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Scout Overview

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Vitals

Health: 125
Speed: 133%
Type: Offensive
Weapons: Scattergun, Pistol, Bat

Weapons:


Scattergun

Ammo: 6/32
Damage: 84-105 (180)
Best range: Short

Information:

The scout’s scattergun is very similar to the standard shotgun, except of course it does more damage, and it’s a sawn-off shotgun instead of the standard pump action. It can hold 6 shells, and can fire at any time it has at least 1 shell loaded, even while reloading. At point blank range it’s quite a fearsome weapon if the user is accurate enough, and can drop most targets in 2 or 3 shots max at close range. It isn’t much more powerful than the shotgun, but its real advantage lies in the class it’s attached to: the scout.

The scout is built for speed and agility, and as such it is quite easy to get in close to your target. So long as you never stop running, stay behind cover as much as is allowable while you close on them, and make liberal use of your double jump ability, you can cover great distances in short times while taking little to no damage. Once you reach your target, the scattergun shines, assuming your aim is good.

Advantages: Very high damage at very close range, decent rate of fire and reload, ability to fire while reloading.

Disadvantages: Rather ineffective beyond medium range (steep accuracy and damage drop-off).


Pistol

Ammo: 12/36
Damage: 20-22 (45)
Best range: Medium

Information:

The pistol is a handy little 12-bullet sidearm to which only the scout and engineer have access. Its damage doesn’t drop off a lot as range increases, and it’s fairly accurate. It has the advantage of firing fast (about as fast as you can click) and having a short reload to make up for its low damage, and this makes it a great choice to pull out and squeeze off a few rounds when your primary weapon runs dry. Use it at about medium range, where you can dodge your enemy’s fire while filling them with bullets.

While 20 isn’t a lot of damage, it adds up if you can hit your target repeatedly. Most classes have 175 health or less, so you can take half of that away in about 9 or 10 shots (in other words, 1 clip). So when you think about it, plugging 2 clips into someone (a feat that doesn’t take long given the pistol’s firing and reload speeds) can do a lot of damage, and is the perfect choice when chasing down an enemy with low health, especially one that is retreating and not dodging too much.

Advantages: High rate of fire, quite accurate at medium to long range, easy to do at least some damage, fast reload.

Disadvantages: Low damage at all ranges, small ammo reserve (3 clips).


Bat

Ammo: N/A
Damage: 24-46 (105)

Information:

One of the more unique melee weapons, the scout’s lightweight, aluminium baseball bat is nothing if not fun. It does about half the damage of other class’s weapons, but hits twice as fast, about two times each second. This makes it great for disorienting the target as they are bludgeoned repeatedly and you circle strafe around them. A single critical hit alone can be enough to take down an injured opponent, so if you land even one, keep digging into them until they fall.

Also, the bat is 6th for most frequent critical hits (according to Valve’s TF2 Stats).

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