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Meta Vs Machine: The Scooter
От maDEMOman
A Guide explaining the MetaGame for Scout.
   
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The Scooter
so you came here to learn some metagames eh? well you came to the right place!
I will explain the preferred meta for certain classes, this one being the scooter.

The Scooter is a class thats INSANELY squishy with 125HP, Can run like hell and can collect money from a bigger distance then other classes. The main idea for him is to basically be a tank/dummy for robutts to be angry at.

(for average players)
The Meta for the Scooter is to run around in circles collecting the money the robits drop.
simple eh?

(for smarter, more better Gamers*)
The Meta for the Scooter is running around the entire area the robytes are, collecting money WHILST tanking damage they can dish out to you and dealing it back while keeping that delishous A+ that players love you for.
to recap:
  • Collect Money
  • Tank Damage
  • Take Aggro
  • Support Fire

BTW. Scout isnt the ONLY ONE who can pick up money in MVM. DONT be that one guy who doesnt pick up money if its just laying there.
*yes. im calling anyone under 10 tours in advanced (or expert.) out.
Weapons! (Primary)
You may be asking me. "But Mr_Swan! I dont even know what weapons are even a PART of the meta gameplay T_T"
I got you covered here too ^_^. for here ill tell you the meta weapons a scout will (Most likely) use!

I will judge these in usefulness from 1-5 (1 being worst,5 being best)

Primary Weapons!

(for you average players you wont be using this as much as you think. NO1 wants you to be a Battle Scout.)

The Scattergun
Your Basic Meatshotter!
6 shots giving you enough firepower to take down most small robats (with robot engys normally being the tankiest)
+Allows you to ♥♥♥♥ Up a fair amount of times
+Decent Damage
+No Downsides
I rate this a 4.

The ♥♥♥♥-A-Noobture
A Underpowered nightmare in MVM
2 Shots meaning you HAVE to aim, or at the very least meatshot, Less Damage (but its really negated with more bullets fired.)
you have to UPGRADE this weapon before it even becomes of ANY use...
+Allows you to reset the bomb
+Good at delaying the Super Scout Giant Men.
-VERY Situational.
-Will need to reload to kill a few small robots
I rate this as a 2.

The HealGun (Shortstop)
God Tier Weaponry when used in MVM
4 Shots that you can VERY quickly reload, with the drawback of never having meatshot damage capability.
This gun WHILST OUT, will give you 20% more healing from ALL SOURCES! Meaning HP you get from Money will be MORE effective! (not to mention your medic will love you as he will need to heal you less now)
+Clip Reload, Like Spys revolver means you get your 4 shots instantly!
+Heal Faster
-No Meatshot Damage, Ever.
I rate this as a 5!

The Backscatter.
Useful for those scouts who cant ever get aggro from robots.
4 Shots that can minicrit when you shoot things in the back with a meatshot.
The main gimmick of the backscatter is that the playstyle is sort of like a speedy spy.
Its also less accurate at range so it is best to go for them meatshots. who cares? they are robots.
+Minicritting like a boss,
-Less Pew Pewwing.
I rate this as a 3.

The Baby's Face Blaster
Not useful at all since its nerf. (prenerf made it great)
4 bullets that were more accurate at range.
Gives more speed when you hit.
Takes Speed Away when you get hit or Double Jump.
Less Base Speed meaning you have to work to be able to dodge them.
Worst gun imaginable considering your aiming to either Dodge or Tank. (preferablly Dodge, 0 damage is great damage)
the speed up does NOT stack with Speed Upgrades. (valve, think about it.)
+ Speed.
- Less Base Speed.
- Getting Max Speed upgrade will negate speed up of the blaster. rendering it a worse scattergun.
Rated at a 1.
Weapons! (Secondary)
Its great that you have read this long ^_^ but we are just 1/4 way done.
heres the explanations of a Scooters Secondary Weapons.

Secondarys!

Most of these will be 1's mainly due to them being a part of battle scouting.

Pistol
PewPewPew, ♥♥♥♥♥♥♥♥♥♥♥!
not a preferred weapon when it comes to meta gameplay.
deals small damage per bullet
+Stock.
-Will MOST likely get you kicked for being battlescout. (and be called names.)
Rated at 1.

Cleaver
Throwing Knife basically, you throw it and it makes robots bleed oil for 6 seconds (also deals a fair bit of damage)
Will Crit if target is stunned, but robots these days cannot be stunned like the olden days of Stab Stab Stabbing.
Will MiniCrit if thrown a long enough distance. but why would you be away from the robots when their money is so much closer to them?
+Bleed Damage
-Will get you kicked for being battlescout
-Takes time to respawn.
Rated at 1

Mad Milk
Healing Juices straight from the "cow" itself! throw it on robots to allow ANYONE who shoots them to gain HP back!
insanely helpful when your medic needs HP too.
+HP Gains on Hitting milked targets
+Can be upgraded to slow Robots down
+Removes fire on Allys.
-Removes Sappers on Robots, making spys annoyed at you for wasting their sapper. (spy CAN place sapper on milked targets tho causing INSANE Slow down. unsure if bug or not.)
-Takes a while to recharge.
Rated at 5.

Bonk
A Can of pop designed to make you dodge everything like the matrix. will make you invunerable for 8 seconds allowing you to collect that sweet cash.
+Good for noobs who cant collect money without dieing
+Allows a scout to bodyblock enemys trying to run past him without taking damage
-Recharge Timer
Rated at a 3

Crit-A-Pepsi
A different Can of pop that will make you deal minicrits as well as move 25% faster, but will make you take a fair bit more damage then usual
not a suggested secondary if you cant dodge
+SpeedUp (sonic music plays)
+Minicrits
-Makes you less tanky...
-Recharge Timer
Rated at a 2.

Winger
More useless Pistol. The damage bonus it gives is not even good. at best it gives 20 damage a bullet. Allows you to jump 25% higher when you have the pistol out.
+Jump hieght allows scout to jump over small bots.
-Less Clip then pistol
Rated at a 1

Pocket Pistol
Bit more useful then a pistol but has a hell of a drawback.
3 HP on hit allowing scout to heal quickly if theres no money about. (wont give overheal like money)
20% damage vunerability. meaning you will die a hell of a lot quicker.
+Hp on hit
+No Fall Damage. (this is situational. you wont be in a point normally where you take fall damage.)
-Makes Scout less of a tank.
-Less pewpewing.
Rated at a 1
Weapons! (Melee)
If you have read all the way to this. CONGRATS! i knew you could!
just hang in there and read the rest tho!

Melees!

Bat
Usual stock bat. nuffin good nor bad about it.
+Stock
-Most likely get you kicked.
Rated at 1

The Sandman
Its going to allow you to throw the balls you have. Even if they are small :3.
But will make sure you have less max HP.
Can be upgraded to hold more balls.
+Ranged Ball Attack
-Less HP
-Wont Stun Robots
-500 Dosh upgrade to get the upgrade that allows scout to mark with Bat+Ball (still only allows 1 mark max.)
Rated at 2

Baston Bosher
Completely useless in MVM. only upgrades you can get for it are attack speed and HP on kill.
Completely the same as bat but with the added effect of bleed on hit and miss.
+Bleed
-You WILL hit yourself.
-Moron
-Useless Upgrades. Needs a revamp for MVM.
Rated at 1

Fan-A-Peace
God Bless this weapon! allows marking of enemys from the get go. allowing minicrits, Paired with the milk it provides epic healing for the entire group.
+Crits when it should minicrit. allowing scout to spam it on robots effectively.
+Minicrits on 1st hit allowing entire team to do extra.
-75% damage reduction, meaning ANYTHING killed by this is a insult to them personally. (although robots are never insulted.)
-Only allowed to mark ONE target alone. Hitting another will remove the 1st.
Rated at 5

Atomiser
Ever wanted to reach the moon? well no you still cant.... but this weapon will give you a third jump! thats like going to the moon :3.
you are granted a 3rd jump that will take 10HP off you.
+Third Jump
-10DMG per 3rd jump
-20% damage to players/robots
-Bit heavy for scout. making him swing it 30% slower.
Rated at a 2

Candy Cane
this cane will reward GOOD boys and girls with small hp kits on kills and Destroy BAD boys and girls with its drawback. 25% explosive vulnerability. Just comparable to bat in damage.
+small HP kits on evemy kills. (any weapon not just cane.)
-Scout will die faster to soldier and demos.
Rated at a 2

Sun O Stick
Will Crit ANY enemy on fire. but since the meta never requires pyro ever. you should never be using this weapon. will also do less damage.
+Crit burning enemys
-25% damage
Rated at 1.

Wrapping Assassin
A bat that does about the same as a fan o war with an amazing 70% damage reduction!
can fire a ornament that will cause enemys to bleed. however the robots wont be amazed at how good the ornaments are crafted. since they are robots without feelings.
+Bleed
-70% damage (Insulting to die to)
Rated at 1
The Meta Upgrade Path: Scooter
Now lets go over the important things in a MVM scouts life. his upgrades!
i will be showing My Main upgrade path here. it works for me, and it helps the team more.

My loadout for MVM is as followed: Shortstop, MadMilk, FanoWar

How my upgrades go is as followed:

Blast Resistance x 2
Bullet Resistance x 2
Crit Resistance x 3 (works on minicrits too)

Evenly spread the cash for these resistances depending on what you need at the time,
Once i have my resistances i then go on to my weapons, because being able to tank hits as well as dodging them makes for the better scout.
Shortstop:

Attack Speed x4
Damage x 4
Ammo Capacity x 4
HP on Kill X 2


You may be thinking why im focusing on damage as scout.
its because i already have all the nessisary upgrades i needed. RESISTANCE.
Living makes the scout better at doing his job. since most crit robots will kill you in 1 hit.
I for one can do both combat scouting AND collect money. because i prioritise money before killing.

i ususally dont upgrade the milk mainly because the giant super scouts i face are normally dead to heavy or engys sentry.

after that i just do whatever the ♥♥♥♥ i want with money. since all you need is already given to you at that point.

Now then. Go forth with all this scout knowledge and be the good cash scout you are!
Комментариев: 7
☭ Soviet Floaty B0i ☭ 17 июл. 2017 г. в 11:18 
Fuck the meta, just go ham with the Krit-a Cola and the Hamshank XD
CFN: KingQuesoVI 24 мар. 2016 г. в 11:34 
i have about 180 tours in two cities... theres way better advice to give than what you have here. not an opinion. this is fact. this guide looks more like inexperienced low tour player advice riddled with misinformation and lacking information. for instance, if heavy was using a huo long heater or there is a pyro replacing demo or soldier, the sun on the stick is extremely useful with its crit damage on burning enemies, giving the scout more damage output in later waves.

you shouldnt just write off certain weapons or tactics because YOU dont use it or YOU dont know how to use it. :megamanjump:
maDEMOman  [создатель] 23 мар. 2016 г. в 20:21 
@FastFlyingDevice
my way just shows the basics. i have fucktons of money left over near enough the end if i dont use it for other upgrades. i know it can be improved. but realisically for me. ive only ever needed resistance. speed was never a concern, niether was dodging. i just take aggro and tank like a mother fucker because god forbid the randoms you can be paired with never do it.
Jet 23 мар. 2016 г. в 18:39 
You can check out mine covering a general gist of everything Mann Up stuff you should know. Check in on my profile if you wish.

Honestly, I know you're trying to take the basic apporach of "my way of doing it" but it can certainly be better. Dodging with running speed can erase the necessity of resistances and also lead to a damage scout build, which can excel in both damage and tank, just like it can deal with money faster.

But have it as you want. Your normal meta scout becomes stale to play after a while. If you wish to improve your scout stuff, just take a stroll through the MvM subforum and ask. You could do things like this or way better:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=628202692
maDEMOman  [создатель] 23 мар. 2016 г. в 18:10 
@FastFlyingDevice
This guide is a reflection of what i do as scout. my opinions.
im not telling you what to use. im just showing my build which works for ME.

i personally dont need running speed for scout. he pretty fast without it.

@King Queso VI opinions m8. they dont bother me. Fan O War is the ONLY useful scout melee in MVM. If you havnt realised that then your the fool here.
if jump height works for you then feh. i dont care.

wheres your guides if you think this is terrible? i dont see a MVM guide with your names on it :P
CFN: KingQuesoVI 12 мар. 2016 г. в 18:13 
this is literally the worst scout guide i've read. boston basher is useless? sun on a stick useless? no mention of sodapopper which saves scout 300 from jump height? who taught you how to scout in mvm? only good thing this guide points out is what will get you kicked from a game but it doesn't do anything else.
Jet 11 мар. 2016 г. в 10:11 
I knew meta was terrible but you're borderline making a mistake if you don't suggest running speed at all in an MvM Scout guide, meta or not.
No wonder why you think upgrades are necessary first. You need to be able to dodge so than you can survive even without resistances and maybe with more scattergun upgrades.