The Scout

Statistics:

Speed Start Health Start Armor Max Armor Concussion Grenades Flash Grenades
450 75 Health 25 Armor 50 Armor 3 Start / 4 Max 2 Start / 4 Max

Weapons Chart:

  Nailgun Shotgun Axe
Starting Ammo 50 Nails 50 Shells N/A
Max Ammo 150 Nails 75 Shells N/A
Impulse Value Impulse 4 Impulse 2 Impulse 1

 

The Scout was one of the least used classes in TeamFortress only a few months ago, but now it is one of the most popular. Why? Simple enough. Speed. The speed of the Scout has dramatically improved. Apparently they have always been this fast on LAN games and QuakeWorld was what was slowing them down. Whatever the case, they're at full speed now. Used correctly, the Scout can be a real boon to team coordination and scoring.

As the Scout ...
Use your speed to your advantage. You can literally run circles around opponents before they even know what's happening. Thus, circle-strafing is VERY important. However, remember that your primary job isn't to attack, but to inform or run for the flag/key. Anyway, if you hang around in one place for too long, you're inevitably going to get killed.

Scanning is deceptively hard to use. It can take a while to get a feel for the tool. Also remember that the enemies you scan may move. Thus, you'll have to be quick in order to tell your teammates where to go and whatnot. Remember, it takes teammwork to use scanning effectively.

Scouts make great flag carriers because of their speed. They are especially useful in keeping a flag or key "alive" once dropped. True, you'll be sacrificing yourself for your team, but you're giving your slower teammates time to catch up with the real firepower. If you do manage to survive with the flag, don't stop running. Try to go around corners as to avoid long range missle/nail attacks. Once far enough, you should be home free.

Also, remember you can defuse detpacks as the Scout. Try to stop any enemy detpacks you encounter. Your teammates will be most grateful. You just need to position yourself on top of the detpack and you'll see a message that it is being defused. Remember as well, that you can uncover enemy spies just by touching them. If your team is constantly being infiltrated by spies, it might be wise to have a Scout or two at checkpoints in your base.

Use your grenades, too. Dump your concussion grenades all through the enemy basement on your way to grab the flag (as long as a teammate isn't with you). You'll find the enemies you streaked past on your way in drunk, making your escape that much easier. If you die grabbing the flag, at least you've left the defense confused and bumping into walls for the rest of your team's offense. The flash grenade can be useful, but unfortunately won't work on anyone with 3dfx using the GL version. Anyone playing in normal mode will become temporarily blinded.

A frightening trend has emerged lately in TeamFortress. If you play on open servers often then you've surely noticed the dreaded "RamboScout". These freaks of nature are usually LPBs (low ping bastards) and could possibly be the single biggest nuisance in TeamFortress today. RamboScouts will streak towards your flag, but unlike ordinary Scouts these bloodthirsty rodents will stop for a fight. That's right, instead of zooming past their enemies without a problem they will choose to kill first. They will circle around you, pelting you mercilessly with their nails. You can't run. They may not have a powerful gun but they can move so fast that you'll be dead before you can get a good shot in. Dying to RamboScouts can be a humiliating but common experience, especially for the heavier classes.

 

Against the Scout ...
It can be really annoying trying to catch the Scout in your crosshairs, laser sight, or whatever. If you're a Soldier, try to use radius damage to knock the Scout away, or perhaps even kill him. Sometimes firing at my feet has resulted in success. Painful, yes, but it's better than being killed (embarrassingly I might add) by a Scout. :)

If you see a Scout running towards the flag, make sure you aim not at him, but towards his destination. It doesn't take much to kill him, but if you miss, there's a good chance you won't be able to catch him.

Dealing with RambScouts is a little more difficult, but there are definitely some strategies. They like to chase people from behind. If one is pursuing you, keep running forward- a RamboScout won't pass in front of you on purpose. You have a little time since the Nailgun is pretty weak. Start priming your regular grenade, and after 2 seconds (try to judge the distance he's behind you and adjust if necessary) throw yourself into reverse, backing up, and release the grenade forward. Chances are the Scout will dart in front of you and right into your grenade as you safely back out of its blast radius.

Last updated: November 20, 1997