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How would you nerf scout?
31
#31
-5 Frags +

Lock scouts at 1 per team and make every scout use a shortstop

In all seriousness though, there are a lot of ways but the thing to keep in mind is how the nerf would play out in different skill levels and how it will affect the skill floor, the ability for a new player to crawl in and get started. I am not a good scout, so just keep in mind these are just my random, low-skilled thoughts. Lowering Scout's max health might not seem like a big nerf if you're a higher level player who has pretty good movement, but for new scouts it will simply kneecap them, and scout in pubs will become virtually extinct. This would raise the skill floor, requiring new players to do a chin-up just to get in the room (metaphorically speaking).
In contrast, reverting the medigun speed boost will not raise the skill floor or lower the skill ceiling for the scout, it would simply reduce the ability for a Medic to flee from every danger.

You can take the momentum stopper off his scattergun but now you've lost the meta's best anti bomb class, unless you can expect your soldiers to hit every airshot (oh, and now Medic can't run away from the bomb as fast as before since we've agreed to remove the speed buff). Adding with damage falloff, the Scout can't do much damage to a high bomb soldier, therefore a scout would need to wait for a Soldier to land or get close to the ground to take them on. If you've ever faced a Soldier who can sync their rockets during a mid bomb, you know this is actually quite frustrating to fight (to me at least).
I suppose you could add a new way to hinder bombs without needing to hit every rocket, perhaps an airsticky buff or a new hitscan weapon like a railgun (not necessarily for the scout) (or pistol buff?!).

I wonder what would happen if you had to reload a clip instead of individual shots, with a longer reload time, taking you out of the fight for a second if you've exhausted your ammo. This would not change the amount of damage you can do from the start, leaving new Scouts the same capabilities to do damage as they have now, but they (and higher level scouts) would have lower dpm over longer fights, and they wouldn't be able to get away with missing 10 shots.

Lock scouts at 1 per team and make every scout use a shortstop

In all seriousness though, there are a lot of ways but the thing to keep in mind is how the nerf would play out in different skill levels and how it will affect the skill floor, the ability for a new player to crawl in and get started. I am not a good scout, so just keep in mind these are just my random, low-skilled thoughts. Lowering Scout's max health might not seem like a big nerf if you're a higher level player who has pretty good movement, but for new scouts it will simply kneecap them, and scout in pubs will become virtually extinct. This would raise the skill floor, requiring new players to do a chin-up just to get in the room (metaphorically speaking).
In contrast, reverting the medigun speed boost will not raise the skill floor or lower the skill ceiling for the scout, it would simply reduce the ability for a Medic to flee from every danger.

You can take the momentum stopper off his scattergun but now you've lost the meta's best anti bomb class, unless you can expect your soldiers to hit every airshot (oh, and now Medic can't run away from the bomb as fast as before since we've agreed to remove the speed buff). Adding with damage falloff, the Scout can't do much damage to a high bomb soldier, therefore a scout would need to wait for a Soldier to land or get close to the ground to take them on. If you've ever faced a Soldier who can sync their rockets during a mid bomb, you know this is actually quite frustrating to fight (to me at least).
I suppose you could add a new way to hinder bombs without needing to hit every rocket, perhaps an airsticky buff or a new hitscan weapon like a railgun (not necessarily for the scout) (or pistol buff?!).

I wonder what would happen if you had to reload a clip instead of individual shots, with a longer reload time, taking you out of the fight for a second if you've exhausted your ammo. This would not change the amount of damage you can do from the start, leaving new Scouts the same capabilities to do damage as they have now, but they (and higher level scouts) would have lower dpm over longer fights, and they wouldn't be able to get away with missing 10 shots.
32
#32
42 Frags +

Give him a sprint key that has a cooldown on it. Then force third person and let him build forts

Give him a sprint key that has a cooldown on it. Then force third person and let him build forts
33
#33
10 Frags +

make him always have the candy cane equipped

make him always have the candy cane equipped
34
#34
-2 Frags +

100 base health

100 base health
35
#35
3 Frags +

make him less good

make him less good
36
#36
tf2pickup.org
3 Frags +

buff demo so he can shoot 100 damage sticks to scouts on high ground

buff demo so he can shoot 100 damage sticks to scouts on high ground
37
#37
2 Frags +

scout is forced to use the candy cane

scout is forced to use the candy cane
38
#38
16 Frags +

bind s explode

bind s explode
39
#39
1 Frags +

Class Limit 1
Fixed

Class Limit 1
Fixed
40
#40
4 Frags +

Scouts instagib on airshot

Scouts instagib on airshot
41
#41
9 Frags +

I feel like a good nerf would be to make maps more hostile towards scouts, so that they dont have a million props everywhere to jump from and towards and cant get the high ground everywhere.

Then again I have no clue what I'm talking about

I feel like a good nerf would be to make maps more hostile towards scouts, so that they dont have a million props everywhere to jump from and towards and cant get the high ground everywhere.

Then again I have no clue what I'm talking about
42
#42
-3 Frags +
Pum
Then again I have no clue what I'm talking about

like anyone else on this site does

[quote=Pum]

Then again I have no clue what I'm talking about[/quote]

like anyone else on this site does
43
#43
19 Frags +

https://i.imgur.com/ULI2c2e.png

[img]https://i.imgur.com/ULI2c2e.png[/img]
44
#44
4 Frags +

healing scouts makes them move at medic speed instead

building does way more self damage/ scouts dont build uber above 80

sticky demo nerf revert would be so good

healing scouts makes them move at medic speed instead

building does way more self damage/ scouts dont build uber above 80

sticky demo nerf revert would be so good
45
#45
17 Frags +

Literally take TF2 back to 2012. Done.

Literally take TF2 back to 2012. Done.
46
#46
8 Frags +

i dont think being able to do over 100 damage for a theoretical 2 shot is the problem because after the first -100 the soldier usually knocks u away meaning u get like a 60 damage shot, it's the self damage gunboats thing that give like 60-80 self damage to the soldier thats the problem. if u make the scout do less than 100 dmg a shot u cant get 2shotsonsoldiersfrombehind.com so its a nerf to flanking more than 185hp scouts

i would definitely remove meds moving at scout speed regardless, then if thats not enough probably reduce max buff to 160 but make it decay slower proportionately or revert sticky nerf

i dont think being able to do over 100 damage for a theoretical 2 shot is the problem because after the first -100 the soldier usually knocks u away meaning u get like a 60 damage shot, it's the self damage gunboats thing that give like 60-80 self damage to the soldier thats the problem. if u make the scout do less than 100 dmg a shot u cant get 2shotsonsoldiersfrombehind.com so its a nerf to flanking more than 185hp scouts

i would definitely remove meds moving at scout speed regardless, then if thats not enough probably reduce max buff to 160 but make it decay slower proportionately or revert sticky nerf
47
#47
1 Frags +

You guys would still think Scout was OP even if they removed the med thing

You guys would still think Scout was OP even if they removed the med thing
48
#48
10 Frags +

.

.
49
#49
3 Frags +

Remove scout leashing with the medibeam. See if that's enough over a substantial period (at least a season or two). If not, consider either changes to Soldier selfdamage or reverting to the old stickies.

Remove scout leashing with the medibeam. See if that's enough over a substantial period (at least a season or two). If not, consider either changes to Soldier selfdamage or reverting to the old stickies.
50
#50
3 Frags +
edinreasonable changes:
reverting medigun
make it so point blank rockets dont deal 60 fucking damage with gunboats

i condone these

[quote=edin][b]reasonable changes: [/b]
reverting medigun
make it so point blank rockets dont deal 60 fucking damage with gunboats

[/quote]
i condone these
51
#51
-17 Frags +

I’ve always said that soldier is overpowered, not scout. I still stand by that statement.

I’ve always said that soldier is overpowered, not scout. I still stand by that statement.
52
#52
-2 Frags +
PumI feel like a good nerf would be to make maps more hostile towards scouts, so that they dont have a million props everywhere to jump from and towards and cant get the high ground everywhere.

Props don't matter, Granary middle only has the crates and I'd say scout is pretty strong on it. The narrow high ground that both teams start from on Gullywash middle and Badlands middle is peak map design from a class balancing standpoint. It's the only layout which makes it impossible for both soldier and scout to make it aids in any way.

[quote=Pum]I feel like a good nerf would be to make maps more hostile towards scouts, so that they dont have a million props everywhere to jump from and towards and cant get the high ground everywhere.
[/quote]

Props don't matter, Granary middle only has the crates and I'd say scout is pretty strong on it. The narrow high ground that both teams start from on Gullywash middle and Badlands middle is peak map design from a class balancing standpoint. It's the only layout which makes it impossible for both soldier and scout to make it aids in any way.
53
#53
25 Frags +

mod that makes scout use heavy's model so his hitbox is bigger

https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/i/748a1849-ecaf-4c98-86f5-92bde89fa86a/daxb2gc-0033a1d5-b810-4acd-9d20-8bd3a44ce6b0.jpg

mod that makes scout use heavy's model so his hitbox is bigger
[img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/i/748a1849-ecaf-4c98-86f5-92bde89fa86a/daxb2gc-0033a1d5-b810-4acd-9d20-8bd3a44ce6b0.jpg[/img]
54
#54
16 Frags +

In the next tf2 comic they will show the scout having sex, therefore erasing the possibility of the "virgin scout" playstyle.

In the next tf2 comic they will show the scout having sex, therefore erasing the possibility of the "virgin scout" playstyle.
55
#55
0 Frags +
YeeHawif u make the scout do less than 100 dmg a shot u cant get 2shotsonsoldiersfrombehind.com so its a nerf to flanking more than 185hp scouts

true I take back what I said

[quote=YeeHaw]if u make the scout do less than 100 dmg a shot u cant get 2shotsonsoldiersfrombehind.com so its a nerf to flanking more than 185hp scouts[/quote]
true I take back what I said
56
#56
refresh.tf
-6 Frags +

Maybe I'm alone in this but I don't hate the heal beam speed buff

I do want to make it so ppl with gunboats dont fucking kill themselves when they hit rockets on a scout and also reduce the scattergun knockback by like 80% at least. The damage reduction and self-damage reduction would also make it easier to chase medics as a solly.

Maybe I'm alone in this but I don't hate the heal beam speed buff

I do want to make it so ppl with gunboats dont fucking kill themselves when they hit rockets on a scout and also reduce the scattergun knockback by like 80% at least. The damage reduction and self-damage reduction would also make it easier to chase medics as a solly.
57
#57
-6 Frags +

the scout beam thing is unnecessary and doesnt make the situation any better but i think its uses are blown out of proportion apart from in some parricular cases

the scout beam thing is unnecessary and doesnt make the situation any better but i think its uses are blown out of proportion apart from in some parricular cases
58
#58
-6 Frags +
Wandumif i airshot the scout he instantly dies no matter how much hp he has

https://wiki.teamfortress.com/w/images/thumb/9/92/Directhittransparent.png/250px-Directhittransparent.png

[quote=Wandum]if i airshot the scout he instantly dies no matter how much hp he has[/quote]
[img]https://wiki.teamfortress.com/w/images/thumb/9/92/Directhittransparent.png/250px-Directhittransparent.png[/img]
59
#59
12 Frags +

Play dustbowl

Play dustbowl
60
#60
4 Frags +
sagemod that makes scout use heavy's model so his hitbox is bigger
https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/i/748a1849-ecaf-4c98-86f5-92bde89fa86a/daxb2gc-0033a1d5-b810-4acd-9d20-8bd3a44ce6b0.jpg

i know this is a meme but its actually a super interesting idea to me. scout v scout wouldn't be nearly as random and they'd be a lot easier to hit in general so being at 185 wouldn't be so close to godmode as it is now

[quote=sage]mod that makes scout use heavy's model so his hitbox is bigger
[img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/i/748a1849-ecaf-4c98-86f5-92bde89fa86a/daxb2gc-0033a1d5-b810-4acd-9d20-8bd3a44ce6b0.jpg[/img][/quote]

i know this is a meme but its actually a super interesting idea to me. scout v scout wouldn't be nearly as random and they'd be a lot easier to hit in general so being at 185 wouldn't be so close to godmode as it is now
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