Some people may not agree with all of these, but here are some points I feel are worth keeping in mind:
1. don't seek out 1v1s unless you are certain you have a distinct advantage (read: he doesn't see you or you know he's weak)
2. a mid-range scout vs scout fight (30-40 damage per shot) will typically go in favor of the scout who had more health at the start of the fight. if you don't have great faith in your up-close scout vs scout aim and you've got a nice buff while the enemy scout does not, a mid-range fight is probably your best bet.
3. a point-blank scout vs scout fight negates the enemy scout's buff. if the enemy's at 185 and you're at 125, two close range near-perfect shots will kill either of you. if you must fight, get in close and make your shots count.
4. don't always fire as quickly as possible. it's much easier to juke someone who is doing this. take shots when your crosshair is over the enemy; whether that's from you aiming or them crossing in front of it.
5. if you notice someone's firing pattern, use your movement to throw them off.
6. pay attention to the enemy's accuracy. do they seem to have more trouble hitting you when you strafe in one direction in a circle around them? does that type of movement seem to help their aiming style? do they have more trouble keeping up with you when you stutter-step constantly?
7. do you know the enemy? does he or she use a particularly low or high sensitivity? exploit your knowledge of the enemy.
I disagree with a few of the other suggestions in this thread.
narfI've gained consistency in hitting scouts by just practicing my tracking. Force yourself to aim at your enemies by tracking and resist the tendency to flick. Also having a high, stable framerate and 120hz helps, a lot more than I wish it did.
Tracking does help in many cases, but if you pretend flicking doesn't exist and don't familiarize yourself with it, you're taking away a very valuable tool.
TombomYeah, going off of dopewolf: you're always going to want to be in the scout's blind spot. Try and aim for their side/back/midsection. A good scout will always be headed in a direction that's just a little bit ahead or in the opposite direction of where you think he should be. Scouts run super quick and it's pretty easy to lose sight of them.
What? This is pretty flawed logic... If a scout is headed in the opposite direction of where you think he should be, then you didn't predict him correctly. This cannot be attributed blanketly to a statement such as yours.
TombomJust remember: NEVER DOUBLE JUMP. Any good scout knows the double jump pattern by heart and can track you to right where you're going to land. Once you commit yourself to that second double jump, it's pretty easy to see where you're going.
Again, this is nonsensical. The scout has the ability to jump while already airborne. To blanketly disregard this ability is merely limiting yourself. What if you are in close quarters and you know the enemy scout you're fighting uses a sensitivity that equates to 30" per 360? Jumping over his head so you're facing his back can certainly be an advantage in that fight. Even jumping over him repeatedly would give you an advantage in this scenario.
Tombom Any good scout knows the double jump pattern by heart and can track you to right where you're going to land. Once you commit yourself to that second double jump, it's pretty easy to see where you're going.
??? ???
Air-strafing is involved here. Your second jump does not always yield the same trajectory unless you do not alter it. Look at shrugger's movement for an example of what I mean.