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	<updated>2026-05-05T00:05:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://comp.tf/index.php?title=Movement&amp;diff=18402</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Movement&amp;diff=18402"/>
		<updated>2015-09-03T14:27:56Z</updated>

		<summary type="html">&lt;p&gt;141.101.98.122: /* Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needimage}}&lt;br /&gt;
&lt;br /&gt;
Movement is one of the staples of Team Fortress 2, it is very characteristic but at the same time very influenced by games like Quake and Team Fortress Classic. Explosive jumping mechanics give the slower classes much higher mobility and increase the pace of the game. This makes it a much more complex game than it first appears, as a player has to master not only deathmatch ability and gamesense, but also the different movement and jumping techniques.&lt;br /&gt;
&lt;br /&gt;
== Speed == &lt;br /&gt;
Speed is measured using hammer units / sec. The standard is 300 hu/sec, or 100%. This is the speed of the Pyro, Sniper, Engineer, and Spy. Moving backwards reduces the speed to 90% of what it would be otherwise. Note: If you strafe while moving backwards, you will move at full speed (diagonally, not backwards). Crouched movement becomes 33% &lt;br /&gt;
&lt;br /&gt;
=== Scout === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Uncharged [[Baby Face's Blaster]]:&lt;br /&gt;
* Charged Baby Face's Blaster:&lt;br /&gt;
* With [[Crit-A-Cola]] effect:&lt;br /&gt;
* Uncharged Baby's Face's Blaster with Crit-A-Cola:&lt;br /&gt;
* Charged Baby's Face's Blaster with Crit-A-Cola:&lt;br /&gt;
| &lt;br /&gt;
*'''133%'''&lt;br /&gt;
*'''87%'''&lt;br /&gt;
*'''172%'''&lt;br /&gt;
*'''167%'''&lt;br /&gt;
*'''108%'''&lt;br /&gt;
*'''173%'''&lt;br /&gt;
|&lt;br /&gt;
*'''44%'''&lt;br /&gt;
*'''29%'''&lt;br /&gt;
*'''57%'''&lt;br /&gt;
*'''56%'''&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''58%'''&lt;br /&gt;
|&lt;br /&gt;
*'''120%'''&lt;br /&gt;
*'''78%'''&lt;br /&gt;
*'''155%'''&lt;br /&gt;
*'''150%'''&lt;br /&gt;
*'''98%'''&lt;br /&gt;
*'''156%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soldier ===  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* [[Escape Plan]], 121-160 Health:&lt;br /&gt;
* Escape Plan, 81-120 Health:&lt;br /&gt;
* Escape Plan, 41-80 Health:&lt;br /&gt;
* Escape Plan, Under 40 Health:&lt;br /&gt;
| &lt;br /&gt;
*'''80%'''&lt;br /&gt;
*'''88%'''&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''112%'''&lt;br /&gt;
*'''128%'''&lt;br /&gt;
|&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''29%'''&lt;br /&gt;
*'''32%'''&lt;br /&gt;
*'''37%'''&lt;br /&gt;
*'''43%'''&lt;br /&gt;
|&lt;br /&gt;
*'''72%'''&lt;br /&gt;
*'''79%'''&lt;br /&gt;
*'''86%'''&lt;br /&gt;
*'''101%'''&lt;br /&gt;
*'''115%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pyro === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With [[Powerjack]] Out:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''115%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''38%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''103%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Demoman === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 1 Head:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 2 Heads:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 3 Heads:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 4 Heads:&lt;br /&gt;
* With [[Scotsman's Skullcutter]] equipped&lt;br /&gt;
* Charging with [[Chargin' Targe]]/[[Splendid Screen]]&lt;br /&gt;
| &lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''101%'''&lt;br /&gt;
*'''108%'''&lt;br /&gt;
*'''116%'''&lt;br /&gt;
*'''123%'''&lt;br /&gt;
*'''79%'''&lt;br /&gt;
*'''250%'''&lt;br /&gt;
|&lt;br /&gt;
*'''31%'''&lt;br /&gt;
*'''34%'''&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''39%'''&lt;br /&gt;
*'''41%'''&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''N/A'''&lt;br /&gt;
|&lt;br /&gt;
*'''84%'''&lt;br /&gt;
*'''91%'''&lt;br /&gt;
*'''97%'''&lt;br /&gt;
*'''104%'''&lt;br /&gt;
*'''111%'''&lt;br /&gt;
*'''71%'''&lt;br /&gt;
*'''N/A'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heavy === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Any Mini-gun spun up, excluding the [[Brass Beast]]:&lt;br /&gt;
* Walking with spun up Brass Beast:&lt;br /&gt;
* With [[Buffalo Steak Sandvich]] effect:&lt;br /&gt;
* With [[Gloves of Running Urgently]] Equipped:&lt;br /&gt;
| &lt;br /&gt;
*'''77%'''&lt;br /&gt;
*'''37%'''&lt;br /&gt;
*'''15%'''&lt;br /&gt;
*'''104%'''&lt;br /&gt;
*'''100%'''&lt;br /&gt;
|&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''0%'''&lt;br /&gt;
*'''0%'''&lt;br /&gt;
*'''35%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
|&lt;br /&gt;
*'''69%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''15%'''&lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* While hauling a building:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''29%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''81%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Wielding [[Overdose]] at 100% [[ÜberCharge]]&lt;br /&gt;
* Healing a [[Scout]] with the [[Quick-Fix]]&lt;br /&gt;
* Healing a [[Pyro]] using the [[Powerjack]] with the [[Quick-Fix]]&lt;br /&gt;
| &lt;br /&gt;
*'''107%'''&lt;br /&gt;
*'''117%'''&lt;br /&gt;
*'''133%'''&lt;br /&gt;
*'''115%'''&lt;br /&gt;
|&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''39%'''&lt;br /&gt;
*'''44%'''&lt;br /&gt;
*'''38%'''&lt;br /&gt;
|&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''106%'''&lt;br /&gt;
*'''120%'''&lt;br /&gt;
*'''105%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With a Rifle zoomed in:&lt;br /&gt;
* While [[Huntsman]] drawn:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''53%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''9%'''&lt;br /&gt;
*'''18%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''48%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Disguised as [[Soldier]]:&lt;br /&gt;
* Disguised as [[Demoman]]:&lt;br /&gt;
* Disguised as [[Heavy]]:&lt;br /&gt;
* All other Disguises:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''80%'''&lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''77%'''&lt;br /&gt;
*'''100%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''31%'''&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''72%'''&lt;br /&gt;
*'''84%'''&lt;br /&gt;
*'''69%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Movement Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Crouch Jumping ===&lt;br /&gt;
Crouch jumping is the basic technique of pressing crouch while jumping. Crouch Jumping moves the player model an additional hammer unit up, and can allow access to things otherwise inaccessible by basic jumping.&lt;br /&gt;
&lt;br /&gt;
=== Double Jump ===&lt;br /&gt;
When in the air as Scout, pressing jump again gives an additional midair jump. This is useful for maneuvering around maps or dodging and confusing enemies.&lt;br /&gt;
&lt;br /&gt;
=== Boston Basher Jump ===&lt;br /&gt;
A Scout is able to use the knockback of self damage from the Boston Basher along with his jump in order to increase the height and length of his jump. This is useful for climbing things like the spire on [[cp_badlands|Badlands]].&lt;br /&gt;
&lt;br /&gt;
Do note that the best gains in height are when the Scout jumps right as the self damage from the Basher activates.&lt;br /&gt;
&lt;br /&gt;
=== Rocket Jump ===&lt;br /&gt;
''Main article: [[Rocket Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Soldiers can shoot a rocket near themselves to achieve height or speed through the air. This can be useful for running towards a battle, obtaining [[height advantage]], attacking players, or fleeing to safety. There are multiple jump techniques to help Soldiers achieve more speed or height. [[Gunboats]] causes Soldiers to take 60% less damage while rocket jumping.&lt;br /&gt;
&lt;br /&gt;
Combining this with Crouch Jumping will allow Soldiers to propel themselves farther than without Crouch Jumping.&lt;br /&gt;
&lt;br /&gt;
=== Sticky Jump ===&lt;br /&gt;
''Main article: [[Sticky Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Demomen can also detonate a sticky near their feet for a boost. This causes more self-damage than a Soldier's rocket jump, but also provides a bigger boost. A Demoman will sticky jump during a [[rollout]], fleeing, or attacking.&lt;br /&gt;
&lt;br /&gt;
=== Sentry Jump ===&lt;br /&gt;
There are two types of Sentry Jumping; Sentry Rocket Jumping and Bullet Jumping. Using the Wrangler and a level 3 sentry, the [[Engineer]] can shoot his sentry's rockets at his own feet, propelling him into the air like a regular rocket jump.  By quickly switching to a different weapon and rightclicking on his sentry, he can bring the building with him to build in unexpected places. Bullet Jumping can be done with any level sentry, along with mini-sentries. Bullet Jumping is the act of using the knockback from the damage received from sentry bullets to propel the Engineer. Bullet Jumping is useful when running mini-sentries or when a sentry is at level one or two for making short leaps such as onto the roof of [[cp_gravelpit]] B-Point or the balcony of [[koth_arctic]].&lt;br /&gt;
&lt;br /&gt;
{{YouTube video|MgNI36HPTY0|text=Engineer Jumping Tutorial}}&lt;br /&gt;
&lt;br /&gt;
=== Explosive Surfing ===&lt;br /&gt;
Any class is capable of timing a jump with an enemy's projectile and using it to their advantage. This is a common practice among Medics, who often surf away from damage and to the safety of their team.&lt;br /&gt;
&lt;br /&gt;
{{YouTube video|2IcWmpkjMKo|time=4m5s}} [http://youtu.be/2IcWmpkjMKo?t=4m5s Example]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* {{YouTube video|Dx8CHK_bhAU|text=Guide to Walking Backwards at Full Speed}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>141.101.98.122</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Movement&amp;diff=18401</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Movement&amp;diff=18401"/>
		<updated>2015-09-03T14:27:28Z</updated>

		<summary type="html">&lt;p&gt;141.101.98.122: /* Engineer */ Updated hauling move speeds for recent patch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needimage}}&lt;br /&gt;
&lt;br /&gt;
Movement is one of the staples of Team Fortress 2, it is very characteristic but at the same time very influenced by games like Quake and Team Fortress Classic. Explosive jumping mechanics give the slower classes much higher mobility and increase the pace of the game. This makes it a much more complex game than it first appears, as a player has to master not only deathmatch ability and gamesense, but also the different movement and jumping techniques.&lt;br /&gt;
&lt;br /&gt;
== Speed == &lt;br /&gt;
Speed is measured using hammer units / sec. The standard is 300 hu/sec, or 100%. This is the speed of the Pyro, Sniper, Engineer, and Spy. Moving backwards reduces the speed to 90% of what it would be otherwise. Note: If you strafe while moving backwards, you will move at full speed (diagonally, not backwards). Crouched movement becomes 33% &lt;br /&gt;
&lt;br /&gt;
=== Scout === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Uncharged [[Baby Face's Blaster]]:&lt;br /&gt;
* Charged Baby Face's Blaster:&lt;br /&gt;
* With [[Crit-A-Cola]] effect:&lt;br /&gt;
* Uncharged Baby's Face's Blaster with Crit-A-Cola:&lt;br /&gt;
* Charged Baby's Face's Blaster with Crit-A-Cola:&lt;br /&gt;
| &lt;br /&gt;
*'''133%'''&lt;br /&gt;
*'''87%'''&lt;br /&gt;
*'''172%'''&lt;br /&gt;
*'''167%'''&lt;br /&gt;
*'''108%'''&lt;br /&gt;
*'''173%'''&lt;br /&gt;
|&lt;br /&gt;
*'''44%'''&lt;br /&gt;
*'''29%'''&lt;br /&gt;
*'''57%'''&lt;br /&gt;
*'''56%'''&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''58%'''&lt;br /&gt;
|&lt;br /&gt;
*'''120%'''&lt;br /&gt;
*'''78%'''&lt;br /&gt;
*'''155%'''&lt;br /&gt;
*'''150%'''&lt;br /&gt;
*'''98%'''&lt;br /&gt;
*'''156%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soldier ===  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* [[Escape Plan]], 121-160 Health:&lt;br /&gt;
* Escape Plan, 81-120 Health:&lt;br /&gt;
* Escape Plan, 41-80 Health:&lt;br /&gt;
* Escape Plan, Under 40 Health:&lt;br /&gt;
| &lt;br /&gt;
*'''80%'''&lt;br /&gt;
*'''88%'''&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''112%'''&lt;br /&gt;
*'''128%'''&lt;br /&gt;
|&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''29%'''&lt;br /&gt;
*'''32%'''&lt;br /&gt;
*'''37%'''&lt;br /&gt;
*'''43%'''&lt;br /&gt;
|&lt;br /&gt;
*'''72%'''&lt;br /&gt;
*'''79%'''&lt;br /&gt;
*'''86%'''&lt;br /&gt;
*'''101%'''&lt;br /&gt;
*'''115%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pyro === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With [[Powerjack]] Out:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''115%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''38%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''103%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Demoman === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 1 Head:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 2 Heads:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 3 Heads:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 4 Heads:&lt;br /&gt;
* With [[Scotsman's Skullcutter]] equipped&lt;br /&gt;
* Charging with [[Chargin' Targe]]/[[Splendid Screen]]&lt;br /&gt;
| &lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''101%'''&lt;br /&gt;
*'''108%'''&lt;br /&gt;
*'''116%'''&lt;br /&gt;
*'''123%'''&lt;br /&gt;
*'''79%'''&lt;br /&gt;
*'''250%'''&lt;br /&gt;
|&lt;br /&gt;
*'''31%'''&lt;br /&gt;
*'''34%'''&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''39%'''&lt;br /&gt;
*'''41%'''&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''N/A'''&lt;br /&gt;
|&lt;br /&gt;
*'''84%'''&lt;br /&gt;
*'''91%'''&lt;br /&gt;
*'''97%'''&lt;br /&gt;
*'''104%'''&lt;br /&gt;
*'''111%'''&lt;br /&gt;
*'''71%'''&lt;br /&gt;
*'''N/A'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heavy === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Any Mini-gun spun up, excluding the [[Brass Beast]]:&lt;br /&gt;
* Walking with spun up Brass Beast:&lt;br /&gt;
* With [[Buffalo Steak Sandvich]] effect:&lt;br /&gt;
* With [[Gloves of Running Urgently]] Equipped:&lt;br /&gt;
| &lt;br /&gt;
*'''77%'''&lt;br /&gt;
*'''37%'''&lt;br /&gt;
*'''15%'''&lt;br /&gt;
*'''104%'''&lt;br /&gt;
*'''100%'''&lt;br /&gt;
|&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''0%'''&lt;br /&gt;
*'''0%'''&lt;br /&gt;
*'''35%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
|&lt;br /&gt;
*'''69%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''15%'''&lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* While hauling a building:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''30%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''81%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Wielding [[Overdose]] at 100% [[ÜberCharge]]&lt;br /&gt;
* Healing a [[Scout]] with the [[Quick-Fix]]&lt;br /&gt;
* Healing a [[Pyro]] using the [[Powerjack]] with the [[Quick-Fix]]&lt;br /&gt;
| &lt;br /&gt;
*'''107%'''&lt;br /&gt;
*'''117%'''&lt;br /&gt;
*'''133%'''&lt;br /&gt;
*'''115%'''&lt;br /&gt;
|&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''39%'''&lt;br /&gt;
*'''44%'''&lt;br /&gt;
*'''38%'''&lt;br /&gt;
|&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''106%'''&lt;br /&gt;
*'''120%'''&lt;br /&gt;
*'''105%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With a Rifle zoomed in:&lt;br /&gt;
* While [[Huntsman]] drawn:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''53%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''9%'''&lt;br /&gt;
*'''18%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''48%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Disguised as [[Soldier]]:&lt;br /&gt;
* Disguised as [[Demoman]]:&lt;br /&gt;
* Disguised as [[Heavy]]:&lt;br /&gt;
* All other Disguises:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''80%'''&lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''77%'''&lt;br /&gt;
*'''100%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''31%'''&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''72%'''&lt;br /&gt;
*'''84%'''&lt;br /&gt;
*'''69%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Movement Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Crouch Jumping ===&lt;br /&gt;
Crouch jumping is the basic technique of pressing crouch while jumping. Crouch Jumping moves the player model an additional hammer unit up, and can allow access to things otherwise inaccessible by basic jumping.&lt;br /&gt;
&lt;br /&gt;
=== Double Jump ===&lt;br /&gt;
When in the air as Scout, pressing jump again gives an additional midair jump. This is useful for maneuvering around maps or dodging and confusing enemies.&lt;br /&gt;
&lt;br /&gt;
=== Boston Basher Jump ===&lt;br /&gt;
A Scout is able to use the knockback of self damage from the Boston Basher along with his jump in order to increase the height and length of his jump. This is useful for climbing things like the spire on [[cp_badlands|Badlands]].&lt;br /&gt;
&lt;br /&gt;
Do note that the best gains in height are when the Scout jumps right as the self damage from the Basher activates.&lt;br /&gt;
&lt;br /&gt;
=== Rocket Jump ===&lt;br /&gt;
''Main article: [[Rocket Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Soldiers can shoot a rocket near themselves to achieve height or speed through the air. This can be useful for running towards a battle, obtaining [[height advantage]], attacking players, or fleeing to safety. There are multiple jump techniques to help Soldiers achieve more speed or height. [[Gunboats]] causes Soldiers to take 60% less damage while rocket jumping.&lt;br /&gt;
&lt;br /&gt;
Combining this with Crouch Jumping will allow Soldiers to propel themselves farther than without Crouch Jumping.&lt;br /&gt;
&lt;br /&gt;
=== Sticky Jump ===&lt;br /&gt;
''Main article: [[Sticky Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Demomen can also detonate a sticky near their feet for a boost. This causes more self-damage than a Soldier's rocket jump, but also provides a bigger boost. A Demoman will sticky jump during a [[rollout]], fleeing, or attacking.&lt;br /&gt;
&lt;br /&gt;
=== Sentry Jump ===&lt;br /&gt;
There are two types of Sentry Jumping; Sentry Rocket Jumping and Bullet Jumping. Using the Wrangler and a level 3 sentry, the [[Engineer]] can shoot his sentry's rockets at his own feet, propelling him into the air like a regular rocket jump.  By quickly switching to a different weapon and rightclicking on his sentry, he can bring the building with him to build in unexpected places. Bullet Jumping can be done with any level sentry, along with mini-sentries. Bullet Jumping is the act of using the knockback from the damage received from sentry bullets to propel the Engineer. Bullet Jumping is useful when running mini-sentries or when a sentry is at level one or two for making short leaps such as onto the roof of [[cp_gravelpit]] B-Point or the balcony of [[koth_arctic]].&lt;br /&gt;
&lt;br /&gt;
{{YouTube video|MgNI36HPTY0|text=Engineer Jumping Tutorial}}&lt;br /&gt;
&lt;br /&gt;
=== Explosive Surfing ===&lt;br /&gt;
Any class is capable of timing a jump with an enemy's projectile and using it to their advantage. This is a common practice among Medics, who often surf away from damage and to the safety of their team.&lt;br /&gt;
&lt;br /&gt;
{{YouTube video|2IcWmpkjMKo|time=4m5s}} [http://youtu.be/2IcWmpkjMKo?t=4m5s Example]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* {{YouTube video|Dx8CHK_bhAU|text=Guide to Walking Backwards at Full Speed}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>141.101.98.122</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=18399</id>
		<title>Engineer (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=18399"/>
		<updated>2015-09-03T14:03:54Z</updated>

		<summary type="html">&lt;p&gt;141.101.98.122: /* On Defense */  Removed part about changing wrench destroying all buildings: recent update changed this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[Highlander]], the '''[[Engineer]]''' is in charge of locking down areas for his team and making sure all his teammates are getting to the fight as quickly as possible with as much health and ammo as possible.  Using both regular and mini-sentries, he can prevent the other team from utilizing entire regions of a map or force them to waste time attacking him while his team retaliates.  Using teleporters and dispensers, he can support his team and keep them fighting until the enemy is defeated.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== On Offense ===&lt;br /&gt;
In most cases, offensive engineering requires use of the Gunslinger.  The Engineer on offense is responsible for keeping the team's flank clear and for making sure his fellow teammates on the flank are healthy and stocked with ammo.  Efficient and frequent use of sentries and dispensers is vital for preventing an enemy [[Soldier]] or [[Scout]] from getting behind the team and wreaking havoc. The best Engineers pair proper building management with strong deathmatch skill to fortify any area they enter with their teammates and make sure that once ground is won, it is not lost.&lt;br /&gt;
&lt;br /&gt;
During payload offense, one of the Engineer's primary goals is to push the payload cart. Most teams designate their Engineer and their Scout to cart pushing, maximising push time at x3. Engineer's should try to keep teleporters up as well, as the walk from respawn to the cart can sometimes be very long. Engineer's should also try to keep minisentries down at all times to increase damage output or to cover a flank. Weapons used by the Engineer on offense, whether in [[5CP]], [[Payload]] or [[King of the Hill]], vary and are often up to the engineer. However, most of the time, the stock shotgun is a strong choice on offense. The Short Circuit, Wrangler and Pistol are usually selected according to the map type and objective. For example, a lot of Engineers run the Short Circuit on Payload offense to block spam while pushing the cart, which provides them with metal. On the other hand, a lot of Engineers use the Wrangler or the Pistol on 5CP / KOTH maps, where extra damage and firepower is necessary.&lt;br /&gt;
&lt;br /&gt;
=== Spies ===&lt;br /&gt;
Spychecking is a team's job and responsibility, but at the same time, an engineer is one of the worst enemies of the spies. Other classes may be too busy / too many things on their plate to keep a constant vigilance for spies. For example, a medic has to keep track of Uber advantage and positioning, a heavy has to call, etc. However, an engineer is not burdened with so many responsibilities such that he can still look out for spies while doing his job as described above. An engineer's shotgun and sentries are potent weapons, with the ability to decimate spies within a few seconds. Often, a few rounds from one's shotgun and / or wrangled sentry are enough to kill the spy, or at least reveal him for your teammates to kill. In lower levels of competitive play, spies will often sap your buildings before going for picks, that can alert you and your team to him before he goes for a damaging pick. In higher levels of competitive play, spies will not give themselves away by doing that, and hence, spychecking is the only way to go.&lt;br /&gt;
&lt;br /&gt;
While on defense, however, you are the prime target for spies. As the only person who can keep your sentry up, spies will be gunning for you. However, unlike on offense, you will have a lot of things to worry about, such as enemy ubers, spam, snipers, whether it is time to fall back, etc. Spies' saps can be deadly especially when coordinated with an uber or constant spam, as it is a guarantee that your sentry will go down. Often, good spies will communicate with their team to distract you for that one moment during which you turn your back and present an easy target. The most prudent way to counter this is to constantly communicate with your teammates, about the whereabouts of the enemy spies, etc. Moreover, it is imperative that as the engineer, you check your back / other hiding spots often whenever you can. One major mistake a lot of lower level engineers do is to sit still and hit one's sentry in order to upgrade/ repair it without moving. This opens the engineer up to attacks by spies. The way to counter this is to constantly move. The engineer's melee weapons do not register their hits instantaneously like a histcan weapon; there is a slight delay. Hence, if the engineer times it right, he can move about or quickly turn around to check if there is a spy before turning back to hit his sentry.&lt;br /&gt;
&lt;br /&gt;
=== On Defense ===&lt;br /&gt;
There are few better defensive powerhouses than a Level 3 sentry in a strong position.  Positioning, timing, and build order are important concepts for an engineer to understand on defense.  Building too far forward or waiting too long can cost the team the relevant control point or even the whole round.  It is the Engineer's job to tank damage from ubered [[Heavies]] and [[Demos]] so that his [[Medic]] doesn't need to pop early or fall under the pressure of nine attacking players.  Kills are less important to an Engineer than merely surviving because most of the other team can't come within range of his sentry as long as it is active, and going down with his sentry can be costly if a domino effect leads to multiple captures before he can build again.  The team leans on its Engineer to provide a safe fallback zone when they get lit and the other team is pushing forward. Engineer has a diverse array of tools available to him allowing for many different playstyles. The Eureka Effect and Rescue Ranger both give Engineer new advantages and playstyles but can also hinder his core mechanics (quickly build his sentry or defend himself with a shotgun). Therefore in the true spirit of the class, experimentation and innovation can sometimes reap his team huge benefits and throw the enemy team off their gameplan. Deathmatch-proficient engineers are sometimes known for running Gunslinger minisentries on Defense. This is something an Engineer should practice and discuss with his team before implementing in a match, as many teams depend on a larger sentry to tank ubers, and using the Gunslinger pushes the Engineer away from the combo towards the flank where he can't help against an Uber. However it is a noteworthy option on last ditch defenses when there is no time to build up another level 2/3 sentry. At the end of the day, the main objective for a engineer is to keep himself and his sentry gun alive, this once again requires good communication with your team and survivability on the engineer's part to know when to fall back and when to hold your ground.&lt;br /&gt;
&lt;br /&gt;
===Rollouts===&lt;br /&gt;
[[Stopwatch]] gamemodes ([[Attack/Defend]] and [[Payload]]) give the defending players a setup time to get in position and prepare for the attack.  This time is primarily utilized by the Engineer to build as many buildings as possible in the first position that needs to be defended.  It varies from map to map, but in general the Engineer follows a basic rollout.  First, he builds a teleporter entrance just outside spawn.  Then, he runs to his first sentry position, grabs any ammo pack nearby, and builds a dispenser (it is important to have the building first to ensure a ready and constant stream of metal once the round starts.  At this point it is common for teammates of the Engineer (usually a [[Pyro]], Scout, and/or Soldier) to kill themselves near the Engineer.  This allows him to pick up the metal from their dropped weapons to speed up the process of building.  This metal is used immediately to build and begin upgrading the sentry.  Once the sentry is at level 3, any remaining setup time is usually devoted to upgrading the dispenser and building a teleporter exit if there's time.  Most standard maps allow for a &amp;quot;complete&amp;quot; rollout that results in a level 1 teleporter, a level 3 sentry, and a level 3 dispenser before time runs out.  In some stopwatch maps, the BLU team gets a tiny niche where buildings are buildable inside spawn, (e.g., [[cp_gorge]]).  Engineers on BLU can use setup time to build their own level 3 sentries, allowing for interesting tactics that usually involve sneaking the sentry into a position of ambush to kill retreating RED combo members.&lt;br /&gt;
&lt;br /&gt;
On 5CP maps, some engineers build a teleporter entrance right outside spawn and run straight to mid (stopping at an ammo pack along the way for metal). At mid, the engineer should place his minisentry to provide fire support during the midfight. Either supporting with shotgun fire or wrangling it to ward off jumpers are viable strategies. After the midfight and during stalemates, the engineer is usually preoccupied with setting up his teleporter exit, dispenser and moving his minisentry to cover the flank. The problem to this approach is that the teleporter entrance is useless if the team wins mid. Many engineers omit the teleporter and just use all their metal for minisentries at mid. This can hurt the team by moving engineer from a supportive role to a combat one, but at the midfight, combat is all that really matters. After the fight, teleporters and dispensers can be placed without losing too much time.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>141.101.98.122</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Competitive_Formats&amp;diff=14164</id>
		<title>Competitive Formats</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Competitive_Formats&amp;diff=14164"/>
		<updated>2015-06-10T11:35:26Z</updated>

		<summary type="html">&lt;p&gt;141.101.98.122: /* 6v6 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{needimage}}&lt;br /&gt;
&lt;br /&gt;
== Highlander ==&lt;br /&gt;
{{Main|Highlander}}&lt;br /&gt;
&lt;br /&gt;
Highlander, also known as 9v9, is another popular form of TF2. The format is mostly played in [[UGC]] and [[ETF2L]]. This format is played with class limits of 1 for all classes, with far more lenient weapon bans than 6v6 in most cases. Highlander is played on payload, [[King of the Hill|KOTH]], [[5CP]], and A/D maps. This format is generally accepted as the entry format to competitive tf2 as it has less entry barriers and is the format that best emulates pub play.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Offclass 6v6 ===&lt;br /&gt;
A format popularised by the Kritzkast Lo-fi Offclass Cup, where a 6v6 format game is played, but with the Scout, Soldier &amp;amp; Demoman classes being banned from competition. ([http://www.youtube.com/watch?v=bXVLOQA9BK0 Video])&lt;br /&gt;
&lt;br /&gt;
=== Prolander ===&lt;br /&gt;
Prolander is a 6v6 gamemode where each team has, at most, one of any particular class. The gamemode promotes prolific switching between classes as certain situations call for certain resources. Most commonly, a team will run one each of Scout, Soldier, Demoman, Medic, and have two extra players switching between utility classes.&lt;br /&gt;
&lt;br /&gt;
=== Ultiduo ===&lt;br /&gt;
{{Main|Ultiduo}}&lt;br /&gt;
Ultiduo is a competitive format consisting of two players on each team, usually a Soldier and a Medic. The objective is similar to King of the Hill, capture and defend the point from the opposing team. To win, you must run down the timer, which is done so by capturing the point. Since this gamemode consists of only a Soldier and Medic, it is heavily reliant on deathmatch skills.&lt;br /&gt;
&lt;br /&gt;
=== BBall ===&lt;br /&gt;
{{Main|BBall}}&lt;br /&gt;
BBall is often considered the &amp;quot;bar pool&amp;quot; of TF2, as many high and low level players across different leagues play it, and little infrastructure is needed to start games or tournaments in it. The game is played on a replication of a basketball court, with the intel being used as a ball. Players must use a combination of rocket jumping and DM to take the ball from their opponents, and jump into (on top of) their hoop while holding it. The ball initially spawns in the center of the court. When a side scores a point, the intel spawns near the opposite sides hoop, giving the team (to most recently lose a point) an advantage in the next play. The majority of weapons are banned in BBall, usually save for the Original, and in some cases the Escape Plan and Gunboats.&lt;br /&gt;
&lt;br /&gt;
=== MGE ===&lt;br /&gt;
{{Main|MGEMod}}&lt;br /&gt;
The only established form of 1v1 competition in TF2, [[MGE Mod|MGE]] is a mod that offers players the chance to play 1v1 games where the first to a given number of frags (usually 20) is the winner. This format is more popular among Soldiers, and less commonly among Scouts and Demomen. It is used both as a common form of practice, and as a competitive format in and of itself. There are multiple populated MGE servers in all regions where players can practice their skills for use in various other competitive formats. Since May 2013, the MGE mod was updated to also support 2v2, which tries to simulate more of a 6v6 environment.&lt;br /&gt;
&lt;br /&gt;
=== Ready Steady Pan ===&lt;br /&gt;
{{Main|Ready Steady Pan}}&lt;br /&gt;
Ready Steady Pan '''(RSP)''' is a derivative of 6v6. It is played like any normal match, but with the players on each side using only the [[Frying Pan]], among some secondary weapons. [[Heavy|Heavies]], [[Engineer|Engineers]], [[Medic|Medics]], and [[Spy|Spies]] are disallowed in this game format. For more information about this competitive type, visit Ready Steady Pan's official [http://pan.tf website].&lt;br /&gt;
&lt;br /&gt;
=== 4v4 ===&lt;br /&gt;
{{Main|4v4}}&lt;br /&gt;
4v4 is a competitive format featuring four players on each team, focused around KOTH and CP maps. Class limits are set to 1, with an additional restriction of 1 [[Heavy]] or [[Medic]] per team. Medics, Demomen and Scouts are commonly seen in this format, with [[Pyro]] and [[Soldier]] appearing quite often as well. The format has seen three One Night Cups, as well as an ongoing 5-week league. [[UGC]] announced the start of its first 4v4 season in January 2014.&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;/div&gt;</summary>
		<author><name>141.101.98.122</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Competitive_Formats&amp;diff=14163</id>
		<title>Competitive Formats</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Competitive_Formats&amp;diff=14163"/>
		<updated>2015-06-10T11:35:09Z</updated>

		<summary type="html">&lt;p&gt;141.101.98.122: /* Others */&lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
{{needimage}}&lt;br /&gt;
&lt;br /&gt;
== 6v6 ==&lt;br /&gt;
{{Main|6v6}}&lt;br /&gt;
&lt;br /&gt;
6v6 is considered by most to be the staple competitive format, with the most skilled players competing and arguably the most competitive format with the most refined metagame. This format generally utilizes class limits of 2 on all classes save for [[Demo]], [[Medic]], [[Heavy]], which have a class limit of 1 ''(this can vary depending on the league and ruleset of the league)''. 6v6 is mostly played on 5CP maps,as well as King of the Hill (KOTH) and Attack/Defence (A/D) maps.&lt;br /&gt;
&lt;br /&gt;
== Highlander ==&lt;br /&gt;
{{Main|Highlander}}&lt;br /&gt;
&lt;br /&gt;
Highlander, also known as 9v9, is another popular form of TF2. The format is mostly played in [[UGC]] and [[ETF2L]]. This format is played with class limits of 1 for all classes, with far more lenient weapon bans than 6v6 in most cases. Highlander is played on payload, [[King of the Hill|KOTH]], [[5CP]], and A/D maps. This format is generally accepted as the entry format to competitive tf2 as it has less entry barriers and is the format that best emulates pub play.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Offclass 6v6 ===&lt;br /&gt;
A format popularised by the Kritzkast Lo-fi Offclass Cup, where a 6v6 format game is played, but with the Scout, Soldier &amp;amp; Demoman classes being banned from competition. ([http://www.youtube.com/watch?v=bXVLOQA9BK0 Video])&lt;br /&gt;
&lt;br /&gt;
=== Prolander ===&lt;br /&gt;
Prolander is a 6v6 gamemode where each team has, at most, one of any particular class. The gamemode promotes prolific switching between classes as certain situations call for certain resources. Most commonly, a team will run one each of Scout, Soldier, Demoman, Medic, and have two extra players switching between utility classes.&lt;br /&gt;
&lt;br /&gt;
=== Ultiduo ===&lt;br /&gt;
{{Main|Ultiduo}}&lt;br /&gt;
Ultiduo is a competitive format consisting of two players on each team, usually a Soldier and a Medic. The objective is similar to King of the Hill, capture and defend the point from the opposing team. To win, you must run down the timer, which is done so by capturing the point. Since this gamemode consists of only a Soldier and Medic, it is heavily reliant on deathmatch skills.&lt;br /&gt;
&lt;br /&gt;
=== BBall ===&lt;br /&gt;
{{Main|BBall}}&lt;br /&gt;
BBall is often considered the &amp;quot;bar pool&amp;quot; of TF2, as many high and low level players across different leagues play it, and little infrastructure is needed to start games or tournaments in it. The game is played on a replication of a basketball court, with the intel being used as a ball. Players must use a combination of rocket jumping and DM to take the ball from their opponents, and jump into (on top of) their hoop while holding it. The ball initially spawns in the center of the court. When a side scores a point, the intel spawns near the opposite sides hoop, giving the team (to most recently lose a point) an advantage in the next play. The majority of weapons are banned in BBall, usually save for the Original, and in some cases the Escape Plan and Gunboats.&lt;br /&gt;
&lt;br /&gt;
=== MGE ===&lt;br /&gt;
{{Main|MGEMod}}&lt;br /&gt;
The only established form of 1v1 competition in TF2, [[MGE Mod|MGE]] is a mod that offers players the chance to play 1v1 games where the first to a given number of frags (usually 20) is the winner. This format is more popular among Soldiers, and less commonly among Scouts and Demomen. It is used both as a common form of practice, and as a competitive format in and of itself. There are multiple populated MGE servers in all regions where players can practice their skills for use in various other competitive formats. Since May 2013, the MGE mod was updated to also support 2v2, which tries to simulate more of a 6v6 environment.&lt;br /&gt;
&lt;br /&gt;
=== Ready Steady Pan ===&lt;br /&gt;
{{Main|Ready Steady Pan}}&lt;br /&gt;
Ready Steady Pan '''(RSP)''' is a derivative of 6v6. It is played like any normal match, but with the players on each side using only the [[Frying Pan]], among some secondary weapons. [[Heavy|Heavies]], [[Engineer|Engineers]], [[Medic|Medics]], and [[Spy|Spies]] are disallowed in this game format. For more information about this competitive type, visit Ready Steady Pan's official [http://pan.tf website].&lt;br /&gt;
&lt;br /&gt;
=== 4v4 ===&lt;br /&gt;
{{Main|4v4}}&lt;br /&gt;
4v4 is a competitive format featuring four players on each team, focused around KOTH and CP maps. Class limits are set to 1, with an additional restriction of 1 [[Heavy]] or [[Medic]] per team. Medics, Demomen and Scouts are commonly seen in this format, with [[Pyro]] and [[Soldier]] appearing quite often as well. The format has seen three One Night Cups, as well as an ongoing 5-week league. [[UGC]] announced the start of its first 4v4 season in January 2014.&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;/div&gt;</summary>
		<author><name>141.101.98.122</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Lange&amp;diff=12962</id>
		<title>Lange</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Lange&amp;diff=12962"/>
		<updated>2015-03-17T10:26:38Z</updated>

		<summary type="html">&lt;p&gt;141.101.98.122: Updated MGE link to do directly to the MGE mod page rather than the My Gaming Edge page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Player infobox&lt;br /&gt;
| alias = Lange&lt;br /&gt;
| image = langeh.jpg&lt;br /&gt;
| fullname = Alex Van Camp&lt;br /&gt;
| age = 22&lt;br /&gt;
| country = United States&lt;br /&gt;
| formats = 6v6&lt;br /&gt;
| class = Soldier&lt;br /&gt;
| currentteam = Budsquad&lt;br /&gt;
| previousteams = [[CheckSix Gaming]], [[Mighty Ducks]], Dead Dazzle, She Spilled My Coffee&lt;br /&gt;
| steam = langeh&lt;br /&gt;
| youtube = LangeGaming&lt;br /&gt;
| twitch = langeh &lt;br /&gt;
| otherlinks = {{ESEA|181158|text}}&amp;lt;br /&amp;gt;[http://alexvan.camp Personal Website]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Alex '''&amp;quot;Lange&amp;quot;''' Van Camp is one of the oldest Soldiers in ESEA.  He has played for almost 11 seasons.  He has also made a career out of being a relatively famous TF2 streamer.&lt;br /&gt;
&lt;br /&gt;
Lange is renowned for his many contributions to the community including the creation and development of the [[MGE_Mod|MGE Mod]] and [[DM|SoapDM]] server mods, contributions to the production of the [http://tipofthehats.org/ Tip of the Hats] charity event and TF.TV streams, and contributions to the [http://sizzlingstats.com/ SizzlingStats Plugin].&lt;br /&gt;
&lt;br /&gt;
[[Category:Players]][[Category:Streamers]][[Category:Soldiers]][[Category:United States]]&lt;/div&gt;</summary>
		<author><name>141.101.98.122</name></author>
		
	</entry>
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