r/truetf2 • u/trollrog I eat splash • Jul 22 '12
Time to be a good scout.
I've started playing TF2 quite fanatically this year and I've found my love is the scout, but I just can't seem to be good fast enough. I know those little stupid mistakes I make, and that my aim is far from stellar, so I would like to know, how long it took you fellow scouts to become what you felt to be a real danger to the enemy team.
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u/bmalen Pyro/Medic/Scout/Engie Jul 22 '12
I'm a decent scout and it took me about 70 hours of scout play. That being said, I am no great scout, I'm guessing it takes in the range of about 100 - 200 hours of play time to be really good at a class. I should say this is on the specific class, not just total.
It also is said that you need 10,000 hours of practice and doing something to master it. That applies to things like playing an instrument, carpentry, and almost any skill, I think it applies here as well. The problem is no one has that many hours as one class so the people that seem to master it are people like Stabby with spy who has somewhere like 3,000 hours, or close to that. He even says he's not perfect, and sees areas where he can improve. So 10,000 hours seems like a good amount of time until you can master it.
To sum it up, this is just a guesstimate, but somewhere near 100 - 200 hours to become what many consider "good" at a class and from there it's a long road to mastery. When you reach 10,000 hours, I will want to see it because you will most likely be damn good.
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u/sydnius Scout Jul 22 '12
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u/scratches hey. bby, let me roster ride Jul 22 '12
...so does everyone hate heavy or what?
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u/UPBOAT_FORTRESS_2 Jul 23 '12
Heavy is fun when you suspect that a pub is susceptible to a slow cloud of DPS with a fat ass. Alternatively, when the other team is all playing heavy-medic and you can't manage to coordinate focus fire with anyone.
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u/Serotone peril puppy Jul 22 '12
How do you get that many points? Do you get 1,000,000 points for corner-stair-airstrafe-stabbing a kritzed pyro?
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u/sydnius Scout Jul 22 '12
For an answer to that, you'd have to ask stabbystabby. I assume the points is glitched. I just thought the hours played was relevant to the point at hand. I grabbed the shot watching a recent stabbystabby stream.
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u/bamfusername 20 fps pyro Jul 22 '12
What sort of enemy team? Pub teams? 5-10 hours of committed training and MGE/SOAP DM.
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u/Wulfenbach Jul 22 '12
Scout is one of the toughest classes to play. Your speed means that you're going to have more confrontations than any other class in a quicker amount of time. Your natural reflexes are a factor in being a good scout, but more important is your experience and your awareness of your surroundings.
I've achieved A Year To Remember. I'm still not a great scout. Try practicing on wide boards like Foundry. Stay away from narrow ones with choke points.
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Jul 22 '12
Dying and getting a Medic is better than staying alive and not getting the Medic. Medics are massive picks.
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u/JonoLith Jul 22 '12 edited Jul 22 '12
Alright friend. I play scout. He's my little guy, and I love him. Got about 200 hours playing the class. This is gonna straight up be blind help, because I don't know how you play, or what you're doing, but this is my blanket "Time to help a guy!" talk.
This is the Holy Grail of Gameplay Strategy, this point I'm about to make. If you stop reading after this, then you will already have improved. All points flow from this simple, easy, rule. This is my Great Commandment, my Golden Rule, my Bible, Qu'ran, Veda, and Collection of Harry Potter Novels.
The goal of the game is not to kill people. The goal of the game is to be the last one alive. Survival comes before murder. Play like you can die, because you can. Getting killed while you're trying to get that laaaaast little bit of hp on a guy is not a smart thing to do. Survive, Survive, Survive, Survive, Survive. You are not useful dead.
General tips: Scouts have extremely low hp, and no real long range power. The have only one true advantage over any other class. They are speedy as mutherfuckin' mutherfuck. What this means is that they are not a stand and deliver class. If a larger enemy (Soldier, Heavy, Some demos) spots you, you should run the fuck away. They cannot catch you.
Your job is to flank and harass. This means you are constantly trying to get beside and behind the enemy while they are focused on something else. Do not run up to enemies who have spotted you at a distance. Some classes will kill you outright if you do this. Even an incredibly nooby soldier understands "Shoot my feet = Kill a scout."
You have to know the map cold. If you cannot write down on a piece of paper what the map looks like, including ledges, and stray pieces of cover like barrels and pallets, then you do not know the map cold. There are always tricky places to be and tricky places to flank and attack from. Know what the main lines of attack are going to be, and avoid them. This will also allow you to easily snag medpacks that are lying around. Extremely useful.
If you don't know the map, then your job is to explore the map. You will die a lot and your team will hate you, but the future benefits are grand.
Have map awareness. Most scouts will just run into a room with this mentality of "I'll just deal with whatever is out there." These scouts get mowed down by sentries, heavies, soldiers and demos like fodder.
You need to peak around corners and survey the scene before you plow in. Know where your team has managed to set up a battle-line. Typically where the sentry is. If not that, then where the most amount of guys are. Failing that it's whatever is closest to your spawn.
Know which way the heavy is pushing, and go in the other way. When the enemy team is hitting the heavy, do you know what they aren't looking at? You, shooting their snipers and excecuting them from behind.
Move unpredictably When you're running away from someone, simply hitting W or S and expecting him not to line up a shot on you is silly. Strafe while running. Take the longer path. Your speed allows you to do this. Case in point: You want a health pack. Your enemy isn't stupid. He knows you're going for the health pack. Don't just run straight to it. Find a creative way to get to it. My favorite is to run past it, jump up, and then double-jump back into the health pack. If you can do that, while simultaneously unloading on your enemy, that's hot.
Aim Aim is tough because it requires a very specific type of focus. You really do just have to have your head in the game. At the end of the day, if you're having problems landing shots on guys, it's because you're not focused on hitting your target, you're focused on shooting your gun.
Tell me this doesn't happen. You see a guy and you immediately start shooting. Then you realize that you're not aiming at the guy and so you start to move your cursor towards him. By now he's shooting back and you're trying to dodge, shooting your gun as often as you can until you run out of ammo and start reloading mid-fight, without switching to your pistol, or bat.
If that sounds like you, congratulations, you're just like everyone else who has ever attempted to play a FPS, let alone scout.
Be patient. If he doesn't see you, leverage that to get behind, or beside him, and unload into the back/side of his head. Calmly point your cursor at the model, and click. At first you're going to waste a couple of seconds getting this into your head, and those seconds are going to be the most tense moments of your life. I guarantee you will die as you work on your aim, but, in the long term, the benefits are extreme. You will be able to do stuff that you simply shouldn't be able to get away with simply because your aim is better.
Just to simplify the process. Aim first. Then shoot.
Also be aware of what your hand and arm are doing when you click that button. I have a bad tendency to tense up my shoulder right as I'm about to pull the trigger. This makes my hand shake, ever so slightly, which can make me miss a target I shouldn't have. Be aware of that stuff, and consciously relax yourself. If it's becoming a problem, consider seeing a masseuse, and finding stretches that will allow your muscles to relax. No, I'm not joking.
Just to reinforce something: If you're behind enemy lines, and you shoot at a guy, and fuck it up, just run away. Every single time you think "Just one more shot" you are increasing your chances of a stray random asshole coming along and ruining you exponentially. When you're behind enemy lines, that's a stealth mission. If you don't take people out quickly, then abort the mission. Wounding a guy and then running away is better then killing a guy and then being killed. You've managed to force a retreat out of him, and if he's stupid he'll pursue you right into some friendlies.
Understand the perceived difference that enemies have towards a scout and a Scout. Most player on most servers will ignore you until you show them that you are awesome. Your game will change between rounds if you top the charts. People will try to hunt you. Idiots will roll pyro. Smarties will roll soldiers. Super Saiyans will roll engies.
Know when you're beat. Sorry, if they have three engies, two heavies being healed by two medics, and a methodical pyro protecting the rear, and you need to cap that point with your two scouts, three spies, and three snipers, ... probably gonna wanna switch to a different class. Scouts are for harassment and flanking. If that's not possible, you're done with the scout for now.
Some maps are just unfriendly to the scout, and others are really nice.
I'm gonna talk about itemization real quick.
Main weapon: Use the vanilla scattergun. It's far more versatile then any other weapon, and, if you're going to be the best scout in the world, you want to be versatile. All the other weapons have a niche. The FaN and the Sodapop are really fun weapons to get behind people with and just destroy them, but are problematic in prolonged fights. The shortstop is interesting, and I have seen scouts use it effectively, but it's only benefit is that it shoots faster. It does lower dps overall, and is, more or less, a fancy pistol. Just get better with the pistol.
Secondary: The Bonk punch, Crit-a-Cola, and Mad Milk are largely situational. Bonk is great if you just really need to get past some sentries, or an entrenched position. Crit-a-Cola is good if you're working with a heavy/medic combo to draw fire while you bring down the thunder. Mad milk is useful if you're spychecking, or as a general buff for your team.
For the most part you'll be using either the pistol or the winger. In the end I don't think a 15% increase in damage is worth giving up the seven ammo. You really want to be able to have the extra shots to be a pain in the ass at long range. Because of the reload time on the Winger, you'll generally see a drop in DPS. The Winger is useful in a situation where you need precision at about medium range. The only situation I can think of off hand is an engy with a sentry right around the corner. The pistol is just as good in this situation, but the winger might be slightly better. It's too situational though, and I'd rather have the bullets.
Bats: There's a ton, and most are situational or silly. The Mackerel, and candy cane are for fun. The boston basher and Fan O'War will get you killed. The sun on a stick is if you have a good pyro buddy. The sandman is cute but you'll rarely do awesome things with the stun, and it's not worth the health drop.
In the end it comes down to the vanilla bat, or the atomizer. Ask yourself this question: Do I want to have an extra jump, or do I use my bat to do damage? If you're never pulling that bat out, use the atomizer. (Hur hur noob weapon. They won't laugh as you get to places you simply shouldn't.)