Difference between revisions of "Scout match-ups"

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(Added some weapon recommendations.)
(Sorting all entries into "Relative merits / Tactics / Useful weapons." This should help out future editors with organizing their thoughts.)
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{{Quotation|'''The Scout''' on his delicate battle plan|I'm gonna headbutt ya, I'm gonna headbutt ya, I'm gonna headbutt ya!|sound=Scout_taunts05.wav}}
 
{{Quotation|'''The Scout''' on his delicate battle plan|I'm gonna headbutt ya, I'm gonna headbutt ya, I'm gonna headbutt ya!|sound=Scout_taunts05.wav}}
 
{{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. The [[Pretty Boy's Pocket Pistol]]'s health-on-hit can give you much-needed longevity in what may otherwise be an even fight.
+
   | scout-strategy =  
  | 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 air to 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. Added jumping ability such as the [[Soda Popper]], [[Winger]], and/or [[Atomizer]] may be helpful for making your aerial movement less predictable.
+
'''Mirror match-up:''' 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. Raw skill is the greatest factor for deciding this fight.
  | 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. If you don't have a pistol, the [[Shortstop]] deals the most damage of any scattergun from outside a flamethrower's effective range.
+
 
  | 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.
+
'''Tactics:''' Maintain precise aim while keeping your movement options in mind. Strafe left and right while keeping your aim pointed towards your opponent. If you can mimic or predict your rival's movement, there will be times where your crosshair naturally lines up with him - fire away! Jump sparingly, preferably to get behind him or take cover, as jumps have a predictable trajectory. If you find yourself at a dueling disadvantage, enter extremely close range to make aiming chaotic for both of you. Additionally, control the area around health kits.
   | heavy-strategy = The Heavy is perhaps your exact opposite. 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 [[Backscatter]], [[Crit-a-Cola]], and [[Mad Milk]]; your high speed allows you to get behind the Heavy easily, activating the Backscatter's mini-crits; Crit-a-Cola will allow you to match the Heavy's obscene firepower; and 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.
+
'''Useful weapons:'''  
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 a pistol or the [[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 [[Scattergun]] has the highest clip size, which gives the most leeway for handling how dodgy your fellow Scout is.
  | 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.
+
* The [[Pistol]] is best for finishing off a single enemy if you know their health is low.
  | sniper-strategy = While you’re one of the best classes to deal with a 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. If you have trouble getting close without getting one-shot, [[Bonk! Atomic Punch]] will give you invulnerability until you're close enough to kill him.
+
* Initiating with [[Mad Milk]] lets you survive another medium range shot if you land a solid hit after being damaged.
  | 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 or [[Wrap Assassin]]'s [[bleed]] effect to reveal him and give chase. With its wider spread, the [[Backscatter]] is especially good for spychecking. You can easily [[Spy-check]] by simply running into your teammates; if you can’t move past them, they’re a Spy.
+
* The [[Wrap Assassin]]'s bleed-inducing bauble can weaken the enemy Scout to the point that a single close range shot will suffice.
 +
 
 +
  | soldier-strategy =
 +
 
 +
'''Relative merits:''' Both you and the Soldier are effective at close range, but you are faster on the ground. A Soldier will typically aim his [[Rocket Launcher]] at your feet to deal splash damage, but you have a [[Jumping#Double Jump|double jump]] to avoid being hit directly.  
 +
 
 +
'''Tactics:''' Stay in open areas to make the best use of your mobility. Use your mobility to deny the Soldier [[High ground advantage|access to high ground]], where he is deadliest and can rain rockets from above. Consider staying at a medium distance to dodge his shots, and avoid double jumping so predictably that the Soldier shoots a rocket where you land. If you need to retreat, stay alert in case he decides to [[Jumping#Soldier jumps|rocket jump]] after you.
 +
 
 +
'''Useful weapons:'''  
 +
* The [[Soda Popper]]'s Hype mode lets you close the distance while remaining airborne to avoid rockets for five jumps.
 +
* Take out the [[Atomizer]] for an unexpected triple jump to reposition yourself.
 +
 
 +
  | pyro-strategy =
 +
'''Relative merits:''' You have the speed to outmaneuver the Pyro, provided you have room to maneuver, and weapons with longer range.
 +
 
 +
'''Tactics:''' Defeating a Pyro is all about spacing. Stay just outside the 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. Try not to get hit at all - [[afterburn]] will take off up to half of your health and may empower certain Pyro weapons, like the [[Flare Gun]].
 +
 
 +
'''Useful weapons:'''
 +
* The [[Shortstop]] deals the most damage of any scattergun from outside the Flame Thrower's effective range.
 +
* [[Mad Milk]] provides healing to negate [[afterburn]] in an extended fight and can be thrown downward to extinguish yourself.
 +
 
 +
   | demoman-strategy =  
 +
'''Relative merits:''' Both you and the Demoman have extremely high damage output, but your mobility generally lets you engage on your own terms. When out in the open, you can easily dodge a Demoman's indirect projectiles. If you force the fight into close range, the Demoman's [[Grenade Launcher]] is difficult to aim, [[Stickybomb]]s take too long to arm, and his explosions also damage him.
 +
 
 +
'''Tactics:'''  Quickly get within close range, where the Demoman is weakest, or remain at medium range, where you can wear him down while dodging grenades. If need be, take alternate routes to avoid his Sticky traps and 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 ready to react if he suddenly decides to charge at you, as his charge moves faster than your running speed.
 +
 
 +
'''Useful weapons:'''
 +
* [[Bonk! Atomic Punch]] can be used to phase past a Demoman's Stickybomb traps.
 +
 
 +
  | heavy-strategy =
 +
 
 +
'''Relative merits:''' The Heavy is perhaps your exact opposite - your mobility and Scattergun's precision versus his bulk and Minigun's barrage. Although you cannot take him on directly, you can be a constant nuisance.
 +
 
 +
'''Tactics:''' The element of surprise is your strongest weapon; you can kill the beefy Heavy with just a few point blank shots before his Minigun can be revved. 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 fight, the Heavy is immobile; 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.  
 +
 
 +
'''Useful weapons:'''
 +
* [[Crit-a-Cola]] will allow you to match the Heavy's obscene firepower.
 +
* [[Mad Milk]] can help you survive chip damage from his Minigun in a sustained fight.
 +
 
 +
  | engineer-strategy =
 +
 
 +
'''Relative merits:''' A lone [[Engineer]] has similar weapons to yours but far less mobility. However, his Sentry Gun is bulky, tracks your movements, and deals heavy damage.  
 +
 
 +
'''Tactics:''' If the Engineer's Sentry Gun catches you, its [[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 a pistol or the [[Shortstop]]. Otherwise, when an Engineer is near his Sentry Gun, the best you’ll be able to do is harass him from long range.
 +
 
 +
'''Useful weapons:'''
 +
* The [[Shortstop]] or [[Pistol]] gives you a distanced option for dealing with unattended Sentry Guns.
 +
* [[Bonk! Atomic Punch]] can be used to distract a troublesome Sentry Gun while your teammates destroy it.
 +
 +
  | medic-strategy =
 +
'''Relative merits:''' Your mobility lets you flank the enemy team and choose your targets. Consider targeting the enemy Medic to eliminate their source of healing. In a direct fight, you have higher damage potential, but the Medic has higher health and health regeneration.
 +
 
 +
'''Tactics:'''  The Medic will likely stay near his teammates to heal them - these enemies will have plenty of health and are harder to pick off. Additionally, the Medic is free to turn around and assess the battlefield while healing, so you need to approach decisively. 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 - retreat if you think his former patient is too healthy.
 +
 
 +
'''Useful weapons:'''
 +
* Weapons that offer constant mobility upgrades, like the [[Winger]] and [[Atomizer]], can help you get to the enemy Medic easier.
 +
* The [[Sandman]]'s baseball can inflict slow to separate the Medic and his patient.
 +
 
 +
| sniper-strategy =
 +
'''Relative merits:''' Your mobility lets you take all sorts of alternate routes to approach a Sniper. However, if the Sniper spots you, one headshot or fully charged bodyshot will instantly kill you.
 +
 
 +
'''Tactics:''' Ideally, take a route where the Sniper will not see you coming. If the Sniper is aiming at you, zigzag, jump, and strafe to become a difficult target. If you have no choice, harass the Sniper with your [[Pistol]] at long range to hopefully throw off his aim. Once you close the distance, your weapons have the advantage. Even at close range, take care, as the Sniper may try to quickly scope in and headshot you anyway.
 +
 
 +
'''Useful weapons:'''
 +
* Weapons that offer constant mobility upgrades, like the [[Winger]] and [[Atomizer]], can help you flank the enemy Sniper.
 +
* [[Bonk! Atomic Punch]] can give temporary invulnerability if you need to directly approach the Sniper.
 +
 
 +
  | spy-strategy =
 +
 
 +
'''Relative merits:''' 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, so a fight is heavily in your favor.
 +
 
 +
'''Tactics:''' You can easily [[Spy-check]] by simply running into your teammates; if you can’t move past them, they’re a Spy. If he [[Cloak]]s and flees, use your Scattergun's spread or other useful weapons to reveal him and give chase. If the Spy stays for a direct fight, strafe back and forth, land solid Scattergun shots, and take care not to expose your back to his [[Knife]] in the heat of the moment.
 +
 
 +
'''Useful weapons:'''
 +
* [[Mad Milk]] and bleed effects from the [[Boston Basher]] and [[Wrap Assassin]] can reveal a Cloaked Spy.
 
}}
 
}}
  

Revision as of 04:53, 16 May 2021

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
Mirror match-up: 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. Raw skill is the greatest factor for deciding this fight.

Tactics: Maintain precise aim while keeping your movement options in mind. Strafe left and right while keeping your aim pointed towards your opponent. If you can mimic or predict your rival's movement, there will be times where your crosshair naturally lines up with him - fire away! Jump sparingly, preferably to get behind him or take cover, as jumps have a predictable trajectory. If you find yourself at a dueling disadvantage, enter extremely close range to make aiming chaotic for both of you. Additionally, control the area around health kits.

Useful weapons:

  • The Scattergun has the highest clip size, which gives the most leeway for handling how dodgy your fellow Scout is.
  • The Pistol is best for finishing off a single enemy if you know their health is low.
  • Initiating with Mad Milk lets you survive another medium range shot if you land a solid hit after being damaged.
  • The Wrap Assassin's bleed-inducing bauble can weaken the enemy Scout to the point that a single close range shot will suffice.
Scout.png
Scout
vs. Soldier.png
Soldier
Relative merits: Both you and the Soldier are effective at close range, but you are faster on the ground. A Soldier will typically aim his Rocket Launcher at your feet to deal splash damage, but you have a double jump to avoid being hit directly.

Tactics: Stay in open areas to make the best use of your mobility. Use your mobility to deny the Soldier access to high ground, where he is deadliest and can rain rockets from above. Consider staying at a medium distance to dodge his shots, and avoid double jumping so predictably that the Soldier shoots a rocket where you land. If you need to retreat, stay alert in case he decides to rocket jump after you.

Useful weapons:

  • The Soda Popper's Hype mode lets you close the distance while remaining airborne to avoid rockets for five jumps.
  • Take out the Atomizer for an unexpected triple jump to reposition yourself.
Scout.png
Scout
vs. Pyro.png
Pyro
Relative merits: You have the speed to outmaneuver the Pyro, provided you have room to maneuver, and weapons with longer range.

Tactics: Defeating a Pyro is all about spacing. Stay just outside the 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. Try not to get hit at all - afterburn will take off up to half of your health and may empower certain Pyro weapons, like the Flare Gun.

Useful weapons:

  • The Shortstop deals the most damage of any scattergun from outside the Flame Thrower's effective range.
  • Mad Milk provides healing to negate afterburn in an extended fight and can be thrown downward to extinguish yourself.
Scout.png
Scout
vs. Demoman.png
Demoman
Relative merits: Both you and the Demoman have extremely high damage output, but your mobility generally lets you engage on your own terms. When out in the open, you can easily dodge a Demoman's indirect projectiles. If you force the fight into close range, the Demoman's Grenade Launcher is difficult to aim, Stickybombs take too long to arm, and his explosions also damage him.

Tactics: Quickly get within close range, where the Demoman is weakest, or remain at medium range, where you can wear him down while dodging grenades. If need be, take alternate routes to avoid his Sticky traps and 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 ready to react if he suddenly decides to charge at you, as his charge moves faster than your running speed.

Useful weapons:

Scout.png
Scout
vs. Heavy.png
Heavy
Relative merits: The Heavy is perhaps your exact opposite - your mobility and Scattergun's precision versus his bulk and Minigun's barrage. Although you cannot take him on directly, you can be a constant nuisance.

Tactics: The element of surprise is your strongest weapon; you can kill the beefy Heavy with just a few point blank shots before his Minigun can be revved. 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 fight, the Heavy is immobile; 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.

Useful weapons:

  • Crit-a-Cola will allow you to match the Heavy's obscene firepower.
  • Mad Milk can help you survive chip damage from his Minigun in a sustained fight.
Scout.png
Scout
vs. Engineer.png
Engineer
Relative merits: A lone Engineer has similar weapons to yours but far less mobility. However, his Sentry Gun is bulky, tracks your movements, and deals heavy damage.

Tactics: If the Engineer's Sentry Gun catches you, its 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 a pistol or the Shortstop. Otherwise, when an Engineer is near his Sentry Gun, the best you’ll be able to do is harass him from long range.

Useful weapons:

  • The Shortstop or Pistol gives you a distanced option for dealing with unattended Sentry Guns.
  • Bonk! Atomic Punch can be used to distract a troublesome Sentry Gun while your teammates destroy it.
Scout.png
Scout
vs. Medic.png
Medic
Relative merits: Your mobility lets you flank the enemy team and choose your targets. Consider targeting the enemy Medic to eliminate their source of healing. In a direct fight, you have higher damage potential, but the Medic has higher health and health regeneration.

Tactics: The Medic will likely stay near his teammates to heal them - these enemies will have plenty of health and are harder to pick off. Additionally, the Medic is free to turn around and assess the battlefield while healing, so you need to approach decisively. 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 - retreat if you think his former patient is too healthy.

Useful weapons:

  • Weapons that offer constant mobility upgrades, like the Winger and Atomizer, can help you get to the enemy Medic easier.
  • The Sandman's baseball can inflict slow to separate the Medic and his patient.
Scout.png
Scout
vs. Sniper.png
Sniper
Relative merits: Your mobility lets you take all sorts of alternate routes to approach a Sniper. However, if the Sniper spots you, one headshot or fully charged bodyshot will instantly kill you.

Tactics: Ideally, take a route where the Sniper will not see you coming. If the Sniper is aiming at you, zigzag, jump, and strafe to become a difficult target. If you have no choice, harass the Sniper with your Pistol at long range to hopefully throw off his aim. Once you close the distance, your weapons have the advantage. Even at close range, take care, as the Sniper may try to quickly scope in and headshot you anyway.

Useful weapons:

  • Weapons that offer constant mobility upgrades, like the Winger and Atomizer, can help you flank the enemy Sniper.
  • Bonk! Atomic Punch can give temporary invulnerability if you need to directly approach the Sniper.
Scout.png
Scout
vs. Spy.png
Spy
Relative merits: 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, so a fight is heavily in your favor.

Tactics: You can easily Spy-check by simply running into your teammates; if you can’t move past them, they’re a Spy. If he Cloaks and flees, use your Scattergun's spread or other useful weapons to reveal him and give chase. If the Spy stays for a direct fight, strafe back and forth, land solid Scattergun shots, and take care not to expose your back to his Knife in the heat of the moment.

Useful weapons:


See also