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 Post subject: The Scout (Guide)
PostPosted: 08 Jul 2008, 19:38 
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Geek (695)
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The Scout, not your average TF2 character focusing primarly on rushing in head on and beating the crap out of everything. The Scout has many different tactics and abilities to overall fool and dominate your player. He is a very quick class, allowing the ability to retreat and return to finish off his enemy along with reaching places before your enemies do, along with the double speed capping ability the scout can be a deadly opponent when used correctly.

Your Weapons
1) The Scatter Gun, not your average shotgun like many of the other classes has. It does more damage up close to make up for the scouts HP, when used correctly it can be a deadly killing machine.
Damage: Long Range - No!
Medium Range - 10 to 40
Close Range - 85 to 105
Crit - 180

2) The Pistol, lacking the ammount of bullets that the engineer has, it is an effective ranged weapon used in escapes,
attacking and longer range fighting; don't think of it as a useless weapon like many people do.
Damage: Long Range - 8 to 9
Medium Range - 10 to 15
Short Range - 20
Crit - 45

3) The Baseball Bat, a weapon that can be used with a good technique. But if you don't feel like shooting that spy why not give him a face full of metal.

Basics

The Scout isn't really directed to immeadiate head on combat where you must finish off the enemy; you can utilize your speed to take a few shots at your enemy, retreat and come back when they are more occupied and finish them off.
Double Jumping also plays a key part, it can really mess up your average TF2 players aim, allowing you for a quick escape or kill.

Basically, this is the Hit & Run class, you may need to make medkits your frequent use of hp, you can reach them quickly and some medics don't really heal scouts. Always try to attack your enemy from behind ,even if it means taking a longer route, while aim is something that is helpful to the scout this is more helpful. This can decide on how many kills you get or bullets you get.ven if it means taking a longer route, this can usually decide on how many kills you get and how many bullets you get in your face.

Remember that retreating doesn't mean the battles lost, you can easily get hp if needed and return to your enemy while they are occupied/are on low hp.

Class Strategies

The Heavy: Always try and catch them off guard, most heavies are infamous for having tunnel vision and not focusing on the surroundings other than the ones in their view. You can easily retreat from a heavy and return but if you need him dead try circle strafing and jumping over their heads while firing your weapons. It's always best to get up close with the scatter gun when he's not looking, then retreat with your pistol and return when he's occupied. If they have a medic don't bother, only try and take down the medic.

The Pyro: Get a few scatter gun shots in while they aren't looking, the pistol helps with pyros too. In emergencies, most don't expect you to run at them and jump over their heads. The afterburn is the worrying part to Scouts, it does around 50 to 60 damage but you should be okay if there's a medkit around. Just don't get ambushed in small corridors with no medkits.
Another technique that helps is Weapon Heckling and it will be explained later in the guide. Don't be stupid and fall for traps like retreating around corridors, if you do get burnt retreat to a medkit unless you know you can quickly kill the Pyro.

The Soldier: Due to the recent update, Soldiers must now be more careful with the "FIAH AT MAH FEET" technique, which helps the scout a lot. Always try and stay airborne against a Soldier so his rockets won't effect you as such. But you can easily get a few scatter shots in when he isn't looking and retreat/pick him off with the pistol. Just don't go into their faces unless you want a stray crit rocket there.

The Demoman: Use soldier tactics, most of them will try to lay stickies to block you but you can easily dodge them. Some may try to use their primary Grenade Launcher, it takes a long while to reload so you can try and bat them. The worst thing that could happen to you may be a point black grenade shot if you aren't being careful. The Pistol can also help in this fight.

The Scout: Remember, don't try to run from another Scout as he can easily follow you. Try and keep dodging and jumping around to confuse them and don't be afraid to run for a nearby medkit (while shooting, don't want a scatter gun to the back). Just hope your aim is good.

The Spy: The Scout can also be a nice spy checking class, utilizing your quick speed you can easily pick out spies by:
.Colliding with them
.Suspicous behaviour
.HP is normally at 75%
Worst case scenario is a face stab or crit revolver.

The Medic: Usually occupied with another person, they can easily be taken down if they have a tunnel vision patient. Remember the needle gun does more damage up close so don't be afraid to use the pistol in a fight with one. Just watch out as the Medic is the 2nd fastest class and can jump around a lot. Watch out for melee fights as the saws have a high crit rate.

The Sniper: Pew pew Scatter Gun. Don't stand still and watch out for that machete, but up close 2-3 shots point blank with the Scatter Gun could take care of it.

The Engineer: You will hate this class the most. Usually they will be behind their machines but you can easily take them out if they are unguarded. Remember, you can use a technique which involes peering around a corner, allowing you to shoot a sentry while it won't attack you, remember this won't work if the engineer is repairing it and you are very prone to attacks.

Techniques

Circle Strafing: While working on classes like the Heavy, it can also work on sentries (mainly level one sentries, others are too dangerous to risk your life).

Edging: This technique is mentioned in the Engineer part of the guide, it involves peering around a corner so you can see a sentry and shoot it but it cannot shoot you. Remember it won't work if the Engineer is there and you can't dodge while doing this so you are very prone to Spies and Snipers.

Jumping on your enemies heads: A funny technique that most don't see coming. It mainly focuses on classes that stay still like the Heavy/Sniper. Basically you just double jump onto your enemies heads and give them a bit of a beating to the head while they look around wondering what's going on.

Weapon Heckling: This is a nice technique which is mainly used against Pyros. If you retreat from a Pyro after a few scatter shots if you got some pulled off, most will pull out their ranged weapon; this is the part where you get close with the scatter gun and pull off a few close range shots, the Pyro will pull out the flame thrower which is the part where you retreat quickly with the pistol. If repeated it can make for a nice kill. This can be used on other classes too, to a certain point.

Approaching Targets from a more advanced point of view: Now you may think of yourself as an olympic runner, but you can easily get picked off by some people who know how to aim. When your approaching your targets, try and utilize as much cover as you can along with picking up some medkits on the way incase you get shot. You can also take different routes, while your enemy chases you through the route you were just in and you approach him from behind.

Stealth: The Scout doesn't seem the most stealth focused class, but stealth does help. Here's a scenario, you notice a heavy and a medic running by, instead of jumping out straight away you may choose to hide until the group are more occupied for an easier and quicker kill, instead of having to run around trying to avoid the masses of bullets bound to come.

Thanks for reading, I'll add some more info to the guide if you have any.


Last edited by Beserker on 08 Jul 2008, 23:41, edited 3 times in total.

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 Post subject: Re: The Scout (Guide)
PostPosted: 08 Jul 2008, 20:01 
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Nerdish, tbh. (521)
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Nice tutorial mate , i will try these days to make one too !

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 Post subject: Re: The Scout (Guide)
PostPosted: 08 Jul 2008, 21:50 
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Has no REAL life! (1440)
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U cant make a tutorial for this.

Playing a class is different for any1 else. Some people r able 2 play more aggresivly and some more defensive, it changes how u play a class all 2gether. Saying how u should play a class doesnt make some1 actually play it like u just explained.

But you actually did explain the scout principles :)

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 Post subject: Re: The Scout (Guide)
PostPosted: 08 Jul 2008, 21:56 
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Geek (695)
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It's not telling you to play this way, but it's guide lines if you want to rack up some kills with techniques that can be learned easily rather than performing some kind of difficult spinning 20 back flip attack with the pistol.


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 Post subject: Re: The Scout (Guide)
PostPosted: 08 Jul 2008, 23:04 
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Nerdish, tbh. (515)
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AMAGAD THAT IS AWESOME LEMME READ 5 TIMEZ AND BECOME TOTALLY OWNOR!

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 Post subject: Re: The Scout (Guide)
PostPosted: 08 Jul 2008, 23:06 
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The Necromancer (4970)
Hmm...

You could have linked to these two videos instead because you're saying virtually the same things (your guide is almost like a transcription of them):

[youtube]http://www.youtube.com/watch?v=jRSW0Y1S ... 26fmt%3D18[/youtube] [youtube]http://youtube.com/watch?v=j59kujK004o&ap=%2526fmt%3D18[/youtube]

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 Post subject: Re: The Scout (Guide)
PostPosted: 09 Jul 2008, 08:19 
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Has no REAL life! (1440)
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This is the reason why some people shouldnt play games....


Look at the #15 vid.


Am i red or blu? Did i kill him? OE, I shot some1. That wasnt really nice ..... Damn... if i was there i would smack her on the back of her head :S

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Of all the things I lost, I miss my mind the most.


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 Post subject: Re: The Scout (Guide)
PostPosted: 09 Jul 2008, 16:40 
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[SpA]Lim-Dul wrote:
Hmm...

You could have linked to these two videos instead because you're saying virtually the same things (your guide is almost like a transcription of them):

[youtube]http://www.youtube.com/watch?v=jRSW0Y1S ... 26fmt%3D18[/youtube] [youtube]http://youtube.com/watch?v=j59kujK004o&ap=%2526fmt%3D18[/youtube]
Well, I felt I wanted to give a contribution to the SpA community seeing as I haven't given much (yet). I know those videos are similar, but I have knew a lot of the info about the scout before even watching them.


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 Post subject: Re: The Scout (Guide)
PostPosted: 09 Jul 2008, 18:53 
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Has no REAL life! (2359)
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You should reread your guide and fix out the repeat sentence :p

Oh and the thing about the spy is plain wrong. They changed it, spy now gets random health so it could be 75% but it could also be 100%

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 Post subject: Re: The Scout (Guide)
PostPosted: 12 Jul 2008, 15:01 
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Doesn't get out much (335)
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I actually started to write a scoutguide some time ago, but gave up on it since I never really found any use for these sort of guides anyway. As someone so wisely put it above: Its all a matter on how you like to play the class. But if you find some use of this feel free to use whatever you want.


----------------------------------------------------------------------------------------------


Scout guide



Equipment and abillities

The scattergun:
Short range: 85-105 damage
Medium range: 10-40 damage
Long range: 1-5 So don't bother
Ammo: 6 loaded,

The scout's scatter gun is for all intents and purposes a shotgun, but does significantly more damage at close range and fires faster than the shotguns of the soldier, pyro, heavy or engineer. At pointblank range you are able to take down any opponent in a matter of seconds. He won't even know what hit him. Whats important here is to keep your calm, hold your fire till you are within range, and spare your shots for the once that will hit. You don't wanna find yourself reloading in the heats of battle.

Pistol:
Short range: 20 damage
Medium range: 10-15damage
Long range: 8-9 damage

To be honest you are not likely to use your pistol very much. In most scenarios you don't want to blow your cover and let the enemy know where you are, so for that reason I usually keep my gun folded. However it works wonders for picking of badly wounded enemys at medium to long range, and it's usually better to draw your gun then to reload your scattergun in the heat of battle. Another important use is for taking down sentryguns. If the engineer isn't there, you can pick of a sentrygun without getting into its fireing range.

Bat:
Melee: 30-45 damage

It sure can be tempting to use, but do it with care. Never get on a melee fight with any other class if you don't know he is wounded. Only use it if you know your opponent is badly hurt and you don't have your scattergun loaded, and at some occations if you are defending a capturepoint and desperetly have to block the other teams capture. In so tight quorters the bat can be of some use.


Controlepoint capture:
Scouts capture controlpoints twice as fast as regular classes. When capturing a controlpoint you show up as two persons on the litle capture-indicator in the bottom screen.


Double jump:
You have the ability to 'double jump', or take a single jump in any direction while in midair, having either fallen from a ledge, being blown up by an enemy explosive, or having simply jumped in the first place. This is a huge asset. It allows you to jump to places other classes couldn't normally get to, you can dodge rockets and granades with eaze, and it also makes you a very difficult target to get aim on with any type of projectile.


General

Capturing
Knowing you capture controlpoints twice as fast as other classes combined with your speed allows you to be able to infiltrate and capture a controlpoint within the time it takes your enemy to organize thier defenses. It also gives an opportunity for "the sneaky cap", escpesially when working in pair with another scout. When the enemy is on offense, find a way around them and capture the controlpoint they left behind them unguarded. This can turn the game in your favour.

Flagrunner
Your speed obviusly makes you a great flagrunner, infact the best in the game. (Arguibly with the spy for their superb infiltration abbilities)


Positioning
As a scout, your mobility and the lethality of your scattergun in combination are your key strengths. You are by far the most mobile class in the game, this allows you to be at pritty much any given point at any given time after your own likings. With speed as your greatest asset comes also one of tha hardest things in this game to master, positioning. To be at the right place at the right time requires profound mapknowlige aswell as an understanding of yours and the opposing teams movements. There is no easy way of explayning how to handle your positioning. To get a feel for it takes time, but if you are only willing to give it that, you will have some of the most tactiacal advantiges in the game. Your biggest ofcourse, is the abbilty to choose your battles. Never, have a duel on your opponents terms. You call the shots here, simply withdraw if the setting aren't to your likeing. One other advance is ofcourse the abbility to flank. When you know the map well enough you will have a fairly good idea where peoples attention will be. Use this! Move in from behind, from above, anywhere you aren't expected to come from. Once thier attention is turned your way you will be all but gone, ready to attack from another flank. You can keep harrasing the opposing team like this forever, without even have to take a single point of damage with some luck.


Classes

Soldier
Health points: 200

This is probably one of the hardes classes you will face. Infact if he knows you are there and your skills are equally matched then I sugest you don't even bother. However if he doesn't know you are around then you stand a fair chance. Your key tactic here is to attack him twice. Move in fast from behind or above and dish out some heavy burst damege. You need to get real close, preferbly to pointblank range. Load off two shots with your scattergun throught the back of his head. Jump over him and continue onwards. Now you probably got him all spooked up, and he will expect you to move in for the final kill. Even thought you know he is most likely at 100hp or less, don't get greedy. Bide your time and choose the right moment to intercept. When the opportunity opens, just move in and finnish him of. However, every now and then you will find yourself cought up in a duel with a soldier where retriet is not an option. If so there are two things to keep in mind. Stay at enought range for you to be able to dodge his rockets. The ideal time to move in for the burst damage is when he reloads. At close range stay airborne as much as possible. If you don't he will just fire at his feets. He can easely afford to take some of the splashdamage himself, but you can not.

----------------------------------------------------------------------------------------


Thats as long as i got.


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 Post subject: Re: The Scout (Guide)
PostPosted: 12 Jul 2008, 15:08 
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Has no REAL life! (2546)
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Don't you lose speed and the ability to double jump once you get the flag/intel? just wondering, I am not a scout player


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 Post subject: Re: The Scout (Guide)
PostPosted: 12 Jul 2008, 15:10 
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Doesn't get out much (335)
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[SpA]futari wrote:
Don't you lose speed and the ability to double jump once you get the flag/intel? just wondering, I am not a scout player

nope


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 Post subject: Re: The Scout (Guide)
PostPosted: 12 Jul 2008, 16:25 
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Has no REAL life! (2359)
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[SpA]futari wrote:
Don't you lose speed and the ability to double jump once you get the flag/intel? just wondering, I am not a scout player
Nope, and personally I find guides usefull in telling the player some tricks and mindset of the player

It helps especially for new players. Of course you have to tell something new or not commonly known in a guide

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 Post subject: Re: The Scout (Guide)
PostPosted: 12 Jul 2008, 17:26 
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Has no REAL life! (1440)
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U did loose some speed, but that bug has been fixed.

BTW, i didnt say it was worthless m8, i just said if some1 just cant play the scout cuz of 2 aggressive play they usually get killed and dont wanna play the scout. Even if u give pointers some people will never b able 2 play scout :)

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 Post subject: Re: The Scout (Guide)
PostPosted: 12 Jul 2008, 17:40 
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Has no REAL life! (4162)
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I just started to play scout now and then when there are too much pyros around and I don't wanna play medic (just need to kill sometimes)... I found the guide quite usefull to get a basic idea about what I should take care off. :)

So big thx from me! :16

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 Post subject: Re: The Scout (Guide)
PostPosted: 13 Jul 2008, 09:20 
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Doesn't get out much (335)
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Here's a litle vid in addition to all guides. Think this one is good, couse its nice to see a vid that doesnt only show a bunch of random kills but actuall show some scout "gameplay". This guy clearly got his prioreties straight.

http://www.vimeo.com/1250963


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 Post subject: Re: The Scout (Guide)
PostPosted: 13 Jul 2008, 10:04 
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Has no REAL life! (1440)
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A good way 2 show a clanwar :)

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