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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