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Mr Pain

Scout Whoring

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A simple guide on how to play scout.

SCOUTS

Goals: Push the kart, provide distractions, capture points and intel, provide quick support

+: Fast running speed, x2 capture point speed, double jump

-: low health, lack of accurate ranged weapon, weak melee weapon

KILLING PEOPLE: The scout shotty was made to shoot at close range. Point-blank shots are deadly. However, keep in mind that with your 125 health, you can die pretty easily. Running head on may work sometimes, but try to avoid it. You'll find it very effective if you can catch them by surprise from the side or from behind. Using your speed and double jumping ability, you can make the scout a good counter for nearly everything.

Soldiers: Boasting 200 health and CRIT ROCKETS, soldiers can easily kill you. Avoid staying on the ground or below the soldier; most soldiers will either shoot you directly or shoot the ground below you, sending you into the air. Be prepared to counter this by using double jumping. If you can get behind him, you can probably load a couple of shots into him. Don't try to get to point-blank range from in front of them; you will die from a direct rocket, and it will suck.

Pyros: Pyros can be annoying, depending on their loadout. Backburner pyros aren't that bad, as long as you can keep your back off of them. You can get right-up close to them, if you're feeling risky. You are probably going to sustain burn damage, so be prepared. Airblasting pyros are annoying; you can't get up close because of the airblasting spam, and often times it leaves you completely open for other enemy fire. Beware the axetinguisher; if you are on fire and you get hit by one of these, YOU WILL DIE. It's a good idea to kill them from afar with your pistol, but they'll probably run away before you can kill them with it.

Engineer: It's either an easy kill or an impossible kill. Be aware of any sentry guns in the vicinity, and watch for the engineer's pals. You can easily kill him alone, but watch out for the wrench; it has a pretty good crit percentage that will kill you.

Heavy: This guy is a toughie. With a medic, it's nearly impossible to kill one (unless he's OBLIVIOUS). Don't let him know you're around until you are practically touching him. Load a couple of rounds into him from point-blank; you either get the kill, or you don't. Abuse your double jump and speed to keep his gun off you. Some heavies can turn around surprisingly quick. If you encounter one with a medic, KILL THE MEDIC FIRST. Most heavies forget that you can jump onto them; it's somewhat effective against a heavy. Natascha will probably kill you if you get hit a couple of times; it'll make you slow down and turn you into an easy target (but most heavies hate natascha)

Demoman: Nearly the same strategy as soldier. One sticky right below your feet does 74-153 dmg; this is probably enough to kill you. If you are chasing down a demo, watch out for traps. Running head on into a grenade is also not a very good idea. Abuse double jump and speed to make them miss, and then go in for the kill.

Medic: Sometimes it's an easy kill, and sometimes it's not. When they aren't aware of your existence, you can easily kill them. If they are tending to a teammate, do not let that teammate know you exist. Most of the time, medics are turned towards their friends, so they almost always have their back facing you. A good medic can aim well with his syringe gun (cancelling out your damage) and time ubersaws correctly, so watch out for these kind of medics.

Snipers: As long as you aren't running toward them in their sights, this is an easy kill. They are almost completely oblivious to you because they are only watching for backstabs. A good 1 or 2 shots from point-blank will kill this guy. A completely charged shot can kill you anywhere, however. Watch out for kukris and snipers who can actually aim worth a damn.

Spy: Easy kill, as long as you keep your back away from them. You can try to shoot them from point-blank, but watch out for facestabs and accidently revealing your backside. I wouldn't even try to bat one to death unless I was positive that I could. JUDO GO AWAY

Other scouts: There is no real strategy to killing another scout. It boils down to who can unload more shots into the other and who can kill eachother first. Sometimes if you pull out your bat first, they may follow by pulling out their bat, resulting in an epic duel of the bat (no joke, this happens to me all the fucking time)

USING YOUR WEAPONS AND WEAPON TACTICS: With the scout's obsessive speed, some people may find it difficult to aim correctly. Most people attain a habit of strafing their crosshairs into enemies, which is easier to do for anyone than moving your mouse and aiming directly at them. You should also keep in mind that you don't always have to use your scattergun. One thing I like to do at mid-range is shoot off a couple of pistol rounds into the back of an enemy, and as they turn around, double jump and switch immediately to your shotty. If you are proficient in double jumping skills, you should be able to get ontop of them and kill them with 1 or 2 point-blank shots. If you aren't, then you can opt for jumping completely to the other side of the enemy and shooting them once again in the back.

WEAPON TRICKERY: Wtf is this? Most people call this weapon heckling. It is the act of tricking an enemy into switching weapons in order to gain advantage over them. Scouts are known for using this trick alot. It basically consists of changing weapons and changing your distance from the enemy in order to make them change weapons so that you may open up chances to kill them. The scout takes advantage from this strategy because their speed allows them to change distances easily. This strategy does not do so great in confined areas. Against pyros, you can take advantage of this by taking out your pistol and shooting them from a distance. This forces them to switch from their flamethrower to their shotgun, which allows you a chance to get right up close to them without getting burned and shooting them from point-blank with your shotty. Against soldiers, the same strategy works out except in narrow tunnels. Against a demoman, you can either abuse their inability to aim extremely close or far. A smart demoman will try to kill you with their grenade launcher up close and their sticky guns if you are far, so watch out for that. Others will attempt to kill you with a bottle, which you can easily take advantage of (if you can manage not to die from a bottle hit). With a medic, you must dodge his needles to get up close, forcing him to switch to bonesaw and giving you an opening to kill him (from a distance).

ABUSE SPEED: You run faster than anyone else in the game. This allows you to get away from bad situations simply by running away (except in sentry gun and enemy scout situations). You can chase down whomever you wanted to, and you can back off whenever you felt like it. You can get to places faster, which makes you double as a good support class on defense. Your speed allows you to intercept most enemy captures and provides rapid support. Double capture speed is great on offense. You could end a game of goldrush or badwater quickly simply by trying to push the kart at all times (but being aware of enemy defense, of course).

DOUBLE JUMPING: You can double jump. Yes. This is an awesome ability. Used correctly, you can get to some places other people can't, and you can get to places faster than other people. Use this to abuse the environment to gain leverage over others. An example would be using this to get onto a ledge above an entrance to surprise people when they walk out, or getting to a high ledge on a rock to get a view of everything. It is also very conventional in battle situations. Double jumping in seperate directions throws off the enemy's aim and leaves them open for shots. Since double jumping allows you to get elevation over others, this gives you a good advantage; most enemies do not look above them, but in front of them. This allows you a good opportunity to shoot them to death. Double jumping also prevents you from receiving fall damage, if you jump at the last second.

USING YOUR BAT: Despite how awesome the bat truly is, it is not always a wise decision to do an entire battle with your bat. It is really weak and should only be used when it has to be used. Although, it is pretty goddamn satisfying when you bat a sentry to death by circling it, or batting a heavy to death by jumping onto him, or batting a sniper to death by jumping on them... anyway, this should only be used when you are shooting someone with your shotty and you have to reload (but you have no time to do so) or when you have to reload and you are sure the enemy is about to die (in the red). Another thing to keep in mind; avoid batting teleporter exits to death (unless you know they are charging up or they have no entrance). Getting telefragged sucks. In the worst way.

HARRASSMENT: Scout is used effectively as a distraction measure. Infact, your main goals are supposed to be capturing objectives and harrassment. Scouts aren't meant to be killing machines, if you couldn't tell (but that does not mean you cannot be a killing machine). You can double jump in and out of corners and quickly shoot off a couple of rounds into people constantly to piss them off. You can use your pistol to piss off snipers and engineers. You can probably weaken an enemy push by popping in, shooting some people, and then running back (which usually causes some people to follow you). It's amusing when you kill someone's medic and then run away.

LAST NOTES: Scout is a pretty tough class to play, but with skills and time you will learn to use it correctly. Expect to die often, but always know that you can help your team in ways other people can't.

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ABUSE SPEED: You run faster than anyone else in the game. This allows you to get away from bad situations simply by running away (except in sentry gun and enemy scout situations). You can chase down whomever you wanted to, and you can back off whenever you felt like it. = whenever you feel like it (just a friendly correction :))

I think there should be a new tf2 subforum with all of Mr Pains strategy guides. (The Lotus Field Strategy Guide) or whatever it was that you called it :)

You're awesome lol

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hey mana you should change the location of this topic and my other one to that little space above each forum topic, so that an actual important topic like this one doesn't get lost.

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hey mana you should change the location of this topic and my other one to that little space above each forum topic, so that an actual important topic like this one doesn't get lost.

What?

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I think there should be a new tf2 subforum with all of Mr Pains strategy guides. (The Lotus Field Strategy Guide) or whatever it was that you called it :)

I agree you should have your own section for this stuff

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Yeah, if you you want to be good at scout you just have to suprise the enemy. I'm not good at that so I usually end up double jumping up to places in the map where you can't get to with other classes or trying to bat the snipers :P

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