I made a beginner tutorial for Scouts, wanted to know your guys' opinion on it

FUTURE10S

L1: Registered
Jul 23, 2016
13
30

Okay now I know this seems like a really weird request, but I want your guys opinion on this video I made. It's meant as a tutorial for new f2p players, but what I'm interested in is what I can do to make future videos better.

So far, my list of complaints is "get some better marketing", "improve your speech", "make better endings", "better audio mixing", "not enough memes", "maybe change outro music". If you think any of these are still valid complaints, feel free to repeat them.

I'm not trying to make it big, I'm trying to make it right.
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847
My feedback is in no particular order, just the order they came to mind:

Should've been worth noting that you are not using the default HUD (toonhud). (I know you put an annotation in the video, but anybody who doesn't know what a custom HUD is wouldn't understand).

Also the whole bit at the beginning with the settings and all the terminology (over extending, falloff, etc.) could have been made into a single video. Most of that applies to every class, and it will be just be repetitive to have to explain every one of those for each class tutorial. It took you 1 minute and 53 seconds just to get to the scout. That's 20% of the video.

For some reason, it feels as though you are talking to a puppy the whole time. That, or a group of toddlers in kindergarten. I understand the tutorial is for free-to-players, but come on.

Background music is a bit loud.

Animations/editing is good, except you kept switching fonts and style. Stay consistent.

The part about hats seemed unnecessary and out of place. (you spent an entire minute on hats)

Outro was definitely meh. The video cut out very abruptly; probably should have the whole thing fade out. Music is fine imo.

The informative part of the video that explains scout is only from 1:53 to 7:10. I don't anything to say about that, it's just worth noting.
 

FUTURE10S

L1: Registered
Jul 23, 2016
13
30
Also the whole bit at the beginning with the settings and all the terminology (over extending, falloff, etc.) could have been made into a single video. Most of that applies to every class, and it will be just be repetitive to have to explain every one of those for each class tutorial. It took you 1 minute and 53 seconds just to get to the scout. That's 20% of the video.

Honestly, this is the best feedback I've received, out of everywhere I've asked. The entire post, I just snipped to this part because it just says, directly, the most important part. It took me 2 minutes to get to the Scout. 2 minutes. That's WAY too long, nobody's going to stick around just to hear 5 minutes on the Scout.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
One thing I notice is that you say a lot of "next I'm going to explain.." type lines in your video. I've found it's best to just show them, rather than talk about what you are going to show them. Explaining what you're going to talk about before you just talk about feels like wasted time. The first minute or so is a lot of just explaining what the video is going to be and the general idea.

In the settings part at the beginning (which I agree could've been in a different video) I feel like you glossed over a lot of it when you said "hit sounds and damage text and that sort of stuff" when you should've been more specific about what you meant. This series is for a brand new player, so there's a good chance they have no idea what those things are. You also talk about bumping up your FOV/ weapon FOV, but not what it's actually doing. You say it feels cramped and the gun takes up too much space, but not what it's actually doing to fix these issues. Someone new might not notice the subtle changes that happen after you do them.

Overall, not bad, though. I can see this series being pretty informative to get new players started.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
As already mentioned, you seem to gloss over a lot of general information before actually getting to the class itself and even then you're only really describing the scout rather than how to play him. Anyone who's opened up the game and played scout for 5 minutes knows how much health he has, what weapons he has and the fact that hit scan weapons can shoot through allies. But you also contradict yourself multiple times with your advice. You tell the player to stick with the team to increase survival even though he's a flanking class and you just told them to get around the enemy team to flank. You also say the scout is not a class for killing enemies, then go on to say that he can uniquely 2 shot 90% of players; that sounds like a class that should be killing people when ever they can.

What you really need to be talking about are scenarios where the class performs well and scenarios where he doesn't. Covering sentries as a primary threat was a good start, but don't forget that he also has specific tools to overcome his primary weaknesses. IE Bonk, If the player wishes to change their play style. Yes this isn't a primary load out weapon, but it's one of the first secondaries the scout will get.

Scout is a class of opportunity, just like the spy, the idea is to attack indirectly rather than head on, and prioritise "moments of maximum impact" over general combat. The same action executed at different times can mean the world of difference in critical moments. Attacking too soon just for a kill point gives away your position and puts the enemy team on high alert to future attempts of the same style. Although that's also not to say consistent harassment (such as of snipers) doesn't have its practical tactical advantages too if you notice a weakness in the team and are able to exploit that fact more than once.

At the end of the day each class performing well comes down to positioning and situational awareness. A scout in a large room with multiple obstacles is an ideal battleground choice, they can take cover and get the high ground very easily so you should encourage folk to pick their battles like this. Any position where a scout has to run at the enemy is a bad one and some maps are just overall bad for certain classes so players shouldn't force themselves to use Scout.

To play a scout is to play smart, you want to trick your opponent into thinking you're going to do one thing and do another. Then hit like a truck with that primary weapon. Know your enemy and their strengths and weaknesses. Soldeirs and demomen are good targets because they have low ammo counts and slow reloads. They're practically free points if they're not paying attention to you.