]LoL[Harm
01-24-2008, 10:12 AM
The scout is an offensive force. When I first started playing I laughed at the way they had the classes separated where the offensive units were Scout, Soldier and Pyro. I didn't think the Scout initially should be grouped with the other two, but after much use, I've found the Scout to be a great offensive class.
As always map knowledge on where a scout can go is essential for using the class to its fullest. Double jump is your friend, if you don't constantly spam the double jump you aren't doing your job. It is the keystone of the class, if you can't master using the double jump to both get places where most can't, or the most critical, to use it during gun fights or to escape a gun fight that isn't going well for you, then you will not be effective with this class.
The primary weapon of the scout is his speed. Speed permits the scout to get into position to use his secondary weapon...the scattergun. Due to his speed, flanking and continually forcing your target to spin around trying to home his weapon in on you is one of the best tactics to use, then right when he does home in on you, turn towards him, double jump over his head while shooting straight down on top of him and then begin the game anew :).
The idea is to use your mobility to make it difficult for your opponent to hit you, because you can't take much damage you have the least health of all classes.
The scout is also great at suicide runs against enemy medics. If there's a gun fight going on and there is a heavy medic combo attacking your group, double jump over the heavy and scattergun the medic to death, you will most likely die in the process but taking out the medic is essential.
Weapon: Scattergun
This weapon is highly effective upclose. It can sometimes kill a heavy in three blasts, and usually only take two full hits to kill off most other classes. Though on average, three shots are required in most cases as you often do not hit with all the projectiles. There aren't really very many tricks to this weapon, it is horrible at long range, but medium range isn't too bad.
The basic use of it is to use your mobility to get in close, flank and shoot the shit out of a bad guy. If it is an all out melee, then your best bet is to use hit and run tactics. In fact hit and run tactics are often the best method of killing off any target. Using your map knowledge, do a drive by on that pyro, and right after you get a shot or two off, run grab some health and then head back his/her direction.
In essence I use the old UT99 tactic of just hurting my target and not allowing them to kill me, then running off, healing up and coming back to a presumably still hurt target.Weapon: Pistol
One word, useless. I never, ever, ever use this stupid weapon. This pistol is shit. It has horrible damage (20-22 compared to your scattergun that does 85-105, even at medium range your scattergun does from 10-40, whereas the pistol does 10-15) You also don't have much ammunition. I seriously never use this weapon. I think the last time I used it was to kill an unattended sentry because I didn't want to waste my scattergun ammo.
Which brings up a note, the scout has limited ammo, and limited health. Always use your speed to make sure both stay full-up. This will keep you alive and killing longer.Weapon: The Bat
Few classes really need to have their melee weapons talked about, except the scouts bat. The scouts bat swings about twice a second, and doing 30-45 (which is the lowest of melee weapon damage) damage per swing makes it nice in taking down weaker opponents, namely medics, engineers (sentry-less), spys and snipers.
The idea with the bat is the same with the scattergun. Simply out maneuver your opponent, all the while swinging away. You'll be surprised after a little practice on flanking and out-speeding your opponents how often you can kill someone with the bat.
Overall Tips
The scout has limited ammo, and limited health. Always use your speed to make sure both stay full-up.
Speed and maneuverability are the main weapons of a scout, if you don't use those you aren't going to be effective
Mastering the double jump is a must. It permits you to get to locations that other classes cannot (save rocket and sticky jumpers). And it is essential to use this during gunfights as you can easily confuse your attackers by misdirection.
Remember your second jump in the double jump can go in any direction.
You should rarely die to a pyro, as soon as he sets you on fire, b-line it to the nearest health, you will outrun the pyro and should get the health before the damage over time kills you. I tend to die mostly to a pyro due to lack of health on custom maps or if I'm in the enemies base, like 2Fort where there isn't any health.
Scout rush offense is a type of offense where a large portion or perhaps the entire team goes scout. The idea is that even if a chunk of you are killed while attempting to reach the capture point a few will get through. Note this is only used on Capture style maps, I've never seen this on a CTF style map.
Which leads to this, a scout counts as two people for capturing purposes.
If you are about to fall a great distance, you always have your second jump available, given you haven't already used it. Right before you hit the ground, hit jump, it will eliminate all fall damage you might have sustained otherwise.
A note on double jumping, something I initially missed. You can crouch jump off of both the initial jump, as well as the second jump, so while in mid air, hit crouch then jump again to gain greater heigth off of your second jump.Here is a video showing double jump locations on certain maps, its a good watch, I'd recommend watching it.
<object height="355" width="425">
<embed src="http://www.youtube.com/v/XMbqWATk2fw&rel=1" type="application/x-shockwave-flash" wmode="transparent" height="355" width="425"></object> (http://www.youtube.com/watch?v=XMbqWATk2fw)
As always map knowledge on where a scout can go is essential for using the class to its fullest. Double jump is your friend, if you don't constantly spam the double jump you aren't doing your job. It is the keystone of the class, if you can't master using the double jump to both get places where most can't, or the most critical, to use it during gun fights or to escape a gun fight that isn't going well for you, then you will not be effective with this class.
The primary weapon of the scout is his speed. Speed permits the scout to get into position to use his secondary weapon...the scattergun. Due to his speed, flanking and continually forcing your target to spin around trying to home his weapon in on you is one of the best tactics to use, then right when he does home in on you, turn towards him, double jump over his head while shooting straight down on top of him and then begin the game anew :).
The idea is to use your mobility to make it difficult for your opponent to hit you, because you can't take much damage you have the least health of all classes.
The scout is also great at suicide runs against enemy medics. If there's a gun fight going on and there is a heavy medic combo attacking your group, double jump over the heavy and scattergun the medic to death, you will most likely die in the process but taking out the medic is essential.
Weapon: Scattergun
This weapon is highly effective upclose. It can sometimes kill a heavy in three blasts, and usually only take two full hits to kill off most other classes. Though on average, three shots are required in most cases as you often do not hit with all the projectiles. There aren't really very many tricks to this weapon, it is horrible at long range, but medium range isn't too bad.
The basic use of it is to use your mobility to get in close, flank and shoot the shit out of a bad guy. If it is an all out melee, then your best bet is to use hit and run tactics. In fact hit and run tactics are often the best method of killing off any target. Using your map knowledge, do a drive by on that pyro, and right after you get a shot or two off, run grab some health and then head back his/her direction.
In essence I use the old UT99 tactic of just hurting my target and not allowing them to kill me, then running off, healing up and coming back to a presumably still hurt target.Weapon: Pistol
One word, useless. I never, ever, ever use this stupid weapon. This pistol is shit. It has horrible damage (20-22 compared to your scattergun that does 85-105, even at medium range your scattergun does from 10-40, whereas the pistol does 10-15) You also don't have much ammunition. I seriously never use this weapon. I think the last time I used it was to kill an unattended sentry because I didn't want to waste my scattergun ammo.
Which brings up a note, the scout has limited ammo, and limited health. Always use your speed to make sure both stay full-up. This will keep you alive and killing longer.Weapon: The Bat
Few classes really need to have their melee weapons talked about, except the scouts bat. The scouts bat swings about twice a second, and doing 30-45 (which is the lowest of melee weapon damage) damage per swing makes it nice in taking down weaker opponents, namely medics, engineers (sentry-less), spys and snipers.
The idea with the bat is the same with the scattergun. Simply out maneuver your opponent, all the while swinging away. You'll be surprised after a little practice on flanking and out-speeding your opponents how often you can kill someone with the bat.
Overall Tips
The scout has limited ammo, and limited health. Always use your speed to make sure both stay full-up.
Speed and maneuverability are the main weapons of a scout, if you don't use those you aren't going to be effective
Mastering the double jump is a must. It permits you to get to locations that other classes cannot (save rocket and sticky jumpers). And it is essential to use this during gunfights as you can easily confuse your attackers by misdirection.
Remember your second jump in the double jump can go in any direction.
You should rarely die to a pyro, as soon as he sets you on fire, b-line it to the nearest health, you will outrun the pyro and should get the health before the damage over time kills you. I tend to die mostly to a pyro due to lack of health on custom maps or if I'm in the enemies base, like 2Fort where there isn't any health.
Scout rush offense is a type of offense where a large portion or perhaps the entire team goes scout. The idea is that even if a chunk of you are killed while attempting to reach the capture point a few will get through. Note this is only used on Capture style maps, I've never seen this on a CTF style map.
Which leads to this, a scout counts as two people for capturing purposes.
If you are about to fall a great distance, you always have your second jump available, given you haven't already used it. Right before you hit the ground, hit jump, it will eliminate all fall damage you might have sustained otherwise.
A note on double jumping, something I initially missed. You can crouch jump off of both the initial jump, as well as the second jump, so while in mid air, hit crouch then jump again to gain greater heigth off of your second jump.Here is a video showing double jump locations on certain maps, its a good watch, I'd recommend watching it.
<object height="355" width="425">
<embed src="http://www.youtube.com/v/XMbqWATk2fw&rel=1" type="application/x-shockwave-flash" wmode="transparent" height="355" width="425"></object> (http://www.youtube.com/watch?v=XMbqWATk2fw)