Scout/sv
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The Scout is the "twitch" class of Team Fortress 2. He moves the fastest out of 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's speed makes him invaluable in making flag runs on CTF maps. On control point maps he captures points twice as fast.
Bio
AKA: 'Rookie', 'L'il Slugger'
Country of Origin: Brooklyn, New York, USA
Height: 5'8
Weight: 125 lbs.
Favourite Food/Drink: Hot Dogs/Red Bull
Job: Rapid Recovery
Motto: 'Too Much Caffeine'
Info: This young rookie from New York brings his sprinting ability, abrasive attitude and aluminium baseball bat to the fray. If you aren't careful he may just bat a home-run with your head.
Taunts
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Strategy
- Double jump and fire your Scattergun at enemies, giving 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 pop out of cover long enough to give it a shot of Scattergun. While it is tempting, do not pop out of cover immediately after just doing so, wait about one second for the Sentry Gun to turn back to its default position. It is possible, however, to circle around a sentry so that 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.
- Despite the common opinion, Sentry Guns are fairly slow to aim if you aren't in their cone of fire. You can safely run past a Sentry Gun if it isn't pointed in your direction. With some skill, you can even run circles around them!
- The double jump works if you are falling from a higher level to help avoid damages, or to get to ledges as you fall past them.
- Whichever movement key you are holding at the time of the double jump is the direction you will go. This allows for some pretty crazy moves allowing you to make a 90 degree angle in mid air to confuse those Snipers.
- Use your double jump to full advantage; Always try to take the higher roads over railroad cars and bridges. Most opponents are not looking up, only forward.
- 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 ammo for you need it, and you should kill him before he has time to react.
- You may want to increase your look sensitivity if you plan to play as a Scout. When running that fast and jumping in all directions, it will come in handy, especially in close-quarters.
- At medium to long range, you may want to consider using your pistol. It's not very damaging, but it will injure enemies for your teammates to clean up.
- If you a meet a slower teammate who has taken the enemy intelligence, ask him to drop the intelligence (Default: 'l'), so that you can carry it away that much faster.
- An entire team of Scouts can attempt a Scout rush.
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 | 84-105 (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] |
Additional Articles
Match-Ups: Scout match-ups
Responses: Scout responses
Tip video: Baseball
Advanced Strategy: Scout strategy
Class specific scripts: Scout scripts
