Team Fortress 2

Team Fortress 2

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Ascor's competitive Scout Guide
By //Ascor
Hi, I'm Ascor. I've been playing Scout for quite a while now and decided to release my Reddit Scout Guide as Steam guide now. Enjoy.
   
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Scripts and Setup
Update (01/03/2017):
This is not a guide on TF2 scripting. It truly isn't a hard concept to grasp if you spend some time and effort looking into it. I recommend the TF2 Wiki for an explanation. I do not play TF2 anymore and I neither have the time nor motivation to deal with each error. Chances are that the mistake is on your end, not mine, because these scripts work 10/10 for me and the majority of others. I thank you for respecting my time.

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There are many scripts out there for different purposes. As you continue to play scout you may find some of them very useful and some not very useful at all. Don't hesitate to ditch some of the less useful ones and substitute them with your own! Scripting is quite simple but if you don't feel like going through the effort of learning it (something I strongly encourage) I have compiled my personal scripts down below.


A. Null-cancelling script

This script is so useful, you wouldn't believe it. Your movement becomes much more fluid, you can suddenly do tap dodging (more of that down below) and you will never ever become an easy target again because you stopped in mid air. It basically enables the new movement key to "override" the old one preventing the previous conflict where neither key was pressed.

bind w +mfwd

bind s +mback

bind a +mleft

bind d +mright

alias +mfwd "-back;+forward;alias checkfwd +forward"

alias +mback "-forward;+back;alias checkback +back"

alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"

alias +mright "-moveleft;+moveright;alias checkright +moveright"

alias -mfwd "-forward;checkback;alias checkfwd none"

alias -mback "-back;checkfwd;alias checkback none"

alias -mleft "-moveleft;checkright;alias checkleft none"

alias -mright "-moveright;checkleft;alias checkright none"

alias checkfwd none

alias checkback none

alias checkleft none

alias checkright none

alias none ""

B. Crouch Jump script

This script is quite simply in both, it's execution and it's purpose. As long as you hold down space you will crouch during your jump. This is useful for reaching otherwise hard to access places without crouch jump (ex. the small fence on the right side when coming from big door on gullywash).

bind space +crouchjump

alias +crouchjump "+jump;+duck"

alias -crouchjump "-jump;-duck"

C. Mousebutton binds

This one isn't necessary at all but something I found to improve my gameplay a lot. Since the Scout doesn't have a secondary ability (apart from the double jump) you are free to use the mouse2 button. This script binds the Scattergun to mouse1 and you will attack when pressing mouse1. It binds the pistol to mouse2 and it's attack to pressing mouse2. The bat is bound to 3 on the keyboard and it's attack is 3 aswell. However this script right here is customized to my likings. What that means? It has my personal crosshairs, viewmodels and sensitivity. Don't be afraid to change those. If you are unsure how just ask down below.

// scattergun

alias "+scatter" "slot1;+attack;cl_crosshair_file default;cl_crosshair_scale 20;cl_crosshair_red 0;cl_crosshair_green 128;cl_crosshair_blue 192;r_drawviewmodel 0;viewmodel_fov 0"

alias "-scatter" "-attack"

// pistol

alias "+pistol" "slot2;+attack;cl_crosshair_file crosshair5;cl_crosshair_scale 32;cl_crosshair_red 0;cl_crosshair_green 255;cl_crosshair_blue 255;r_drawviewmodel 0;viewmodel_fov 0"

alias "-pistol" "-attack"

// bat

alias "+bat" "slot3;+attack;cl_crosshair_file crosshair4;cl_crosshair_scale 32;cl_crosshair_red 255;cl_crosshair_green 255;cl_crosshair_blue 0;r_drawviewmodel 1;viewmodel_fov 54"

alias "-bat" "-attack"

// BINDINGS

bind "mouse1" "+scatter"

bind "mouse2" "+pistol"

bind "3" "+bat"

D. Comp ragdolls/gibs

Most competitive players find ragdolls and gibs distracting. The below scripts disable them/make them fade away very fast so you can be sure that you killed someone as soon as he disappeares.

// Disable ragdolls

cl_ragdoll_fade_time "0"

cl_ragdoll_forcefade "1"

cl_ragdoll_physics_enable "0"

g_ragdoll_fadespeed "0"

g_ragdoll_lvfadespeed "0"

ragdoll_sleepaftertime "0"

// Disable gibs

cl_phys_props_enable "0"

cl_phys_props_max "0"

props_break_max_pieces "0"

r_propsmaxdist "1"

violence_ablood "0"

violence_agibs "0"

violence_hblood "0"

violence_hgibs "0"

E. Crosshair flash

This is a simple script that flashes your crosshair color everytime you press wasd. Useful for keeping track of your crosshair in the middle of the fight. Intended for use with the spy's ambassador but also works quite well with scouts. Once again the colors that will flash can be edited by editing the cl_crosshair_color values.
Warning: If you use this together with the null-canceling script put this into your config and erase all bind wasd lines.

bind w "+mfwd; +fw"

bind s "+mback; +bw"

bind a "+mleft; +mr"

bind d "+mright; +ml"

alias dotxhaircolor "dotxhaircolorb"

alias dotxhaircolorb "cl_crosshair_blue 0; cl_crosshair_green 255; cl_crosshair_red 0;alias dotxhaircolor >dotxhaircolorc"

alias dotxhaircolorc "cl_crosshair_blue 255; cl_crosshair_green 0; cl_crosshair_red 255;alias dotxhaircolor >dotxhaircolord"

alias dotxhaircolord "cl_crosshair_blue 240; cl_crosshair_green 255; cl_crosshair_red 0;alias dotxhaircolor >dotxhaircolorb"

// movement color toggle/flashing xhair example

bind "w" +fw

alias +fw "+forward;dotxhaircolor"

alias -fw "-forward;dotxhaircolor"

bind "s" +bw

alias +bw "+back;dotxhaircolor"

alias -bw "-back;dotxhaircolor"

bind "d" +mr

alias +mr "+moveright;dotxhaircolor"

alias -mr "-moveright;dotxhaircolor"

bind "a" +ml

alias +ml "+moveleft;dotxhaircolor"

alias -ml "-moveleft;dotxhaircolor"

F. Aarons crosshair switcher

This is not an actual script but more a program that I urge you to use. What it does is, it creates a custom crosshair for every weapon. Create a crosshair, copy the color values, insert into the above scripts and you now customized the crosshair for the weapons (like mentioned in the mousebutton binds).

G. viewmodels

Ah, viewmodels. Some people can't play without them. However turning them off is highly recommended. They will distract you and obscure your view. If you have auto-reload enabled they may even take up a large portion of your screen. If you want specific weapons to have them enabled just copy "r_drawviewmodel 1;viewmodel_fov 54" into the bind to equip that weapon. If you want them disabled type "r_drawviewmodel 0;viewmodel_fov 0" I advise turning them off for secondary and primary but keeping them on for your melee. You will know which weapon you are using by using custom crosshairs for every weapon.

H. Tracers

Similiar to viewmodels they only obstruct your view. They are mostly inaccurate and don't really give you any feedback on if you actually hit someone. Just turn on hitsound and damage display as text.

I. Auto reload

Why should you turn on auto reload? Why. the. hell. not? With disabled viewmodels there is literally no downside. There is no increase in time it takes to fire whilst reloading. Your current clip won't be "discarded". You can now bind useful stuff to r (like "Need a dispenser here!" or "Spy!"). Do it. As simple as that.
Movement
A. How to move

You want to be unpredictable when dodging and preferably unseen when moving around the map. Think of playing scout like playing spy. Meatshot are your backstabs. With the exchange of mobility for cloaking. Also you can defend yourself a little better in 1v1 situations.

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Vs. Soldier

Never ever ever ever engage a soldier head on. If he's at full health it's very difficult. If he's buffed then you may aswell just suicide and jump off a cliff. There are times when you have to 1v1 a soldier. Like when you are backcapping and their roaming soldier falls back to get you. Wait until he jumps. He'll waste a good portion of health on the jump and that's a pretty good advantage. Don't double jump. No seriously don't. If you double jump then you basically wasted your only steering tool in midair. And the next thing you know is that there will be a rocket where you are jumping waiting for you. Only engage soldiers if they are not buffed AND you can get a good meatshot off. Generally you want to get 1-2 meatshots off before retreating and poking with your pistol/chipshots. Most soldiers have the annoying habit to immeadietly shoot at their feet when they're being attacked from behind. Use this to your advantage. After the initial meatshot jump above their head and disorient them. If it's not necessary that you take him down there is no shame in retreating.

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Vs. Demoman

Ah Demoman. They are to be honest a fairly easy target. Are they pipe spamming? Good job, you can move in with your scattergun as long as you remember to crouch and dodge inbetween. If he's piping you can safely double jump. Is he sticky spamming? Watch out for them and use your pistol to poke before you go in for the kill. You can also use your pistol to destroy stickies. You may double jump aswell. Watch out for soldiers coming to help him though.

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Vs. Scouts

Don't jump. Mirror his movements if you are landing your shots. He strafes right (his perspective)? You strafe left. As simple as that. You won't have to adjust your aim as much if you can keep good track of him with your movement keys. Generally speaking scout vs. scout fights are often undesired and unneccesary. Concentrate on other picks. If you are not landing your shots then by all means BAIL OUT! Act unpredictable. Jump inbetween. Change directions. Move away from him! If he lands a meatshot first you lost the encounter.

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Vs. Medic

Do I really need to tell you how to pick a medic? Watch out for his pocket. Go in. Point and shoot.

Movement

I'll cover some of the most basic movement tips I got.
A. How to move

You want to be unpredictable when dodging and preferably unseen when moving around the map. Think of playing scout like playing spy. Meatshot are your backstabs. With the exchange of mobility for cloaking. Also you can defend yourself a little better in 1v1 situations.

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Vs. Soldier

Never ever ever ever engage a soldier head on. If he's at full health it's very difficult. If he's buffed then you may aswell just suicide and jump off a cliff. There are times when you have to 1v1 a soldier. Like when you are backcapping and their roaming soldier falls back to get you. Wait until he jumps. He'll waste a good portion of health on the jump and that's a pretty good advantage. Don't double jump. No seriously don't. If you double jump then you basically wasted your only steering tool in midair. And the next thing you know is that there will be a rocket where you are jumping waiting for you. Only engage soldiers if they are not buffed AND you can get a good meatshot off. Generally you want to get 1-2 meatshots off before retreating and poking with your pistol/chipshots. Most soldiers have the annoying habit to immeadietly shoot at their feet when they're being attacked from behind. Use this to your advantage. After the initial meatshot jump above their head and disorient them. If it's not necessary that you take him down there is no shame in retreating.

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Vs. Demoman

Ah Demoman. They are to be honest a fairly easy target. Are they pipe spamming? Good job, you can move in with your scattergun as long as you remember to crouch and dodge inbetween. If he's piping you can safely double jump. Is he sticky spamming? Watch out for them and use your pistol to poke before you go in for the kill. You can also use your pistol to destroy stickies. You may double jump aswell. Watch out for soldiers coming to help him though.

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Vs. Scouts

Don't jump. Mirror his movements if you are landing your shots. He strafes right (his perspective)? You strafe left. As simple as that. You won't have to adjust your aim as much if you can keep good track of him with your movement keys. Generally speaking scout vs. scout fights are often undesired and unneccesary. Concentrate on other picks. If you are not landing your shots then by all means BAIL OUT! Act unpredictable. Jump inbetween. Change directions. Move away from him! If he lands a meatshot first you lost the encounter.

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Vs. Medic

Do I really need to tell you how to pick a medic? Watch out for his pocket. Go in. Point and shoot.

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B. Patterns

Most patterns are extremely bad. The human mind is astonishingly good at predicting and recognizing patterns. And once your enemy figured them out you will die and die and die. However you can have pre-determined semi-random patterns. One of my favorites is: Move in one direction. Stop. Continue moving. Most people expect a change of direction after a pause. Going in the same confuses them. Don't do it twice in a row or you'll get shot down. Play MGE and find your own patterns. Experiment and have fun.

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C. Pattern interrupt

Break up your patterns. If you feel like you are doing something too much change it and mix it up. Combining different elements of different patterns is also nice.

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Aiming
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A. How to properly aim

Aim with your movement keys. You want to follow your opponent with your strafing. Then jerk/twitch in their direction and shot. Rinse and repeat.

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B. How to train your aim

Play either MGE or go on DM servers. I prefer DM servers because they allow for a more realistic setting where people are distracted and you can actually shoot them in the back. MGE is fine too.

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C. Muscle memory

Muscle memory is pretty important. I suggest you read a book/wikipedia article about it and then download one of the countless muscle memory maps there are.

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D. Sensitivity

Honestly play with whatever you are comfortable with. If you feel like you are overshooting your targets then lower it. If you feel like you are lagging behind up it a bit. Important is that you KEEP it once you found a good setting. Only then can you seriously train your muscle memory.

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49 Comments
ggs all Jun 1, 2017 @ 6:26am 
// Null-cancelling movement script
// (prevents you from pressing two opposing directions, which causes you to stop moving)

bind w +mfwd
bind s +mback
bind a +mleft
bind d +mright

alias +mfwd "-back;+forward;alias checkfwd +forward;dotxhaircolor"
alias +mback "-forward;+back;alias checkback +back;dotxhaircolor"
alias +mleft "-moveright;+moveleft;alias checkleft +moveleft;dotxhaircolor"
alias +mright "-moveleft;+moveright;alias checkright +moveright;dotxhaircolor"
alias -mfwd "-forward;checkback;alias checkfwd none;dotxhaircolor"
alias -mback "-back;checkfwd;alias checkback none;dotxhaircolor"
alias -mleft "-moveleft;checkright;alias checkleft none;dotxhaircolor"
alias -mright "-moveright;checkleft;alias checkright none;dotxhaircolor"
alias checkfwd none
alias checkback none
alias checkleft none
alias checkright none
alias none ""

Craven Moorehead Feb 13, 2017 @ 5:25am 
Hey your Null-cancelling script isnt working?
Lord Sunday Jan 3, 2017 @ 5:04pm 
Could someone help me?
Lord Sunday Jan 2, 2017 @ 6:34pm 
Hey every time I open up tf2 again I can't move after putting in your scripts. They work fine when I first put them in though.
Floren Dec 25, 2016 @ 7:06pm 
Good job with the guide. Some great stuff in there
:steamhappy:
Greemu Sep 27, 2016 @ 3:03pm 
good job
aingg Sep 18, 2016 @ 10:14pm 
Thanks ALOT!
Carl Johnson BR (real) Aug 21, 2016 @ 7:54am 
Thanks! Helpful!
samoyu Aug 6, 2016 @ 5:49pm 
I don't think you should put anything into your reset.cfg file. Did you put the script into your autoexec?
samoyu Aug 6, 2016 @ 5:47pm 
If you put the script into your (class).cfg, and it does not work, try putting exec (class).cfg into autoexec.