Difference between revisions of "Obtaining Scout achievements"

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{{Show achievement|Scout|Belittled Beleauger
 
{{Show achievement|Scout|Belittled Beleauger
 
| obtain-level = Medium  
 
| obtain-level = Medium  
| obtain-text = Should happen often at the start of CTF rounds, just make sure you reach the intelligence before the other Scouts on your team do. Expect another Scout on the opposite team to get your intelligence and do your best to meet him and kill him. It's easier to accomplish this in games without many players.
+
| obtain-text = Should happen often at the start of CTF rounds when scouts on both teams try to capture the intelligence before defenses are fully set up, just 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. Against other Scouts, try to use a Crit-a-Cola if you have it and get the drop on him. If you're patient, you can also camp your team's intel room while carrying the enemy's, and kill anyone who tries to take it.
 
}}
 
}}
 
{{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. A cheap move is to keep running on and off the point to rack up the number to blocks. The cart does not count as a control point, so you cannot get this achievement on Payload maps.
+
| 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.
 
}}
 
}}
 
{{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 and when it's being pushed lob a ball at it, you will get lucky and eventually grind out this achievement. 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 hit someone at long range to get a point to this achievement, simply hitting anyone with a ball at any range while they're on the point or cart will suffice.
+
| obtain-text = 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 hit someone at long range to get a point to this achievement, simply hitting anyone with a ball at any range while they're on the point or cart will suffice.
 
}}
 
}}
 
{{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 sneaking up on opponents from behind, and this should come over time. You can also stun them with the Sandman and put two quick shots into their back while they're stunned, which will outright kill most light classes. But 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.
+
| obtain-text = Try circle strafing (the Scout's default way to attack) or sneaking up on 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. Using the Sandman is not advised, as it may simply alert the enemy to your location and make them turn to face you.
 
}}
 
}}
 
{{Show achievement|Scout|Closer
 
{{Show achievement|Scout|Closer
 
| obtain-level = Easy  
 
| obtain-level = Easy  
| obtain-text = On maps like 2Fort, the Scout often runs by the enemies' spawn, where most Teleporter Entrances are set up. Destroy them there. Alternatively, 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. The Scattergun makes this achievement easier, since most Teleporters will require at least three rounds to destroy.
+
| obtain-text = On maps like 2Fort, the Scout often runs by the enemies' spawn, where most Teleporter Entrances are set up and are easy to destroy. 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 lots of vertical access points and multiple paths like Upward and Thunder Mountain can allow players to easily sneak into the enemy base and attack. 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.
 
}}
 
}}
 
{{Show achievement|Scout|Doctoring the Ball
 
{{Show achievement|Scout|Doctoring the Ball
 
| obtain-level = Hard  
 
| obtain-level = Hard  
| obtain-text = Get a Medic to Über you and kill 3 enemies. This is easier said than done, as no sane Medic would Über a Scout at a crucial time. If you convince a Medic to Über you, try using the Kritzkrieg. This achievement coincides with one for the Medic (You'll Feel a Little Prick), so you may get lucky and find a willing Medic. 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.
+
| 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 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.
 
 
Another method involves using the Crit-a-Cola with an ÜberCharge from the Medigun. The combination means that you get Mini-Crit buff without having to worry about the de-buff.
 
 
}}
 
}}
 
{{Show achievement|Scout|Dodgers 1, Giants 0
 
{{Show achievement|Scout|Dodgers 1, Giants 0
 
| obtain-level = Easy/Medium  
 
| 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 calculate what 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. Try to use 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. Be sure to kill him while he has it out or before he finishes eating it, because he will instantly un-equip it once he finishes eating. Once you pick up the Sandvich you will obtain the achievement. There is much less chance of being caught off guard, as the Heavy lacks the Shotgun with the Sandvich equipped. Therefore, 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.
+
| 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. Be sure to kill him while he has it out or before he finishes eating it, because he will instantly un-equip it once he finishes eating. 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.
 
}}
 
}}
 
{{Show achievement|Scout|Fall Classic
 
{{Show achievement|Scout|Fall Classic
 
| obtain-level = Easy/Medium  
 
| obtain-level = Easy/Medium  
| obtain-text = Find a Sniper on his balcony and shoot him off it, the combined damage from the gun and the fall should do the trick. In maps with instant death pits, such as [[Steel]] and [[Lumberyard]], stay near the pit and push an unlucky player down it. If your timing is good, you can also use the train in Well.
+
| 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]] and [[Lumberyard]], 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.
 
}}
 
}}
 
{{Show achievement|Scout|First Blood
 
{{Show achievement|Scout|First Blood
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{{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 that 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 won't keep up with the Scout's quick movement. Alternatively use fall damage and med kits to obtain this. A good trick is to jump on the torches in CP_Egypt as offense. Right as your health dips below 10, jump off and go to the resupply cabinet. Repeat this about 5 times.  
+
| obtain-text = While Scouts aren't built to take that 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 won't keep up with the Scout's quick movement. Alternatively, use fall damage and health kits to obtain this achievement. A good trick is to jump on the torches in [[Egypt]] as offense. Right as your health dips below 10, jump off and go to the resupply cabinet, and repeat.  
 
}}
 
}}
 
{{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 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. At the beginning of a round, launch a ball above the watchtower. The other team will be running along the pipe opposite the one you're on. If you're lucky, the ball will hit a member of the opposing team and earn you the achievement.
+
| obtain-text = 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.
 
}}
 
}}
 
{{Show achievement|Scout|No Hitter
 
{{Show achievement|Scout|No Hitter
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{{Show achievement|Scout|Out of the Park
 
{{Show achievement|Scout|Out of the Park
 
| obtain-level = Hard
 
| obtain-level = Hard
| obtain-text = This is a hard one. To do this, 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 it is best not to attempt this achievement indoors. 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 when near the enemy base. Just be sure that you're aiming towards open space so that their ragdoll flies far enough.
+
| obtain-text = This is a hard one. To do this, 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.
 
}}
 
}}
 
{{Show achievement|Scout|Pop Fly
 
{{Show achievement|Scout|Pop Fly
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{{Show achievement|Scout|Round Tripper
 
{{Show achievement|Scout|Round Tripper
 
| obtain-level = Easy
 
| obtain-level = Easy
| obtain-text = Should come after a reasonable amount of playing time. Obviously, go for the intelligence rather than trying primarily to kill people.
+
| obtain-text = Should come after a reasonable amount of playing time. Obviously, go for the intelligence rather than trying primarily to kill people. 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.
 
}}
 
}}
 
{{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 after time. Point A of Gravel Pit is a likely candidate. 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. Just make sure to get there first. Capping points by yourself (aided by the Scout's double capture rate advantage) will also get you points for this achievement.
+
| obtain-text = 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, so just make sure to get there first. Capping points by yourself (aided by the Scout's double capture rate advantage) will also get you points for this achievement.
 
}}
 
}}
 
{{Show achievement|Scout|Side Retired
 
{{Show achievement|Scout|Side Retired
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{{Show achievement|Scout|Strike Zone
 
{{Show achievement|Scout|Strike Zone
 
| obtain-level = Medium
 
| obtain-level = Medium
| obtain-text = The hardest part with this is getting to the stunned player before the effect wears off as the closer you are the less time you have. If you have time, you can down a Crit-a-Cola right before hitting your ball at your target, and then finish them off with your primary weapon. Although it's rare, killing someone with the baseball itself counts toward this achievement.
+
| obtain-text = The hardest part with this is getting to the stunned player before the effect wears off as the closer you are the less time you have. If you have time, you can down a Crit-a-Cola right before hitting your ball at your target, and then finish them off with your primary weapon. One way to get this achievement is to use the Force-A-Nature and attack enemies from behind, as two blasts from the FaN are usually sufficient to put down any target with 150 HP or below. This also allows you to quickly dispatch enemy Spies, and the ball can slow them down long enough for you to close the distance and deliver the attack. Although it's rare, killing someone with the ball itself counts toward this achievement.
 
}}
 
}}
 
{{Show achievement|Scout|The Big Hurt
 
{{Show achievement|Scout|The Big Hurt

Revision as of 23:04, 24 September 2010

A Year to Remember
A Year to Remember
Get 2004 lifetime kills.
Difficulty: Easy
How to obtain: Should happen after some time (about 15 hours at a rate of two kills per minute). The achievement refers 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, or 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 early though, since unlike a Sentry Gun, a Heavy can follow you around the corner. Remember that the energy drink only lasts six seconds, so be sure to give yourself enough time to retreat depending on how far away you are from cover.


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: Most aware Medics will deploy their charge if they are being attacked. You can get lucky and land a Crit on the first shot, or hope they aren't paying attention while you're shooting them. You can also use the Sandman to stun the Medics before going in for the kill, to ensure that they cannot attack or activate the Über. If you can catch a Medic by surprise from behind, 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.


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.


Belittled Beleaguer
Belittled Beleaguer
Kill an opposing player that has your intelligence while holding theirs.
Difficulty: Medium
How to obtain: Should happen often at the start of CTF rounds when scouts on both teams try to capture the intelligence before defenses are fully set up, just 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. Against other Scouts, try to use a Crit-a-Cola if you have it and get the drop on him. If you're patient, you can also camp your team's intel room while carrying the enemy's, and kill anyone who tries to take it.


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 hit someone at long range to get a point to this achievement, simply hitting anyone with a ball at any range 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 sneaking up on 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. Using the Sandman is not advised, as it may simply alert the enemy to your location and make them turn to face you.


Closer
Closer
Destroy 3 teleporter entrances.
Difficulty: Easy
How to obtain: On maps like 2Fort, the Scout often runs by the enemies' spawn, where most Teleporter Entrances are set up and are easy to destroy. 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 lots of vertical access points and multiple paths like Upward and Thunder Mountain can allow players to easily sneak into the enemy base and attack. 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. Be sure to kill him while he has it out or before he finishes eating it, because he will instantly un-equip it once he finishes eating. 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 and Lumberyard, 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: Simply try to run to the enemy as quick as possible. However, try not to get yourself killed. Alternatively, find an Arena server with a low number of players and trust to your skill and the low odds of anyone else getting the first kill. This should happen eventually from playing aggressively in any Arena game.


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 an extension 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 would be to use the Scattergun since its ammo capacity allows you to quickly follow up First Blood with a second kill without having to reload. Just try to get First Blood, then quickly find someone else and take him out before the buff wears off.


Foul Territory
Foul Territory
Cause an environmental death by stunning or slowing an enemy.
Difficulty: Medium-Hard
How to obtain: This achievement is highly dependent on the map, but the most reliable way to get this is at the center capture point on Well by stunning a player on the train tracks and hoping the train will run over your victim. Another thing you can try is finding a friendly Scout trying to get the Fall Classic achievement, and stunning someone while he pushes the victim into a hazard with the Force-A-Nature, getting both Scouts their respective achievements.


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: If you destroy an Engineer structure while it's building, chances are he will try building it again, hoping you will move onto a different target. When he first puts the building down, one hit from anything will destroy it. Keep in mind that Dispensers and Teleporters take twice as long to build than Sentry Guns, and are just as easy to destroy.


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 that 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 won't keep up with the Scout's quick movement. Alternatively, use fall damage and health kits to obtain this achievement. A good trick is to jump on the torches in Egypt as offense. Right as your health dips below 10, jump off and go to the resupply cabinet, and repeat.


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.


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: This is a hard one. To do this, 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.


Quick Hook
Quick Hook
Kill a player in Well before the round starts.
Difficulty: Medium
How to obtain: People (including Scouts) used to shoot through the gap between the train cart and the building to get lucky kills. Nowadays, people are more aware and don't stand near this danger spot. With the release of the Scout achievements, Scouts usually cluster around the spot trying to get a lucky kill. Another possibility is to wait for a Soldier to come the other way and shoot him from behind.

Alternatively, if you have the Force-A-Nature, you can triple jump over either train car by jumping from the balcony (jump towards the fence, double-jump towards the car, and blast yourself towards the car again), and try to score a kill on a low-health class. This method is more likely to succeed when there are fewer enemies near the car.


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 them, so there is no damage falloff. Using the Pistol against him will rapidly drop his health, and will give you the 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. Obviously, go for the intelligence rather than trying primarily to kill people. 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.


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, so just make sure to get there first. 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 capped rush the point for an easy cap. This is a common team tactic, just let everyone else know you have the last cap covered. 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.


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 final CP. Once the preceding one has been capped rush the point for an easy cap. This is a common team tactic, just let everyone else know you have the next point covered. 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.

The easiest way to achieve this is on KOTH_Harvest, prepare yourself from your base's roof and jump into the point via the broken roof 1 second before the point is availabable.


Strike Zone
Strike Zone
Kill or assist kill 50 enemies while they are stunned or slowed.
Difficulty: Medium
How to obtain: The hardest part with this is getting to the stunned player before the effect wears off as the closer you are the less time you have. If you have time, you can down a Crit-a-Cola right before hitting your ball at your target, and then finish them off with your primary weapon. One way to get this achievement is to use the Force-A-Nature and attack enemies from behind, as two blasts from the FaN are usually sufficient to put down any target with 150 HP or below. This also allows you to quickly dispatch enemy Spies, and the ball can slow them down long enough for you to close the distance and deliver the attack. Although it's rare, killing someone with the ball itself counts 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 achievement) 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).