
This is a simple guide to how to play in MVM as a Scout.
Introduction
The MVM Scout is a powerful mobile combat type. He can also collect money and overheal himself up to 750HP. The scout kills tanks and is a great giant killer.
While heavy have more theoretical raw DPSs, the scout's mobility allows him to project his damage more efficiently.
((I am not a native English speaker. Sorry for my poor English)
1 – Money
Scouts should collect money because it can heal them up to 750HP and allow them to upgrade. However, collecting money shouldn't be your only goal. There are more important things you can do, such as chasing a giant scout or dropping meds if the bomb objective is in danger.
(No hunt 5 credits, in layman terms, if robots is a steamroller team)
Uncollected funds also burn out and expire within 30 seconds. This means you can often do more important tasks, such as killing giants or collecting the money later.
If any robots are killed by snipers, they will receive "red credit". This money doesn't expire like regular cash, but it can still been used to heal and recover just like regular cash.
2 – Dodging
MVM requires you to be able to dodge projectiles as well as robot aggression. You should double jump when there are projectilebots like demo bots and soldier bots.
Manipulating Robot Aggression
You can sometimes control robot aggression by hiding behind cover and circling around giant robotics.
Weapons
The scout's varied weapons options can allow you to play in a different way.
1 – Soda Popper
A Soda Popper primary is one of the easiest to upgrade and deals the most damage of any weapon. It has a handy quintuple jump capability if you have dealt enough damage.
Upgrades:
Clip Size and Damage Upgrades for Early Game Players
Mid game upgrades: Ammo capacity
Late game upgrades: Projectile Penetration
You should upgrade damage greater than clip size because the Soda Popper throws away any unfired ammo.
2 – Shortstop
Although the shortstop is good for mid range damage, it has a slow recharge rate and is relatively difficult to upgrade.
Early game upgrades
Mid game upgrades: Clip Size
Late game upgrades: Projectile Penetration
3 – Stock Scattergun
The stock scattergun has the best clip of all primary scout weapons and is excellent against regular bots. The stock scattergun is costly and has a slow firing speed and reload, unlike the soda-popper.
Reload Speed, Damage upgrades in the early game
Mid game upgrades: Firing speed
Late game upgrades: Clip size, Projectile Penetration
4 – Mad Milk
Mad Milk – This is a fantastic utility weapon. It can sustain you and all your teammates. It also offers a slow upgrade, which can stop giantscouts. Milk recharge can be a waste of money as the base recharge can be used in most cases. Ammo Canteens are cheaper and better for buying milk recharge.
5 – Crit A Cola
Crit A Cola, a fantastic damage booster, grants you with temporary mini-crits. The best use would be to wait for the robot to drop down, or for the tank to spawn. But, it's a waste not to buy recharge rate.
6 – Bonk
Bonk grants you temporary invulnerability, which is a great utility. The best use would be to escape sticky situations and to get hard-to-reach cash. Try to stay safe after the duration as it will afflict your with temporal slow distribution of the damage. It is also not recommended to buy recharge rate.
7 – Fan O War
Fan O War, a great utility weapon, marks a robot mark to death. When one robot is being targeted, the FanO War is most useful. You must not ruin your spy, the pyro, and other scouts while marking.
8 – Atomizer
A Atomizer is an excellent beginner weapon for general mobility. It gives you a triple jump. The Atomizer is great for beginners.
9 – Candy Cane
The candies are a great weapon for supporting your team. A robot that is killed by you drops a small health pack. Experts only should use this weapon because it grants explosive vulnerability which allows you to one-shot table by pipes and close range missiles.
Upgrades
Movement
Movement upgrades such a jump height or speed can be useful upgrades that are both inexpensive and effective. It is up to you to decide if you want to buy these upgrades.
Resistances
Most resistances should not be purchased as early as possible. You can instead use your superior mobility and dodge to avoid. Opting to buy jump height or speed is much more efficient and cost-effective than resistances.
You can buy resistances later in a game if you have enough money and have fully loaded your gun.
Canteens
Critical damage applies to every weapon for a short time, making it useful for killing huge robots quickly. However, this should only be used if you have reached the end of your gun's maximum range.
Uber cafeterias grant you full invulnerability, useful for diving into dangerous robots for kills. However, you should only buy this when your gun is fully loaded.
A ammo canteens replenish your clip and ammo. It also recharges mad cow milk instantly. This canteen is great for anyone who needs to keep ammo in their hands or has trouble managing it.
The canteens that teleport to your point of origin are called recall canteens. It is a utility canteen that you can use to save yourself from sticky situations, or help you track down a giant spy.
Closure
I hope this guide helped you to understand how to play MVM scout. The only thing I can't share with you is my gameplay experience. So get out there and destroy those bots!
Here we come to an end for the A Basic Beginner MVM Damage Scout Guide – Team Fortress 2 guide. I hope this guide has helped you with your gameplay. If you have something to add to this guide or believe we forgot some information to add, please let us know via comment! We check each comment manually by approving them!
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