Strange new strategies you've noticed since the scout update

MJ12

The Freeman
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I've noticed several, one that is more obvious is that with the sandman, the heavy has become the scout's bitch. While I do like the sandman, I think this is a little crazy because it's actually made the scout to powerful against the heavy. The scout should be fearing the heavy more always IMO.

I've noticed that the scouts act a little more like spies now, waiting around corners to get a shot with the baseball so he can kill his target.

Also, I've notice on a plus side on several occasions that the scout carrying the sandman makes a great team up with a spy, stunning the enemies, allowing the spy to get in a back stab/sap.
 
Well today on Badlands, we were trying to rush the final control point. A medic/heavy duo were sitting on it. I flanked from the left and smashed a baseball in the the Heavy's face, then shot him with the Force-a-nature. That pushed him off the point while his medic got scared and fled behind him, a soldier joined me as we both dived on the point and won. :p
 
Earlier today i was trying to avoid using Scout on Badwater, since i wasn't quite used to the feel of it, but once the situation called for it, i used him, all unlockables on him. We were so close to the 3rd point but couldn't quite push; i ran up the overhanging building, managed to take out a soldier and enemy scout, before rushing out, and coming back from the normal way, blasting a heavy a few times before leaving for a second time. I came back my original way, the overhanging building, and i saw that heavy from before running, as he was now on fire, and since i felt like being a dick, i got him with the baseball and blew his ass away with the FoN.

My best scout run ever, seeing as how i barely took any damage till i killed the heavy, after which i sentry i hadn't seen killed me with some well aimed hate. This was probably the most suprising Scout run i've ever did, seeing as how i was actually having fun and i used the unlockables to the fullest, which was something i didn't do on other classes. (I only use axetinguisher on pyro, only use KGB on heavy, and only use blutsauger + ubersaw on medic). After all this, i'm pretty sure i could find a way to make the Bonk! drink work, but it itself needs some work done, lasts for like 4 seconds and even if you manage to get past the enemy front, you'll likely be being chased and once you slow down your dead.
 
I find I was using the scout defensively.

Playing 2fort as I like to do, when they would zerg through the sewers or front entrance I'de run in stun the leading heavy and run out, holding them up long enough for my team to jump on them.

The Force-Of-Nature though, they call it a sidegrade but when I am running up to people point black, blowing them away in two shots, it doesn't feel like a sidegrade to me.

I never did like the feel of the scattergun, but the FoN....now thats a weapon.
 
FYI you can't backstab someone who has been stunned, it absolutely sucks. I have no idea why.
 
Maybe to prevent the spy scout combos?

Spy's don't need any help getting backstabs.

I have noticed that the scout has become more of a harassment class now. Hit and Run.
 
I hear that something they did to the new spy code means you can't backstab while you are standing still or it's extremely difficult to do, if I remember correctly.
 
Hmm that's interesting, and makes no sense.

I could be that the stab animation is longer if they are standing still. You know what I am talking about, the flip knife over and stab downwards animation which players try to glitch so the spy uses the thrust animation.
 
On assault cp maps where the last cap is not in sight of the Red team (such as Dustbowl stage 1 and 2): The Bonk! Cap.

A scout uses the Bonk! to get past the RED defenses, then camps on the last point until the previous is captured. If it's one of those maps where caps happen extremely fast, it will actually work, and get a very easy cap.

Scouts using the Sandman to stun engineers while the rest of the team take the sentry out.

Scouts stunning enemies to make easy sniper targets.
 
I finally unlocked the FAN and it definitely has a nice feel to it. Whether it's overpowered or not, I dunno, haven't played enough normal play.
 
The pushback is nice. Especially for performing jumps of ridiculous length. Also useful for avoiding fall damage. And finally, pushing the hell out of heavies is always fun, especially on steel.
 
I should play well. That would make it pretty easy to get the four achievements I need for the sandman.
 
I'd hardly call The Cycle an easy achievement. Although, there are a load of easy capture the flag achievements.
 
I don't like the FAN. It's good to have if you are a scout that get's stunned a lot by other scouts because then you can use the kick back to push away the scout before he finishes you. Other than that, I've found the good old scattergun takes care of business much better.

But mmm, the decrease in Heavy use worries me (since he's such an easy stun target) He's pretty vital, and this past week I just feel TF2 doesn't feel the same with all this imbalance between Heavy and Scout.
 
I really don't like stun, although it makes for amusing game moments.
 
Valve will nerf the Sandman. It gets ridiculous on maps with chokepoints. Like that corner of the last stage of Dustbowl, right before the rocket? Recipe: 3/4 scouts, 3 engies. Scouts stand on point, wait for ubers to come, just bean them all. The distance makes it so the stun lasts almost half the uber. Sentries just mop up what's left.

FAN is fail. Not that I mind. Makes killing other new scouts who use it piss easy, if you know how to use the scattergun properly.
 
The sandman is pretty ridiculous. :(
 
I really miss double jump and the stun doesn't really last long enough for me to justify the sandman. I think I'm like the only person who doesn't find it overpowered.
 
I was playing on a well ctf server once, and i had a sentry and dispenser, then a scout with the Bonk Energy Drink Came out and my sentry kept shooting at him pointlessly, it went on for ages, until a pyro got him as he was running for it.
 
I really miss double jump and the stun doesn't really last long enough for me to justify the sandman. I think I'm like the only person who doesn't find it overpowered.
Just wait until you're hard pressed on defense to get even one uber going, only to get stunned by a scout waiting around the corner. Also if he's really an asshole and you're in a tight corridor, not only can bean you, but he can then go bonk and just bodyblock you for the rest of your uber.
 
I was playing on a well ctf server once, and i had a sentry and dispenser, then a scout with the Bonk Energy Drink Came out and my sentry kept shooting at him pointlessly, it went on for ages, until a pyro got him as he was running for it.
That's about the only thing the Bonk! is useful for.
 
That reminds me of today in TF2, it was much the same thing, the only differnce being that i discovered that even though the sentry is "missing", blood is still appearing on the wall behind him.
 
And apparently the push also works. Basically, it's a very cheap ?bercharge.
 
And apparently the push also works. Basically, it's a very cheap ?bercharge.

...during which you can't attack, which makes it very different than an ubercharge, and after which you move less than half your normal speed.

And whoever said they got stabbed while stunned: The stun probably just wore off as you got stabbed.
 
Just wait until you're hard pressed on defense to get even one uber going, only to get stunned by a scout waiting around the corner. Also if he's really an asshole and you're in a tight corridor, not only can bean you, but he can then go bonk and just bodyblock you for the rest of your uber.

Yes it is overpowered in that regard, I hope that's changed. Otherwise though, the only class the sandman can hit easily is heavy, and the stun never lasts long enough for me to fir more than one or two shots at a close enough range to do damage. Generally, I'd rather have double jump.
 
At the very least the Sandman should arc like the pyro flare. Or more like the pyro flare.
 
I've been using the FAN, Bonk, and stock Baseball Bat. I love having the extra mobility thanks to the FAN's boost, and I use Bonk for escaping when the shit hits the fan, or to run by sentries (such as on 2fort running from the enemy's battlements to his spiral).

TIP: To any Scouts who love moving fast across 2fort, try double-jumping across the center water, and then turning 180 degrees and firing your FAN to make it all the way across. I can't tell you how many times I made the other team all stare at me saying "WTF?" Hilarious and effective. BONK!
 
Scouts lurking on battlements with the sniper ranks. I was playing Blue team on Gold Rush and that house across the way from the opening gates was stuffed with snipers and scouts - maybe half of our team. I'm sure it was frustrating for the other team at first, but needless to say, they steamrolled us.
 
So could some one explain to me the details on the Spy changes? Is it a bug that it seems to take two or three minutes for my weapon (wrench to shotgun, SMG to sniper rifle, etc.) or is that just the text, and my weapons are changing in real time? Or is it actually supposed to be stuck in whatever weapon you start with?

Also, how did backstabs change, because I think I only got one last night, and I definitely should've had more.
 
Backstabs are faster but without the cheesy exploits like face stabs and stuff.


It upset all the whinger spies who played for the exploiting rather then the backstabbing, but it makes it quicker for me to change to spy, kill a stubborn mofo, and go back to my usual class.
 
Yeah, I heard that, but a great deal of definite backstabs aren't registering for me.
 
So could some one explain to me the details on the Spy changes? Is it a bug that it seems to take two or three minutes for my weapon (wrench to shotgun, SMG to sniper rifle, etc.) or is that just the text, and my weapons are changing in real time? Or is it actually supposed to be stuck in whatever weapon you start with?

Also, how did backstabs change, because I think I only got one last night, and I definitely should've had more.
You need to press the last disguise key (default b) while holding a different weapon to change slot.

They also removed sidestabs. If someone has their back to a wall it's impossible to backstab them.
 
They also removed sidestabs. If someone has their back to a wall it's impossible to backstab them.

That's not completely true, so long as you're at a pretty small angle to their back or they are at an a angle to the wall you can still get them. And when all else fails, standing on the person is an option.
 
You mean you haven't? Snipers and engis crouch against walls all the time.
 
I guess they don't on the 360. I wonder how different the gameplay is on the computer. I hear it's a lot better.
 
Far better, but of course I'm making the assumption that TF2 on PS3 and TF2 on 360 are the same.
 
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