I KNEW the FaN was better then Stock! Not to mention, it's Knockback can send giants like 2 inches in the air temporarily, so they cannot move! I knew the weapons to use before, but I must say, great guide!
yeah, i tried the shortstop on another mission and the pros (killing at a longer distance and increased health gain) did not outweigh the cons ( no force jump and hitting the skybox every time i get hit by a rocket )
Scouts don't need to deal damage. Every other scattergun gives you an utility. and if you really really want to do damage, then an upgraded Force a Nature' Shortstop or Soda Popper is way stronger than the Scattergun.
Just completed my first Tour of Dusty as our group's Money Scout folowing this comic's advice but I used my standard Scattergun instead of the FaN. Completed the stage with an A thanks to the enemy penetration upgrade and maxing out my Mad Milk upgrades. Our Pyro and Engineers did a great job too!
Regarding the gun, I personally prefer the new Soda Popper just because money pickup is much more lenient on the Y axis than the X. If you're really high above it, it still picks up what's on the ground below you. You can sail over robots and they'll ignore you because once they start turning to face what's behind them, they've turned too long and get drawn to something else. Reduces aggro, still does a decent amount of damage when upgraded (only after you've maxed resistance and height/speed/milk recharge/slow!), makes my Scout play far more flexible.
I've been told (maybe a update changed it) that the sandman when you have the mark for death upgrade its melee marks for death as well, which can be more useful, yes it costs money to get the upgrade but you keep the dmg of the bat so you can keep swinging and rack up some real dmg with it, that was what i was told.
that's true, but it's not only expensive, but also Scout is not supposed to deal any damage by default. And even if so, isn't it wiser to upgrade primary weapon instead? Sandman is a waste of money imo.
I play scout on MvM a ton and now have quite some experience, this guide is really good ^_^
Though just on a side note you maybe should have pointed out which upgrades to take first, though that is usually personal preference I still see tons of scouts only upgrading their scatterguns and then dying on the battlefield because of the immerse damage they have to withstand
Yeah I wish I could include a word about upgrades but as you said - it's a matter of preferences. I personally upgrade movememnt speed and jump first, then comes milk. But there's one thing everybody should agree on - Scattergun or any other gun should NOT be upgraded first.
I do it exactly the same, first money goes to jump and speed so I can get to the money faster, then milk slowing and if needed regeneration and then I go with resistance upgrades
Also I have a funny little story that once happened on mann up, this kid said he played Scout on MvM for 2 years now, of course MvM didn't even exist 2 years then. He said he knows what he's doing so I let him, all he did was get the money (he even failed at that) and didn't try marking OR slowing robots down. I felt the pain of the entire team twice as much ;-;
This is why I prefer Mann Up over Boot camp, buddy. Most of the kids stay on boot camp because parents don't let them spend money on "stupid games". It's not only a matter of more professional people that play there (everybody give their best since everybody want to finish the game that they paid for), the most important thing is that votekick is always enabled on every server. So for me it would be: -kick the kid -restart the map -take Scout myself -Straight +A
Force of Nature is still a weapon that I recommend, but in the worst case Sodda Popper could work as well. Just be sure to release the charge in the right moment, using it to one-shot Medics from behind or support robots like Snipers or Spies.
Sadly it's not. Just like it was mentioned earlier in comments - MvM pyro is not supossed to deal that much damage, unless it's a matter of dealing with tanks. It's required for pyro to have a homewrecker or neon annihilator to take off sappers when engineers are dead.
also, in case you either get a good sniper or a scout that throws mad milk on the target, it would still count as a wet target and get 100% crit from the neon but stay support, thats the best for a pyro to do in my own opnion. ps. Thats also what I get complimented for while playing as a pyro.
Personally, for MVM medic, I like using The overdose for the speed boost since you won't really be fighting with it, the kritzkreig so more damage can be dealt with things like tanks and giants, in which uber I feel would be less useful, and ubersaw, just in case. Although I'm curious if there's anything else I should be using, even though my team get's on fine.
The equipment by itself is a very good choice, but there are VERY STRICT rules about medic. In general Medic is "banned" on most of the battlefields, except for Expert Decoy and only if there is a demoman in the team.