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The Scout, Versus

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It’s the kid from Brooklyn!
The Scout offers the player an exciting shift in gameplay from the other classes: a fast moving, quick-shooting character with the ability to cover large distances of terrain in short amounts of time. This means a fun and frantic experience that no other class can give.

Your basic role as a Scout is harasser / capper. If you’re not harassing enemies - specifically those with powerful ranged attacks that other classes can’t get to - then you’re picking up the intelligence or taking a point before the enemy knows what’s going on. This involves lots of practice with effective double-jumping, strafing, and any other skill that allows you to not get hit. While the Scout is at his best when he’s charging in and dodging bullets, one must know how to handle each opponent when the time for fighting comes. Fighting as a Scout involves two main things: closing the gap and shooting your enemy down. While it is sometimes better to keep an enemy at range, more often than not you’ll be up close and personal.

Once you’re up front jumping, strafing, and running circles around your enemy, keeping him confused is the key to the Scout. We’ll call this combination of closing the gap and attacking up close ‘The Game Plan’. Remember what Pie says, the Scout is like a wasp. Stick and move, hit and run.

Versus the Pyro:

Scout versus Pyro is a not a happy or winsome affair. Simply put, the Pyro is at his best at close range and the Scout was meant for closing that range. First things first; if a Pyro gets the drop on you, run for it. The Scout is weak and won’t last long if the Pyro has a lock and you’re burning up like your mom’s bad cooking. Turn and head for the nearest Medic, med-kit, or water source. Recharge and try again.

If you can see a Pyro coming your best bet is to either double-jump to higher ground and take him from there or maintain your distance. Your pistol is more precise and effective at long range than his shotgun. The ideal situation is that, after a few seconds of exchanging rounds, the Pyro will either charge in or flee: if he charges, back-pedal and keep shooting. If he flees, run after him and finish the job. Again, you have to keep your distance with the Pyro.

Versus Other Scouts:

Scout versus Scout is a fun match-up: often times both Scouts will pull out their bats and aim to clobber each other. If your enemy Scout isn’t feeling so sportsmanlike it comes down to a game of wits. You need to out-jump and out-maneuver him so that you can put more slugs into him that he can you. Again, this means sticking to the Game Plan and pinpointing your shots every chance you get. A few missed shots can mean the end of the fight. Don’t hesitate to back-pedal, double-jumping each time at a new angle. If you’re a good shot this is the tactic of choice as he will most likely give chase and you can finish him off quickly. The pistol is another good ranged option here.

Versus the Demoman:

The drunken, wily Demo is one of the classes against which you must bridge the gap. You should be strafing and double-jumping at him, all the while shooting nonstop. This is where angle-jumping comes into play: jump forward then double jump to the side (simply press one of the strafe keys simultaneously with your jump button) or from side to the front or front to back, anything to dodge his grenades. If he’s good there will be some sticky bombs waiting but in all likelihood you will be able to close the gap and shoot him down.

Another thing to note is this: get behind or to the side of him. Like other, blastier characters a grenade from a Demoman taken at point blank will end both of you rather quickly. Use the Game Plan as it’s imperative to stay out of his field of fire once you’ve closed the gap.

Versus the Medic:

Here is an opportunity for the Scout to soar. Nine times out of ten our little German doc will be attached to another player. In most of those cases it will be either a Heavy or a Soldier. Your job is simply to dodge like crazy and take that Medic out. In general, the Medic will simply muck about, trying to stay alive while continuing to heal his partner who he’s hoping will defend him. In most cases you can rush the pair and, jumping all the way, take the Medic down quickly without sustaining major damage. In a best case scenario the partner is too focused on getting to the front and doesn’t react to your pummeling his Medic until it’s too late, leaving you at full health and the chance of a double kill. More likely, however, he will be on you fast and you’ll need to flee once the Medic is down. In almost all cases get the Medic first, especially if you hear that he’s fully charged.

On the occasions that you face a lone Medic in the open follow the Game Plan. His syringe gun isn’t entirely useful but should not be underestimated. Dodge, stick, and move. If you’re indoors, specifically in a corridor, and he has any skill to speak of he can be deadly. Size up the situation and act accordingly.

Versus the Soldier:

Much of your approach to the Soldier will be the same as the Demoman: think of him as a Demo with faster grenades. Approach the Soldier from an angle, being sure to jump from side to side to confuse him. If he’s bright he’ll being using his shotgun (the spray effect is a bit more effective when you’re jumping like a rabbit) since a rocket can be hard to time properly against a Scout. Rockets are also easy to dodge so if you’re on a straightaway like 2Fort you can close the gap without taking much damage. Indoors it’s a bit trickier since there’s so much splash damage but this also works in your favor since he’s apt to take splash damage as well. Head back and flank him or wait on a Medic. Once more, if you’ve taken too much damage while closing the gap don’t be afraid to flee. A live Scout is much better than a dead one.

Once you close the gap, be sure to avoid his front. Just like the Demoman a well-placed rocket at close range will finish the job but good. Also be aware of rockets aimed low: you will be blasted up and away at an angle you hadn’t planned on, letting a skilled Soldier time his rocket more effectively. Again, you have to play against his weaknesses and to your strengths. This could mean engaging him at medium range, dodging rockets, and pumping him full of shotgun rounds as opposed to getting in his face.

Versus the Sniper:

It’s always a 50/50 match against this Aussie marksman. If you’re varied and quick enough with your dodging, or if he’s occupied by another target, you’ll close the gap and finish him off quickly. Simply put, he’s no match for you at close range. However you’re no match for him at a distance; if a good sniper has you locked, just run. A good sniper will shoot down the fastest Scout, bar none. You’ve really only two options here: risk closing the gap or run and try to flank him. And don’t get slack at close range either; his submachine gun can be effective so don’t stop dodging.

Versus the Heavy:

The fight against the Heavy is comparable to the Sniper: at range, specifically medium range, he will tear to shreds in no time so you must use your judgment to decide if you can take him head on or if you should flee and try to flank him. A highly skilled Scout can angle-jump and dodge until he’s close enough to start pounding the Heavy. Most of the mistakes I make against Heavies involve one bad step that puts me face to face with his shotgun or chain gun, leaving him alive albeit at low health and me dead, riddled with bullet holes. So once you’re in stay behind him and pound him with shots. Being the toughest in the game it will take a few clips to finish him off so keep a level head and stay aware of your position – it won’t help to lose it and land in front of him.

To reiterate, your chances against a Heavy are slim unless you’re confident in your ability to dodge. Run full circles around him and stay locked in behind him. Double jump to keep him confused. Never hesitate to flee because the Heavy is tough matchup.

Versus the Engineer:

A straight fight versus a lone Engineer should be a no-brainer. He’s using a shotgun so your plan of attack should be to maintain medium range and blast him while dodging his own shots. You’ll definitely be able to out dodge him so even if he’s a good shot you can escape with minimal damage. Think of it this way: you’re essentially fighting a really slow Scout or a weak Soldier that’s not using his rockets. Don’t be afraid to get in his face either.

Versus the Sentry Gun:

Ah, the very bane of the rushing Scout. Few things are more irritating than rushing into what should be an unoccupied Intelligence Room or control point and getting mowed down by a fully upgraded Sentry.

Your approach to this problem is twofold: analyze and attack. On a CTF map, odds are that you’ll be on your lonesome when rushing the enemy base. The first rule of thumb is this: slow down! We’re Scouts and we love to speed along and not stop but whenever you’re turning corners or entering a room where there might be a Sentry stop and peek around the corner. This is doubly so if teammates have reported Sentry activity or if you hear it’s mechanical chirping. With a bit of luck you’ll spot the Sentry without it spotting you in which case all you have to do is whip out your trusty sidearm and shoot it down with a few clips or so. Any part of the Sentry will do, even if it’s just the barrel of it’s gun poking out. This works with control points as well.

If you’re with your team in these situations your role is crowd control: let the Spies, Soldiers, and Demos take the machines down, you tie up the enemy.

If an Engineer is present he’ll be doing one of two things: harassing you or repairing the Sentry Gun. If he’s repairing the Sentry you should be able to shoot it down before he can repair it (or you can pick him off if the Sentry won’t spot you). If he chooses to harass, lead him away from the Sentry and follow the Game Plan. If he leads you into the Sentry you’re toast.

Versus the Spy:

Spies and Scouts do not often cross paths: the Spy is busy getting into your base and you’re busy getting into his. If you slow down, though, you could find a knife in your back. Since you are usually at the forefront of the fight you’re the first line of defense against Spies. You’re also the first to notice that that Engineer who’s running the wrong way and who should not be farther ahead of things than you. You should also notice that he’s bearing the wrong name (maybe even yours). Of course Scouts are always on the go and might not take the time to recognize a disguise; this is where the lovely absence of friendly fire comes in. Don’t hesitate to plug a few rounds into a suspect just for good measure – it will often save a few lives.

In a straight fight versus a Spy use the Game Plan. You have superior maneuverability and firepower and will take far fewer hits from his pistol or knife than he will from your shotty. This is especially necessary versus the Spy since his pistol is deadlier at range

“Eat My Dust!”
All of the above tips are mostly for one-on-one fights. Team Fortress is, obviously, a team game and the Scout is just one part of what should be a well-oiled machine. It’s easy and tempting (and sometimes necessary) to solo as a Scout but you must coordinate your efforts with the team. Always use your powers for good: that is, helping your team along instead of just trying to accumulate points for yourself.

One other tip is stay on med-kits (health packs, medipaks, what have you) like white on rice. Not only will it keep you going strong but, because you can get to them first, you’re keeping the enemy from them.

Special thanks to the boys at OldF for their input.

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  1. 1 On November 28th, 2007, Scoutz Unite! - Page 2 - One World Syndicate Community Forums said:

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