<?xml version="1.0"?>
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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=24.90.182.219</id>
	<title>comp.tf - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=24.90.182.219"/>
	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/24.90.182.219"/>
	<updated>2026-05-05T08:14:36Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.2</generator>
	<entry>
		<id>http://comp.tf/index.php?title=Gunboats&amp;diff=391</id>
		<title>Gunboats</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Gunboats&amp;diff=391"/>
		<updated>2013-07-01T06:17:38Z</updated>

		<summary type="html">&lt;p&gt;24.90.182.219: Created page with &amp;quot;The Gunboats are a secondary weapon for the soldier which reduces 60% blast damage from rocket jumps. With these equiped onto a roaming soldier, it allows him to transition qu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Gunboats are a secondary weapon for the soldier which reduces 60% blast damage from rocket jumps. With these equiped onto a roaming soldier, it allows him to transition quickly throughout the map.&lt;/div&gt;</summary>
		<author><name>24.90.182.219</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Offclass&amp;diff=388</id>
		<title>Offclass</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Offclass&amp;diff=388"/>
		<updated>2013-07-01T06:12:56Z</updated>

		<summary type="html">&lt;p&gt;24.90.182.219: /* Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In 6v6, an Offclass is any class apart from the standard [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a Scout or [[Roamer]] when holding or pushing last in [[5cp]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pyro ==&lt;br /&gt;
&lt;br /&gt;
Once again, a class mostly used defensively. The Pyro has underwhelming damage, a very short range, and moderate mobility at best. His utility and usefulness come almost entirely from his airblast mechanic. He can be used in certain situations to flank and deal damage, but this ability is considerably weaker than a Scout's. Because of this, a Pyro is usually run only when defending a last point on 5-CP. The airblast is used to deflect projectiles and hold an uber push in place. This is most useful when at an uber disadvantage. The enemy team ubers in and the Pyro moves forward to airblast them backwards, stalling the push. The player may often die in this scenario, but it can be enough to delay the majority of their invulnerability, evening out the playing field considerably. Pyro isn't weak in and of itself; the other classes are simply stronger. If caught alone, a Pyro can easily be killed by a Scout or Soldier, making positioning very important.&lt;br /&gt;
&lt;br /&gt;
== Heavy ==&lt;br /&gt;
&lt;br /&gt;
The highest potential DPS (damage per second) class in the game. Heavy is best played in highly defensive situations. His lack of mobility, compounded with the fact that he is focused greatly once his presence is known, makes him difficult to utilize to great effect during offensive pushes. The best way to use him offensively requires great positioning so that the opposing team cannot run away. If a team is able to keep them all in one place and in the Heavy's line of sight, said Heavy can be highly effective. Places where he is best used include, but are not limited to, last points on 5 CP, defending on A/D maps, defending the point on KOTH maps, and pushing into certain last points. Additionally, having an ubercharge is almost necessary when using a Heavy to fight. Once a fight has begun, there is no way for a Heavy to disengage. His low mobility and large size make him an easy target. Once he is in, tanking him with the uber is almost a necessity. Scouts, Soldiers, and Demomen all have the ability to escape in some capacity. If played correctly, Heavy is one of the strongest offclasses.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&lt;br /&gt;
&lt;br /&gt;
Similar in use to the Heavy, but even more situational. He is run almost every single round on defense of Gravelpit, the primary A/D map, for his Sentry Gun, Dispenser, and Teleporter that can all be set up before the round even starts in order to hold one point. Being able to defend the buildings is crucial, and moving them as pushes begin is the only way to keep them from going down. If the Engineer works with his team, this can all be done smoothly. On an average, more often-played 5 CP and KOTH maps, effectiveness of an Engineer is limited. The time it takes to set up even a single Sentry Gun with only one Engineer often offsets its benefits. It can be used to guard the last point, but it is much easier to destroy than a Heavy, and has no mobility unless moved (taking away all of its firepower). The Engineer is the most situational of all the off-classes, and must be played at only the best times on the best maps.&lt;br /&gt;
&lt;br /&gt;
== Sniper ==&lt;br /&gt;
&lt;br /&gt;
One of the most commonly used utility classes. The Sniper's very long range and very high damage can be used to pick off important classes, lock down specific areas, and deny jumping/rushing/suiciding players with ease. Positioning is the most important thing on Sniper (besides being able to hit most of the shots). The Sniper has base movement speed, 125 HP, and poor close range capabilities. If caught out by any other combat class, the Sniper will usually die. The best places to stand are those in which there is as long a sightline as possible towards wherever it is that the enemy will be coming out of, and somewhere where the Sniper can either escape very quickly or can be protected by teammates. A sniper is not usually run at all times, so when switching to it, there is almost 0 threat of being countersniped for the first life. This allows the player to take certain actions and positioning decisions that would be harder if there were a long range threat. A Sniper can be run in many situations depending on the place the team holding on the map and the uber status. Snipers are most commonly run defending against an enemy with uber advantage, during an equal-uber stalemate, or defending/attacking a point with a particularly open sightline. There is no damage spread in competitive play, so a fully charged bodyshot will instantly kill a Medic and an unbuffed Scout. The primary target in 99% of situations will be the Medic. After that, there are few targets worth holding a shot for. The Demoman is the next most important, but wasting other potential shots and kills is not worth it in most situations. Knowing on what maps to snipe on and when the best time to switch is can win games for the team, so long as someone has the aim to backup the decision making.&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
Similar to the Sniper in his single-target killing power, the Spy is a highly situational &amp;quot;pick class&amp;quot; that excels during stalemates. The Spy lacks a lot of the utility that the Sniper provides, but can be more effective at times where a Sniper has little vision or killing capabilities. The Spy also has excellent scouting power through use of the Cloak and Dagger item. Choosing Spy at the right time is the most important part of the class. Once played him once in a game, the enemy will be much more careful for the rest of that game. The first stab is the most effective. In an ideal situation, the Spy won't even be seen by the enemies until an enemy player is killed. Because of the high levels of communication and low amount of players in a game, disguises are very unreliable and will not fool most players. Additionally, it is unwise to disguise as anything other than the main 6v6 classes (Scout, Soldier, Medic, Demo). The natural speed of a Scout and Medic will give the player away as a fake instantly, and disguising as Soldiers and Demos will cripple the Spy's movement speed. Due to all of this, the best watch to take when going for kills is the standard Invis Watch. It will get the Spy behind them the furthest and fastest. When trying to scout out the enemy position, attempt a back cap, or do anything that requires more than 15 or so seconds of invisibility, the Cloak and Dagger is best. This can be used to invade the last point on a map and simply watch, or wait for them to push out and attempt a cap. Going spy at the right time in a game is the primary deciding factor in its usefulness.&lt;/div&gt;</summary>
		<author><name>24.90.182.219</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Offclass&amp;diff=387</id>
		<title>Offclass</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Offclass&amp;diff=387"/>
		<updated>2013-07-01T06:12:42Z</updated>

		<summary type="html">&lt;p&gt;24.90.182.219: /* Spy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In 6v6, an Offclass is any class apart from the standard [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a Scout or [[Roamer]] when holding or pushing last in [[5cp]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pyro ==&lt;br /&gt;
&lt;br /&gt;
Once again, a class mostly used defensively. The Pyro has underwhelming damage, a very short range, and moderate mobility at best. His utility and usefulness come almost entirely from his airblast mechanic. He can be used in certain situations to flank and deal damage, but this ability is considerably weaker than a Scout's. Because of this, a Pyro is usually run only when defending a last point on 5-CP. The airblast is used to deflect projectiles and hold an uber push in place. This is most useful when at an uber disadvantage. The enemy team ubers in and the Pyro moves forward to airblast them backwards, stalling the push. The player may often die in this scenario, but it can be enough to delay the majority of their invulnerability, evening out the playing field considerably. Pyro isn't weak in and of itself; the other classes are simply stronger. If caught alone, a Pyro can easily be killed by a Scout or Soldier, making positioning very important.&lt;br /&gt;
&lt;br /&gt;
== Heavy ==&lt;br /&gt;
&lt;br /&gt;
The highest potential DPS (damage per second) class in the game. Heavy is best played in highly defensive situations. His lack of mobility, compounded with the fact that he is focused greatly once his presence is known, makes him difficult to utilize to great effect during offensive pushes. The best way to use him offensively requires great positioning so that the opposing team cannot run away. If a team is able to keep them all in one place and in the Heavy's line of sight, said Heavy can be highly effective. Places where he is best used include, but are not limited to, last points on 5 CP, defending on A/D maps, defending the point on KOTH maps, and pushing into certain last points. Additionally, having an ubercharge is almost necessary when using a Heavy to fight. Once a fight has begun, there is no way for a Heavy to disengage. His low mobility and large size make him an easy target. Once he is in, tanking him with the uber is almost a necessity. Scouts, Soldiers, and Demomen all have the ability to escape in some capacity. If played correctly, Heavy is one of the strongest offclasses.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&lt;br /&gt;
&lt;br /&gt;
Similar in use to the Heavy, but even more situational. He is run almost every single round on defense of Gravelpit, the primary A/D map, for his Sentry Gun, Dispenser, and Teleporter that can all be set up before the round even starts in order to hold one point. Being able to defend the buildings is crucial, and moving them as pushes begin is the only way to keep them from going down. If the Engineer works with his team, this can all be done smoothly. On an average, more often-played 5 CP and KOTH maps, effectiveness of an Engineer is limited. The time it takes to set up even a single Sentry Gun with only one Engineer often offsets its benefits. It can be used to guard the last point, but it is much easier to destroy than a Heavy, and has no mobility unless moved (taking away all of its firepower). The Engineer is the most situational of all the off-classes, and must be played at only the best times on the best maps.&lt;br /&gt;
&lt;br /&gt;
== Sniper ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
Similar to the Sniper in his single-target killing power, the Spy is a highly situational &amp;quot;pick class&amp;quot; that excels during stalemates. The Spy lacks a lot of the utility that the Sniper provides, but can be more effective at times where a Sniper has little vision or killing capabilities. The Spy also has excellent scouting power through use of the Cloak and Dagger item. Choosing Spy at the right time is the most important part of the class. Once played him once in a game, the enemy will be much more careful for the rest of that game. The first stab is the most effective. In an ideal situation, the Spy won't even be seen by the enemies until an enemy player is killed. Because of the high levels of communication and low amount of players in a game, disguises are very unreliable and will not fool most players. Additionally, it is unwise to disguise as anything other than the main 6v6 classes (Scout, Soldier, Medic, Demo). The natural speed of a Scout and Medic will give the player away as a fake instantly, and disguising as Soldiers and Demos will cripple the Spy's movement speed. Due to all of this, the best watch to take when going for kills is the standard Invis Watch. It will get the Spy behind them the furthest and fastest. When trying to scout out the enemy position, attempt a back cap, or do anything that requires more than 15 or so seconds of invisibility, the Cloak and Dagger is best. This can be used to invade the last point on a map and simply watch, or wait for them to push out and attempt a cap. Going spy at the right time in a game is the primary deciding factor in its usefulness.&lt;/div&gt;</summary>
		<author><name>24.90.182.219</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Offclass&amp;diff=385</id>
		<title>Offclass</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Offclass&amp;diff=385"/>
		<updated>2013-07-01T06:12:29Z</updated>

		<summary type="html">&lt;p&gt;24.90.182.219: /* Pyro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In 6v6, an Offclass is any class apart from the standard [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a Scout or [[Roamer]] when holding or pushing last in [[5cp]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pyro ==&lt;br /&gt;
&lt;br /&gt;
Once again, a class mostly used defensively. The Pyro has underwhelming damage, a very short range, and moderate mobility at best. His utility and usefulness come almost entirely from his airblast mechanic. He can be used in certain situations to flank and deal damage, but this ability is considerably weaker than a Scout's. Because of this, a Pyro is usually run only when defending a last point on 5-CP. The airblast is used to deflect projectiles and hold an uber push in place. This is most useful when at an uber disadvantage. The enemy team ubers in and the Pyro moves forward to airblast them backwards, stalling the push. The player may often die in this scenario, but it can be enough to delay the majority of their invulnerability, evening out the playing field considerably. Pyro isn't weak in and of itself; the other classes are simply stronger. If caught alone, a Pyro can easily be killed by a Scout or Soldier, making positioning very important.&lt;br /&gt;
&lt;br /&gt;
== Heavy ==&lt;br /&gt;
&lt;br /&gt;
The highest potential DPS (damage per second) class in the game. Heavy is best played in highly defensive situations. His lack of mobility, compounded with the fact that he is focused greatly once his presence is known, makes him difficult to utilize to great effect during offensive pushes. The best way to use him offensively requires great positioning so that the opposing team cannot run away. If a team is able to keep them all in one place and in the Heavy's line of sight, said Heavy can be highly effective. Places where he is best used include, but are not limited to, last points on 5 CP, defending on A/D maps, defending the point on KOTH maps, and pushing into certain last points. Additionally, having an ubercharge is almost necessary when using a Heavy to fight. Once a fight has begun, there is no way for a Heavy to disengage. His low mobility and large size make him an easy target. Once he is in, tanking him with the uber is almost a necessity. Scouts, Soldiers, and Demomen all have the ability to escape in some capacity. If played correctly, Heavy is one of the strongest offclasses.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&lt;br /&gt;
&lt;br /&gt;
Similar in use to the Heavy, but even more situational. He is run almost every single round on defense of Gravelpit, the primary A/D map, for his Sentry Gun, Dispenser, and Teleporter that can all be set up before the round even starts in order to hold one point. Being able to defend the buildings is crucial, and moving them as pushes begin is the only way to keep them from going down. If the Engineer works with his team, this can all be done smoothly. On an average, more often-played 5 CP and KOTH maps, effectiveness of an Engineer is limited. The time it takes to set up even a single Sentry Gun with only one Engineer often offsets its benefits. It can be used to guard the last point, but it is much easier to destroy than a Heavy, and has no mobility unless moved (taking away all of its firepower). The Engineer is the most situational of all the off-classes, and must be played at only the best times on the best maps.&lt;br /&gt;
&lt;br /&gt;
== Sniper ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>24.90.182.219</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Offclass&amp;diff=384</id>
		<title>Offclass</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Offclass&amp;diff=384"/>
		<updated>2013-07-01T06:12:19Z</updated>

		<summary type="html">&lt;p&gt;24.90.182.219: /* Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In 6v6, an Offclass is any class apart from the standard [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a Scout or [[Roamer]] when holding or pushing last in [[5cp]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pyro ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heavy ==&lt;br /&gt;
&lt;br /&gt;
The highest potential DPS (damage per second) class in the game. Heavy is best played in highly defensive situations. His lack of mobility, compounded with the fact that he is focused greatly once his presence is known, makes him difficult to utilize to great effect during offensive pushes. The best way to use him offensively requires great positioning so that the opposing team cannot run away. If a team is able to keep them all in one place and in the Heavy's line of sight, said Heavy can be highly effective. Places where he is best used include, but are not limited to, last points on 5 CP, defending on A/D maps, defending the point on KOTH maps, and pushing into certain last points. Additionally, having an ubercharge is almost necessary when using a Heavy to fight. Once a fight has begun, there is no way for a Heavy to disengage. His low mobility and large size make him an easy target. Once he is in, tanking him with the uber is almost a necessity. Scouts, Soldiers, and Demomen all have the ability to escape in some capacity. If played correctly, Heavy is one of the strongest offclasses.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&lt;br /&gt;
&lt;br /&gt;
Similar in use to the Heavy, but even more situational. He is run almost every single round on defense of Gravelpit, the primary A/D map, for his Sentry Gun, Dispenser, and Teleporter that can all be set up before the round even starts in order to hold one point. Being able to defend the buildings is crucial, and moving them as pushes begin is the only way to keep them from going down. If the Engineer works with his team, this can all be done smoothly. On an average, more often-played 5 CP and KOTH maps, effectiveness of an Engineer is limited. The time it takes to set up even a single Sentry Gun with only one Engineer often offsets its benefits. It can be used to guard the last point, but it is much easier to destroy than a Heavy, and has no mobility unless moved (taking away all of its firepower). The Engineer is the most situational of all the off-classes, and must be played at only the best times on the best maps.&lt;br /&gt;
&lt;br /&gt;
== Sniper ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>24.90.182.219</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Offclass&amp;diff=383</id>
		<title>Offclass</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Offclass&amp;diff=383"/>
		<updated>2013-07-01T06:11:24Z</updated>

		<summary type="html">&lt;p&gt;24.90.182.219: /* Heavy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In 6v6, an Offclass is any class apart from the standard [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a Scout or [[Roamer]] when holding or pushing last in [[5cp]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pyro ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heavy ==&lt;br /&gt;
&lt;br /&gt;
The highest potential DPS (damage per second) class in the game. Heavy is best played in highly defensive situations. His lack of mobility, compounded with the fact that he is focused greatly once his presence is known, makes him difficult to utilize to great effect during offensive pushes. The best way to use him offensively requires great positioning so that the opposing team cannot run away. If a team is able to keep them all in one place and in the Heavy's line of sight, said Heavy can be highly effective. Places where he is best used include, but are not limited to, last points on 5 CP, defending on A/D maps, defending the point on KOTH maps, and pushing into certain last points. Additionally, having an ubercharge is almost necessary when using a Heavy to fight. Once a fight has begun, there is no way for a Heavy to disengage. His low mobility and large size make him an easy target. Once he is in, tanking him with the uber is almost a necessity. Scouts, Soldiers, and Demomen all have the ability to escape in some capacity. If played correctly, Heavy is one of the strongest offclasses.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sniper ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>24.90.182.219</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Offclass&amp;diff=382</id>
		<title>Offclass</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Offclass&amp;diff=382"/>
		<updated>2013-07-01T06:11:16Z</updated>

		<summary type="html">&lt;p&gt;24.90.182.219: /* Heavy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In 6v6, an Offclass is any class apart from the standard [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a Scout or [[Roamer]] when holding or pushing last in [[5cp]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pyro ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heavy ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
The highest potential DPS (damage per second) class in the game. Heavy is best played in highly defensive situations. His lack of mobility, compounded with the fact that he is focused greatly once his presence is known, makes him difficult to utilize to great effect during offensive pushes. The best way to use him offensively requires great positioning so that the opposing team cannot run away. If a team is able to keep them all in one place and in the Heavy's line of sight, said Heavy can be highly effective. Places where he is best used include, but are not limited to, last points on 5 CP, defending on A/D maps, defending the point on KOTH maps, and pushing into certain last points. Additionally, having an ubercharge is almost necessary when using a Heavy to fight. Once a fight has begun, there is no way for a Heavy to disengage. His low mobility and large size make him an easy target. Once he is in, tanking him with the uber is almost a necessity. Scouts, Soldiers, and Demomen all have the ability to escape in some capacity. If played correctly, Heavy is one of the strongest offclasses.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sniper ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>24.90.182.219</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=378</id>
		<title>Heavy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=378"/>
		<updated>2013-07-01T06:08:05Z</updated>

		<summary type="html">&lt;p&gt;24.90.182.219: /* Heavy (6v6) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Heavy (6v6) ==&lt;br /&gt;
&lt;br /&gt;
*The Heavy is one of the many offclass choices for mostly pushing or holding onto the last point. In standard 6v6 play, the Heavy is ideal to either pushing or holding onto last because he has a high health count (450 with a buff) thus absorbing all the spam fire coming in. In most cases, the Heavy becomes optimal for holding last because it forces the other team to waste their ubercharge to kill him. On some maps like cp_gravelpit, the Heavy has the ability to easily deny jumpers with his minigun away from the control point.&lt;br /&gt;
&lt;br /&gt;
The Heavy can also be used to push into the opposing team's last point.&lt;/div&gt;</summary>
		<author><name>24.90.182.219</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=375</id>
		<title>Heavy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=375"/>
		<updated>2013-07-01T06:06:14Z</updated>

		<summary type="html">&lt;p&gt;24.90.182.219: &lt;/p&gt;
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&lt;div&gt;== Heavy (6v6) ==&lt;br /&gt;
&lt;br /&gt;
*The Heavy is one of the many offclass choices for mostly pushing or holding onto the last point. In standard 6v6 play, the Heavy is ideal to either pushing or holding onto last because he has a high health count (450 with a buff) thus absorbing all the spam fire coming in. In most cases, the Heavy becomes optimal for holding last because it forces the other team to waste their ubercharge to kill him. On some maps like cp_gravelpit, the Heavy has the ability to easily deny jumpers with his minigun away from the control point.&lt;/div&gt;</summary>
		<author><name>24.90.182.219</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=369</id>
		<title>Heavy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=369"/>
		<updated>2013-07-01T05:58:47Z</updated>

		<summary type="html">&lt;p&gt;24.90.182.219: /* Heavy (6v6) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''== Heavy (6v6) ==&lt;br /&gt;
'''&lt;/div&gt;</summary>
		<author><name>24.90.182.219</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=368</id>
		<title>Heavy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=368"/>
		<updated>2013-07-01T05:58:30Z</updated>

		<summary type="html">&lt;p&gt;24.90.182.219: Created page with &amp;quot; == Heavy (6v6) ==&amp;quot;&lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
== Heavy (6v6) ==&lt;/div&gt;</summary>
		<author><name>24.90.182.219</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier&amp;diff=367</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier&amp;diff=367"/>
		<updated>2013-07-01T05:56:08Z</updated>

		<summary type="html">&lt;p&gt;24.90.182.219: /* 6v6 Soldier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Soldier is a class played in both 6v6 and Highlander.  It is the most basic of the classes, and is a good all-around fighter.  The Soldier's weapon of choice is the Rocket Launcher, a projectile weapon with good damage spread and range.  The Soldier can adapt to many different situations and is a crucial class to have.&lt;br /&gt;
&lt;br /&gt;
==6v6 Soldier==&lt;br /&gt;
''Main Article: [[Soldier (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, there are two main &amp;quot;types&amp;quot; of Soldiers: the Pocket and the Roaming Soldier. The Pocket Soldier focuses on keeping his medic alive and using heals to deal damage, take positioning on his enemies, and lead his team. The Roaming Soldier plays a fundamental role in initiating battles for his team by creating distractions and advantages, and supporting his team by controlling the flank, and in turn, the universe.&lt;br /&gt;
&lt;br /&gt;
==In Highlander==&lt;br /&gt;
''Main Article: [[Soldier (Highlander)]]'' &lt;br /&gt;
&lt;br /&gt;
In Highlander, there is only one Soldier on each team.  This Soldier often functions like a Roaming Soldier would in 6v6.  As such, many 6v6 Roamer strategies can be applied to Highlander as well.&lt;/div&gt;</summary>
		<author><name>24.90.182.219</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=365</id>
		<title>Demoman (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=365"/>
		<updated>2013-07-01T05:54:16Z</updated>

		<summary type="html">&lt;p&gt;24.90.182.219: /* Main Roles */&lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
== 6s [[Demoman]] ==&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 net 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.&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
Compared to all the other 6s classes, Demoman's role has a big impact on the Mid Fight's conclusion. He's the one that puts up the initial damage, and who he shoots at can affect the whole mid fight. Who the Demoman focuses at the beginning of the mid fight is usually the [[Scout]]s and the other team's Demoman.&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
The demoman's main roles are mostly about spamming areas / dealing damage, but here's the more precise versions of these;&lt;br /&gt;
&lt;br /&gt;
- Hold choke areas by spamming them&lt;br /&gt;
&lt;br /&gt;
- Provide initial damage with the Pocket so that your scouts can clean up&lt;br /&gt;
&lt;br /&gt;
- Slowing the enemy team down while your team is falling back&lt;br /&gt;
&lt;br /&gt;
That's all I can think about right now, feel free to edit ^^^^&lt;/div&gt;</summary>
		<author><name>24.90.182.219</name></author>
		
	</entry>
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