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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=173.245.56.208</id>
	<title>comp.tf - User contributions [en]</title>
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	<updated>2026-05-05T06:39:51Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://comp.tf/index.php?title=Heavy&amp;diff=16777</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy&amp;diff=16777"/>
		<updated>2015-08-14T03:53:04Z</updated>

		<summary type="html">&lt;p&gt;173.245.56.208: Reverting Vandalism. ~JKT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HeavyIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Heavy]]&lt;br /&gt;
&lt;br /&gt;
A portly Russian bear, the '''Heavy''' has the most health in the game, with a total of 300. Not only that, but his primary weapon, the Minigun, does potentially the most damage per second in the game. These come with two downsides. The first is having by far the lowest base movement speed in the game, 77% of the standard movement speed, which becomes 37% when his Minigun is deployed. As a result the Heavy is often unable to chase down damaged enemies to finish off the kill, and makes it very difficult to dodge high-damage hits such as the [[Demoman|Demoman's]] grenades and stickybombs, the [[Soldier|Soldier's]] rockets, and headshots from the [[Sniper]]. Secondly the Heavy lacks any significant long range damage. A Heavy will most often be found near a Medic, as the extra 150 health buff helps the Heavy soak up more damage for his teammates, while simultaneously protecting the Medic from any [[Spy|Spies]] or jumping Soldiers that threaten him.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Heavy (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Heavy is considered an [[offclass]], used primarily holding last points in 5cp.  Heavy will take the pocket's role when in play, allowing the pocket to play more of a roamer position, as the Heavy is capable of defending his Medic much better with his high health and damage. Heavy is capable of shutting down bombing Soldiers and Demoman with his Minigun, keeping them high off the ground due to his high weapon pushback. Alongside with these roles, Heavy also serves a purpose in tanking damage. Heavy is generally run at lasts where his team is at a Uber advantage as his health and knockback can help him tank.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Heavy (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Heavy is the backbone force of pushing or defending objectives, outputting great DPS while being able to tank incoming spam thanks to his 450 health pool when buffed. However as Heavy is very slow he is almost useless without his 450 buff so He will usually never stray from your medic. Heavies are usually pocketed by the medic, and a heavy medic pair is called the combo. All players on the team should work around the combo, helping them secure victory.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{{Hatnote|Note: These lists do not contain reskins.}}&lt;br /&gt;
{{Hatnote|Note: Weapon images link to their corresponding page at the Official Team Fortress 2 Wiki.}}&lt;br /&gt;
{{Template:Class_heavy_primary_table}}&lt;br /&gt;
{{Template:Class_heavy_secondary_table}}&lt;br /&gt;
{{Template:Class_heavy_melee_table}}&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Heavy (6v6)]]&lt;br /&gt;
*[[Heavy (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>173.245.56.208</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=16775</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=16775"/>
		<updated>2015-08-14T03:51:43Z</updated>

		<summary type="html">&lt;p&gt;173.245.56.208: Reverting Vandalism. ~JKT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ScoutIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Scout]]&lt;br /&gt;
&lt;br /&gt;
The '''Scout''' has the greatest mobility of all the TF2 classes; two jumps and an impressive 133% movement speed make him extremely difficult to track down, and even to kill once he is found. The Scout carries a [[Scattergun]], which can deal tremendous damage to an opponent in close quarters. With such a high move speed, it isn't difficult to get close to people; the only trick is staying alive once at a close range. The Scout has only 125 base health, tied for the least out of all the classes along with the [[Engineer]], [[Sniper]] and [[Spy]].&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Scout (6v6)}}&lt;br /&gt;
&lt;br /&gt;
The Scout is a highly mobile &amp;quot;clean up&amp;quot; class, used to capture points and move in and out of fights to deal and avoid as much damage as possible. In standard 6v6 play, a team will have 2 Scouts. When playing this class, one will be expected to successfully capture points, control the [[Glossary#Flank|flank]], and be able to clean up the damage put out by heavy classes ([[Soldier]] and [[Demoman]]). Generally speaking, a Scout will have a high number of kills and a moderate amount of damage - diving in to kill already damaged players is the primary cause of this. Scouts are also often the best candidates for off-classing, depending on the situation. The secret to the Scout class is going into a fight and catching enemies unaware. The Scout is usually more expendable than the other classes, excluding the [[Roaming Soldier]]. &lt;br /&gt;
&lt;br /&gt;
Some teams like to assign roles to their scouts to keep everyone coordinated.  Having a &amp;quot;passive&amp;quot; Scout and an &amp;quot;aggressive&amp;quot; Scout on the team keeps inexperienced players from getting out of position (either resulting in death from aggression or missed opportunities from passiveness).  The &amp;quot;passive&amp;quot; Scout's job is roughly to protect the Demoman and help the Medic build Über when an opportunity arises. While he still wants to help out his fellow Scout on the flank and clean up damage, protecting the [[Demoman]] is his main objective. When there are stalemate situations in a match, the passive Scout is the one that will build the Medic's ÜberCharge using his [[Boston Basher]].  The aggressive Scout usually goes for kills and high damage on the flank.  If a player is weak, he will chase that player down and kill him.  The problem with this role-oriented approach is that when a Scout is smart enough to know when to be passive and when to be aggressive, it is more efficient for him to switch roles when a situation calls for it, rather than getting stuck in a mindset that can be very detrimental to his team.  Most high-level teams avoid this passive versus aggressive assignment system, but it can help teams that lack the coordination and game sense.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Scout (Highlander)}}&lt;br /&gt;
The Scout's role is severely diminished in Highlander, as his fragging capabilities are limited by full-time high-damage per second classes, such as the Heavy or the Engineer. Because of that, the Scout is often more of an utility class, helping the team by being on the flank, capturing points and objectives and sometimes following up on damage dealt by the combo. A scout can also be used to focus classes which can cause large problems for your team, such as sniper. Most Payload and Attack/Defend maps can greatly limit the Scout's usefulness due to their tendency to clump everyone together, but on certain koth maps, a good scout can score a high amount of points due to a large amount of flanking routes which are available. &lt;br /&gt;
&lt;br /&gt;
Highlander leagues allow a greater variety of scout unlocks than 6v6 leagues do, which allows for interesting strategies with unlocks like Mad Milk and Bonk! Atomic Punch. The scout's role can be enhanced by any of these, leading to a more supportive class that splashed Milk during pushes, or a pick/harassment class that runs to enemy spawn with Bonk! As long as the Scout plays smart and stays alive, opportunities to flank and to fight directly come up just like in 6v6.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
{{Hatnote|Note: These lists do not contain reskins.}}&lt;br /&gt;
{{Hatnote|Note: Weapon images link to their corresponding page at the Official Team Fortress 2 Wiki.}}&lt;br /&gt;
===Primary===&lt;br /&gt;
{{Template:Class Scout Primary Table}}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Template:Class Scout Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
{{Template:Class Scout Melee Table}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Scout (6v6)]]&lt;br /&gt;
*[[Scout (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>173.245.56.208</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy&amp;diff=16774</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy&amp;diff=16774"/>
		<updated>2015-08-14T03:31:40Z</updated>

		<summary type="html">&lt;p&gt;173.245.56.208: Reverting Vandalism. ~JKT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpyIcon.png|200px|right||link=http://wiki.teamfortress.com/wiki/Spy]]&lt;br /&gt;
The '''Spy''' is a suave backstabbing rogue that has the ability to insta-kill any class if they backstab someone with their knife.  Spies are valued in that they can position themselves as they see fit with their Cloak and can get important [[Glossary#Metagame terms|Picks]] through the manipulation and deception of the enemy team.  The Spy arguably has below average direct combat ability, as he is solely designed to only get one or two kills at a time.  As a pick class, the Spy will usually target the enemy [[Demoman]], [[Heavy]] or [[Medic]] and either get the Medic to pop or drop his [[ÜberCharge]]. The Spy is also capable of incapacitating and destroying the [[Engineer]]'s buildings.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Spy (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Spy is considered an [[offclass]] due to his unreliable damage output and weakness. If a Spy is played he will usually only get one chance at getting a pick. Because of this, the Spy is rarely used and will most often target the enemy Medic or Demoman to get a pick worth more than his own life. A team might use a Spy when the enemy Medic has a large advantage, or to get an important pick over the enemy team and end a stalemate.&lt;br /&gt;
&lt;br /&gt;
In terms of assassination power, the Spy has less potential than the Sniper, so be wary when running a Spy. A Sniper can shoot multiple times and get multiple picks, but a Spy will usually only get one chance for a pick and is almost certainly going to die after their attempt to pick someone. However, because spy is not often used in 6v6, players are generally less aware of spies, making them more likely to fall for disguises and backstabs. The Spy is commonly used as a surprise tactic for breaking stalemates against teams too wary of [[Snipers]] or [[Roamer]] bombings. However the Spy is still largely situational and most teams will prefer a [[Sniper]]. &lt;br /&gt;
&lt;br /&gt;
There are benefits to running a Spy however. You can check the enemy Medic's Uber percentage and choice of Medigun, call surprise offclasses and where the enemy is positioned. The Spy can also be utilised for backcapping due to his cloak allowing him to traverse the map easily and undisturbed.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
&lt;br /&gt;
{{main|Spy (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Spy is used as a support class. He is often used to pick the enemy Medic, Heavy, Demoman, Sniper, Engineer, or any key targets that are giving his team trouble.  Spies in Highlander must be aware that the enemy team has a full-time [[Pyro]] and is [[spychecking]] more often, leaving the Spy with less opportunities for picks.&lt;br /&gt;
&lt;br /&gt;
The Spy is also the best scouting class in the game, providing invaluable information for his team. He can find how far along a [[Medic]] is to fully charging his ubercharge, where the enemy team is located, and in what direction they are moving towards in the safety provided by his watches.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
{{main|Trickstabs}}&lt;br /&gt;
When spotted or confronted by an enemy, a spy is almost always put at a disadvantage, due to his low damage output on primaries. In times of need, Spies may need to use one of the many techniques developed to deceive or lure their enemies in position for a stab that otherwise wouldn't be possible. These are called trickstabs and are often a technique highly exploited by most of the high level spies.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
{{Hatnote|Note: These lists do not contain reskins.}}&lt;br /&gt;
{{Hatnote|Note: Weapon images link to their corresponding page at the Official Team Fortress 2 Wiki.}}&lt;br /&gt;
{{Template:Class Spy Primary Table}}&lt;br /&gt;
{{Template:Class Spy Secondary Table}}&lt;br /&gt;
{{Template:Class Spy Melee Table}}&lt;br /&gt;
{{Template:Class Spy PDA Table}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Spy (6v6)]]&lt;br /&gt;
*[[Spy (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://steamcommunity.com/sharedfiles/filedetails/?id=312421865# DarkNecrid's Comprehensive Pub &amp;amp; Competitive Spy Guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>173.245.56.208</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic&amp;diff=16773</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic&amp;diff=16773"/>
		<updated>2015-08-14T03:30:28Z</updated>

		<summary type="html">&lt;p&gt;173.245.56.208: Reverting Vandalism. ~JKT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Medic]]&lt;br /&gt;
The Medic is a maniacal German scientist who is capable of healing his teammates and making them invulnerable for short periods of time. In [[6v6]], the Medic makes up a key component of the combo, along with the pocket [[Soldier]]. In [[Highlander]], the combo usually consists of a Medic, [[Heavy]], and [[Demoman]]. As the Medic does not need to focus on aim, Medics generally act as [[callers]] for their teams. However, in higher-level play, Medics who maincall aren't as common, mostly because they aren't as aware of the other team's position.  A [[Demoman]] or [[Heavy]] may serve as a more accurate caller.  Medic duties generally include keeping the team fully buffed, timing and leading pushes, and tracking enemy Übers.  Skills required from a Medic differ from division to division.  Generally, Medics are expected to die less, heal hurt teammates, and Über at the appropriate times.  At higher levels, Medics who can surf, position themselves well, and defend themselves with their primary and melee are more common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Medic (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] there is a restriction of 1 Medic per team.&lt;br /&gt;
&lt;br /&gt;
The '''Medic''' is a vital part of any [[6v6]] team, with his ability to use ÜberCharges or KritzCharges on teammates for pushes from point to point or for saving teammates. Due to this, he is usually the most targeted player by the enemy team. One of the two soldiers, known as the pocket, is supposed to protect the medic. If a team loses a Medic they are posed with a large disadvantage of no heals, and may be pushed back to another point or even lose the game. As the Medics ÜberCharge is an important part of a match, they will usually be protected well by the pocket [[Soldier]] - In some cases the Medic may have to leave his teammates while he gets a health pack. Medics will usually communicate their ÜberCharge percentage as well as their position to their team so they can prepare pushes and defenses, and be ready for an enemy push. Because of the importance of the ÜberCharge, the common phrase ''''Pop it, don't drop it'''' is used.&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] the more commonly used Medi Guns are the stock [http://wiki.teamfortress.com/wiki/Medigun Medigun] and the [http://wiki.teamfortress.com/wiki/Kritzkrieg Kritzkrieg], but in [[ESEA]] the [http://wiki.teamfortress.com/wiki/Vaccinator Vaccinator] is also allowed. Most Medics usually use the default Medi Gun or the Kritzkrieg. The Quick-Fix was occasionally used before the July 11, 2013 patch which buffed it. As a result of the buff, it has been banned in ESEA since Season 15. The Vaccinator is rarely used. Some Medics will switch Medi Gun depending on the situation, sometimes surprising enemies with a KritzCharge usually done with the [[Demoman]] for maximum damage output.&lt;br /&gt;
&lt;br /&gt;
'''Famous 6v6 Medics include:'''&lt;br /&gt;
* [[Mirelin]]   - Previously in [[Broder]]   ([[ETF2L]])&lt;br /&gt;
* [[F2]]        - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
* [[Shade]]     - [[froyotech]] ([[ESEA]])&lt;br /&gt;
* [[Whiteglow]] - [[Last Man Standing]], msh([[ETF2L]])&lt;br /&gt;
* [[Bonobo]] - [[Team Immunity]] ([[ozfortress]])&lt;br /&gt;
* [[Harbleu]]   - [[Classic Mixup]] ([[ESEA]])&lt;br /&gt;
* [[Byte]]      - ([[ETF2L]])&lt;br /&gt;
* [[Pyyyour]]   - ([[ESEA]])&lt;br /&gt;
* [[KnoxXx]]     - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Medic (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
The Medic has nearly the same role as he does in 6v6; healing his teammates and using his ÜberCharges to turn the tide of a match. Instead of a soldier, the medic has a heavy as his pocket.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
{{Hatnote|Note: These lists do not contain reskins.}}&lt;br /&gt;
{{Hatnote|Note: Weapon images link to their corresponding page at the Official Team Fortress 2 Wiki.}}&lt;br /&gt;
{{Template:Class_medic_primary_table}}&lt;br /&gt;
{{Template:Class_medic_secondary_table}}&lt;br /&gt;
{{Template:Class_medic_melee_table}}&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Medic (6v6)]]&lt;br /&gt;
*[[Medic (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>173.245.56.208</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=16772</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=16772"/>
		<updated>2015-08-14T03:27:25Z</updated>

		<summary type="html">&lt;p&gt;173.245.56.208: Reverting Vandalism. ~JKT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PyroIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Pyro]]&lt;br /&gt;
The Pyro is a class who wields a Flamethrower as its [[pyro#Primary|primary weapon]].  Along with the ability to inflict burn damage and a relatively high damage output, the Pyro also has the [[airblast]] mechanic, which can neutralize an enemy's über with ease, reflect projectiles like rockets and arrows, and extinguish burning team mates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Pyro (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Pyro is considered an [[offclass]].  Most commonly run when the defending team has über disadvantage while defending last, the Pyro's job is to neutralize the enemy team's über and projectile spam from the Soldier and Demo through the use of the airblast mechanic. This situational use of the class allows the defending team to counter the enemy team when in disadvantage, against über it allows the team to gain precious time, often enough for the team to get über in time to defend last even counter-push if the Pyro manages to hold the whole über back. It has been tried and experimented through the years as a full time competitive class and while it is encouraged in some [[Competitive_Formats#Other|competitive gamemodes]] it doesn't work in 6v6 because of the lack of mobility and low damage output of this class.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Pyro (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Pyro is considered a support class.  The Pyro's main job in Highlander is to protect the [[Medic]].  It also has the job of displacing and neutralizing enemy übers, [[spychecking]] to neutralize the enemy [[Spy]], protecting its team's sentry gun by deflecting projectiles and providing flank support when required. The Pyro most commonly positions himself around the combo, so as to allow them to deal a lot of damage to the enemy team's damage dealing classes like Heavy or Demoman, without having to focus on classes like Spies or Scouts. This allows for the rest of your team to co-ordinate a push. Alternatively, if a Pyro's team is aware enough of the enemy Spy, then the Pyro could take the role of a roaming Pyro. This involves the Pyro flanking the enemy team and trying to deal a lot of damage, possibly to get a pick on the Medic, which could then allow their team to push in.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{{Hatnote|Note: These lists do not contain reskins.}}&lt;br /&gt;
{{Hatnote|Note: Weapon images link to their corresponding page at the Official Team Fortress 2 Wiki.}}&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Template: Class Pyro Primary Table}}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Template: Class Pyro Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
{{Template: Class Pyro Melee Table}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Pyro (6v6)]]&lt;br /&gt;
*[[Pyro (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>173.245.56.208</name></author>
		
	</entry>
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