Difference between revisions of "Anti-Scout strategy"

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m (The anti-class pages will soon enter paragraph format.)
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| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Scout_badge_RED.png|40px]] [[Classes|Role]]
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Scout_badge_RED.png|40px]] [[Classes|Role]]
 
|
 
|
*The Scout excels at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and constantly report his location to teammates.
+
The Scout excels at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and constantly report his location to teammates.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_medic.png|40px]] [[Health]]
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_medic.png|40px]] [[Health]]
 
|
 
|
*The Scout is very frail and can be killed in just a few good shots.
+
The Scout is very frail and can be killed in just a few good shots.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_scout.png|40px]] [[Speed]]
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_scout.png|40px]] [[Speed]]
 
|
 
|
*The Scout is extremely fast and can [[double jump]], so carefully predict his movements to ensure your attacks hit, particularly when using [[projectile]] weapons. If he is airborne, wait until he exhausts his double jump before trying to land airshots. His maneuverability allows him to easily chase any other class but is less powerful in confined areas, where he has less room to dodge.  
+
The Scout is extremely fast and can [[double jump]], so carefully predict his movements to ensure your attacks hit, particularly when using [[projectile]] weapons. If he is airborne, wait until he exhausts his double jump before trying to land airshots. His maneuverability allows him to easily chase any other class but is less powerful in confined areas, where he has less room to dodge.  
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]
 
| class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]
 
|
 
|
*The Scout’s weapons are devastating at close range but very weak at long range. Thus, he must put himself in danger and actively enter combat to have any chance at killing enemies.
+
The Scout’s weapons are devastating at close range but very weak at long range. Thus, he must put himself in danger and actively enter combat to have any chance at killing enemies.
 
|}
 
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Scattergun}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Scattergun}}
 
|
 
|
*The Scattergun deals immense damage at point-blank range and will allow a Scout to stay in combat for a modest amount of time. Although he is faster than you, do your best to stay at medium range to minimize the damage you may take while trading blows. It takes a considerably long time for a Scout to reload his Scattergun; if he uses most of his six shots, keep pressuring him into firing so that he cannot fully reload.
+
The Scattergun deals immense damage at point-blank range and will allow a Scout to stay in combat for a modest amount of time. Although he is faster than you, do your best to stay at medium range to minimize the damage you may take while trading blows. It takes a considerably long time for a Scout to reload his Scattergun; if he uses most of his six shots, keep pressuring him into firing so that he cannot fully reload.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Force-A-Nature}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Force-A-Nature}}
 
|
 
|
*The Force-A-Nature deals even more damage than the Scattergun up close, but must be reloaded every two shots.  If the Scout insists on staying in close combat, pick him off during his frequent reloading periods. Its [[knock back]] effects let him easily reposition or disorient you for a follow-up shot, so avoid lingering near walls or field hazards where you can quickly be cornered.
+
The Force-A-Nature deals even more damage than the Scattergun up close, but must be reloaded every two shots.  If the Scout insists on staying in close combat, pick him off during his frequent reloading periods. Its [[knock back]] effects let him easily reposition or disorient you for a follow-up shot, so avoid lingering near walls or field hazards where you can quickly be cornered.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Shortstop}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Shortstop}}
 
|
 
|
*Unlike the Scattergun, the Shortstop has a tight bullet spread suited for medium range. By closing the distance, the Scout may find it more difficult to hit you.
+
Unlike the Scattergun, the Shortstop has a tight bullet spread suited for medium range. By closing the distance, the Scout may find it more difficult to hit you.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Soda Popper}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Soda Popper}}
 
|
 
|
*Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. You’ll need to quickly eliminate a Scout with a full Hype charge, as his speed ensures that you won’t be able to escape from his Mini-Crits.
+
Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. You’ll need to quickly eliminate a Scout with a full Hype charge, as his speed ensures that you won’t be able to escape from his Mini-Crits.
 
|}
 
|}
  
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| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Pistol|icon-size=100x100px}}{{Icon weapon|weapon=Lugermorph|icon-size=100x100px}}<br>[[Pistol]] / [[Lugermorph]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Pistol|icon-size=100x100px}}{{Icon weapon|weapon=Lugermorph|icon-size=100x100px}}<br>[[Pistol]] / [[Lugermorph]]
 
|
 
|
*While the Scout might use his Pistol to harass you from a distance, its damage is minor and its ammunition pool is meager. Keep a distance from him to take advantage of his weak long range capabilities.
+
While the Scout might use his Pistol to harass you from a distance, its damage is minor and its ammunition pool is meager. Keep a distance from him to take advantage of his weak long range capabilities.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonk! Atomic Punch}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonk! Atomic Punch}}
 
|
 
|
*Bonk! Atomic Punch is designed to help a Scout get past dangerous areas, such as chokepoints or Sentry Gun nests. He can’t fight while under its effects, so impede his movement by body blocking or using [[knock back]].
+
Bonk! Atomic Punch is designed to help a Scout get past dangerous areas, such as chokepoints or Sentry Gun nests. He can’t fight while under its effects, so impede his movement by body blocking or using [[knock back]].
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Crit-a-Cola}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Crit-a-Cola}}
 
|
 
|
*While Crit-a-Cola will allow a Scout to deal Mini-Crits to you, you can deal Mini-Crits right back at him. He’ll often consume it when preparing for an ambush, so stay alert and pick him off first.
+
While Crit-a-Cola will allow a Scout to deal Mini-Crits to you, you can deal Mini-Crits right back at him. He’ll often consume it when preparing for an ambush, so stay alert and pick him off first.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Mad Milk}}
 
|
 
|
*The healing provided by Mad Milk will let an accurate Scout stay in a fight for a prolonged period of time. If you’re covered by it, you’ll either need to retreat or take him out very quickly.
+
The healing provided by Mad Milk will let an accurate Scout stay in a fight for a prolonged period of time. If you’re covered by it, you’ll either need to retreat or take him out very quickly.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Winger}}
 
|
 
|
*The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it can only deal minor damage.
+
The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it can only deal minor damage.
 
|-
 
|-
 
|}
 
|}
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<br>[[Bat]]  
 
<br>[[Bat]]  
 
|
 
|
*A Scout that insists on using the Bat can easily deal more damage at close range with any of his primary weapons, actually giving you a slight advantage in melee combat so long as you keep your aim steady.
+
A Scout that insists on using the Bat can easily deal more damage at close range with any of his primary weapons, actually giving you a slight advantage in melee combat so long as you keep your aim steady.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandman}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandman}}
 
|
 
|
*If you are [[stun]]ned by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout so that you can immediately retaliate once the effect wears off.
+
If you are [[stun]]ned by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout so that you can immediately retaliate once the effect wears off.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Holy Mackerel}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Holy Mackerel}}
|
+
|The Holy Mackerel functions similarly to the Bat but announces each hit in the kill feed.
*The Holy Mackerel functions similarly to the Bat but announces each hit in the kill feed.
 
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Candy Cane}}
 
|
 
|
*If possible, switch to an explosive weapon to take advantage of the increased explosive vulnerability a Scout wielding the Candy Cane is penalized with. Try to steal the small health kits dropped by teammates that the Scout aided in killing.
+
If possible, switch to an explosive weapon to take advantage of the increased explosive vulnerability a Scout wielding the Candy Cane is penalized with. Try to steal the small health kits dropped by teammates that the Scout aided in killing.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Boston Basher|icon-size=100x100px}}{{Icon weapon|weapon=Three-Rune Blade|icon-size=100x100px}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Boston Basher|icon-size=100x100px}}{{Icon weapon|weapon=Three-Rune Blade|icon-size=100x100px}}
 
<br>[[Boston Basher]] / [[Three-Rune Blade]]
 
<br>[[Boston Basher]] / [[Three-Rune Blade]]
 
|
 
|
*Continuously evade a Scout that is attacking you with the Boston Basher/Three-Rune Blade so that he damages himself.
+
Continuously evade a Scout that is attacking you with the Boston Basher/Three-Rune Blade so that he damages himself.
 
|-
 
|-
 
|class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}}
 
|class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Sun-on-a-Stick}}
 
|
 
|
*The Sun-on-a-Stick does less base damage than the standard Bat. If you are set on [[fire]], you should always be trying to extinguish yourself, retreating from any Scout that may try to pick you off.
+
The Sun-on-a-Stick does less base damage than the standard Bat. If you are set on [[fire]], you should always be trying to extinguish yourself, retreating from any Scout that may try to pick you off.
 
|-
 
|-
 
|class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}}
 
|class="small" align="center" valign="center" style="padding:0.5em" | {{Table icon|Fan O'War}}
 
|
 
|
*If you are marked by the Fan O’War, the Scout will likely try to chase you down with his primary weapon. Adjust your one-on-one tactics to his chosen weapon accordingly and try to move to where your teammates are so they can help.
+
If you are marked by the Fan O’War, the Scout will likely try to chase you down with his primary weapon. Adjust your one-on-one tactics to his chosen weapon accordingly and try to move to where your teammates are so they can help.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}}
 
| class="small" align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Atomizer|icon-size=100x100px}}
 
<br>[[Atomizer]]
 
<br>[[Atomizer]]
 
|
 
|
*While a Scout might never use the Atomizer in actual combat, the triple jump greatly increases his mobility. Performing the third jump costs 10 HP, however, which can expedite killing him.
+
While a Scout might never use the Atomizer in actual combat, the triple jump greatly increases his mobility. Performing the third jump costs 10 HP, however, which can expedite killing him.
 
|}
 
|}
  
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<br>[[Item sets#Scout|The Special Delivery]]
 
<br>[[Item sets#Scout|The Special Delivery]]
 
|
 
|
*This item set increases the Scout's survivability, particularly in large firefights. A Scout using this set is best keeping a moderate distance, where he can readily harass enemies with both the Shortstop and Mad Milk. He is restricted to only using the Shortstop as a strong source of damage, so close the distance, where he may find it more difficult to hit you.
+
This item set increases the Scout's survivability, particularly in large firefights. A Scout using this set is best keeping a moderate distance, where he can readily harass enemies with both the Shortstop and Mad Milk. He is restricted to only using the Shortstop as a strong source of damage, so close the distance, where he may find it more difficult to hit you.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" |  
 
| class="small" align="center" valign="center" style="padding:0.5em" |  
Line 145: Line 144:
 
<br>[[Item sets#Scout|The #1 Fan]]
 
<br>[[Item sets#Scout|The #1 Fan]]
 
|
 
|
*This item set builds on the Scout’s amazing one-on-one prowess. React to the individual weapons, particularly the Soda Popper’s Hype and the Atomizer’s triple jump, accordingly.
+
This item set builds on the Scout’s amazing one-on-one prowess. React to the individual weapons, particularly the Soda Popper’s Hype and the Atomizer’s triple jump, accordingly.
  
 
|}
 
|}

Revision as of 20:14, 17 September 2011

Kay, this does not look good here, um...
Never send a boy to fight a man's war.
The Soldier

The Scout is a very fast, maneuverable class that packs a high amount of firepower at close range, making him extremely effective in one-on-one combat. He excels in open environments, where his speed and double jump allow him to easily maneuver around a map, close long distances, and ambush the most vulnerable enemies. He can use his mobility to completely avoid damage, more than making up for his lack of health. Depending on his loadout, a Scout can bring along weapons with additional utility that help him pick off individual targets with even more ease. If you can restrict a Scout's manueverability, you can easily dispose of him.

General

Attributes Anti-Scout strategy
Scout emblem RED.png Role

The Scout excels at taking alternate paths to avoid direct combat, ambushing vulnerable enemies, and accomplishing mission objectives. Keep an eye on routes he might take and constantly report his location to teammates.

Leaderboard class medic.png Health

The Scout is very frail and can be killed in just a few good shots.

Leaderboard class scout.png Speed

The Scout is extremely fast and can double jump, so carefully predict his movements to ensure your attacks hit, particularly when using projectile weapons. If he is airborne, wait until he exhausts his double jump before trying to land airshots. His maneuverability allows him to easily chase any other class but is less powerful in confined areas, where he has less room to dodge.

Leaderboard class soldier.png Power

The Scout’s weapons are devastating at close range but very weak at long range. Thus, he must put himself in danger and actively enter combat to have any chance at killing enemies.


Primary Weapons

Weapon Anti-Scout strategy
Scattergun
Scattergun

The Scattergun deals immense damage at point-blank range and will allow a Scout to stay in combat for a modest amount of time. Although he is faster than you, do your best to stay at medium range to minimize the damage you may take while trading blows. It takes a considerably long time for a Scout to reload his Scattergun; if he uses most of his six shots, keep pressuring him into firing so that he cannot fully reload.

Force-A-Nature
Force-A-Nature

The Force-A-Nature deals even more damage than the Scattergun up close, but must be reloaded every two shots. If the Scout insists on staying in close combat, pick him off during his frequent reloading periods. Its knock back effects let him easily reposition or disorient you for a follow-up shot, so avoid lingering near walls or field hazards where you can quickly be cornered.

Shortstop
Shortstop

Unlike the Scattergun, the Shortstop has a tight bullet spread suited for medium range. By closing the distance, the Scout may find it more difficult to hit you.

Soda Popper
Soda Popper

Like the Force-A-Nature, the Soda Popper must frequently be reloaded, which will often leave the Scout vulnerable. You’ll need to quickly eliminate a Scout with a full Hype charge, as his speed ensures that you won’t be able to escape from his Mini-Crits.

Secondary Weapons

Weapon Anti-Scout strategy
Item icon Pistol.pngItem icon Lugermorph.png
Pistol / Lugermorph

While the Scout might use his Pistol to harass you from a distance, its damage is minor and its ammunition pool is meager. Keep a distance from him to take advantage of his weak long range capabilities.

Bonk! Atomic Punch
Bonk! Atomic Punch

Bonk! Atomic Punch is designed to help a Scout get past dangerous areas, such as chokepoints or Sentry Gun nests. He can’t fight while under its effects, so impede his movement by body blocking or using knock back.

Crit-a-Cola
Crit-a-Cola

While Crit-a-Cola will allow a Scout to deal Mini-Crits to you, you can deal Mini-Crits right back at him. He’ll often consume it when preparing for an ambush, so stay alert and pick him off first.

Mad Milk
Mad Milk

The healing provided by Mad Milk will let an accurate Scout stay in a fight for a prolonged period of time. If you’re covered by it, you’ll either need to retreat or take him out very quickly.

Winger
Winger

The Winger functions similarly to the Pistol and should be treated the same way; keep a distance so it can only deal minor damage.

Melee Weapons

Weapon Anti-Scout strategy
Item icon Bat.png


Bat

A Scout that insists on using the Bat can easily deal more damage at close range with any of his primary weapons, actually giving you a slight advantage in melee combat so long as you keep your aim steady.

Sandman
Sandman

If you are stunned by the Sandman's baseball, retreat towards your teammates so that they can protect you. Keep your aim on the Scout so that you can immediately retaliate once the effect wears off.

Holy Mackerel
Holy Mackerel
The Holy Mackerel functions similarly to the Bat but announces each hit in the kill feed.
Candy Cane
Candy Cane

If possible, switch to an explosive weapon to take advantage of the increased explosive vulnerability a Scout wielding the Candy Cane is penalized with. Try to steal the small health kits dropped by teammates that the Scout aided in killing.

Item icon Boston Basher.pngItem icon Three-Rune Blade.png


Boston Basher / Three-Rune Blade

Continuously evade a Scout that is attacking you with the Boston Basher/Three-Rune Blade so that he damages himself.

Sun-on-a-Stick
Sun-on-a-Stick

The Sun-on-a-Stick does less base damage than the standard Bat. If you are set on fire, you should always be trying to extinguish yourself, retreating from any Scout that may try to pick you off.

Fan O'War
Fan O'War

If you are marked by the Fan O’War, the Scout will likely try to chase you down with his primary weapon. Adjust your one-on-one tactics to his chosen weapon accordingly and try to move to where your teammates are so they can help.

Item icon Atomizer.png


Atomizer

While a Scout might never use the Atomizer in actual combat, the triple jump greatly increases his mobility. Performing the third jump costs 10 HP, however, which can expedite killing him.

Item sets

Set Anti-Scout strategy

Shortstop Mad Milk Holy Mackerel Milkman


The Special Delivery

This item set increases the Scout's survivability, particularly in large firefights. A Scout using this set is best keeping a moderate distance, where he can readily harass enemies with both the Shortstop and Mad Milk. He is restricted to only using the Shortstop as a strong source of damage, so close the distance, where he may find it more difficult to hit you.

Soda Popper Winger Atomizer Bonk Boy


The #1 Fan

This item set builds on the Scout’s amazing one-on-one prowess. React to the individual weapons, particularly the Soda Popper’s Hype and the Atomizer’s triple jump, accordingly.

See also