Scout
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The Scout is the "twitch" class of Team Fortress 2. He is the fastest of all the classes and has the ability to double-jump. This, coupled with his Scattergun, makes for quick point capture and assault, and can also inflict massive damage if fired at close range. The scout is traditionally used for objective acquisition, i.e. capturing control points or flags. However, scouts are particularity good at enemy harassment and swift territorial denial.
The scout's speed makes him invaluable in making flag runs on CTF maps and he also counts as two people when capturing a control point or when moving a Payload.
Bio
Voice actor: Nathan Vetterlein
AKA: A 'Force of Nature', 'Kinda' a Big Deal'
Country of Origin: Boston, Massachusetts, USA
Job: Rapid Recovery
Motto: "Too. Much. Caffeine."
The youngest of eight boys from the south side of Boston, the Scout learned early how to problem solve with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.
Taunts
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Strategy
- Main article: Scout strategy
- The first thing players think when evaluating the class is that it's built entirely for capping points or flags. This is not the case. While the scout is more useful at these tasks than the other classes, scouts can be extremely effective offensive and defensive players, especially when supporting team-mates. Attacking scouts can easily use guerrilla hit-and-run tactics to harass and confuse enemy players. Defensively, scouts can intercept enemy flag runners and temporarily deny capture of your control points.
- Double jump and fire your Scattergun at enemies; this gives them less chance to dodge. This works really well with Heavies, who can't move out of the way.
- In ctf_2fort, you can double jump on the roof over the center bridge and access the enemy battlement.
- You can't fight head on with a Sentry Gun, but if you can approach it sideways, you can take advantage of the Sentry's slow rotation speed. Pop out of cover long enough to give it a shot with your Scattergun. Wait about one second for the Sentry to turn back to its default position. It is also possible to circle strafe a Sentry gun as it cannot turn quickly enough to fire at you. This is very difficult and requires that you be as close to the sentry as possible.
- Alternatively, simply run past a Sentry that isn't aimed right at you. This won't work if you enter within a Sentry's default cone of fire.
- The double jump can save you from fall damage. Jump just before you hit the ground, or jump to a ledge nearby as you're falling.
- Whichever movement key you are holding at the time of the double jump is the direction you will go. This allows you to immediately turn 90 or 180 degrees in any direction in mid air, and is a very good way to confuse defenders. This is especially effective against Snipers, who usually aim where they expect you to be just after their shot is fired.
- Use your double jump to full advantage. Take the higher roads over railroad cars and bridges. Most opponents do not look up, only forward.If wise to do so, attack from above, preferably on the enemy's head, to take them by surprise
- Just because you have the Scattergun doesn't mean you should always use it. Your primary role is flag capture, not destruction. Evading enemy fire and then losing pursuing enemies in the map is sometimes easier.
- If you are standing behind a Sniper, try to use your Bat to kill him. It saves your ammunition, and you should be able to kill him before he has time to aim his rifle or change to his Kukri.
- You may want to increase your mouse (Xbox Look) sensitivity if you plan to play as a Scout. When running at full speed and jumping in all directions, it will come in handy, especially in close-quarters. (see the Sniper strategy for more details.)
- At medium to long range, consider using your Pistol. If it doesn't finish off a wounded enemy, it will injure them so your team-mates can clean up, or force the enemy to retreat to find health. It also fires and reloads extremely quickly.
- If you a meet a slower team-mate who has taken the enemy Intelligence, ask him to drop the intelligence (Default: 'L') so that you can carry it away faster. If they ignore or refuse you, try to draw attention away from the flag runner by harassing the other team at another location..
- An entire team of Scouts can attempt a Scout rush but this is a very risky maneuver. Joining forces with only a handful of other scouts is still a very good idea since the scouts can buy time for the team while the big weapons catch up.
- Never attack head on. The Scout is designed to use his speed - his greatest advantage - to attack from the side or from behind, fire quickly, and retreat before the enemy has a chance to react. Scouts can die easily from a stray grenade or rocket, much less an aimed attack.
- Taking on a Heavy is not as suicidal as it might seem. Circle strafe around him, firing until he spins his gun up. If you are highly skilled with the Scout's double jump, after he beings firing his Minigun, double jump over him or try to land on his head. Aim down and fire away or switch to the bat. If you are not skilled at double jumping or circle strafing, simply retreat and attack again once the Heavy turns his attention elsewhere.
- Pop a clip of pistol ammo into the back of a slower class (Heavy, Soldier, Etc...) before you get within Scattergun range, then jump over them before they turn around to see what just bruised them and finish them with the Scattergun.
- Although reconnaissance is an underused and undervalued activity in TF2, despite its namesake, scouts are not particularly good at scouting. Snipers can see over long distances and spies can cloak and evaluate enemy movements, and both of these can fight pretty well while doing so. Scouts are very noticeable and not very easily used for disrupting enemy movement, except for halting them.
Weapons
Note: Weapon damage is approximate and measured at point blank range. See individual weapon pages for details.
| Categorization | Name | Clip size | Carry capacity | Damage |
|---|---|---|---|---|
| Primary | Scattergun | 6 | 32 | 85-105 (180 crit) |
| Secondary | Pistol | 12 | 36 | 20-22 (45 crit) |
| Melee | Bat | N/A | N/A | 24-46 (105 crit) [about 2 hits per second] |
See also
- Double-jump
- Scout rush
- Meet the Scout
- How to play the Scout
- Scout match-ups
- Scout responses
- Scout voice commands
- Baseball
- Scout strategy
- Scout scripts
| Classes | ||
|---|---|---|
| Offensive | Defensive | Support |
| Scout • Soldier • Pyro | Demoman • Heavy • Engineer | Medic • Sniper • Spy |

