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Team Fortress 2: Scout Guide Complete with Polycount Pack updates

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Ah, the Scout. The quick talking, quick running Boston native that's found his way to more than his fair share of control points. Popular opinion places him as one of, if not the, most skill dependent class in the game. The Scout's greatest asset is his speed, which is very helpful when you lack the health the other close combat classes have. The Scout's other greatest asset is his ability to cap points twice as fast, as well as be a general annoyance against an unprepared team. A good Scout will keep enemy medics who aren't watching their back at bay almost better than a skilled Spy, and his ability to position himself in high places makes him a great spotter on a team that relies heavily on communication.The vanilla Scout has three weapons:- The Scattergun: A sawed off shotgun with a barrel reserve. It carries six shots per clip and has a maximum capacity of 32 shots. At point blank, the amount of shot that it puts out is enough to kill a 125 HP class in one hit if the shot randomization doesn't allow for too much spread, but as is to be expected of a sawed off shotgun, it's almost completely ineffective at long range. It does help annoy Snipers, however, since even the slightest, most low damage hit will throw off their aim for half a second long enough for you to get out of the way.- The Pistol: A pretty common secondary weapon in the world of TF2, the scout's pistol carries the long range that his Scattergun just couldn't do. The pistol is very capable of picking off sentries and enemies from a distance, and luckily it comes with just enough ammo to do that. With 12 shots per clip, you'll find it pretty useful. Unfortunately, it isn't anywhere near as accurate as the Spy's revolver, and loses a lot of accuracy per consecutive shot. On larger targets such as Heavies and Sentry guns, this isn't that big of a problem, but on smaller targets, it can be a hassle.- The Bat: An aluminum bat. This weapon is one of the fastest swung melee weapons in the game, and has a moderate damage output. Three or four hits will kill most 150 hp classes, and critical swings are capable of cutting that number in half. Its relatively short melee range is its only downfall, since the quick rate of fire makes its slightly sub-par damage output bearable. ~ The Scout Update ~- The Force a' Nature: This side grade for the Scout's scattergun is another signature sawed off shotgun. However, instead of a reserve to hold its clips, this is a standard two barreled hunting shotgun with a one barrel shot per pull of the trigger (in comparison to the dual barrel action of the standard scattergun). However, this rather correct method of firing shots does not translate into the gun itself, as the bullet spread and general direction are not changed at all per shot, and firing mimics the scattergun down to a T. As a hilarious extra to this gun, a single shot landed close enough will send your victim flying off in the direction you're facing, great for causing falling damage, getting targets who won't go down without a fight off of a control point, and since its knockback affects you while in the air, it's a great way of playing mind games and even achieving a "triple jump". Like the scattergun before it, the FaN is a killer at point blank, only two shots does the job, and since it's one of the fastest discharging weapons in the game, getting right next to someone almost guarantees their death. The downside to its impressive firing speed is the extremely slow reload speed, which takes an almost unnecessary amount of time. - Bonk! Atomic Punch: The first of the Bonk! brand of energy drinks, Atomic Punch replaces the pistol. It isn't so much of a weapon as it is a support item, making the Scout take no damage from anything aside from the environment (falling damage excluded). Funny enough though, the effects of the damage he would take are still applied to him, so standing in front of a level 3 sentry and jumping will result in you flying across the map, but the good news is you won't lose any health. You cannot drink Atomic Punch while carrying the intelligence, nor can you cap points while under its effect. - The Sandman: A replacement for the bat comes in the form of... a wooden bat. This one comes with a ball, though! Mouse 2 with ball in hand to launch the little baseball at your enemies. If you hit them, they'll be stunned for a moment. The duration of the stun depends on how far away from the target you are. In the melee aspect, it still does the same amount of damage as the bat, and swings just as fast. The downside to having your own little stun attack is that you lose 15 HP, making the Scout's total HP 110. ~ Community Items Update ~- Bonk! Crit-A-Cola: The second of the Bonk! energy drinks, Crit-a-Cola, as its name implies, gives the user mini-crits for a short amount of time. The downside to this is that all damage the user takes become mini-crits, as well. It can easily be crafted by crafting a Kritzkrieg with Bonk! Atomic Punch.~ Polycount Pack ~The Special Delivery - Set Bonus: (Wear: The Milkman, The Shortstop, Mad Milk, and The Holy Mackerel): +25 health. - The Shortstop: A four barreled peppergun. This pistol strangely enough does not replace the pistol, but replaces the Scattergun/FaN. Upon hitting a target, they are slowed for 0.4 seconds. This slow is the same as Natascha's, but it is barely noticeable since the rate of fire on the Shortstop is nowhere near that of Natascha's. It has no other downsides, but since it's just a pistol, its damage output isn't that great. It takes four close range shots to kill classes of 150 HP, which is an entire clip. - Mad Milk: A Jarate like weapon that coats the target in milk. It is capable of putting out fires and revealing cloaked spies. Anyone who does damage to a coated target will gain 75% of the damage that they did to that target and add it to their own health. It replaces the pistol/Bonk! energy drinks.- The Holy Mackerel: A fish wrapped in newspapers, it replaces the bat. It has no real upsides or downsides, aside from being a fish. Whenever you hit your opponent with it, an icon similar to a kill icon will appear in the top corner saying "Fish Hit". This is displayed to your opponent, so if you're fighting with them, it is a very good way to make them think they've killed you when they really haven't. Killing an opponent causes the icon to say "FISH KILL" in a sort of taunting fashion.

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Ah, the Scout. The quick talking, quick running Boston native that's found his way to more than his fair share of control points. Popular opinion places him as one of, if not the, most skill dependent class in the game. The Scout's greatest asset is his speed, which is very helpful when you lack the health the other close combat classes have. The Scout's other greatest asset is his ability to cap points twice as fast, as well as be a general annoyance against an unprepared team. A good Scout will keep enemy medics who aren't watching their back at bay almost better than a skilled Spy, and his ability to position himself in high places makes him a great spotter on a team that relies heavily on communication.

 

The vanilla Scout has three weapons:

 

- The Scattergun: A sawed off shotgun with a barrel reserve. It carries six shots per clip and has a maximum capacity of 32 shots. At point blank, the amount of shot that it puts out is enough to kill a 125 HP class in one hit if the shot randomization doesn't allow for too much spread, but as is to be expected of a sawed off shotgun, it's almost completely ineffective at long range. It does help annoy Snipers, however, since even the slightest, most low damage hit will throw off their aim for half a second long enough for you to get out of the way.

 

- The Pistol: A pretty common secondary weapon in the world of TF2, the scout's pistol carries the long range that his Scattergun just couldn't do. The pistol is very capable of picking off sentries and enemies from a distance, and luckily it comes with just enough ammo to do that. With 12 shots per clip, you'll find it pretty useful. Unfortunately, it isn't anywhere near as accurate as the Spy's revolver, and loses a lot of accuracy per consecutive shot. On larger targets such as Heavies and Sentry guns, this isn't that big of a problem, but on smaller targets, it can be a hassle.

 

- The Bat: An aluminum bat. This weapon is one of the fastest swung melee weapons in the game, and has a moderate damage output. Three or four hits will kill most 150 hp classes, and critical swings are capable of cutting that number in half. Its relatively short melee range is its only downfall, since the quick rate of fire makes its slightly sub-par damage output bearable.

 

~ The Scout Update ~

 

- The Force a' Nature: This side grade for the Scout's scattergun is another signature sawed off shotgun. However, instead of a reserve to hold its clips, this is a standard two barreled hunting shotgun with a one barrel shot per pull of the trigger (in comparison to the dual barrel action of the standard scattergun). However, this rather correct method of firing shots does not translate into the gun itself, as the bullet spread and general direction are not changed at all per shot, and firing mimics the scattergun down to a T. As a hilarious extra to this gun, a single shot landed close enough will send your victim flying off in the direction you're facing, great for causing falling damage, getting targets who won't go down without a fight off of a control point, and since its knockback affects you while in the air, it's a great way of playing mind games and even achieving a "triple jump". Like the scattergun before it, the FaN is a killer at point blank, only two shots does the job, and since it's one of the fastest discharging weapons in the game, getting right next to someone almost guarantees their death. The downside to its impressive firing speed is the extremely slow reload speed, which takes an almost unnecessary amount of time.

 

- Bonk! Atomic Punch: The first of the Bonk! brand of energy drinks, Atomic Punch replaces the pistol. It isn't so much of a weapon as it is a support item, making the Scout take no damage from anything aside from the environment (falling damage excluded). Funny enough though, the effects of the damage he would take are still applied to him, so standing in front of a level 3 sentry and jumping will result in you flying across the map, but the good news is you won't lose any health. You cannot drink Atomic Punch while carrying the intelligence, nor can you cap points while under its effect. Evil Care Bears

 

- The Sandman: A replacement for the bat comes in the form of... a wooden bat. This one comes with a ball, though! Mouse 2 with ball in hand to launch the little baseball at your enemies. If you hit them, they'll be stunned for a moment. The duration of the stun depends on how far away from the target you are. In the melee aspect, it still does the same amount of damage as the bat, and swings just as fast. The downside to having your own little stun attack is that you lose 15 HP, making the Scout's total HP 110.

 

~ Community Items Update ~

 

- Bonk! Crit-A-Cola: The second of the Bonk! energy drinks, Crit-a-Cola, as its name implies, gives the user mini-crits for a short amount of time. The downside to this is that all damage the user takes become mini-crits, as well. It can easily be crafted by crafting a Kritzkrieg with Bonk! Atomic Punch.

 

~ Polycount Pack ~

The Special Delivery - Set Bonus: (Wear: The Milkman, The Shortstop, Mad Milk, and The Holy Mackerel): +25 health.

 

- The Shortstop: A four barreled peppergun. This pistol strangely enough does not replace the pistol, but replaces the Scattergun/FaN. Upon hitting a target, they are slowed for 0.4 seconds. This slow is the same as Natascha's, but it is barely noticeable since the rate of fire on the Shortstop is nowhere near that of Natascha's. It has no other downsides, but since it's just a pistol, its damage output isn't that great. It takes four close range shots to kill classes of 150 HP, which is an entire clip.

 

- Mad Milk: A Jarate like weapon that coats the target in milk. It is capable of putting out fires and revealing cloaked spies. Anyone who does damage to a coated target will gain 75% of the damage that they did to that target and add it to their own health. It replaces the pistol/Bonk! energy drinks.

 

- The Holy Mackerel: A fish wrapped in newspapers, it replaces the bat. It has no real upsides or downsides, aside from being a fish. Whenever you hit your opponent with it, an icon similar to a kill icon will appear in the top corner saying "Fish Hit". This is displayed to your opponent, so if you're fighting with them, it is a very good way to make them think they've killed you when they really haven't. Killing an opponent causes the icon to say "FISH KILL" in a sort of taunting fashion.

 

 

The Bat: An aluminum bat. This weapon is one of the fastest swung melee weapons in the game, and has a moderate damage output. Three or four hits will kill most 150 hp classes, and critical swings are capable of cutting that number in half.

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May as well keep this updated with the Scout's new weapons. Second Community Update/Promo Items/Australian Christmas:-The Boston Basher: A strange new bat for the Scout, based on a community made custom skin. Following suit with the Tribalman's Shiv, it allows the Scout to deal bleeding damage (Kind of like burn damage) to any enemy that is struck by it. The downside is that if you miss a swing and simply hit nothing, you hit yourself, causing both bat damage AND bleed damage. It is considered by the community to be one of the worst Scout items, and possibly even one of the worst items in the game, but it is an effective killer if you time your hits correctly. Many people choose to use this weapon just to constantly kill themselves. If you wish to make one, it is easily crafted by combining a Sandman with a Tribalman's Shiv.-The Sun-on-a-Stick: A new bat that more resembles a mace than a stick, part of the RIFT promotional items. Unlike other Scout weapons, it tends to support another class - The Pyro. It does 25% less damage than the normal bat, but crits a burning player, much like the Axtinguisher. On the upside, it also looks incredibly badass, so if you want to look cool while swinging a bat, there's your method. The crafting ingredients for it are a bit hefty, and since it's been added to the drop system, it's probably not worth it, but if you wish to make one, it's 2 reclaimed metal + The Boston Basher.-The Fan-o-War: A promotional item from the Total War: Shogun 2 game. It is a Japanese styled fan-like weapon, that deals 90% less damage than the normal bat, but upon hitting someone, they are "marked for death" for ten seconds. Of course, being marked for death means they take mini-crits from anything that hits them, which means all of your teammates can come in and start making kills while you run around wildly hitting people once and running away. The 90% damage falloff almost guarantees that you cannot kill anything with this weapon, unless it just stands there and LETS you kill it, but on the upside, you can hit something with it once and switch over to another, more potent weapon to deal amazing damage. It can be crafted by combining the Mad Milk with a Scrap Metal.-The Candy Cane: A festive little candy cane bat that was released as part of the Christmas update. It fits nicely with the theme. The upside to this bat is that while you're using it, even if it wasn't the weapon that you made the kill with, your victim will drop a small health pack, which normally heals the scout for about 25 hp. The downside is that explosions do 25% more damage to the Scout, making fighting Soldiers and Demomen, classes that a good Scout should have no problems with, a bit more of a challenge. On a side note, though it's probably a bug, anyone killing the Scout that's using the Candy Cane will be rewarded with a small health pack. It can be crafted using a Kritzkreig and a Pain train, which is a pretty strange combination.~The UBER Update~We've waited a long time for Valve to create "Meet the Medic". We'll be waiting an even longer time for Valve to create "Meet the Pyro". But man oh man, when they made "Meet the Medic", they knew how to celebrate it. The game got a new set of updated weapons for EVERY CLASS except the Engineer and Pyro, so of course, the Scout got a new set. Sponsored by BONK! Energy Drink, these weapons all incorporate the drink's famous logo and Hazard Symbols into their design, and the entire set is considered an item set, just like the Polycount update, however, using all the items at once does nothing for you.-The Soda Popper: A new scatter gun that takes a few notes from the Force-a-Nature. It loads two shots, but reloads 25% faster than the Force-a-Nature. The real change begins at its new special ability, to add a "Hype" bar to your HUD which increases while you run or jump. Finally, when it reaches maximum, it automatically discharges, and allows you to fire constant minicrits with every weapon you have until the bar runs empty again. A good scout can use this to his advantage many times in one life. Taking after the weapon's appearance, the crafting recipe is One reclaimed metal, a Bonk! Atomic Punch, and a Force-a-Nature. -The Winger: A new pistol, something that Scout fans have been looking forward to since the Scout's class update. The clip size is 60% smaller, but it does 15% more damage on each successful hit. There isn't much to talk about, since it's a weapon that rewards accuracy. It can be crafted by using one Reclaimed Metal and a Shortstop.-The Atomizer: A new bat for the scout, and the first one since the Sandman to have the "Home run" taunt kill. It grants the user an extra jump, making the scout's jumps total in at three, but every time you use this third jump, you take 10 damage. It also has the distinct disadvantages of doing 20% less damage to enemy players, and swinging 30% slower. Needless to say, the only true upside to it is the third jump. Interestingly enough, a Scout can perform a fourth jump by using it in conjunction with the Force-a-Nature's air knockback. It can be crafted by combining a Bonk! Atomic Punch with a Sandman and a Reclaimed Metal.

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