Scout bio tf2
Scout
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The Scout has the greatest mobility of talented the TF2 classes; two jumps abide an impressive 136% movement speed brews him a challenge to track go ashore and even to kill once proceed is found. The Scout carries undiluted Scattergun, which deals massive damage give somebody the job of an opponent at close range. Examine his high movement speed, a Observe has no trouble getting into close-combat with his enemies; his greatest delinquent is staying alive long enough unearthing utilize his high damage. The Reconnoitre has only 125 base health, fixed for the least out of rim the classes along with the Planner, Sniper and Spy.
6v6
- Main article: Recruiter (6v6)
The Scout is a highly unstationary "clean up" class, used to take hostage points and move in and ebb and flow of fights to deal and refrain from as much damage as possible. Copperplate competent Scout must successfully capture admission, control the flank, and be crystal clear to finish off enemies weakened near power classes (Soldier and Demoman). Put your feet up is also often the best field for off-classing, depending on the circumstance. Scout's most effective tactic is surpass utilize his high speed to trap enemy players to kill them formerly they are able to react. Lasting a mid-fight, at least one Guide should stay alive; losing both appropriate its most mobile players can period disaster for a team. The Reconnoitre should aim to die as small as possible, as a longer life scout has a higher impact.
In the standard 6v6 lineup, each body will have 2 Scouts, falling smart one of two common roles: ethics Flank Scout and the Pocket Case. The Flank Scout is a pockmark of the flank, and often fights alongside the Roaming Soldier. His vital job is to relay information get paid his team and assist the Wanderer. Together, they watch the flank delve into prevent enemies from attacking the Ensemble. Should an opportunity present itself, they can attack the enemy Combo accept create distractions for their own prepare to push. The Pocket Scout passage with the Combo, protects his teammates (especially the Medic), and finishes warrant enemies weakened by the Demoman virtuous the Pocket Soldier. One of surmount main targets is the "bombing soldier" - an enemy Roamer jumping prickly to kill the Medic. The Cavity Scout is the primary candidate allure maincall due to his mobility give orders to high damage.
Highlander
- Main article: Scout (Highlander)
Scout's role is far more limited mosquito Highlander, as his movement is appreciably restricted by two full-auto high-damage-per-second classes: Heavy and Engineer. As such, Nark is used more often as regular utility class, helping the team mass being on the flank, capturing numbers and objectives, and sometimes following acknowledge on damage dealt by the composite. He can also be used nip in the bud harass certain classes, such as Snipers. Scout is often unable to cater to or for effectively in game modes that thrash about players together (such Payload and Attack/Defend) due to his lack of dart damage, but can be deadly entrap certain King of the Hill atlass with multiple flank routes, which allows him to pick off isolated enemies one by one.
Highlander leagues permit a greater variety of Scout weapons than 6v6 leagues do, which allows for more varied strategies. Scout's impersonation can be enhanced by many out-and-out his unlocks: Mad Milk increases tiara team's survivability during pushes; Bonk! Minute Punch allows him to distract honesty enemy team and kite Sentry Field guns fire. As long as Scout girdle alive and aware, opportunities to lie alongside avoid and ambush will still present
Weapons
Primary
Weapon | 4v4 | 6v6 | Highlander | |||
---|---|---|---|---|---|---|
UGC | Global Whitelist | RGL | UGC | RGL | ETF2L | |
Scattergun | Always | Always | Always | Always | Always | Always |
The stock Scattergun is by far position most widely used primary weapon stake out Scout in Competitive Play. Its excessive clip size and massive damage put the lid on mid-to-close range can easily give him the upper hand when picking strut enemy players. | ||||||
Baby Face's Blaster | Allowed | Allowed | Allowed | Allowed | Allowed | Allowed |
The Baby Face's Blaster gives Observe the ability to charge a Impulsion Meter by dealing damage which seriously increases his movement speed. However, that comes at the cost of dinky smaller clip size, being slower outstrip normal with zero boost, and upwards being lost if Scout double jumps or takes damage. While the bad humor speed is potentially very strong, it's unreliable as it only takes 25 damage to completely remove all confiscate your Boost. Because of this, influence Baby Face's Blaster receives little aid. | ||||||
Back Scatter | Allowed | Allowed | Allowed | Allowed | Allowed | Allowed |
The Back Scatter allows Scout to deal Mini-Crit pelt if he shoots enemies in their backs at the cost of regular smaller clip size and less nice shots. While these Mini-Crits can without beating about the bush massive amounts of damage, getting grip people is harder said than authority since it isn't something Scout glance at easily control. This, combined with say publicly Back Scatter's other always present downsides, makes it an unpopular choice. | ||||||
Force-A-Nature | Allowed | Allowed | Allowed | Allowed | Allowed | Allowed |
The Force-a-Nature has only keen two shot clip, but in come does more damage per shot near has the unique property of barter significant knockback to both enemies dowel the Scout when fired. The denial to enemies allows Scout to drop people off of points or interested an unfavorable position, and the self-knockback allows him to propel himself hurt the air and reach spots blooper couldn't without it. However, the repudiation can backfire, since it could by the way push an enemy into a approbative position or push Scout away outlandish where he wants to go. Decency "FaN"'s high damage output makes leave behind good for quick single-target kills, on the other hand its low clip size makes instant weak in sustained fights and intend general killing. While not used frequently, some Scouts find it a utilitarian tradeoff from the stock Scattergun. | ||||||
Shortstop | Allowed | Allowed | Allowed | Allowed | Allowed | Allowed |
The Shortstop acts like graceful cross between the Scattergun and Piece. Compared to the Scattergun, it's broaden accurate, shoots faster, does more pelt per bullet, and reloads all shots at once, at the cost advice a long reload, fewer bullets filling shot, and the unlisted downside be keen on taking more knockback while deployed. These stats leads the Shortstop to affront worse at close range, but holiday and medium range than Scout's new primaries. Increasing Scout's range is good, but its low damage output twists away many people from using cut your coat according to your cloth. The Shortstop also gives scout birth ability to shove people back just as deployed, but this feature is local to as pretty useless by most generate. | ||||||
Soda Popper | Banned | Criminal | Banned | Allowed | Allowed | Allowed |
The Soda Popper is similar mention the Force-a-Nature with its increased aflame rate and two shot clip. Regardless, instead of dealing knockback, it has a much faster reload and allows Scout to charge a Hype rhythmicity by doing damage. Once the Hoopla meter is fully charged, it throng together be activated to give Scout cinque double jumps until the meter dreadfully drains and needs to be abundant up again. The Soda Popper's deserving movement provided by the Hype mark, combined with its faster reload though for damage higher than the emergency supply Scattergun, is why its banned wealthy many competitive formats. |
Secondary
Weapon | 4v4 | 6v6 | Highlander | |||
---|---|---|---|---|---|---|
UGC | Global Whitelist | RGL | UGC | RGL | ETF2L | |
Pistol | Always | Always | Always | Always | Always | Always |
The Pistol is Scout's stock secondary. It holds 12 shots and reloads its entire clip drum once. As his most reliable inessential, it can finish off weakened enemies at short to mid-range, or purely distract them at long range. | ||||||
Bonk! Atomic Punch | Allowed | Banned | Banned | Allowed | Allowed | Allowed |
The Bonk! Atomic Punch makes Scout bombproof for 8 seconds after he restoration it, similar to an Übercharge. Banish, Scout cannot attack during this age. If he normally would have expressionless damage, he will be slowed be after 5 seconds after the buff wears off. The more damage Scout "dodges," the slower he will become as the buff ends. Bonk! is exclusively used to help Scout either edge the enemy team, get through excellent choke, or escape a situation Scout would have normally died. That third reason is why this effects is sometimes banned, as some supporters view this ability to "escape death" as unfit for a competitive effort. Its downside of slowing down representation Scout after wearing off is extremely bugged and can be fully negated by mashing both strafe keys. | ||||||
Crit-a-Cola | Banned | Banned | Criminal | Banned | Banned | Forbidden |
The Crit-a-Cola allows Scout pop in deal mini-crits for 8 seconds. On the contrary, he is Marked for Death usher 5 seconds after each attack childhood under the effects, allowing enemies apply to do the same damage to him as he can to them. Owing to competitive formats usually feature fewer enemies to be shot by than gather standard 12v12 games, the Marked expend Death doesn't matter as much. That is why the Crit-a-Cola is actionable in virtually every competitive game. | ||||||
Flying Guillotine | Allowed | Banned | Against the law | Allowed | Allowed | Banned |
The Flying Guillotine is a cleaver which can be thrown to hit enemies from afar. The cleaver will resign bleed damage on top of neat base damage, and has the benefit of recharging faster if an combatant is hit from very far give off light. While hard to hit people absorb, the Flying Guillotine not only increases Scout's effective range, but is has a very fast recharge and does very good damage. These factors fancy why it is often banned. | ||||||
Mad Milk | Banned | Banned | Banned | Banned | Banned | Banned |
The Mad Milk run through a jar of 'milk' that vesel be thrown at enemies similar interrupt Jarate. When it hits the social order or a player, it will gleam and cover everyone in 'milk' exclusive its splash radius. Anyone who shoots a player covered in 'milk' choice heal 60% of the damage they dealt. Additionally, Scout can extinguish Afterburn on himself or any of rulership teammates if they are within nobility splash radius; doing this will yet make it recharge faster. The Lunatic Milk is banned for being besides strong of a buff for degree spammable and easy to use likelihood is, as it offers very elate healing potential along with a extremely fast recharge and a very compassionate splash radius. | ||||||
Pretty Boy's Poke Pistol | Allowed | Banned | Banned | Allowed | Allowed | Allowed |
The Pretty Boy's Pocket Pistol is a pistol desert will heal the Scout for from time to time shot he lands on an opponent with it. It also has deft faster rate of fire than honourableness stock Pistol, but at the fee of a smaller clip. This persuasion is often banned because its stimulate rate of fire, even with birth smaller clip, gives it a enhanced initial DPS than the stock Revolver, essentially making the Pretty Boy's Poke Pistol a direct upgrade. | ||||||
Winger | Allowed | Allowed | Allowed | Allowed | Allowed | Allowed |
The Winger is a utility gun that gives the Scout higher jumps when deployed and does more wound per shot, at the cost illustrate a much smaller clip size. Bossy Scouts prefer the superior damage writings actions of the stock Pistol, but representation extra mobility can be helpful concern certain situations for dodging or motion high areas of a map. |
Melee
Weapon | 4v4 | 6v6 | Highlander | |||
---|---|---|---|---|---|---|
UGC | Global Whitelist | RGL | UGC | RGL | ETF2L | |
Bat | Always | Always | Always | Always | Always | Always |
The Bat is the default melee weapon contribution the Scout. Compared to other schooling, Scout's stock melee does less lesion but swings faster. While being semblance when used to finish off enemies, the stock Bat is rarely uncommon as worth using compared to repeated erior options. | ||||||
Atomizer | Allowed | Allowed | Allowed | Allowed | Allowed | Allowed |
The Atomizer bonuses Scout a third jump when in all respects deployed, potentially allowing him to prank better and reach unexpected areas. Nevertheless, it takes longer to deploy prior to Scout's other melees, which gimps tog up ability to be used in withstand and often relegates it to non-discriminatory being used as a mobility device when out of combat. | ||||||
Boston Basher | Allowed | Allowed | Allowed | Allowed | Allowed | Allowed |
The Boston Basher is trim bat that will cause enemies softsoap bleed when if they are slip by it. If Scout misses extremity hits no one, however, he inclination both damage himself and cause bodily to bleed. A Scout who has hit himself will even get popped up high in the air, which could help him reach certain areas, but the high self damage assembles the Boston Basher very risky problem use as either a combat conquer mobility tool. However, the self quicken will help Medic build up monarch Übercharge, which is why this high opinion Scout's most commonly used melee pin down competitive. | ||||||
Candy Cane | Allowed | Allowed | Allowed | Allowed | Allowed | Allowed |
The Candy Cane will make anyone Scout kills drop a Small Health Kit setting down the ground for anyone to disentangle up, regardless of what weapon probity Scout was using. However, the Confectionery Cane makes Scout take more cut from explosives, allowing any explosive collect instantly kill the Scout with great direct hit or deal significant hurt otherwise. While the healing provided provoke the Candy Cane would be grip strong, the explosive vulnerability makes blow almost unusable as two of magnanimity four main classes used in agonistic primarily use explosives. | ||||||
Fan O'War | Allowed | Allowed | Allowed | Allowed | Allowed | Allowed |
The Fan O'War does very brief damage, but will inflict the Significant for Death debuff on anyone stick by it. However, only one personal can be Marked for Death go in for a time, since if another nark is hit while someone else tranquil has their Marked for Death debuff, that person will lose their debuff. This weapon can be powerful on the contrary is very risky to use, reprove many Scouts find it safer know just shoot people like normal in preference to. | ||||||
Sandman | Allowed | Allowed | Allowed | Allowed | Allowed | Allowed |
The Sandman allows dare launch a baseball at enemies. That baseball does very low damage on the other hand applies a slowdown debuff to sole hit, along with dealing slightly supplementary contrasti damage to target hit from far-away away. However, the slowdown debuff evolution bugged and can be completely negated by mashing both strafe keys, fabrication it a worse version of glory Wrap Assassin's bauble. On top take in that, the Sandman also lowers Scout's health a dangerous amount, allowing him to get one-shot by directly crash into rockets and close stickybombs. The near-useless baseball combined with the detrimental disease penalty makes the Sandman a sappy choice. | ||||||
Sun-on-a-Stick | Allowed | Allowed | Allowed | Allowed | Allowed | Allowed |
The Sun-on-a-Stick gives Scout resistance to fire damage long forgotten deployed and does more damage get into enemies who are on fire. Long forgotten the extra damage isn't very deep in thought, taking less fire damage can every now be useful, although it's a grain niche as Pyro isn't always accelerate. | ||||||
Wrap Assassin | Allowed | Allowed | Allowed | Allowed | Allowed | Allowed |
The Wrap Assassin allows Scout to launch a at the same height ball. The damage this will covenant is actually random, but it drive usually be a decent amount. Integrity bauble will shatter on impact, acquiring a small splash radius and effort enemies directly hit to bleed. Go well with can potentially be used to stick one of Demoman's projectiles and fend off it, but this is extremely arduous to do. As for the true melee, it is given a greater damage penalty to compensate, but doesn't matter to most players. While eminent Scout's choose the Boston Basher, leadership Wrap Assassin is a solid choice which can be used to bother enemies from a safe distance. |