Difference between revisions of "Obtaining Scout achievements"

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(Grammatical edits to the first few achievements.)
([Batting the Doctor] - I don't think "hoping for a Crit" is a legitimate strategy. Flanking is, though. Added that.)
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{{Show achievement|Scout|Batting the Doctor
 
{{Show achievement|Scout|Batting the Doctor
 
| obtain-level = Medium  
 
| obtain-level = Medium  
| obtain-text = The key to this achievement is making use of the Scout's superb ability to ambush and flank. Most aware Medics will deploy their charge if they are being attacked, though sometimes you may get lucky and pounce on one who has just obtained a full charge from hitting your teammates with an Übersaw in a melee fight. You can get lucky and land a Crit on the first shot, or hope they aren't paying attention while you're shooting them (such as if they're locked in a melee battle with one of your teammates). You can also use the Sandman to stun the Medic before going in for the kill, to ensure that they cannot counterattack or activate the Über. If you can catch a Medic by surprise, two shots from the Force-A-Nature can kill them before they even realize that they are under attack. Another method is to simply down a [[Crit-a-Cola]] shortly before attacking to increase your chances of killing the Medic before he can deploy, though if he is preparing to make a push you may reach the Medic too late.
+
| 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.
 
}}
 
}}
 
{{Show achievement|Scout|Beanball
 
{{Show achievement|Scout|Beanball

Revision as of 07:55, 17 November 2010

A Year to Remember
A Year to Remember
Get 2004 lifetime kills.
Difficulty: Easy
How to obtain: This should happen after some time (about 15 hours at a rate of two kills per minute). The achievement is a reference to the 2004 Boston Red Sox Season, where they won the World Series.


Artful Dodger
Artful Dodger
Dodge 1000 damage in a single life using your Bonk! Atomic Punch.
Difficulty: Easy
How to obtain: 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, and avoid getting killed before you have another drink ready.


Batter Up
Batter Up
Perform 1000 double jumps.
Difficulty: Easy
How to obtain: 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.


Batting the Doctor
Batting the Doctor
Kill a Medic that is ready to deploy an ÜberCharge.
Difficulty: Medium
How to obtain: 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.


Beanball
Beanball
Stun a Scout with their own ball.
Difficulty: Medium
How to obtain: 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 off your own and 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.


Belittled Beleaguer
Belittled Beleaguer
Kill an opposing player that has your intelligence while holding theirs.
Difficulty: Medium
How to obtain: This can happen often at the start of CTF rounds when Scouts on both teams rush to capture the intelligence before defenses are fully set up. 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 other Scouts, try to use a Crit-a-Cola if you have it 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.


Block the Plate
Block the Plate
Block 50 point captures.
Difficulty: Easy
How to obtain: 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.


Brushback
Brushback
Stun 50 enemies while they are capturing a point or pushing the cart.
Difficulty: Easy
How to obtain: Stand back from the cart or CP and send those balls flying. On Payload maps, look for the cart's location and 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.


Caught Napping
Caught Napping
Kill 50 enemies from behind with the Force-A-Nature.
Difficulty: Medium
How to obtain: 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 also 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, and almost anything else in two, provided that they're not overhealed.


Closer
Closer
Destroy 3 teleporter entrances.
Difficulty: Easy
How to obtain: 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.


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 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 and 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 is probably your best bet as opposed to the Force-A-Nature, as you will not have to reload after only two shots. Another method involves using the Crit-a-Cola with an ÜberCharge from the Medigun, which allows you 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: 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, though they may also be less willing to use it too close to the front lines because of this.


Fall Classic
Fall Classic
Cause an environmental death or suicide using the Force-A-Nature's knockback.
Difficulty: Easy-Medium
How to obtain: 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.


First Blood
First Blood
Get the first kill in an Arena or Competitive match.
Difficulty: Easy
How to obtain: As the fastest class, Scouts are often the first to make contact with the enemy in Arena matches, so always 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 and Demos are easy Scout targets.


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: This is a follow-up of the First Blood achievement, and requires you to not only get first blood, but goes further and requires you to follow up first blood with another kill in the period when the First Blood Crit buff is applied. 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 since its ammo capacity allows you to quickly follow up First Blood with 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: This achievement is highly dependent on the map, but the most reliable way to get this is at the central area of Well by stunning a player on the train tracks and hoping the train will run over your victim, or, using the same technique, kill a player with the saws on the centre point of Sawmill. You can also attempt to get this by knocking an enemy into an instant death pit with the Force-A-Nature and then hitting him with the ball before he touches the bottom. You can also stun the player that's "IT" at Mann Manor before the Horesless Headless Horsemann kills them. Another strategy is to hit someone with the ball right before they get to the top of the elevator on Hightower. The explosion will kill them and give you the achievement.


Gun Down
Gun Down
Destroy an active sentry gun using your pistol.
Difficulty: Medium
How to obtain: 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. Combat Mini-Sentry Guns used by Gunslinger-equipped Engineers are particularly easy to destroy with your Pistol, so don't pass up the chance.


If You Build It
If You Build It
Destroy 3 enemy buildings while they are still under construction.
Difficulty: Easy
How to obtain: One way to get this achievement is by shadowing an enemy Engineer, and shooting down his buildings with your Pistol as soon as they are deployed, most Engineers will retreat once they realize that they are under attack. However, sometimes Engineers will continue to repair their buildings, especially if they are moving an already-upgraded one, so your best bet is to kill the Engineer first, then destroy his building at your leisure. However, remember that Mini-Sentries deploy at full health and set up in less than two seconds, so try to avoid doing this to Gunslinger-equipped Engineers. Another way to get this achievement is by camping the enemy spawn and destroying their Teleporter Entrances, then ambushing the Engineers as they return to rebuild them.


I'm Bat Man
I'm Bat Man
Survive 500 damage in one life.
Difficulty: Medium
How to obtain: 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.


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 maps, eventually one will connect. Remember if you can see the target, aim above their head. Snipers are easy targets for this as they generally stay stationary while aiming, and as long as you keep strafing or attack from outside their field of view, you should remain relatively safe. An easy way to achieve the Moon Shot is on Watchtower, launch a ball above the watchtower at the beginning of a round. The other team will be running along the pipe opposite the one you're on, and if you're lucky, the ball will hit a member of the opposing team and earn you the achievement. The ball's total distance is measured, not just horizontal distance so shooting a ball straight up in the air while retreating may result in it coming down on someone as they chase after you earning the achievement as well.

Alternatively, on the first stage of goldrush 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, and the choke point at the spawn doors means spamming balls at them has some chance of success at actually getting one to connect.


No-Hitter
No-Hitter
Steal and then capture the enemy intelligence without firing a shot.
Difficulty: Easy
How to obtain: This achievement does not need to be done 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.


Out of the Park
Out of the Park
Bat an enemy 25 meters.
Difficulty: Hard
How to obtain: 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 an object before doing so you will not get the achievement, so this achievement can only be done outdoors in open areas. Note, that this is the longest taunt in the game, so it is best tried on a Sniper or distracted and revved-up Heavy. Another way is do it near Setup time close to the gates. Just be sure that you're aiming towards open space so that their ragdoll flies far enough.


Pop Fly
Pop Fly
Kill 20 players while double-jumping.
Difficulty: Easy
How to obtain: Double jumping constantly and firing will help get this achievement. Keeping yourself moving and jumping around enemies go hand and hand with firing your gun. However, if you're going up against another Scout note that he will usually take out his Bat and probably kill you faster than you can fire your primary. Be sure to carry the Scattergun instead of the Force-a-Nature, since the knockback can affect your jumping trajectory and put you in a vulnerable position.


Quick Hook
Quick Hook
Kill a player in Well before the round starts.
Difficulty: Medium
How to obtain: 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. Most of the time, you will have roughly 20 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. This achievement is easier when there are fewer people by the train cars to shoot at you as you jump over. There is also 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. It is a very small gap, but it is possible to achieve a kill this way as well.


Race for the Pennant
Race for the Pennant
Run 25 kilometers.
Difficulty: Easy
How to obtain: Will come after time (approximately 172 minutes of running).


Retire the Runner
Retire the Runner
Kill a Scout while they are under the effect of Crit-a-Cola.
Difficulty: Easy
How to obtain: Shoot at Scouts with a glowing weapon equipped. Remember that they will have Mini-Crits inflicted upon themselves as well, so there is no damage falloff. Using the Pistol will give you an advantage since the enemy cannot equip both a Pistol and the Crit-a-Cola simultaneously.


Round-Tripper
Round-Tripper
Capture the enemy intelligence 25 times.
Difficulty: Easy
How to obtain: Should come after a reasonable amount of playing time. The beginning of matches is the easiest time to accomplish this, when the enemy's Engineers will have not completed setting up defenses in their base, though the other team will likely be more alert to Scouts trying this. When making team pushes into the enemy intelligence, make sure that your teammates allow you to pick up the intelligence, 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: Just like capping intelligence, this should come after time. Note that you just have to initiate a cap, so a suicide dash that starts the cap 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 for this achievement.


Side Retired
Side Retired
Capture the last point in a CP map.
Difficulty: Medium
How to obtain: 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), and surviving to capture the last point is harder when the enemy has multiple Sentry Guns and players guarding it. 5-point maps like Well and Granary are easier to accomplish this on since it takes less than 3 seconds to complete the cap, though try to avoid maps that have long cap times for the final point like Gravel Pit and Steel.


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 on or near the next CP, then jump onto it right before the contested point finishes capping. You do not need to actually capture it, only initiating the cap is needed for this achievement. On maps like Granary or Well, capturing a point right after the enemy has finished capturing it also works, as well as pushing them off the middle point at the beginning of the round.


Strike Zone
Strike Zone
Kill or assist kill 50 enemies while they are stunned or slowed.
Difficulty: Easy
How to obtain: 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. Although it's rare, killing someone with the ball itself also earns a point toward this achievement.


The Big Hurt
The Big Hurt
Stun 2 Medics that are ready to deploy an ÜberCharge.
Difficulty: Hard
How to obtain: This one won't be easy. Your best bet will be to sneak behind enemy lines and find a fully charged Medic who isn't paying attention to his flank.


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 water and you have to be submerged in water in part of it. Most people mistake this achievement as to kill someone who is in the air, water, or on land. Land and Air are easy (also gets a kill towards Pop Fly) so a good idea is to either stay in the water till someone jumps in with you and then go for the next two. This can be pulled off on 2Fort, by jumping from the battlements and killing someone, killing someone on the bridge, and killing someone in the water. Well has water near most of the combat, and is thus reasonably suitable for this.


Triple Play
Triple Play
Capture three capture points in a row in one life.
Difficulty: Easy
How to obtain: Play Well or Granary until you get the achievement. You can also get this on maps like Gravel Pit and Junction, but after you capture the first point make sure not to die for the rest of the round. If a group of enemies approaches as you are capping the point, it's wise to retreat unless there are numerous allies also on the point.


Triple Steal
Triple Steal
Capture the enemy intelligence 3 times in a single CTF round.
Difficulty: Hard
How to obtain: 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).