A Scout’s Tale: Wrenching the Engineer

Posted in A Scout's Tale, Team Fortress 2 on July 28th, 2008 by Proximity

As a scout, the Engineer himself isn’t much of a match, but his damn toys can give you some trouble. Here are some tips to to put the screws to the engineer.

From a Distance

When coming up to an engineer’s sentry gun, the distance can be your best friend. When out of the range of the sentry gun, whip out your pistol and take it out. If there is no engie repairing it, you can take it out rather quick. If there is an engineer on it, try to aim for him so that you can THEN take out the sentry. Other than that, keep your distance! Read more »

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A Scout’s Tale: Weighing in on the Heavy

Posted in A Scout's Tale, Team Fortress 2 on July 21st, 2008 by Proximity

When facing the mighty (and fat) heavy, the scout is at quite a disadvantage. This big boy has a ridiculous amount of health and can pepper the heck out of you, but fear not, this behemoth can fall to the lowly scout.

From a Distance

If the heavy has a medic on him, GET OUT. There is no good “tip” or method I use to take care of a heavy with a medic, especially from a distance. Sometimes if you are lucky you can pick the medic off with the pistol, but I wouldn’t count on it. If you find yourself pinned by a heavy, try to keep him spinning his gun up and spinning it down. When his gun is actually in the process of spinning up and spinning down the heavy is completely vulnerable. Read more »

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A Scout’s Tale: Stickin’ it to the Demoman

Posted in A Scout's Tale, Team Fortress 2, Tips and Tricks on June 23rd, 2008 by Proximity

The demoman is one of the classes that the scout should have little to no trouble eliminating. the demoman is fit for both offense and defense, so encountering them as the well traveled scout should be a given, use these tips to make that encounter favorable for yourself.

From a Distance

From across the map the demoman doesn’t pose much of a threat. His biggest method to dispose of you is to try and launch sticked and detonate them in mid-air. If you are fast and nimble enough then you can avoid these no problem, but to get ridda that demoman you are probably better off (and much quicker) to rush up on him or try and plink him with your pistol.

Rubbing Noses

Up close with the demoman is where you will probably get the most work done. When up close with a demoman he will either 1. try to hit you directly with a grenade or 2. shoot a sticky at his feet in an attempt to blow you up first. When he is trying to hit with his grenade your best tactic is to bob and weave. This usually is done when “rocking the scout” regardless, but it’s especially important here. When a demoman shoots stickies at the ground in an attempt to kill you, just try and keep a little distance and hopefully he’ll blow himself up before you (all the while blasting your scattergun in his face, of course). The key to the demo’s feet sticky move is the assumption that you are following him (or attacking him at a VERY close enough proximity) and that you will be in the are of the sticky when it detonates, and being that he has more health than you he will prevail. Remember, don’t fall for his traps. If he is obviously trying to get you to follow him, run past him to get on his other side. If you don’t do exactly what he wants you to, you can create enough confustion to finish him off before he has a chance to recover.

The “Boink” Report

To get a bat kill on a demoman you only need to know that up close he has a major disadvantage. As I talked about above, donut’ go in the direction he wants you to. Circle around him and keep your approach angles random and you’ll be battin’ a thousand in no time.

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A Scout’s Tale: Burning the Pyro

Posted in A Scout's Tale, Team Fortress 2, Tips and Tricks on June 19th, 2008 by Proximity

Scout chasing a pyroThe pyro is the scout’s nemesis. Often times when as a scout you start ripping it up, you will see 2-4 new pyros show up on a team in no time. This is when it’s critical to know how to pwn those rubber masked gimps as a scout.

From a Distance

From a distance is perhaps the best way for a scout to take out a pyro. At a distance the pyro’s flamethrower is useless, and the scouts scattergun has a definite advantage over the pyro’s shotty. The scout can also pull out his pistol and try to get some more accurate hits on the distanced pryo, if he so chooses. The key here is to STAY AT A DISTANCE. If that pyro can get close enough to whip out his flaming gun of burning (oh and you WILL burn) you are at a serious disadvantage. Read more »

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A Scout’s Tale: Facing the Soldier

Posted in A Scout's Tale, Team Fortress 2, Tips and Tricks on June 9th, 2008 by Proximity

TF2 SoldierThe scout is a fast and nimble little class, who’s goal is to get in, get out, and NEVER stop moving. One of his most difficult enemies? The soldier.

From a Distance

The trick when rushing up on a soldier as a scout is to keep moving (you’ll end up hearing that quite a bit in this article) and think carefully enough to dodge his rockets. From a distance the scout can run circles around a soldiers rockets. In this scenario you are probably best if you whip out your pistol and try and get solid hits against the soldier. While strafing and dodging you can pepper him with your shotgun, but he’d be foolish not to just retreat and find some health (and with as much damage as you are doing from a distance he’ll probably only need a little health bottle). If you want to execute a kill from a distance, your best option is to rush up on that soldier and get good solid hits with your scattergun. Read more »

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