Team Fortress 2/Scout: Difference between revisions

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weapon stats, another side panel
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*'''Special Ability:''' Double Jump, captures points two times faster than other classes
*'''Special Ability:''' Double Jump, captures points two times faster than other classes
The Scout is the fastest and most agile class in Team Fortress 2.  They have low health to compensate. Scouts are most effective in maps with few chokepoints, like [[../cp_fastlane/]] or [[../cp_badlands/]]. They can also be effective defenders in maps with wide open spaces like [[../cp_gravelpit/]] or some parts of [[../cp_dustbowl/]].
The Scout is the fastest and most agile class in Team Fortress 2.  They have low health to compensate. Scouts are most effective in maps with few chokepoints, like [[../cp_fastlane/]] or [[../cp_badlands/]]. They can also be effective defenders in maps with wide open spaces like [[../cp_gravelpit/]] or some parts of [[../cp_dustbowl/]].
==Weapons==
==Weapons==
The scout is well suited for hit'n'run attacks. He can stay in combat for some time if needed, but it's not advisable.
The scout is well suited for hit'n'run attacks. He can stay in combat for some time if needed, but it's not advisable.


===Primary Weapons===
===Primary Weapons===
[[Image:TF2_achievement_pop_fly.png||right|thumb|100px|Get in, kill, get out. The scattergun has a long reload time which cuts your effectiveness in lengthy fights. The Force-A-Nature is even worse.]]
* '''Scattergun'''
* '''Scattergun'''
** Damage
** Damage
*** Point Blank: ~95
*** Point Blank: ~95
*** Medium Range: ~20
*** Medium Range: ~25
*** Long Range: ~6
*** Long Range: ~6
*** Critical: 180 (reduced at range due to bullet spread)
*** Critical: ~180 (reduced at range due to bullet spread)
** Attack Interval: ~0.64
** Clip Size: 6
** Clip Size: 6
** Reserve Ammo: 32
** Reserve Ammo: 32
** Slow reload, one shell at a time
** Reload Speed
*** First Shell: ~0.76
*** Additional Shells: ~0.56


The scattergun is similar to the shotgun. It deals more damage at point-blank but due to it's spread it deals less damage at far range. At point blank, 2 hits will kill many enemies, but this also puts the Scout at great risk. Aiming for center mass is important for most weapons in TF2, but it's more important for shotgun type weapons because glancing hits can do less than half damage, turning a 2 hit kill into a much more difficult affair.
The scattergun is similar to the shotgun. It deals more damage at point-blank but due to it's spread it deals less damage at far range. At point blank, 2 hits will kill many enemies, but this also puts the Scout at great risk. As with all shotgun-style weapons in TF2, the damage dealt at point blank will vary depending on your aim. For best effect, aim directly at the center of your target.


* '''Force-A-nature'''
* '''Force-A-Nature'''
** Damage
** Damage
*** Point Blank: ~95
*** Point Blank: ~102
*** Medium Range: ~20
*** Medium Range: ~27
*** Long Range: ~6
*** Long Range: ~7
*** Critical: 180 (reduced at range due to bullet spread)
*** Critical: ~194 (reduced at range due to bullet spread)
** Attack Interval: ~0.33
** Clip Size: 2
** Clip Size: 2
** Reserve Ammo 32.  
** Reserve Ammo 32.  
** Slow reload, both shells at once
** Reload Time: ~1.64, clip based.


The Force-A-Nature is the unlockable scattergun. It only carries 2 shells in a clip, but it attacks 50% faster and knocks enemies up and backwards. In addition, using it in midair will propel you upwards and away from the direction you are facing.
The Force-A-Nature is the unlockable scattergun. It only carries 2 shells in a clip, but it attacks 50% faster, does roughly 8% more damage and knocks enemies up and backwards. In addition, using it in midair will propel you upwards and away from the direction you are facing.


The knockback is a double edged sword: It is useful against 125HP because if you can hit with your first shot point blank, the knockback will make your next shot (a kill if you aim it right) much easier to aim. It is also useful against pyros: They will have an even harder time catching you than before. On the other hand, classes with more than 150HP gain a large amount of distance on you and can retaliate safely while you reload. In particular, soldiers will be launched to an ideal range where they won't take damage from their own rockets.
The knockback is a double edged sword: It is useful against 125HP classes because if you can hit with your first shot point blank, the knockback will make your next shot (a kill if you aim it right) much easier to aim. It is also useful against pyros: They will have an even harder time catching you than before. On the other hand, classes with more than 150HP gain a large amount of distance on you and can retaliate safely while you reload. In particular, soldiers will be launched to an ideal range where they won't take damage from their own rockets.


As with the scattergun, try and land point blank shots when possible. When using this gun against light classes, take the time to aim your first shot well and the second shot will be much easier due to the knockback. When fighting heavier classes, fire both shots as quickly as possible, then run away, reload and try again.
As with the scattergun, try and land point blank shots when possible. When using this gun against light classes, take the time to aim your first shot well and the second shot will be much easier due to the knockback. When fighting heavier classes, fire both shots as quickly as possible, then run away, reload and try again.


The midair boost that the FAN gives can either substitute for your double jump (when using the sandman) or act as a third jump (when using the bat). In most maps there are several alternate paths that can be taken when using the triple jump.
Something to remember when using this gun is that reloading always uses 2 shells, even if you've only fired 1.


Something to remember when using this gun is that reloading always uses 2 shells, even if you've only fired 1.
The scattergun is much more effective than the FaN in direct, extended combat and longer ambushes, but the FaN is very effective in quick, single kill ambushes, it provides some more mobility that is very useful on some maps and it is much easier to use than the scattergun. Make your choice carefully.


When taking the FAN you will usually have to take either the sandman or the pistol to make up for your lack of firepower.
===Secondary Weapons===
===Secondary Weapons===
[[Image:TF2_achievement_gun_down.png||right|thumb|100px|Your pistol has limited ammo. Make frequent trips to ammo packs, dispensers and resupply cabinets or you'll be stuck without a secondary weapon.]]
[[Image:TF2_achievement_gun_down.png||right|thumb|100px|Your pistol has limited ammo. Make frequent trips to ammo packs, dispensers and resupply cabinets or you'll be stuck without a secondary weapon.]]
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*** Long Range: ~8
*** Long Range: ~8
*** Critical: 45 (comes in streaks)
*** Critical: 45 (comes in streaks)
** Attack Interval: ~0.175
** Clip Size: 12
** Clip Size: 12
** Reserve Ammo: 36
** Reserve Ammo: 36
** Fast reload
** Reload Time: ~1.36


The Pistol deals less damage than the scattergun but is more accurate. Against many classes, the best strategy is hit them twice with the scattergun, then go to medium range and finish with your pistol. This is even more important with the FAN, where a third shot is not usually practical. The pistol reloads very quickly, but it has little reserve ammo, so keep the location of ammo packs and dispensers memorized.
The Pistol deals less damage than the scattergun but is more accurate. Against many classes, the best strategy is hit them twice with your primary, then go to medium range and finish with your pistol. This is even more important with the FAN, where a third shot is not usually practical. The pistol reloads very quickly, but it has little reserve ammo, so keep the location of ammo packs and dispensers memorized.


* '''Bonk! Atomic Punch'''
* '''Bonk! Atomic Punch'''
After half a second of drinking, the scout becomes immune to damage, loses the ability to fire and recieves a small speed boost for 6 seconds. After the 6 seconds are up, there is a short period where the scout runs slower and cannot drink any more Bonk.
After half a second of drinking, the scout becomes immune to damage, loses the ability to fire and recieves a small speed boost for 6 seconds. After the 6 seconds are up, there is a short period where the scout runs slower.


Bonk has 3 main uses. Firstly, retreating. When you are low on health, pop around a corner and take a swig of bonk, then run to the nearest safe spot. It's important to make sure that there is somewhere safe to run to before you drink Bonk; smart enemies will usually chase you down and kill you while you are vulnerable.
Bonk has 3 main uses. Firstly, retreating. When you are low on health, pop around a corner and take a swig of bonk, then run to the nearest safe spot. It's important to make sure that there is somewhere safe to run to before you drink Bonk; smart enemies will usually chase you down and kill you while you are vulnerable.
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Lastly, it can be used as a sort of substitute uber. The scout can drink bonk then run up to a sentry, absorbing all it's fire while (hopefully) someone else on your team takes it out. This works best with pyros and heavies, but most combat classes can work in a pinch.
Lastly, it can be used as a sort of substitute uber. The scout can drink bonk then run up to a sentry, absorbing all it's fire while (hopefully) someone else on your team takes it out. This works best with pyros and heavies, but most combat classes can work in a pinch.
Bonk! is usually worse than the pistol, but it is useful in some situations.


===Melee Weapons===
===Melee Weapons===
[[Image:TF2_achievement_moon_shot.png||right|thumb|100px|Heavies are very vulnerable to stunning due to their speed. In addition, stunning them cancels their spinnup, which means even a point blank stun is useful against them.]]
[[Image:TF2_achievement_moon_shot.png||right|thumb|100px|Heavies are very vulnerable to the sandman. Their speed combined with their large size makes them very easy to hit.]]
* '''Baseball Bat'''
* '''Baseball Bat'''
** Damage: ~40
** Damage: ~35
*** Critical: 105
*** Critical: 105
** Swing Speed: 200%
** Attack Interval: ~0.5


The Scout's bat is generally used instead of the pistol as a finisher if you've taken Bonk. Avoid using it on enemies that are dangerous point blank, such as pyros and soldiers. Good targets include snipers, spies and unaware engineers.
The Scout's bat is generally used to conserve pistol ammo when finishing off damaged targets. Avoid using it on enemies that are dangerous point blank, such as pyros and soldiers. Good targets include snipers, spies and unaware engineers.


* '''The Sandman'''
* '''The Sandman'''
** Damage: ~40
** Damage: ~35
*** Critical: 105
*** Critical: 105
** Swing Speed: 200%
** Attack Interval: ~0.5


On the first swing, this unlockable will throw a baseball at an enemy - if the ball connects, you will stun the opponent. The further away you hit them from, the longer the stun. Once you've fired your ball you can either pick it up, visit a resupply cabinet or just wait for the ball to recharge, which takes about 20 seconds.
Right clicking with this weapon will hurl a baseball which stuns enemies. The further away you hit them from, the longer the stun. Stunned enemies take 25% less damage and cannot move, attack or use any items. Once you've used your ball you can either pick it up off the ground, visit a resupply cabinet or just wait for the ball to recharge, which takes about 15 seconds.


You cannot double-jump while this item is equipped. As such, consider taking the FAN to restore your mobility.
The sandman does, however, have a very large disadvatage: Your health is reduced by 30 while you have the sandman equipped.  


This weapon's taunt is an instant kill.
This weapon's taunt is an instant kill.
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*'''Another Scout''': Scout versus Scout fights tend to last a long time and are dependent mostly on who controls sources of healing. Because Scouts cannot run away from other Scouts, this type of fight is usually kill or be killed.
*'''Another Scout''': Scout versus Scout fights tend to last a long time and are dependent mostly on who controls sources of healing. Because Scouts cannot run away from other Scouts, this type of fight is usually kill or be killed.
*'''Soldier''': Soldiers are fairly evenly matched versus Scouts. As long as the Soldier isn't ambushed, fear of the his rockets will usually keep the scout out of effective scattergun distance, turning it into a pistol vs. shotgun fight.
*'''Soldier''': Soldiers are fairly evenly matched versus Scouts. As long as the Soldier isn't ambushed, fear of the his rockets will usually keep the scout out of effective scattergun distance, turning it into a pistol vs. shotgun fight.
*'''Pyro''': Pyros are one of the best counters for Scouts. Afterburn deals 50 damage in total, so as long as the Pyro deals over 80 damage with his initial ambush (shotgun helps a lot here), the Scout will be forced to find healing/water or die. A single hit with the flaregun will also reduce the Scout to half health.
*'''Pyro''': Pyros are one of the best counters for Scouts. Afterburn deals 50 damage in total, so as long as the Pyro deals over 80 damage with his initial ambush (shotgun helps a lot here), the Scout will be forced to find healing/water or die. A single hit with the flaregun will also reduce the Scout to half health and a second will guarantee death unless the scout can get extinguished.
*'''Demoman''': Demomen usually have trouble actually hitting Scouts. If direct hits can be scored, a scout will usually die in 2 stickies or 2 grenades.
*'''Demoman''': Demomen usually have trouble actually hitting Scouts. If direct hits can be scored, a scout will usually die in 2 stickies or 2 grenades.
*'''Heavy''': Heavies are fairly good against Scouts. Smart Scouts will hit you once or twice then run away before you can spin up, so either start spinning before they arrive or walk with your shotgun out.
*'''Heavy''': Heavies are fairly good against Scouts. Smart Scouts will hit you once or twice then run away before you can spin up, so either start spinning before they arrive or walk with your shotgun out.
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