Classic Scout
New Scout
The Scout
Team Fortress
Speed is the key here. The key here, is speed. Did I mention this guy is fast? Real fast! Faster than a speeding rocket - so keep that in mind. The firepower of the scout is next to useless unless you are battling someone whom you horribly outmatch. With little armor and little health, the scout is not one for confrontations. The primary objective of the scout is to cap the flag, secure the command point, or transport the key card with the utmost speed and agility. The scout is matched by none in his speed - of course, that should be clear by now. Used properly, the scout can be the nemesis of any enemy team trying to defend the flag. If the enemy defense is working efficiently - yes, expect to die often. But you will continue to annoy them with your respawning rampage until the whole team decides that YOU are the main objective of the game. If this occurs, you have accomplished your secondary objective: keep the enemy from mounting an effective offensive.
Note that the secondary objective is far, far away from the primary objective. In fact, if you don't accomplish the secondary objective, it doesn't matter. The rest of your team can worry about that. Use your speed. That's what it's there for.

                 
GRENADES

Regarding grenades... you have what can be seen as the least damage-giving grenades, however, they are perfectly suited to your goal of capturing the flag and evading destruction.


                 
CALTROPS






The first grenade isn't really a grenade at all, but is a handful of caltrops. While holding no explosive capabilities at all, they are extremely effective at slowing down whoever steps on them by a good fifty percent their original speed. Be wary as this includes you and your team as well as the enemy. Best place to lob these beauties, is while going around a corner or in a narrow hallway. This makes it much more difficult for the enemy to avoid them.


       
CONCUSSION GRENADES





The second grenade is even more useful than the first in many situations. This is primarily due to the fact that the grenade itself provides multiple uses. The concussion grenade can be used for attacks/defenses in that when the grenade goes off, it:

- Produces a momentarily blinding,
   white light

- Emits a concussion explosion to
   anyone in it's perimeter, causing
   their aim to be TOTALLY THROWN
   OFF for at least five seconds

- Throws anyone caught in the blast
   radius away from its center in
   proportion to the distance they are
   from the center. Sound confusing? It
   gets clearer. To learn more about
   this, read up on conc-jumping.


            
SPECIAL FEATURES

Along with all the regular features that belong to the scout come the special features that make him even more unique.

Because the scout's primary objective is to cap the flag, pressing the button to activate his special feature immediately tells him where the flag is, who's carrying it, etc.

The scout also has a couple of other tricks up his sleeve.

If someone complains of spy trouble, the scout is excellent for removing disguises. All you have to do is run up to somebody and touch them (literally, just run into them). If it's an enemy spy, he will immediately lose his disguise and be caught with his pants down.













Likewise, if a demoman decides he's going to blow something sky high with his detpack, all the scout has to do is run over it to disarm it and turn it into a huge paperweight. Nice? Nice!
Ooops... umm hi
Instant paperweight...complete with neateroo flashing lights!
Concussion Grenade
Caltrops
Caltrops
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