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The scout is not a assasin. Sure he can be looked as one but a assassin in game is a class that can take out another class through 1 hit. The assassin classes in the game are the spy and sniper as they can take out any class with 1 shot
Scout can be used to flank and get the enemy by suprise but because of his speed he can dodge enemy fire like you said
I just wanted to point that out
This guide is not made for teaching. This guide has been made to describe the Scout's abilities.
New players do not understand what air strafing is. I've spoken to alot of new players and when i try to teach them strafing they have no idea what i'm talking about.
You'd be surprised how much airstrafing will help with dodging. Too often I go Sniper and see Scouts who just jump once left, jump once right, and then repeat that pattern. Headshot food, I call 'em. Jumping forward but airstrafing in an S pattern makes you much more unpredictable and hard to track than simply jumping in straight lines. You can make some pretty creative jumps if you combine airstrafe with basher jumping, too.
Metagame-wise, Scout is brilliant at 1v1 (I'd say that he's equal with Soldier when it comes to 1v1), is the most efficient at "cleaning up" damage from teammates, putting pressure on the other team/diverting pressure from your team, and is the class that should be accomplishing objectives (although I do confess that in pub games, I rarely cap points or push the cart). Teach the newer players to play the roles that Scout is best at, not the roles that he is most often used for.
A) These guides are currently for new players, this is a comprehensive guide series that will become more advanced over time.
B) I said PASSIVELY capture (aka no weapons) and this guide covers Scout defining, unchangable characteristics.
C) Yes, but this change does not alter your position much, maybe by a few feet off of a regular jump or double jump.
D) The Scout can be used for both, but more often than not I see Scouts going for important targets rather than guarding a flank or simply panicking the other team and giving them a target.
E) That was used as an example and is only useful if you are trying to get behind the enemies or the Heavy is not your primary target (i.e. getting at his Medic).
F) This is an informational guide for newer players and most of these things will already be known to advanced players.
You *can* change direction by up to 90 degrees after the second jump. Airstrafe ain't just for Sollies and Demos, mate. FaN and Atomizer adds more direction-changing options if you so desire.
Yes, Scout does make a great pickmaker, and could be seen as an "assassin"; however, his most frequently taken role is flank control and putting constant pressure on the other team.
You shouldn't encourage people to stay 15 feet from Heavies. The recommended course of action in Scout v Heavy is jumpspam over the HWG's head while hitting meatshots.
In the end, TF2 college didn't fail to deliver stuff that people will find out within 10 hours of gameplay. Not saying that it's absolutely useless, but... are people really dumb enough to need to have these things pointed out to them?