Obtaining Scout achievements

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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: Immediately after consuming Bonk! Atomic Punch, run into a large amount of gunfire, such as in front of a Sentry Gun or revved-up Heavy. Be sure to give yourself enough time to retreat to a safe area before the effects wear off. Repeat this, without dying, until you get the achievement.


Batter Up
Batter Up
Perform 1000 double jumps.
Difficulty: Easy
How to obtain: This achievement will unlock naturally after a decent amount of time playing as Scout. The fastest way to "grind" this achievement is to either continuously jump up flights of stairs or jump in areas with low ceilings, such as doorways, which will allow you to perform multiple small double jumps.


Batting the Doctor
Batting the Doctor
Kill a Medic that is ready to deploy an ÜberCharge.
Difficulty: Medium
How to obtain: Remember that a Medic with a full ÜberCharge meter can be easily identified by a particle effect surrounding his Medi Gun or Kritzkrieg. Even so, coming across a lone Medic who is fully charged is quite rare. The key to this achievement is to flank and ambush, as a Medic will usually be surrounded by his or her teammates. While an aware Medic will deploy his or her ÜberCharge if under attack, catching the Medic by surprise may not give any time to react. 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. When you see an enemy Scout hit his or her ball, shoot your own ball, pick up the enemy Scout's ball, and stun him or her with it. Make sure to hit the ball from a far away enough to cause the stun effect. It is also possible to hit back the scout's ball in mid air however, this is a much more challenging alternative to getting this achievement.


Belittled Beleaguer
Belittled Beleaguer
Kill an opposing player that has your intelligence while holding theirs.
Difficulty: Medium
How to obtain: This can happen at the beginning of a CTF round, when Scouts on both teams are rushing to capture the Intel 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 while carrying the enemy Intel. If an enemy picks up your team's Intelligence, be sure to ask your team where the enemy is headed so you can intercept and kill him or her. If you're patient (and have a cooperative team), you can camp the Intelligence room of either your team or the enemy 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: While Defense isn't exactly the Scout's cup of tea, you can hang around points and defend them against captures. Remember that you need to be standing on the point for a defense to be successful, so make sure not to accidentally stray off it before killing anyone trying to capture it. The Payload 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. 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. 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.


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. Beware that Teleporters will require at least three rounds to destroy and 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 will Über a Scout unless the situation is desperate enough. However, this achievement coincides with the Medic's "You'll Feel a Little Prick" achievement, 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 either the regular Scattergun or Shortstop is more feasible than the Force-A-Nature, as you will need to reload less often and waste less time. Using the Crit-a-Cola with an ÜberCharge from the Medi Gun is an alternate method, allowing 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: Try to deal a large amount of damage to a enemy Heavy that has the Sandvich equipped (using the "Display damage done as text over your target" option 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 or her at a medium range, using corners to avoid being being spotted. 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. Killing a Heavy carrying the Dalokohs Bar will also get you this achievement, and may be easier to accomplish since the Heavy will not be able to heal nearly as fast as with the Sandvich.


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 get this achievement against classes with low amounts of HP. Try to find an enemy at high elevation and knock him or her off, hopefully letting the fall damage 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, you can also use the trains in Well or the saw in Sawmill.


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 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.


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. 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.


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. The most reliable way to get this is stunning the enemy near an instant death pit, and then blasting them over while they are stunned using the Force-a-Nature. You can also get this achievement 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 Payload maps, you can stun an enemy just before the final point is captured, allowing the resulting explosion to finish him or her off. Alternate methods include knocking an enemy into an instant death pit with the Force-A-Nature, then hitting him with a ball before he or she touches the bottom, as well as stunning the player designated as “IT” on Mann Manor right before the Horseless Headless Horsemann kills him or her.


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. 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: 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-Sentry Guns deploy in less than two seconds, so try to 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: 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 either the default Bat or the Holy Mackerel instead of the Sandman to increase your survivability. The set bonus offered by equipping The Special Delivery can increase survivability further.


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. Eventually one will connect. Remember to take the ball's arc into account and aim above a target's head. Snipers are easy targets, as they generally stand still while aiming; as long as you keep strafing or attack from outside their vision, you should remain relatively safe. For calculating stun time, the baseball’s total traveled distance is used rather than just horizontal distance, so use this to your advantage.


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 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 room 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, the enemy ragdoll must actually fly 25 meters when you kill him or her with the Sandman's taunt. If the 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.


Pop Fly
Pop Fly
Kill 20 players while double-jumping.
Difficulty: Easy
How to obtain: Double jumping constantly when in combat will help get this achievement. The Scattergun may be the better weapon to attempt this with, as the Force-A-Nature's recoil may throw off your aim while jumping.


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, then ambush and kill him. However, using the Force-A-Nature, you can use the Force Jump to get over the trains yourself and kill an enemy on the other 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.


Race for the Pennant
Race for the Pennant
Run 25 kilometers.
Difficulty: Easy
How to obtain: This will come naturally over 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, a clear sign that they are under the effects of Crit-a-Cola and will suffer also Mini-Crits. 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.


Round-Tripper
Round-Tripper
Capture the enemy intelligence 25 times.
Difficulty: Easy
How to obtain: This should come after a reasonable amount of playing time, as the Scout's speed allow players to capture the Intelligence fairly easily. 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 Intel. 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: Note that you only have to be the one to initiate a capture. A suicidal dash that begins the capture process 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.


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). Playing on 5-point maps like Well and Granary makes 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.


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 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.


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. If you are trying to kill the targets yourself, try hitting the ball from further away before closing in for the kill. If you have time, you can down a Crit-a-Cola right before hitting your ball at targets, 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 also fair game. Although 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: 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 or her flank. Remember that a Medic with a full ÜberCharge meter can be easily identified by a particle effect surrounding the Medi Gun or Kritzkrieg while it is equipped.


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: 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. Remember that this achievement requires you to make kills while you are on the ground, in the air, or underwater. Land and air are part of a Scout's regular kill routine, so it is usually wise to try to begin with the underwater kill.


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. 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 several teammates are also capturing the point with you.


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).