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	<updated>2026-05-05T00:05:49Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://comp.tf/index.php?title=Spy&amp;diff=7495</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy&amp;diff=7495"/>
		<updated>2013-10-08T10:05:24Z</updated>

		<summary type="html">&lt;p&gt;211.28.209.91: Sentence error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpyIcon.png|200px|right]]&lt;br /&gt;
The '''Spy''' is a suave backstabbing rogue that has the ability to insta-kill any class in the game with their knife.  Spies are valued in that they can get important [[Glossary#Metagame terms|Picks]] through the manipulation and deception of the enemy team.  The Spy arguably has the worst direct combat ability, as 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 they 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;
==Highlander==&lt;br /&gt;
&lt;br /&gt;
{{main|Spy (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Spy is often used to pick the enemy Medic, Heavy, Demoman, Sniper, and Engineer.  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;
==Trickstabs==&lt;br /&gt;
&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 use [[trickstabs]] to place themselves behinds the enemy, for a very risky stab. The are a multitude of ways to do so. For an example, the most popular trickstab involves jumping over an elevated area (ex: stairs) to get over the enemy's head and stab them from above. Other trickstabs include corner stabs, and possibly the most difficult to apply, matador (or strafe) stabs.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Primary Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy PDA Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Melee 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=144086729# DarkNecrid's Comprehensive Pub &amp;amp; Competitive Spy Guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>211.28.209.91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper&amp;diff=7494</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=7494"/>
		<updated>2013-10-08T10:02:45Z</updated>

		<summary type="html">&lt;p&gt;211.28.209.91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SniperIcon.png|200px|right]]&lt;br /&gt;
The '''Sniper''' is a long-ranged class with the ability to one-shot any enemy in the game (except an overhealed Heavy with the Fists of Steel active, any ubercharged player, a Spy with Dead Ringer active, and Bonked Scouts). They are valued for their ability to get key picks without directly engaging the enemy team. In a typical 6v6 format, the Sniper is considered an [[offclass]], played only when a situation presents itself, most often when a team is at an Ubercharge disadvantage, or holding the last point. The main downfall for teams running a Sniper, however, is that during an [[uber fight]] Snipers are practically useless, and that they have very low direct combat abilities. Snipers primarily target the enemy [[Medic]] due to Uber's importance during the game. However depending on what their team needs, Snipers may change focus to other classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Sniper (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Sniper is considered an [[offclass]], and is one of the most common offclasses to be used in a match. Snipers rely on map sightlines, and tend to lay behind the front lines while attempting to pick off enemy players from afar. Snipers, having low health and poor close-combat abilities, are susceptible to Scouts and roaming Soldiers. Teams should work together to protect their sniper as he attempts to get a pick. This can also be an opportunity to get a pick, as enemies may rush in to try and pick the Sniper and be baited into the combo. Most of the time, Snipers are used to defend or attack the last point of a map. When attacking a last point, a Sniper attempts to pick any player available to give his team a number advantage with which to push into last. When defending a last point, Snipers are essential in either picking off random players to delay a push or sniping the attacking medic to negate the impending Ubercharge.&lt;br /&gt;
&lt;br /&gt;
==6v6 Strategy==&lt;br /&gt;
{{main|Sniper (6v6)}}&lt;br /&gt;
&lt;br /&gt;
Sniping in 6v6 is generally considered to be an offclass used to acquire key picks that can help the Snipers team. Generally this will entail killing the enemy [[Demoman (6v6)|Demo]] or [[Medic (6v6)|Medic]]. However depending on what the other team is doing a Sniper may try to kill a different class (such as [[Heavy (6v6)|Heavy]] or [[Engineer (6v6)|Engineer]]). Of course if the opportunity presents itself then any kill will help equalize the lack of whichever class switched to go Sniper. &lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Sniper (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
The Sniper is considered a pick class in Highlander, used to support his teammates while sitting back away from the battle. The Sniper's main job is to kill the enemy combo and the other sniper, while taking out unsuspecting enemies in the process. He is very important for holding positions and denying area from enemies; a skilled Sniper can pick off any careless players venturing into his sights, and thus can hold a team back from pushing. However, he does need protection, which usually comes in the form of a Pyro or Gunslinger Engineer. The Sniper can also use Jarate to assist in pushes, or to force pushing enemies to retreat. The Sniper is often a target for the enemy team's Spy.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{{Hatnote| Note: Weapon images link to their corresponding page at the Official Team Fortress 2 Wiki.}}&lt;br /&gt;
{{Template:Class_Sniper_Primary_Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class_Sniper_Secondary_Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class_Sniper_Melee_Table}}&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Sniper (6v6)]]&lt;br /&gt;
*[[Sniper (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>211.28.209.91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy&amp;diff=7493</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy&amp;diff=7493"/>
		<updated>2013-10-08T09:59:10Z</updated>

		<summary type="html">&lt;p&gt;211.28.209.91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HeavyIcon.png|200px|right]]&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: 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>211.28.209.91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman&amp;diff=7492</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman&amp;diff=7492"/>
		<updated>2013-10-08T09:49:05Z</updated>

		<summary type="html">&lt;p&gt;211.28.209.91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DemoIcon small.png|200px|right]]&lt;br /&gt;
The Demoman is the fourth class of Team Fortress 2, and is labelled as a &amp;quot;Defensive&amp;quot; class by Valve. However, due to the variety of projectile weapons available to him, a Demoman can be highly versatile, able to both lead offensive pushes or to defend a given area. His role comprises area denial, choke spamming and crowd control. The blast radius of his weapons makes him a ready counter to the Engineer's buildings, while he himself is opposed by most close-combat classes. A good Demoman can hold off an entire team with well-timed and well-placed spam. On 5CP and KOTH maps, he is most often the first to arrive at the midfight due to the use of Stickybomb Jumps, which allow for a high mobility over long distances, effectively countering his third-lowest move speed of all the classes. He possesses both the highest DPS in the game (using the Stickybomb Launcher) and the third-highest hitpoints. &lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{Main|Demoman (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his [[spamming]] abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can get him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demo is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy. Due to the nature and main goal of the class being damage dealing, with great damage output potential at medium to long ranges, the demoman is often unprepared for close-range fights leaving him vulnerable to fast and dynamic classes such as the scout or a Roaming Soldier.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{Main|Demoman (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Demoman's main job is dealing high amounts of damage. His weapons are great at dishing out large amounts of damage to crowds of players and slow, high HP targets. However he lacks the ability to reliably protect himself from close range threats (most often from the Scout), so he is often paired up with the Heavy and Medic to form the core of a Highlander team. He serves a similar role to his 6's counterpart of dealing damage and leading up uber pushes, but he is also expected to deal with sentry nests.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
{{Template:Class_demoman_primary_table}}&lt;br /&gt;
{{Template:Class_demoman_secondary_table}}&lt;br /&gt;
{{Template:Class_demoman_melee_table}}&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Demoman (6v6)]]&lt;br /&gt;
*[[Demoman (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>211.28.209.91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman&amp;diff=7491</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman&amp;diff=7491"/>
		<updated>2013-10-08T09:48:32Z</updated>

		<summary type="html">&lt;p&gt;211.28.209.91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DemoIcon small.png|200px|right]]&lt;br /&gt;
The Demoman is the fourth class of Team Fortress 2, and is labelled as a &amp;quot;Defensive&amp;quot; class by Valve. However, due to the variety of projectile weapons available to him, a Demoman can be highly versatile, able to both lead offensive pushes or to defend a given area. His role comprises area denial, choke spamming and crowd control. The blast radius of his weapons makes him a ready counter to the Engineer's buildings, while he himself is opposed by most close-combat classes. A good Demoman can hold off an entire team with well-timed and well-placed spam. On 5CP and KOTH maps, he is most often the first to arrive at the midfight due to the use of Stickybomb Jumps, which allow for a high mobility over long distances, effectively countering his third-lowest move speed of all the classes. He possesses both the highest DPS in the game (using the Stickybomb Launcher) and the third-highest hitpoints. &lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{Main|Demoman (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his [[spamming]] abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can get him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demo is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy. Due to the nature and main goal of the class being damage dealing, with great damage output potential at medium to long ranges, the demoman is often unprepared for close-range fights leaving him vulnerable to fast and dynamic classes such as the scout or a [[roamer]Roaming] Soldier.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{Main|Demoman (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Demoman's main job is dealing high amounts of damage. His weapons are great at dishing out large amounts of damage to crowds of players and slow, high HP targets. However he lacks the ability to reliably protect himself from close range threats (most often from the Scout), so he is often paired up with the Heavy and Medic to form the core of a Highlander team. He serves a similar role to his 6's counterpart of dealing damage and leading up uber pushes, but he is also expected to deal with sentry nests.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
{{Template:Class_demoman_primary_table}}&lt;br /&gt;
{{Template:Class_demoman_secondary_table}}&lt;br /&gt;
{{Template:Class_demoman_melee_table}}&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Demoman (6v6)]]&lt;br /&gt;
*[[Demoman (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>211.28.209.91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman&amp;diff=7490</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman&amp;diff=7490"/>
		<updated>2013-10-08T09:46:23Z</updated>

		<summary type="html">&lt;p&gt;211.28.209.91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DemoIcon small.png|200px|right]]&lt;br /&gt;
The Demoman is the fourth class of Team Fortress 2, and is labelled as a &amp;quot;Defensive&amp;quot; class by Valve. However, due to the variety of projectile weapons available to him, a Demoman can be highly versatile, able to both lead offensive pushes or to defend a given area. His role comprises area denial, choke spamming and crowd control. The blast radius of his weapons makes him a ready counter to the Engineer's buildings, while he himself is opposed by most close-combat classes. A good Demoman can hold off an entire team with well-timed and well-placed spam. On 5CP and KOTH maps, he is most often the first to arrive at the midfight due to the use of Stickybomb Jumps, which allow for a high mobility over long distances, effectively countering his third-lowest move speed of all the classes. He possesses both the highest DPS in the game (using the Stickybomb Launcher) and the third-highest hitpoints. &lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{Main|Demoman (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his [[spamming]] abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can get him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demo is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy. Due to the nature and main goal of the class being damage dealing, with great damage output potential at medium to long ranges, the demoman is often unprepared for close-range fights leaving him vulnerable to fast and dynamic classes such as the scout or a [[roamer]] soldier.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{Main|Demoman (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Demoman's main job is dealing high amounts of damage. His weapons are great at dishing out large amounts of damage to crowds of players and slow, high HP targets. However he lacks the ability to reliably protect himself from close range threats (most often from the Scout), so he is often paired up with the Heavy and Medic to form the core of a Highlander team. He serves a similar role to his 6's counterpart of dealing damage and leading up uber pushes, but he is also expected to deal with sentry nests.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
{{Template:Class_demoman_primary_table}}&lt;br /&gt;
{{Template:Class_demoman_secondary_table}}&lt;br /&gt;
{{Template:Class_demoman_melee_table}}&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Demoman (6v6)]]&lt;br /&gt;
*[[Demoman (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>211.28.209.91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=7489</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=7489"/>
		<updated>2013-10-08T09:44:41Z</updated>

		<summary type="html">&lt;p&gt;211.28.209.91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ScoutIcon.png|200px|right]]&lt;br /&gt;
&lt;br /&gt;
A smack-talking Bostonian brat, the '''Scout''' boasts 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 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, Bonk! Atomic Punch, and Crit-a-Cola. The scout's role can be enhanced by any of these, leading to a more supportive class that splashed Milk during pushes, a pick/harassment class that runs to enemy spawn with Bonk!, or a highly aggressive damage-dealer that runs with with Crit-a-Cola and uses the speed to offset the increased damage taken by dodging. 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;
&lt;br /&gt;
===Primary weapons===&lt;br /&gt;
{{Template:Class Scout Primary Table}}&lt;br /&gt;
&lt;br /&gt;
===Secondary weapons===&lt;br /&gt;
{{Template:Class Scout Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
===Melee weapons===&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>211.28.209.91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=7488</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=7488"/>
		<updated>2013-10-08T09:43:14Z</updated>

		<summary type="html">&lt;p&gt;211.28.209.91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ScoutIcon.png|200px|right]]&lt;br /&gt;
&lt;br /&gt;
A smack-talking Bostonian brat, the '''Scout''' boasts 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, [[Sniper|tied]] for the least out of all the classes.&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 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, Bonk! Atomic Punch, and Crit-a-Cola. The scout's role can be enhanced by any of these, leading to a more supportive class that splashed Milk during pushes, a pick/harassment class that runs to enemy spawn with Bonk!, or a highly aggressive damage-dealer that runs with with Crit-a-Cola and uses the speed to offset the increased damage taken by dodging. 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;
&lt;br /&gt;
===Primary weapons===&lt;br /&gt;
{{Template:Class Scout Primary Table}}&lt;br /&gt;
&lt;br /&gt;
===Secondary weapons===&lt;br /&gt;
{{Template:Class Scout Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
===Melee weapons===&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>211.28.209.91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=7487</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=7487"/>
		<updated>2013-10-08T09:42:16Z</updated>

		<summary type="html">&lt;p&gt;211.28.209.91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ScoutIcon.png|200px|right]]&lt;br /&gt;
&lt;br /&gt;
A smack-talking Bostonian brat, the '''Scout''' boasts 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 does tremendous damage when very close to an opponent. 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, [[Sniper|tied]] for the least out of all the classes.&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 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, Bonk! Atomic Punch, and Crit-a-Cola. The scout's role can be enhanced by any of these, leading to a more supportive class that splashed Milk during pushes, a pick/harassment class that runs to enemy spawn with Bonk!, or a highly aggressive damage-dealer that runs with with Crit-a-Cola and uses the speed to offset the increased damage taken by dodging. 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;
&lt;br /&gt;
===Primary weapons===&lt;br /&gt;
{{Template:Class Scout Primary Table}}&lt;br /&gt;
&lt;br /&gt;
===Secondary weapons===&lt;br /&gt;
{{Template:Class Scout Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
===Melee weapons===&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>211.28.209.91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=7486</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=7486"/>
		<updated>2013-10-08T09:41:34Z</updated>

		<summary type="html">&lt;p&gt;211.28.209.91: Removed apostrophe in he's to he is&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ScoutIcon.png|200px|right]]&lt;br /&gt;
&lt;br /&gt;
A smack-talking Bostonian brat, the '''Scout''' boasts 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 also carries a [[Scattergun]], which does tremendous damage when very close to an opponent. 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, [[Sniper|tied]] for the least out of all the classes.&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 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, Bonk! Atomic Punch, and Crit-a-Cola. The scout's role can be enhanced by any of these, leading to a more supportive class that splashed Milk during pushes, a pick/harassment class that runs to enemy spawn with Bonk!, or a highly aggressive damage-dealer that runs with with Crit-a-Cola and uses the speed to offset the increased damage taken by dodging. 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;
&lt;br /&gt;
===Primary weapons===&lt;br /&gt;
{{Template:Class Scout Primary Table}}&lt;br /&gt;
&lt;br /&gt;
===Secondary weapons===&lt;br /&gt;
{{Template:Class Scout Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
===Melee weapons===&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>211.28.209.91</name></author>
		
	</entry>
</feed>