Scout match-ups

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Class Threat Strategy

Scout
v
Scout
Medium Combat with another Scout should be a fairly standard encounter. Avoid his shots while trying to move in close for a kill with your Scattergun. Try to get the jump on him if possible, as you both have the lowest health of any class and a close range shot from a Scattergun can pack a punch.

If the enemy Scout uses his double jump to evade your fire, wait until after his second jump or he lands before shooting him. This gives your shots a better chance of hitting the target. Running away from another Scout in the middle a firefight is inadvisable, considering that you both have the same speed and he can just stay on your tail, so don't even think about it unless you're expecting backup. It's often a good idea to just blow off five scattergun shots, start dueling with the bat, and then bring the scatterun out for that last shot. Enemies will be too occupied trying to keep their crosshairs steady to count how many shots you fired and reloaded.


Scout
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Soldier
High A Scout is most effective at close range. So is a Soldier, but the Soldier has a Rocket launcher. If you do end up in a frontal fight with a Soldier, try to get behind him while staying at medium range in order to avoid the deadly splash damage from his rockets (the splash damage from a rocket Critical hit will take you out in one shot), and be wary if he switches to his more accurate Shotgun. Make good use of your double jump to confuse him. If possible, try to get the jump on a Soldier by running up behind him to deliver a close range shot to his back before he notices you. This should weaken him enough that another shot should hopefully take him out before he reacts. Avoid use of your Bat in this situation unless the Soldier is already severely weakened. And if you see a medkit, grab it before he does.

Scout
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Pyro
Low-High A Pyro can be one of the more deadly opponents you can face, depending on the area around you. Enclosed areas and narrow corridors make the Pyro a much larger threat, if you are caught in such an area with a Pyro closing in, retreat into more open space. If he sets you on fire, you will die very quickly so stay out of the range of his Flame thrower. If you are set on fire, immediately retreat to a Health pickup or body of water, do not try to fight the Pyro unless he has very low health. Just stay out of his range and kill him with your Scattergun or Pistol. If he's alone, simply weapon heckle him; when he has his Flamethrower out, get into medium range and hit him out of his Flamethrower's reach, when he switches to his Shotgun close in and blast him at close range until he either dies or he takes his flamethrower back out, if the latter happens repeat the weapon heckle process.

Scout
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Demoman
Medium-High A Demoman is quite dangerous as his weapons can take you out in one single hit. If he uses his grenade launcher he is a fairly easy target though. Just dodge like mad and make good use of your double jump to avoid getting a lucky grenade to the face or simply stay at medium range while pelting him with the pistol. If he is hiding behind a carpet of sticky bombs, your best bet is to use an alternative route to get him from behind or to avoid him altogether. You might be able to force him to set the bombs off prematurely if you jump in and then jump out of the blast range, but this a tricky and very dangerous maneuver.

Scout
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Heavy
Low-High The sheer resilience of the Heavy makes him a tough target for a Scout, as his Minigun can cut you down faster than you can pump him full of Scattergun shots. Try to stay in his face and circle strafe to avoid his fire or jump over him entirely to confuse him while delivering close range Scattergun shots or whacking away with your Bat. Throw a few double jumps into the mix to confuse him, or if you are feeling lucky, try to land on his head. Watch out for his Fists as they can take you out in one hit if you let him connect. If he is paired up with a Medic, take out the Medic first with a few close range shots; he should be too busy healing to retaliate. You can then leave the Heavy to be dealt with by your team or you could try to finish him off using the above strategy.

Alternatively, blast him when he has his minigun not winded up and get behind cover as soon as he revs his gun up. When you hear him stop spinning his minigun, get in and do damage. Repeat this until the heavy is dead. Use your speed to get Medkits before the Heavy does. If he doesn't unrev, try to pop up and attack him from unexpected angles and retreat before the Heavy starts firing at you.


Scout
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Engineer
Medium-Very High A lone Engineer is a straightforward target. Simply circle strafe him at a reasonably close range to avoid his Shotgun fire while blasting away with your Scattergun. If you catch up to him without his noticing you, your Bat can also take him out relatively quickly.

If the Engineer is with a Sentry gun however, he becomes a very high threat. If possible try to avoid any routes covered by Sentry guns altogether and check around corners before rushing in - or you could be taken down in seconds. If you are quick, you can run past a Sentry gun before it target locks you but placement does not usually allow this. With luck you may be able to take out the Engineer, in which case you can stay out of the Sentries range while taking shots with your Pistol until you destroy it (don't use your Scattergun to do this, the damage falloff makes it less effective). In certain placements, like right around corners, you may be able to run circles around a Sentry gun while attacking it with your bat or Scattergun until it is destroyed, as the Sentry rotates slowly. Another thing to consider when trying to best Sentries is the knock-back of its fire. Sometimes you can aim your trajectory to land out of its range by double jumping strategically into its fire, taking some damage but getting pushed past it by the Sentry itself.


Scout
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Medic
Low A Medic is usually a very easy target for a Scout. When battling a lone Medic, simply strafe at close range to avoid his Syringe gun shots and Bone saw and give him a few blasts with your Scattergun. He should go down fairly quickly. If the Medic is healing an enemy, approach from behind without being noticed and take him out while he is busy healing,1 or 2 shots from the Scattergun point blank will kill him, then run before his former healing target can react.

Scout
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Sniper
Low-High At long range, zigzag, Double jump, and strafe constantly to make yourself as difficult a target for the Sniper as possible. A fully charged shot from a Sniper rifle will always kill you if it connects. If you are able to get up behind a Sniper who is in scope, you should be able to take him out with your Scattergun before he can react, or if you feel like conserving ammo, beat him to death with your bat. When meeting a Sniper on the move or one that has noticed you, attack in the normal way, strafing at close range with the Scattergun. Bad snipers are easy to take out, while against good snipers you'll pretty much instantly die the moment they see you.

Scout
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Spy
Low You are one of the deadlier classes for a Spy, since you're usually too fast to Backstab unless you are standing still (which as a Scout you shouldn't be), and your Scattergun is good for up close spy checking. When in a firefight with a Spy, simply strafe as usual while taking shots at him with your Scattergun. If he runs away or you see a Cloaked Spy at any time, use the spread of your Scattergun to reveal their location then try to predict his movements while continuing to fire. Be careful though, your speed could be your own downfall since it could result in a facestab. Also, be wary of his Revolver at close range, it can take you down in 2-3 hits if he has good aim.

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