The Team Fortress 2 Gamer Syndrome Guide – Secondary Scout Weapons



Team Fortress 2 is one of the most popular free-to-play first person shooters available on the market today. Released in 2007, it has achieved a huge amount of praise, managing to score a whopping 92/100 on Metacritic and manages to be the second most played game on Steam daily. After the huge success of their first major ‘item update’ back in 2009, Valve has constantly been updating the game with more, free content for everybody.

The Team Fortress 2 Gamer Syndrome Guide is your one-stop shop to learn all about your favourite classes from the game: possible load-outs, not-so-obvious tactics and great advice from ex-professional player Patrick “Shintaz” Panebianco. Every week, he’ll be giving you a rundown of a specific aspect of a class, from weapons to class-specific tactics. Possibly even giving some great in-game fashion tips.

The first series of guides will be all about Shintaz’s main (and personal favourite) class: The Scout, the fastest of the nine classes, and is widely regarded as one of the most annoying to play against! In this article, he briefly outlines the important statistics of each secondary weapon, and gives his own opinion on how each one fairs on the battle field.

The Pistol

Ammunition: 12 loaded, 36 spare

Max Damage (no crit): 22 HP

Time between shots: 0.17s (approximately)

Time to reload full clip: 1.25s (approximately)

Special feature: None

The Pistol is the stock weapon for the scout, and easily the best one to use when range and ammunition come into the equation. Generally used to pick off weak targets from a distance, the stock Pistol is the one to use if you don’t think you’re able to get too close to your target. It’s also great for spraying a target if you’re weak and backing out from a fight.

Bonk! Atomic Punch

Consumption time: 1.2s (approximately)

Recharge time: 22s (approximately)

Special feature: Invincibility for 8 seconds.

The first unlockable secondary weapon for the Scout isn’t used to deal damage. After drinking Bonk, you’re free to run around in third person for eight seconds and receive no damage. Not the most useful unlock in a combat situation, but great for breaking out of sticky situations (see: Turbine spawn door!)

Crit-a-Cola

Consumption time: 1.2s (approximately)

Recharge time: 22s (approximately)

Special feature: +25% movement speed and mini-crits for 8 seconds

When using Crit-a-Cola, make sure you know that both your aim and your movement is above par. You’ll need a tight aim to be able to utilise the mini-crit damage you deal out, but great movement is also essential, as you’ll be receiving mini-crit damage for the eight seconds this effect is in action. A perfect unlock if you believe you can take on the World.

Mad Milk

Recharge time: 20s (approximately)

Special feature: Drenched enemies give health when damaged for 10 seconds

Mad Milk is like no other Scout secondary unlock – it is a bottle of milk which you throw at enemies. Once an enemy is drenched, shooting them gives you health. Mad Milk is also a useful tool for putting out friendly players that are on fire. If you’re comfortable with just using the Scattergun, this unlock proves a handy sidekick whenever your health begins to reach critical levels.

The Winger

Ammunition: 5 loaded, 36 spare

Max Damage (no crit): 26 HP

Time between shots: 0.17s (approximately)

Time to reload full clip: 1.25s (approximately)

Special feature: None

The Winger deals more damage than the stock Pistol, but has less shots per clip. Personally, I feel there is no need to use the Winger, as the stock Pistol grants you more damage per clip. However, if you feel that your pistol accuracy is pin-point (taking bullet spread into account, it probably ISN’T), then this gun would be a good secondary.

Pretty Boy’s Pocket Pistol

Ammunition: 12 loaded, 36 spare

Max Damage (no crit): 22 HP

Time between shots: 0.2125s (approximately)

Time to reload full clip: 1.25s (approximately)

Special feature: +15% max health on wearer and wearer takes no fall damage

The Pretty Boy’s Pocket Pistol is a great unlock to use. I personally feel as though it’s unbalanced – it increases your health from 125 to 140 and it deals exactly the same damage as the stock Pistol, only slower. Also, you’re able to do some great-height jumps and land safely. One of the downfalls of this pistol is that you take +50% fire damage whilst it’s equipped. However, general common sense will tell you not to get too close to a pyro anyway, so this downfall only applies if you’re silly enough to come face-to-face with fire itself!

Flying Guillotine

Max Damage (no crit): 57 (+40, +54 mini-crit)

Time between shots: 0.25s (approximately)

Recharge time: 6s (approximately)

Special feature: Makes target bleed

The Flying Guillotine is, again, a secondary weapon that requires you to have decent confidence in your skill whilst using your primary weapon. The most damage it can do on a throw is 57, and off of that, your target will bleed for five seconds unless they pick up a health pack. Without a mini-crit, the maximum amount of damage after the full five seconds is 97. If you hit a target from a far distance, you manage to mini-crit them, giving you a maximum damage of 112 after the full five seconds. This weapon is a great bit of fun, and good for annoying people if you manage to hit them from the other end of the map.

Patrick’s ranks:

  1. Pretty Boy’s Pocket Pistol
  2. The Pistol
  3. Mad Milk
  4. Crit-A-Cola
  5. Flying Guillotine
  6. Bonk! Atomic Punch
  7. The Winger

 

In the next guide, Patrick takes you through the Scouts melee weapons.