Now scouts are the fastest, often given the job of getting all the money for the team, and being the replacement for a medic, with mad milk or any variant of it being a replacement for medi guns or syringe guns, with that people believe the fan of war is not advised, since your trying to move fast, and the fan is a completely useless weapon, and here's where people can make a mistake, but in the mvm community, the fan is high up.
A scout load out is interchangeable, as long as the scout shares the milk (if he has it) and does his part to aid in damage and collection, the 'meta' requires scout purchases movement speed and jump height as much as possible, but I see it that if a scout can do just as much as the others when it comes to importance, it becomes more balanced.
In high tours, if you don't stick to the 'meta' you'll have issues, but I'm a low touring player who mainly shreds enemies when I'm engineer or heavy, and if they really don't have any healing options other that another engineers dispenser, I am ok with going medic, just to show how much the playability of other classes is available.
Scouts scatter guns are powerful in close range, so avoid the melee only opponents and don't give them an opening to attack.
The secondary helps with chip damage, winger does increase jumps, and the throwables have their own uses, the milk being a 'meta' item, because it removes a need for a medic.
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Tf2 mvm custom guide
RandomThis will go over each class and give advice on what to equip, what is useful to run and the mistakes sometimes made in mvm games.
