Difference between revisions of "Obtaining Scout achievements"

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{{Show achievement|Scout|A Year to Remember
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<onlyinclude>{{Show achievement|Scout|A Year to Remember
| obtain-level = Easy
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| obtain-level = Easy
| obtain-text = This should happen naturally after some time. If you want to speed up the process, play on servers with faster spawn times. The achievement is a reference to the 2004 Boston Red Sox Season, where they won the World Series.
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| obtain-text = This achievement will happen naturally after enough time playing as Scout. Make use of the Scout’s strengths to flank and pick off weaker opponents when they least expect it.
 
}}
 
}}
 
{{Show achievement|Scout|Artful Dodger
 
{{Show achievement|Scout|Artful Dodger
 
| obtain-level = Easy  
 
| obtain-level = Easy  
| obtain-text = Use the energy drink, then run into a large amount of gunfire, such as in front of a [[Sentry Gun]], then retreat to cover before it wears off, repeating until you get the achievement. Another way to do this is to get the attention of a Heavy, run around a corner (works well on [[Dustbowl]]), use your Bonk! and run into him after he's spun up. Be sure to retreat a bit earlier though, since unlike a Sentry Gun, a Heavy can follow you around the corner. Remember that the energy drink only lasts 6 seconds and has a 24 second cooldown, so be sure to give yourself enough time to retreat, depending on how far away you are from cover. Avoid getting killed before you have another drink ready.
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| obtain-text = After consuming [[Bonk! Atomic Punch]], use it to negate a large amount of gunfire, such as that from a [[Sentry Gun]] or [[Heavy]]. Give yourself enough time to retreat to a safe area before the effects wear off; if you get caught in harm's way under the effect of [[slowdown]], you're as good as dead. Repeat this, without dying, until you get the achievement. Negating the damage from an environmental hazard, such as the train on [[Well]], will count toward the achievement.
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}}
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{{Show achievement|Scout|Back 2 Back
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| obtain-level = Medium-Hard
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| obtain-text = It is crucial to use your navigation tools to approach the Heavy/Medic [[combo]] from behind and catch them by surprise. Typically, they will be found near the frontlines. Kill the Medic first, then take out the Heavy while he is preoccupied with your team or retreating. If the Heavy engages you, don't panic; you have 20 seconds and your speed allows you to outmaneuver him and still shoot him in the back.
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}}
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{{Show achievement|Scout|Back in Business
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| obtain-level = Easy
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| obtain-text = As the Scout, you can easily [[Spy-check]] by catching up to any teammate and shooting a few bursts from the Back Scatter. If you identify a disguised or Cloaked Spy, show no mercy.
 
}}
 
}}
 
{{Show achievement|Scout|Batter Up
 
{{Show achievement|Scout|Batter Up
 
| obtain-level = Easy  
 
| obtain-level = Easy  
| obtain-text = Simply double jump until you unlock the achievement. It is not necessary to "grind" for this achievement, as you will jump enough in regular play to get it eventually. Any double jumps performed in the set up phase count towards this achievement. The fastest way to "grind" this achievement is by spamming the jump button up flights of stairs, giving yourself several small double jumps.  You can also get a lot of small double jumps in areas with low ceilings, such as doorways.
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| obtain-text = This achievement will be naturally obtained after a decent amount of time playing as Scout.
 
}}
 
}}
 
{{Show achievement|Scout|Batting the Doctor
 
{{Show achievement|Scout|Batting the Doctor
 
| obtain-level = Medium  
 
| obtain-level = Medium  
| obtain-text = Coming across a lone Medic who is fully charged is quite rare. The key to this achievement is making use of the Scout's superb ability to ambush and flank at an opportune time, as a Medic will usually be surrounded by their teammates. Most aware Medics will deploy their charge if they are being attacked, but if you can catch a Medic by surprise, two point-blank shots from the Scattergun or Force-A-Nature can kill them before they even realize you're there. The [[Sandman]] can be used to stun the Medic before going in for the kill, ensuring that they won't be able to counterattack or even activate the Über. If you don't mind the additional risk, drink [[Crit-a-Cola]] shortly before attacking to increase your chances of killing the Medic before he can deploy his charge.
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| obtain-text = A Medic with a full ÜberCharge meter can be easily identified by a particle effect surrounding his [[Medi Gun]]. An aware [[Medic]] is rarely found alone and will often deploy his ÜberCharge if under attack, so you will need to ambush him. If you don't mind the additional risk, drink [[Crit-a-Cola]] shortly before attacking to increase your damage.
 
}}
 
}}
 
{{Show achievement|Scout|Beanball
 
{{Show achievement|Scout|Beanball
| obtain-level = Medium  
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| obtain-level = Medium-Hard
| obtain-text = Watch for any enemy Scouts carrying the Sandman, and make sure that you are as well. When you see a Scout hit his ball, shoot your own, pick his ball up, then try to hit him with it. Remember that the enemy Scout must be stunned, so be sure to hit the ball from a far enough distance to cause the stun effect.
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| obtain-text = You'll need to refill your Sandman's ball meter with an enemy Scout's ball and use it to slow him. Look to see where he fires his ball, go grab it, and fire back at him!
 
}}
 
}}
 
{{Show achievement|Scout|Belittled Beleauger
 
{{Show achievement|Scout|Belittled Beleauger
 
| obtain-level = Medium  
 
| obtain-level = Medium  
| obtain-text = This can happen at the beginning of a CTF round, when Scouts on both teams are rushing to capture the intelligence before defenses are fully set up. If doing so, make sure you reach the enemy intelligence before the other Scouts on your team do. Remember that your intelligence compass is disabled if you are carrying the enemy intelligence, so if an enemy picks up your team's intelligence, be sure to ask your team where it's headed so you can intercept it. Against another Scout, try to use [[Crit-a-Cola]] and get the drop on him. If you're patient (and have a cooperative team), you can camp your team's intel room while carrying the enemy's, and kill anyone who picks it up.
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| obtain-text = At the beginning of a CTF round, rush toward the enemy Intelligence before defenses are fully set up. Your Intelligence compass is disabled while carrying the enemy Intel, so communicate with your team to intercept the enemy's carrier. If you're patient (and have a cooperative team), you can camp the Intelligence room of either team, killing anyone who is holding your team's Intelligence.
 
}}
 
}}
 
{{Show achievement|Scout|Block the Plate
 
{{Show achievement|Scout|Block the Plate
 
| obtain-level = Easy  
 
| obtain-level = Easy  
| obtain-text = While Defense isn't exactly the Scout's cup of tea, you can hang around points being assaulted and run in when it's being capped. Remember that you need to be standing on the point for a defense to be successful, so make sure not to accidentally stray off of it before killing anyone trying to capture it. The cart does not count as a control point, so you cannot get this achievement on Payload maps.
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| obtain-text = Hang around [[Control Point (objective)|Control Point]]s and defend them against captures. Do not accidentally stray off of a Control Point before killing any attackers.
 
}}
 
}}
 
{{Show achievement|Scout|Brushback
 
{{Show achievement|Scout|Brushback
 
| obtain-level = Easy  
 
| obtain-level = Easy  
| obtain-text = Stand back from the cart or CP and send those balls flying. On Payload maps, look for the cart's location. When it's being pushed, lob a ball at it. While the description only mentions enemies capturing or pushing, you can stun anyone on a point or cart, no matter who controls it or whether it is locked, and it will count towards the achievement. You do not need to immobilize your target with a long-range ball; simply causing the stun effect while they're on the point or cart will suffice.
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| obtain-text = When you see enemies trying to complete the respective map objectives, use the [[Sandman]] to lob balls at them. You can [[slow]] anyone on a point or cart, no matter who controls it or whether it is locked.
 
}}
 
}}
 
{{Show achievement|Scout|Caught Napping
 
{{Show achievement|Scout|Caught Napping
 
| obtain-level = Medium  
 
| obtain-level = Medium  
| obtain-text = Try circle strafing (the Scout's default way to attack) or ambushing opponents from behind, and this should come over time. Remember that you need to kill the enemy from behind - so if circle strafing, don't strafe too far. You can use your speed to bump into and reveal enemy Spies, and shoot them in the back when they try to run away. If ambushing, a Crit-a-Cola can help significantly as it will allow you to kill any 125-HP class in one shot as well as almost anything else in two, provided that they're not overhealed.
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| obtain-text = Ambush your opponents from behind, using the Force-A-Nature's severe burst damage to make short work of them.
 
}}
 
}}
 
{{Show achievement|Scout|Closer
 
{{Show achievement|Scout|Closer
 
| obtain-level = Easy  
 
| obtain-level = Easy  
| obtain-text = Smaller CTF-style maps often have Scouts running past the other team's spawn points with high frequency, giving them easy access to the enemy Teleporters. On longer maps like Dustbowl or Badwater Basin, a Bonk! drinking Scout can run past the forward lines and destroy the Teleporters by the spawn. Using the Force-A-Nature on a map with numerous vertical access points and alternate paths, like Upward and Thunder Mountain, can allow players to easily sneak into the enemy base and destroy the entrances. The Scattergun is recommended for this achievement, since most Teleporters will require at least three rounds to destroy, and active Teleporters can be repaired from the other side.
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| obtain-text = Use your speed and double jump to sneak past enemy lines and get to their [[Teleporters]]. The [[Force-A-Nature]] or [[Atomizer]] can also aid in accessing alternate paths, while [[Bonk! Atomic Punch]] can be consumed to bypass an occupied area.
 
}}
 
}}
 
{{Show achievement|Scout|Doctoring the Ball
 
{{Show achievement|Scout|Doctoring the Ball
 
| obtain-level = Hard  
 
| obtain-level = Hard  
| obtain-text = This achievement is easier said than done, as few Medics would Über a Scout unless the situation is desperate enough. However, this achievement coincides with one for the Medic (You'll Feel a Little Prick), so you may get lucky and find a willing Medic. If you do convince a Medic to Über you, try using the Kritzkrieg, as you should be using your mobility to avoid damage while the crits make killing targets much easier. While under the effects of the ÜberCharge, remember not to stray too far from the Medic to avoid breaking the connection. Using the regular Scattergun or [[Shortstop]] is more favorable than the Force-A-Nature, as you will not have to reload after only two shots. Using the Crit-a-Cola with an ÜberCharge from the Medigun is an alternate method, allowing you to deal Mini-Crits with impunity.
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| obtain-text = This achievement coincides with "[[Obtaining Medic achievements#You'll_Feel_a_Little_Prick|You'll Feel a Little Prick]]", a corresponding achievement for the Medic. If you actually convince a Medic to Über you, your mobility should be enough to avoid damage, so use the [[Kritzkrieg]] to increase your crowd control capabilities. It is preferable to use the regular [[Scattergun]] or [[Shortstop]] over the [[Force-A-Nature]] or [[Soda Popper]], as you will spend less time reloading. Alternatively, use [[Crit-a-Cola]] in tandem with a standard ÜberCharge from the [[Medi Gun]] to deal [[Mini-Crit]]s with impunity.
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}}
 
}}
 
{{Show achievement|Scout|Dodgers 1, Giants 0
 
{{Show achievement|Scout|Dodgers 1, Giants 0
| obtain-level = Easy/Medium  
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| obtain-level = Easy-Medium  
| obtain-text = Simply try to deal a large amount of damage to a enemy Heavy that has the Sandvich equipped (using the damage number indications in advanced multiplayer options, you can estimate how much health the Heavy in question will have), or shadow one that's being attacked by a teammate. Avoid killing the Heavy, and follow him at a medium range, using corners to avoid being caught off guard. Listen for the distinct chewing sounds the Heavy makes when eating the Sandvich and move in for the kill. Once you pick up the Sandvich you will obtain the achievement. As the Heavy cannot equip both the Sandvich and Shotgun, the chances of being caught off-guard is low, as the spinup time of his Minigun will give you more than enough time to retreat to a safe range or finish him off.  Killing a Heavy carrying the [[Dalokohs Bar]] will also get you this achievement, and may be easier to accomplish since they will not be able to heal nearly as fast as with the Sandvich. Note that because of this, they may also be less willing to use it too close to the front lines.
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| obtain-text = Shadow a retreating Heavy who has taken significant damage. When you find him eating his lunchbox item, move in for the kill and collect the ammo pack he drops. You can also scavenge the ammo pack from an already-dead Heavy, although it's impossible to tell whether the ammo pack came from a Sandvich.
 
}}
 
}}
 
{{Show achievement|Scout|Fall Classic
 
{{Show achievement|Scout|Fall Classic
| obtain-level = Easy/Medium  
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| obtain-level = Easy-Medium  
| obtain-text = Remember that the Force-A-Nature does upwards of 110 damage point-blank, so be sure to fire only a single shot if you are trying to attack weaker classes. Try to catch an enemy at high elevation and shoot him off, and hopefully the fall damage will finish the job. In maps with instant death pits, such as [[Steel]], [[Lumberyard]], and [[Double Cross]], stay near the pit and push an unlucky player down into it. With good timing and luck, you can also use the trains in [[Well]].
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| obtain-text = You will need to be credited with having "finished off" an enemy. Use the Force-a-Nature's [[knock back]] to blast enemies into any sort of environmental hazard, whether it be bottomless pits, trains, or sawblades. Alternatively, look for enemies at high elevations and knock them off, allowing the fall damage to finish the job.  
 
}}
 
}}
 
{{Show achievement|Scout|First Blood
 
{{Show achievement|Scout|First Blood
 
| obtain-level = Easy
 
| obtain-level = Easy
| obtain-text = As the fastest class, Scouts are often the first to make contact with the enemy in Arena matches, so try to play aggressively. While unsporting, you can try to attack the same target as a teammate and hope that you get the kill. If you encounter a rocket-jumping Soldier or sticky-jumping Demo, try to target them over other Scouts, as they will already have been previously injured while Demomen are easy Scout targets.
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| obtain-text = Scouts are often the first to make contact with the enemy in Arena matches. Play aggressively, targeting enemies who have already taken damage.
 
}}
 
}}
 
{{Show achievement|Scout|First Blood, Part 2
 
{{Show achievement|Scout|First Blood, Part 2
 
| obtain-level = Medium
 
| obtain-level = Medium
| obtain-text = This is a follow-up of the First Blood achievement. It requires you to not only get First Blood, but goes further, requiring you to use the First Blood Crit buff to get additional kills. While obtaining First Blood may be reasonably easy, getting another kill within the five seconds when the Crit buff is applied can be quite difficult. Your best bet is to use the Scattergun or Pistol since the ammo capacity of those weapons allows you to quickly use the First Blood buff to get a second kill without having to reload.
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| obtain-text = After obtaining First Blood, use the corresponding Crit buff to get additional kills. Use the [[Scattergun]] or [[Pistol]], weapons with reasonable ammo capacity that you can use to quickly get a second kill without having to reload.
 
}}
 
}}
 
{{Show achievement|Scout|Foul Territory
 
{{Show achievement|Scout|Foul Territory
 
| obtain-level = Very Hard
 
| obtain-level = Very Hard
| obtain-text = This achievement is highly dependent on the map. The more reliable ways to get this are at the central area of [[Well]], by stunning a player on the train tracks as the train is about to cross, and at the center point of [[Sawmill]], by stunning a player in the path of a saw. On [[Hightower]], stunning a player right before they get to the top of the elevator will result in the explosion killing them and giving you the achievement. Alternate methods include knocking an enemy into an instant death pit with the Force-A-Nature, then hitting him with the [[Sandman]]'s ball before he touches the bottom, as well as stunning the player designated as “IT”  on [[Mann Manor]] right before the Horseless Headless Horsemann kills them.
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| obtain-text = Use the [[Sandman]] to slow enemies near environmental hazards such as the trains on [[Well]], the sawblades on [[Sawmill]], or the [[Horseless Headless Horsemann]] on [[Mann Manor]]. On [[Payload]] maps, you can stun an enemy just before the final point is captured, allowing the resulting explosion to finish your work.
 
}}
 
}}
 
{{Show achievement|Scout|Gun Down
 
{{Show achievement|Scout|Gun Down
 
| obtain-level = Medium
 
| obtain-level = Medium
| obtain-text = The easiest way to do this is to find a Sentry Gun being built, kill the Engineer working on it, wait until it's up, then shoot it down. You can also circle strafe around the Sentry Gun and Pistol it to death, or stand outside of its range and take advantage of the fact that attacking buildings does not suffer from falloff damage. Remember to use corners and the Sentry Gun's short range to your advantage if possible. If the Engineer is still alive (or worse, has a [[Wrangler]] equipped), this achievement is best attempted on another Sentry Gun. Getting assistance from a heavier class also works, so long as you land the finishing hit. [[Sentry Gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Guns]] used by [[Gunslinger]]-equipped Engineers are particularly easy to destroy with your Pistol, so don't pass up the chance.
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| obtain-text = The safest way to take out a Sentry Gun with your Pistol is to snipe an exposed section from long-range, especially if it is unattended. A more risky method would be to attack as you would with the Scattergun, circle strafing around the Sentry Gun so it does not lock onto you. You can get assistance from other classes as long as you land the finishing hit. [[Sentry Gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Guns]] deployed by Engineers with the [[Gunslinger]] are particularly easy to destroy.
 
}}
 
}}
 
{{Show achievement|Scout|If You Build It
 
{{Show achievement|Scout|If You Build It
 
| obtain-level = Easy
 
| obtain-level = Easy
| obtain-text = It’s possible to shadow or ambush an enemy Engineer and shoot down his buildings with your Pistol as soon as they are deployed. Engineers may or may not run off to collect more metal while their buildings are under construction.  If an Engineer remains at his position, adamant on seeing his structures built, kill the Engineer first before destroying his in-construction buildings at your leisure. You will have ample time, given the span required for a building to completely be assembled. Remember that Combat Mini-Sentries deploy in less than two seconds, so try to avoid doing this to Engineers with the [[Gunslinger]] equipped.
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| obtain-text = Ambush an enemy [[Engineer]] and pick off his buildings as soon as they are deployed. [[Sentry Gun#Combat Mini-Sentry Gun|Combat Mini-Sentry Guns]] deploy in less than two seconds, so avoid attempting this against Engineers with the [[Gunslinger]] equipped.
 
}}
 
}}
 
{{Show achievement|Scout|I'm Bat Man
 
{{Show achievement|Scout|I'm Bat Man
 
| obtain-level = Medium
 
| obtain-level = Medium
| obtain-text = While Scouts aren't built to take much damage in one life thanks to their low health, staying near spawn exits while on defense in Payload matches is a good way to take small amounts of damage while being able to heal quickly. If on offense, try to hang around a Dispenser or a Medic, as most Medics can't keep up with the Scout's quick movement. Alternatively, use fall damage and health kits to obtain this achievement. While attempting this achievement, make sure to be carrying the default bat instead of the Sandman to increase your survivability. The set bonus offered by The Special Delivery (+25 max health) can increase survivability further.
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| obtain-text = Retreat from combat early, hanging around a [[Dispenser]] or a [[Medic]] to stay healthy.
 
}}
 
}}
 
{{Show achievement|Scout|Moon Shot
 
{{Show achievement|Scout|Moon Shot
 
| obtain-level = Medium
 
| obtain-level = Medium
| obtain-text = On maps with large, open areas, hit speculative balls across the field. Eventually one will connect. Remember, if you can see the target, aim above their head. Snipers are easy targets, as they generally stay stationary while aiming. As long as you keep strafing or attack from outside their vision, you should remain relatively safe. For calculating stun time, the Sandman ball’s total distance is measured rather than just horizontal distance. Shooting a ball straight up into the air while retreating may result in it coming down on an unlucky fellow now occupying your former position, earning the achievement.
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| obtain-text = On maps with large, open areas, hit speculative balls across the field. Take the ball's arc into account and aim above your enemies' heads. [[Sniper]]s are easy targets, as they generally stand still while aiming.
On [[Watchtower]], try launching a ball above the watchtower at the beginning of a round. The other team will be running along the pipe opposite the one you team is on, and just might be hit the ball. Alternatively, on the first stage of [[Gold Rush]] at the first cap, a baseball from somewhere around the cap point to BLU's spawn doors should work as well. The hill should provide cover for scouts if they miss and have to wait to recharge, while the choke point at the spawn doors means spamming balls at the enemy has some chance of success.
 
 
 
 
}}
 
}}
 
{{Show achievement|Scout|No Hitter
 
{{Show achievement|Scout|No Hitter
 
| obtain-level = Easy
 
| obtain-level = Easy
| obtain-text = This achievement does not need to be done all the way from the enemy intelligence spawn area; you can pick it up where a teammate dropped it and get this achievement so long as you don't fire your weapons while carrying it (note that your melee weapon can still be used). If you are capturing the intelligence yourself, you can drop it before reaching your own intelligence (default "L") and pick it up again and cap it.
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| obtain-text = Although you cannot fire your weapons, you can still use your melee weapon. This feat does not need to be performed all the way from the enemy's Intelligence room; you may pick up and carry the Intelligence from where a teammate drops it. It is possible to quickly drop and retake the Intelligence immediately before capturing it.
 
}}
 
}}
 
{{Show achievement|Scout|Out of the Park
 
{{Show achievement|Scout|Out of the Park
 
| obtain-level = Hard
 
| obtain-level = Hard
| obtain-text = To obtain this achievement, you must have the Sandman equipped, and taunt with it; furthermore, the enemy must actually fly 25 meters. If their ragdoll collides into another object before doing so, you will not get the achievement. Thus, this achievement can only be done outdoors or in open areas. Note that this is the longest [[taunt]] in the game, so it is best tried on a scoped [[Sniper]] or distracted and revved-up [[Heavy]]. It is possible to attempt this near the end of [[Setup]] time, at the gates that separate the two teams. Make sure that you're aiming towards an open space so that your enemy's ragdoll flies far enough.
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| obtain-text = When killed by the [[Sandman]]'s taunt kill, the enemy's [[ragdoll]] must actually fly 25 meters without colliding into another object. Thus, it is best to attempt this achievement outdoors or in open areas so that there is room for your enemy's ragdoll to fly far enough.
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Although the Sandman's taunt is silent, it is longest in the game, so it is best tried on a distracted enemy, such as a scoped [[Sniper]] or revved-up [[Heavy]]. Drinking [[Bonk! Atomic Punch]] before executing the taunt will allow you to attempt this achievement without fear of another enemy killing you in mid-taunt.
 
}}
 
}}
 
{{Show achievement|Scout|Pop Fly
 
{{Show achievement|Scout|Pop Fly
 
| obtain-level = Easy
 
| obtain-level = Easy
| obtain-text = Double jumping constantly and firing will help get this achievement. Constantly moving and jumping around go hand and hand with firing your gun. Be sure to carry the Scattergun instead of the Force-a-Nature since the knockback can affect your jumping trajectory, putting you in a vulnerable position.
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| obtain-text = [[Jumping#Double Jump|Double jump]] when in combat in order to dodge enemy fire. The [[Force-A-Nature]] is weak in aerial combat, as its recoil may throw off your aim.
 
}}
 
}}
 
{{Show achievement|Scout|Quick Hook
 
{{Show achievement|Scout|Quick Hook
 
| obtain-level = Medium
 
| obtain-level = Medium
| obtain-text = It is possible for Soldiers and Demomen to use their explosives to jump over the trains to the other side, so one way to get this achievement is to simply wait for someone on the enemy team to try to jump over, and then ambush and kill them. However, using the Force-a-Nature, you can use the Force Jump to get over the trains yourself and kill the enemy on their side. Counting the time it takes to reach the center, you will have roughly 15 seconds to get a kill once on the other side, so try to make the most of it by targeting either a Demoman or a low-health class like a Spy, Sniper, or Engineer. There is a small space between one of the obstructing train cars and the wall of the first control point building through which you can see enemy players and shoot them with your Pistol. It is a very small gap, but it is still possible to achieve a kill this way.
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| obtain-text = You can use the [[Force-A-Nature]] or [[Atomizer]] to get over the trains that separate the two teams. Counting the time it takes to reach the center, you will have roughly 10 seconds to get a kill once on the other side. Alternatively, wait for an aggressive [[Soldier]], [[Demoman]], or another Scout to jump to your side.
 
}}
 
}}
 
{{Show achievement|Scout|Race for the Pennant
 
{{Show achievement|Scout|Race for the Pennant
| obtain-level = Easy
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| obtain-level = Very Easy
| obtain-text = This will come naturally over time (approximately 172 minutes of running).
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| obtain-text = This will come naturally after a short amount of time playing as the Scout.
 
}}
 
}}
 
{{Show achievement|Scout|Retire the Runner
 
{{Show achievement|Scout|Retire the Runner
 
| obtain-level = Easy
 
| obtain-level = Easy
| obtain-text = Shoot at Scouts with a glowing weapon equipped, a clear sign that they are under the effects of Crit-a-Cola. Remember that they will have Mini-Crits inflicted upon themselves as well, so there is no damage falloff. Using the [[Pistol]]'s longer range will give you an advantage since a player cannot equip both the Pistol and the Crit-a-Cola simultaneously.  
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| obtain-text = A Scout with a team-colored glowing weapon is under the effects of Crit-a-Cola and will receive more damage. The [[Pistol]]'s range can be useful for wearing the enemy Scout down to make a straight fight more even.
 
}}
 
}}
 
{{Show achievement|Scout|Round Tripper
 
{{Show achievement|Scout|Round Tripper
 
| obtain-level = Easy
 
| obtain-level = Easy
| obtain-text = This should come after a reasonable amount of playing time, as the Scout's speed makes him a natural candidate for running intelligence. The beginning of a match is the easiest time to accomplish this, when the enemy's Engineers will have not completed setting up defenses in their base. When making team pushes into the enemy intelligence, make sure that your teammates allow you to pick up the intelligence. Have them distract the enemy as you run out.
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| obtain-text = The Scout's speed makes him a natural candidate for capturing Intelligence. Push into the enemy's base with your teammates and have them distract the enemy as you run out.
 
}}
 
}}
 
{{Show achievement|Scout|Set the Table
 
{{Show achievement|Scout|Set the Table
 
| obtain-level = Easy
 
| obtain-level = Easy
| obtain-text = Just like capping intelligence, this should come over time. Note that you just have to ''initiate'' a cap. A suicidal dash that initiates the capture will work, as long as your team finishes the job. Capping points by yourself (aided by the Scout's double capture rate advantage) will also get you points towards this achievement.
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| obtain-text = A suicidal dash to begin the capture process will work so long as your team finishes the job. Capturing points by yourself will also net points toward this achievement.
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}}
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{{Show achievement|Scout|Severed Ties
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| obtain-level = Medium
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| obtain-text = The [[Back Scatter]]'s defining mechanic is bonus damage for shooting enemies in the back, which your speed and maneuverability let you do easily. The hard part about this achievement is finding friends to kill in this fashion; try joining a group of familiar players, or manually switch to the servers your friends play on. Killing a friend with a mini-crit of any kind will grant progress toward the achievement, including kills aided by [[Crit-a-Cola]] or the [[Fan O'War]].
 
}}
 
}}
 
{{Show achievement|Scout|Side Retired
 
{{Show achievement|Scout|Side Retired
 
| obtain-level = Medium
 
| obtain-level = Medium
| obtain-text = Sneak behind enemy lines and wait on or near the final CP. Once the preceding one has been captured, jump onto the point and try to cap it before the enemy knows you're there. While this achievement does not have a time limit, it is generally easier to capture the final point while the enemy is focused on the first point(s). Playing on 5-point maps like Well and Granary make this easier because it takes less than 3 seconds to capture the final point. Try to avoid maps that have long cap times for the final point such as [[Gravel Pit]] and [[Steel]].
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| obtain-text = [[Control Point (objective)|Control Point]]s on standard 5-CP maps are captured very quickly. When on the offensive, push in with your team and secure the last point. Alternatively, sneak behind enemy lines and wait near the last Capture Point, jumping on it after the preceding one has been captured. It is generally easier to attempt this on 5-CP maps, rather than Attack/Defend ones.
 
}}
 
}}
 
{{Show achievement|Scout|Stealing Home
 
{{Show achievement|Scout|Stealing Home
 
| obtain-level = Easy
 
| obtain-level = Easy
| obtain-text = Sneak behind enemy lines and wait on or near the next CP, then jump on it right before the contested point finishes capping. You do not need to actually capture it; only initiating the cap is required for this achievement. On maps like Granary or Well, capturing a point right after the enemy has finished capturing it or pushing them off the middle point at the beginning of the round also works.
+
| obtain-text = Sneak behind enemy lines and wait near the next Capture Point, jumping on it immediately after the contested point is captured. On standard Control Point maps, capturing a point right after the enemy finishes will work.
 
}}
 
}}
 
{{Show achievement|Scout|Strike Zone
 
{{Show achievement|Scout|Strike Zone
| obtain-level = Easy
+
| obtain-level = Easy-Medium
| obtain-text = You can get points towards this achievement via assists as well as personal kills. Try stunning enemies when your teammates are around, and they may finish off your target for you and credit you with an assist (though this may also conflict with other assists such as those due to the Buff Banner, fire, Jarate, or being healed by a Medic). If you are trying to kill the targets yourself, try hitting the ball from a farther distance away and then closing in to kill, or using the Pistol after weakening your target. If you have time, you can down a Crit-a-Cola right before hitting your ball at your target, and then kill them with your primary weapon. The Force-A-Nature is usually sufficient to put down any target with 150 HP or below, and the short delay between shots allows you to place both shots before the stun wears off. Enemies stunned by other Scouts are fair game. Although rare, killing someone with the ball itself also earns a point toward this achievement.
+
| obtain-text = Slow enemies when your teammates are around; they may finish your target off and credit you with an assist. If you are trying to kill a target by yourself, hit the ball from further away before closing in for the kill. Enemies slowed by teammates and killing someone with the ball itself also count.
 
}}
 
}}
 
{{Show achievement|Scout|The Big Hurt
 
{{Show achievement|Scout|The Big Hurt
 
| obtain-level = Hard
 
| obtain-level = Hard
| obtain-text = As with Batting the Doctor, your best bet will be to sneak behind enemy lines and find a fully charged Medic who isn't paying attention to his flank.
+
| obtain-text = Your best bet will be to sneak behind enemy lines and find a fully charged Medic who isn't paying attention. A Medic with a full ÜberCharge meter can be easily identified by a particle effect surrounding his [[Medi Gun]], [[Kritzkrieg]], [[Quick-Fix]], or [[Vaccinator]].
 
}}
 
}}
 
{{Show achievement|Scout|The Cycle
 
{{Show achievement|Scout|The Cycle
 
| obtain-level = Medium
 
| obtain-level = Medium
| obtain-text = You have to be submerged in water for part of this achievement, which not many maps have. Maps suitable for this include 2Fort and Well, where a body of water is situated reasonably near areas of combat. Most people misunderstand this achievement, thinking that they have to kill someone who is ''in'' the air, water, and on land.  Land and Air are easy (also gets a kill towards Pop Fly), so a good idea might be to stay in the water until someone jumps in with you, and then go for the other two kills.  
+
| obtain-text = Not many maps have a large body of water. Maps suitable for this include [[2Fort]] and [[Well]], where a body of water is situated reasonably near areas of combat. Begin with the underwater kill, as land and air are part of a Scout's regular routine.
 
}}
 
}}
 
{{Show achievement|Scout|Triple Play
 
{{Show achievement|Scout|Triple Play
 
| obtain-level = Easy
 
| obtain-level = Easy
| obtain-text = Play Well or Granary until you get the achievement.  This can also be done on maps like Gravel Pit and Junction, but be sure to not die after capturing the first point. If a group of enemies approaches while you are capping a point, it's wise to retreat unless you are alongside numerous allies.
+
| obtain-text = Standard Control Point maps such as [[Well (Control Point)|Well]] or [[Granary (Control Point)|Granary]] have Control Points that frequently change hands, allowing a team with momentum to capture several in succession. Play conservatively, retreating if a group of enemies approaches while you are capturing a point.
 
}}
 
}}
 
{{Show achievement|Scout|Triple Steal
 
{{Show achievement|Scout|Triple Steal
 
| obtain-level = Hard
 
| obtain-level = Hard
| obtain-text = This is best done on 24/7 CTF servers, as those usually have the time limits for each round greatly extended. Note that the captures do not need to be in a single life or even consecutive, so you do not have to worry about getting killed while carrying the intelligence or about other Scouts capturing it in-between your runs, unless the capture limit is only 3 (some servers will set it at 4 or more).
+
| obtain-text = Have teammates cover you as you push into the enemy base and escape with their intelligence. The captures do not have to be done in a single life, so don't fret if you get killed. The default capture limit is 3, so also consider playing on a server that raises the capture limit, where you can worry less about teammates accidentally interfering.
 
}}
 
}}
 +
</onlyinclude>
  
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<br/>
 
{{Achievements}}
 
{{Achievements}}
 +
<br/>
 
{{Scout Nav}}
 
{{Scout Nav}}
[[Category:Achievements|Scout achievements, Obtaining]]
+
[[Category:Achievements]]
[[Category:Lists]]
+
 
 
[[Category:Strategy]]
 
[[Category:Strategy]]
 +
[[Category:Community strategy]]

Latest revision as of 13:41, 29 July 2023

A Year to Remember
A Year to Remember
Get 2004 lifetime kills.
Difficulty: Easy
How to obtain: This achievement will happen naturally after enough time playing as Scout. Make use of the Scout’s strengths to flank and pick off weaker opponents when they least expect it.


Artful Dodger
Artful Dodger
Dodge 1000 damage in a single life using your Bonk! Atomic Punch.
Difficulty: Easy
How to obtain: After consuming Bonk! Atomic Punch, use it to negate a large amount of gunfire, such as that from a Sentry Gun or Heavy. Give yourself enough time to retreat to a safe area before the effects wear off; if you get caught in harm's way under the effect of slowdown, you're as good as dead. Repeat this, without dying, until you get the achievement. Negating the damage from an environmental hazard, such as the train on Well, will count toward the achievement.


Back 2 Back
Back 2 Back
While using the Back Scatter, kill a Heavy/Medic pair within 20 seconds of each other.
Difficulty: Medium-Hard
How to obtain: It is crucial to use your navigation tools to approach the Heavy/Medic combo from behind and catch them by surprise. Typically, they will be found near the frontlines. Kill the Medic first, then take out the Heavy while he is preoccupied with your team or retreating. If the Heavy engages you, don't panic; you have 20 seconds and your speed allows you to outmaneuver him and still shoot him in the back.


Back In Business
Back In Business
While using the Back Scatter, kill 20 spies from behind.
Difficulty: Easy
How to obtain: As the Scout, you can easily Spy-check by catching up to any teammate and shooting a few bursts from the Back Scatter. If you identify a disguised or Cloaked Spy, show no mercy.


Batter Up
Batter Up
Perform 1000 double jumps.
Difficulty: Easy
How to obtain: This achievement will be naturally obtained after a decent amount of time playing as Scout.


Batting the Doctor
Batting the Doctor
Kill a Medic that is ready to deploy an ÜberCharge.
Difficulty: Medium
How to obtain: A Medic with a full ÜberCharge meter can be easily identified by a particle effect surrounding his Medi Gun. An aware Medic is rarely found alone and will often deploy his ÜberCharge if under attack, so you will need to ambush him. If you don't mind the additional risk, drink Crit-a-Cola shortly before attacking to increase your damage.


Beanball
Beanball
Stun a Scout with their own ball.
Difficulty: Medium-Hard
How to obtain: You'll need to refill your Sandman's ball meter with an enemy Scout's ball and use it to slow him. Look to see where he fires his ball, go grab it, and fire back at him!


Belittled Beleaguer
Belittled Beleaguer
Kill an opposing player that has your intelligence while holding theirs.
Difficulty: Medium
How to obtain: At the beginning of a CTF round, rush toward the enemy Intelligence before defenses are fully set up. Your Intelligence compass is disabled while carrying the enemy Intel, so communicate with your team to intercept the enemy's carrier. If you're patient (and have a cooperative team), you can camp the Intelligence room of either team, killing anyone who is holding your team's Intelligence.


Block the Plate
Block the Plate
Block 50 point captures.
Difficulty: Easy
How to obtain: Hang around Control Points and defend them against captures. Do not accidentally stray off of a Control Point before killing any attackers.


Brushback
Brushback
Stun 50 enemies while they are capturing a point or pushing the cart.
Difficulty: Easy
How to obtain: When you see enemies trying to complete the respective map objectives, use the Sandman to lob balls at them. You can slow anyone on a point or cart, no matter who controls it or whether it is locked.


Caught Napping
Caught Napping
Kill 50 enemies from behind with the Force-A-Nature.
Difficulty: Medium
How to obtain: Ambush your opponents from behind, using the Force-A-Nature's severe burst damage to make short work of them.


Closer
Closer
Destroy 3 teleporter entrances.
Difficulty: Easy
How to obtain: Use your speed and double jump to sneak past enemy lines and get to their Teleporters. The Force-A-Nature or Atomizer can also aid in accessing alternate paths, while Bonk! Atomic Punch can be consumed to bypass an occupied area.


Doctoring the Ball
Doctoring the Ball
Kill 3 enemies while under the effects of a Medic's ÜberCharge.
Difficulty: Hard
How to obtain: This achievement coincides with "You'll Feel a Little Prick", a corresponding achievement for the Medic. If you actually convince a Medic to Über you, your mobility should be enough to avoid damage, so use the Kritzkrieg to increase your crowd control capabilities. It is preferable to use the regular Scattergun or Shortstop over the Force-A-Nature or Soda Popper, as you will spend less time reloading. Alternatively, use Crit-a-Cola in tandem with a standard ÜberCharge from the Medi Gun to deal Mini-Crits with impunity.


Dodgers 1, Giants 0
Dodgers 1, Giants 0
Kill an enemy Heavy and take his Sandvich.
Difficulty: Easy-Medium
How to obtain: Shadow a retreating Heavy who has taken significant damage. When you find him eating his lunchbox item, move in for the kill and collect the ammo pack he drops. You can also scavenge the ammo pack from an already-dead Heavy, although it's impossible to tell whether the ammo pack came from a Sandvich.


Fall Classic
Fall Classic
Cause an environmental death or suicide using the Force-A-Nature's knockback.
Difficulty: Easy-Medium
How to obtain: You will need to be credited with having "finished off" an enemy. Use the Force-a-Nature's knock back to blast enemies into any sort of environmental hazard, whether it be bottomless pits, trains, or sawblades. Alternatively, look for enemies at high elevations and knock them off, allowing the fall damage to finish the job.


First Blood
First Blood
Get the first kill in an Arena or Competitive match.
Difficulty: Easy
How to obtain: Scouts are often the first to make contact with the enemy in Arena matches. Play aggressively, targeting enemies who have already taken damage.


First Blood, Part 2
First Blood, Part 2
Kill 5 enemies with the First Blood crit buff in an Arena match.
Difficulty: Medium
How to obtain: After obtaining First Blood, use the corresponding Crit buff to get additional kills. Use the Scattergun or Pistol, weapons with reasonable ammo capacity that you can use to quickly get a second kill without having to reload.


Foul Territory
Foul Territory
Cause an environmental death by stunning or slowing an enemy.
Difficulty: Very Hard
How to obtain: Use the Sandman to slow enemies near environmental hazards such as the trains on Well, the sawblades on Sawmill, or the Horseless Headless Horsemann on Mann Manor. On Payload maps, you can stun an enemy just before the final point is captured, allowing the resulting explosion to finish your work.


Gun Down
Gun Down
Destroy an active sentry gun using your pistol.
Difficulty: Medium
How to obtain: The safest way to take out a Sentry Gun with your Pistol is to snipe an exposed section from long-range, especially if it is unattended. A more risky method would be to attack as you would with the Scattergun, circle strafing around the Sentry Gun so it does not lock onto you. You can get assistance from other classes as long as you land the finishing hit. Combat Mini-Sentry Guns deployed by Engineers with the Gunslinger are particularly easy to destroy.


If You Build It
If You Build It
Destroy 3 enemy buildings while they are still under construction.
Difficulty: Easy
How to obtain: Ambush an enemy Engineer and pick off his buildings as soon as they are deployed. Combat Mini-Sentry Guns deploy in less than two seconds, so avoid attempting this against Engineers with the Gunslinger equipped.


I'm Bat Man
I'm Bat Man
Survive 500 damage in one life.
Difficulty: Medium
How to obtain: Retreat from combat early, hanging around a Dispenser or a Medic to stay healthy.


Moon Shot
Moon Shot
Stun an enemy for the maximum possible duration by hitting them with a long-range ball.
Difficulty: Medium
How to obtain: On maps with large, open areas, hit speculative balls across the field. Take the ball's arc into account and aim above your enemies' heads. Snipers are easy targets, as they generally stand still while aiming.


No-Hitter
No-Hitter
Steal and then capture the enemy intelligence without firing a shot.
Difficulty: Easy
How to obtain: Although you cannot fire your weapons, you can still use your melee weapon. This feat does not need to be performed all the way from the enemy's Intelligence room; you may pick up and carry the Intelligence from where a teammate drops it. It is possible to quickly drop and retake the Intelligence immediately before capturing it.


Out of the Park
Out of the Park
Bat an enemy 25 meters.
Difficulty: Hard
How to obtain: When killed by the Sandman's taunt kill, the enemy's ragdoll must actually fly 25 meters without colliding into another object. Thus, it is best to attempt this achievement outdoors or in open areas so that there is room for your enemy's ragdoll to fly far enough.

Although the Sandman's taunt is silent, it is longest in the game, so it is best tried on a distracted enemy, such as a scoped Sniper or revved-up Heavy. Drinking Bonk! Atomic Punch before executing the taunt will allow you to attempt this achievement without fear of another enemy killing you in mid-taunt.


Pop Fly
Pop Fly
Kill 20 players while double-jumping.
Difficulty: Easy
How to obtain: Double jump when in combat in order to dodge enemy fire. The Force-A-Nature is weak in aerial combat, as its recoil may throw off your aim.


Quick Hook
Quick Hook
Kill a player in Well before the round starts.
Difficulty: Medium
How to obtain: You can use the Force-A-Nature or Atomizer to get over the trains that separate the two teams. Counting the time it takes to reach the center, you will have roughly 10 seconds to get a kill once on the other side. Alternatively, wait for an aggressive Soldier, Demoman, or another Scout to jump to your side.


Race for the Pennant
Race for the Pennant
Run 25 kilometers.
Difficulty: Very Easy
How to obtain: This will come naturally after a short amount of time playing as the Scout.


Retire the Runner
Retire the Runner
Kill a Scout while they are under the effect of Crit-a-Cola.
Difficulty: Easy
How to obtain: A Scout with a team-colored glowing weapon is under the effects of Crit-a-Cola and will receive more damage. The Pistol's range can be useful for wearing the enemy Scout down to make a straight fight more even.


Round-Tripper
Round-Tripper
Capture the enemy intelligence 25 times.
Difficulty: Easy
How to obtain: The Scout's speed makes him a natural candidate for capturing Intelligence. Push into the enemy's base with your teammates and have them distract the enemy as you run out.


Set the Table
Set the Table
Initiate 10 point captures that ultimately succeed.
Difficulty: Easy
How to obtain: A suicidal dash to begin the capture process will work so long as your team finishes the job. Capturing points by yourself will also net points toward this achievement.


Severed Ties
Severed Ties
While using the Back Scatter, kill 20 friends from behind.
Difficulty: Medium
How to obtain: The Back Scatter's defining mechanic is bonus damage for shooting enemies in the back, which your speed and maneuverability let you do easily. The hard part about this achievement is finding friends to kill in this fashion; try joining a group of familiar players, or manually switch to the servers your friends play on. Killing a friend with a mini-crit of any kind will grant progress toward the achievement, including kills aided by Crit-a-Cola or the Fan O'War.


Side Retired
Side Retired
Capture the last point in a CP map.
Difficulty: Medium
How to obtain: Control Points on standard 5-CP maps are captured very quickly. When on the offensive, push in with your team and secure the last point. Alternatively, sneak behind enemy lines and wait near the last Capture Point, jumping on it after the preceding one has been captured. It is generally easier to attempt this on 5-CP maps, rather than Attack/Defend ones.


Stealing Home
Stealing Home
Start capping a capture point within a second of it becoming available.
Difficulty: Easy
How to obtain: Sneak behind enemy lines and wait near the next Capture Point, jumping on it immediately after the contested point is captured. On standard Control Point maps, capturing a point right after the enemy finishes will work.


Strike Zone
Strike Zone
Kill or assist kill 50 enemies while they are stunned or slowed.
Difficulty: Easy-Medium
How to obtain: Slow enemies when your teammates are around; they may finish your target off and credit you with an assist. If you are trying to kill a target by yourself, hit the ball from further away before closing in for the kill. Enemies slowed by teammates and killing someone with the ball itself also count.


The Big Hurt
The Big Hurt
Stun 2 Medics that are ready to deploy an ÜberCharge.
Difficulty: Hard
How to obtain: Your best bet will be to sneak behind enemy lines and find a fully charged Medic who isn't paying attention. A Medic with a full ÜberCharge meter can be easily identified by a particle effect surrounding his Medi Gun, Kritzkrieg, Quick-Fix, or Vaccinator.


The Cycle
The Cycle
In a single life, kill an enemy while you are on the ground, in the air, and in the water.
Difficulty: Medium
How to obtain: Not many maps have a large body of water. Maps suitable for this include 2Fort and Well, where a body of water is situated reasonably near areas of combat. Begin with the underwater kill, as land and air are part of a Scout's regular routine.


Triple Play
Triple Play
Capture three capture points in a row in one life.
Difficulty: Easy
How to obtain: Standard Control Point maps such as Well or Granary have Control Points that frequently change hands, allowing a team with momentum to capture several in succession. Play conservatively, retreating if a group of enemies approaches while you are capturing a point.


Triple Steal
Triple Steal
Capture the enemy intelligence 3 times in a single CTF round.
Difficulty: Hard
How to obtain: Have teammates cover you as you push into the enemy base and escape with their intelligence. The captures do not have to be done in a single life, so don't fret if you get killed. The default capture limit is 3, so also consider playing on a server that raises the capture limit, where you can worry less about teammates accidentally interfering.