<?xml version="1.0"?>
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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MScouty</id>
	<title>comp.tf - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MScouty"/>
	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/MScouty"/>
	<updated>2026-05-05T15:27:26Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.2</generator>
	<entry>
		<id>http://comp.tf/index.php?title=User:MScouty&amp;diff=68665</id>
		<title>User:MScouty</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=User:MScouty&amp;diff=68665"/>
		<updated>2023-04-27T17:27:54Z</updated>

		<summary type="html">&lt;p&gt;MScouty: Created page with &amp;quot;go away&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;go away&lt;/div&gt;</summary>
		<author><name>MScouty</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Configs_(CFG)&amp;diff=68527</id>
		<title>Configs (CFG)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Configs_(CFG)&amp;diff=68527"/>
		<updated>2023-03-09T18:52:06Z</updated>

		<summary type="html">&lt;p&gt;MScouty: /* Class Optimization Configs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Configs (CFGs) refer to the configuration files with the .cfg suffix. They are used by the game to change game settings, such as graphics and gameplay options, upon game startup. Many configs are designed to improve game performance through lowering graphics settings, as well as providing extra functionality through the use of other client commands, such as viewmodel tweaks and network settings.&lt;br /&gt;
&lt;br /&gt;
== FPS Configs ==&lt;br /&gt;
&lt;br /&gt;
FPS configs strive to lower game graphics wherever possible in order to increase the framerate (FPS) of the game. Popular graphics configs include Comanglia's and mastercomfig, while configs such as m0reframes and Chris's config have been used in the past. Each FPS CFG features various presets and allows for customisation depending on the degree to which the user is willing to sacrifice graphics for FPS.&lt;br /&gt;
&lt;br /&gt;
[https://mastercomfig.com/ mastercomfig] - The latest config available, with a focus on optimizing the game with a modern approach. It gets updates frequently and has many customization options. Along with mastercomfig comes the [https://raw.githubusercontent.com/mastercoms/mastercomfig/release/config/mastercomfig/cfg/comfig/mm_override.cfg mm_override.cfg file], which changes some settings to comply with the permitted commands in Valve Competitive matches.&lt;br /&gt;
[[File:Mastercomfig.png|thumb|The mastercomfig downloader. It allows users to heavily customize the CFG to their liking.]]&lt;br /&gt;
&lt;br /&gt;
[http://www.teamfortress.tv/25328/comanglias-config-fps-guide/ Comanglia's FPS Config] - Historically the go-to config for most competitive TF2 players who need more frames. It's considered by many to be one of the most effective configs currently available.&lt;br /&gt;
&lt;br /&gt;
[http://rhapsodysl.github.io/perfconfig/ Rhapsody's Performance Config] - An updated version of Chris' dx9frames config created by RhapsodySL. Gives higher frames than Chris' version did and also has some extra features such as in-game config setting managing, among other things.&lt;br /&gt;
&lt;br /&gt;
[http://chrisdown.name/tf2/ Chris' Configurations] - FPS configs maintained by Chris until 2012. This config used to be the most popular and is still used by a number of TF2 competitive players. Chris' Configs come in several different versions, the most popular of which is the &amp;quot;maxframes config&amp;quot;, which gives the maximum framerate possible while at the same time reducing the quality of the textures and the overall look of TF2. Alternatively, players can go for the &amp;quot;Highframes config&amp;quot;, which makes TF2 look a little better than &amp;quot;Maxframes&amp;quot; but at the expense of not getting the maximum possible framerate. &lt;br /&gt;
&lt;br /&gt;
[http://m0re.fi/ m0re FPS Configurations] - m0re FPS Configurations is the FPS config which pales in comparison to Chris' Configs due to performance but is a healthy alternative to Chris' Configs.&lt;br /&gt;
&lt;br /&gt;
== Class Optimization Configs ==&lt;br /&gt;
[https://cfg.tf/ CFG.TF] is a config generator which includes many well-known graphics and optimization configs. Users can automatically install custom configs such as offline rocket jumping health and ammo CFGs, custom files that remove bullet-hole dust, viewmodel settings, crosshair switchers, damage indicators, network settings, and custom binds. Below is a non-exhaustive list of common optimization configs used by the competitive community.&lt;br /&gt;
&lt;br /&gt;
'''All Class'''&lt;br /&gt;
&lt;br /&gt;
* [http://teamfortress.tv/thread/21928/transparent-viewmodels-in-any-hud/ Translucent Viewmodels]&lt;br /&gt;
* [https://www.teamfortress.tv/25647/no-explosion-smoke-script/ Removes explosion smoke]&lt;br /&gt;
* [https://gamebanana.com/scripts/9842/ Null Movement Script] - This script prevents characters from entirely stopping when two opposing movement keys are pressed&lt;br /&gt;
* [https://gamebanana.com/scripts/2499/ Crouch Jump Script]&lt;br /&gt;
* Resupply Bind&lt;br /&gt;
&lt;br /&gt;
'''Scout:'''&lt;br /&gt;
&lt;br /&gt;
* Winger Quickswitch Bind&lt;br /&gt;
&lt;br /&gt;
'''Soldier'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Pyro'''&lt;br /&gt;
&lt;br /&gt;
* Invisible Flames&lt;br /&gt;
This can be done by binding slot1 to 'slot1; viewmodel_fov 0; r_drawviewmodel 0'.&lt;br /&gt;
&lt;br /&gt;
'''Demoman'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Heavy'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Engineer'''&lt;br /&gt;
&lt;br /&gt;
* Quick Build Bind&lt;br /&gt;
* [https://gamebanana.com/scripts/8475/ Eureka Effect Bind]&lt;br /&gt;
&lt;br /&gt;
'''Medic'''&lt;br /&gt;
&lt;br /&gt;
* [https://gist.github.com/marcinof/2981918/ Uber Fake and Mask Bind]&lt;br /&gt;
* [https://www.teamfortress.tv/17883/uber-tracking-hud-mod/ HUD Uber Trackers]&lt;br /&gt;
&lt;br /&gt;
'''Sniper'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Spy'''&lt;br /&gt;
&lt;br /&gt;
* Quick Disguise Binds&lt;br /&gt;
* Drop Disguise Binds&lt;/div&gt;</summary>
		<author><name>MScouty</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Configs_(CFG)&amp;diff=68526</id>
		<title>Configs (CFG)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Configs_(CFG)&amp;diff=68526"/>
		<updated>2023-03-09T18:51:19Z</updated>

		<summary type="html">&lt;p&gt;MScouty: /* Class Optimization Configs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Configs (CFGs) refer to the configuration files with the .cfg suffix. They are used by the game to change game settings, such as graphics and gameplay options, upon game startup. Many configs are designed to improve game performance through lowering graphics settings, as well as providing extra functionality through the use of other client commands, such as viewmodel tweaks and network settings.&lt;br /&gt;
&lt;br /&gt;
== FPS Configs ==&lt;br /&gt;
&lt;br /&gt;
FPS configs strive to lower game graphics wherever possible in order to increase the framerate (FPS) of the game. Popular graphics configs include Comanglia's and mastercomfig, while configs such as m0reframes and Chris's config have been used in the past. Each FPS CFG features various presets and allows for customisation depending on the degree to which the user is willing to sacrifice graphics for FPS.&lt;br /&gt;
&lt;br /&gt;
[https://mastercomfig.com/ mastercomfig] - The latest config available, with a focus on optimizing the game with a modern approach. It gets updates frequently and has many customization options. Along with mastercomfig comes the [https://raw.githubusercontent.com/mastercoms/mastercomfig/release/config/mastercomfig/cfg/comfig/mm_override.cfg mm_override.cfg file], which changes some settings to comply with the permitted commands in Valve Competitive matches.&lt;br /&gt;
[[File:Mastercomfig.png|thumb|The mastercomfig downloader. It allows users to heavily customize the CFG to their liking.]]&lt;br /&gt;
&lt;br /&gt;
[http://www.teamfortress.tv/25328/comanglias-config-fps-guide/ Comanglia's FPS Config] - Historically the go-to config for most competitive TF2 players who need more frames. It's considered by many to be one of the most effective configs currently available.&lt;br /&gt;
&lt;br /&gt;
[http://rhapsodysl.github.io/perfconfig/ Rhapsody's Performance Config] - An updated version of Chris' dx9frames config created by RhapsodySL. Gives higher frames than Chris' version did and also has some extra features such as in-game config setting managing, among other things.&lt;br /&gt;
&lt;br /&gt;
[http://chrisdown.name/tf2/ Chris' Configurations] - FPS configs maintained by Chris until 2012. This config used to be the most popular and is still used by a number of TF2 competitive players. Chris' Configs come in several different versions, the most popular of which is the &amp;quot;maxframes config&amp;quot;, which gives the maximum framerate possible while at the same time reducing the quality of the textures and the overall look of TF2. Alternatively, players can go for the &amp;quot;Highframes config&amp;quot;, which makes TF2 look a little better than &amp;quot;Maxframes&amp;quot; but at the expense of not getting the maximum possible framerate. &lt;br /&gt;
&lt;br /&gt;
[http://m0re.fi/ m0re FPS Configurations] - m0re FPS Configurations is the FPS config which pales in comparison to Chris' Configs due to performance but is a healthy alternative to Chris' Configs.&lt;br /&gt;
&lt;br /&gt;
== Class Optimization Configs ==&lt;br /&gt;
[https://cfg.tf/ CFG.TF] is a config generator which includes many well-known graphics and optimization configs. Users can automatically install custom configs such as offline rocket jumping health and ammo CFGs, custom files that remove bullet-hole dust, viewmodel settings, crosshair switchers, damage indicators, network settings, and custom binds. Below is a non-exhaustive list of common optimization configs used by the competitive community.&lt;br /&gt;
&lt;br /&gt;
'''All Class'''&lt;br /&gt;
&lt;br /&gt;
* [http://teamfortress.tv/thread/21928/transparent-viewmodels-in-any-hud/ Translucent Viewmodels]&lt;br /&gt;
* [https://www.teamfortress.tv/25647/no-explosion-smoke-script/ Removes explosion smoke]&lt;br /&gt;
* [https://gamebanana.com/scripts/9842/ Null Movement Script] - This script prevents characters from entirely stopping when two opposing movement keys are pressed&lt;br /&gt;
* [https://gamebanana.com/scripts/2499/ Crouch Jump Script]&lt;br /&gt;
* Resupply Bind&lt;br /&gt;
&lt;br /&gt;
'''Scout:'''&lt;br /&gt;
&lt;br /&gt;
Winger Quickswitch Bind&lt;br /&gt;
&lt;br /&gt;
'''Soldier'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Pyro'''&lt;br /&gt;
&lt;br /&gt;
* Invisible Flames&lt;br /&gt;
This can be done by binding slot1 to 'slot1; viewmodel_fov 0; r_drawviewmodel 0'.&lt;br /&gt;
&lt;br /&gt;
'''Demoman'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Heavy'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Engineer'''&lt;br /&gt;
&lt;br /&gt;
* Quick Build Bind&lt;br /&gt;
* [https://gamebanana.com/scripts/8475/ Eureka Effect Bind]&lt;br /&gt;
&lt;br /&gt;
'''Medic'''&lt;br /&gt;
&lt;br /&gt;
* [https://gist.github.com/marcinof/2981918/ Uber Fake and Mask Bind]&lt;br /&gt;
* [https://www.teamfortress.tv/17883/uber-tracking-hud-mod/ HUD Uber Trackers]&lt;br /&gt;
&lt;br /&gt;
'''Sniper'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Spy'''&lt;br /&gt;
&lt;br /&gt;
* Quick Disguise Binds&lt;br /&gt;
* Drop Disguise Binds&lt;/div&gt;</summary>
		<author><name>MScouty</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout_(Highlander)&amp;diff=68525</id>
		<title>Scout (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout_(Highlander)&amp;diff=68525"/>
		<updated>2023-03-09T16:53:02Z</updated>

		<summary type="html">&lt;p&gt;MScouty: /* Melee weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:ScoutIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Scout]]&lt;br /&gt;
The Scout plays a less significant role in a Highlander team than in [[6v6]]; the presence of full-time Heavies, Pyros and Engineers and the prevalence of different game modes, such as [[Payload]] or [[Attack/Defend]] maps hinder the Scout's ability to be effective in direct combat. His agility and fragging capability, as well as increased capture rate cause the Scout to be useful to the team in different ways.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Generally, the Scout will take a more flank-oriented role in Highlander along with the [[Soldier (Highlander)|Soldier]]. The gameplay varies greatly depending on the map and game mode. Nevertheless, on most maps the Scout's primary objective is to call out any potential flanking threats and to sweep up weakened targets to create player advantages that can be exploited by the rest of the team. &lt;br /&gt;
&lt;br /&gt;
[[Payload]] stands out as the biggest exception to the rule, as the objective demands for the attacking team players to stay at the cart for extended periods of time. Devoting a Scout and another class (usually the [[Engineer (Highlander)|Engineer]]) to pushing is the most efficient way to split up the team, as the maximum capture rate of a Payload cart is times three.&lt;br /&gt;
&lt;br /&gt;
Sometimes, when quickly pushing with the Ubercharge, the Scout along with the [[Demoman (Highlander)|Demoman]] will receive the majority of the Uber to capitalize on the damage dealt by the Demoman, creating a player advantage. It is not however advisable after a long stalemate situation, as the opponent will most likely construct a sentry and have an Uber of their own to defend.&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
As the Scout's role is much more situational than in 6v6, players will often deviate from the stock loadout to perform specific goals on the map.&lt;br /&gt;
&lt;br /&gt;
=== Primary weapons ===&lt;br /&gt;
* '''Force-a-Nature''' - Sometimes used for its knockback feature, particularly useful on maps with natural hazards (such as [[pl_upward|Upward]] or [[cp_steel|Steel]]). A Scout can also perform a slightly higher jump by shooting the Force-a-Nature at the ground. However, minus 4 clip can be devastating to the scout's personal defense.&lt;br /&gt;
 &lt;br /&gt;
* '''Soda Popper''' - Rarely used, but it can be used to maximize mobility of the class via the Hype mechanic, which gives the Scout the ability to jump up to five times in mid-air (for a total of six jumps).&lt;br /&gt;
&lt;br /&gt;
*'''Short-Stop''' - The drawback on being pushed farther is not a good upside, as you are prone to being easily pushed off of cliffs in maps, (such as [[pl_upward|Upward]]). It works like a pistol, and works at medium range rather than close up range, making you more prone to snipers and others that excel in long-ranged combat. However, with the weapon's stat-rework in the Meet Your Match update, the inclusion of a &amp;quot;shove&amp;quot; mechanic (think Force-a-Nature knockback but without damage) could prove useful for hazard kills.&lt;br /&gt;
&lt;br /&gt;
*'''Back-Scatter''' - This weapon is not a very viable option for competitve. Nearby enemies within a range of around 500 Hammer units (roughly 31 feet or 9.5 meters) are dealt mini-crits damage when shot from behind. However, the minus two clips and it being 20 percent less accurate makes it useless in head to head combat and as good as the normal scattergun when flanking.&lt;br /&gt;
&lt;br /&gt;
*'''Baby Face's Blaster''' - This weapon is considered to be Scout's worst primary and one of the worst weapons in the games, and it serves absolutely no new playstyle for the scout. In fact the only thing that this weapon does is hinder him with minus 2 clips and making him as slow as a Pyro. If you double jump then 75 percent of the meter is lost, and if you take 25 damage the entire boost meter is gone.&lt;br /&gt;
&lt;br /&gt;
*'''Stock Scattergun''' - The Stock Scattergun is the most used primary for Scout in competitve as it deals consistent damage. It has an entire clip size of six while every other primary has a minus clip size making it more consistent than any other primary.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
* '''Bonk! Atomic Punch''' - Used to scout the enemy's positioning, dodge enemy fire and get behind the opponent, enabling flanking opportunities. Sometimes also used as a survival tool. Bonk! Atomic Punch has a cooldown of 24 seconds and the effect lasts 8 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Crit-a-Cola''' - Sometimes used to maximize damage (such as the Soda Popper); the minicrits are not dependent on a meter (granted immediately after drinking), but the user takes also takes mini-crits if he fires a shot under the effect of it and 10 seconds after the mini-crits have worn off. The Crit-a-Cola has a cooldown of 24 seconds and the effect lasts 8 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Mad Milk''' - After spraying the enemies, any damage dealt by the Scout or his teammates will grant them 60% of the damage dealt back in health. Useful for large groups, but rarely utilised by players. Also extinguishes fire.&lt;br /&gt;
&lt;br /&gt;
* '''Pretty Boy's Pocket Pistol''' - This pistol is considered to be a good side-grade as its the only single fire weapon for scout that gives him health back (+3 on each hit) however because of this you have to sacrifice the consistency of the stock pistol because it has a larger clip.&lt;br /&gt;
&lt;br /&gt;
* '''Flying Guillotine''' - This secondary is also considered a side grade as its an easily spammable high damaging (including bleed damage) secondary. Its used in certain maps to spam through choke points.&lt;br /&gt;
&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
* '''Boston Basher''' - As in 6v6, the weapon can be used to quickly build Ubercharge with a Medic by the Scout dealing bleed damage to himself. This strategy is particularly viable in 5CP maps and can be used to widen an Uber advantage or make up an Uber disadvantage.&lt;br /&gt;
&lt;br /&gt;
* '''Atomizer''' - Grants the Scout the ability of a third jump at the negligible cost of slower deploy speed. Largely improves the Scout's maneuverability and dodging capabilities, making him less predictable. It also has a damage penalty.&lt;br /&gt;
&lt;br /&gt;
* '''Sandman''' - Allows the Scout to launch a slowing baseball with alt fire. The slowing effect lasts for 1-8 seconds depending on the distance between the ball and the enemy. Carrying the Sandman decreases the Scout's maximum health by 15, which is a big offset. &lt;br /&gt;
&lt;br /&gt;
* '''Wrap Assasin''' - Arguably the most used Scout melee in highlander, it acts like the boston basher but its bleed effect is related to a projectile, however you cannot hit yourself meaning you cannot help your medic build uber.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Scout]]&lt;br /&gt;
* [[Scout (6v6)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>MScouty</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout_(Highlander)&amp;diff=68524</id>
		<title>Scout (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout_(Highlander)&amp;diff=68524"/>
		<updated>2023-03-09T16:51:43Z</updated>

		<summary type="html">&lt;p&gt;MScouty: /* Primary weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:ScoutIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Scout]]&lt;br /&gt;
The Scout plays a less significant role in a Highlander team than in [[6v6]]; the presence of full-time Heavies, Pyros and Engineers and the prevalence of different game modes, such as [[Payload]] or [[Attack/Defend]] maps hinder the Scout's ability to be effective in direct combat. His agility and fragging capability, as well as increased capture rate cause the Scout to be useful to the team in different ways.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Generally, the Scout will take a more flank-oriented role in Highlander along with the [[Soldier (Highlander)|Soldier]]. The gameplay varies greatly depending on the map and game mode. Nevertheless, on most maps the Scout's primary objective is to call out any potential flanking threats and to sweep up weakened targets to create player advantages that can be exploited by the rest of the team. &lt;br /&gt;
&lt;br /&gt;
[[Payload]] stands out as the biggest exception to the rule, as the objective demands for the attacking team players to stay at the cart for extended periods of time. Devoting a Scout and another class (usually the [[Engineer (Highlander)|Engineer]]) to pushing is the most efficient way to split up the team, as the maximum capture rate of a Payload cart is times three.&lt;br /&gt;
&lt;br /&gt;
Sometimes, when quickly pushing with the Ubercharge, the Scout along with the [[Demoman (Highlander)|Demoman]] will receive the majority of the Uber to capitalize on the damage dealt by the Demoman, creating a player advantage. It is not however advisable after a long stalemate situation, as the opponent will most likely construct a sentry and have an Uber of their own to defend.&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
As the Scout's role is much more situational than in 6v6, players will often deviate from the stock loadout to perform specific goals on the map.&lt;br /&gt;
&lt;br /&gt;
=== Primary weapons ===&lt;br /&gt;
* '''Force-a-Nature''' - Sometimes used for its knockback feature, particularly useful on maps with natural hazards (such as [[pl_upward|Upward]] or [[cp_steel|Steel]]). A Scout can also perform a slightly higher jump by shooting the Force-a-Nature at the ground. However, minus 4 clip can be devastating to the scout's personal defense.&lt;br /&gt;
 &lt;br /&gt;
* '''Soda Popper''' - Rarely used, but it can be used to maximize mobility of the class via the Hype mechanic, which gives the Scout the ability to jump up to five times in mid-air (for a total of six jumps).&lt;br /&gt;
&lt;br /&gt;
*'''Short-Stop''' - The drawback on being pushed farther is not a good upside, as you are prone to being easily pushed off of cliffs in maps, (such as [[pl_upward|Upward]]). It works like a pistol, and works at medium range rather than close up range, making you more prone to snipers and others that excel in long-ranged combat. However, with the weapon's stat-rework in the Meet Your Match update, the inclusion of a &amp;quot;shove&amp;quot; mechanic (think Force-a-Nature knockback but without damage) could prove useful for hazard kills.&lt;br /&gt;
&lt;br /&gt;
*'''Back-Scatter''' - This weapon is not a very viable option for competitve. Nearby enemies within a range of around 500 Hammer units (roughly 31 feet or 9.5 meters) are dealt mini-crits damage when shot from behind. However, the minus two clips and it being 20 percent less accurate makes it useless in head to head combat and as good as the normal scattergun when flanking.&lt;br /&gt;
&lt;br /&gt;
*'''Baby Face's Blaster''' - This weapon is considered to be Scout's worst primary and one of the worst weapons in the games, and it serves absolutely no new playstyle for the scout. In fact the only thing that this weapon does is hinder him with minus 2 clips and making him as slow as a Pyro. If you double jump then 75 percent of the meter is lost, and if you take 25 damage the entire boost meter is gone.&lt;br /&gt;
&lt;br /&gt;
*'''Stock Scattergun''' - The Stock Scattergun is the most used primary for Scout in competitve as it deals consistent damage. It has an entire clip size of six while every other primary has a minus clip size making it more consistent than any other primary.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
* '''Bonk! Atomic Punch''' - Used to scout the enemy's positioning, dodge enemy fire and get behind the opponent, enabling flanking opportunities. Sometimes also used as a survival tool. Bonk! Atomic Punch has a cooldown of 24 seconds and the effect lasts 8 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Crit-a-Cola''' - Sometimes used to maximize damage (such as the Soda Popper); the minicrits are not dependent on a meter (granted immediately after drinking), but the user takes also takes mini-crits if he fires a shot under the effect of it and 10 seconds after the mini-crits have worn off. The Crit-a-Cola has a cooldown of 24 seconds and the effect lasts 8 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Mad Milk''' - After spraying the enemies, any damage dealt by the Scout or his teammates will grant them 60% of the damage dealt back in health. Useful for large groups, but rarely utilised by players. Also extinguishes fire.&lt;br /&gt;
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* '''Pretty Boy's Pocket Pistol''' - This pistol is considered to be a good side-grade as its the only single fire weapon for scout that gives him health back (+3 on each hit) however because of this you have to sacrifice the consistency of the stock pistol because it has a larger clip.&lt;br /&gt;
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* '''Flying Guillotine''' - This secondary is also considered a side grade as its an easily spammable high damaging (including bleed damage) secondary. Its used in certain maps to spam through choke points.&lt;br /&gt;
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=== Melee weapons ===&lt;br /&gt;
* '''Boston Basher''' - As in 6v6, the weapon can be used to quickly build Ubercharge with a Medic by the Scout dealing bleed damage to himself. This strategy is particularly viable in 5CP maps and can be used to widen an Uber advantage or make up an Uber disadvantage.&lt;br /&gt;
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* '''Atomizer''' - Grants the Scout the ability of a third jump at the negligible cost of slower deploy speed. Largely improves the Scout's maneuverability and dodging capabilities, making him less predictable. It also has a damage penalty.&lt;br /&gt;
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* '''Sandman''' - Allows the Scout to launch a slowing baseball with alt fire. The slowing effect lasts for 1-8 seconds depending on the distance between the ball and the enemy. Carrying the Sandman decreases the Scout's maximum health by 15, which is a big offset. &lt;br /&gt;
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* '''Wrap Assasin''' - Arguably the most used scout melee in highlander, it acts like the boston basher but its bleed effect is related to a projectile, however you cannot hit yourself meaning you cannot help your medic build uber.&lt;br /&gt;
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== See also ==&lt;br /&gt;
* [[Scout]]&lt;br /&gt;
* [[Scout (6v6)]]&lt;br /&gt;
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[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>MScouty</name></author>
		
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