Difference between revisions of "Scout weapons (competitive)"

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m (Melee Weapon: The Unarmed Combat should be made as a reskin of Holy Mackerel, not Bat.)
(Cleanup. What are the {{citation needed}} tags needed for?)
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{{competitive}}
 
{{competitive}}
The weaponry available to the [[Scout (competitive)|Scout]] encourages him to flank and harass the enemy team at close and medium range. Despite his low health, his primary weapons largely encourage close range combat, and deal massive damage at point-blank range. The Scout also has weapons that are effective at medium range, but are not stronger than other weapons geared for that purpose.
+
The Scout uses mostly [[hitscan]] weaponry which deals immense damage at close range. He has doubled speed and capture rates, making him ideal to quickly cap a further point, or backcap to slow down a push.
  
 
==Primary weapons==
 
==Primary weapons==
The Scout possesses some very powerful weapons for close range combat, which largely enjoy a significant ramp-up.
+
 
 +
The Scout's primary weapons are all hitscan, and have ramp-up at close range.
  
 
=== Scattergun ===
 
=== Scattergun ===
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[[File:Wiki_scattergun.png|100px|right]]
 
[[File:Wiki_scattergun.png|100px|right]]
  
The Scattergun is arguably the standard choice among competitive Scouts with the largest weapon clip (six rounds) and a large damage ramp-up at point blank (175%) resulting in 10.5 damage per pellet as opposed to the base ramp of 9. However, the weapon is ineffective at medium to long range with fall-off, spread, and slow firing speed.
+
The stock Scattergun has a full clip of six shots, dealing strong damage at close range. Damage falls of quickly, but is still powerful enough to finish off a weak enemy at medium range.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
 
: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
  
The Force-a-Nature has a much quicker firing rate than the Scattergun and provides for very quick kills. The weapon also enjoys a higher damage output than the Scattergun. The quick firing rate means that a Scout wielding this gun can two-shot a medic quicker than a Scout using the Scattergun. One of the main disadvantages is that it has only two clips per magazine so Scouts using this weapon should be very confident in their ability to hit an opponent with as many pellets as they can. The "knockback" effect the Force-A-Nature exerts on enemies also tends to decrease damage as the target is pushed away from you. Another thing Scouts should note about using this weapon is that firing whist airborne can make for very erratic movement.
+
The Force-a-Nature has a faster firing rate than the stock Scattergun, and deals increased damage at close range. It deals scaled knockback on any hit dealing more than 40 damage, but has a clip of only two shots. The knockback can be used to [[force jump]], allowing the scout to jump akin to the Atomizer, without taking damage. If one shell is loaded when the Force-a-Nature is reloaded, it will be discarded in place of two new ones. <!--may need rephrasing-->
 
 
Although the "knockback" feature of the Force-A-Nature does create some problems, if this mechanic is used properly it can act as a third jump allowing the Scout to reach places he either would not have been able to reach whilst double jumping or allow him to reach places much quicker. Players should also note that firing the Force-A-Nature once and then reloading disposes of the remaining cartridge.
 
 
 
The knockback of this weapon, while situational, can prove useful in separating [[Ubercharges]], separating combos, and sending targets into your team or away from you for an escape.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (2 extra pellets at center, 1 extra at middle-right).
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (2 extra pellets at center, 1 extra at middle-right).
 
* Hits dealing at least 40 damage cause [[knockback]] based on damage and positioning.
 
* Hits dealing at least 40 damage cause [[knockback]] based on damage and positioning.
* Reloading always consumes entire clip, even if 1 shot still loaded.  
+
* Reloading always consumes entire clip, even if one shot is still loaded.
* Allows for [[Scout weapons (competitive)#Triplejump|triplejumps]] and [[Scout weapons (competitive)#Forcejump|forcejumps]].
+
* Allows for force jumps.
 
|}
 
|}
  
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[[File:Shortstop.png|100px|right]]
 
[[File:Shortstop.png|100px|right]]
  
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).
+
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time.
  
Dispite the Shortstop only have 4 clips per magazine, it has a very fast reload that reloads the entire clip. The Shortstop is more designed for medium range combat, rather than the Scattergun or the Force-A-Nature, with a higher base damage per pellet (that of a Pistol's), less pellets (four compared to the Scattergun's nine), and less spread. Although its damage per pellet is high even at point blank (18 per pellet) the Shortstop's main weakness is that it has a smaller rampup compared to the Scattergun and Force-A-Nature (150% compared to 175%) meaning that at point blank it is not as effective to the Scattergun or Force-a-Nature. However, it fires almost twice as fast, so it can still kill very quickly at point blank. Scouts should also note that the weapon shares its ammo with the Pistol, meaning if they run out of ammo with the Shortstop, they will also have no ammo for the pistol, forcing them to use their melee weapon.
+
The shortstop is designed for medium range combat. It fires fewer bullets, with a reduced clip, but a narrower spread. It deals less damage at point-blank range then the stock Scattergun, but it can deal consistant medium-range damage. It has a slow reload time, forcing players to be accurate with shots and reload at every opportunity. It shares ammo with the pistol, forcing players to seek ammo frequently.
 
 
Generally, in Scout vs. Scout battles between either the Scattergun or the Force-A-Nature against a Shortstop, the Scout carrying the latter should do their best to maintain their distance but should also try and heckle their opponent if they switch to the Pistol.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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===Soda Popper===
 
===Soda Popper===
 +
 
[[File:Soda Popper.PNG|100px|right]]
 
[[File:Soda Popper.PNG|100px|right]]
  
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).{{citation needed}}
+
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time. {{citationneeded}}
  
This weapon has the damage and pellet count of the Scattergun, and the clip size and firing speed of the Force-A-Nature. It's real perk, though, is that every time the user runs for 5200 units, or about 14 seconds, with this weapon out, it will automatically activate an 8-second Mini-Crit boost for all the Scout's weapons. This ends up with the Scout having a Mini-Crit boost around one third of the time.  
+
This weapon fires identically to the stock Scattergun. After 5200 units of running with the Soda Popper active, the Hype Meter will fill and grant the player an 8 second mini-crit boost. The soda popper stocks only two rounds in clip, and reloads akin to the Force-a-Nature.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Soda Popper]] <br>[[Image:Soda Popper.PNG|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Soda Popper]] <br>[[Image:Soda Popper.PNG|70x39px]]
| style="background-color:#FFF4CC;" |  
+
| style="background-color:#FFF4CC;" |
 
* '''Point-Blank:''' 104
 
* '''Point-Blank:''' 104
 
* '''512 units:''' 6/hit, avg 6 hits
 
* '''512 units:''' 6/hit, avg 6 hits
 
* '''Over 1024 units:''' 3/hit
 
* '''Over 1024 units:''' 3/hit
| style="background-color:#FFF4CC;" |  
+
| style="background-color:#FFF4CC;" |
 
* '''Critical:''' 18/hit (max 180)
 
* '''Critical:''' 18/hit (max 180)
 
* '''Point-Blank Mini-Crit:''' 141
 
* '''Point-Blank Mini-Crit:''' 141
 
* '''Over 512 units Mini-Crit:''' 8/hit  
 
* '''Over 512 units Mini-Crit:''' 8/hit  
| style="background-color:#FFF4CC;" |  
+
| style="background-color:#FFF4CC;" |
 
* '''Attack:''' 0.315s
 
* '''Attack:''' 0.315s
 
* '''Reload''' 1.23s
 
* '''Reload''' 1.23s
| style="background-color:#FFF4CC;" |  
+
| style="background-color:#FFF4CC;" |
* Statistically identical to [[Scout weapons (competitive)#Scattergun|Scattergun]]
+
* Statistically identical to the [[#Scattergun|Scattergun]].
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
* Reloading always consumes entire clip, even if 1 shot still loaded.  
+
* Reloading always consumes entire clip, even if one shot is still loaded.
 
|}
 
|}
  
 
===Primary Weapon Usage===
 
===Primary Weapon Usage===
  
The Shortstop boasts more versatility and even a higher DPS at point blank than the Scattergun; nevertheless, it is banned in most leagues. The Force-A-Nature's knockback is too situational, however it can be useful in some circumstances. The Scattergun is the weapon used by most Scouts due to its large clip size and reliability.
+
The stock Scattergun is most commonly used, due to its large clip and large damage ramp-up. The Force-a-Nature's knockback can help to turn the tide of key battles, but is not always available. The Shortstop deals consistant medium range damage, while the Soda Popper allows the Scout to attack with a damage boost. However, the stock Scattergun deals the most consistant damage, making it a favorite.
  
 
==Secondary Weapons==
 
==Secondary Weapons==
The Scout's secondary weapons vary from a standard weapon to a lunchbox item supporting either himself, the team or both.
+
 
 +
The Scout can either use another hitscan weapon to increase his damage output, or can use a [[lunchbox]] item to provide situational help.
  
 
=== Pistol ===
 
=== Pistol ===
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[[File:Pistol.png|100px|right]]
 
[[File:Pistol.png|100px|right]]
  
The Pistol is the standard secondary weapon carried by Scouts. Scattergun and Force-A-Nature Scouts will often resort to using their Pistol against medium to long range targets or to finish off opponents on low health. The Pistol can also be used to destroy Stickies that have been placed on a point, this is very annoying and if the demo isn't careful it can lead to a sneaky ninja cap. Scouts using the Shortstop may find this weapon superfluous, as the Shortstop and Pistol share ammunition reserves.
+
The Pistol is the stock secondary weapon carried by Scouts. It deals moderate damage at medium and long range, with a fast fire rate but a small clip. This makes it great to finish off enemies who are very low on health.
The Lugermorph is merely a reskin of the Pistol and thus has the same stats as the Pistol but do note that it may be restricted in some leagues.
+
 
 +
The Lugermorph has the same stats as the Pistol.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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* '''Reload:''' 1.36s  
 
* '''Reload:''' 1.36s  
 
| style="background-color:#fffae7;" |
 
| style="background-color:#fffae7;" |
* If unfired in the past 1.25 seconds, shot has perfect accuracy.
+
* If unfired in the past 1.25 seconds, the next shot has perfect accuracy.
 
|}
 
|}
 
<br>
 
<br>
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: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
 
: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
  
Bonk! Atomic Punch is one of the alternatives to the Scout's Pistol. After 1.25 seconds of drinking, the Scout will be invulnerable for six seconds. The item makes for an effective means of escape in situations that would result in certain death. It is quite often used on Gravelpit in order to get out of the door because Demomen like to sticky it up. Bonk is effective for when a scout wants to get past the enemy and flank them from behind. Although the Bonk grants invulnerability, it does not prevent knockbacks, such as from Sentry Guns, compression blasts, Force-A-Natures and explosives. Secondly, whilst invulnerable, the Scout cannot attack using his primary weapon or his melee weapon - he can, however, still use the [[Home Run]] taunt with the Sandman to damage his enemies.
+
Bonk! Atomic Punch is one of the lunchbox items for Scout. When drunk, it grants the scout invulnerability for six seconds. Knockback, [[telefrags]], and pits will still kill the Scout during this time. This provides a good method of running past deployed sticky traps, distracting sentries, or pushing through a team to make a back-cap. Although it provides invulnerability, it prevents the scout from using any of his weapons.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" |
 
| style="background-color:#fffae7;" |
* '''Drinking:''' 1.25s
+
* '''Comsumption time:''' 1.25s
* '''Invulnerability:''' 6s
+
* '''Duration:''' 6s
* '''Total Recharge:''' 30s  
+
* '''Recharge Time:''' 30s  
 
| style="background-color:#fffae7;" |  
 
| style="background-color:#fffae7;" |  
* [[Medic weapons (competitive)#Melee_Weapon|Übersaw]] still gains [[ÜberCharge]] from "dodged" hits.
+
* Can be affected by knockback while in use.
* Recharge starts when invulnerability starts.
+
* Recharge begins upon end of consumption.
* Useless underwater.
+
** 24 seconds between end of effect and next available use.
 
|}
 
|}
  
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[[File:Crit-a-Cola.png|100px|right]]
 
[[File:Crit-a-Cola.png|100px|right]]
  
: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions
+
: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
  
The Crit-a-Cola is a more offensive alternative to Bonk. After 1.25 seconds of drinking, the Scout is granted [[Mini_crit#Mini-Crits|mini-crits]] for every attack he makes for the next six seconds. When used, mini-crits are also granted for attacks that hit the Scout. Although it offers a massive offensive boost, it also degrades the Scout's ability to take hits which is already low enough as it is. Thus it is considered this weapon will be used in either kamikaze attacks in attempts to pick off the enemy Medic or Demoman or in a flank attack on a lone class.
+
Bonk! Atomic Punch is one of the lunchbox items for Scout. When drunk, it grants the Scout mini-crits for six seconds. The scout will also take mini-crits during consumption and activation time.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" |
 
| style="background-color:#fffae7;" |
* '''Drinking:''' 1.25s
+
* '''Consumption time:''' 1.25s
* '''Invulnerability:''' 6s
+
* '''Duration:''' 6s
* '''Total Recharge:''' 30s  
+
* '''Recharge time:''' 30s  
 
| style="background-color:#fffae7;" |  
 
| style="background-color:#fffae7;" |  
* While active, causes Scout to deal and receive Mini-Crits on all attacks.
+
* The Scout takes and deals mini-crits during consumption and duration.
* Recharge starts when Mini-Crit effect starts.
+
* Recharge begins upon end of consumption.
* Useless underwater.
+
** 24 seconds between end of effect and next available use.
 
|}
 
|}
  
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: '''Note:''' This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).
 
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).
  
The Mad Milk is capable of being thrown at the enemy. Teammates that damage enemies who are covered in Mad Milk will receive a 60% of the damage they inflicted as health. Functioning similar to [[Sniper weapons (competitive)#Jarate|Jarate]], Mad Milk can be used to extinguish fires and reveal cloaked enemy Spies. Contrary to Jarate, Mad Milk's effect does not get removed from activating an ÜberCharge or by dropping into water.
+
Mad Milk is one of the lunchbox items for Scout. When thrown, it coats any enemy players, including cloaked and disguised spies, giving them a visual effect akin to [[Jarate]], but healing 60% of any damage done to them to the attacker<!--Bad wording here-->. It can extinguish players who are on fire, but also will wash off of a target if they submerge in water, or touch a resupply cabinet.
 +
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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* '''Refill Time:''' 10s  
 
* '''Refill Time:''' 10s  
 
| style="background-color:#fffae7;" |  
 
| style="background-color:#fffae7;" |  
* Affected foes grant self and allies 60% lifesteal on hit.
+
* 60% of all damage dealt to coated players is healed.
* Splash goes through doors and grates.
+
* Extinguishes afterburn.
* Extinguishes [[fire]] on teammates.
+
* Reveals cloaked and Disguised Spies.
* Reveals Spies (can't be removed by [[Spy weapons (competitive)#Dead Ringer|Dead Ringer]], unlike fire).
 
 
|}
 
|}
  
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[[File:Winger.PNG|100px|right]]
 
[[File:Winger.PNG|100px|right]]
  
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).{{citation needed}}
+
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time. {{citationneeded}}
  
The Winger does a little more damage than the Pistol in exchange for a much smaller clip size. Despite having a lower damage-per-second than the Pistol, it can finish weakened enemies slightly faster, provided the enemy has been sufficiently weakened.
+
The Winger deals 15% more damage than the pistol, at the cost of a reduced clip size, and combined ammunition with the scout's primary weapon.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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* '''Reload:''' 1.36s  
 
* '''Reload:''' 1.36s  
 
| style="background-color:#fffae7;" |
 
| style="background-color:#fffae7;" |
* If unfired in the past 1.25 seconds, shot has perfect accuracy.
+
* If unfired in the past 1.25 seconds, the next shot has perfect accuracy.
 
|}
 
|}
 
<br>
 
<br>
 +
 
===Secondary Weapon Usage===
 
===Secondary Weapon Usage===
Scouts will usually opt for the Pistol to provide extra damage output rather than the lunchbox items on offer. While the Winger's extra damage may finish off opponents faster, many Scouts will opt for the Pistol since it can sustain damage at midrange longer. Although Bonk Scouts are not unheard of, they are usually saved for distraction tactics and for making an easier assault on a sentry nest.
+
 
 +
Scouts will usually opt for the Pistol to provide extra damage output rather than the lunchbox items on offer. While the Winger's extra damage may finish off opponents faster, a full clip can deal more damage over time. Lunchbox items are rarely used, but do have uses. Bonk! Atomic Punch is useful in case of a tricky sentry, Crit-a-Cola can make a confident Scout even more deadly, while Mad Milk can help the other scout as well as the roaming soldier gain back health without a Medic.
  
 
==Melee Weapon==
 
==Melee Weapon==
Because of the need to get very close quarters with his target in order to fully utilize his primary weapon's damage output, Scouts will sometimes make use of their melee weapon to finish off opponents rather than resort to their pistol. Mainly because the melee weapon offers a better damage output.
+
 
 +
Generally, a scout will use his Scattergun when at close quarters, as it deals great damage. However, if a target is known to be low, and the Scout wants to conserve ammo, he may opt for a melee kill. Scouts deal reduced melee damage, but hit more frequently.
  
 
=== Bat ===
 
=== Bat ===
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[[File:Wiki_bat.png|100px|right]]
 
[[File:Wiki_bat.png|100px|right]]
  
The Bat is the Scout's standard melee weapon. Although it deals half the damage per hit than other standard melee weapons, the Bat has a much smaller attack interval (0.5 seconds) to allow for almost two swings in the time it takes a standard melee attack to swing once.
+
The Bat is the Scout's standard melee weapon. Although it deals half the damage per hit than other standard melee weapons, the Bat has a much smaller attack interval to allow for almost two swings in the time it takes a standard melee attack to swing once.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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* '''Attack:''' 0.5s
 
* '''Attack:''' 0.5s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Completely standard melee weapon.
+
* Stock melee weapon.
* Lowest DPS of all non-unlock melee besides non-backstab knife.
 
 
|}
 
|}
 
<br>
 
<br>
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: '''Note:''' This weapon is either limited or banned in a majority of leagues. Check your league's rule page for details on their weapon restrictions
 
: '''Note:''' This weapon is either limited or banned in a majority of leagues. Check your league's rule page for details on their weapon restrictions
  
In terms of attack, the Sandman is the same as the standard bat with the same damage per swing and the same attack interval. What sets the Sandman apart is that it has the ability launch a baseball at opponents, stunning them on hit. Upon contact, the ball will do approximately fifteen damage and stun the target based on distance. As a trade off, the Scout loses 15HP max hp which makes the Scout even more vulnerable to dying quicker than other classes. The Sandman also comes with a unique [[taunt attack|taunt]] where the Scout appears calls a home run, winds up, and then swings the bat, sending any opponent caught in the swing flying across the map. This taunt attack is ineffective with serious play.
+
The Sandman deals identical damage as the bat. However, it offers the capability to stun. On alt-fire, the Scout launches a ball which will stun for different duration depending on range. This can help a scout take down a pocket by rendering half of it useless, or simply pick of another scout if well timed. The Sandman costs the Scout 15 health for its functionality. A replacement ball can be picked up after a player is it, or it will recharge after 15 seconds.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.5s
 
* '''Attack:''' 0.5s
 +
* '''Ball Recharge:''' 15s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* "Fleeing state" time based on target distance; stuns at max distance.
+
* Bonk duration varies based on distance.
* Ball does not have damage fall-off, but does have damage ramp-up.
+
** Minimum distance 256 units for a duration of 1 second.
* Cannot throw ball underwater.
+
** Maximum distance 1792 units for a duration of 7 seconds.
 +
** 2 seconds additional stun time for a critical ball.
 +
* Ball deals impact damage with no fall-off, but with slight ramp-up.
 +
* Ball cannot be thrown underwater.
 
* Reduces max health by 15.
 
* Reduces max health by 15.
 +
* Performs [[Home Run]] taunt.
 
|}
 
|}
 
<br>
 
<br>
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: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
 
: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
  
The Holy Mackerel shares the same statistics as the bat, however every time it hits an opponent, barring hits on disguised Spies, a notification will be displayed in the [[HUD]]. It can also be used to identify usage of the Dead Ringer.
+
The Holy Mackerel is functionally identical to the stock Bat, except it [[kill feed|broadcasts]] each hit and kill. It cannot be used to detect disguised spies, but it will indicate the use of the dead ringer.
  
The [[Unarmed Combat]] is a reskin of the Holy Mackerel, and therefore has the same stats as the Holy Mackerel, except it is stated as "Arm" hit on the kill feed.
+
The Unarmed Combat has the same stats as the Fish, except it broadcasts Arm Hit and Arm Kill for hits and kills.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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* '''Attack:''' 0.5s
 
* '''Attack:''' 0.5s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Statistically identical to [[Scout weapons (competitive)#B|bat]].
+
* Functionally identical to the [[#Bat|Bat]].
* Globally announces hits on killboard (doesn't reveal Spies).
+
* Broadcasts hits and kills.
 
|}
 
|}
 
<br>
 
<br>
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: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
 
: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
  
The Candy Cane has the same damage stats and swing rate as the Scout's stock melee weapon, the Bat. When the wielding Scout kills or has an assist in killing an opponent, a [[Health#Health_Kits|small health kit]] spawns in the place of the player who has been killed, healing 20.5% health to anyone who picks it up, including the opposing team. A trade-off for this benefit however is that the wielding Scout suffers an additional 25% damage from explosives ([[Projectiles#Explosions|Rockets]], Sticky Bombs, Grenades, the Ullapool Caber and the Soldier's [[Equalizer]] taunt attack).
+
The Candy Cane deals the same damage as the stock Bat. Upon kill or kill assist by the player with this weapon, a small health pack is dropped from the dead player. The candy cane causes the wielder to suffer an additional 25% damage from explosions.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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* '''Attack:''' 0.5s
 
* '''Attack:''' 0.5s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Statistically identical to [[Scout weapons (competitive)#B|bat]].
+
* Statistically identical to the [[#Bat|bat]].
* 25% explosive damage vulnerability on wearer.
+
* +25% explosive damage vulnerability on wearer.
* On kill: A small health pack is dropped.
+
* On kill or kill assist: A small health pack is dropped from dead player.
 
|}
 
|}
 
<br>
 
<br>
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: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
 
: '''Note:''' This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.
  
The Boston Basher has the same damage stats and attack interval as the Bat but will deal [[Bleeding|bleed]] damage to an opponent for 5 seconds upon a successful hit. The wielding Scout relies strongly on these successful hits because if the Scout misses an opponent, they will suffer 43 damage to one's self upon a normal hit and 61 upon a critical hit to self. This dynamic will encourage the Scout to work alone so he can sneak up on opponents and ensure that they land a hit. The Scout will not suffer self inflicted damage if the he hits a teammate, a solid wall, floor or prop or is [[ÜberCharge|ÜberCharged]].
+
The Boston Basher deals the same damage as the stock Bat but will deal [[Bleeding|bleed]] damage to an opponent for five seconds upon a successful hit. If the Scout "misses", that is to say strikes the air, then the scout will take 18 points of immediate damage, followed by 40 points of bleeding over five seconds.
  
The [[Three-Rune Blade]] is a reskin of the Boston Basher, and therefore has the same stats as the Boston Basher.
+
The [[Three-Rune Blade]] has the same stats as the Boston Basher.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 441: Line 446:
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Melee:''' 35  
 
* '''Melee:''' 35  
* '''Damage to self upon miss:''' 13 (Melee) + 40 (Bleed damage)
+
* '''Bleed Damage:''' 40
* '''Bleed Damage:''' 40 (8 damage per second for 5 seconds)  
+
* '''Self damage on miss:''' 18 (Melee) + 40 (Bleed damage)
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Critical:''' 105
 
* '''Critical:''' 105
Line 453: Line 458:
 
* Statistically identical to [[Scout weapons (competitive)#B|bat]].
 
* Statistically identical to [[Scout weapons (competitive)#B|bat]].
 
* On Hit: Bleed for 5 seconds to target.
 
* On Hit: Bleed for 5 seconds to target.
* On miss: Bleed effect is applied to yourself.
 
 
|}
 
|}
 
<br>
 
<br>
Line 462: Line 466:
 
[[File:Sunonastick.png|100px|right]]
 
[[File:Sunonastick.png|100px|right]]
  
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).
+
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time.
  
The Sun-on-a-Stick is a situational melee weapon that has the same attack interval as the Bat but deals 25% less damage overall. The Sun-on-a-Stick has a 100% chance to deal crit damage to any [[Fire|burning]] opponent so it is useful to be around a friendly [[Pyro]] or a [[Sniper]] with flaming [[Huntsman]] arrows when you have this weapon active. Due to the positive effect of this weapon relying on the enemy being engulfed in flames, it is recommended that you do not use this it when you are working alone since it is the second weakest of all of the Scout's melee weapons. An effective melee tactic used by Scout-Pyro pairs is when a Pyro attacks an opponent with any ignite capable weapon and then the Scout uses his quick melee speed on the ignited enemies whilst the Pyro flees or finds another target.
+
The Sun-on-a-Stick functions identically to the bat, except for a 25% damage reduction. However, it deals guaranteed critical hits on burning players.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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[[File:Fan O'War.png|100px|right]]
 
[[File:Fan O'War.png|100px|right]]
  
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).
+
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time.
  
The Fan O'War has the same attack interval as the bat but deals far less damage dealing only 10% of the Bat's damage per swing. This means that this weapon will only deal 3 - 5 damage per swing which means it will take 25 - 42 swings to kill another scout at Melee range. However, this damage shortfall is balanced, since any opponent who is hit with this weapon is marked with a special indicator that shows you and your team that they are marked for death. Any player marked with this indicator will take Mini-crit damage where it would otherwise be normal damage; Critical hits will occur as usual. This weapon might be useful in giving a quick hit to Snipers or distracted opponents and the this could be followed up by you or your team-mates picking them off with Mini-crits using ranged weapons.
+
The Fan'O'War attacks identically to the stock Bat, except it deals 90% less damage. On hit, it marks the target for death, causing them to take minicrits from all damage sources. The effect lasts 15 seconds, but can only effect one enemy at a time.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 511: Line 515:
 
* '''Attack:''' 0.5s
 
* '''Attack:''' 0.5s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* On Hit: one target at a time is marked for death, causing all damage taken to be mini-crits.  Effect duration 15s.
+
* On Hit: Target is marked for death
 +
** Target takes minicrits from all damage sources
 +
** Effect lasts 15 seconds
 
* -90% damage done.
 
* -90% damage done.
 
|}
 
|}
Line 520: Line 526:
 
[[File:RED_Atomizer.png|150px|right]]
 
[[File:RED_Atomizer.png|150px|right]]
  
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).{{citation needed}}
+
: '''Note:''' This weapon is banned in a majority of leagues for acquisition time. {{citation needed}}
  
The Atomizer grants the user a triple jump at the cost of a weaker melee weapon and 10 health per jump. Its use in traversing large gaps or high walls is situational, as double jumps are often enough, but its usefulness in dodging shots is of value, as you can possibly dodge a rocket or pipe after expelling your second jump, saving you up to 100 damage (and possibly death from juggling) at the cost of 10 health. It's usefulness in that field is still situational, unless your enemies often hit where you are going to land after using your double jump.
+
The Atomizer grants the scout a triple jump. The Atomizer has a slower firing rate, deals less damage, and the triple jump costs 10 health.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 540: Line 546:
 
* '''Attack:''' 0.65s
 
* '''Attack:''' 0.65s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Grants Triple Jump (deals 10 damage to user).
+
* Grants a triple jump.
 +
** Deals 10 damage to the Scout.
 +
* Performs [[Home Run]] taunt.
 
|}
 
|}
 
<br>
 
<br>
  
 
===Melee Weapon Usage===
 
===Melee Weapon Usage===
In most leagues, the only melee weapon that is allowed is the Bat and reskins of it. In those leagues, carrying the Holy Mackerel can easily identify Dead Ringer spies, but will cost you the element of surprise and announces to everyone that you are using your melee weapon. In the very few leagues which allow the Sandman, it is of extreme usefulness, basically giving you a free kill. If you are confident in your dodging ability of rockets and grenades, the Candy Cane is a good choice for surviving longer away from the Medic. The Boston Basher is good for killing Snipers, although two hits of any of the Scout's primary weapons will do the job faster and cleaner, without removing your ability to spam your melee weapon. The Fan-O-War is very good if you can ambush a lone enemy, or if you tag their Medic, who you can then Pistol to death. The Atomizer gives you a better dodging ability and allows you to reach a few locations that weren't previously accessible at the cost of a weaker melee weapon and 10 hp per jump. Its usefulness in dodging is questionable, as you also take damage from triple jumping.
+
 
 +
The stock Bat deals quick but low damage, and can be used effectively to conserve ammunition. The Holy Mackerel is functionally identical, but has a method of detecting dead ringer spies. The Sandman makes the Scout have even less health, but can allow for key stuns which will devastate an enemy team. The Candy Cane can help out the Scouts and Roaming soldier to help them survive without a medic longer, but makes the scout highly vulnerable to soldiers and demomen.. The Sun-on-a-Stick is only useful in the presence of Pyros, and only those who employ hit-and-run tactics to ignite large quantities of enemies. The Fan'O'War can easily cause a target to die, but renders the scouts melee weapon useless. The Atomizer has a highly situational third jump, and deals reduced and slower damage, but can help the Scout maneuver better. Standard lineups tend to use the Bat,  Fan'O'War, or the Sandman.
  
 
==See Also==
 
==See Also==

Revision as of 14:09, 18 February 2012

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.

The Scout uses mostly hitscan weaponry which deals immense damage at close range. He has doubled speed and capture rates, making him ideal to quickly cap a further point, or backcap to slow down a push.

Primary weapons

The Scout's primary weapons are all hitscan, and have ramp-up at close range.

Scattergun

Wiki scattergun.png

The stock Scattergun has a full clip of six shots, dealing strong damage at close range. Damage falls of quickly, but is still powerful enough to finish off a weak enemy at medium range.

Weapon Damage Critical Damage Function Times Special
Scattergun
Wiki scattergun.png
  • Point-Blank: 104
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-Crit: 141
  • Over 512 units Mini-Crit: 8/hit
  • Attack: 0.64s
  • Reload Start: 0.76s
  • Reload More: 0.56s


Force-a-Nature

Force-A-Nature.png
Note: This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.

The Force-a-Nature has a faster firing rate than the stock Scattergun, and deals increased damage at close range. It deals scaled knockback on any hit dealing more than 40 damage, but has a clip of only two shots. The knockback can be used to force jump, allowing the scout to jump akin to the Atomizer, without taking damage. If one shell is loaded when the Force-a-Nature is reloaded, it will be discarded in place of two new ones.

Weapon Damage Critical Damage Function Times Special
Force-A-Nature
Force-A-Nature.png
  • Point-Blank: 113
  • 512 units: 5.4/hit, avg 7 hits
  • Over 1024 units: 3/hit
  • Critical: 16.2/hit (max 194)
  • Point-Blank Mini-Crit: 152
  • Over 512 unit Mini-Crit: 7.29/hit
  • Attack: 0.33s
  • Reload: 1.64s
  • Affected by fixed weapon spread (2 extra pellets at center, 1 extra at middle-right).
  • Hits dealing at least 40 damage cause knockback based on damage and positioning.
  • Reloading always consumes entire clip, even if one shot is still loaded.
  • Allows for force jumps.

Shortstop

Shortstop.png
Note: This weapon is banned in a majority of leagues for acquisition time.

The shortstop is designed for medium range combat. It fires fewer bullets, with a reduced clip, but a narrower spread. It deals less damage at point-blank range then the stock Scattergun, but it can deal consistant medium-range damage. It has a slow reload time, forcing players to be accurate with shots and reload at every opportunity. It shares ammo with the pistol, forcing players to seek ammo frequently.

Weapon Damage Critical Damage Function Times Special
Shortstop
Shortstop.png
  • Point-Blank: 72
  • 512 units: 12/hit, avg 7 hits
  • Over 1024 units: 6.34/hit
  • Critical: 36/hit (max 144)
  • Point-Blank Mini-Crit: 97
  • Over 512 unit Mini-Crit: 16.2/hit
  • Attack: 0.36s
  • Reload: 1.01s

Soda Popper

Soda Popper.PNG
Note: This weapon is banned in a majority of leagues for acquisition time. Template:Citationneeded

This weapon fires identically to the stock Scattergun. After 5200 units of running with the Soda Popper active, the Hype Meter will fill and grant the player an 8 second mini-crit boost. The soda popper stocks only two rounds in clip, and reloads akin to the Force-a-Nature.

Weapon Damage Critical Damage Function Times Special
Soda Popper
Soda Popper.PNG
  • Point-Blank: 104
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-Crit: 141
  • Over 512 units Mini-Crit: 8/hit
  • Attack: 0.315s
  • Reload 1.23s
  • Statistically identical to the Scattergun.
  • Affected by fixed weapon spread (1 extra pellet at center).
  • Reloading always consumes entire clip, even if one shot is still loaded.

Primary Weapon Usage

The stock Scattergun is most commonly used, due to its large clip and large damage ramp-up. The Force-a-Nature's knockback can help to turn the tide of key battles, but is not always available. The Shortstop deals consistant medium range damage, while the Soda Popper allows the Scout to attack with a damage boost. However, the stock Scattergun deals the most consistant damage, making it a favorite.

Secondary Weapons

The Scout can either use another hitscan weapon to increase his damage output, or can use a lunchbox item to provide situational help.

Pistol

Pistol.png

The Pistol is the stock secondary weapon carried by Scouts. It deals moderate damage at medium and long range, with a fast fire rate but a small clip. This makes it great to finish off enemies who are very low on health.

The Lugermorph has the same stats as the Pistol.

Weapon Damage Critical Damage Function Times Special
Pistol
Pistol.png
  • Point-Blank: 22
  • 512 units: 15
  • Over 1024 units: 8
  • Critical: 45
  • Point-Blank Mini-Crit: 30
  • Over 512 unit Mini-Crit: 20
  • Attack: 0.125s
  • Reload: 1.36s
  • If unfired in the past 1.25 seconds, the next shot has perfect accuracy.


Bonk! Atomic Punch

RedBonk.png
Note: This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.

Bonk! Atomic Punch is one of the lunchbox items for Scout. When drunk, it grants the scout invulnerability for six seconds. Knockback, telefrags, and pits will still kill the Scout during this time. This provides a good method of running past deployed sticky traps, distracting sentries, or pushing through a team to make a back-cap. Although it provides invulnerability, it prevents the scout from using any of his weapons.

Weapon Damage Critical Damage Function Times Special
Bonk! Atomic Punch
RedBonk.png
N/A N/A
  • Comsumption time: 1.25s
  • Duration: 6s
  • Recharge Time: 30s
  • Can be affected by knockback while in use.
  • Recharge begins upon end of consumption.
    • 24 seconds between end of effect and next available use.

Crit-a-Cola

Crit-a-Cola.png
Note: This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.

Bonk! Atomic Punch is one of the lunchbox items for Scout. When drunk, it grants the Scout mini-crits for six seconds. The scout will also take mini-crits during consumption and activation time.

Weapon Damage Critical Damage Function Times Special
Crit-a-Cola
Crit-a-Cola.png
N/A N/A
  • Consumption time: 1.25s
  • Duration: 6s
  • Recharge time: 30s
  • The Scout takes and deals mini-crits during consumption and duration.
  • Recharge begins upon end of consumption.
    • 24 seconds between end of effect and next available use.

Mad Milk

Mad Milk.png
Note: This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).

Mad Milk is one of the lunchbox items for Scout. When thrown, it coats any enemy players, including cloaked and disguised spies, giving them a visual effect akin to Jarate, but healing 60% of any damage done to them to the attacker. It can extinguish players who are on fire, but also will wash off of a target if they submerge in water, or touch a resupply cabinet.


Weapon Damage Critical Damage Function Times Special
Mad Milk
Mad Milk.png
N/A N/A
  • Effect Duration: 6s
  • Refill Time: 10s
  • 60% of all damage dealt to coated players is healed.
  • Extinguishes afterburn.
  • Reveals cloaked and Disguised Spies.

Winger

Winger.PNG
Note: This weapon is banned in a majority of leagues for acquisition time. Template:Citationneeded

The Winger deals 15% more damage than the pistol, at the cost of a reduced clip size, and combined ammunition with the scout's primary weapon.

Weapon Damage Critical Damage Function Times Special
Winger
Winger.PNG
  • Point-Blank: 26
  • 512 units: 17
  • Over 1024 units: 10
  • Critical: 52
  • Point-Blank Mini-Crit: 30
  • Over 512 unit Mini-Crit: 20
  • Attack: 0.125s
  • Reload: 1.36s
  • If unfired in the past 1.25 seconds, the next shot has perfect accuracy.


Secondary Weapon Usage

Scouts will usually opt for the Pistol to provide extra damage output rather than the lunchbox items on offer. While the Winger's extra damage may finish off opponents faster, a full clip can deal more damage over time. Lunchbox items are rarely used, but do have uses. Bonk! Atomic Punch is useful in case of a tricky sentry, Crit-a-Cola can make a confident Scout even more deadly, while Mad Milk can help the other scout as well as the roaming soldier gain back health without a Medic.

Melee Weapon

Generally, a scout will use his Scattergun when at close quarters, as it deals great damage. However, if a target is known to be low, and the Scout wants to conserve ammo, he may opt for a melee kill. Scouts deal reduced melee damage, but hit more frequently.

Bat

Wiki bat.png

The Bat is the Scout's standard melee weapon. Although it deals half the damage per hit than other standard melee weapons, the Bat has a much smaller attack interval to allow for almost two swings in the time it takes a standard melee attack to swing once.

Weapon Damage Critical Damage Function Times Special
Bat
Wiki bat.png
  • Melee: 35
  • Critical: 105
  • Mini-crit: 47
  • Attack: 0.5s
  • Stock melee weapon.


Sandman

Sandman.png
Note: This weapon is either limited or banned in a majority of leagues. Check your league's rule page for details on their weapon restrictions

The Sandman deals identical damage as the bat. However, it offers the capability to stun. On alt-fire, the Scout launches a ball which will stun for different duration depending on range. This can help a scout take down a pocket by rendering half of it useless, or simply pick of another scout if well timed. The Sandman costs the Scout 15 health for its functionality. A replacement ball can be picked up after a player is it, or it will recharge after 15 seconds.

Weapon Damage Critical Damage Function Times Special
Sandman
Sandman.png
  • Melee: 35
  • Ball: 15
  • Critical: 105
  • Minicrit: 47
  • Ball Critical: 45
  • Ball Minicrit: 20
  • Attack: 0.5s
  • Ball Recharge: 15s
  • Bonk duration varies based on distance.
    • Minimum distance 256 units for a duration of 1 second.
    • Maximum distance 1792 units for a duration of 7 seconds.
    • 2 seconds additional stun time for a critical ball.
  • Ball deals impact damage with no fall-off, but with slight ramp-up.
  • Ball cannot be thrown underwater.
  • Reduces max health by 15.
  • Performs Home Run taunt.


Holy Mackerel

Holy Mackerel.png
Note: This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.

The Holy Mackerel is functionally identical to the stock Bat, except it broadcasts each hit and kill. It cannot be used to detect disguised spies, but it will indicate the use of the dead ringer.

The Unarmed Combat has the same stats as the Fish, except it broadcasts Arm Hit and Arm Kill for hits and kills.

Weapon Damage Critical Damage Function Times Special
Holy Mackerel
Holy Mackerel.png
  • Melee: 35
  • Critical: 105
  • Minicrit: 47
  • Attack: 0.5s
  • Functionally identical to the Bat.
  • Broadcasts hits and kills.


Candy Cane

RED Candy Cane.png
Note: This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.

The Candy Cane deals the same damage as the stock Bat. Upon kill or kill assist by the player with this weapon, a small health pack is dropped from the dead player. The candy cane causes the wielder to suffer an additional 25% damage from explosions.

Weapon Damage Critical Damage Function Times Special
Candy Cane
RED Candy Cane.png
  • Melee: 35
  • Critical: 105
  • Minicrit: 47
  • Attack: 0.5s
  • Statistically identical to the bat.
  • +25% explosive damage vulnerability on wearer.
  • On kill or kill assist: A small health pack is dropped from dead player.


Boston Basher

TheBostonBasher.png
Note: This weapon is either limited or banned in some leagues. Check your league's rule page for details on their weapon restrictions.

The Boston Basher deals the same damage as the stock Bat but will deal bleed damage to an opponent for five seconds upon a successful hit. If the Scout "misses", that is to say strikes the air, then the scout will take 18 points of immediate damage, followed by 40 points of bleeding over five seconds.

The Three-Rune Blade has the same stats as the Boston Basher.

Weapon Damage Critical Damage Function Times Special
Boston Basher
TheBostonBasher.png
  • Melee: 35
  • Bleed Damage: 40
  • Self damage on miss: 18 (Melee) + 40 (Bleed damage)
  • Critical: 105
  • Critical damage to self upon miss: 21 (Melee) + 40 (Bleed damage)
  • Minicrit: 47
  • Minicrit Bleed Damage: 54 (10.8 damage per second for 5 seconds)
  • Attack: 0.5s
  • Statistically identical to bat.
  • On Hit: Bleed for 5 seconds to target.



Sun-on-a-Stick

Sunonastick.png
Note: This weapon is banned in a majority of leagues for acquisition time.

The Sun-on-a-Stick functions identically to the bat, except for a 25% damage reduction. However, it deals guaranteed critical hits on burning players.

Weapon Damage Critical Damage Function Times Special
Sun-on-a-Stick
Sunonastick.png
  • Melee: 26
  • Critical: 79
  • Minicrit: 35
  • Attack: 0.5s
  • 100% crits vs burning players.
  • -25% damage done.


Fan O'War

Fan O'War.png
Note: This weapon is banned in a majority of leagues for acquisition time.

The Fan'O'War attacks identically to the stock Bat, except it deals 90% less damage. On hit, it marks the target for death, causing them to take minicrits from all damage sources. The effect lasts 15 seconds, but can only effect one enemy at a time.

Weapon Damage Critical Damage Function Times Special
Fan O'War
Fan O'War.png
  • Melee: 4
  • Critical: 13
  • Minicrit: 5
  • Attack: 0.5s
  • On Hit: Target is marked for death
    • Target takes minicrits from all damage sources
    • Effect lasts 15 seconds
  • -90% damage done.


Atomizer

RED Atomizer.png
Note: This weapon is banned in a majority of leagues for acquisition time. [citation needed]

The Atomizer grants the scout a triple jump. The Atomizer has a slower firing rate, deals less damage, and the triple jump costs 10 health.

Weapon Damage Critical Damage Function Times Special
Atomizer
RED Atomizer.png
  • Melee: 28
  • Critical: 84
  • Minicrit: 37
  • Attack: 0.65s
  • Grants a triple jump.
    • Deals 10 damage to the Scout.
  • Performs Home Run taunt.


Melee Weapon Usage

The stock Bat deals quick but low damage, and can be used effectively to conserve ammunition. The Holy Mackerel is functionally identical, but has a method of detecting dead ringer spies. The Sandman makes the Scout have even less health, but can allow for key stuns which will devastate an enemy team. The Candy Cane can help out the Scouts and Roaming soldier to help them survive without a medic longer, but makes the scout highly vulnerable to soldiers and demomen.. The Sun-on-a-Stick is only useful in the presence of Pyros, and only those who employ hit-and-run tactics to ignite large quantities of enemies. The Fan'O'War can easily cause a target to die, but renders the scouts melee weapon useless. The Atomizer has a highly situational third jump, and deals reduced and slower damage, but can help the Scout maneuver better. Standard lineups tend to use the Bat, Fan'O'War, or the Sandman.

See Also