This tutorial covers Scout tactics.
[title]TEAM FORTRESS 2: THE ULTIMATE GUIDE TO STRATEGY
PART ONE - THE SCOUT[/title]
The Scout is the first Offense class for Team Fortress 2. Personally, he's my favourite class.
Most people get the complete wrong idea with Scouts. They instantly use the Force-a-Nature, Atomic punch and Sandman the instant they get them and never switch back. They also work as a completely persistent attack class, often ending up in a group of four Scouts rushing at the same time when a single Heavy, Pyro or Soldier would be much more efficient.
THE BASIC TACTICS
The main rule to obey by with the Scout is this: Never attack your opponent head on. If someone sees you coming straight at them, you're incredibly easy to take down. Another Scout would Scattergun/FaN you, a Soldier would rocket you, a Pyro would shotgun you or flame you if you're close enough, a Demoman could pipe-bomb you, a Heavy could minigun you, an Engineer could shotgun you, a Medic could syringegun you, a Sniper could snipe you, and a spy could revolver you. It's a heck of a lot easier than it looks. The trick to avoiding this is to get behind the enemy into their blind spot by taking the less-travelled path. If you do end up head-on with someone, then the next paragraph is your lifesaver.
If you do confront someone head-on, then you have two options:
- Run away.
- Get owned.
There is, of course, a middle ground. Kill assists get you a point, so these situations are the ones that really count. Run up to them, or circle-strafe, or dodge, or something, then shoot them a few times and flee, getting a few hits in with your Pistol and dodging like crazy. Do this as fast as possible, or you'll surely get killed. Chances are you'll get hurt anyway, which is why you'll end up relying on Dispensers and Health packs alot. Just get in, do damage, and get out.
HOW TO FIGHT THE BAD GUYS
- Other Scouts.
This is an annoying situation, since you can't run away from another Scout, because they're the same speed as you. Most Scouts are persistent, and will follow you, trying to get an easy kill. Your best shot here is to run right up to them with your Scattergun/FaN, then get a few shots in and duck behind cover while they're scratching their heads, wondering where you got to. Ambush them if they go past your hiding spot. If you're in an open area, rely on the Pistol. Trust me, it's an underestimated weapon.
- Soldiers.
Soldiers are fairly easy to take care of. All it takes is a couple of shots or whacks, and they're gone. That is, unless they see you. If there is even on Soldier in the area, make sure he doesn't see you, and try to get rid of him, or at least score a kill assist. If he sees you before you can kill him, his rocket will surely get you before you can run away, so ambushing from a higher vantage point is a good idea.
- Pyros.
Ick. Pyros are a great anti-Scout force, so avoid these guys whenever you can. There's little hope of killing them, so just get some damage in while running. If he flames you, get into water or a health pack ASAP. Low health is bad for Scouts, given you only have 125/95 to begin with.
- Demomen.
As long as you can dodge and see where his gun's pointing, Demomen shouldn't give youo any trouble. NEVER ambush a Demoman from the front, or you'll have a grenade in your face before you can even shoot him. Attacking from the blind spot is, again, perfect, but keep your distance with these guys. The closer you are, the more lethal their gun is. Then again, the further away you are, the more inaccurate your gun is.
- Heavies.
These guys are alot easier to kill than they seem. It's well-known that Heavies own Scouts to the ends of the earth, but that only applies to the head-on Scout attacks, which seem quite popular. Two FaN shots or 3 Scattergun shots from behind will down a Heavy instantly, but if you're in their line of fire, you could lose about half your health, which, as long as you get to a health pack, is fine. Attack from as close as possible - that's completely unexpected, which gives you time for another shot.
- Engineers.
The actual Engineers will give you no trouble at all. Even go head-on with them if you like, the only thing that could really happen is a crit-wrench to the face. Just shoot them. Their Sentries, however, cause you heaps of trouble. If it's level 1 or possibly level 2, then circle-strafing and shooting should help, so long as you keep a compensatory distance. Dodge alot, aswell. Level 1 sentries are slow at turning. If the sentry is level 3, forget it. Go Spy for one round and sap it.
- Medics.
These are great fun to own from behind (that sounded bad). They're like Engineers, but don't underestimate the syringegun. Keep a fair distance so that it's hard for them to aim. If they have a patient, like a Heavy or Soldier, make sure the patient doesn't see you. If they don't notice you kill the Medic, get to work on them aswell.
- Snipers.
Don't stand still.
- Spies.
Scouts are a great anti-Spy class, just like the Pyro or Spy. If there's a certain teammate you can't walk through, they're a Spy. Shoot them before they can get away, and Pistol the whole room if they cloak. Mass-spychecking is a good Scout habit, and Engineers will love you for it. Once you kill a Spy, keep spychecking that place, they might be using Deadringer.
TUTORIAL BY VAPIDTUMOR










