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	<updated>2026-05-05T10:07:08Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://comp.tf/index.php?title=Sniper_(Highlander)&amp;diff=40182</id>
		<title>Sniper (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper_(Highlander)&amp;diff=40182"/>
		<updated>2016-10-19T14:15:36Z</updated>

		<summary type="html">&lt;p&gt;172.68.34.181: /* Pick Priority */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:SniperIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Sniper]]&lt;br /&gt;
As that [[Highlander]] is a format with 1 of each class, both teams will have one [[Sniper]] at all times. It's usually up to the Sniper or one of the other [[Glossary#Metagame terms|Pick]] classes such as [[Scout]], [[Spy]], or [[Soldier]] to initiate a fight. The Sniper can be used to help either begin a push or make sure that a push doesn't begin by securing an important kill such as the [[Medic]], [[Heavy]] or [[Demoman]]. This key pick helps reduce the resistance or offensive capabilities of the enemy team during a push or hold. This is the biggest responsibility of a Sniper, and most of the Sniper's other responsibilities are directly tied to this. A lot of teams, especially regarding higher divisions, tend to adjust their playstyle to the quality of their sniper, which can lead to a &amp;quot;pocket-sniper&amp;quot;, where the teams strategies heavily revolve around this important pick class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== Pick Priority ===&lt;br /&gt;
&lt;br /&gt;
# '''Anybody who's attacking you'''. While your life isn't valued as much as demo or medic you are still a vital asset to the team fight so protecting your own life is placed before picks.&lt;br /&gt;
# The other '''[[Sniper]]'''. The enemy's sniper is your counter, your Kryptonite, your nemesis. You two will be locked in a duel until you or him are dead. The other sniper poses such a threat as he can do everything you can and he is a danger to your team as you are to his. Eliminating him ASAP is advised but if he's nowhere in sight that's even more worrying...&lt;br /&gt;
# The '''[[Medic]]'''. Killing the medic is relatively easy as he can be killed with an uncharged headshot or a fully charged bodyshot, when the medic is killed this means that it will be have to be another 40 seconds, plus respawn times, until the enemy team can have an Ubercharge giving your Combo the advantage. This also means that the enemy team is denied healing on the frontline of battle, meaning the flanking classes should get some easy picks or at least they will have to retreat.&lt;br /&gt;
# The '''[[Demoman]]'''. The Demoman's area denial is frustrating as passages and vital points can be blocked by stickies and grenade spam can deal up to 400 damage per clip. By killing the Demo all stickies set up are destroyed and your team is free to move in.&lt;br /&gt;
# The '''[[Heavy]]'''. The Heavy is the meat shield of the team and nearly always has overheal from the medic boosting him to 450 health. Despite his large hitbox and slow movement speed professional heavies have learnt to duck and weave out of sniper shots. With the 20% resistance he receives from the Natascha and the Brass Beast he can survive fully charged headshots when fully buffed to 450. However when he is killed the team is more vulnerable to spam and flanks as a core element to the combo is dead.&lt;br /&gt;
# The '''[[Engineer]]'''. The humble Texan on his own is nothing to you but with his buildings he is much more of a threat as he stops your team from pushing. His death means that his buildings are not getting constant healing (or wrangled). However gunslinger engineer doesn't deliver as much denial as a wrench Engi so picking him of isn't as vital. But taking shots at his buildings when he's six-feet-under is advisable as every bit of damage helps for your team.&lt;br /&gt;
# The '''[[Pyro]]'''. The Pyro has limited range (even with the flare gun and other projectile weapons) but can air blast projectiles, harass with after burn and protect the combo easily. In short he is the bodyguard of the combo. But when he/she/it is dead your team's Spy as a lot more breathing room as his main counter is dead. Soldiers and Demos are free to spam as much as they like without the worry of their ammo being chucked back at them.&lt;br /&gt;
# The '''[[Soldier]]'''. The Soldier acts as an effective suicide bomber willing to place his life on the line for a valuable pick following more or less the same order of picks like you. Soldier tends to do the &amp;quot;Hit and Run&amp;quot; technique similar to Scout but at the cost of his own health when he rocket jumps. However when not bouncing round the map with his RPG he is rather easy to kill with a medium-sized hitbox and a slow movement speed. But practising how to air shot, headshot can make quick work of Soldier and giving the utmost pleasure when you achieve that.&lt;br /&gt;
# The '''[[Spy]]'''. The Spy is deadly to you as you are to him. The Spy like you is also classified as an assassin being able to get kills regardless of enemies health but his strength weakens with proximity (the spy excels at close range while the sniper excels at long). As his revolver and knife are much more dangerous at close range keeping your distance is advisable. Your kukri deals considerable damage and jarate and the SMG can be used to track him when he cloaks but your ears must be alert at all times.  But when killing him your team can be consoled that their spines are safe from being penetrated.&lt;br /&gt;
# The '''[[Scout]]'''. the Scout is rarely a threat to you unless he attacks you head on and killing him isn't game changing  but his 2x capture rate speeds up capturing time so denying a scout the objective is necessary.&lt;br /&gt;
&lt;br /&gt;
=== Countersniping ===&lt;br /&gt;
&lt;br /&gt;
Snipers tend to try and have long sight-lines due to their ability to utilize these positions to create an advantage based on their long-range capabilities; these sight lines mean that the two Snipers can often see each other. Typically, Snipers attempt to shoot each other in order to become the dominant force between the two, because killing the other Sniper opens up an opportunity to safely [[Glossary#Metagame terms|Pick]] without the risk of taking a headshot. However some Snipers choose to ignore the enemy sniper and move to other sight lines to avoid the risk of dying.&lt;br /&gt;
&lt;br /&gt;
The Sniper versus Sniper fight is a very detailed one, with many servers hosted that are solely dedicated to letting Snipers fight each other at long range to help people refine their Sniper killing strategies. Some Snipers prefer to strafe around quickly left and right while out of scope and wait for the other Sniper to scope in before taking a shot. This is due to a few factors such as the extremely slow speed at which the Sniper moves while scoped in; he is unable to dodge a shot and is a standstill target while scoped in, meaning that the Sniper who scopes last will have the upper hand in a fight. Another reason why a Sniper may elect to shoot second is the fact that scoping in shows the enemy where you will be standing to take a shot - the enemy Sniper has an advantage here because he can choose where he stops and retains a small element of surprise due to being able to relocate himself. Other Snipers decide to disregard the &amp;quot;second scoping&amp;quot; tactic and decide to shoot first every time. This can be a hindrance to Snipers due to the difficulty of hitting shots on a randomly strafing target.&lt;br /&gt;
&lt;br /&gt;
=== Area denial ===&lt;br /&gt;
&lt;br /&gt;
The Sniper can effectively shut down entire attack routes with his innate ability to kill nearly anything in the game in one shot, given proper preparations and steady aim. Even without good aim the sheer presence of a Sniper can help to lock down an area. Snipers can ensure cart lanes and control points are clear, and can also help make sure flanking classes are kept away from important core classes.&lt;br /&gt;
&lt;br /&gt;
Areas of interest on most maps are important areas for Snipers to focus on; for example, Snipers should focus on shooting near the cart on Payload maps as it is usually an area saturated with easy kills in the form of light classes who are pushing the cart to help their team advance. This is one way that the Sniper can contribute to his team easily, by slowing down the enemy team's objective taking power.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Sniper]]&lt;br /&gt;
* [[Sniper (6v6)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>172.68.34.181</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier_(Highlander)&amp;diff=40181</id>
		<title>Soldier (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier_(Highlander)&amp;diff=40181"/>
		<updated>2016-10-19T14:08:59Z</updated>

		<summary type="html">&lt;p&gt;172.68.34.181: Wait, Stock isn't an unlockable.  What's it doing here?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:SoldierIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Soldier]]&lt;br /&gt;
The Soldier is probably the weakest and the least important class in a Highlander team; the presence of classes which are not run in [[6v6]] that can deny the Soldier very easily causes the Soldier's job to be limited to distracting and roaming, trying to pick off important targets.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The Soldier's role is quite similar to the 6v6 [[Roamer|roamer]], concentrated on distracting the enemy team and bombing the enemy in order to kill an important target. Additionally, along with the [[Scout (Highlander)|Scout]], the Soldier's job is to watch the flanks and stop any flanking efforts by the enemy Scout or Soldier.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the Soldier will be sent in to suicide on the enemy team, aiming to achieve a particular objective; killing one of the combo classes or forcing the enemy Uber.&lt;br /&gt;
&lt;br /&gt;
Other responsibilities of the Soldier include destroying minisentries on [[King of the Hill]] maps and utilizing hiding spots to surprise an unsuspecting enemy.&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
It is very rare that a Soldier will use the stock loadout; there are many options that are considered superior.&lt;br /&gt;
&lt;br /&gt;
=== Primary weapons ===&lt;br /&gt;
* '''Direct Hit''' - Utilized particularly on [[Payload]] and [[Attack/Defend]] maps. Thanks to the increased damage, the Direct Hit excels at taking down Level 3 sentries.&lt;br /&gt;
* '''Black Box''' - Popularized by vhalin of The Syndicate, the Black Box is a weapon used primarily to increase the Soldier's survivability with the +20 health on hit benefit, which allows him to distract the enemy team more than with the other launchers. It has a diminished bombing capability, as only two rockets can be used on a Medic after jumping.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
* '''Buff Banner''' - Used by Soldiers with high survivability, the Buff Banner allows the player to maximize his and his team's damage output, granting him and his teammates a 10-second minicrit boost.&lt;br /&gt;
* '''Gunboats''' - The Gunboats reduce the rocket jumping self-damage, increasing his chances to get a pick by bombing.&lt;br /&gt;
* '''Concheror''' - Grants passive health regeneration and a deployable buff that increases movement speed around the soldier and returns damage dealt as health. Good for holding areas and works well with coordinated pushes.&lt;br /&gt;
&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
* '''Escape Plan''' - Used by 6v6 Soldiers, the Escape Plan increases the possibility of surviving while low on health by giving the player a speed boost.&lt;br /&gt;
* '''Pain Train''' - Sometimes used by Soldiers to aid their team with the Pain Train's doubled capture speed.&lt;br /&gt;
* '''Disciplinary Action''' - Often used on longer maps without setup time, to help the slower classes get to the front lines in the shortest time possible.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Soldier]]&lt;br /&gt;
*[[Soldier (6v6)]]&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>172.68.34.181</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier_(Highlander)&amp;diff=40180</id>
		<title>Soldier (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier_(Highlander)&amp;diff=40180"/>
		<updated>2016-10-19T14:08:02Z</updated>

		<summary type="html">&lt;p&gt;172.68.34.181: /* Primary weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:SoldierIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Soldier]]&lt;br /&gt;
The Soldier is probably the weakest and the least important class in a Highlander team; the presence of classes which are not run in [[6v6]] that can deny the Soldier very easily causes the Soldier's job to be limited to distracting and roaming, trying to pick off important targets.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The Soldier's role is quite similar to the 6v6 [[Roamer|roamer]], concentrated on distracting the enemy team and bombing the enemy in order to kill an important target. Additionally, along with the [[Scout (Highlander)|Scout]], the Soldier's job is to watch the flanks and stop any flanking efforts by the enemy Scout or Soldier.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the Soldier will be sent in to suicide on the enemy team, aiming to achieve a particular objective; killing one of the combo classes or forcing the enemy Uber.&lt;br /&gt;
&lt;br /&gt;
Other responsibilities of the Soldier include destroying minisentries on [[King of the Hill]] maps and utilizing hiding spots to surprise an unsuspecting enemy.&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
It is very rare that a Soldier will use the stock loadout; there are many options that are considered superior.&lt;br /&gt;
&lt;br /&gt;
=== Primary weapons ===&lt;br /&gt;
* '''Direct Hit''' - Utilized particularly on [[Payload]] and [[Attack/Defend]] maps. Thanks to the increased damage, the Direct Hit excels at taking down Level 3 sentries.&lt;br /&gt;
* '''Black Box''' - Popularized by vhalin of The Syndicate, the Black Box is a weapon used primarily to increase the Soldier's survivability with the +20 health on hit benefit, which allows him to distract the enemy team more than with the other launchers. It has a diminished bombing capability, as only two rockets can be used on a Medic after jumping.&lt;br /&gt;
* '''Stock Rocket Launcher/Original''' - Although the Black Box and/or Direct hit can be better options, the Stock Rocket Launcher/Original has its moments and its down sides. The Stock/Original is good in some situations.  For example, you have one more rocket than the Black Box, allowing for more opportunities for flanking.  Also what makes the Stock/Original comparable to the Direct Hit when deciding which rocket launcher to use is the increased splash, allowing the Soldier to hit more enemies that are clumped in one area.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
* '''Buff Banner''' - Used by Soldiers with high survivability, the Buff Banner allows the player to maximize his and his team's damage output, granting him and his teammates a 10-second minicrit boost.&lt;br /&gt;
* '''Gunboats''' - The Gunboats reduce the rocket jumping self-damage, increasing his chances to get a pick by bombing.&lt;br /&gt;
* '''Concheror''' - Grants passive health regeneration and a deployable buff that increases movement speed around the soldier and returns damage dealt as health. Good for holding areas and works well with coordinated pushes.&lt;br /&gt;
&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
* '''Escape Plan''' - Used by 6v6 Soldiers, the Escape Plan increases the possibility of surviving while low on health by giving the player a speed boost.&lt;br /&gt;
* '''Pain Train''' - Sometimes used by Soldiers to aid their team with the Pain Train's doubled capture speed.&lt;br /&gt;
* '''Disciplinary Action''' - Often used on longer maps without setup time, to help the slower classes get to the front lines in the shortest time possible.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Soldier]]&lt;br /&gt;
*[[Soldier (6v6)]]&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>172.68.34.181</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier_(Highlander)&amp;diff=35588</id>
		<title>Soldier (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier_(Highlander)&amp;diff=35588"/>
		<updated>2016-07-04T01:13:08Z</updated>

		<summary type="html">&lt;p&gt;172.68.34.181: What I did was I added another option to the primary weapons you can use for this I made the Stock/Original a bullet for another option.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:SoldierIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Soldier]]&lt;br /&gt;
The Soldier is probably the weakest and the least important class in a Highlander team; the presence of classes which are not run in [[6v6]] that can deny the Soldier very easily causes the Soldier's job to be limited to distracting and roaming, trying to pick off important targets.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The Soldier's role is quite similar to the 6v6 [[Roamer|roamer]], concentrated on distracting the enemy team and bombing the enemy in order to kill an important target. Additionally, along with the [[Scout (Highlander)|Scout]], the Soldier's job is to watch the flanks and stop any flanking efforts by the enemy Scout or Soldier.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the Soldier will be sent in to suicide on the enemy team, aiming to achieve a particular objective; killing one of the combo classes or forcing the enemy Uber.&lt;br /&gt;
&lt;br /&gt;
Other responsibilities of the Soldier include destroying minisentries on [[King of the Hill]] maps and utilizing hiding spots to surprise an unsuspecting enemy.&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
It is very rare that a Soldier will use the stock loadout; there are many options that are considered superior.&lt;br /&gt;
&lt;br /&gt;
=== Primary weapons ===&lt;br /&gt;
* '''Direct Hit''' - Utilized particularly on [[Payload]] and [[Attack/Defend]] maps. Thanks to the increased damage, the Direct Hit excels at taking down Level 3 sentries.&lt;br /&gt;
* '''Black Box''' - Popularized by vhalin of The Syndicate, the Black Box is a weapon used primarily to increase the Soldier's survivability with the +20 health on hit benefit, which allows him to distract the enemy team more than with the other launchers. It has a diminished bombing capability, as only two rockets can be used on a Medic after jumping.&lt;br /&gt;
* '''Stock Rocket Launcher/Original''' - Although the Black Box and/or Direct hit can be better options; But the stock rocket launcher/Original has its moments and its down sides. The Stock/Original is good in some situations like for example you have +1 rocket than the Black Box allowing for more opportunities for flanking, also what makes the Stock/Original comparable to the direct hit when deciding which rocket lancher to use because of the increased splash allowing to hit more enemies that are clumped in one area.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
* '''Buff Banner''' - Used by Soldiers with high survivability, the Buff Banner allows the player to maximize his and his team's damage output, granting him and his teammates a 10-second minicrit boost.&lt;br /&gt;
* '''Gunboats''' - The Gunboats reduce the rocket jumping self-damage, increasing his chances to get a pick by bombing.&lt;br /&gt;
* '''Concheror''' - Grants passive health regeneration and a deployable buff that increases movement speed around the soldier and returns damage dealt as health. Good for holding areas and works well with coordinated pushes.&lt;br /&gt;
&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
* '''Escape Plan''' - Used by 6v6 Soldiers, the Escape Plan increases the possibility of surviving while low on health by giving the player a speed boost.&lt;br /&gt;
* '''Pain Train''' - Sometimes used by Soldiers to aid their team with the Pain Train's doubled capture speed.&lt;br /&gt;
* '''Disciplinary Action''' - Often used on longer maps without setup time, to help the slower classes get to the front lines in the shortest time possible.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Soldier]]&lt;br /&gt;
*[[Soldier (6v6)]]&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>172.68.34.181</name></author>
		
	</entry>
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