I recently decided to do a class guide for Goldrush, this is what I have so far. Tell me if I should keep going.
Edit: Posting if I should continue this or not will suffice.
Scout.
Stage 1 CP1
The scout plays a large roll on the blue team, being able to push the cart at twice the speed as a normal player. Scouts as an offensive player aren't too strong, but you'll find one or two useful simply for pushing the cart or knocking out a person holed up in the house, but in all honesty you should leave that up to a demoman or sniper, the former especially if there's a sentry in the loft. Concentrate on pushing cart, crouch behind it to evade enemy fire and, if possible, get back-up from your buddies.
CP2
Here you will encounter the bane of scouts everywhere; the sentry gun, which good engineers have set up at this point. A loyal scout's best bet would be to lurk around in the loft, maybe trying to push the tower if there's no sentry up there. The scout's great for attacking a single enemy and swarming around them like a bee, but when faced with several enemies not caught in the confusion of a scout swirling around them, the trick doesn't work as great. As such, the scout work well for knocking down a lone engineer trying to set up, and pushing the cart is always a viable option if there's no sentry hassling you.
Stage 2 CP1
Rushing the left tunnel a few seconds after the game starts is a good way to start a round, unless of course a pesky engineer has set up in the left tunnel or there's an uber pyro or demoman coming through. If you can get up to the hut area against the far end of the first area and knock out any snipers up there, you're doing your team a favor. The bat is probably your best option, but be quick about it seeing as how you'd stand less a chance if the sniper scoped out. If you want to continue back to your base, take the way you came, but if you'd like to take your chances you can weave up the right side of the first stage and try your hand at knocking out some defenders that are, more likely than not, raining shells down on your teammates trying to push the cart. But again, one of the best things you can do here is let the more combat oriented classes like the demoman, pyro, and soldier take the butt-kicking and hide behind the cart. You'll more likely than not move the cart a lot further than you'd expect before being shut down by defenders as long as you be smart about crouching behind the cart and watching your back.
CP2
This gets a bit nasty for the scout. As long as the red team has adopted a turtling position behind the two lofts, you're good to help push the cart through the two bends and then up to the lofts perhaps, but with the shocking array of defenses past the lofts, you might be better suited to take a more defensive position and mop up anyone that tries to sneak past, because having your team's garrisoned tower knocked out (especially teleporters) can be a serious impediment that'll severely stymie your team's chances of gaining a foothold on the area. This is one of the few times you'll be better suited for a defensive position as a scout, you'd be ill advised to push the cart until medics have popped ubers and cleared out the sentries and killed most, if not all, of the opposition. I'd still advise against being a scout on this stage of the proceedings, but whatever floats your boat, I guess.
Stage 3 CP1
This first capture stage is fought more with sentries and things with splash damage than bullets, it seems. HWGs take a large roll on the red team, and they can be hard to knock down as a scout, especially when paired with a medic and in a large fray of fighting. However, as scout, you can use your speed to a good bit of advantage on your part. Coming up behind campers such as demos and soldiers on either side of the channel that the track runs along can be wholly satisfying, except for the fact that the small house on the left side of the channel is usually covered by some form a turret on top of the truck, double jumping over there might be worth a try. Don't slow down if you expect to get anywhere, though.
CP2
A fascinating round where scouts don't get much play, the whole thing is a channel that, hopefully, your team will eventually control both sides of.Most offense on this part is people with splash damage such as demomen and soldiers, an the occasional HWG. The scout doesn't get much play here, mostly because there are a plethora of sentries that won't hesitate to rip you apart. Also, most of the team is right at that bottleneck, so you don't get much play even if the turrets are down, after which your team will mop up anyone still hanging out, knock down teleporters and the like. Marking the end of this stage. Switch out if you want to feel useful.
CP3
Scouts don't do too hot here either. The entirety of the red team has turtled on the final control point to make one last stand. They're going to be fighting tooth and nail to keep you from pushing that cart, and, unfortunately, short of an uber, it's doubtful that you'll be on the cart too long without half your team backing you up. If you want to be an asset you'd be wise to switch to another class for the time being. If you really have something against other classes, you can try your hand up either sides, by clearing the loft or climbing up the balconies, but I really would suggest switching classes here.