Loadout: Weapons of Mass Distraction

Primary

Secondary

Melee

There's several good candidates for your primary weapon,, and. The scattergun is great, just like regular TF2. It has high damage, large clip and plenty of good upgrades. Vanilla weapons are always strong in MvM, so you can't go wrong with the classic.The Baby Face's Blaster works much like the scattergun, but grants you extra movement speed for accumulated damage. This rewards you with great map coverage, but you can lose speed for every double jump. It's entirely viable weapon in MvM, but I don't recommend it requires you to do damage to make up for lost speed while incentivizing only single jumps. Often times, getting to cash behind robots faster usually requires going over them rather than going around them.The Force-A-Nature provides a few unique bonuses that MvM can take advantage of, namely quick fire rate and knockback. The quick fire rate, combined with an upgraded clip size allows the scout to dump damage into a tank or a giant robot and then run. Reducing the time to unload into an enemy allows the scout to focus on his biggest task, collecting money. The knockback can be a saving grace, especially against bomb carriers, particularly when they want to deposit the bomb or happen to be running by a gap. Avoid propelling normal-sized bots forward, so use wisely.The Soda Popper is best for focusing purely on money. It also has the quick fire rate like the Force-A-Nature. With a full hype meter, you can sail over the battlefield picking up all that delicious money. Lately, this has been my favorite since MvM Scout is less focused damage and more on durability and mobility.There's no debating thatis mandatory for any successful MvM scout. It perfoms two functions beautifully, slowing and healing. Slowing benefits a lot of your teammates, especially against robot scouts, big and small. The slowing effect is a credit upgrade and should be made before any other upgrade! This will save your team from being over-run by giant scouts. Secondly, the healing is a major help to all of your teammates. They can afford to stay out of cover for a bit longer while pummeling your foes for you.That said, Bonk Atomic Punch can be a great way to stay alive in the earlier waves when you don't need to slow enemy bots. A good example of this is the first two waves of Hamlet Hositility.My favorite choice is the obscure. It simply marks a robot for death, thus granting mini-crits to your teammates that attack that robot. The great thing about this, is that you can mark a new robot for death as soon as the last one died. Additionally, mini-crits do not suffer from damage fall off (however, they do have ramp-up damage), so your teammates at a distance can inflict even more damage.Now the Fan o' War isn't the only weapon that can mark robots for death. Theis also capable of doing this and at range. You have to buy the marked-for-death upgrade first though. With multiple balls (via upgrading) and good aim, you can mark several robots for death. You can still smack robots and produce a death mark, just like the fan. While the Sandman is viable, dumping cash and losing some max HP must be considered.Unlike the Sandman, the Fan o' War will not require any upgrades in order to be useful. This frees up some cash that you can dump into your primary weapon or resistances. I go with the fan, but the Sandman is great too, especially if you have extra cash in later waves.