Team Fortress 2

Team Fortress 2

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The Ultimate Scout Guide
作者: Mr. Shadow
This is the ultimate guide on how to play as the Scout class in Team Fortress 2. This guide covers both important information for new players as well as helpful tips and tricks for experienced players.
   
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The Main Strategy - Hit And Run
The main strategy to use as the Scout is Hit And Run. The Scout has a max health of only 125 which is part of the lowest health pool in the game, next to the Engineer, the Sniper, and the Spy. This doesn’t make playing offense hard, it just means you have to play it differently. The Heavy with a Medic attached means he can just force himself onto the front lines, but due to the Scout’s low health, he cannot do the same. What you will need to do instead, is to slip behind enemy lanes and sneak up behind single enemies. This is called flanking, and will catch them off guard and help you kill them. The Scout is only good for killing off one enemy at a time, not groups. If you walk into an area and find more than one enemy in it, run away. The Scout is fast enough to escape these situations without taking any damage. You will very often find yourself running away from fights, and this coward tactic is exactly how you play as the Scout. To put it straight forward, sneak behind enemy lines until you find a lonely desirable enemy and go in for the kill before running away to pick off the next enemy.


When it comes to gamemodes such as Control Point, Attack/Defend, King of the Hill, and Payload, you might notice that the Scout counts as two capture points. Use this to your advantage to push capture points in various gamemodes whenever there is no enemy in the way. Otherwise, do not attempt to capture points. It is way too risky and you will most likely die if there are other enemies there. The only exception being if your entire team is also there. You should also push through enemy lines to make it to and steal the intel in Capture The Flag. You are the main class to do that. Just be sure to be aware of enemies lurking in their defenses, especially with the Engineer, who loves to place sentries in the intel rooms. If you see a sentry, just run away. There is nothing you can do.
The Scout's Best Asset - Speed
The first thing you will most likely notice when first playing as the Scout is that he is incredibly quick. In fact, he is the fastest class in the game with an in-game speed of 133%. For comparison, the second fastest class in the game is tied with both the Medic and the Spy who both have an in-game speed of 107%, which is not even close to the speed of the Scout. You’ll also most likely notice that the Scout can do a double jump which allows him to reach high into the air. The Scout is the only class in the game who has this double jump mechanic. The Scout’s fast speed and double jump mechanic will be your best tool while playing as him.



Whenever the Heavy is aiming down his minigun, he only moves at an in-game speed of 37%. This makes him extremely prone to getting back stabbed by a Spy or headshot by a Sniper. But with the Scout, it’s a whole different story. Try strafing left and right while running. Doing this will cause the Spy to have a really hard time getting behind you to back stab you and will make it difficult for the Sniper to headshot you due to your sheer speed.

Whenever you come across a Heavy as the Scout, you may find it hard to kill him and not have him kill you. Try getting up close and personal with him and quickly circling him while shooting him with your Scattergun. The Heavy has to aim in the general direction of you to actually land his constant flow of bullets, and if you circle him, he tends to struggle to actually keep the gun pointed at you. Please note that this only works for the Heavy and his Minigun. The reasoning being that he can’t move fast enough to try and move away from your circle around him unlike other classes and because this strategy cannot work on non-automatic weapons.

Try and feel your surroundings while shooting someone. If you can do this, you can also jump around on different objects or structures around you to constantly mess up your enemy’s aim.

Health is a big problem with the Scout, so you will constantly need health packs to help you. Luckily, due to your speed, you can constantly run to health packs. Try doing this while fighting at the same time to replenish any health lost during the battle against an enemy.

Teleporters built by the Engineer can help out the team tremendously to get back into battle way quicker right after respawn. Though, only one person can go at a time, and due to the speed of the Scout, he doesn’t need it too often. To not slow down your team, don’t use the teleporter at all so slower classes like the Heavy can use it. The only exception to this is if no one is in spawn and no one on your team is currently dead, then you can go ahead and take the trip.

Every class in Team Fortress 2 has to deal with fall damage whenever they decide to jump or fall from a tall height, but the Scout is the only class in the game that can totally negate this by utilizing the double jump mechanic. Let’s say that you jump off of a tall structure and you’re about to hit the ground. Right before you hit it, just use your double jump and you’ll land on the ground just fine without taking any damage.

You can easily screw up your enemy’s aiming by juking them out with double jumping. There are two main ways to do this. First is to just double jump around in random directions while shooting at them. Whenever someone shoots at a Scout, due to the speed of the Scout, they opt for shooting where the Scout is going instead of where he is. By juking them with double jumps, you can confuse the enemy with where you are actually going, making them miss their shots. Second is to jump over them while you are shooting them. Sometimes, this strategy might not work, but a good chunk of the time, this will confuse the enemy’s line of sight on you, forcing them to wait longer before shooting again or missing their shot.
The Scout's Arsenal
The Scattergun is the primary weapon for the Scout. It is what you will mainly use to chip away damage and kill enemies. Use it for close to mid range to get good shots into your enemies. Here are the stats for the Scattergun below.

Base Damage
Critical Damage
Clip Size
Ammo Capacity
60
180
6
32

The Pistol is the secondary weapon for the Scout. Use it to hit enemies from further away as your Scattergun cannot reach that far. Use it for mid to far range to pick away from afar. Here are the stats for the Pistol below.

Base Damage
Critical Damage
Clip Size
Ammo Capacity
15
45
12
36












The Bat is the melee weapon for the Scout. Use it for getting into the faces of enemies and hit them rapidly. Reminder that the Bat only deals 35 damage per hit instead of 65, which is the usual damage for most other classes, except the Spy. Here are the stats for the Bat below.

Base Damage
Critical Damage
35
105
How To Deal With Each Class
The Scout Vs. The Scout

Fighting another Scout as the Scout relies mostly on good aim and movement. The only real tip is to try and make your movements unpredictable. Other than that, you’re on your own.

The Scout Vs. The Soldier

The Soldier’s splash damage is a Scout’s worst nightmare. You should never be in a confined room with a Soldier, and if you are, run. But, if you’re outside, you can climb onto something and easily get a high ground. This high ground forces the soldier to shoot at you instead of the floor around you, since they can’t reach it. Strafe and juke with double jumping to make them miss their shots as you shoot them.

The Scout Vs. The Pyro

The Pyro has a slow afterburn and unreliable burst damage. Despite this, strafing and juking generally won’t work due to the large flame that’s easy to aim with. Just get up and close and try to kill them before they can kill you. And once that’s done, scurry off to a nearby health pack to stop the after burn. This shouldn’t be too difficult due to your speed.

The Scout Vs. The Demoman

The Demoman relies purely on projectile grenades. Due to this, it is very hard for him to hit you. Try and force them to only use their Grenade Launcher by getting up close and personal, forcing them to stop using their Stickybomb Launcher and use their Grenade Launcher instead. Just try not to step into their Sticky Bombs. Your speed makes that mistake very easy to make.

The Scout Vs. The Heavy

The trick to fighting against a Heavy is strafing them and juke by double jumping while shooting them. Their aim is based on tracking, and they can’t do that if you’re too hard to track. The only problem is the amount of health he has, so just try your best with the strafing.

The Scout Vs. The Engineer

The Engineer is very easy to take out on your own, just use basic strafing tactics. But if he has a sentry, just run away. The best option you have is to pick at it with your Pistol, but if there is an Engineer repairing the sentry while you’re doing that, you can just forget about it.

The Scout Vs. The Medic

The Medic does not have any good offensive weapons at all, due to this, he is easy pickings. It is extremely easy to just jump behind his patient and kill him as the Scout. The only thing stopping you is if he has an ÜberCharge ready. But if that happens, just run. Always try to kill a Medic whenever you can. He is easily the most powerful class due to his ability to heal the entire time whenever and make one invincible for some time. Killing them will help out your team a bunch.

The Scout Vs. The Sniper

The Scout is hard to shoot due to his speed, this makes the Scout a nightmare for a Sniper to deal with. Just try to stay out of his sightlines and flank behind him and kill him.

The Scout Vs. The Spy

Spies are very easy to deal with as the Scout. Their disguises usually make them too slow to get behind you and back stab you. However, try not to get within stabbing range with them. Always keep your distance with the Spy.