Obtaining Scout achievements

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Revision as of 13:41, 29 July 2023 by GrampaSwood (talk | contribs) (Undo edit by AreyArey (Talk) (3480344) These are still achievable)
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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: 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: After the "Jungle inferno" update, the sandman stopped stunning.


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: After the "Jungle inferno" update, the sandman stopped stunning.


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.