Team Fortress 2

Team Fortress 2

93 ratings
Weapon tips and tricks:Scout [Updated]
By Frözen
Do you want to try something new with your weapon?Do you want to see what matches with that weapon well?Do you hate the meta and try to use a different weapon for diversity?No,well too bad!If you did,here's some tips and tricks about the Scout weapons!
   
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Scattergun






  • The most reliable of all, it's good in every situation, but not the best in every situation, but it's the best for Scouts playing seriously

  • Because of it's versatility, any weapon works well with this gun

  • Use Scout's mobility as an advantage, shotguns deal more damage the closer you get, sneaking up on enemies, or catching them off guard are great ways to deal massive chunks of damage, but don't get too far away

  • Don't forget to pay attention to Scout's weakness while you're dealing the damage, getting close puts you at a big risk, rockets, miniguns, etc. ramps up, and you need to make sure you kill them before they drain your 125 HP

  • If you are too far away,don't shoot them, use your pistol, cleaver, sandman ball, or ornament to get them, the pellets have fall-off, which adds insult to the injury that is the less pellets hitting them
Force-A-Nature






  • This is almost as reliable as the Scattergun, it can easily be used as an alternative

  • Because of it's reliability, it can go well with anything

  • Use the self knockback as an advantage, because you lose a pellet every time you fire one off and reload, you will lose ammo much quicker, use the "3rd jump" to get to hard to reach ammo boxes

  • The knockback on enemies can be a huge downside sometimes, because shotguns deal less damage when farther away, and you can knock the enemies out of that perfect range, treat the knockback like an airblast, try to trap enemies in corners or against walls to easily deliver that second shot fast

  • It can be useful on KOTH or CP maps, as you can knock enemies off the point

  • Heavies and Pyros can easily ♥♥♥♥ you up at close range, you will most likely lose in a close ranged fight with them, if you suddenly get too close, knock them back and retreat
Soda Popper






  • This is very similar to the F-A-N, but it's best use is on maps with hard to reach vertical area (Nucleus' balconies, Hoodoo's 3rd area's top floors, etc.)

  • Because of it's versatility against enemies, it works well with anything

  • If you want to make the most out of the hype's worth, don't spam spacebar when you get it, time it to where you jump right when the previous jump ends

  • Hype doesn't stack with the Atomizer

  • It fires and reloads faster than the F-A-N
Shortstop






  • This is very versatile, but has way too much hidden stats, it's also the best Scout primary to fight sentries with

  • The pellets don't spread as much, which makes this the Tomislav of Scout primaries; it's the best at mid range, but is outshined at very close ranged combat

  • The weapon fires a lot faster than the Scattergun, so it's easy to spray out 4 shots and get out of there

  • This is the best Scout primary to fight Pyros with, just stay out of his (or her) range and fire the accurate shots at 'em

  • Never go up to someone just to push them, it doesn't knock back far, you'll only piss them off
Baby Face's Blaster






  • This weapon is best used on gigantic maps, which has long area to run across (Granary, 5CP badlands,etc.), but worse with starting out on large maps, as your base speed is slower

  • Because any damage fills the boost, the massive burst damage of the Sandman/Cleaver combo instantly filling the boost really helps it out

  • If you feel like you're going too fast, slow down, air jump to maintain your boost

  • Boost doesn't stack with the Crit-a-Cola's speed bonus

  • Don't be afraid to double jump, use it to jump across a gap to that health kit, or to save yourself from fall damage, it's better to lose 75% of the boost than to lose 90% of the boost as well as some of your health
Back Scatter






  • This is the opposite of the Shortstop; it's weaker than the Scattergun at mid-range, but deals the same damage at close range

  • Because you should be getting behind them, try to flank around with the Winger and the Atomizer

  • If you are behind someone, wait until you are very close, if you fire too soon, they'll turn around, and you won't deal the big damage, if they look like they're about to turn around, go for it, better the mini-crits now than never

  • The huge damage can knock back enemies if they are on the edge of a surface

  • If you are behind everyone, take out the most important target, cut off their main healing source, make sure their biggest damage class is off the objective!
Pistol






  • This is the most versatile secondary in the Scout's arsenal, able to deal massive damage if aimed correctly

  • The main use for this weapon is to finish off opponents when they're at low health, instead of using up another shot in your primary

  • Because of it's versatility, any weapon works well with this

  • Use this if you have no time to reload your primary
Pretty Boy's Pocket Pistol






  • This is as versatile as the Pistol, but the biggest risk is taking out the weapon

  • Use this to finish off enemies, but don't leave it out too long

  • Because it's a big risk to pull out the weapon, fire at them while dodging enemy fire with the Atomizer, you can also save yourself from fall damage that could drain the BFB's boost, so you don't have to double-jump to lose some of it, or if you go too high with the Soda Poppers hype

  • The health on hit doesn't apply when you hit buildings
Winger






  • This is not supposed to be used to kill people, rather, as a utility weapon

  • The jump height bonus only applies while the weapon is active

  • Just because it's a utility weapon, doesn't mean you can't kill people, you can still use it to finish off opponents, but it's better for people with good pistol aim, if you miss one Pistol shot, you have eleven left, if you miss one Winger shot, you wasted 1/5 of your clip, but with good pistol aim, you're not going to miss anyways

  • This weapon pairs well with anything, but it's best used with the Back Scatter and Atomizer to take extra special routes to get behind people and dish out extra damage
Flying Guillotine






  • This weapon is special, instead of firing bullets, it's a projectile that deals 50 damage along with bleed damage

  • Because the projectile has no damage fall-off, it's good for long ranged combat, but it's weaker at finishing off opponents

  • If you see a Spy, throw it at him so if he tries to cloak away, you'll see him try

  • This weapon goes well with the BFB, because the bleed can fill the boost meter, the Sandman also goes well with this

  • The weapon can also crit spooked players, airblasted players, and players being shot by the Natascha
Mad Milk






  • This is not a weapon at all, but it's very good at supporting damage classes, as they deal more damage, which gives them more healing from milked players

  • If the other team as a Pyro or a Spy, that's also a good enough reason to use this, extinguishing teammates even lowers the cooldown by 4 seconds

  • Directly hitting someone with the jar will have the effect last 10 seconds, instead of it splashing on them and it lasting 5 seconds

  • If you're trying to retake a point, use this, splash everyone on the point with the milk, and have the push classes push through, they will have less trouble pushing, as they gain health back

  • The best weapons to use with this are weapons with more damage, like the F-A-N or the Soda Popper, more damage = more health back
Bonk! Atomic Punch






  • This is also a weapon that can't deal damage, it's a utility weapon, but there are a few ways you can support the team

  • If you are distracting sentries, don't crouch jump, you can get launched off a cliff, or into a hazard, as crouch jumping makes you take more knockback

  • Use this against spawncamping ♥♥♥♥♥

  • People will most likely still shoot you even when you're under the effects, take this as an advantage when you are against Soldiers or Demoman, they can still hurt themselves, so you can get close, and they could blow themselves up, but keep track on the time you have left if you do this

  • Afterburn still affects you even under the effects, the effects last for 8 seconds, and afterburn lasts for 10 seconds, so there's a chance you can still take afterburn damage, you can't be lit up while under the effects, though, only before you drink it
Crit-A-Cola






  • This has the same properties as the Bonk! Atomic Punch, but instead, you deal 35% more damage, but take 10% more damage while under the effects

  • On 5CP maps, don't immediately drink up, wait until you are almost there, then drink it, so you can easily kill Soldiers and Scouts who also made it to mid

  • Don't fight sentries with this, mini-crits don't apply to buildings

  • The mini-crits don't stack with the Fan-o-War and Back Scatter's mini-crits

Am I Red Robot yet?
Bat & Holy Mackerel






  • This is trusty and versatile, it's better to have this than no melee at all

  • It goes well with anything, because there's no real combo with this

  • The Holy Mackerel and Unarmed Combat doesn't say "FISH KILL" or "ARM KILL" on a feigning Dead Ringer Spy
Sandman






  • It's as trusty and reliable as the Bat, but it shouldn't be used in situations where survival is very important

  • If there is someone destroying your team, stun him, you'll leave him open for attacks by your teammates

  • Don't get too close to someone using this, the ball won't stun them, you're in the perfect position to shoot them if you are close enough

  • The projectile travels the same speed as the Flying Guillotine does, but the cleaver has a bigger arc

  • Anything works well with this, but the Flying Guillotine is meant to combo with this
Wrap Assassin






  • This is very similar to the Sandman, but the ball makes enemies bleed on top of 15 base damage

  • It's okay to get very close and hit someone with the ball, they'll still bleed

  • Bleed damage stacks on top of the Flying Guillotine's bleed damage

  • Unlike afterburn, the bleed damage can crit

  • You can't pick an ornament back up, so be careful where you launch the projectile
Boston Basher






  • This is the best bat for dealing damage without crits or a projectile, but be careful when you use it

  • Swing slow, you could get a crit, and you swing again because you didn't expect him to die by that swing, take your time when you swing this bat, or else meet the other end of the bat/blade

  • You can jump with your swing, just make sure you have a nearby health kit or a Bonk! Atomic Punch

  • You can help a Medic build übercharge by damaging yourself
Candy Cane






  • We said the word "Versatile" too much in this guide, let's dive in the situational weapons, like the Candy Cane, which is best used when there are little-to-no explosive classes

  • The effects are passive, which means you can get kills with your Primary or Secondary and still get health kits

  • This is useful to use against Pyros, the health kits drop and you can extinguish yourself

  • Don't take a lot of health kits, your team can use some, and you can get your own

  • If there's an enemy next to another enemy, be careful when you kill him, the health pack could bounce and land on the other enemy
Sun-on-a-Stick






  • This is another situational weapon, if your team has a Pyro, it's better to use this than the Bat, if you see a Pyro light someone up, and then die, finish his job, pull it out and deal the critical damage

  • If you are on fire and retreating, take this out, the fire resistance also applies to afterburn

That's it
Fan-o-War






  • This is versatile, and isn't meant to deal damage, but isn't used as a utility weapon neither

  • Only whip this out when you're up against someone with high health, and hasn't seen you

  • If you use this with the Mad Milk, you get more healing from the mini-crit damage, and with the BFB, you get more boost per shot

  • If you're making a big push to retake a point, try your best to mark the defending Heavy/Demoman, there's less work to do for the pushing teammates because the most powerful defenders are dead quicker
Atomizer






  • This is also not meant to be used as a weapon, but as a tool

  • Use this against Soldiers and Demomen, the third jump can be used to dodge the rocket/grenade, it's better to take 10 damage than 60-100 damage

  • Don't spam the triple jump, you know why

  • If you know that your enemy knows that you have the Atomizer, make your jumps unpredictable, sometimes do the third jump, but don't always use the third jump, because most players expect Atomizer Scouts to always triple jump
38 Comments
★nd★ 1 May, 2017 @ 8:49am 
Another good guide thx for the tips
Tactical Tardigrade 24 Apr, 2017 @ 4:29pm 
Well, I guess I shouldn't have put it so harshly. Despite my comment, good job on fixing it and the guide overall. :)
Big Mouth Prick 24 Apr, 2017 @ 7:39am 
"The lack of spaces after punctuation gives me a mild form of cancer"
Really?
Unnecessary comment. '-'
Frözen  [author] 23 Apr, 2017 @ 8:21pm 
Oh, for fuck sake
Frözen  [author] 23 Apr, 2017 @ 8:21pm 
UPDATE

[h1] Put spaces in front of the commas, your welcome [/h1]

[h1] Put a new tip for the Bonk!Atomic Punch and the Boston Basher [/h1]

[h1] Removed a tip for the Bat and Holy Mackerel [/h1]
Tactical Tardigrade 23 Apr, 2017 @ 2:56pm 
The lack of spaces after punctuation gives me a mild form of cancer, but other than that nice guide.
mocha 22 Apr, 2017 @ 4:02pm 
extcra t h i c c
tf2 spinbot clanker (derogatory) 21 Apr, 2017 @ 6:58pm 
Best advice, just don't play it.
Frözen  [author] 21 Apr, 2017 @ 4:55pm 
Exactly, it's good for any situation, like for guides, or making comments
Randy Butternubs 21 Apr, 2017 @ 4:45pm 
This versatile guide is pretty versatile. Plus, that word is pretty versatile for these versatile weapons. versatily.