Hi guys, FOG of GAMING here and today Michael is bringing you the scout class in Battlefield 1. He will cover the weapons, the gadgets, and he will show you how to be an effective member of your squad and team. Let’s start with discussing the primary weapons of the scout class. First up is the Gewer 98, the 1903 Marksman/Sniper, and the 1895 Infantry/Sniper. All of them only have a 5 round mag. The 1895 offers the fastest rate of fire at 56 RPM with the closest sweet spot of 60 meters. Meanwhile, the 98 offers the fastest muzzle but the slowest rate of fire at an RPM of 50, and a sweet spot that starts at 80 meters.

The 1903 offers a RPM of 53, and a sweet spot at 100 meters. Overall, we want to PTFO, and since sweet spots are king, the closer the sweet spot, the more value a scout rifle has. With this in mind, while these guns are all quite good at what they do, I can’t recommend them, nor for that matter, can I suggest the high magnification optics that are options for many of them as anything over 4x will create scope glint, we should never play so far away from the objective that such an optic would be necessary. There are other Scout weapons that are also hard to recommend. First is the 1895 Trench, it’s a good close to medium range weapon with a TTK starting in the 480-490 MS range, but with only a 5 round mag and a very sloppy hip/moving stat. These shortcomings will make the gun will feel awkward to use if you get too close. The other option is the 1903 Experimental which seems to be purposed as a close range weapon but it’s tragically bad at every range with an abysmal TTK that starts at 540 MS and just gets more awful from there, and it only even gets that good if you can consistently click at the wrist spraining 450 semi-auto RPM.

While it recently received a buff to its hipfire accuracy, this stat remains garbage as well. So which weapons do I recommend? One option which is, IMO, still viable despite its recent nerf is the Martini-Henry. Its stats can look rather poor on the surface since it has a very slow muzzle velocity of 440 and can only load 1 round at a time. However, it does load the rounds fairly quickly, muzzle velocity isn’t that important since we’re playing close to the objective, and most importantly it offers the most advantageous sweet spot in the game, starting at 30 meters. The Martini comes in only one variant, so either love it or leave it. The SMLE is a popular choice, and with good reason. It comes with a 10 round mag, which is massive among the Scout rifles, and a very respectable 740 muzzle velocity. Coupled with this is a sweet spot that starts just 10 meters farther out than the Martini. The SMLE comes in three variants, the Marksman, which allows a 4x scope, the Carbine, which improves the weapon’s hipfire, and the Infantry, which has the most favorable recoil stat, but that isn’t a statistic of particular value on a bolt action rifle.

One interesting argument I’ve heard that I cannot confirm or deny is that the Infantry rifle aims down sights faster than the other two rifles, if so, this would certainly be a tangible benefit. Which variant you select will largely come down to your own playstyle so try them all out and decide which works best for you. Next up is the M95 which offers the best rate of fire of all the bolt action rifles.

It has a 5 round mag and a somewhat slow muzzle velocity at 620, but at the closer ranges this shouldn’t be a big deal. One of its best benefits is the ability to fire without having to zoom out of ADS. The weapon doesn’t have a sweet spot, but it does deal more damage that the SMLE under 30 meters and, of course, a headshot is still a 1 hit kill. The M95 offers the same variants, and with the same benefits, as the SMLE. Once you’ve picked one of these optimal PTFO primary Scout weapons, the next step is to choose a sidearm.

This decision will come down to play style to a large degree. In BF1, using a sidearm inside 10 meters is actually just as viable, if not more so than many primary weapons. With this in mind, some Scouts will opt to simply pull their sidearm out and use that exclusively while within the CQB confines of an objective. If that’s the way you want to play, then your pistol selection may be a bit different from the Scout that, instead, plans to shoot a target with their primary weapon and follow up with the pistol as a finisher. What we’re looking for in run and gun pistol is a fast TTK, a reasonably sized mag, and fast reload speeds. What we’ll value in a finisher pistol is a high rate of fire and a fast deploy time. For a run and gun pistol you really can’t beat the 1911. It offers 8 bullets in the mag, a quick reload time and a TTK that, while not blazing fast, is on par with the BAR or 1907 inside 10 meters.

Meanwhile, my preferred gun for the finisher is the MLE. Compared to the 1911, its TTK is a bit slower, but it makes up for this with a faster deploy time and a fast 360 rate of fire. Other good finisher options are guns like the Frommer, which has a deploy time 1/20th of a second faster than the MLE and a 450 RPM rate of fire, however I’m always suspicious of being able to make the most of these hyper fast ROF semi auto weapons, and I like the higher per bullet damage of the MLE. Just in case my shot from the primary weapon did less damage than anticipated, I’m more likely to still seek out that 1 bullet follow up kill. Next, let’s discuss the gadgets. Right off the bat, we’re going to throw out the sniper shield and sniper decoys. These gadgets offer little value. You’re playing aggressive, not sitting behind a shield, and it gives your position away even if you did. Meanwhile the decoys spot targets that shoot at them, Garbage. Moving on! Next up is the periscope.

This…can be useful. Its use implies to me a more static play style with the Scout that I don’t particularly favor, but spotting for your team is always helpful, and picking out a target while in complete safely before popping out to take the shot gives you quite an advantage against that target. Overall, I don’t use this gadget, but I can still see its value. The tripwires come next. These gadgets do achieve the occasional free kill but I’m not a huge fan. Probably the best option is the incendiary which, whether tripped by the enemy accidentally or found and destroyed by them, it will provide a nice area denial effect that can buy you time. It’s situational, but it can be useful. The K-bullets are quite a nice gadget. They will deal some damage to vehicle and stop them from repairing. Even in infantry game modes like Domination, a K-bullet deals great damage to Elites.

The last gadget in the Scout arsenal is the flare guns. These come in two categories, the flash flare and the spotting flare. The flash flare can be used to blind enemies around the location where it lands, and will even catch them on fire for a bit of damage. The area of effect isn’t particularly large , and the victims only need to turn their backs to the effect in order to avoid it. Even if they were initially blinded by it, there are no lasting effects like a flashbang. So, as soon as they turn their back or move out of the small radius, they can see just fine. The spotting flare by comparison is the farthest thing from situational.

It is simply a must pick that illuminates every enemy in a large area for a significant period of time on the mini-map of all of your teammates. As a bonus, it also catches enemies on fire. While your second gadget may vary depending on the situation, the spotting flare should always be with you, and it should have been a big part of the reason you decided to play Scout in the first place. The benefit this gadget brings to your team cannot be overstated. As far to how to play the Scout, you will ideally be doing what everyone else is doing in most game modes, which is to say rushing those objectives with your squad. You will definitely want to be a step or two behind everyone else in your squad, but your spotting flare should be the first one in. Stay in communication with your squad and make sure your Support buddy is tossing you resupplies for your flares.

Playing a Scout PTFO can be challenging as running into a shotgun or Automatico simply isn’t going to end well for you. So, situational awareness and map knowledge is critical to your success. As mentioned earlier, you may lean more towards simply pulling out your 1911 in these close quarters spots, or keeping your rifle out to fire the first shot before quickly whipping out a secondary like the MLE. You also need to consider your variant since you can get a bit more aggressive with the Carbine, and perhaps the infantry, than you can with the Marksman. Overall, aside a few hard and fast rules, there are several ways to approach playing the Scout class in BF1. Put some playtime into several different playstyles, weapons, and gadgets and decide what works best for you in which situations. This was Michael and FOG of GAMING, thanks for watching and we will see you on the Battlefield. Battlefield 1 Master Sniper.

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