The ultimate guide to strategy: Part One

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:

  1. Run away.
  2. 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


  1. 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.

  1. 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.

  1. 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.

  1. 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.

  1. 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.

  1. 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.

  1. 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.

  1. Snipers.

Don't stand still.

  1. 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


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Comments

  • GhrimSand's Levels
    • C1: Member
    • A4: Graduate
      Account Age: 3 years
    Posted 3 years ago

    This guide is a great guide for newer Scouts but...

    Pyros, unkillable?? You sir need to learn how to weapon heckle, and actually take advantage of your speed. If you've got skill, you can use your speed to avoid his flames, while filling him with lead. Stay just out of his flame range; even while running backwards you're significantly faster than him.

    If he has more then one good brain cell, he'll take out his shotgun/flaregun. If he has the flare, use the same strategy you should use while fighting a soldier; stay in the air and move unpredictably. If he has a shotgun, get in close, but be prepared to jump away from a torrent of flame.

    Catch him in close quarters and...

    You're dead.

    I promise I vill heal you!
  • FallDown's Levels
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    FallDown
    Posted 3 years ago

    Sucks.

    User Title
    TheSystem
  • Smish132's Levels
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    Posted 3 years ago

    This needs proof reading. it has a quite a few mistakes

    User Title
    8-Bit? Hell yeah!
  • Jeremy66's Levels
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    Posted 3 years ago

    I kind of disagree with the point about head on combat. Scouts are kind of meant to get right up against their opponent with the shotgun. Most classes can only take 3 scattergun/2 FaN shots before dying.

    Zombie Slayer. 1-800-332-3545
  • Akaradude's Levels
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    Posted 3 years ago

    The Tutorial isnt a Compiling one, it is a Stratergy

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    ThrustWiggle
  • TheStriker*'s Levels
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    Posted 3 years ago

    This isn't a compiling tutorial, it's a strategy guide!

    HELLO I'M MASTER CHIEF LOLOLOL
  • Campin Carl's Levels
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    Posted 3 years ago

    This isn't a compile tutorial, please fix the category.

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    I'm never useful
  • Dr. Whoop DSc's Levels
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    Posted 3 years ago
    Posted by VapidTumor If you do confront someone head-on, then you have two options: 1. Run away. 2. Get owned.

    Wtf? Scout is all about close head on head combat :S You jump around and over them like a crazed mongoose till you kill them dead.

  • CptFalcon's Levels
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    Posted 3 years ago

    Nothing about weapon choices?

    Scattergun vs. FAN

    The scattergun is a better weapon to start with if you're not very good with the scout, because it's pretty easy to use. It is also an easy to learn, hard to master type weapon. It has more range than the FAN, so a good tactic is to fire 3-4 shots while running up to your target, then to retreat and circle around while reloading. If you're good at circle-strafing, this is the weapon for you, because if you keep your gun steady on your target you will rarely need the whole clip.

    The FAN is the perfect weapon for hit & run tactics. Work like a spy or pyro: get as close as you can to your target and unload both shots point blank. If it's a soldier or a heavy he probably won't be dead, so you run around them while they're stunned (player stun not character sandman style) and if you can get around him you can fire your next two shots which will invariably kill them. The FAN is only effective in close-quarters & hallway type levels where you can get to cover while reloading. Otherwise you'll fire two shots and look like a noob when you die.

    Pistol vs Bonk!

    The pistol is the best weapon for the killer scout. It's the followup to your primary if they're out of range or you don't have time to reload your weapons. My main gripe is the low ammo count, I think about 4 clips, which is stupid because the engi should share one of his one-million magazines. (Note, a good engi tactic is to spam your pistol at enemies approaching your sentry nest, then to retreat. you should never worry about your ammo.) DO NOT attempt to use your pistol first while closing the gap between you and your target, planning to use your primary when in range. THAT IS STUPID, ONLY THE REVERSE WILL WORK. Utilize the element of surprise with your primary. Blast them with one or two salvos, and if it doesn't look like they'll go down, pepper them with pistol while you retreat and CIRCLE AROUND. don't give up, the point is to get him the second time with the same tactic. Yes they'll be expecting it, but you can come from nearly any angle. If he doesn't seem like a noob, retire the primary the second go around and try to pick him off with your pistol. It's possible.

    Honestly, the Bonk! is more of a gimmick, but it has saved my ass in the past. Note what I said, saved. The Bonk is NOT an offensive weapon, or a weapon of any sort, it is a TOOL. The best case scenario is that you pissed off some enemies and they are after you, but you're backed into a corner with little means of escape. This would be the time to pull out your Bonk and flee. It's purpose is to return you to your side of the lines behind your teammates where you can recover. CAUTION: SENTRIES can be your best friend or your worst enemy. To use them to your advantage, you can jump in the direction of your base and the bullets will harmless carry you at lightspeed to your destination, just beware of walls or overhangs which will stick you in place. don't try to jump to or over them, because they will easily push you back. (NOTE: while ubered and facing a sentry as any class, DO NOT jump. Once your feet leave the ground you go flying.) People often try to use the Bonk like the spy's cloak, to get behind enemy lines. However, the cloak makes you invisible, while the Bonk attracts attention. Then people will come running (usually me) hunting a groggy and vulnerable scout.

    vanilla Bat vs. Sandman

    This scenario is the only case where I'd say one weapon is superior to the other, like flaregun vs shotgun, as opposed to a near equal trade-off, like, well, most of them. The Sandman is reserved for only the L33Test of the elite scouts. The skill required to make up for the health-loss is too great for most serious scouts (ones that actually try not to die, especially in arena mode). The best sandman tactic I know is to get a good-range stun (which means longer stun time) instantly switch to your pistol and pepper him while closing the gap, then switch to your primary and blast away. If I'm using the FAN, once I'm done with pistol I get the bat back out, take a few swings, then FAN him when he begins to come out of the stun. Using the FAN first sometimes doesn't work because he'll be needlessly knocked around which may put you in sight of his teammates.

    <bI'm Captain Douglas Jay Falcon, a career scout, and I apologize for hijacking your tutorial :D

    User Title
    Formerly PhatMan
  • TheDark's Levels
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    Posted 3 years ago

    Nice guide, it's a great start for those who don't understand how to play the scout!

    A Simple Virus of the Mind.

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I started with his tutorial

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