Scout is an offensive class, blessed with high speed, a double jump, and a very in-your-face play style. Equipped with a scattergun and a pistol (and a bat, but that doesn’t matter all too much), the Scout’s job is getting in and capturing the point or intelligence as quick as possible, or being a nuisance to the other team. Since he has very high mobility, is a “light” class, and is a reasonably small target, in direct confrontation a Scout’s best friend is his movement. Since he only has 125 health, he goes down fairly easily, so be careful. A direct counter to Scout is Heavy, since the two are essentially polar opposites; one has low health and high speed, the other has high health and limited speed. Since Heavy’s have high DPS and can take a lot of damage (ESPECIALLY when pocketed), Scout’s should try to avoid Heavy’s if possible. The Scout, like most other classes, has a pretty good variety of weapons he can use. Some are better than others, and we’re going through them all. PRIMARY Scattergun Scout’s stock primary, the scattergun is a well-rounded weapon like most other stocks. 6 shots, good damage, no hindrances, but not particularly flashy. Soda Popper The Soda Popper is a very powerful weapon. Two shots in the chamber, it reloads both at once, and super high burst damage, coupled with a damage-charged ability that gives him several more mid-air jumps, the Soda Popper is my personal go-to weapon for Scout. Force-a-Nature The F.A.N. is a weapon that is worth less than the sum of its parts. Slightly lower damage, but more pellets means it can pump out more damage at close range than stock, but it’s two-shot capacity and incredibly high knockback means that even if you get a good meat shot on your target, the second will probably do as much as a staled Fox laser. On the plus side, it can give you a bit more mobility if you shoot it in mid-air. Shortstop The Shortstop has four shots, an alt-fire shove attack (for some reason), and a tighter shot spread than stock. This means that it does better at medium range, and is built around a bit more of a distant fight. Backscatter Like the Backburner (which will be gone over in a different guide), the Backscatter is an ambush weapon. High damage if you attack from behind. Baby Face’s Blaster This weapon is a bit complicated. You move slightly slower, but the more damage you do, the faster you go. If you take damage or double jump with it, the boost will be reduced. SECONDARIES Pistol The pistol is the stock secondary for both T eh Scout and Engineer. It’s best use is a clean-up on damaged enemies that are trying to flee, since it doesn’t have particularly steep damage fall off. Winger The Winger has 5 shots, unlike the pistol of which has 12. It does slightly more damage, and gives the Scout slightly higher jumps; a trade-off of damage for mobility. Chase after your enemies! Flying Guillotine This is an arcing, single-throw weapon that causes bleeding on a successful hit. Pretty simple. You can use it to spycheck, finish off fleeing enemies, or add some DPS to an ambush. Bonk! Atomic Punch Bonk! grants brief invulnerability at the cost of being unable to attack during it. There are really two ways to use it; get in or out. The invulnerability will let you draw fire from Soldiers, Heavies, or Sentries, and can let your team get through it with minimal casualties. If you don’t think you’ll be able to survive a fight, you can also use it to just run away. Crit-a-Cola Crit-a-Cola let’s you deal mini-crits (x1.5 damage) for a short period of time from all weapons, but it also gives you “Marked For Death”, which means all damage you take is also mini-crits. It’s more of an ambush weapon as well, since you kill and die easily. Mad Milk The Mad Milk is similar to Jarate in general design, but instead of mini-crits, you get the ability to regain health based on how much damage you do to a target inflicted with it. Pretty Boy’s Pocket Pistol The PBPP has slightly faster firing and slightly smaller clip sizes than stock, with the added benefit of health regain on a successful hit on an enemy. (I’ll do melee later, (currently WIP)) Bat This is just the stock bat. Nothing particularly special about it. Misc. This includes the Unarmed Combat, Freedom Staff, and other melee weapons that aren’t any different to stock (other than the pan). Atomizer The Atomizer deploys much slower than the stock Bat, deals less damage, but lets you jump a third time when it’s deployed. Boston Basher This weapon, like the Flying Guillotine, will cause bleed on hit. A miss, however, will inflict bleed on yourself. Wrap Assassin Also like the Flying Guillotine, the Wrap Assassin has an alt-fire projectile that inflicts bleed when it hits. It does substantially less damage than stock, though. Fan O War The Fan O War does 75% less damage than stock, but will mark enemies with mini-crits on hit. A big trade off, but is more useful for pocketed classes.
Sandman The Sandman reduces your max health in exchange for… well, nothing, really. All it does different than stock is give you an alt-fire projectile like the Wrap Assassin, but all it does is slow whomever it hits. Candy Cane The Candy Cane does very little other than make enemies drop health packs on death. Simple as that. Holy Mackerel Same as Stock, but with a nifty trick: if you hit a Dead Ringer Spy and they feign, it won't show "FISH KILL" in the kill feed.