Difference between revisions of "Community Scout strategy (Classic)"

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The [[Scout]] is the fastest class and a great [[Control Point (objective)|Control Point]] capturer, and also has decent firepower. His low maximum health means that he needs to be careful in direct combat, preferring [[Strafing|circle strafing]] or [[Community Scout strategy#Weapon Heckling|weapon heckling]].  
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The [[Scout]] is the fastest class and a great [[Flag]] and control point capturer, and also has decent firepower. His low maximum health means that he needs to avoid direct combat, preferring [[Strafing|circle strafing]] or [[Community Scout strategy#Weapon Heckling|weapon heckling]].  
  
 
==General==
 
==General==
  
 
===Combat===
 
===Combat===
* The Scout is designed to use his speed - his greatest advantage - to attack from the side or from behind, fire quickly, and retreat before the enemy has a chance to react. Scouts can die easily from a stray grenade or rocket, much less an aimed attack from an alert enemy.
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* With his weapons being a single barrel shotgun and slow and low damage-inducing nailgun, COMBAT IS NOT RECOMMENDED. The only times being to finish off an enemy or against another scout.
 
 
* When low on health, wait for the correct moment to strike. Use walls and corners to your advantage, firing and retreating repeatedly to avoid losing health.* Remember that retreat is an option if the situation does not seem ideal for you as a Scout. Do not attempt to gun down a Heavy/Medic combo that is aware of your presence. A retreat from a battle does not mean that the battle is lost. Counter attack once your enemy thinks that you are no longer a threat.* The Scout is the smallest class and can hide behind objects better than every other class. When hiding, do not use the bat as your active weapon as it sticks out and may reveal your position. This can be useful while waiting for a group of enemies to pass by.* Try to be unpredictable whilst fighting classes that are using hitscan weapons, such as the Shotgun. Use your second jump to launch yourself at an unexpected angle to make yourself harder to hit.your second jump to launch yourself at an unexpected angle to make yourself harder to hit.
 
  
 
* You shouldn't attempt to confront a [[Sentry Gun]] head-on, but if you can approach it sideways, you can take advantage of the Sentry Gun's slow rotation speed. Pop out of cover long enough to take a shot at it with your [[Nailgun (Classic)]], then wait about one second for the Sentry Gun to turn back to its default position. It is also possible to [[circle strafe]] a Sentry Gun, as it cannot turn quickly enough to fire at you. This is very difficult, however, and requires that you be as close to the Sentry Gun as possible.
 
* You shouldn't attempt to confront a [[Sentry Gun]] head-on, but if you can approach it sideways, you can take advantage of the Sentry Gun's slow rotation speed. Pop out of cover long enough to take a shot at it with your [[Nailgun (Classic)]], then wait about one second for the Sentry Gun to turn back to its default position. It is also possible to [[circle strafe]] a Sentry Gun, as it cannot turn quickly enough to fire at you. This is very difficult, however, and requires that you be as close to the Sentry Gun as possible.
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* You still run a lot faster than any other class when running backwards, so if retreating, you can still backpedal while getting a few more shots in.
 
* You still run a lot faster than any other class when running backwards, so if retreating, you can still backpedal while getting a few more shots in.
  
* When running to the front lines, run through your teammates as a form of [[Spy checking|Spy check]]. If you get halted, shoot the offender or bonk them on the head with your Bat a few times.
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* When running to the front lines, run through your teammates as a form of [[Spy checking|Spy check]]. The scout has the ability undisguise a spy and earns a point in doing so.
  
 
===Jumping===
 
===Jumping===
* Whichever movement key you are holding at the time of the double jump is the direction you will go. This allows you to immediately turn 90 or 180 degrees in any direction in mid air, and is a very good way to confuse defenders. This is especially effective against [[Sniper]]s, who usually aim where they expect you to be just after their shot is fired. However, skilled Snipers may be able to predict the path of your second jump, since you cannot move in midair after it.
 
 
* Performing a double jump without pressing W, A, S, or D will cancel all directional momentum, regardless of speed. Use this to your advantage!
 
 
** Since you cannot change direction after your double jump, predict where people are attacking before double jumping.
 
 
* The double jump can save you from [[fall damage]]. Simply jump just before you hit the ground, or jump to a ledge nearby as you're falling.
 
 
* Use your double jump to full advantage.  Take the higher roads over railroad cars and bridges. Most opponents tend to look forward, rather than up. If it is safe to do so, attack from above, preferably on the enemy's head, to take them by surprise.
 
 
* Certain ledges may require you to crouch-jump in order to reach them. Holding the crouch button while performing your double jump will allow you to reach those ledges.
 
 
* If you are taking fire from an enemy, it's possible that jumping over their head and running away may disorient them and help you evade. You can also use this maneuver to squeeze off a few more shots as they try to get a bead on you.
 
 
* You are able to perform a triple jump of sorts if you have the Force-A-Nature equipped as your primary weapon, as the knockback from firing can be used to propel you an extra few feet upwards when aimed down.
 
  
 
== See also ==
 
== See also ==
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== External links ==
 
== External links ==
*[http://www.youtube.com/watch?v=jRSW0Y1SgoA TF2 - How to play the Scout] by EvilDaedalus (Team Fortress 2)
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Revision as of 23:27, 19 April 2013

The Scout is the fastest class and a great Flag and control point capturer, and also has decent firepower. His low maximum health means that he needs to avoid direct combat, preferring circle strafing or weapon heckling.

General

Combat

  • With his weapons being a single barrel shotgun and slow and low damage-inducing nailgun, COMBAT IS NOT RECOMMENDED. The only times being to finish off an enemy or against another scout.
  • You shouldn't attempt to confront a Sentry Gun head-on, but if you can approach it sideways, you can take advantage of the Sentry Gun's slow rotation speed. Pop out of cover long enough to take a shot at it with your Nailgun (Classic), then wait about one second for the Sentry Gun to turn back to its default position. It is also possible to circle strafe a Sentry Gun, as it cannot turn quickly enough to fire at you. This is very difficult, however, and requires that you be as close to the Sentry Gun as possible.
    • Alternatively, you can simply run past a Sentry Gun that isn't aimed right at you, as long as you do not pass through the Sentry Gun's field of view.

Speed

  • As the fastest character, it's best to keep moving at all times unless you find a safe spot to rest and heal for a few seconds.
  • You still run a lot faster than any other class when running backwards, so if retreating, you can still backpedal while getting a few more shots in.
  • When running to the front lines, run through your teammates as a form of Spy check. The scout has the ability undisguise a spy and earns a point in doing so.

Jumping

See also

External links