Scout/sv

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Scout

Basic Info
Class: Scout
Type: Offensive
Health: 125
Speed: 133%


Contents

Information

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

  • Scattergun
    • The scout slaps his thigh and shouts:
      • "Whoooo!"
      • "Whoo hoo hoo!"
      • "Dat's what I'm talking about!"
  • Pistol
    • The scout jogs in place, checking both his neck pulse and an imaginary watch while saying:
      • "I'm runnin' circles around ya!"
      • "I'm not even winded!"
      • "Alright, I feel good."
  • Bat
    • The scout spreads his arms and makes a quick downward motion while saying:
      • "Hey, knucklehead, i'm talking ta you! Bonk!"
      • "Yeah, why don't you come over and say that to my face, tough guy! Bonk!"
      • "Hey, is someone keeping track of my heads batted in? Boik!"
      • "Who wants some-a this? Bonk!"
      • "Bonk!"
      • "Boik!"


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.
Be sure to check round corners before you rush in.
Be sure to check round corners before you rush in.
Bonk!
Bonk!
  • 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

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