Team Fortress 2

Team Fortress 2

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The Speedy Hoppity Man: WrytXander's Guide to the Scout
By WrytXander
There are nine classes in TF2. Scout is one of them. Here's how to play Scout.
   
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Introduction
The Scout. This tiny fella from Boston ain't all he looks. He's actually a murderous delinquent; having beat his seven older siblings so hard they don't mess with him anymore. He looks careless in the battlefield; Wearing headphones, jumping around, defying the laws of physics... But make no mistake. Two or three shots from his double-barreled shotgun, and it's lights-out for you. Trust me and anyone ever to tell you this: he's just DYING to bash your head in, the damned leprechaun.
The Must-Haves of a Good Scout
The Scout, like any other class in this beautiful game, needs practice. You need to be good at doing certain things before saying "I am a good Scout". Here are those certain things.
  • Aim. Aim is essential, even more so than for Sniper. The Sniper rarely uses drag shots or twitchy-shots (I coined this term, don't believe anyone else), whereas the Scout has to use them very often; especially if going 1-on-1 against another Scout, since they tend to be very fast.
    In order to improve your aim, you must have a mouse sensitivity that you can control to perfection. Some guy named "Viras." (name not as cool as mine) has a guide on improving your aim through tweaking with your settings. Check it out here! It's a great guide, to say the least.
  • Map knowledge. Scout is the class of mobility. You, as the Scout, must take note of every single shortcut on the map you're on. This will help you arrive to your objective (a common example would be the mid point) as quickly as possible, flank enemies or even catch roamers off-guard. Knowing and understanding the map will give you a remarkable advantage over the ones who don't; always keep that in mind and practice before entering a competitive match.
  • Improvization. The Scout can double jump. Never forget this. Always be thinking about this as you play Scout. Have this fact somewhere in your brain at all times. Have post-it notes all around your screen telling you to double jump. Double jumping opens so many doors for the Scout, the possibilities are limitless. We will touch some of these possibilities in the upcoming section. Now, back to improvizing. If you see a Soldier at point blank range, don't panic. Improvize. Be jumping all over the joint. Make him not hit you, really not that difficult once you get it down. You see stickies on the ground? Relax. Jump Over them and launch yourself to the Demoman's face, then give him his rightfully-earned beating. The Scout is the Dodger. There's even an achievement referring to him as "Dodger"! There's got to be SOME reason behind that.
The Abilities of the Scout
Every class is unique in TF2. These are what make the Scout unique.
  • Speed. The Scout can run at 400 HU/s, while the standard running speed is 300 HU/s. The difference is huge. You are unchasable, you will get away from anything (except Heavies and Snipers, if they are good) as long as you keep running and jumping and being unpredictable. Never stand still. Ever. Never ever. That should be obvious. Use your speed to your advantage. Always be alert and moving. You are unmatched in terms of speed.
  • Double Jumping. You can double jump. I hope we've established that by now. Double jumping is an extremely unique and useful ability, and can be enhanced further by the use of certain weapons (we will get to those in a bit). Double jumping lets you do many things including, but not limited to; dodging, being annoying, reaching high places, accessing more getaway routes, giving you unpredictability, completely changing direction mid-air, being almost invulnerable to fall damage, etc. Experiment with double jumping and don't stop until you have perfected at least a bunch of (prefferably all of) the listed actions and more. You will be pleased by the outcome
  • Capturing. You count as 2 players while capping/pushing objectives. So always be on the lookout for opportunities that may lead to you capping a point. For example, if the enemy team's sentry gun is destroyed at the last point; stealthily rush towards the point, kill anyone that sees you along the way and back-cap. Back-capping is a very viable technique, especially as Scout since you're essentially two people stuffed into one little fast person. Another dependable back-capping class is Spy, but that's for another guide (that will not be made). You should be the class that is capturing a point. Your presence/absence on the point may have astronomical effects for the flow of the battle. Know this and try not to die when you're needed.
Ways of Playing Scout
The Scout is meant for a lot of different offensive roles, all of which are built around the Scout's mobility and ability to finish people off or annoy them. The Scout will become a major force on the battlefield when certain criteria are met and when the Scout is in a good place - both physically and territorially. Here are some roles our li'l wee killer psycho hyperactive friend is good at taking.
  • Controlling flanks and narrow areas. In 6v6, the two Scouts usually work together to confront front-line classes as they approach the objective. They use their mobility and the shortcuts to get in their faces (or backs) as quickly as the map allows and distract them for as long as possible. A common example would be the map cp_yukon(_final), where the Scouts usually try to take care of the enemy as they are going into the tunnels upon crossing the bridge from the spawn. On other maps, such as cp_fastlane, there are many flanking routes that Scouts love to take because of the great potential they provide the Scout with. The Scouts must also be vary of the opposing Scouts, Pyros and Soldiers who try to control the flanks you or your team must fall back to when necessary. Since the enemy can utilize these locations to annoy or completely destroy your team, they must be dispatched as quickly as possible. The Scout is extremely important in this respect and can't be taken lightly by anyone in any situation.
  • Distracting the enemy. There's a reason I like to call the Scout "the speedy hoppity man": He very speedily hoppities around! There's nothing more distracting than a Scout packed with Bonk! Atomic Punch just absorbing crit stickies/rockets/bullets or simply being in front of the enemy. Another good distraction tool could be the Crit-a-Cola, though it is much more dependant on your luck, the situation and your dodging ability. The enemy will think you "vulnerable but dangerous" and go for you as soon as they see your glowing shiny Scattergun, in which case you can quickly get rid of them in 1-2 shots. Distracting enemies could be achieved by running into their backfield and either spawncamping or getting rid of the Snipers, in which case the Snipers will call you out and someone will be sent to get rid of you, mostly a Soldier. If you can also manage to dispose of him, you're pretty much amazing.
  • Putting out damage. The Scout may be fragile as a feather, but that's not going to stop him from beating people senseless! The Scout has above-average damage output, and he doesn't even need that much of it since he's meant for catching people off-guard and finishing them off at low health. On HL, he can be right up in the enemy's grill space and take mid-range potshots or point-blank meatshots at people. While utilizing the Scout as a damage dealer is sort of a last-resort plan when all the heavy frontline classes are down in HL, he can still do it as a way of throwing his foes off and keeping them under pressure before his friends respawn.
The Scout's Arsenal: Primaries
I can't fit the whole weapon analysis into one section. Better divide it into three eh?






Scattergun: The default. The original. The best. 6 shots per clip, up to 105 damage at point-blank, no downsides except for slow reload; which is not very annoying when you have auto-reload (enabling this option is completely your prefferance, by the way). This is a shotgun, only with higher damage output and in the hands of a maniac on speed. Sounds awesome, doesn't it? It is.






Force-a Nature: Unlockable by achievements. The red text suggests that it deals less damage than the Scattergun. This is but a misunderstanding. While each pellet deals 10% less damage, the Force-a-Nature makes up for this by having MORE pellets that shoot out of the shooty end! It deals up to 113 damage at point-blank. Really, not that much, but 8 damage is 8 damage. May come in handy. The Force-a-Nature Pushes both you and your victim back, provided you hit most of the pellets. This can be very useful, as well as unbeneficial. It makes hitting the opponent easier when you shoot them right against a wall and it gives you triple jump! We've already talked about how useful double jumping is, so imagine the places you could reach at the cost of one ammo (or two if you reload afterwards). Although the knockback can be bad. You will lose the ability to shoot down at people and become predictable after shooting in the air. Having two shots is a big problem too, since there's no guaranteeing you will hit both of your shots perfectly and you will almost always need a third or fourth bullet. Regardless, I would recommend trying this weapon out; if used correctly, it can be more destructive than the Scattergun (although needs a LOT of practice).







Shortstop: This thing used to be really good. Then it was bad. Today it is once again good. Nerfs and buffs followed each other and now we have the Shortstop that gives you 20% extra healing but makes you take 60% more knockback. It unfortunately has 4 shots per clip and uses the same ammo reserve as a Pistol. It has relatively good reload speed though, it used to be even better but then it got nerfed. The Shortstop should only be used if you have Mad Milk, since it makes the Mad Milk heal 80% of the damage dealt, rather than 60%. Another good situation is when you have a Quick-Fix Medic pocketing you. Useful for playing support Scout, not good for hit-and-run play styles. This guy, Zeroyang (name not as cool as mine), made a good overview guide on the Shortstop. Click here to view it!






Soda Popper: This thing used to be pretty overpowered. In case you weren't around when the update took place, the Soda Popper used to give you mini-crits (35% extra damage) if you were to be a Scout walk around and jump with the weapon in your hand for a few seconds. Now though, it turns you into a bird gives you 5 more air jumps (6 total) that you can spam as much as you like to ensure that you will never get hit. Though you may be difficult to hit, your shots are also less likely to hit or do decent damage as well. I would discourage you from using this weapon in a serious manner, but I will admit that it's so damn fun to jump over people and annoy the heck out of them!






Baby Face's Blaster: Almost perfect. This thing will boost your speed to 173% of average when you deal 99 damage total with no important drawbacks. It has 4 shots and that's definitely something you can live with if you have auto reload turned on, It starts you off with 10% less speed which doesn't even matter since you can still outspeed every other class, and your speed boost gets reduced every time you perform an air-jump and this also doesn't even matter since you get back to full boost upon dealing 33 damage. The Blaster didn't use to be really good, but now, I'll even go as far as to say that it is tied with the stock as the best Scattergun in the game.
The Scout's Arsenal: Secondaries





Pistol: The stock pistol. Nothing too fancy, very interesting hit detection though. Sometimes it hits, sometimes it doesn't. I really don't understand its mechanics. Anyway, after all, it is really good as a secondary. 22 damage at point-blank, 8 at long range. Perfect for finishing targets off. No real downside except for very little ammo, but the clip is considerably wide so that barely matters as long as you're killing people and turning the weapons they drop into different forms of ammunition (AKA walking over the weapons). There's also a fancy reskin for it, the Lugermorph. Meh. Promos.






Winger: 5 ammo per clip, terrible. 15% increased damage, what's the point if you only have 5 ammo to use? 25% extra jump height when active, amazing. This was really a terrible weapon before the jump buff, but now I see more and more people using it. I personally don't use it, since most of the time I need my Pistol to kill and don't really care for the extra jumping. However, it definitely is worth a shot. Try it out, see what happens, decide.






Pretty Boy's Pocket Pistol: As I mentioned, this thing is banned in every competitive TF2 league out there; and for good reason too. Giving the Scout +15 health AND making him invulnerable to fall damage all for -25% fire rate and 50% more vulnerablity to fire. While the fire vulnerability has gotten me killed many times and the firing speed has thrown off my aim, it is just too perfect for Scouts who don't really use their pistol. Definitely recommend it in pubs, but don't get too used to it.






Flying Guillotine: This thing is meant to be paired with the Sandman, since it deals 150 damage (critical hit, 50x3, MATH) to stunned enemies. Other than that, it has the added bleed damage (40 damage total, 8 damage/second) which gets really annoying and deadly even if the cleaver didn't crit. It regenerates pretty quickly, but still not worth replacing your pistol for it (unless for messing around).






Bonk! Atomic Punch: Invuln übercharge for 8 seconds, humorous visual effects and responses and a getaway route from anything, this weapon/can of wonders is always a viable choice in large maps, like Payload or Attack/Defend maps where teams may struggle to leave spawn. You can't attack with the effects going on, and the recharge time is relatively long (30 seconds after using) but still, a great trick to have up your sleeve. Another thing you can do with this magical caffeine-enriched beverage is stand irght in front of a sentry and distract it while your team takes care of it! You can even get the sentry to kill the Engineer who built it if you stand in the correct spot! Watch this guide video by Displeased Eskimo (name might be slightly cooler than mine) if you want visual effects and music to go with your guide.






Crit-a-Cola: You deal mini-crits and move 25% faster, great! You take 10% extra damage, not so great. The downside can be nullified by a Scout who is exceptional at hitting while dodging, but those people usually go for a pistol (usually the Pistol) as their secondary. Regardless, this different can of wonders can be either very fun and useful or very frustrating, depending on your abilities.






Mad Milk: The jar of spoiled milk (or as some people like to speculate, jizz) makes one of the most viable secondary options for the Scout. It gives you 60% of the damage you dealt as healing (80% if damage is dealt by the Shortstop or bleeding while the Shortstop is active), which is already great. This thing makes handling Heavies less frightening, since you will be healing as you shoot them and recovering most of the damage. Very good alternative, I'd say try it out.
The Scout's Arsenal: Melee Options





Bat: Stock, nothing major. Ideal for cracking skulls, but who does that anyway? People would rather go for the oh-so-humourous reskins if they wanted to be hitting people, but you really should't be hitting people as Scout unless for fun or unless the enemy is right up in your face and you have no ammo. Not while your other weapons deal so much damage.






Sandman: -15 health and a ball that stuns. The stun doesn't even come into play very often, so this weapon's viability is highly dependant on the size of the map and the abilities of the user. Although when it does come into play, the ball will be very effective; it slows down enemies (even Blaster and Cola Scouts!) and makes them 100% vulnerable for a brief amount of time. However, the decrease in max health limits the Scout's aggressiveness, making him less effective in close quarters; which is meant to be his main playing field. Aside from that, the Sandman is really fun! Equipping the Guillotine with it makes for a lot of enjoyment and, if you're good, satisfaction.






Candy Cane: Simply great. Especially good if there are a lot of Pyros on the other team or you're running a supportive set. Dropping health kits for the price of getting one-shot by explosives truly is good for a backup Scout, especially if he can dodge effectively. With the healing buff from the Shortstop, this weapon is made even better. Definitely effective and the favourite of many Scouts out there.






Boston Basher: This is the way to go when in competitive, and for many reasons. A common strategy with this weapon is to hit yourself a lot while a Medic is healing you. This won't come into use in pubs, obviously, but in competitive it's very useful. Another trick you can perform with the Basher (or Three-Rune Blade if you're fancy schmancy) is to use the knockback from the damage for performing great jumps. Check out this guide by PutinSpencer (place conceited comparison of usernames here) for the ways of Basher-jumping (this video by 9600bauds may also help). Having no downsides except for direct combat (if you use your bat a lot and hit detection is not in your favour, that is) truly is great, and I definitely recommend practicing with this weapon.






Fan O' War: The MvM bat! Has no conceivable use other than hitting Sentry Busters and giant robots, since you probably won't be walking up to Heavies and running away succesfully. The best choice for MvM, not the best choice for regular TF2 (Although I do love the weapon descriptions in Haiku!).






Sun-on-a-Stick: This thing is so bad. Really, nobody in their right mind would ever take this weapon seriously. Your team has 4-8 Pyros? Sure, use it! it'll be fun! In other cases? You're giving up your melee. Is it a coincidence that both RIFT promo weapons suck? Who knows...






Atomizer: Great for unorganised play, and what I mean by that is if you're pubbing by yourself and being aggressive, this is the most useful weapon. The downsides almost make you feel like you just don't have a melee weapon, but the upside really can be spectacular if used well and practiced. Triple jumping is, pretty much, whatever double jumping does but more times (d'uh) and as we already talked about that, I will talk no further on this weapon.






Wrap Assassin: Another fun melee, just the way the Scout likes 'em! This one deals 9-12 damage with each hit, (which is brilliant, in a funny way) but shoots a Christmas ornament that causes bleed. In short, Sandman is better, this is very bad, don't use it if serious, blah blah blah...
Some Good/Fun Loadouts for the Scout

All-Out Offensive

Primary: Scattergun Pretty standard, nice damage and not-too-wide-but-wide-enough bullet spread. Never banned, which is also nice.

Secondary: Pistol Again, quite standard. Great last-resort weapon. The spread is usually a bit off though, you will have to get used to it.

Melee: Boston Basher Jump higher and build Über! What else could you want? You can even use it as a last-resort weapon, but you really need to keep your cool with this thing in your hands.


All-Out... Supportive. Yeah.

Primary: Shortstop Since you won't be responsible for damage output, you're better off using this to keep yourself alive. More healing means more being alive and more supporting!

Secondary: Mad Milk Shortstop and Mad Milk just go too well together. 80% of damage returns as healing while still healing your teammates for that 60%. Also puts out fires, which is good.

Melee: Candy Cane The anti-Pyro weapon. You drop li'l pill boxes everywhere that heal you and your teammates! Keep in mind that they can also heal your enemies though, that can turn out really bad at times.


Stayin' Alive

Primary: Baby Face's Blaster I would've put this in the first loadout if it wasn't banned in some leagues. Run super fast, deal tons of damage and still be able to jump reliably. If you die with this, something's off.

Secondary: Pretty Boy's Pocket Pistol The Blaster and this are in the same set, and for good reason. Now you don't have to jump when you're close to the ground to not take fall damage, as you don't ever take it anyway. Though this weapon is banned in every league. Haters gonna hate!

Melee: Holy Mackerel/Candy Cane Chances are, you'll use this loadout to either annoy people for fun on pubs or to pWn n00bz on pubs. So, depending on the situation, you can use either one of these consumable weapons! Fish for annoyance, Cane for tryhard-ness (since it increases your survivability)! I guess you could also use the Pan, but whatever.


Bleed'n Crit'n (This is a dumb name for anything ever. Don't use it please.)

Primary: Force-a-Nature I find it goes really well with this set and I don't know why. I assume because it's a fun weapon, but who knows?

Secondary: Flying Guillotine This is a fun yet powerful secondary. A projectile, so you have to lead your target. That makes most of the fun. Then, there's the dealing crits to Sandman'd opponents which is fun. What a fun loadout this is!

Melee: Sandman/Wrap Assassin Simple: Sandman for more Crit'n, Assassin for more Bleed'n (again, don't use those names for God's sake)! They are both fun and they both shoot projectiles, one a baseball the other a rather festive ornament. Choose whatever is more fun to you. FUN!!1


#1 Fan/Let's Jump! (This guide was conceived back when the Popper still dealt mini-crits and it went really well with the Crit-a-Cola. Please excuse the wrong loadout image.)

Primary: Soda Popper This set's main focus used to be: Get mini-crits and pair that with the 15% damage boost from the Winger for 50% extra Pistol damage (oh, and there was the irrelevant Atomizer...). Now, it's all about jumping. The Popper gives you 6 air jumps, the Winger makes you jump higher and the Atomizer adds a 7th air jump at the cost of 10 health. The F-a-N was a better weapon for jumping back in the day, but not anymore. Anyway, very fun loadout for jump enthusiasts.

Secondary: Winger Extra jumping is the main thing about this weapon. Back when it lacked this trait, it was almost completely useless. Now, though, it allows you to access locations you couldn't access before and paves the way for new shortcut paths. The 5 bullets is a major drawback, but as long as you hit them, they will deal crazy damage (up to 26/shot).

Melee: Atomizer The Atomizer allows for slightly more annoyance since just when the enemy thinks you've used up all of your jumps, you jump towards them one last time and blast them, only sacrificing 10 health for the cause. Be careful not to kill yourself, though.


Spy Scout (Watch Jerma985 display this loadout here!)

Primary: Back Scatter Basically what's going on here is that the Scout is being sneaky and getting behind people to do extra damage. With the Back Scatter, the Scout is perfectly capable of sneaking his way into the enemy's backfield and ambushing them. Though, he'll need a tool to enhance his stealth capabilities...

Secondary: Bonk! Atomic Punch This weapon makes everyone ignore and disregard you, which makes it a thousand times easier to get behind the enemy. It really does function similarly to an invis watch.

Melee: Atomizer More mobility is always handy for positioning, and the Bonk! negates the 10 damage penalty almost completely, so this really is the optimal weapon to use here.

End Note: Bonk! Atomic Punch and Crit-a-Cola can be added to any one of these loadouts if you're looking for more distraction or more damage output (I find that the Cola goes especially well with the Sandman loadout, so, you could do that...).
Class Match-Ups
Let's see if our crazy crack addict friend can take on the other maniacs that he will be paid to confront in the battlefield. (It is assumed that the opposing class' player is adequate at playing their class)

vs Scout

You are your worst enemy, our ancestors once said. Although extremely cool and intense, this saying doesn't really apply to the Scout unfortunately. The result of a Scout vs Scout battle depends on how the two competitors compare. The one to catch the other off guard usually wins, but when going head-to-head, it all comes down to aim, and if you strafe in the opposite direction as the other Scout; you can get good shots on him without worry of moving your mouse around too much. Other than that, nothing too exciting or surprising, really.


vs Soldier

Good Soldiers wait for you to use your double jump while taking the hits and airshot you. There's nothing you can really do against that but getting tons of meatshots and double jumping when he least expects it. Getting chip damage on him from afar helps put pressure on him before you're ready to confront him up close. Once you are, always seek the high ground so that he can't shoot below your feet. if he gets his Shotgun out, you're advantageous since your Scattergun is like an upgraded Shotgun.



vs Pyro

Never get too close to a Pyro, no matter how skilled he is. Keep at a safe distance, double jump frantically (although if he manages to get close, preserve your double jump for right before he shoots a Flare and quickly get away), and don't let him Flare/Shotgun/Flamethrower you. He is low priority, both damage-wise and class-wise; meaning you should get rid of his buddies before you go for him. When you get him alone, shoot him from mid-range for some 40-50 damage a few times and he'll do those funny ragdoll physics things (he'll die).


vs Demoman

Demoman is the absolute worst at dealing with Scouts even if he can aim decently. While fighting other classes, you'd keep your distance: You'd be at the perfect place where you can get 30-60 damage on the target and safely dodge his projectiles/bullets. Do not do that with the Demoman. Sneak up on him and get real close where you both start to feel uncomfortable. After, you will get him with 2-3 well-placed shots and walk away like nothing ever happened. Though be wary of his stickies and make sure he's not aware of your presence until you get right in his face. This strategy, although effective, will not work on Loch-n-Load Demomen, since that weapon's sole purpose is to deal with Scouts. You shouldn't be the one to deal with Loch-n-Load users and even if you are, you have to be really careful with your (and his) movements.


vs Heavy

This one is hard. Really hard. He has to have no idea, usually has to have taken some damage and has to have no help with him. If these are supplied, and you're lucky, you'll win. Otherwise, he'll tear you a new one... Or a lot of new ones, since he has a Minigun.



vs Engineer

Without a sentry, the Engineer is a slower Scout with a lamer Scattergun. Keep that in mind while going after him. You're the absolute worst class at taking down sentries, so let your Soldier/Demo/übered Heavy take on the sentry. You will rarely ever go up against an Engineer, but when you do, treat him just like you would treat a disabled Scout: make fun of him by jumping and spamming voice commands such as "Negative", "Jeers" and "Dispenser Here" and shooting at him. You know, the way the Scout likes to do it.


vs Medic

Medic: the most underrated combat class. His gun has 100 DPS, meaning he can take you out in 1.25 seconds if he aims really well. He can also Über, and we all know what happens then. But this all doesn't mean you should be afraid of the Medic, in fact, he's the one who should be afraid of you! The Scout is second only to the Soldier at assaulting Medics and making them drop Übers. A Medic's reaction to seeing a Scout usually goes along the lines of "AAA RUN AWAY AND SPAM NEEDLES!"; what you have to do is dodge those needles and get good shots on the healer nurse guy.



vs Sniper

Pr0mlg1337 Snipers will instantly quickscope you as you approach them, but most Snipers aren't like that. Walk at them, jump a lot and chances are they won't hit you. Don't try to bat them in competitive though; they will have an SMG and they will be good with it.


vs Spy

Scout is the most difficult target for the Spy due to his extraordinary speed and constant jumping. So, in order to avoid getting backstabbed, you should always be on the move and jump a lot (I've said "jump a lot" like 50 times so far in this guide so you should probably do it). Always remember to shoot carelessly at your teammates in case they're Spies (AKA spychecking) and don't go ignoring a Spy if you notice him. Also, don't run straight at a Spy if he's wielding an Ambassador. Remember, a Spy is totally outmatched by you as long as you can outsmart him.
A Few More Tips
Don't pass this up just because it's a summary. There's some helpful real-life advice on here (as well as in-game, of course).

  • Double jump. Double jump, double jump and double jump.
  • Be on the move. Don't let those Snipers headshot you and dodge other classes' shots.
  • Know your place. There are some things you can and can't do well. Learn them and do what you have to do.
  • Embrace your flaws and move on. So what if you can't kill the Heavy? You'll just kill the Soldier instead!
  • Learn from your mistakes. Maybe you shouldn't have run straight at that Pyro... Oh well, you won't do it again!
  • Experiment with weapons. Don't always use one weapon because people say it's good. Try them all out and pick what suits your play style the most.
  • Know your priorities. For a Scout, those will be: Medic>Demoman>Sniper>Spy>Heavy>Others.
  • Have a Schadenfreude on you at all times. There's no telling when you'll kill a camping Sniper or when something humiliating will happen. Always have this taunt equipped to let them watch you laugh in delight after you kill them.
Additional Credits & Disclaimers
Cover picture from http://facepunch.com/showthread.php?t=1028466&page=7, originally from http://www.teamfortress.com/post.php?id=3368
Weapon pictures taken from the TF2 Wiki
Other pictures taken from
http://wallpoper.com/ (vs Scout, Engineer)
Valve Youtube Channel (vs Soldier, Pyro, Heavy)
deviantart.com (vs Demoman by Jono[kyuubi-the-night-fox.deviantart.com]) (vs Sniper by F*** YEAH TF2[♥♥♥♥♥♥♥♥♥♥♥.tumblr.com])
http://www.artwallpaperhi.com/Architecture/fortress/doves_medic_tf2_team_fortress_2_1920x1080_wallpaper_8795 (vs Medic)
http://facepunch.com/showthread.php?t=859861 (vs Spy)

Loadout screenshots taken by WrytXander (me!)
The Sniper guide that inspired me to make guides by Xesor (name way cooler than mine)
Xesor also contributed some stuff at the class match-ups section
I hope you don't see "inspired by" as "copied exactly". I tried my best to make my guide as unique and different as possible so don't say bad words and make me cry please :(

If you were looking for MvM Scout stuff as well, check out this guide by Spies 'n Snipers (that's multiple names so he wins)!

I'll also make a Soldier and Pyro guide within two weeks, so watch out for those.

DESKLABOUR
I'm not actually a Scout main, nor am I an outstanding Scout, but I do know what to do. I'm just bad at putting my knowlegde to use. Regardless, I hope you've enjoyed this guide and found it helpful. I worked really hard on it and it took several months to finish. Though it's the holiday season here now so I'll make the other guides pretty quickly I'm sure... I'm sure... I'll make them... Right? No.
Oh, and, sorry if I stole your picture and forgot to give credit. Just tell me if I did that kind of thing.
98 Comments
toto Oct 13, 2014 @ 10:06am 
rekt 8)
WrytXander  [author] Oct 6, 2014 @ 3:06am 
@Xxx._1337sW4gSc0p3Zz420-69.xxX I disagree with that.
Box-O-Soldier Oct 4, 2014 @ 1:30pm 
Good guide! And about The Flying Guillotine- Add that it works well when paired with Baby Face's Blaster. The meter just fills SO FAST! :D
waff Apr 10, 2014 @ 1:31pm 
420 $w3g n05c0p3 h0w d035 50m3b0dy r34d 7h15?
Luigi LFT Mar 3, 2014 @ 5:58am 
The Winger is actually pretty good.
With the Baby Face's Blaster, you can use it to negate the double jump penalty.
If you're using a Pistol, you've weakened the enemy anyway. This makes the damage bonus pretty good as long as you have good aim.
Taeteu Feb 7, 2014 @ 5:18pm 
one of the best guides ill be using it for my days to comne
noob Feb 5, 2014 @ 11:21am 
oops wrong meme
WrytXander  [author] Feb 5, 2014 @ 11:20am 
@cat
nu pls giev m leikz i needd dem 4 ma bruthur surgerei :(
noob Feb 5, 2014 @ 5:47am 
@WrytXander
lel u r a faget w no sweg no lieks 4 u
WrytXander  [author] Feb 5, 2014 @ 1:54am 
@cat
Please stop that spam.
¤DLq¤™ Swiss Princess Gato
Thanks, I will do Soldier and Pyro next.
@Marvelous Mr. Maxvell
Aww ur makin m blush m8 B) Thanks :P
@DaGiBUS #EndOfTheLine
lel u r a faget w no sweg no lieks 4 u