Scout Help

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  • Kodakk
    Member
    • Oct 2006
    • 3486

    #1

    Scout Help

    Hey guys, I play this game occasionally and managed to unlock all of the scout updates finally, but I've been wondering what to use. I absolutely love the triple jump ability you get with the Force-A-Nature, but the gun itself is pretty horrible, so I have mixed feelings about which shotgun to use. Also, between the pistol and the energy drink - I love the pistols backup ability, but the ability to run past sentries and enemies is just amazing, so again I'm divided. Finally, the sandman, it's fun and can have its uses, but it takes away the double jump :cry:.

    So, for those experienced TF2 players, what's the best loadout (and why)? I love each weapon for its abilities, but I just cannot find the perfect setup.
  • Mo0by
    gone somewhere
    • Jul 2006
    • 3854

    #2
    Re: Scout Help

    Stick with the stock weapons; 6 round shottie, pistol, and metal bat. Scout unlocks are pretty much useless gimmicks in normal play, let alone competative.

    Comment

    • Kodakk
      Member
      • Oct 2006
      • 3486

      #3
      Re: Scout Help

      I had such high hopes for them

      Comment

      • =98=
        Member
        • Oct 2006
        • 10299

        #4
        Re: Scout Help

        You want to ask Mr. Chris, that boy is absolutely mental at scout (ohno)

        Comment

        • MrChris_CJ
          Mudkips
          • Jul 2005
          • 2610

          #5
          Re: Scout Help

          Still sending em to the respawn screen in .3 seconds, although after not playing TF2 for a few months getting back and scouting took a few minutes

          HA

          default loadout all the way

          the FAN has decent damage tbh but two shots at a time? you have to fire and then ***** foot reload and pray nobody incinerates you, furthermore the dam knockback means NO FLUID MOVEMENT, you cannot jump across someone or dodge around them and fire properly because suddenly the knockback owns you, you stop dead in your tracks and that heavy destroys you.

          The scatter gun is superior in every situation that involves killing someone, I never saw the ability to triple jump as being worth the exchange, 6 scatter blasts ftw

          Pistol > Bonk, Bonk can be useful but the second you run past a team with it, you will have over 9000 enemies following you, when I play scout and a bonk dude runs past me its literally a free kill, he goes into slow mode and dies basically. Its useful to get past guns but in most situations I either avoid the sentry gun or hide past it, as in cap a point without it being able to fire at me; otherwise leave sentries to teammates OR, this is why you need Pistol. Pistol them from range. Pistol is a harassment/Mortal Kombat finish him gun, you blow some guy apart, run out of scatter bullets, you can retreat while unloading the pistol into him; or you can harass an engynest with it.

          Sandman, joke gun, not only because it stuns (sigh valve) but because you can't double jump (a scout that can't double jump is practically useless) and then it does less damage (even when you do stun someone); the normal bat is better for when you need to use it.

          TO CONCLUDE

          scatter > FAN, scatter allows more fluid movement with no knockback and 6 bloody shots; the FAN expends its ammo quick, takes long time to reload and if you miss you die also makes moving and firing very laborious

          Pistol > Bonk, Pistol offers range for whatever you need it for, finishes off those people as they jump around on 10hp. Bonk might make you virtually invincible but most classes will keep up with you and destroy you during the slowdown time. Getting past sentries...meh

          Bat > Sandman, when you need to bash Wiltshire dwellers in the head accept no substitutes

          Comment

          • Kodakk
            Member
            • Oct 2006
            • 3486

            #6
            Re: Scout Help

            Thanks for the tips - just wish there was a scout unlock worth using

            Comment

            • iQue
              Member
              • May 2007
              • 4925

              #7
              Re: Scout Help

              I can fill in here a bit even though Chris has said the most important stuff. I've been playing scout in scrims and matches with about 500 hours under the belt now so I have plenty of experience. :)

              If you want to be as effective as you can, go with the default loadout. Force-a-Failure would be a good weapon if it had a damage buff, but at the moment it's not worth the use. You can learn to use the knockback to your advantage (only shoot in midair if you want to escape), but the scattergun will always do more damage. Scattergun does roughly 100 damage from point blank so when you get accurate you can down at least 2 enemies for every 6 shots, where as you have to pull back and reload constantly with the FaN, and maybe without getting a kill with those two first shots anyway.

              If you use the FaN without the Sandman you can do triple jumps which allows you even more freedom and can then be a fairly effective weapon, even if the scattergun always will have more killing potential.

              Bonk can get you past sentries, sure, but what are you going to do then? You'll still be in the middle of their team, and you run twice as slow = dead scout. However, together with a coordinated push from your team bonk can be an extremely effective diversion. Sticky trap needs taking care of? Sentry pushing back your team so they can't destroy it? Bonk does the trick. Also, while under the influence of the drink, you take a lot more knockback than you usually do, which means if you can get on top of an enemy sentry (for example getting on top of it from double jumping around a corner), it can send you flying over the map, leaving you free to cap the point, grap the intel, or bat their snipers. Generally it's not worth giving up your pistol though, because it does a lot of damage, and is the only ranged weapon the scout have. A 125 hp class dies in one clip from mid-range, remember that.

              Sandman is not recommended. Double jump is infinitely more useful for getting around and dodging. Without the double jump, you'll die to nothing, and once you've gotten rid of that ball, you can't do much. It's fun for a laugh but nothing else.

              Some other general tips:

              Use all three dimensions to their fullest extent. Don't just strafe around people, jump back and forth, closer and further away.

              Always crouch jump, it will make you almost twice as small and harder to hit.

              Learn all the little shortcuts and trick jumps you can do. For example, the roof at Gravelpit B can be accessed by just double jumps in 3 different ways.

              You're an ambush class, hold your fire until you get close unless you're helping a teammate finishing someone off.

              If you get juggled in the air by a rocket, airblast / whatever, save the double jump until you know where you should go. It's easy to just spam away that double jump as soon as you can, but very likely you will just get stuck in the air and easy to shoot down.

              The scout update was definately the worst when it comes to adding new weapons that bring some extra depth to the class, but it was decent still and gave us something to fool around with. :)

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