Talk:Tracer VS Scout/@comment-27033016-20160820113723

Ok, since I've been playing TF2 for over three years, I know a lot more of the Scout so I'll be making a prediction list of what weapons he would bring for Death Battle. This is just an educated guess so I don't know what Ben and Chad plan to do with him.

Also note that I will not be listing EVERY weapon in the Scout's arsenal. Only a few specific ones that are commonly prefered by most players.

-The Scattergun: The Scout's default primary weapon. Can fire a total of six shots per round. While it doesn't have any advantages or drawbacks, it will deal more damage if the shots are point-blank.

-The Force-A-Nature: Can only fire two shots per round and uses up two ammo each shot, but the shots will apply knockback to any enemy which will send them flying backwards. The knockback can even be used by the Scout himself to add an extra jump.

-The Soda Popper: Similar to the Force-A-Nature but without the knockback trait. This weapon gives the Scout a hype meter which when maxed out, can be activated which gives the Scout five additional air jumps for eight seconds.

-The Shortstop: Can fire four shots per round and will deal more damage with each hit. Meet Your Match has added an alt-fire that will provide knockback to the enemy.

-The Baby Face's Blaster: Can fire four shots per round but it will reduce the Scout's speed by 10%. However successful hits with any weapon will build up the boost meter, increasing the Scout's speed and at max, can surpass his default speed. This boost is lost if he jumps or takes a hit though.

-The Pistol: The Scout's default secondary weapon. Can fire twelve shots per round.

-Bonk! Atomic Punch: Makes the Scout invincible for eight seconds, but he also cannot attack during the duration.

-Crit-A-Cola: Increases his damage output by 10% and grants him mini-crits for eight seconds.

-Mad Milk: While similar to the Sniper's Jarate, it works a lot more differently. Enemies coated with the Mad Milk will provide the Scout with health regeneration if the enemy takes damage from him or his teammates.

-The Flying Guillotine: Can be thrown to damage enemies and causes bleeding status (meaning the enemy gradually takes damage). Also notable for the fact that it will cause 100% crit damage against stunned enemies, making it a deadly combo with the Sandman.

-The Sandman: Allows the Scout to hit a baseball at enemies, stunning them for a while. The amount of time the enemy is stunned is determined by distance, so the farther the enemy, the more vulnerable he is. Stunned enemies are rendered unable to attack.

-The Atomizer: Grants the Scout a triple jump, however said third jump inflicts self-damage. If combined with the Force-A-Nature, the Scout is able to quadruple jump.