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Re: TTHREAZ's Scout Guide

Posted: Fri Sep 12, 2008 1:27 pm
by N@vX
Nice guide I agree with everything, the guy knows what he speaks!

Re: TTHREAZ's Scout Guide

Posted: Fri Sep 12, 2008 1:28 pm
by TTHREAZ
Ah, my absolute favorite opponent when I play Scout. Hi, N@vx. :hi:

Posted: Sat Sep 13, 2008 3:04 am
by shimmybot
[quote="TTHREAZ";p="119617"]
Ah, my absolute favorite opponent when I play Scout. Hi, N@vx. :hi:
[/quote]

:lol: everyones gotta have a favorite


like anyone who regulars spy is my favorite to kill as pyro ;)

Re: TTHREAZ's Scout Guide

Posted: Sat Sep 13, 2008 12:07 pm
by TTHREAZ
Well, I have a 0.50 KPD ratio against N@vx but it's always fun to jump around him and make him fidget.

Posted: Sat Sep 13, 2008 12:11 pm
by shimmybot
hahaha nice :lol:

Re: TTHREAZ's Scout Guide

Posted: Tue Sep 16, 2008 2:49 am
by Thorn
[quote="TTHREAZ";p="119345"]I should have clarified on that point. There definitely are times where you can take one down when you have some cover to use and can sneak up on it. However, if there is a sentry out in the open and you have no way to get close to it or you can't plink at it from long range, you have no chance.[/quote]

Turrets are probably the second biggest threat to scout survival, only trailing point blank soldier rockets. But that problem hasn't been as bad sine they increased damage the soldiers take

Posted: Tue Sep 16, 2008 8:37 am
by Cpt._Keyes
<Jump Bonk! Jump Jump Bonk! Blam! Jump Bonk! "Knuckle head!" Jump Jump Plink Plink Plink Plink Blam Jump "Tough Guy">

Guide complete


grumble grumble grumble i hate scouts grumble grumble grumble

Re: TTHREAZ's Scout Guide

Posted: Tue Sep 16, 2008 9:29 am
by itchy
Some further notes in particular cases:

Pistol: Something important to note that most people don't realize: the pistol's reload time is slightly longer than the reload animation. So it is possible for the scout to have finished putting the clip in and have the pistol back to a neutral position, but you still haven't officially reloaded. It doesn't make that big of a difference if you're just firing at a distant sentry, but if you're switching back and forth between weapons it can be a big deal. Accidentally switching to the scattergun or bat before that extra split second is up means that the next time you switch back to your pistol, you'll need to reload all over again.

Along the same lines, you only start with 4 clips-worth of ammo in total. If you're fighting at range a lot, be sure to watch how much you've got left.

Using the pistol in a Counter-Strike fashion is often a good idea. That is, once you run out of ammo for the scattergun, if you know you've done good damage to your opponent, switch to the pistol real quick and finish them off. This is when it's even more imperative that you've fully reloaded.

Bat: There's only two reasons you should ever use the bat. 1) Just to have fun. There's not much that's more satisfying in TF2 than batting someone to death, especially a heavy. 2) As a tertiary weapon if you employ Counter-Strike style weapon switching. You've exhausted your scattergun and pistol, but you know they're clinging on for dear life? Switch to the bat and get that last hit or two in.

Sneaking up behind someone seems like a good time to use it, but the scattergun is still your best bet.

vs. Soldier: If you're at a medium-long range, there's a decent way to deal with soldiers (who are using rockets). Stay stationary. The whole strategy of the soldier is to (a) predict your movements and hit where you're going to be, and (b) shooting at your feet. If you're running and jumping around, they can get a sense of your pattern and pick you out of the air or fire at the ground around the center of your path, potentially bouncing (ie. dooming) you. Instead what you should do is rely on your reaction speed. If you stay stationary, they have to either fire at you (your feet) or to either side of you. As long as you're at a medium-long range, and wait for them to fire, you should be able to react to where it's going, and get out of the way.

vs. Sniper: Snipers can be your most difficult opponents. A not-so-fully-charged shot can kill you with a headshot, and a fully-charged one can kill you no matter where they hit you. If you absolutely have to approach them head on, use your pistol to try and bounce their aim around a bit - the scattergun is too inconsistent at range to do the job. If there's a good sniper at one route, you should always try and take a different one (unless there's another sniper/sentry in the other route).

vs. Heavies: Often the best tactic against heavies is hit-and-run. Because there's no restriction on how fast heavies can turn, even if you come up behind one, if he's got full health, he's got the advantage. The key is to whittle away at them. Because they have to rev before they fire, you can often pop in for a shot or two and then fall back, wait a bit, and repeat. If he's constantly revving, then at least you're keeping him significantly slowed. If the heavy is revving by a dispenser, though, don't bother - though you could try taking pot shots at the dispenser instead.

If you're ballsy, it becomes a guessing game versus heavies - if you know for certain that they have low health (very low if they've got a medic) then sure, you can barrel in and take them out. But if you guessed wrong or they grab a kit, then you'll probably be the one dying.

vs. Sentries: If you can get behind them, it's often possible to simply run past level 1 or 2 sentries without them hitting you (very much). It takes them a decent amount of time to turn around, so if you're just heading to the intel room, for example, you can sprint by and take a minimum of damage. At level 3 though, this tactic doesn't really work.

Also note, though, that even level 1 sentries are dangerous to scouts. If you see an engineer building a sentry and it's almost complete, as tempting as it is, it's probably not the best idea to bum-rush him. Maybe you can kill the engineer, maybe you can kill the sentry, but 90% of the time, whichever one you didn't focus on will kill you. Even at point blank range, an engineer can repair a sentry faster than you can deal damage to it.

Re: TTHREAZ's Scout Guide

Posted: Tue Sep 16, 2008 1:42 pm
by TTHREAZ
[quote="fallout.itchy";p="120290"]
Pistol: Something important to note that most people don't realize: the pistol's reload time is slightly longer than the reload animation. So it is possible for the scout to have finished putting the clip in and have the pistol back to a neutral position, but you still haven't officially reloaded. It doesn't make that big of a difference if you're just firing at a distant sentry, but if you're switching back and forth between weapons it can be a big deal. Accidentally switching to the scattergun or bat before that extra split second is up means that the next time you switch back to your pistol, you'll need to reload all over again.

Along the same lines, you only start with 4 clips-worth of ammo in total. If you're fighting at range a lot, be sure to watch how much you've got left.

Using the pistol in a Counter-Strike fashion is often a good idea. That is, once you run out of ammo for the scattergun, if you know you've done good damage to your opponent, switch to the pistol real quick and finish them off. This is when it's even more imperative that you've fully reloaded.[/quote]

Yeah, I mentioned the reload thing in the Quirks section.

Posted: Tue Sep 16, 2008 2:52 pm
by Bloody Violet Flame
Yarrgh, teh best scout be teh one who finds teh most booty!

Posted: Tue Sep 16, 2008 3:21 pm
by Infusions
[quote="Bloody Violet Flame";p="120394"]
Yarrgh, teh best scout be teh one who finds teh most booty!
[/quote]

I demand a Ville Treasure Hunt Tornuuuauaumament.

do it.

Posted: Tue Sep 16, 2008 4:08 pm
by Cpt._Keyes
[quote="Infusions";p="120399"][quote="Bloody Violet Flame";p="120394"]
Yarrgh, teh best scout be teh one who finds teh most booty!
[/quote]

I demand a Ville Treasure Hunt Tornuuuauaumament.

do it.[/quote]

Taounament!

Posted: Tue Sep 16, 2008 4:38 pm
by itchy
[quote="[HALO]cpt._Keyes";p="120408"]Taounament![/quote]

Strong Bad reference... activate!

Posted: Tue Sep 16, 2008 4:56 pm
by Cpt._Keyes
[quote="fallout.itchy";p="120416"][quote="[HALO]cpt._Keyes";p="120408"]Taounament![/quote]

Strong Bad reference... activate![/quote]

Yes...Very Yes!

Re: TTHREAZ's Scout Guide

Posted: Wed Sep 02, 2009 9:53 pm
by TTHREAZ
Updated. :D