Team Fortress 2

Team Fortress 2

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The art of Damage Scout in MvM
By Dayal
Getting bored of playing support Scout in MvM, throwing milk at robots, mark them and repeat?
Let me introduce you to a new way of playing Scout in MvM.
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Introduction
You've clicked on this guide, that either means:
-You want to learn a new way of playing as Scout in MvM.
-Already know the playstyle, but you don't do it right.
-You play it right, but want to see how some random person on the internet describes it.
-Or you want to insult me because there isn't such a thing as Damage Scout.

Only take this playstyle into consideration if you have some experience as Scout in MvM. If you barely do any damage and keep dying, you're much better off with going resistance Scout and aid your team with milking and marking giant threats.



The key element
So you might ask yourself: "Why on earth should I be playing as Damage Scout?"
It's a fairly reasonable question to ask. Why should Scout be doing damage, when he already is decent at letting teammates dealing more damage by increasing their survivability and damage output by milking and marking? As I said before. Damage Scout is a good way to spice up the way you're playing. It isn't necessary, but it brings a good amount of fun. Atleast in my opinion. And it's also satisfying to carry people as a Scout, which is something that you don't see every day.

So when is Damage Scout effective? It depends on the team really. If you have an experienced team, it's obvious you won't be dealing as much damage as when you're paired with an inexperienced team. Robots and tanks are going to be destroyed at a much faster pace, leaving you with less time to deal damage. The lower the skill goes, the more time robots will be spending on the battlefield, meaning that you can shoot more and thus dealing more damage. Simple as that.

It's important to know that Damage Scout keeps every benefit the Support Scout has. He will still be collecting money, which is the main role of the Scout. Maybe he will still milk and mark, depending on his choice of weapons. In my eyes, it's a straight upgrade from resistance Scout, but as I mentioned in the introduction, it's harder to be a good Damage Scout than to be a good Support Scout. Hence why the meta favours a Scout that purely focusses on resistances, milk and mark.



Arsenal
As Damage Scout, it's important that you spend more money in your primary than in your class upgrades, but before we come to your class upgrades, let's discuss the better options out there for dealing damage.

Primaries:

The Scattergun is a very good weapon if you want to deal damage. It already packs the punch with its 105 damage up close and 6 clip. Let alone when you upgrade it. Upgrades you want to prioritize with this weapon are reload speed, (fire speed), damage, penetration and clip size. Not in a specific order, although it is better to upgrade reload speed before anything else, but that depends mostly on preference and playstyle.

Some people like to drop the reload speed and firing speed since they're more comfortable with upgrading damage and clip while reloading between subwaves. Due its single shell reload, buying clip size, also means longer reload times. One thing you might want to note is that the Scattergun benefits the most out of crit canteens due how the weapon reloads and its large clip size.

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I wouldn't really suggest on using this weapon when going Damage Scout. The Force-a-Nature hinders you more then you would think. Its knockback sends robots flying, making it harder to pull off consistent meatshots.

The self knockback in the air messes up your aim quite immensively, not to mention it also sends you further away from the robot. Annd the knockback will also annoy your teammates. Don't use this weapon.

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The Shortstop is kind of neat. Its niche lies in its reload mechanic and healing bonus. You reload your clip in one go, which comes in handy when you want to deal as much damage as possible. And since you can hold a maximum of 12 pellets per clip, this saves quite the hassle. And yes, the Shortstop does give you extra health from collecting money, but only when you have the weapon out.

The problems this weapon has, however, is that it reloads somewhat slow and it has weaker shots. You have to pump in quite some cash in it before the Shortstop starts allowing you to wreck some robots' arses. Not saying it's bad, it's definetly one of the better options out there, but it just starts out weaker than the rest. I don't really play a lot with the Shortstop, so yeah...

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Theoretically, the Soda Popper has the highest possible DPS of all the Scatterguns. In practice, however, it isn't always the case. Sometimes the Scattergun outdamages it, the other time the Soda Popper is the best. It comes down to, again, preferences and playstyles. Soda Popper already starts with a high firing and reload rate, meaning you can't upgrade these anymore on the upgrade station, same goes for the reload speed of the Shortstop.

Thus meaning it's the cheapest of the bunch to maximize damage output. You only need to upgrade clip and damage and you're done. Maybe ammo capacity if you run out of ammo, but that one isn't necessary. To get the most out the Soda Popper, you will need to get 2 ticks in clip, then 4 in damage, then 2 in clip again. I, personally, don't bother with this and just go my own way with it. The weapon also has the perk of granting free jumps, free mobility is always a plus point to have as Scout. I suggest on turning off auto-reload for this weapon, though. Otherwise you'll run out of ammo fast.

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I don't recommend this weapon, at all. MvM is well known for its spam, so you won't be able to dodge everything. It used to be sort of good before the Gun Mettle update, but now it sucks. Punishing double jumping that greatly is a huge no no. Avoid using this one.



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While not as good as the Scattergun, Popper or Shortstop, the Backscatter can still be used for dealing quite some damage. Sure, you can use the Fan o' War as well for the mini-crits, but that forces you to switch weapons, swing the gunbai, switch back to your primary and then start dealing damage. This weapon does just that by shooting at the backs.

The larger spread isn't really that noticeable, you're going be up close anyway. The clip penalty does hurt, though. Regarding upgrades, just buy the same things as you would do with the Scattergun.


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Secondaries:

Since this weapon caused such a drama in the comment section, I'm going to fully explain this. Mad Milk is a great weapon to use with Damage Scout. It doesn't only increase your team's survivability, but also yours. Just remember that the upgrades on this weapon are highly situational. The slowdown is only effective on Super Scouts and the faster recharge is useless most of the time.


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This weapon gives you free minicrits at the cost of a pitiful 10% damage vulnerability, which is completetly negated with all the overheal you get from money. The difference between this and the Fan o' War is that it spreads out over multiple bots and can actually be used against tanks. Great weapon.



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Melee weapons:

Let's be honest here, you're not getting any downsides for using this weapon. In my eyes, it's still the best melee choice there.





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What's this? Why am I posting the Candy Cane here? What kind of sorcery is this? In all honesty, this weapon doesn't have any relevant downsides either. Sure, the 25% explosion damage vulnerability might seem much, but it becomes redundant with 1 blast resistance and with the massive amount of overheal you have. Besides, you're going to kill a lot of robots, right? So you'll drop a lot of healthkits.



Class upgrades
There are only 2 major upgrades you should be investing in when going Damage Scout. Those are movement speed and crit resistances. You should fully upgrade them no matter what. Ofcourse, the crit resistances depends on the wave. Not saying you can't buy the other resistances, just making it clear that they're not necessary. Your dodging capabilities and overheal should be enough to keep you alive. If you want to be eased into Damage Scout, I would recommend to slowly spend less and less money into resistances as times goes on. And more and more money into your primary. This is how I did it and I must say, it's quite a good method on learning.

So why is movement speed important, why do I still need to buy it? Well, movement speed is great on Scout, you can get to places faster, thus allowing you to pick up money easier and getting that overheal faster. It aids you massively in avoiding incoming fire. Robots have a max turn rate cap. This means if you run around around them at a certain speed within a certain radius, they will keep resetting their turn because they can't keep up with you, making it impossible for them to shoot their weapons. This only becomes easier if you have max speed. It's actually such a powerful "exploit" that it allows you to solo giant Heavies and what not. Although it's harder to pull off on giant Soldiers, because they have their weapon ready at any time and splash damage can ruin circle strafing. So be careful when trying to master that.

Also, you're not invincible. You're more fragile compared to the Support Scout, but the reward is bigger. See it as a high risk, high reward playstyle. Hope this explains a lot.


768 Comments
Thenimas 20 Jul, 2021 @ 11:57am 
I know OP probably won't see this, but I happened across this guide and it's actually one of the more solid DPS scout guides I've seen (despite it being a little old, most notably the Shortstop and Crit-A-Cola sections are outdated). The only minor criticisms I have are that the Atomiser is a perfectly viable option for your melee (infact it's the one I use most often as DPS scout), and I wouldn't say maxing out movement speed is a priority since, while it is great for survivability, your aim may suffer depending on how good your ability to track is. I also would've gone into a little more detail of which weapons are good for when, but as someone who plays DPS scout fairly often in MvM, this guide is actually pretty nice.
antsizedant 10 Feb, 2019 @ 6:21pm 
I know this is years old, but it's the first thing that pops up on google, and I wouldn't like to point out that you can in fact upgrade the soda popper's firing speed through a glitch.
Triste 20 Aug, 2015 @ 4:49am 
I read 10 pages of Rubick's constant meta-obsessed condescension and I have to say, he's quite the fucking dick. I've topscored on 7 games, over the Beggars Conch soldier on 3. Albeit, it was boot camp, but it was expert Decoy. I topscored because I was playing damage Scout, using the Cola as my personal Buff Banner. I know how the overheal works from money, and I used it to my advantage as I played. Admittedly, I don't screenshot every single thing I do because it seems odd to me, but if you don't believe me, it's your choice. I'm just saying that I have, and it's actually incredibly easy. So please, I stepped to one of the most powerful MvM classes and topscored over it by 40k points. So please, tell me the Cola isn't good. I fucking dare you.
Vlad the Impala 21 May, 2015 @ 7:46am 
Still here? 77 pages not enough for you? This is pretty much where nobody is going to convince the other person.
Radioactive Panda 20 May, 2015 @ 8:23pm 
your want for attention is boring. moving on.

I have learned arguing with brick walls hurts I won't care anymore. The community already have given up on you and I'm doing the same.

Finally arguing with a person who doesn't want to get better and does not want to farther invest time into mvm is a waste of my personal time. I am here for the people who truly want to master mvm not a person who think they are already good enough and doesn't care.

Mandalore 20 May, 2015 @ 6:26pm 
Whats this? No more replies? Thank god.. Being stubborn is a blessing and a curse. A blessing that I have won this argument, and a curse that I spent about 10 minutes of my day about every day responding. Well... It was worth it. Good arguments posted... Poor arguments responded to. Hmm... This should help out a lot in English.
Mandalore 16 May, 2015 @ 6:46am 
PT 2
Yeah, so if I were to look back at your comments, I could probably find a place where you or your fanboys said that tour of duty=experience. "note about doing the same thing over and over again as stupid that is because if you do that then you never get better and you can have a high tour number/play time from that". Yeah, says the guy who says that css is a better strategy and those who dont try to use it are noobs or people without enough experience. Keep trying to worm your way out of that, but thats plain fact buddy. "You also do not seem to play with very good players which is probably one reason why you have this view". In normal pub modes, you have at least 1 horrible player. With friends, they are all experienced, and many have been playing mvm for years.
Mandalore 16 May, 2015 @ 6:46am 
Pt 1
No, the alt isnt to fool my parents. I got tradebanned on my other account. Go ahead and try to trade with it, and youll see that im telling the truth. The reason for that is primarily because I was scrapbanking during that time, selling weapons for 1 scrap each. Somebody wanted a weapon from me, I said my price was 1 scrap, and he managed to persuade many people on that server that I was a scammer. So, I created a new account because that one got tradebanned. My parents dont give a shit about what I do on steam. And your the one thats digging a very deep hole

Radioactive Panda 16 May, 2015 @ 6:36am 
note to you. I have an alt too that I play on.

I don't look at tour of duty for experience but you can assume that if you like.

I note about doing the same thing over and over again as stupid that is because if you do that then you never get better and you can have a high tour number/play time from that.

You also do not seem to play with very good players which is probably one reason why you have this view.