Team Fortress 2

Team Fortress 2

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Damage Scout: A Brief MvM Guide for Beginners
By chimney
This is a brief guide on how to play Damage Scout in Mann vs Machine. It is generalized and doesn't go into too much depth on different strategies you can try out. A lot of it is based on the Two Cities tour since that's where most of my experience comes from. I figured no better time to make this one since Canteen Crasher is in beta and everyone is complaining about the Scout contracts requiring them to do more than just pick up money.
   
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Loadout
Primary


The Soda Popper is great in terms of mobility. The extra jumps allow you to dodge aggro easier, which is key for surviving as Damage Scout since you’ll be spending your credits more on your weapon than resistances. Not only is it good for mobility, but it’s the most cost-effective Scout primary in terms of DPS. The Firing Speed and Reload buffs it comes with make Damage and Clip Size the only upgrades that will affect DPS you’ll be getting.


The Shortstop is also a pretty good choice. Although you should usually be in the robots’ faces, it does do more damage at mid-long ranges if that’s where you have to be playing to survive. Unfortunately, it takes a lot more credits to reach its potential max DPS than the Soda Popper. It also lacks the mobility of the Soda Popper that allows you to skimp on resistances. Overall I’d say the Soda Popper is better, but this is something to consider. The push mechanic is semi-useful for last stand holds on the hatch. Don’t get annoying with it though.


The reason some people probably consider it good is the reason I consider it bad. Knocking back can be extremely annoying. If you have a Sniper, they can say goodbye to their aim. It's not as bad as say airblast but it's still annoying. You can pit the bomb I guess, but I'm not fond of pitting strategies anyways. While it is a Damage Scout guide, and the FaN does have pretty good DPS, the knockback is just too annoying.

Secondary


Even though Mad Milk won’t be a primary focus for this playstyle, it can still be a tremendous help. If there aren’t a lot of bots dropping money, you won’t be overhealed as much therefore you’ll be much squishier. Milked bots, especially Giants, can help you sustain yourself in such a situation. The Slowdown upgrade is also useful if your team can’t seem to handle Super Scouts on their own.


Since you won’t be buying many resistances, this can help you escape with your life if you’re ever in a bind. Also can help you run through dangerous areas if that’s where the money happens to be.


While I prefer Milk personally, Crit-a-Cola is something to consider. For times when they’ll be dead before you get a chance to mark them, this can ensure you still get some extra damage off. It truly shines on tank waves, especially if your Soldier isn’t running Buff Banner.

Melee


This can help you get some extra damage off on Giants and bosses. Simple as that. Don’t bother marking normal bots (not worth the time) or tanks (doesn’t take effect.)


The extra jump can allow you to access some more areas with limited Jump Height upgrades. Personally I’d only consider it early waves, or at least until you can afford full Jump Height.
Upgrade Path
Only doing Soda Popper Upgrade Path since I don't think beginners should try working with Shortstop
This is the general order for how your upgrades should be purchased:
  1. Movement Speed and Jump Height
  2. Crit Resistance (Usually)
  3. Alternating Damage and Clip Size, starting with Clip Size
  4. Projectile Penetration
  5. Resistances
  6. Any extra credits can be spent on Milk Slow Speed or Crit Canteens


You don't necessarily have to max them out right away. Just get some so you'll be able to dodge to stay alive since you won't have many resistances. Any combination is fine.


For the most part, if the wave has any crits at all, this is pretty important. You'll be point blank range a lot of the time so you'll be very vulnerable if you can't take a critical hit. If there isn't any crits, you can skip right to the next upgrade. You can tell if there is crits by a blue outline on the icons in the wave preview at the top of the screen.


I find alternating between Clip Size and Damage gets the best damage results. Prioritize Damage if your aim is good but Clip Size if it's not so good.










This is especially helpful when Giants drop in pairs so you can shoot both of them at once.


You won't be able to afford max resistances on many missions when playing Damage Scout, but it's good to get some if you can. More survivability is always nice.


This isn't really in the order at all. Just get it on waves with Super Scouts if you feel like your team won't be able to handle them.


Scout is an excellent tank buster, so these can help with those. Also pretty useful on Giants.
How to Play
Run and jump around to collect the money. Use your Movement Speed and Jump Height to do this quickly and to dodge (strafe, jump, don't stop moving!) since you won't have resistances. Money is still a priority for the damage playstyle. You can still be pretty aggressive without resistances because of the Overheal you get from the money.

Before you think about attacking anything, make sure you understand that you're a flank class. When you get point blank to the Giants, you don't want them to see you. Attack from behind unless it'll bring aggro onto a Spy or something.

After money collection, Giants take priority. Big robots are much easier targets than small ones, plus they're an easy way to accumulate damage. If they won't be dead by the time you do it, go ahead and fan them before you attack as well.

Tank busting is another area where Damage Scout shines. Get point blank and start shredding. Slay them even faster with Crit-a-Cola, although be aware you won't have Milk's healing to fall back on.

Crowd control isn't really your job. The Scattergun just isn't suited for them. Still shoot at them, but if there are Giants or a tank you could be shooting at instead, do that.

Milk Giants and especially Super Scouts when you have it. This isn't as much of a priority as it is with Support Scout but the occasional healing is still really useful. However, if no money is dropping you won't be nearly as bulky without the Overheal, so it can be very essential in those long, support spam sections some missions have.

If your Demoman/Sniper/Crutch Passer Pyro fails at taking out the Uber Medics, you're a pretty good second chance. Point blank with at least 2 Damage upgrade can drop Medics. More Damage upgrades will ensure you don't have to be touching them.

Take out snipers if your Soldier is slacking or busy on something else (Shooting large groups, on a tank, etc.)
Red Money
I discussed it in the Support Scout guide but I feel like I should still mention it here:
Red Money is generated by kills gotten with any Sniper Rifle. It used to be headshot kills, but it's now just any kills from the Sniper Rifle. That said, any money missed can't be your Sniper's fault unless he's SMGing or meleeing for some reason. It still gives you health and overheal, but it's already collected towards the wave's money count. It gives the Sniper points in the Money category on the Scoreboard. Green money takes priority over it, but still pick it up if it's the only money on the field since it still heals/overheals you.
Addressing the BS
As one guy has already started saying that damage scout is trash, as well as saying that every other class except Medic can easily outdamage Scout. I think that people need to realize that yes, this SHOULD be the case, however most of the time it isn't. Since I've seen it on many occasions where the Scout will be outdamaging a good few people on the team, even high tours playing some of highest damage output classes.
Conclusion
Collect the money. Never stop moving to survive without resistances. Flank Giants. Scout is a surprisingly good tank buster. This guide is generalized for the most part, so don't go saying in the comments "you forgot this," as I probably didn't forget it, but rather left it out on purpose because I decided it was too specific. However, if you truly feel I did, I may change parts to fit whatever fix you may have in mind. Cheers.
56 Comments
BirbSMB Nov 19, 2024 @ 9:20am 
instructions unclear, got 130k dmg on metro malice with 23 deaths

Great guides, though!
DarklordKermit77 Sep 14, 2022 @ 6:20am 
Good guide, it sucks that tacobot.tf linked it because now you'll be associated with them.
Enzo Apr 7, 2022 @ 3:59am 
It didnt mention it but if youre going to tank bust as scout [From experience] I recommend shooting at the side not the front because it does slightly more damage than the front may not matter much but it can be useful sometimes.
Soldier Man Sep 13, 2021 @ 11:58pm 
#DamageScoutSupremacy
Agent 42 Jul 25, 2021 @ 2:41pm 
(doesnt require damage upgrades)
Agent 42 Jul 25, 2021 @ 2:39pm 
in harsher conditions you can also fall back to the fan of war, mark the uber medics and 1 shot them close up with the sodapopper. usually a fallback strat that i use if my team doesnt know too much what theyre doing and no one seems to be at the front or any class that takes the uber medics out (?)
ONE MILE OF TAPEWORMS Mar 20, 2021 @ 10:52pm 
Imagine buying resistances
This meme was brought to you by 27 deaths gang
chimney  [author] Nov 6, 2019 @ 9:31pm 
i love you upside down man
Revan Nov 5, 2019 @ 5:11pm 
this guide sucks I'm still bad
chimney  [author] Jul 14, 2019 @ 12:32am 
I don't get many resists or movement upgrades until later either. It's just that people get very pissy if you tell them to survive without resistances AND without easier dodge tools. It's targeted more towards beginners, so the goal is to ease them into it without telling them to go full glass cannon right out the gate if they aren't ready for it.