Team Fortress 2

Team Fortress 2

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Countering Scouts
By laugh_track_ and 1 collaborators
Well, when i first joined TF2, i went pyro, deciding by making the observation that, "Ooh he shoots fire". Within about 15 seconds i was killed by a scout with a blazing flames unusual. I dont remember what the unusual was, but, following the kill, i respawned. "I'll get him this time", i decided. This time, i set him on fire. A crit shot to my face and i went flying off of nucleus. This is my first guide so please dont be too harsh C:. Anyways, i went heavy, and spun up my minigun. "C'mon", i jeered, looking around the map and feeling unbeatable with my minigun that could mow down anything. Or so i thought. A Sandman ball hurtled toward me. "What is this curious object?" i thought. Then i was running around bonked, then the cleaver. The cleaver brought me down to about 100 health and i was bleeding, still bonked. "What happened?" i thought, unable to process my sudden dethroning as the king of the map. Then the scatter came. 2 shots, and i flew. This repeated for several lives until the scout left, sneering that he was too good for this server. Unfortunately, he was right. Then came this fateful day of today. I was playing as a pyro, and then i saw him. The scout. I cut across the map, ignoring the heavy fire. Then i killed him. How glorious. This guide will teach you to do what i did. So read on, and enjoy.







   
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Table Of Contents
1.0. Anatomy Of The Scout
2.0. Types Of Scouts
3.0. Countering Scouts
3.1. Countering Scouts as a Scout
3.2. Countering Scouts as a Soldier
3.3. Countering Scouts as a Pyro
3.4. Countering Scouts as a Demoman
3.5. Countering Scouts as a Heavy
3.6. Countering Scouts as an Engineer
3.7. Countering Scouts as a Medic
3.8. Countering Scouts as a Sniper
3.9. Countering Scouts as a Spy
4.0. Conclusion

1.0 Anatomy Of The Scout
The Scout is a class listed under the offense tab when you select a class to play as.
The Scout has 125 health (115 With the Sandman)
The Scout is the fastest class in the game, with or without the Baby Face's Blaster. The Scout can be a very difficult or a very easy class to headshot, depending on their playstyle (Explained in section 2). Scouts can double jump (No its not hacking people who just joined). They are a class with the least health. Scouts can jump up to 5 times. NOTE: this section covers all weapons of the scout, so it will be quite long.


Damage----------------------
Scattergun
Point Blank: 90-105
Mid-Range: 10-40
Long Range: 3-10
Clip: 6/32

Pistol
Point Blank: 22
Mid-Range: 13-17
Long Range: 8-10
12/36

Bat
Damage: 30-40

Other types of scatterguns---------------------

The Force Of Nature
Point Blank: 92-113
Mid-Range: 11-43
Long Range: 3-11
Clip: 2/32

The Soda Popper
Point Blank: 105
Mid-Range: 24-67
Long Range: 3-27
Clip: 2/32

The Shortstop
Point Blank: 69-72
MId-Range: 24-48
Long Range: 6-12
Clip: 4/36

The Baby Faces Blaster
Same stats as stock scatter except the clip is 4/32
THE SCOUT WILL GET FASTER AS HE SHOOTS YOU, LOOK OUT. I cannot stress that enough

Other Secondary weapons-----------------------------------------------

Pretty Boys Pocket Pistol
Same stats as pistol

Bonk! Atomic Punch
This is different.
The consuming time: 1.2 seconds
The recharge: 22 seconds
Effect duration: 8 seconds
This gives the scout temporary invincibility. DO NOT WASTE YOUR BULLETS SHOOTING HIM.
Any sucessful hit will be recorded as a miss while the scout is under the effects of this item.
When he is drinking it, he is vulnerable. Shoot him then, NOT AFTER. i cannot stress that enough. While the scout is invincible he still cannot shoot. Pyros, airblast until the effect runs out so your team can take the scout apart.

Crit a Cola
This is a drinkable item, like Bonk!
The effect: Gives the scout the ability to deal mini crits to opponents, any shot is treated as a mini crit and recieves the damage boost accompanying a mini crit. However, any and all daamage inflicted to said scout is amped up by 10 percent. Be wary of the mini crits.
The consuming time: 1.2 seconds
The recharge: 22 seconds
The duration: 8 seconds
( The same as Bonk!)

Mad Milk:
The effect: Douses the target with mad milk, if the player who is doused with the milk is hit, a fraction of the damage is added to the attackers health This item is airblastable. this item is airblastable. i know i said it twice, because that is important. you can airblast it. Ive done it a lot and it works wonders for you.
Recharge time: 20 seconds
Efeect duration: 10 seconds.

The Lugermorph:
Same stats as pistol, just a cooler look.

The Winger:
Point Blank: 26
Mid-Range: 15-19
Long Range: 10-12
Clip: 5/36
Can only load 5 rounds at a time, but does more damage.

The Flying Guillotine:
This weapon looks like a cleaver, and it causes bleeding as well as a crit on a target that is bonked by a sandman ball.
Point Blank: 44-57
Critical: 150
Bleeding 8 seconds, 40 damage total
WARNING: If you are bonked by a sandman ball, a guillotine is surely to follow, it insta crits, causing 150 damage and bleeding, which kills most classes. This is a very powerful combo, so you need to watch out, especially you heavies!

Bats-------------------------------------

The Sandman:
Point Blank: 30-40
Alt- Fire: Launches a ball that stuns enemies (bonk)
Ball stats:
Damage: 13-17

The Candy Cane
Damage: 30-40
Effect: Drops a health pack when the scout gets a kill with a weapon in his active loadout.

The Boston Basher/3 Rune Blade
The 3 rune blade is just a reskin of the boston basher.
Effect: When the scout makes a successful hit on the enemy, the enemy will bleed for 5 seconds. However, if the scout misses, HE will bleed for 5 seonds. If you can evade for long enough, the scout will kill himself.
Damage: 30-40

The Sun On A Stick:
Effect: Guarantees a critical hit when striking a burning enemy. This can be used to great effect if the scout has a pyro near him, they make a formidable team. The pyro sets the enemy on fire, and the scout beats him with auto crits. Not a very nice concept for the person on the other end of the stick. haha see what i did there, cause thats an expression and, oh never mind.
Damage: 22-30
Critical hit: 79

The Fan o' War:
Effect: This weapon has ludicrously low damage but it has a dangerous effect. When the scout hits you with it, you are marked for death. This means that every point of damage you take, it turns into a mini crit. This is dangerous, VERY DANGEROUS. The scout can switch to another weapon (scatter) and unload massive damage on you, most probably killing you. However, the scout can only mark one person per time. If he strikes another person, the imini crits go away
Damage: 3-4

The Wrap Assasin:
Damage: 9-12
Alt fire: At the cost of 70 percent damage reduction, the scout can now fire a glass ornament that causes bleeding for 8 seconds, totaling 40 damage. The real danger here is the ornament.
Ornament stats:
Damage(on impact): 13-17
Bleeding Damage: 40
Recharge: 15 seconds

The Atomizer: (Last one)
Effect: Grants Triple Jump, but when the scout jumps for the third time, he takes 10 damage. This is an advantage, once the scout triple jumps and he doesnt see you, you can sidetrack his route and kill him more easily. Attack Speed is slowed by 30 percent. Damage dealt to enemies is reduced by 20 percent. ONLY ENEMIES. Not buildings.
Damage: 24-32


OK, that does it for this section, now lets move on to the types of scout. Im sorry this section is so long, i just felt it necessary to cover all the weapons so you know what you are up against.















































































2.0 The Types Of Scout
OK, this section will cover what class of scout you will be up against. From new players to seasoned veterans, ill cover their strategies, how they move, and most importantly, how to beat them.

The Baby:
A new player, stumbling around. An extreme challenge for players that cant aim and shoot. The Baby will run around and shoot, not taking notice of their secondary weapons, just shooting with the scattergun and enjoying the double jump ability. These guys are not hard to beat at all. They run in straight lines, stand still while reloading and overall are just terrible.

Advantages: Basically none, the baby just runs around and shoots, most of the time, he wont even hit you.

Disadvantages: Everything. Snipers can pick him off easily, and any class can, spies can get an easy backstab, the Baby is not hard to kill.



The Sphee
This is the step up from Baby. The scout grasps understanding of the controls and learns to use a secondary. You can spot these guys by the telltale Gibus, Mercenary, and Pyrovision Goggles.
Hats dont equal skill, but this is their first hat, so they wear it all the time, with pride. The Sphee will not stand still while reloading but snipers can still get easy headshots on him. The Sphee will run in moderately straight lines, but will look out for snipers and other hazards. Still new to the game, but not blind on the way it's played.

Advantages: An understanding on the games mechanics, slightly better than The Baby, but still new to the world of tf2.

Disadvantages: These guys are easy to pick off and not much of a challenge, they might kill you once or twice but if you analyze their patterns they will walk straight into death.


The Scout
This is an average player who mains scout. They understand that running in straight lines is bad, and that a spy could be waiting for them to backpedal into a knife. An average player, but you can still beat them with some effort. Just predict where they are going aand go there instead of facing them head on, because that is suicide. NEVER, I REPEAT, NEVER, rush a scout head on. That scattergun will take you apart, its brutal up close. So intercept them and kill them, or lay sticky traps, line up a headshot, etc.

Advantages: These guys are not bad at tf2, they can kill snipers, and maintain a nice kill to death ratio. 1:1 or 2:1. They can aim, and know how to jump in, shoot, possibly kill, and jump back.

Disadvantages: a bit predictable, you can kill them pretty easily if you lead them and get them in a place where they have no space to run, scouts are very frail, but they pack a punch, so be cautious, and strike when the moment is right.


The Showboat:
This is a Scout who loves to show off, they Atomizer triple jump, blow your face off with the force of Nature or the Soda popper, then run to a health pack so they can repeat it, they will not really settle for a regular kill, only a fancy one. they are annoyingly hard to headshot, and pack a punch. But the thing that takes this guy down and out is if you get behind him and blast him into the ground. The showboat will usually run in a circle, strafing around the map in search of a new target to show off their skills to. They are annoyingly good at tf2. They Force of Nature jump, using the knockback, and can go across harvest in about 6 jumps without touching the ground twice. They will aslo say "rekt" after every kill, or taunt.

Advantages: Good at TF2, know how to efficiently use their loadout to kil enemies, can aim very well, evades headshots and can evade spies. They are the most annoying type of scout, but yet the hardest to stop, after the master scout.

Disadvantages: Arrogant and will not settle for a regular kill, use that against them, they need to get that jumping atomizer kill, so lure them into an enclosed space or get behind them, and they're history.

The Stealthy Scout
This is a Scout who is unseen until he strikes. He uses ambush choke points to blast enemies into the wall or another object, and finish them with any weapon. this is another very hard scout to stop. You know he is there, but yet you cant stop him. The Stealthy scout usually uses a loadout that lets them get out of a tough situation, i.e. Bonk!, Crit a cola, But uses a powerful primary so they can kill easily, i.e. soda popper, force of nature. Their weakness is that they stay at the choke points and wait, they dont expect a sniper to come in the opposite end and eviscerate them. This Scout doesnt get into a lot of fights until he reaches the choke point. Then he whips out his scattergun, and waits. Lone players will get annihilated, so get 2 players, one acting as a decoy, the other rushing in and killing the stealth scout.

Advantages: Extremely stealthy, uses choke points to decimate enemies, knows how to evade enemies who intercept them. If you get in a 1v1, you will probably lose, as the stealth scout will get the first hit, which primes you for another shot, this time a killing blow.

Disadvantages: Terriible against tomislav and natascha heavies. If they run into a heavy, they are gone. However, against snipers, demomen , and even soldiers, they excel, predicting the enemies movements and blasting them to death. If they camp a choke point, bring 2 players. The stealth scout excels at 1v1s but gets killed against a well balanced team. Pyros as well get him.


The Jumper
This Scout jumps. He just jumps. He is still deadly though. His loadout is usually the FAN, Mad Milk, and the atomizer. I mean, theres really no other way to describe it. He jumps, but uses the FAN very well, both to jump and kill. Thats really it. I mean, hes hard to headshot, but he basically just jumps and shoots. You cant really hit him that often. Hes dangerous, but get him in a place where he cant jump, and hes yours.

Advantages: Jumps exceedingly well. Uses primary exceedingly well. Very hard to hit.

Disadvantages: Jumps. If you get him in a confined space hes dead.
Jumps can be an advantage as well as a disadvantage. They can kill themselves with the atomizer, and jump into a rocket. Pyros, use that airblast! Control his jumps, control the jumper.


The Warrior Scout
This is a scout who is one step behind ugc highlander. He dominates the server and makes use of every single weapon in his arsenal with perfect harmony. He gets 5 kills in a life, even more. He can be killed but only be rocket spam/sticky spam/combo pyro. But in all this, there is one fatal flaw. He forgets to watch his corners, or is so arrogant he doesnt realized he is being lured into a trap. Confined spaces are his one weakness, where he cant strafe. So lead him half the map away and jump out and take him by suprise.

Advantages: VERY good, only one step behind UGC highlander, can destroy any class in a 1v1, can even dominate 2v1s, but fails at the 3v1s. still EXTREMELY GODD

Disadvantages: Arrogant, but not as arrogant as a showboater. Lead him subtly into a confined space and he is yours. Make him focus on just you, annoy him with shotgun blasts and flares and other weapons, get his attention, lead him into a corridor, and then you can take him apart.



The Master Scout (continued on next segment)
This is THE SCOUT, the one who knows every trick, can beat every class, combines the jumper with the warrior, and dominates the server. There is nothing more that i can say than watch the heck out, because this scout will take you apart before you even know what happened. You will be flying across the map, dead, before you even fire a single rocket. Not even a shotgun blast. This scout is untouchable, you cannot nail him with projctiles, your only hope is to hope like hell for the random crits and pray that The Master scout is having a bad day. He can lie where nobody sees and fire only 2 shots to kill.


































































2.0 The Types Of Scout (Continued)
I am continuing the Master Scout here, this will be very short.


The Master Scout is really, well, the master. He has no disadvantages and every advantage, the only one who can hope to beat him is random crits, or anyother master scout
3.0 Countering The Scouts
You've learned the types, seen the weapons, now its time to kill those nasty little scouts and squash them like bugs. (Im sorry if this offends any scout)

Countering Scouts As a scout (3.1.)

Ok, i dont need to tell you how to kill Baby scouts and sphees, they are easy meat, but to counter a showboater, you use your speed, go behind him and blow his face into the ground, it's not hard. Just dont let the showboater see you, and you will be fine. For the Stealthy scout, zigzag so he cant hit you, then blast him, but bring some backup, you are the decoy, while the stealth scout is focused on you, your friend the demo shoots some stickies and bye bye scout. For Warriors, i suggest staying out of the way, you cant really counter them because they were you once, and they know your moves. I recomment the same with Master Scouts.

Countering Scouts As a Soldier (3.2.)

Ok, all you need to do is lead the scout and shoot your rockets, but track his movements and dont let him get behind your rockets. If you can keep him at long range as wel as maintaining a steady flow of damage, you wont have a hard time, but for goodness sakes please shoot at the ground, not directly at the scout. Please. For the showboaters, you are their weakness. Just hit them when they land and shoot them with your shotgun in the air. For The stealthy scouts, all i can say is that you have a chance, if you see them and you get the first hit, you basically win, its just a matter of the shotgun from there. For the warriors, use the same concept as the stealthy scout, but lure the warrior into a confined space before you start firing the rockets, otherwise, youre just wasting ammo. Stay the hell away from the masters, unless you have a squad of 5, including a heavy. Only then can you have a hope of defeating the master.

Countering Scouts as a Pyro (3.3.)

Ah, this is the weakness of the scout. The pyro is suited for close to medium range combat, while the scout is suited for the same. BUT before you start luring those warriors in, use a proper pyro loadout (degreaser, flare gun/shotgun/reserve shooter/powerjack/axtinguisher) please. It doesnt have to be that one, but be prepared, those scouts are vicious. But if you get the drop on them, you airblast them up against a wall or object and then fiire with the shotty/flare gun, every scout is toast if you get that clean hit after you set them on fire and airblast. the hardest part is getting them into that space. The warrior and master wont oblige, as they know you are the class engineered to fight scouts. So wait till they go to get a health pack and then take them by suprise. That is how you get them. That goes for every class of scout.


Countering Scouts as a Demoman (3.4.)

Ok, this is a kind of gray area, because you need to have exceedingly good aim with that grenade launcher if you are going to have any hope against those scouts. But the strategy i recommend is that you whip out your sticky launcher and that will be your anti-scout defense, shoot stickies and explode them in midair, or even lay traps, but if they get inside your guard, every scout class exceeding sphee and babies will kill you. Showboaters you can counter by exploding sticky bombs in midair, with stealth scouts, lay a trapof stickybombs where you will walk when you will get ambushed by a stealth scout. then when they come down to shoot you, jump and blow up the bombs, you should live with a couple health points. For jumpers, do the same thing that you did for showboaters. If you make them paranoid they will keep taking splash damage and die. For warriors, lay traps and blow up stickybombs in midair, i recommend standing in a building and shooting your grenades at the warrior scout after you laid sticky bombs around the doors. He wil think you are a n00b, and you will blow him to smithereens. This trick only works a maximum of 2 times however. And for the master scouts just run away and shoot grenades and stickybombs and pray they let you go, they know the explosion patterns and expect the stickybomb traps.

Countering Scouts as a Heavy (3.5.)

This is the easiest class to counter baby scouts, shpees, showboaters, and stealth scoutsas well as jumpers. But when you get to the warriors and the masters, that where you're gonna die, and thats a fact. For the babies and sphees just rev up your minigun and tear them apart. For the showboaters do the same thing, but you'll have to anticipate where they will go and shoot your minigun that way. For the stealth scouts, have your minigun revved up, and use a tomislav please. When the scout gets the first hit, he wont know your minigun is revved, so he will expect a second or two to shoot you. But you have your minigun revved up so take him apart. Just minigun fire at him and he will die(requires you to actually aim). With the warriors, oh boy theres a challenge. You need to go stealth and not let them see you. If they do, they will strafe around and take you apart. When you fire up your minigun and, providing they do not see you, fire, you will kill them. The masters you only take on if you have you pocket medic with you, otherwise it's suicide. Ok, now on to the engineer.


Countering Scouts as an Engineer (3.6.)

Dont even think about engaging those scouts until you have at least a level 1 sentry down. Dont even think about it. Build that sentry, build that dispenser THEN you go after them, because that way if they get you to low health, you can run back to your sentry and it will blow that scout to bits. Even a master scout cant survive being in close proximity of a level 3 sentry. This is a good anti scout class BUT ONLY if you have that sentry up, otherwise you might as well tie your hands behind your back and wait in the control point with no weapons. You can hunt down shpees and babies, and scouts, but beyond that, it's dangerouns.

Countering Scouts as a Medic (3.7.)

If you battle medic ubersaw bumrush a scout, i will reach through the time space continuum and slap you upside the head. You never i repeat, never engage a scout as a medic unless you are pocketing somebody. That does not go for babies and shpees. If you are in a medic chain, that is ok, but unless you are super good at medic and have a blutsauger, you do not even engage those scouts, you just sneak by them.

Countering Scouts as a Sniper (3.8.)

This is tricky. For the baby scouts, shpees, and regular scouts, you have easy headshots, but unless you are really good at sniper and have like 150 hours plus on it, just try to kill them with a fully charged bodyshot, or just try to pick them off from a distance, but please, please, PLEASE, do not let that scout get close you unless you are an absolute ninja with the jarate/bushwacka or you have some serious skills with that smg. Just pick them off from afar, but if they get close, run away. That goes for every scout except baby, shpee, and scouts.

Countering Scouts as a Spy (3.9.) continued next segment

Once again, this is a hard class to counter scouts as. My strategy is to wait until they backpedal into your knife, or trickstab them as they pass, or if you're really good with that ambassador, headshot them and pick them off with a bodyshot. If a Master scout comes close, dr or cloak and go to a new location unless you are a master spy, who has like 150 hours plus and can headshot a baby faces blaster scout from three quarters of the map away. And there are some spies who can do that, and can headshot kill a master scout, but unless you are one of them, do not engage a master scout. If a scout has full baby faces blaster boost, just let him go, theres no way you'll get him unless he is a baby or sphee. For showboaters, go behind them and backstab. For stealthy scouts, cloak/dr, uncloak in a safe place and backstab them.






















































3.0 Countering The Scouts (Continued)
Ok, for the jumper scouts, unless you are an amby pro, you leave them alone and strafe around them. For the warriors and masters, strafe around them unless you are absolutely awesome with the ambassador.

End of section 3.0.
4.0 Conclusion
Thank you for reading this guide, it was fun to make and i hope you employ these strategies.
Comment if it helped you or not. Thanks for reading!!!

:D
18 Comments
17 Jun, 2014 @ 1:51pm 
there's a mistake in this guide. The Sandman takes away 15 HP of your normal health, not 10. So it'd be 110 health with the Sandman, not 115.
SouthyJr 10 Jun, 2014 @ 12:44pm 
This guide was quite helpful for me and, while i think that it is decent as it is, I will have to agree with Digitic (Your guides are awesome by the way) with the fact that you should add some humor.
Nostril 2 Jun, 2014 @ 8:28pm 
And a tip with minisentries: put them near health packs to pick off enemies as they retreat at low health. Works very welll on 2Fort.
Nostril 2 Jun, 2014 @ 8:27pm 
I thought sphees were spies... Anyway, engineers are the biggest counter for scouts. Any level sentry (even mini) can ruin a scouts day as they never miss a shot.
Digitic 4 May, 2014 @ 5:54pm 
Nice to know i'm recognized.
Sam 4 May, 2014 @ 4:34pm 
whos digitic?
laugh_track_  [author] 4 May, 2014 @ 4:16pm 
Oh my god, i can't believe Digitic commented on this guide. I can scarcely believe what i am seeing.
laugh_track_  [author] 4 May, 2014 @ 4:14pm 
Thank you for the advice!!!
Digitic 4 May, 2014 @ 3:25pm 
your*:sticky:
Digitic 4 May, 2014 @ 3:25pm 
Hey, great job on the guide! I have a guide that's a slightly more comprehensive list on scout types (The Evolutionary Tree of Scouts), so maybe you can add that in for a resources section or as part of your "Types of Scouts" section. Also, try to make your information as concise as possible, add pictures, and add a lot more humor. These things keep people interested. More interested people means a bigger fan base, which means more sources to pull ideas from and thus higher quality guides. Also, don't respond to comments full of feedback with "thanks for you input". It makes you sound like a robot who doesn't care about feedback. Show some personality! Give the guides a personal touch, like you did with the story in the description. It'll become WAY more popular if you do it right.