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Planet Abilene

Scout Weapons

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Standard Weapons:

  •  Primary - Scattergun 
A short double-barreled shotgun with a wide cone of fire and high damage falloff, and fires 10 pellets per shot. While deadly at close range, the scattergun becomes mediocre at medium range and near useless at a distance. Two shots at point blank is enough to down most classes. Other than a slightly increased damage and wider spread the scattergun is equal to the standard shotgun in all regards. If fired from a position touching a target, the attack is capable of causing Knockback.
  • Secondary - Pistol 
Its accuracy, while not exceptional, is superior to that of the Scattergun or Shotgun. It is useful for hitting targets at medium or long range or as a last ditch effort when the primary weapon is out of ammunition. The Pistol is very useful for destroying sticky bombs and taking out unsupervised sentry guns from outside of their range. The pistol suffers from medium damage falloff, despite being a single-projectile weapon. However, when fired at maximum speed, this weapon is formidable in the hands of an experienced player. The model for the weapon to bears a striking resemblance to the real life Walther PPK handgun. Neither the hammer or slide on the pistol model move when the gun is fired.
  • Melee - Bat 
The bat does less damage per hit than any other melee weapon but swings considerably faster (roughly 30-40%). Doing slightly less than half the Scattergun's damage at point blank range, the bat is normally used to finish an opponent when the Scattergun needs reloading or simply for additional humiliation. Its critical hit animation is a backhand swing from the left.

 

Unlockable Weapons:

  • Standard - Force-A-Nature 
Replaced the Scattergun and is unlocked after obtaining 11 of the Scout achievements. It sacrifices the reload speed and capacity of the Scattergun for maximum blasting power. Any opponent hit by a shot from the Force-A-Nature will fly backwards a considerable distance. The sheer power of the recoil also causes the Scout to fly backwards for an effective 'third-jump' on top of his regular double-jump ability. The Force-a-Nature, at first, appears to deal a lot less damage than the Scattergun, but in fact it deals only 4% less damage (0.8x damage per pellet times 1,2x amount of pellets is 0,96 times normal damage) spread over more pellets, to maximize the weapon's Knockback feature. The Force-a-Nature's firing rate is also considerably faster than the Scattergun, unloading both shells in approximately half a second.

 

The Force-A-Nature reloads to two shots, regardless of whether you expended all of the previous clip. Any ammo from the previous clip is discarded. As of this time, this is the only weapon that carries this quirk. It is not known if this is an intended feature, or a bug. It is consistent with the reload animation, which disacards both shells, though.

  •  Secondary - Bonk! Atomic Punch 
Replacement for the Scout's Pistol and is unlocked after obtaining 22 of the Scout achievements. It does not increase the scout's speed but rather, it provides temporary invincibility. During this period, the scout cannot attack, pick up the intelligence, or cap points. In addition, his view is forced into third-person mode. When any of type of bullet or projectile hits a running Scout during the drink's effects, a "Miss!" effect will appear above his head . Sentry guns will not damage a Scout under the influence of Bonk!, but he will still experience knockback. The scout has unlimited Bonk! cans, but cannot take out another can until his cooldown period is over. Note that you cannot use Bonk while carrying the intel.

The scout runs just as fast in all directions while under the effects of Bonk! as he does otherwise. During the cooldown time while the drink's effects wear off, he can again attack enemies but moves at 78% of the baseline speed, just slightly faster than a Heavy. By comparison, this is ~56% of his normal speed. The scout can move slightly faster by running diagonally as opposed to running straight ahead.

RED's flavor of Bonk! is "Cherry Fission", while the BLU version is "Blutonium Berry".

  • Melee - The Sandman 
Replacement for the Scout's Bat and is unlocked after obtaining 16 of the Scout achievements. Unlike the standard Bat, the Sandman's first swing hits a baseball at the enemy, stunning them for a brief period of time, even if they are ÜberCharged. The disadvantage to the Sandman is that the Scout cannot double-jump while it is in his loadout. The Sandman is able to hit baseballs launched by opposing Scouts. Before the February 25, 2009 Patch, the Sandman would do 50% less damage against non-stunned enemies. Since March 13, 2009 Patch, players who are stunned by a Scout take 50% less damage.

The Scout is equipped with only one baseball, which will 'respawn' after a 15-second interval. Baseballs can be picked up off the ground (whether your own ball, or another Scout's) or by visiting a Resupply Cabinet. Balls cannot be retrieved by picking up dropped weapons or Ammo packs.

 Information obtained from TF2-Wiki
 

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