Team Fortress 2

Team Fortress 2

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Scout: Terrible Defense or Master Distraction?
By Red
Some people say Scouts don't belong on Defense, but what they don't realize is that a Great Scout can do so much more on defense then given credit. This guide will go over on how well he can be for defense.
   
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Scout's Strength and Weakness.
Scout on first glance looks like he's going to be a weak player or class in general so most players skip over him when it comes to defense, but what he lacks in appearence he makes up for in skill.

Scout's Strength's are as followed:- Fastest Class (Great for covering Flank and open areas)
- Double Jump (Excellent for distracting and avoiding enemies)
- Increased Damage on Scattergun Vs Shotgun
- Great at Close Range Combat
- 2 Shot Nearly every class with well placed Scattergun shots (Excludes Heavy)

Scout's Weakness's are as followed:
- 125 HP (Low HP Pool = Dead Fast if not paying attention)
- Makes aiming Harder with speed if not used to it
- Bad at Far Range Combat (You Are Not A Sniper!)
- Can Die in 1 - 2 Shots from Great opponents

So with his Ups and Downs in mind you can see he has more ups then downs, but it requires lots of practice and attention to do very well with him no matter Defense or Offense.

His weapons, and Core Class abilities make for adapting to situations but his Stock/Vanilla loadout are most optimal for dealing with enemies quickly.

With Scout's speed and power hes great for covering narrow chokepoints or areas where he can drop down and get a quick kill on a class who isn't expecting the ambush. Take Goldrush Part 3, Last Point, the bottom area gives him a good ambush with enemies dropping down onto a mine cart unexpecting the scout or having him rush behind them as they are going up the back stairs to a sniper area. Lets make a quick example.

Ex. Sniper drops down, doesn't see the scout, keeps moving up to the Sniper area, Scout runs up behind him and gives 2 quick shots of his Scattergun, 102 damage comes from both shots, the Sniper has taken 204 damages killing him instantly without time to react to the Scout. The Scout now has an area to return to his team for any potential threats they may be following him.

In the Example you see that the Scout on Defense is just as powerful as a Slow soldier jumping up and chasing that sniper and risking taking big splash from a confined area.

But from Map to Map will test each aspect of the Scout which will be covered later in the guide on Maps.

Scout's Weaponry
The Scouts weaponry varies with different Scatterguns, Pistols, Drinks, and Melee weapons.
Each with distinct abilities, ups and downs, and bonuses that will help you play based on what you need to do on Defense or to help your team sustain a defense.

But when in Doubt Stock/Vanilla is good for both Defense/Offense.

Each Scattergun the scout has can make for great weaponry if used properly to either distract or destroy the enemy team.

Scatterguns are as followed:

Stock/Vanilla - 6 Rounds in Clip, No Ups/Downs, Perfect Balance, Useful in all Situations

Shortstop - 4 Rounds in Clip, does 20% less damage then Stock (80 DMG), Extra Healing Recieved from Everything (Dispenser, Cart, Medic, HP Pack), Quick Reloading

Force A Nature - 2 Rounds in Clip, 10% Damage Penalty, 20% More Pellets per Shot, 50% reloading Speed, Causes a Knockback, can be used as a 3rd or 4th Jump.

Soda Popper - 2 Rounds in Clip, 25% Firing Speed Increase, 50% reloading Speed, Causes Mini Crits on Full Hype Bar

Baby Face's Blaster - 6 Rounds in Clip, 30% Damage Penalty, On damage fills Speed Bar (Includes secondary and melee damage), On Jump empties Speed Bar, 40% more Accurate (Compacted Pellets, Does not Help your aim)

Choose your Scattergun based on map and job that needs to get done, such as the Force A Nature on Upward where there is alot of cliffs to push someone off, or Soda Popper to help deal with bigger classes on a small Koth Map.

Secondarys are as followed:

Bonk! Atomic Punch : Makes you invunerable to damage for 8 secs, You cannot attack while under the effects of Bonk! Atomic Punch, you can Taunt kill under the effects of Bonk!, Can be used to block damage and players.

Crit A Cola - Gives you 25% Movement Speed, Deal Mini Crits, and Take 25% more Damage for 8 Seconds

Mad Milk - Thrown Item, Coats enemy in Milk, All Damage dealt to enemy is returned in 60% HP to whoever hit target (Teammates and Reflects will gain HP, Afterburn will not Gain HP), Will reveal Cloaked spies, Can put out burning Teammates

Winger - 5 Rounds in Clip, Deals 15% Damage (25 - 27DMG vs 20 - 22), Increases Jump height by 25% while Active

Pretty Boy's Pocket Pistol - 12 Rounds in Clip, 15% Slower Firing Speed, Take No Fall Damage, +15 HP, 50% Damage Increase to Fire Damage (Cow Mangler Right Click, Flareguns, Flamethrowers, and Burning Arrows)

Flying Gullotine - Recharges in 5 secs, On Hit causes Bleed, On Long Range Hit Causes Mini Crits, Crits on Stunned Target

Stock/Vanilla Pistol - 12 Rounds in Clip, No Ups or Downs, Evenly Balanced

When it comes to Secondaries, its up to the player to choose what will fit the situation, with pistol being all around weapon choice. Mad Milk can be good to deal with lots of pyros or spies, Bonk! to block off choke points, or Crit A Cola for dealing out that Extra damage.
A good example of choosing a weapon would be on a Koth Map or 5 Cap Map where you are always in motion and moving around your team not with them, the Mad Milk will help you with survivablitiy if you are landing your shots.

Melee Weapons are as followed:

Bat/Reskins - 35 Damage on Hit No Ups or Downs

Boston Basher - 35 Damage on Hit, On Miss Hit Yourself and Bleed, On Hit Cause Bleed, Can be used to build uber with a medic, or track down an invisible spy if you hit him with it.

Candy Cane - 35 Damage on Hit, On Kill with Any Weapon Enemy drops small HP Pack, Take 25% more Explosive Damage

Sandman - 35 Damage on Hit, Lose 15 Max HP, Right Click sends out a ball and stuns enemy up to 7 secs based on distance hit

Fan O'war - Deals 3 Damage on Hit, Marks Target for Death causing them Minicrits, Cannot Mark more then 1 Target at a time

Sun On A Stick - Deals 26 Damage on Hit, Crits Opponents who are on Fire

Atomizer - Deals 35 Damage on Hit, 15% slower Swing Speed, Allows for a Third jump at the cost of 10 HP each time it is used

Wrap Assassin - 15 Damage on Hit, Right Click Sends a Ball that shatters on target causing Bleeding for 5 Secs. Ball takes 15 secs to recharge

When it comes to melee, you shouldn't be doing it, your the weakest melee class, only time you should melee is in a last ditch effort and no time to reload any other weapon in your arsenal.
Its best to choose a melee that you'll think you'll use more then anything based on your situation. Example being, you need an uber built up, or your escorting your medic to the team then use the Boston Basher to build up your medics uber charge, just don't go nuts on hitting yourself, incase of ambush.

Your weapon choices are up to you, but are even more limited based on Map Type, which will be covered in Maps.
Maps and Your Role
Your role as Scout on Defense will change based on the map and game mode you are playing, along with weapon choices.

Maps like Nucleus or Lakeside are constant battles of Defense and Offense.
Where one moment you're on offense trying to cap the point to the point of capping it then defending it for the timer making you turn onto defense, your choice of weapons here will really make an imact for your team on how well you hold the point.



Maps like Swiftwater, or Gold Rush where your whole match you'll be either Offense or Defense is easier to select your weapons but still changing weapons around and knowing the map will give you a huge advantage over your opponents in the heat of battle.


Maps like Badlands or Gullywash where you have 5 points constantly changing teams from Red to Blue and Blue to Red is another example of Defense and Offense always changing, these maps are best to come prepared to deal with at least the last 2 points over the center point. With lots of choke points and flanks its easy for the Scout to get around and for him to catch enemies off guard.

When it comes to Specialty maps like Doomsday, or MVM Maps its all based on what the team needs or you can accomplish without backup. To me having the Stock Scattergun and Pistol on me where constant combat is going to be an issue gives me biggest survivability.

Each map may have quirks as well like Upward being a big cliffside or Well having the ability to jump the trains at the start to fight before the gates open may change your weapon selection overall. Its up to you to use what you find is more useful to you as a Scout defending a point, objective or even securing intel.

With the Scouts strengths he makes roaming around maps and finding quirky areas to hide in fun for ambushes, like lamps, ledges and even overhangs. Give running around a created server a try to find areas to ambush or props to use to avoid detection.
Distractions for Defense
When it comes to defense you can easily distract the offense of team from just being annoying or out right destroying teleporters. The harder you are to hit, the more easily annoyed the other team is going to become to the point of either quitting or changing classes to try and deal with you.

If you stay aware of what they are doing you can make people waste more time then what they should. I've wasted my share of peoples time from 1 person wasting a few mins trying to kill me, to half of teams chasing me around 3 points back in an open field for the last 6 mins of a match.

When carts are being pushed you can dance around the top of the cart with your double jump to distract them in trying to hit you while your team cleans off the cart or you can even clear it off yourself being so close up. Just hitting enemies on the cart can usually bring them to chase you after you hit them a few times cause they want you to stop it. Making players drop the cart to chase after you is a good way to win on Payload maps, same can be applied to control point maps.


Now you may be wondering whats with the Scout in the Hat, well your looks can be a distraction as well, looking as intimidating or as stupid as possible and you can have enemies fear or even chase you thinking they'll get free points. I've used the F2P look of a Gibus no Miscs and trashed opponents cause they think they're getting free points by following me to an area with no escape, but what they don't realize is that I've gotten to a place to ambush them as they come in and destroy them in 2 shots, or 3 with heavies that think they are so smart.

Using your looks, map knowledge and weapon knowledge you can be a bigger annoyance to the offense then you are an annoyance to the defense. Using Bonk! Atomic Punch you can get behind the offense for their teleports or to take drive by shots to have them chase after you or force them back into spawn. Using the Sandman and Gullotine on a Koth Map will give you easy access to quick crit Kills cause everyone piles on point making it easy to get free targets. If you use everything you learn from battle from both offense and defense and apply it to the map you are on you can be a better defensive scout.
Final Words
Using everything from this guide you can better yourself so you can prove that Scout is perfect for both offense and defense, and even prove to people that you aren't some useless person. Take this video for example from my channel.


After using just bonk I annoyed that team and wasted alot of their time trying to kill and chase me around. You can learn to do what I do as well just by practicing and experimenting around. Don't let others deter you from becoming better at what you like to do.

Follow my youtube channel and learn more through the eyes of a scout or even look up gameplays from Highlander or 6s you can see that scouts are very hard to come by that learn to destroy enemy teams or even distract them from objectives.

Lastly, never give up on your dream or goal, you can reach it with hard practice, and overcoming the doubt in your mind, if you die thats fine, you are going to die alot being only a 125 HP class, but knowing that you can over come that alone makes you very powerful of a person, player, and Scout.
4 Comments
Weird Leonard 21 Sep, 2013 @ 5:48pm 
Thanks for the guide, I'll play scout whenever I get the chance, btw you have good taste in music.
JulieLamia 16 Sep, 2013 @ 2:43pm 
You forgot to mention that the Force-a-Nature is actually pretty stellar for keeping people off points, whether it's theirs and you're capping it or vice-versa, simply because of that whopper knockback it has.
[TAPA] i really am terrible 12 Sep, 2013 @ 9:03pm 
first of all thank you second of all if you want like good viewmodels for the scout use cl_first_person_uses_world_model 1
Norbert 9 Sep, 2013 @ 12:17pm 
People aren't calling scouts useless on defense but just not recommended (their x2 capture is wasted on defense. Their attack is little on the down side when defneding) Overall great guide it changes my opinions on scout alot in tf2 though thanks!