Yo
I recently started playing Scout in (lol)HL, and yesterday we had official at Steel
While I did fine, the map was a big mystery for me not only as actual map, but also what I'm supposed to do as Scout there. Routes are so abstract and bizarre. I'm most likely too used for KOTH and 5CP.
I'm asking for some basic pointers at what Scout should do on cp_steel. Scout POVs at that map would be great too, if those exist.
Yo
I recently started playing Scout in (lol)HL, and yesterday we had official at Steel
While I did fine, the map was a big mystery for me not only as actual map, but also what I'm supposed to do as Scout there. Routes are so abstract and bizarre. I'm most likely too used for KOTH and 5CP.
I'm asking for some basic pointers at what Scout should do on cp_steel. Scout POVs at that map would be great too, if those exist.
literally just don't play highlander
literally just don't play highlander
better to ask on r/truetf2 where people discuss highlander sometimes. generally as scout you hold the flank computer room with your soldier and basically don't have any fun, and on offense get cap time on E while dying a lot. if you're good at scout you can also run around killing everything while you do this
better to ask on r/truetf2 where people discuss highlander sometimes. generally as scout you hold the flank computer room with your soldier and basically don't have any fun, and on offense get cap time on E while dying a lot. if you're good at scout you can also run around killing everything while you do this
why subject yourself to such torture becoming a scapegoat when you can just play 6s
why subject yourself to such torture becoming a scapegoat when you can just play 6s
steel is garbage as a scout, there isnt really much you can do to optimise your usefulness, just hold flank with your soldier, kill the enemy flank and cap the points that need to be capped. There really isnt much else to it
steel is garbage as a scout, there isnt really much you can do to optimise your usefulness, just hold flank with your soldier, kill the enemy flank and cap the points that need to be capped. There really isnt much else to it
glass
Aight then. Sorry to be a bother
[quote=glass][/quote]
Aight then. Sorry to be a bother
sludgewhy subject yourself to such torture becoming a scapegoat when you can just play 6s
Long story short; my 6s team diead just before the season started (some players lost motivaion and captain went to Fortnite)
I decided to test HL and see if it is as bad as people say it is.
[quote=sludge]why subject yourself to such torture becoming a scapegoat when you can just play 6s[/quote]
Long story short; my 6s team diead just before the season started (some players lost motivaion and captain went to Fortnite)
I decided to test HL and see if it is as bad as people say it is.
im not exaggerating when i say every time i ever played highlander scout on steel including in prem i literally just ran around with no objective shooting anything
im not exaggerating when i say every time i ever played highlander scout on steel including in prem i literally just ran around with no objective shooting anything
Funsim not exaggerating when i say every time i ever played highlander scout on steel including in prem i literally just ran around with no objective shooting anything
[quote=Funs]im not exaggerating when i say every time i ever played [s]highlander[/s] scout[s] on steel[/s] including in prem i literally just ran around with no objective shooting anything[/quote]
Defense and offense if you have better DM you can just listen to funs
otherwise after capping A, other than taking the occasional uber, you can just pressure E the whole game to draw flank/combo members away from the other points
Defense and offense if you have better DM you can just listen to funs
otherwise after capping A, other than taking the occasional uber, you can just pressure E the whole game to draw flank/combo members away from the other points
hey friends why don't we help this person with tips that he's asking for instead of ridiculing him for the gamemode ty
on offense: pressure E if your combo is playing in BEC connector, otherwise play with your combo and die a lot for trades. trading is really good on blue b/c of instant respawns on blue and 20+ second respawns on red.
on defense: play at the E spawn and call if anyone is going into lobby after A is capped, stop engineer from getting a gun in wishbone or at E. after B is capped, do whatever you want as long as you get kills and don't feed.
hey friends why don't we help this person with tips that he's asking for instead of ridiculing him for the gamemode ty
on offense: pressure E if your combo is playing in BEC connector, otherwise play with your combo and die a lot for trades. trading is really good on blue b/c of instant respawns on blue and 20+ second respawns on red.
on defense: play at the E spawn and call if anyone is going into lobby after A is capped, stop engineer from getting a gun in wishbone or at E. after B is capped, do whatever you want as long as you get kills and don't feed.
This is what I did when I played scout on steel but different playstyles work out better for everyone so you should experiment and just do what works best for you!
Offense:
Pushing A: go to A and cap it. 99% of teams won't pressure it at all, just make sure to check for random hiding spots.
Pushing B: I almost always did the bonk strat to push their players off of the high ground balc thingie on B, what that is is just using bonk and then running up the stairs, body blocking spam in order to get your players space to walk up behind you, and then go into the cubby and kill the teleporter exit that is normally there. This gives your players who want to walk through main a ton of room and if you control that area after ubers fade you should be in a pretty good spot to win B (Credit to bv for thinking up of this strat which is now really common).
Pushing C: the #1 important thing about pushing C is taking control of wishbone, as that allows you to pressure E point, force their combo to rotate off of C, and then take C mostly for free. To help with this I like to bonk through wishbone to bait out sticky traps/demo spam/their sniper's shot, and then after we control that just pressure E cap until they rotate.
Pushing D/E (most teams just ignore D for pushing): I find that there isn't much you can do for these points besides just play with your combo and help teamfight and make sure to get captime any time you safely can.
Defense:
Holding A: you can hide on A point and try to contest cap/get a random kill as you will spawn in time to help hold B 99% of the time, but it almost never really does much for your team, it just has very little downside. Usually I think just positioning yourself on E to watch for rotations or on B to help with any form of early sac wave is better.
Holding B: I think this mostly depends on how your spy wants to play it, if your spy doesn't want to just sit cloak and daggered on A doing nothing but call where their team goes (be it onto E, into dropdown, or back into spawn) then you're the best class to sit in the E spawn door and call where if they go into lobby/onto E. If they send their flank to pressure cap you're one of the best classes to rotate as you can just sit in the E spawn door and spam cleavers at their capping players. However unless they're committing players into E you really want to make sure you're in position to help with the teamfight that will happen on B.
Holding C: this point is kind of weird as scout, what I did was sit on cliff, calling anyone who tried to push that direction, and if they didn't send anyone I would flank into B from cliff and try to kill their teleporter exit/win a 1v1 vs a spawner as you should be able to 1v1 most classes on that open ground or just back out easily if it starts to go bad for you. The other big option is holding E/lobby, which I think is good but requires you play with your soldier/pyro (depending on which you commit to flank) because winning DM fights as scout in such a confined space is relatively hard.
Holding D/E: as soon as they cap C I try to be in position in spawn to call anyone pushing through death hallway, as if they're able to push that by surprise that can completely catch out and wipe your team. A lot of what I try to do is just be in a position to call where their players are and where they rotate, while being close enough to my combo to rotate for DM fights. Getting an early call on if their combo rotates wishbone is really helpful for your team, and can definitely make the difference to allow you to rotate your combo quick enough to stuff them in the choke. Also, if aren't in control of lobby it's important for you or your spy to be in position to rotate onto A and kill their sniper if he is in A window, as an uncontested sniper in A window can basically just win their team complete E control.
This is what I did when I played scout on steel but different playstyles work out better for everyone so you should experiment and just do what works best for you!
[b]Offense:[/b]
Pushing A: go to A and cap it. 99% of teams won't pressure it at all, just make sure to check for random hiding spots.
Pushing B: I almost always did the bonk strat to push their players off of the high ground balc thingie on B, what that is is just using bonk and then running up the stairs, body blocking spam in order to get your players space to walk up behind you, and then go into the cubby and kill the teleporter exit that is normally there. This gives your players who want to walk through main a ton of room and if you control that area after ubers fade you should be in a pretty good spot to win B (Credit to bv for thinking up of this strat which is now really common).
Pushing C: the #1 important thing about pushing C is taking control of wishbone, as that allows you to pressure E point, force their combo to rotate off of C, and then take C mostly for free. To help with this I like to bonk through wishbone to bait out sticky traps/demo spam/their sniper's shot, and then after we control that just pressure E cap until they rotate.
Pushing D/E (most teams just ignore D for pushing): I find that there isn't much you can do for these points besides just play with your combo and help teamfight and make sure to get captime any time you safely can.
[b]Defense:[/b]
Holding A: you can hide on A point and try to contest cap/get a random kill as you will spawn in time to help hold B 99% of the time, but it almost never really does much for your team, it just has very little downside. Usually I think just positioning yourself on E to watch for rotations or on B to help with any form of early sac wave is better.
Holding B: I think this mostly depends on how your spy wants to play it, if your spy doesn't want to just sit cloak and daggered on A doing nothing but call where their team goes (be it onto E, into dropdown, or back into spawn) then you're the best class to sit in the E spawn door and call where if they go into lobby/onto E. If they send their flank to pressure cap you're one of the best classes to rotate as you can just sit in the E spawn door and spam cleavers at their capping players. However unless they're committing players into E you really want to make sure you're in position to help with the teamfight that will happen on B.
Holding C: this point is kind of weird as scout, what I did was sit on cliff, calling anyone who tried to push that direction, and if they didn't send anyone I would flank into B from cliff and try to kill their teleporter exit/win a 1v1 vs a spawner as you should be able to 1v1 most classes on that open ground or just back out easily if it starts to go bad for you. The other big option is holding E/lobby, which I think is good but requires you play with your soldier/pyro (depending on which you commit to flank) because winning DM fights as scout in such a confined space is relatively hard.
Holding D/E: as soon as they cap C I try to be in position in spawn to call anyone pushing through death hallway, as if they're able to push that by surprise that can completely catch out and wipe your team. A lot of what I try to do is just be in a position to call where their players are and where they rotate, while being close enough to my combo to rotate for DM fights. Getting an early call on if their combo rotates wishbone is really helpful for your team, and can definitely make the difference to allow you to rotate your combo quick enough to stuff them in the choke. Also, if aren't in control of lobby it's important for you or your spy to be in position to rotate onto A and kill their sniper if he is in A window, as an uncontested sniper in A window can basically just win their team complete E control.