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Home arrow Game Guides arrow The Scout
The Scout PDF Print E-mail
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Written by Asfastasican   
Friday, 16 May 2008

Class Description

The scout is an agile offensive class that does his job by skirmishing, ambushing, and using hit-and-run tactics. It is a powerful class in a low numbers game, and loses some potential as the game population increases. This is because of the enemy team having more engineers and more players at bottlenecks in certain maps. The scout loves wide open areas, or at least areas where he has plenty of room to breathe and move around. The scout is fragile, and by having more enemies around, it can quickly lose its resilience while fighting in a mosh-pit inside of an enclosed area. Relatively speaking, the scout is an advanced class, because of its fragility and speed, and because of its reflex-based damage dealing potential.

 

The scout... 

-Is the fastest and most maneuverable class in the game.

-Counts as two players on capture points, which means they capture them faster.

-Can double jump (in any direction, regardless of trajectory.)
-Is an advanced class, because of the reflexes needed and its fragile nature.


Class Purpose


On CTF maps, the most obvious responsibility of being a scout is to run the flag/intelligence out of the enemy base and back to capture it as fast as possible. The scout is the fastest and most maneuverable class. Making him the primary flag runner is a no brainer. In 2fort, the scout can double jump from battlements to battlements, allowing them to have an alternate route into the enemy base

On capture point maps, the scout’s most obvious responsibility is to run out to capture points that are being contested and get on them as fast as reasonably possible. The scout can double jump across some platforms and ledges to take the high road to and from capture points. Also, If a point is being taken from behind the front line, a scout can backtrack at a brisk pace to intercept the enemy and prevent them from taking control. The bottom line is that you must delay the fight on the capture point and fire at the enemy as accurately as possible, until you either kill the opposition or buy enough time for your slower teammates to come in and reinforce you. Especially on maps like granary, you must get on the point, dance in an evasive manner to dodge enemy fire, and kill the enemies while staying on the point to buy your team time.

Believe it or not, the scout’s primary role in TF2 is to kill others as efficiently as possible. When you chose the scout class, it’s not all about flag running or throwing yourself on capture points; it’s mostly about taking out enemy targets while dodging their fire. Some say the scout is too weak in bigger battles, because of its lack of explosives. This is why you rarely see someone fill the scout position before filling all of the other class positions. This is a common misconception. A skilled scout can be a lightning-fast killing machine when played properly. You always have to keep moving to make the enemies miss and waste their time and ammo, while gunning them down with pin-point accuracy. It’s also worth mentioning that the scout/medic combo is the best skirmish combo (as if to say fighting against others in open areas) in the game. If the medic can keep up, remain evasive and keep the scout healthy, a good scout can overcome other medic combos by taking out the enemy medic first and then finishing off the offensive target. Good counters to the scout are usually other scouts, pyros, engineers and heavies.

In big fire fights or at choke points, strafe like crazy while unloading your ammo at the bulk of the bad guys. You’ll be surprised how much damage you’ll be able to contribute to your team, while having the enemy fire at you and miss you over and over. The best way to visualize how a scout works his magic, is by imagining a crazy brawl going on, where your soldiers are firing their rockets, demoman are setting up the front lines with their stickies, the heavies are firing their miniguns into the fray, and the other classes are backing them up. While the spy gets in there, messing them up and thinning their numbers from behind, the scout is like a vicious vulture directly on the front.

Picture yourself running around finishing off the weak and hunting down those who are trying to escape. The scattergun doesn’t allow for many misses if you’re firing directly into a crowd of enemies. It’s almost like the Carrier from Starcraft with its interceptors. When crazy fire fights and battles are happening in TF2, the scouts are like the interceptors, those little ??????? ships that are hard to kill but continue to move in and out, picking off the enemies left and right. When they are wounded, they return into the Carrier (dispensers, medics, medical cabinets) to recharge and resupply before heading out again to wreck havoc.

Offense and Defense
Offense –
Scouts are primarily an offensive class. It’s an important class on maps like Granary and Well where getting to capture points fast are a priority. You can think of the scout as an anti-personal offensive class. They are all about getting the fast kills and don’t provide any cover fire or support for the classes around them.

The scout is probably weakest on two 2fort in high number games because of the map’s bottlenecks and where you can place those annoying SG’s. Remember, if you can’t beat the SG, go around killing other enemies outside and on the lower floor to bring your team into their base. That way, you can destroy the SG together like one big happy family.

Defense-
Even though many players don’t realize it, the scout class can make an exceptional defensive class, especially on maps like Gravel Pit. Scouts can rush out to points and dispatch incoming enemies with great alacrity. Scouts can swarm areas and clean out the enemy like nobody’s business in record time, especially since it’s unlikely that you will run into SG’s while picking off an offensive enemy team. If the enemies are attacking a point in single file, the scout is a good defensive class to knock them down one by one, eliminating them in one duel after another. Being a defensive scout is almost the completely opposite by being a stationary engineer. Both have their advantages, yet both can be deadly and effective.

Class Weapons
Scattergun- The scattergun is a more powerful version of the average TF2 shotgun, and it is unique because only the scout has it. The scattergun does the most damage when used at close range. In most situations, the closer you are to your enemy, the better. If you push yourself up against your unsuspecting enemy and fire them at point back range, they will die in 1-3 hits, depending on their class. Even the hefty Heavy will die in 3 scattergun shots up close, so it goes without saying that ambushing and flanking your enemy can make the difference between a fast kill or a longer, more risky firefight.

If you are having difficulty landing your scattergun shots most of the time, I suggest not firing it off as fast as possible. While strafing and moving around the best you can, time your gunfire. Give yourself time to line up a perfect shot. Try to predict where the enemy will move and fire at them when you’re confident and ready. There’s no use firing a round every half second and missing most of your shots when you can make more confident shots every full second. The scattergun has a moderate reload time, and it only has 6 shots, so time yourself and practice your patience. The bottom line is that you must ALWAYS be moving in combat. As a scout, firing your gun and killing enemies is ALWAYS your 2nd priority. Start reloading the scattergun the moment your target is out of your sight or when he is not firing at you. If you end up using all 6 shots, immediately switch to your pistol.

The Scout Pistol-
Even though the scattergun is a powerful weapon when used in the right hands, the pistol is also amazing. The scout pistol is different than the engineer’s version, because the scout carries less ammo than his counterpart and his reload is RIDICULOUSLY fast compared to the engineer’s. Some players overlook how fast the scout pistol reload time is, and it goes without saying that you should fall back on it whenever you run out of scattergun shots, just like you would fall back on your secondary weapon in other fps games like CounterStrike. The reload time is so fast that it’s negligible during a firefight, so don’t be scared to ????? it like a glock.

You should not only use your pistol during longer firefights, but I encourage you to use it while running toward targets that are at far distances. If you manage to stay evasive and keep your aim accurate, you will be able to weakening approaching targets before you get in close enough to start punishing them with the scattergun. It’s also worth mentioning that unloading your pistol on distant snipers will mess with their aim, allowing you an easier time across the area they are trying to cover.

Baseball Bat-
The bat has weak damage, but it has a VERY fast swing time, and that more than makes up for it. Some may argue that the scout is one of the best melee fighters in the game because of his movement and bat attack speed. If you sneak up on a target, I always suggest getting right up against him and scatterguning him to get the fastest possible kill. There’s no use hitting him up to 3 or more times with the bat if one good scattergun shot will murder him. If something goes wrong and the enemy turns to fight you, switch to the bat and finish him off. If the enemy tries to dance with you while trying to fight back, run circles around him or spin really fast while swinging your bat. Use your speed to your advantage in close quarters combat.

Class Concepts & Tactics
-Jump on the points! (Rush onto capture points to delay enemy progress and also to speed up your team’s progress. Stay evasive while remaining on the point. Some double jumping can help you juke enemy fire as well.)

- Stay confident and trust your scattergun! (The scattergun hurts like hell, don’t be scared when fighting Heavies, Demomen and Soldiers, and they will die to your scattergun almost just as fast as the lighter classes.)

-Stay mobile and fight like a vulture! (ALWAYS keep moving. Learning how to move fast and stay unpredictable comes with time and practice. If the front line moves forward, you move forward, if it falls back, you move back. Keep fighting like a vulture would move in and out killing its prey. Strafe around constantly while unloading on your enemies. Take out weak targets while dodging the stronger ones, and always use cover and corners to your advantage.

-Learn the map and abuse that double jump! (If you can use your double jump to get to higher ground, or areas that few others can, then do it and use the high ground to your advantage.)

-Pick-up’s are your friends! (Learn the map and remember where all the ammo and health is. Scouts are probably the most dependent on pick-up items because of their low hp’s and need to replenish ammo fast when needed.

VS. Other Classes


VS. other Scouts-
Remain evasive and throw in some double jumps to throw off his rhythm, while trying to shoot at him as efficiently as possible. Take your time and ready your aim, because one direct scattergun shot will seal the deal, because the enemy scout is as fragile as you are. If you still don’t kill him by the time you run out of scattergun rounds, unload your pistol at him while trailing him. Keep unloading that pistol till the ??????? is dead! And if by some miracle he is still alive, bring out that bat!  The firefight will only last long if you are both bad shots, soJ remember to take your time and line up your sight.

VS. Soldier-
The scout is an great counter to the powerful Soldier class because of its speed and because the scout can be an excellent player killer mano y mano. Stay at mid range and DODGE HIS ROCKETS. If you risk it by getting too close, one direct rocket can end your life fast. Some pro scouts have actually told me that if you have to get up close to a soldier, and you can’t land any shots, going toe to toe with him using the bat is a good last ditch maneuver. If he tries to rocket you at his feet and you circle strafe around him fast, he will end up hurting himself, making him an easier kill. I personally believe that you should mostly use the scattergun (and pistol if needed) against any solider, and if he fights you only with his rockets and not his shotgun, you will always win.

It's also worth mentioning that double jump makes this fight a lot easier. You can juke him even more using double jump and you will also allow yourself to leave the ground and avoid rocket explosions to take less damage from his rocket launcher. If the soldier knocks you up into the air with a rocket blast, you can also double jump and regain control of yourself in the process, making it difficult for the soldier to kill you with a juggle.

VS. Pyro-
Fight them at mid to far ranges. Common sense will tell you to always avoid getting in close range, only because you don’t want to get hit by his flamethrower, ever. If you always face the pyro and fire at him with your scattergun at mid-range, you will always kill him. His shotgun cannot compare to your shotgun, and the only balancing factor is that he has 50 hp’s than you do, so make your shots count and always stay out of range by moonwalking. Don’t be scared if he’s charging at you with the flamethrower going wild. Remember, you are faster than him, and you can moonwalk while unloading on him. Just aim towards the center of the flame and your scattershot will do most of the job for you. Chances are most of the bullets will nail the ???????, while his distant flamethrower is doing absolutely nothing to you.

VS. Demoman-
Strafing and common sense makes this fight. Do your best to stay on your toes and stay him at close and far ranges. If you fight him at mid-range, and you run in a predictable direction, the demoman might have a chance at getting a direct nade hit on you. 1-2 nade hit(s) will kill you. Also, if the demo is good, he will start placing sitckies close to him and start walling you off by marking his territory. Try your best to be aware of your surroundings, and keep firing at him while not running over his sticky mines. If you need to get rid of the stickies, try to run up close to them and immediately juke away to try and trick him into exploding them.

VS. Heavy-
Use cover and pop in and out like a whack-a-mole machine, while firing at him with your scattergun. You won’t be able to kill him at mid range without cover. You need to fight defensively when you’re against a Heavy or you will lose every time. On the flip side, if you are able to ambush him or get up real close, you can circle-strafe around him before he can warm up his minigun and kill him as fast as possible with your scattergun or bat. It only takes 3 direct hits with the scattergun to kill the mighty Heavy, so stay confident and stay aggressively at close ranges.

Edit- My scout friend mentioned an interesting strategy to use against a medic/heavy combo. He quickly takes out the medic with his scattergun, then he moves up from behind the Heavy while crouching. He then starts shooting his scattergun into the Heavy while laying low. Even if the Heavy reacts and turns around with his minigun, the Heavy might etiher not see the scout or miss him by the time it's too late.

VS. Engineer-
The Engineer is your worst enemy. You are rendered nearly powerless against a good engineer with his sentry gun up. If you see an engineer in the open, kill him as fast as possible. The engineer has a formidable shotgun that you have to deal with, including his powerful SG which is most likely nearby. If nobody else is around and you have to kill an SG that’s around a corner, quickly (yet carefully) edge yourself around the corner and unload your pistol on the edge of the SG’s hitbox. If the engineer is there repairing it like a wussy, your best bet is to pop in and out, firing you scattergun rounds at the SG. When all 6 rounds are up, reload fully and try again. Truth be told, you’ll most likely only be able to kill an SG with your scattergun when helping another teammate fire at it.
And one more thing, there are some situations where you can run past an SG and get past without it killing you. If you are close enough to circle strafe around it fast and run to safety, do it. The best thing you can do is take alternate routes that allow you to bypass an SG completely, and that’s hard to do on maps like 2fort. If you are simply unable to deal with the engineer, simply swarm the area and skirmish nearby enemies. If you end up killing a lot of enemies while head hunting and ambushing, it will allow your team’s forces to move up and they will deal with the SG themselves.

VS. Medic-
Medics are not your easiest targets, but they will most likely be your most important targets. You will not be able to kill most of the stronger classes in a standard fire fight with a medic healing them at mid-range. Imagine trying to fight a good solider mano y mano, now imagine fighting him while he has crazy regeneration. You killing him is not going to happen unless you stay evasive and move in to kill that damn medic. The medic MUST die first. Dodge the gunfire and rockets of whoever he is healing, and take him down fast with the scattergun.

Don’t ever underestimate the medic when he is alone though. Move in jerky, unpredictable motions. If you strafe long, a good medic will trail you with his needle gun and most of his needles will land and do some damage to you. Also, don’t underestimate the medic at melee range, because the bonesaw is arguably the best melee weapon in the game. 1-2 bonesaws will end you and it will be really embarrassing. Play your strengths and pick him off with your good old scattergun.

VS. Sniper-
The closer you are, the better. A good sniper will dominate you at far range even with your speed. At mid-range, he is an easier kill, but his autogun is also a good weapon for taking you down believe it or not. At close-range, you have the upper hand. You can scattergun or bat him, just dodge his machete and you should be fine. I always suggest sneaking up on them and killing them fast with one good scattergun shot. When jumping across obstacles and traveling across a field, while moving towards snipers, you should always try to pelt them with your pistol rounds at far range. The point of doing this is not to kill them (the damage at far ranges will be very little,) but actually to mess with their aim when they are looking through their scope trying to snipe you or your teammates. A good sniper will try to wait for you to pass over his sight while you travel towards him. By shooting him with the pistol, you will constantly mess up his aim and it will greatly increase your survivability.

VS. Spy-
You won’t fight spies very often. They will be on one end of the battle and you will be on the other. If you see one uncloaking or if you’re suspicious, just shoot your scattergun at him a few times. Normally, spies won’t usually try to move in to backstab you because of your speed and because you will always be moving. Also, you will rarely see a spy in plain daylight in the middle of a battle, so you most likely won’t go out of your way to hunt down spies either. Even though the spy revolver is a solid weapon, you clearly have the advantage at all ranges with your weapon selection.

Closing Thoughts


I don’t see the scout being used as often as other classes in the average TF2 game. You most likely see everything from soldiers to snipers before you see any scouts and spies. I honestly think this is because scout is more of an advanced class and its true killing potential can’t be realized until you hone your reflexes and practice often with the class. Most people see it as too fragile and they don’t like that because they like long killing sprees without any nasty deaths ruining their fun. I’m proud to say the scout is a powerful, yet balanced class in my opinion. I’d also like to say that I have my most dominations record (5) and most defenses with the scout class. I’m here to tell you that you CAN own with it just as much as the other classes. You just need to practice with it and throw some hit-and-run instinct into the mix to push the class to its limits.

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