and give chase. You can easily Spy-check by simply running into your teammates; if you can’t move past them, they’re a Spy.


See also