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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76.16.89.11</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=76.16.89.11"/>
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	<updated>2026-05-05T02:54:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://comp.tf/index.php?title=ESEA-I_Season_14&amp;diff=4082</id>
		<title>ESEA-I Season 14</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ESEA-I_Season_14&amp;diff=4082"/>
		<updated>2013-08-01T18:51:29Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: /* Runaway 5 (5-11) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Teams==&lt;br /&gt;
&lt;br /&gt;
===High Rollers Gaming (16-0)===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = CyZeR&lt;br /&gt;
| scout2 = shrugger&lt;br /&gt;
| pocket = lansky&lt;br /&gt;
| roamer = Taggerung&lt;br /&gt;
| demoman = b4nny&lt;br /&gt;
| medic = shade&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== tri hards (14-2)===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = clockwork&lt;br /&gt;
| scout2 = boomer&lt;br /&gt;
| pocket = tri&lt;br /&gt;
| roamer = blaze&lt;br /&gt;
| demoman = dummy&lt;br /&gt;
| medic = kbk&lt;br /&gt;
| description = After the season ended, tri hards picked up [[rr]] from Mad Men as Demoman, saying that they refused to scrim with dummy due to his tendency to rage.  Who goes to LAN remains to be seen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Classic Mixup (12-4)===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = enigma&lt;br /&gt;
| scout2 = mo0se&lt;br /&gt;
| pocket = Platinum&lt;br /&gt;
| roamer = harbleu&lt;br /&gt;
| demoman = A_Seagull&lt;br /&gt;
| medic = smaka&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Apocalypse Gaming (11-5)===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = Kapoww&lt;br /&gt;
| scout2 = squid&lt;br /&gt;
| pocket = rando&lt;br /&gt;
| roamer = Boink&lt;br /&gt;
| demoman = Sweater&lt;br /&gt;
| medic = indust+&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Mad Men (8-8)===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = YouMustMike&lt;br /&gt;
| scout2 = Seymoo&lt;br /&gt;
| pocket = bl4nk&lt;br /&gt;
| roamer = MemphisVon&lt;br /&gt;
| demoman = rr-&lt;br /&gt;
| medic = Nosferatu&lt;br /&gt;
| description = Starting the season with [[snoopy]] as Scout, he was cut for Seymoo due to lack of dedication.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Top Guns (7-9)===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = alfa&lt;br /&gt;
| scout2 = seanbud&lt;br /&gt;
| pocket = zbryan&lt;br /&gt;
| roamer = relic&lt;br /&gt;
| demoman = PYYYOUR&lt;br /&gt;
| medic = ninjanick&lt;br /&gt;
| description = Top Guns struggled with roster issues.  Originally picking up [[carnage]] to replace [[justin]], he left due to clashes in personality despite playing well.  [[Relic]] was also unable to play due to a trip to Taiwan for several weeks, forcing their backup [[grape]] to play [[Roamer]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Solace eSports (6-10)===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = Giffy&lt;br /&gt;
| scout2 = Bdonski&lt;br /&gt;
| pocket = milo&lt;br /&gt;
| roamer = Panic&lt;br /&gt;
| demoman = xalox&lt;br /&gt;
| medic = chimpfeet&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Runaway 5 (5-11)===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = downpour&lt;br /&gt;
| scout2 = yuki&lt;br /&gt;
| pocket = djc&lt;br /&gt;
| roamer = Skarlett&lt;br /&gt;
| demoman = duwatna&lt;br /&gt;
| medic = theoverseer&lt;br /&gt;
| description = While they started out the season with [[Ma3la]], he left to backup for Chill To Good Ratio in [[ESEA-IM]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===ROOT PLUS SIX (1-15)===&lt;br /&gt;
&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = sezco&lt;br /&gt;
| scout2 = Loronix&lt;br /&gt;
| pocket = Rick&lt;br /&gt;
| roamer = MarmadukeGryllis&lt;br /&gt;
| demoman = unf&lt;br /&gt;
| medic = Stratovarius&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Vector Gaming (0-16)===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = phife&lt;br /&gt;
| scout2 = Hibachi&lt;br /&gt;
| pocket = jaybenaduchi&lt;br /&gt;
| roamer = mile&lt;br /&gt;
| demoman = DougyG&lt;br /&gt;
| medic = foster&lt;br /&gt;
| description = In the absence of ninjanick, the team struggled to find a new medic, originally picking up [[Mr. Slin]], who left due to having difficulty meshing with the team, they picked up [[foster]] later.  Dead due to computer issues of multiple players.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==LAN==&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro_(6v6)&amp;diff=4081</id>
		<title>Pyro (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro_(6v6)&amp;diff=4081"/>
		<updated>2013-08-01T18:42:39Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: /* Strategies + Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Pyro is considered an [[offclass]] in the [[6v6]] [[metagame]].  The Pyro's strength is its ability to lock Ubered opponents into chokes, stalling them for significant amounts of time and preventing the rest of your team from taking damage.  However, its mediocre speed and poor range and power make it mostly worthless in transition plays.&lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*With the Degreaser, hold out your Shotgun to bait reflects.  People don't expect Pyros to switch back so quickly, and once they do expect it, it can force them to switch to Shotgun or not shoot at all.&lt;br /&gt;
&lt;br /&gt;
*Try not to let the enemy know you have a Pyro.  Hide somewhere close to the choke and don't hold out your Degreaser so the flamethrower model doesn't stick out.  If they know, they might Uber in a Scout to kill you, significantly hampering your effectiveness.&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;Universal Reflection Time&amp;quot; of Soldiers is one second after they notice you.  This cannot be relied upon, especially if they are allowed to prepare for a Pyro. &lt;br /&gt;
&lt;br /&gt;
*Try getting in-between the Uber.  It's risky stalling the pocket because you're reliant on reflects to not be killed.  If you can separate the Medic and pocket, your teammates can pick off the unubered players while the Medic can't reach them.&lt;br /&gt;
&lt;br /&gt;
*The Pyro can stall a few Kritz stickies with good timing, but the fire rate of uncharged stickies means that if the Demoman gets into mid-range, the Pyro will eventually go down.  Once this happens, get closer to the Demo so it's harder to aim at you.&lt;br /&gt;
&lt;br /&gt;
*Against megahesled targets, remember that the Axtinguisher can take down a 125% overhealed Medic in one shot.&lt;br /&gt;
&lt;br /&gt;
*Consider using the Detonator.  While you lose your only damaging ranged weapon, the Pyro is usually run against Ubered targets, which means you wouldn't get that much use from a Shotgun or Flare Gun anyway.  The Detonator is good for discouraging Snipers and can easily destroy stickytraps.  Because you don't need your secondary when actually fighting things (compression blast + minicrit is actually weaker in terms of DPS than flaming with the Degreaser, although it's better at finishing off some targets), consider using the stock flamethrower to get some extra flamethrower damage.&lt;br /&gt;
&lt;br /&gt;
*Pyro can be run to push last on some maps.  Use the Detonator to clear the point of stickies, or Uber the Pyro onto the point and use his airblast to knock off the enemy team while your team caps.&lt;br /&gt;
&lt;br /&gt;
*On points with high ground, such as cp_gravelpit C, the Pyro is great for airblasting people off the tower on defense.  The height advantage makes reflect airshots much easier.&lt;br /&gt;
&lt;br /&gt;
*Aim your flamethrower.  Remember that the particles of the flamethrower do not follow the animation.  Turn your flamethrower viewmodel off to get rid of the conflicting image and prevent the flames from obscuring your vision.  &lt;br /&gt;
&lt;br /&gt;
*Remember that the flamethrower particles penetrate.  If you can line up multiple targets to burn, your DPS becomes extremely potent.&lt;br /&gt;
&lt;br /&gt;
*You have to wait 3/4 of a second after airblasting to flame or airblast again.  During this downtime, switch to your secondary and fire off a shot or two.&lt;br /&gt;
&lt;br /&gt;
*When Detonating stickytraps, look for the white sparks that signify that stickies have been removed.  Remember, one Detonation may not have removed them all, so be careful.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*If you know they have a Pyro, uber in a Scout or two.  The Pyro is helpless against hitscan weapons and will go down quickly, then you can flash your pocket as needed.&lt;br /&gt;
&lt;br /&gt;
*As a Soldier, if a Pyro is stalling you, one strategy is to wait until he airblasts to shoot rockets.  Alternatively, switch to the Shotgun.&lt;br /&gt;
&lt;br /&gt;
*When playing against Pyros, don't &amp;quot;feed&amp;quot; them reflectable projectiles at mid / long range, or he could send it back with a minicrit, which is immune to falloff.&lt;br /&gt;
&lt;br /&gt;
*As a Demo, if a Pyro is stalling you, shoot and detonate stickies at your feet as fast as possible.  The fire rate of the Sticky Launcher is faster than airblast and the projectiles do not change teams, so you will get him down.&lt;br /&gt;
&lt;br /&gt;
*The Minigun shreds Pyros, but the Heavy's slow mobility means they can airblast you away and make it difficult for the Heavy to get into position to shoot the Pyro.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
* [[Pyro]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro_(6v6)&amp;diff=4080</id>
		<title>Pyro (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro_(6v6)&amp;diff=4080"/>
		<updated>2013-08-01T18:42:17Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Pyro is considered an [[offclass]] in the [[6v6]] [[metagame]].  The Pyro's strength is its ability to lock Ubered opponents into chokes, stalling them for significant amounts of time and preventing the rest of your team from taking damage.  However, its mediocre speed and poor range and power make it mostly worthless in transition plays.&lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*With the Degreaser, hold out your Shotgun to bait reflects.  People don't expect Pyros to switch back so quickly, and once they do expect it, it can force them to switch to Shotgun or not shoot at all.&lt;br /&gt;
&lt;br /&gt;
*Try not to let the enemy know you have a Pyro.  Hide somewhere close to the choke and don't hold out your Degreaser so the flamethrower model doesn't stick out.  If they know, they might Uber in a Scout to kill you, significantly hampering your effectiveness.&lt;br /&gt;
&lt;br /&gt;
**The &amp;quot;Universal Reflection Time&amp;quot; of Soldiers is one second after they notice you.  This cannot be relied upon, especially if they are allowed to prepare for a Pyro. &lt;br /&gt;
&lt;br /&gt;
*Try getting in-between the Uber.  It's risky stalling the pocket because you're reliant on reflects to not be killed.  If you can separate the Medic and pocket, your teammates can pick off the unubered players while the Medic can't reach them.&lt;br /&gt;
&lt;br /&gt;
*The Pyro can stall a few Kritz stickies with good timing, but the fire rate of uncharged stickies means that if the Demoman gets into mid-range, the Pyro will eventually go down.  Once this happens, get closer to the Demo so it's harder to aim at you.&lt;br /&gt;
&lt;br /&gt;
*Against megahesled targets, remember that the Axtinguisher can take down a 125% overhealed Medic in one shot.&lt;br /&gt;
&lt;br /&gt;
*Consider using the Detonator.  While you lose your only damaging ranged weapon, the Pyro is usually run against Ubered targets, which means you wouldn't get that much use from a Shotgun or Flare Gun anyway.  The Detonator is good for discouraging Snipers and can easily destroy stickytraps.  Because you don't need your secondary when actually fighting things (compression blast + minicrit is actually weaker in terms of DPS than flaming with the Degreaser, although it's better at finishing off some targets), consider using the stock flamethrower to get some extra flamethrower damage.&lt;br /&gt;
&lt;br /&gt;
*Pyro can be run to push last on some maps.  Use the Detonator to clear the point of stickies, or Uber the Pyro onto the point and use his airblast to knock off the enemy team while your team caps.&lt;br /&gt;
&lt;br /&gt;
*On points with high ground, such as cp_gravelpit C, the Pyro is great for airblasting people off the tower on defense.  The height advantage makes reflect airshots much easier.&lt;br /&gt;
&lt;br /&gt;
*Aim your flamethrower.  Remember that the particles of the flamethrower do not follow the animation.  Turn your flamethrower viewmodel off to get rid of the conflicting image and prevent the flames from obscuring your vision.  &lt;br /&gt;
&lt;br /&gt;
*Remember that the flamethrower particles penetrate.  If you can line up multiple targets to burn, your DPS becomes extremely potent.&lt;br /&gt;
&lt;br /&gt;
*You have to wait 3/4 of a second after airblasting to flame or airblast again.  During this downtime, switch to your secondary and fire off a shot or two.&lt;br /&gt;
&lt;br /&gt;
*When Detonating stickytraps, look for the white sparks that signify that stickies have been removed.  Remember, one Detonation may not have removed them all, so be careful.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*If you know they have a Pyro, uber in a Scout or two.  The Pyro is helpless against hitscan weapons and will go down quickly, then you can flash your pocket as needed.&lt;br /&gt;
&lt;br /&gt;
*As a Soldier, if a Pyro is stalling you, one strategy is to wait until he airblasts to shoot rockets.  Alternatively, switch to the Shotgun.&lt;br /&gt;
&lt;br /&gt;
*When playing against Pyros, don't &amp;quot;feed&amp;quot; them reflectable projectiles at mid / long range, or he could send it back with a minicrit, which is immune to falloff.&lt;br /&gt;
&lt;br /&gt;
*As a Demo, if a Pyro is stalling you, shoot and detonate stickies at your feet as fast as possible.  The fire rate of the Sticky Launcher is faster than airblast and the projectiles do not change teams, so you will get him down.&lt;br /&gt;
&lt;br /&gt;
*The Minigun shreds Pyros, but the Heavy's slow mobility means they can airblast you away and make it difficult for the Heavy to get into position to shoot the Pyro.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
* [[Pyro]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro_(6v6)&amp;diff=4079</id>
		<title>Pyro (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro_(6v6)&amp;diff=4079"/>
		<updated>2013-08-01T18:41:55Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: Created page with &amp;quot;{{stub}}  ==Overview==  The Pyro is considered an offclass in the 6v6 metagame.  The Pyro's strength is its ability to lock Ubered opponents into chokes, stalling ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Pyro is considered an [[offclass]] in the [[6v6]] [[metagame]].  The Pyro's strength is its ability to lock Ubered opponents into chokes, stalling them for significant amounts of time and preventing the rest of your team from taking damage.  However, its mediocre speed and poor range and power make it mostly worthless in transition plays.&lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*With the Degreaser, hold out your Shotgun to bait reflects.  People don't expect Pyros to switch back so quickly, and once they do expect it, it can force them to switch to Shotgun or not shoot at all.&lt;br /&gt;
&lt;br /&gt;
*Try not to let the enemy know you have a Pyro.  Hide somewhere close to the choke and don't hold out your Degreaser so the flamethrower model doesn't stick out.  If they know, they might Uber in a Scout to kill you, significantly hampering your effectiveness.&lt;br /&gt;
&lt;br /&gt;
**The &amp;quot;Universal Reflection Time&amp;quot; of Soldiers is one second after they notice you.  This cannot be relied upon, especially if they are allowed to prepare for a Pyro. &lt;br /&gt;
&lt;br /&gt;
*Try getting in-between the Uber.  It's risky stalling the pocket because you're reliant on reflects to not be killed.  If you can separate the Medic and pocket, your teammates can pick off the unubered players while the Medic can't reach them.&lt;br /&gt;
&lt;br /&gt;
*The Pyro can stall a few Kritz stickies with good timing, but the fire rate of uncharged stickies means that if the Demoman gets into mid-range, the Pyro will eventually go down.  Once this happens, get closer to the Demo so it's harder to aim at you.&lt;br /&gt;
&lt;br /&gt;
*Against megahesled targets, remember that the Axtinguisher can take down a 125% overhealed Medic in one shot.&lt;br /&gt;
&lt;br /&gt;
*Consider using the Detonator.  While you lose your only damaging ranged weapon, the Pyro is usually run against Ubered targets, which means you wouldn't get that much use from a Shotgun or Flare Gun anyway.  The Detonator is good for discouraging Snipers and can easily destroy stickytraps.  Because you don't need your secondary when actually fighting things (compression blast + minicrit is actually weaker in terms of DPS than flaming with the Degreaser, although it's better at finishing off some targets), consider using the stock flamethrower to get some extra flamethrower damage.&lt;br /&gt;
&lt;br /&gt;
*Pyro can be run to push last on some maps.  Use the Detonator to clear the point of stickies, or Uber the Pyro onto the point and use his airblast to knock off the enemy team while your team caps.&lt;br /&gt;
&lt;br /&gt;
*On points with high ground, such as cp_gravelpit C, the Pyro is great for airblasting people off the tower on defense.  The height advantage makes reflect airshots much easier.&lt;br /&gt;
&lt;br /&gt;
*Aim your flamethrower.  Remember that the particles of the flamethrower do not follow the animation.  Turn your flamethrower viewmodel off to get rid of the conflicting image and prevent the flames from obscuring your vision.  &lt;br /&gt;
&lt;br /&gt;
*Remember that the flamethrower particles penetrate.  If you can line up multiple targets to burn, your DPS becomes extremely potent.&lt;br /&gt;
&lt;br /&gt;
*You have to wait 3/4 of a second after airblasting to flame or airblast again.  During this downtime, switch to your secondary and fire off a shot or two.&lt;br /&gt;
&lt;br /&gt;
*When Detonating stickytraps, look for the white sparks that signify that stickies have been removed.  Remember, one Detonation may not have removed them all, so be careful.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*If you know they have a Pyro, uber in a Scout or two.  The Pyro is helpless against hitscan weapons and will go down quickly, then you can flash your pocket as needed.&lt;br /&gt;
&lt;br /&gt;
*As a Soldier, if a Pyro is stalling you, one strategy is to wait until he airblasts to shoot rockets.  Alternatively, switch to the Shotgun.&lt;br /&gt;
&lt;br /&gt;
*When playing against Pyros, don't &amp;quot;feed&amp;quot; them reflectable projectiles at mid / long range, or he could send it back with a minicrit, which is immune to falloff.&lt;br /&gt;
&lt;br /&gt;
*As a Demo, if a Pyro is stalling you, shoot and detonate stickies at your feet as fast as possible.  The fire rate of the Sticky Launcher is faster than airblast and the projectiles do not change teams, so you will get him down.&lt;br /&gt;
&lt;br /&gt;
*The Minigun shreds Pyros, but the Heavy's slow mobility means they can airblast you away and make it difficult for the Heavy to get into position to shoot the Pyro.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
* [[Heavy]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer_(6v6)&amp;diff=4078</id>
		<title>Engineer (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer_(6v6)&amp;diff=4078"/>
		<updated>2013-08-01T18:05:05Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: /* Counters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Engineer is considered an [[offclass]] in the [[6v6]] [[metagame]].  While the Sentry's poor mobility makes Engineer weak in transition plays, the sentry's aim neuters Scouts, its regeneration allows it to waste a lot of Uber, and once the sentry goes down, the Engineer can switch back to their main, acting as a disposable player. In large maps such as cp_warmfront, the Engineer's teleporters can be used to better hold second after a failed last push.&lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*Sentries are especially powerful against Kritzkrieg, as they are immune to critical hits.&lt;br /&gt;
&lt;br /&gt;
*If the Demoman is individually airbursting stickies at your sentry, you can Wrench your sentry until you're in danger of dying to the next sticky.  If he's laying down multiple stickies, try to shoot them off, but get out of their explosion range.&lt;br /&gt;
&lt;br /&gt;
*Don't be afraid to abandon the Sentry and go back to your main.  As long as it's stalled for a bit of time, you've done your job.&lt;br /&gt;
&lt;br /&gt;
*Make sure you have enough time to get at least a level 2 if you're going Engineer.  Level 1s are too weak.&lt;br /&gt;
&lt;br /&gt;
*If your sentry doesn't go down, you can push out with all six people and leave the Sentry to guard last, leaving you with more numbers pushing out, better able to win the fight on second, while keeping a guard on last.&lt;br /&gt;
&lt;br /&gt;
*Forward holds with Sentries can be useful if you get into position in time.  A Sentry can alert the Engineer to players with its perfectly accurate senses.  Combined with a stickytrap, you can get stickytrap kills while remaining far away, perfectly safe.&lt;br /&gt;
&lt;br /&gt;
*Try baiting your Sentry.  People underestimate Engineers, prioritizing the Sentry, and often don't expect an Engineer to do anything but run.  While the Engineer is fragile, the Shotgun is very powerful and you can get kills on distracted enemies, especially if they're softened from your Sentry.&lt;br /&gt;
&lt;br /&gt;
*Try hiding stickytraps inside Dispensers.  Dispensers are extremely low priority targets and people usually ignore them.&lt;br /&gt;
&lt;br /&gt;
*When holding last, once you have a sentry upgraded, you can try using a teleporter system.  Build an entrance near where the Medic is, but not so near that he'll accidentally walk into it.  Put the exit on the other side of the point.  When the enemy jumps in, the Medic can teleport and the rest of the people can jump to him, allowing him to milk or escape a No Uber vs Uber situation.  &lt;br /&gt;
&lt;br /&gt;
*On [[Control_Points_(Attack-Defend)|Attack / Defend]] maps, setup time mitigates the Sentry's build time.  Have all non-essential classes suicide to give you metal.  &lt;br /&gt;
&lt;br /&gt;
*Be sure to get at least a Level 2 Sentry before worrying about Dispensers and Teleporters, unless setup time is involved.&lt;br /&gt;
&lt;br /&gt;
*If it's allowed, use the Jag.  It builds sentries around a second faster than the Stock, which can be a lifesaver, while hitting enemies is never important when you have a Shotgun and 200 ammo Pistol.&lt;br /&gt;
&lt;br /&gt;
*When attacking with Engineer, keep your Sentry at Level 1, 175 upgraded.  The more a sentry levels, the longer it takes to deploy, and with this setup you can deploy a level 2 as fast as possible.  &lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*Try and spam down a Sentry before you push.  This is not always possible because of placement, but because buildings always take base damage, two well-placed stickies or three rockets can snipe it before the push even starts.&lt;br /&gt;
&lt;br /&gt;
*If you can't do that, focus the Sentry immediately.  Sentries hard counter Scouts and you need your Scouts in the thick of the fight to win it.&lt;br /&gt;
&lt;br /&gt;
*When Ubering to take down a Sentry, you don't have to Uber the Demoman.  Because the Sentry always focuses the closest target, you can Uber your pocket Soldier instead while the Demo safely spams behind, not taking flashes.&lt;br /&gt;
&lt;br /&gt;
*If you're running a Sniper, time your fully-charged bodyshot to hit as soon as a Soldier spam rocket does, and you can take it down without giving the Engineer a chance to repair.&lt;br /&gt;
&lt;br /&gt;
When attacking a Sentry tanked by an Engineer, if you focus the Engineer, he'll either die or be forced to retreat, leaving the sentry vulnerable and maybe preventing a Scout or roamer from re-entering the fight.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer_(6v6)&amp;diff=4077</id>
		<title>Engineer (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer_(6v6)&amp;diff=4077"/>
		<updated>2013-08-01T18:02:54Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Engineer is considered an [[offclass]] in the [[6v6]] [[metagame]].  While the Sentry's poor mobility makes Engineer weak in transition plays, the sentry's aim neuters Scouts, its regeneration allows it to waste a lot of Uber, and once the sentry goes down, the Engineer can switch back to their main, acting as a disposable player. In large maps such as cp_warmfront, the Engineer's teleporters can be used to better hold second after a failed last push.&lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*Sentries are especially powerful against Kritzkrieg, as they are immune to critical hits.&lt;br /&gt;
&lt;br /&gt;
*If the Demoman is individually airbursting stickies at your sentry, you can Wrench your sentry until you're in danger of dying to the next sticky.  If he's laying down multiple stickies, try to shoot them off, but get out of their explosion range.&lt;br /&gt;
&lt;br /&gt;
*Don't be afraid to abandon the Sentry and go back to your main.  As long as it's stalled for a bit of time, you've done your job.&lt;br /&gt;
&lt;br /&gt;
*Make sure you have enough time to get at least a level 2 if you're going Engineer.  Level 1s are too weak.&lt;br /&gt;
&lt;br /&gt;
*If your sentry doesn't go down, you can push out with all six people and leave the Sentry to guard last, leaving you with more numbers pushing out, better able to win the fight on second, while keeping a guard on last.&lt;br /&gt;
&lt;br /&gt;
*Forward holds with Sentries can be useful if you get into position in time.  A Sentry can alert the Engineer to players with its perfectly accurate senses.  Combined with a stickytrap, you can get stickytrap kills while remaining far away, perfectly safe.&lt;br /&gt;
&lt;br /&gt;
*Try baiting your Sentry.  People underestimate Engineers, prioritizing the Sentry, and often don't expect an Engineer to do anything but run.  While the Engineer is fragile, the Shotgun is very powerful and you can get kills on distracted enemies, especially if they're softened from your Sentry.&lt;br /&gt;
&lt;br /&gt;
*Try hiding stickytraps inside Dispensers.  Dispensers are extremely low priority targets and people usually ignore them.&lt;br /&gt;
&lt;br /&gt;
*When holding last, once you have a sentry upgraded, you can try using a teleporter system.  Build an entrance near where the Medic is, but not so near that he'll accidentally walk into it.  Put the exit on the other side of the point.  When the enemy jumps in, the Medic can teleport and the rest of the people can jump to him, allowing him to milk or escape a No Uber vs Uber situation.  &lt;br /&gt;
&lt;br /&gt;
*On [[Control_Points_(Attack-Defend)|Attack / Defend]] maps, setup time mitigates the Sentry's build time.  Have all non-essential classes suicide to give you metal.  &lt;br /&gt;
&lt;br /&gt;
*Be sure to get at least a Level 2 Sentry before worrying about Dispensers and Teleporters, unless setup time is involved.&lt;br /&gt;
&lt;br /&gt;
*If it's allowed, use the Jag.  It builds sentries around a second faster than the Stock, which can be a lifesaver, while hitting enemies is never important when you have a Shotgun and 200 ammo Pistol.&lt;br /&gt;
&lt;br /&gt;
*When attacking with Engineer, keep your Sentry at Level 1, 175 upgraded.  The more a sentry levels, the longer it takes to deploy, and with this setup you can deploy a level 2 as fast as possible.  &lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*Try and spam down a Sentry before you push.  This is not always possible because of placement, but because buildings always take base damage, two well-placed stickies or three rockets can snipe it before the push even starts.&lt;br /&gt;
&lt;br /&gt;
*If you can't do that, focus the Sentry immediately.  Sentries hard counter Scouts and you need your Scouts in the thick of the fight to win it.&lt;br /&gt;
&lt;br /&gt;
*When Ubering to take down a Sentry, you don't have to Uber the Demoman.  Because the Sentry always focuses the closest target, you can Uber your pocket Soldier instead while the Demo safely spams behind, not taking flashes.&lt;br /&gt;
&lt;br /&gt;
*If you're running a Sniper, time your fully-charged bodyshot to hit as soon as a Soldier spam rocket does, and you can take it down without giving the Engineer a chance to repair.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer_(6v6)&amp;diff=3957</id>
		<title>Engineer (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer_(6v6)&amp;diff=3957"/>
		<updated>2013-08-01T01:01:16Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: /* Counters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Engineer is considered an [[offclass]] in the [[6v6]] [[metagame]].  While the Sentry's poor mobility makes Engineer weak in transition plays, the sentry's aim neuters Scouts, its regeneration allows it to waste a lot of Uber, and once the sentry goes down, the Engineer can switch back to their main, acting as a disposable player. In large maps such as cp_warmfront, the Engineer's teleporters can be used to better hold second after a failed last push.&lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*If the Demoman is individually airbursting stickies at your sentry, you can Wrench your sentry until you're in danger of dying to the next sticky.  If he's laying down multiple stickies, try to shoot them off, but get out of their explosion range.&lt;br /&gt;
&lt;br /&gt;
*Don't be afraid to abandon the Sentry and go back to your main.  As long as it's stalled for a bit of time, you've done your job.&lt;br /&gt;
&lt;br /&gt;
*Make sure you have enough time to get at least a level 2 if you're going Engineer.  Level 1s are too weak.&lt;br /&gt;
&lt;br /&gt;
*If your sentry doesn't go down, you can push out with all six people and leave the Sentry to guard last, leaving you with more numbers pushing out, better able to win the fight on second, while keeping a guard on last.&lt;br /&gt;
&lt;br /&gt;
*Forward holds with Sentries can be useful if you get into position in time.  A Sentry can alert the Engineer to players with its perfectly accurate senses.  Combined with a stickytrap, you can get stickytrap kills while remaining far away, perfectly safe.&lt;br /&gt;
&lt;br /&gt;
*Try baiting your Sentry.  People underestimate Engineers, prioritizing the Sentry, and often don't expect an Engineer to do anything but run.  While the Engineer is fragile, the Shotgun is very powerful and you can get kills on distracted enemies, especially if they're softened from your Sentry.&lt;br /&gt;
&lt;br /&gt;
*Try hiding stickytraps inside Dispensers.  Dispensers are extremely low priority targets and people usually ignore them.&lt;br /&gt;
&lt;br /&gt;
*When holding last, once you have a sentry upgraded, you can try using a teleporter system.  Build an entrance near where the Medic is, but not so near that he'll accidentally walk into it.  Put the exit on the other side of the point.  When the enemy jumps in, the Medic can teleport and the rest of the people can jump to him, allowing him to milk or escape a No Uber vs Uber situation.  &lt;br /&gt;
&lt;br /&gt;
*On [[Control_Points_(Attack-Defend)|Attack / Defend]] maps, setup time mitigates the Sentry's build time.  Have all non-essential classes suicide to give you metal.  &lt;br /&gt;
&lt;br /&gt;
*Be sure to get at least a Level 2 Sentry before worrying about Dispensers and Teleporters, unless setup time is involved.&lt;br /&gt;
&lt;br /&gt;
*If it's allowed, use the Jag.  It builds sentries around a second faster than the Stock, which can be a lifesaver, while hitting enemies is never important when you have a Shotgun and 200 ammo Pistol.&lt;br /&gt;
&lt;br /&gt;
*When attacking with Engineer, keep your Sentry at Level 1, 175 upgraded.  The more a sentry levels, the longer it takes to deploy, and with this setup you can deploy a level 2 as fast as possible.  &lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*Try and spam down a Sentry before you push.  This is not always possible because of placement, but because buildings always take base damage, two well-placed stickies or three rockets can snipe it before the push even starts.&lt;br /&gt;
&lt;br /&gt;
*If you can't do that, focus the Sentry immediately.  Sentries hard counter Scouts and you need your Scouts in the thick of the fight to win it.&lt;br /&gt;
&lt;br /&gt;
*When Ubering to take down a Sentry, you don't have to Uber the Demoman.  Because the Sentry always focuses the closest target, you can Uber your pocket Soldier instead while the Demo safely spams behind, not taking flashes.&lt;br /&gt;
&lt;br /&gt;
*If you're running a Sniper, time your fully-charged bodyshot to hit as soon as a Soldier spam rocket does, and you can take it down without giving the Engineer a chance to repair.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer_(6v6)&amp;diff=3956</id>
		<title>Engineer (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer_(6v6)&amp;diff=3956"/>
		<updated>2013-08-01T01:00:50Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Engineer is considered an [[offclass]] in the [[6v6]] [[metagame]].  While the Sentry's poor mobility makes Engineer weak in transition plays, the sentry's aim neuters Scouts, its regeneration allows it to waste a lot of Uber, and once the sentry goes down, the Engineer can switch back to their main, acting as a disposable player. In large maps such as cp_warmfront, the Engineer's teleporters can be used to better hold second after a failed last push.&lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*If the Demoman is individually airbursting stickies at your sentry, you can Wrench your sentry until you're in danger of dying to the next sticky.  If he's laying down multiple stickies, try to shoot them off, but get out of their explosion range.&lt;br /&gt;
&lt;br /&gt;
*Don't be afraid to abandon the Sentry and go back to your main.  As long as it's stalled for a bit of time, you've done your job.&lt;br /&gt;
&lt;br /&gt;
*Make sure you have enough time to get at least a level 2 if you're going Engineer.  Level 1s are too weak.&lt;br /&gt;
&lt;br /&gt;
*If your sentry doesn't go down, you can push out with all six people and leave the Sentry to guard last, leaving you with more numbers pushing out, better able to win the fight on second, while keeping a guard on last.&lt;br /&gt;
&lt;br /&gt;
*Forward holds with Sentries can be useful if you get into position in time.  A Sentry can alert the Engineer to players with its perfectly accurate senses.  Combined with a stickytrap, you can get stickytrap kills while remaining far away, perfectly safe.&lt;br /&gt;
&lt;br /&gt;
*Try baiting your Sentry.  People underestimate Engineers, prioritizing the Sentry, and often don't expect an Engineer to do anything but run.  While the Engineer is fragile, the Shotgun is very powerful and you can get kills on distracted enemies, especially if they're softened from your Sentry.&lt;br /&gt;
&lt;br /&gt;
*Try hiding stickytraps inside Dispensers.  Dispensers are extremely low priority targets and people usually ignore them.&lt;br /&gt;
&lt;br /&gt;
*When holding last, once you have a sentry upgraded, you can try using a teleporter system.  Build an entrance near where the Medic is, but not so near that he'll accidentally walk into it.  Put the exit on the other side of the point.  When the enemy jumps in, the Medic can teleport and the rest of the people can jump to him, allowing him to milk or escape a No Uber vs Uber situation.  &lt;br /&gt;
&lt;br /&gt;
*On [[Control_Points_(Attack-Defend)|Attack / Defend]] maps, setup time mitigates the Sentry's build time.  Have all non-essential classes suicide to give you metal.  &lt;br /&gt;
&lt;br /&gt;
*Be sure to get at least a Level 2 Sentry before worrying about Dispensers and Teleporters, unless setup time is involved.&lt;br /&gt;
&lt;br /&gt;
*If it's allowed, use the Jag.  It builds sentries around a second faster than the Stock, which can be a lifesaver, while hitting enemies is never important when you have a Shotgun and 200 ammo Pistol.&lt;br /&gt;
&lt;br /&gt;
*When attacking with Engineer, keep your Sentry at Level 1, 175 upgraded.  The more a sentry levels, the longer it takes to deploy, and with this setup you can deploy a level 2 as fast as possible.  &lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*Try and spam down a Sentry before you push.  This is not always possible because of placement, but because buildings always take base damage, two well-placed stickies or three rockets can snipe it before the push even starts.&lt;br /&gt;
&lt;br /&gt;
*If you can't do that, focus the Sentry immediately.  Sentries hard counter Scouts and you need your Scouts in the thick of the fight to win it.&lt;br /&gt;
&lt;br /&gt;
*When Ubering to take down a Sentry, you don't have to Uber the Demoman.  Because the Sentry always focuses the closest target, you can Uber your pocket Soldier instead while the Demo safely spams behind, not taking flashes.&lt;br /&gt;
&lt;br /&gt;
*If you''re running a Sniper, time your fully-charged bodyshot to hit as soon as a Soldier spam rocket does, and you can take it down without giving the Engineer a chance to repair.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=3943</id>
		<title>Heavy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=3943"/>
		<updated>2013-07-31T20:05:21Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Heavy is considered an [[offclass]] in the [[6v6]] [[metagame]].  While the Heavy's poor mobility makes it weak in transition plays, the Heavy's 450 full buff allows him to tank large amounts of damage when pushing or holding last and draw enemy fire while dealing large amounts of damage with his powerful hitscan primary.  However, because the Heavy requires so many heals to be successful, running a Heavy can starve your team of buffs.&lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*When holding last, the Heavy can sit on the high ground and deny jumpers with the Minigun and his health, even if they're Ubered.  &lt;br /&gt;
&lt;br /&gt;
*When holding last, you can put your Heavy on the point so the enemy team is unable to win until they finish off his 450 HP, wasting a lot of time.&lt;br /&gt;
&lt;br /&gt;
*When defending against an Uber, you can deny jumpers or hurt people that aren't Ubered with the Minigun, but otherwise, jump and crouch around to waste as much of the enemy's Uber as you can.&lt;br /&gt;
&lt;br /&gt;
*When pushing last, the Heavy can come in at the tail end of an Uber, receive [[Glossary#Combat_terms|Critheals]], clean up the damage made by the Uber with powerful hitscan, and walk onto the point, difficult to dislodge due to his large amount of health.  &lt;br /&gt;
&lt;br /&gt;
*When pushing with Kritz, especially on points like Granary last with large sightlines, the Heavy can be useful to flash, or take the full Kritz if the Demo goes down, because of the unrivaled hitscan power of the Minigun, although his mobility limits him on smaller points.  &lt;br /&gt;
&lt;br /&gt;
*Heavy is one of the best classes to use when hiding in forward spawn, because they are often close to points, allowing the Heavy to use his health and close-ranged power while mitigating his mobility. &lt;br /&gt;
&lt;br /&gt;
*If you can, try not to be seen by the enemy team before their push, and try not to rev unless there's something to shoot, so as to not alert the other team and allow them to formulate a plan to counter you.  Rev noise also obscures important sounds like Medic calls and Spy uncloaks.&lt;br /&gt;
&lt;br /&gt;
*Get critheals.  A 450 HP Heavy is a gigantic wall, a 300 HP Heavy is easy pickings.  Getting critheals means you minimize the amount of time your Medic isn't healing the rest of your team.&lt;br /&gt;
&lt;br /&gt;
*Try not to get healed when at low health.  It takes too long to heal a lit Heavy to full.  Get health packs instead, the Heavy's large HP means it's the most efficient class to take health packs.&lt;br /&gt;
&lt;br /&gt;
*Switch off Heavy when pushing out of last.  The Heavy's weakness is its speed, and it's difficult to push out when it takes so long to travel between points.  This is somewhat less of a problem on small maps like cp_gullywash.&lt;br /&gt;
&lt;br /&gt;
*Don't forget the Shotgun.  While very weak compared to the Minigun, in some cases it can be used to chase lit targets and it's faster to respond to surprises without the rev speed of the Minigun.  &lt;br /&gt;
&lt;br /&gt;
*If you suspect that there's something to shoot around the corner, jump and rev in midair, this allows you to be more prepared for the enemy without losing speed.&lt;br /&gt;
&lt;br /&gt;
*To dodge headshots while revved, rapidly crouch and uncrouch.  While unrevved, you can also jump around and wave your crosshairs around to move your head's position, but the best way is to take cover behind a prop.&lt;br /&gt;
&lt;br /&gt;
*On [[KOTH]] maps, the Heavy is great for countering 4-man suicides when holding the point.&lt;br /&gt;
&lt;br /&gt;
*On [[Control_Points_(Attack-Defend)|Attack / Defend]] maps, setup time mitigates the Heavy's slow speed.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*Focus fire is the most reliable way to kill a Heavy.  Once you get the Heavy down, the rest of the team, probably unbuffed because of the Heavy's insatiable need for heals, will go down relatively quickly.&lt;br /&gt;
&lt;br /&gt;
*Snipers can abuse the Heavy's large hitbox and slow movement to easily get a fully-charged headshot to take it down.&lt;br /&gt;
&lt;br /&gt;
*Kritzkrieg makes it easy to cut through the Heavy's bulk.&lt;br /&gt;
&lt;br /&gt;
*Scout Ubers and their high DPS make it easy to focus down a Heavy.&lt;br /&gt;
&lt;br /&gt;
*Run your own Heavy.  In a Heavy vs Heavy fight, whoever revs first wins, so if you catch him by surprise with your own Heavy, you can mow his large hitbox down with your Minigun.&lt;br /&gt;
&lt;br /&gt;
*Pick off the flankers.  Heavy absorbs a lot of heals, so your team's flank will have an advantage and you can use those heals to outnumber their team.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
* [[Heavy]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ESEA-I_Season_14&amp;diff=3941</id>
		<title>ESEA-I Season 14</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ESEA-I_Season_14&amp;diff=3941"/>
		<updated>2013-07-31T19:36:17Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: /* Teams */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Teams==&lt;br /&gt;
&lt;br /&gt;
===High Rollers Gaming (16-0)===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = CyZeR&lt;br /&gt;
| scout2 = shrugger&lt;br /&gt;
| pocket = lansky&lt;br /&gt;
| roamer = Taggerung&lt;br /&gt;
| demoman = b4nny&lt;br /&gt;
| medic = shade&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== tri hards (14-2)===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = clockwork&lt;br /&gt;
| scout2 = boomer&lt;br /&gt;
| pocket = tri&lt;br /&gt;
| roamer = blaze&lt;br /&gt;
| demoman = dummy&lt;br /&gt;
| medic = kbk&lt;br /&gt;
| description = After the season ended, tri hards picked up [[rr]] from Mad Men as Demoman, saying that they refused to scrim with dummy due to his tendency to rage.  Who goes to LAN remains to be seen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Classic Mixup (12-4)===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = enigma&lt;br /&gt;
| scout2 = mo0se&lt;br /&gt;
| pocket = Platinum&lt;br /&gt;
| roamer = harbleu&lt;br /&gt;
| demoman = A_Seagull&lt;br /&gt;
| medic = smaka&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Apocalypse Gaming (11-5)===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = Kapoww&lt;br /&gt;
| scout2 = squid&lt;br /&gt;
| pocket = rando&lt;br /&gt;
| roamer = Boink&lt;br /&gt;
| demoman = Sweater&lt;br /&gt;
| medic = Indust&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Mad Men (8-8)===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = YouMustMike&lt;br /&gt;
| scout2 = Seymoo&lt;br /&gt;
| pocket = bl4nk&lt;br /&gt;
| roamer = MemphisVon&lt;br /&gt;
| demoman = rr&lt;br /&gt;
| medic = Nosferatu&lt;br /&gt;
| description = Starting the season with [[snoopy]] as Scout, he was cut for Seymoo due to lack of dedication.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Top Guns (7-9)===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = alfa&lt;br /&gt;
| scout2 = seanbud&lt;br /&gt;
| pocket = zbryan&lt;br /&gt;
| roamer = relic&lt;br /&gt;
| demoman = PYYYOUR&lt;br /&gt;
| medic = ninjanick&lt;br /&gt;
| description = Top Guns struggled with roster issues.  Originally picking up [[carnage]] to replace [[justin]], he left due to clashes in personality despite playing well.  [[Relic]] was also unable to play due to a trip to Taiwan for several weeks, forcing their backup [[grape]] to play [[Roamer]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Solace eSports (6-10)===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = Giffy&lt;br /&gt;
| scout2 = Bdonski&lt;br /&gt;
| pocket = milo&lt;br /&gt;
| roamer = Panic&lt;br /&gt;
| demoman = xalox&lt;br /&gt;
| medic = chimpfeet&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Runaway 5 (5-11)===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = downpour&lt;br /&gt;
| scout2 = yuki&lt;br /&gt;
| pocket = djc&lt;br /&gt;
| roamer = Skarlett&lt;br /&gt;
| demoman = duwatna&lt;br /&gt;
| medic = theoverseer&lt;br /&gt;
| description = While they started out the season with [[Ma3la]], he left to backup for Chill To Good Ratio in ESEA-IM.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===ROOT PLUS SIX (1-15)===&lt;br /&gt;
&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = sezco&lt;br /&gt;
| scout2 = Loronix&lt;br /&gt;
| pocket = Rick&lt;br /&gt;
| roamer = MarmadukeGryllis&lt;br /&gt;
| demoman = unf&lt;br /&gt;
| medic = Stratovariu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Vector Gaming (0-16)===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = phife&lt;br /&gt;
| scout2 = Hibachi&lt;br /&gt;
| pocket = jaybenaduchi&lt;br /&gt;
| roamer = mile&lt;br /&gt;
| demoman = DougyG&lt;br /&gt;
| medic = foster&lt;br /&gt;
| description = In the absence of ninjanick, the team struggled to find a new medic, originally picking up [[Mr. Slin]], who left due to having difficulty meshing with the team, they picked up [[foster]] later.  Dead due to computer issues of multiple players.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==LAN==&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ESEA-I_Season_14&amp;diff=3940</id>
		<title>ESEA-I Season 14</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ESEA-I_Season_14&amp;diff=3940"/>
		<updated>2013-07-31T19:32:42Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Teams==&lt;br /&gt;
===Apocalypse Gaming===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = Kapoww&lt;br /&gt;
| scout2 = squid&lt;br /&gt;
| pocket = rando&lt;br /&gt;
| roamer = Boink&lt;br /&gt;
| demoman = Sweater&lt;br /&gt;
| medic = Indust&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== tri hards ===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = clockwork&lt;br /&gt;
| scout2 = boomer&lt;br /&gt;
| pocket = tri&lt;br /&gt;
| roamer = blaze&lt;br /&gt;
| demoman = dummy&lt;br /&gt;
| medic = kbk&lt;br /&gt;
| description = After the season ended, tri hards picked up [[rr]] from Mad Men as Demoman, saying that they refused to scrim with dummy due to his tendency to rage.  Who goes to LAN remains to be seen.&lt;br /&gt;
}}&lt;br /&gt;
===Classic Mixup===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = enigma&lt;br /&gt;
| scout2 = mo0se&lt;br /&gt;
| pocket = Platinum&lt;br /&gt;
| roamer = harbleu&lt;br /&gt;
| demoman = A_Seagull&lt;br /&gt;
| medic = smaka&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
===High Rollers Gaming===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = CyZeR&lt;br /&gt;
| scout2 = shrugger&lt;br /&gt;
| pocket = lansky&lt;br /&gt;
| roamer = Taggerung&lt;br /&gt;
| demoman = b4nny&lt;br /&gt;
| medic = shade&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Top Guns===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = alfa&lt;br /&gt;
| scout2 = seanbud&lt;br /&gt;
| pocket = zbryan&lt;br /&gt;
| roamer = relic&lt;br /&gt;
| demoman = PYYYOUR&lt;br /&gt;
| medic = ninjanick&lt;br /&gt;
| description = Top Guns struggled with roster issues.  Originally picking up [[carnage]] to replace [[justin]], he left due to clashes in personality despite playing well.  [[Relic]] was also unable to play due to a trip to Taiwan for several weeks, forcing their backup [[grape]] to play [[Roamer]].&lt;br /&gt;
}}&lt;br /&gt;
===Mad Men===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = YouMustMike&lt;br /&gt;
| scout2 = Seymoo&lt;br /&gt;
| pocket = bl4nk&lt;br /&gt;
| roamer = MemphisVon&lt;br /&gt;
| demoman = rr&lt;br /&gt;
| medic = Nosferatu&lt;br /&gt;
| description = Starting the season with [[snoopy]] as Scout, he was cut for Seymoo due to lack of dedication.&lt;br /&gt;
}}&lt;br /&gt;
===Vector Gaming===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = phife&lt;br /&gt;
| scout2 = Hibachi&lt;br /&gt;
| pocket = jaybenaduchi&lt;br /&gt;
| roamer = mile&lt;br /&gt;
| demoman = DougyG&lt;br /&gt;
| medic = foster&lt;br /&gt;
| description = In the absence of ninjanick, the team struggled to find a new medic, originally picking up [[Mr. Slin]], who left due to having difficulty meshing with the team, they picked up [[foster]] later.  Dead due to computer issues, they failed to get a single win in the season.&lt;br /&gt;
}}&lt;br /&gt;
===Solace eSports===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = Giffy&lt;br /&gt;
| scout2 = Bdonski&lt;br /&gt;
| pocket = milo&lt;br /&gt;
| roamer = Panic&lt;br /&gt;
| demoman = xalox&lt;br /&gt;
| medic = chimpfeet&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Runaway 5===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = downpour&lt;br /&gt;
| scout2 = yuki&lt;br /&gt;
| pocket = djc&lt;br /&gt;
| roamer = Skarlett&lt;br /&gt;
| demoman = duwatna&lt;br /&gt;
| medic = theoverseer&lt;br /&gt;
| description = While they started out the season with [[Ma3la]], he left to backup for Chill To Good Ratio in ESEA-IM.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===ROOT PLUS SIX===&lt;br /&gt;
&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = sezco&lt;br /&gt;
| scout2 = Loronix&lt;br /&gt;
| pocket = Rick&lt;br /&gt;
| roamer = MarmadukeGryllis&lt;br /&gt;
| demoman = unf&lt;br /&gt;
| medic = Stratovariu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==LAN==&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ESEA-I_Season_14&amp;diff=3939</id>
		<title>ESEA-I Season 14</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ESEA-I_Season_14&amp;diff=3939"/>
		<updated>2013-07-31T19:31:54Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: changed hrg to high rollers gaming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Teams==&lt;br /&gt;
===Apocalypse Gaming===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = Kapoww&lt;br /&gt;
| scout2 = squid&lt;br /&gt;
| pocket = rando&lt;br /&gt;
| roamer = Boink&lt;br /&gt;
| demoman = Sweater&lt;br /&gt;
| medic = Indust&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== tri hards ===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = clockwork&lt;br /&gt;
| scout2 = boomer&lt;br /&gt;
| pocket = tri&lt;br /&gt;
| roamer = blaze&lt;br /&gt;
| demoman = dummy&lt;br /&gt;
| medic = kbk&lt;br /&gt;
| description = After the season ended, tri hards picked up [[rr]] from Mad Men as Demoman, saying that they refused to scrim with dummy due to his tendency to rage.  Who goes to LAN remains to be seen.&lt;br /&gt;
}}&lt;br /&gt;
===Classic Mixup===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = enigma&lt;br /&gt;
| scout2 = mo0se&lt;br /&gt;
| pocket = Platinum&lt;br /&gt;
| roamer = harbleu&lt;br /&gt;
| demoman = A_Seagull&lt;br /&gt;
| medic = smaka&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
===High Rollers Gaming===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = CyZeR&lt;br /&gt;
| scout2 = shrugger&lt;br /&gt;
| pocket = lansky&lt;br /&gt;
| roamer = Taggerung&lt;br /&gt;
| demoman = b4nny&lt;br /&gt;
| medic = shade&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Top Guns===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = alfa&lt;br /&gt;
| scout2 = seanbud&lt;br /&gt;
| pocket = zbryan&lt;br /&gt;
| roamer = relic&lt;br /&gt;
| demoman = PYYYOUR&lt;br /&gt;
| medic = ninjanick&lt;br /&gt;
| description = Top Guns struggled with roster issues.  Originally picking up [[carnage]] to replace [[justin]], he left due to clashes in personality despite playing well.  [[Relic]] was also unable to play due to a trip to Taiwan for several weeks, forcing their backup [[grape]] to play [[Roamer]].&lt;br /&gt;
}}&lt;br /&gt;
===Mad Men===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = YouMustMike&lt;br /&gt;
| scout2 = Seymoo&lt;br /&gt;
| pocket = bl4nk&lt;br /&gt;
| roamer = MemphisVon&lt;br /&gt;
| demoman = rr&lt;br /&gt;
| medic = Nosferatu&lt;br /&gt;
| description = Starting the season with [[snoopy]] as Scout, he was cut for Seymoo due to lack of dedication.&lt;br /&gt;
}}&lt;br /&gt;
===Vector Gaming===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = phife&lt;br /&gt;
| scout2 = Hibachi&lt;br /&gt;
| pocket = jaybenaduchi&lt;br /&gt;
| roamer = mile&lt;br /&gt;
| demoman = DougyG&lt;br /&gt;
| medic = foster&lt;br /&gt;
| description = In the absence of ninjanick, the team struggled to find a new medic, originally picking up [[Mr. Slin]], who left due to having difficulty meshing with the team, they picked up [[foster]] later.  Dead due to computer issues, they failed to get a single win in the season.&lt;br /&gt;
}}&lt;br /&gt;
===Solace eSports===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = Giffy&lt;br /&gt;
| scout2 = Bdonski&lt;br /&gt;
| pocket = milo&lt;br /&gt;
| roamer = Panic&lt;br /&gt;
| demoman = xalox&lt;br /&gt;
| medic = chimpfeet&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Runaway 5===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = downpour&lt;br /&gt;
| scout2 = yuki&lt;br /&gt;
| pocket = djc&lt;br /&gt;
| roamer = Skarlett&lt;br /&gt;
| demoman = duwatna&lt;br /&gt;
| medic = theoverseer&lt;br /&gt;
| description = While they started out the season with [[Ma3la]], he left to backup for Chill To Good Ratio in ESEA-IM.&lt;br /&gt;
&lt;br /&gt;
===ROOT PLUS SIX===&lt;br /&gt;
&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = sezco&lt;br /&gt;
| scout2 = Loronix&lt;br /&gt;
| pocket = Rick&lt;br /&gt;
| roamer = MarmadukeGryllis&lt;br /&gt;
| demoman = unf&lt;br /&gt;
| medic = Stratovariu&lt;br /&gt;
&lt;br /&gt;
==LAN==&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ESEA-I_Season_14&amp;diff=3938</id>
		<title>ESEA-I Season 14</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ESEA-I_Season_14&amp;diff=3938"/>
		<updated>2013-07-31T19:31:18Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Teams==&lt;br /&gt;
===Apocalypse Gaming===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = Kapoww&lt;br /&gt;
| scout2 = squid&lt;br /&gt;
| pocket = rando&lt;br /&gt;
| roamer = Boink&lt;br /&gt;
| demoman = Sweater&lt;br /&gt;
| medic = Indust&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== tri hards ===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = clockwork&lt;br /&gt;
| scout2 = boomer&lt;br /&gt;
| pocket = tri&lt;br /&gt;
| roamer = blaze&lt;br /&gt;
| demoman = dummy&lt;br /&gt;
| medic = kbk&lt;br /&gt;
| description = After the season ended, tri hards picked up [[rr]] from Mad Men as Demoman, saying that they refused to scrim with dummy due to his tendency to rage.  Who goes to LAN remains to be seen.&lt;br /&gt;
}}&lt;br /&gt;
===Classic Mixup===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = enigma&lt;br /&gt;
| scout2 = mo0se&lt;br /&gt;
| pocket = Platinum&lt;br /&gt;
| roamer = harbleu&lt;br /&gt;
| demoman = A_Seagull&lt;br /&gt;
| medic = smaka&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
===HRG===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = CyZeR&lt;br /&gt;
| scout2 = shrugger&lt;br /&gt;
| pocket = lansky&lt;br /&gt;
| roamer = Taggerung&lt;br /&gt;
| demoman = b4nny&lt;br /&gt;
| medic = shade&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
===Top Guns===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = alfa&lt;br /&gt;
| scout2 = seanbud&lt;br /&gt;
| pocket = zbryan&lt;br /&gt;
| roamer = relic&lt;br /&gt;
| demoman = PYYYOUR&lt;br /&gt;
| medic = ninjanick&lt;br /&gt;
| description = Top Guns struggled with roster issues.  Originally picking up [[carnage]] to replace [[justin]], he left due to clashes in personality despite playing well.  [[Relic]] was also unable to play due to a trip to Taiwan for several weeks, forcing their backup [[grape]] to play [[Roamer]].&lt;br /&gt;
}}&lt;br /&gt;
===Mad Men===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = YouMustMike&lt;br /&gt;
| scout2 = Seymoo&lt;br /&gt;
| pocket = bl4nk&lt;br /&gt;
| roamer = MemphisVon&lt;br /&gt;
| demoman = rr&lt;br /&gt;
| medic = Nosferatu&lt;br /&gt;
| description = Starting the season with [[snoopy]] as Scout, he was cut for Seymoo due to lack of dedication.&lt;br /&gt;
}}&lt;br /&gt;
===Vector Gaming===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = phife&lt;br /&gt;
| scout2 = Hibachi&lt;br /&gt;
| pocket = jaybenaduchi&lt;br /&gt;
| roamer = mile&lt;br /&gt;
| demoman = DougyG&lt;br /&gt;
| medic = foster&lt;br /&gt;
| description = In the absence of ninjanick, the team struggled to find a new medic, originally picking up [[Mr. Slin]], who left due to having difficulty meshing with the team, they picked up [[foster]] later.  Dead due to computer issues, they failed to get a single win in the season.&lt;br /&gt;
}}&lt;br /&gt;
===Solace eSports===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = Giffy&lt;br /&gt;
| scout2 = Bdonski&lt;br /&gt;
| pocket = milo&lt;br /&gt;
| roamer = Panic&lt;br /&gt;
| demoman = xalox&lt;br /&gt;
| medic = chimpfeet&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Runaway 5===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = downpour&lt;br /&gt;
| scout2 = yuki&lt;br /&gt;
| pocket = djc&lt;br /&gt;
| roamer = Skarlett&lt;br /&gt;
| demoman = duwatna&lt;br /&gt;
| medic = theoverseer&lt;br /&gt;
| description = While they started out the season with [[Ma3la]], he left to backup for Chill To Good Ratio in ESEA-IM.&lt;br /&gt;
&lt;br /&gt;
===ROOT PLUS SIX===&lt;br /&gt;
&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = sezco&lt;br /&gt;
| scout2 = Loronix&lt;br /&gt;
| pocket = Rick&lt;br /&gt;
| roamer = MarmadukeGryllis&lt;br /&gt;
| demoman = unf&lt;br /&gt;
| medic = Stratovariu&lt;br /&gt;
&lt;br /&gt;
==LAN==&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ESEA-I_Season_14&amp;diff=3935</id>
		<title>ESEA-I Season 14</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ESEA-I_Season_14&amp;diff=3935"/>
		<updated>2013-07-31T19:24:18Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Teams==&lt;br /&gt;
===Apocalypse Gaming===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = Kapoww&lt;br /&gt;
| scout2 = squid&lt;br /&gt;
| pocket = rando&lt;br /&gt;
| roamer = Boink&lt;br /&gt;
| demoman = Sweater&lt;br /&gt;
| medic = Indust&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== tri hards ===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = clockwork&lt;br /&gt;
| scout2 = boomer&lt;br /&gt;
| pocket = tri&lt;br /&gt;
| roamer = blaze&lt;br /&gt;
| demoman = dummy&lt;br /&gt;
| medic = kbk&lt;br /&gt;
| description = After the season ended, tri hards picked up [[rr]] from Mad Men as Demoman, saying that they refused to scrim with dummy due to his tendency to rage.  Who goes to LAN remains to be seen.&lt;br /&gt;
}}&lt;br /&gt;
===Classic Mixup===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = enigma&lt;br /&gt;
| scout2 = mo0se&lt;br /&gt;
| pocket = Platinum&lt;br /&gt;
| roamer = harbleu&lt;br /&gt;
| demoman = A_Seagull&lt;br /&gt;
| medic = smaka&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
===HRG===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = CyZeR&lt;br /&gt;
| scout2 = shrugger&lt;br /&gt;
| pocket = lansky&lt;br /&gt;
| roamer = Taggerung&lt;br /&gt;
| demoman = b4nny&lt;br /&gt;
| medic = shade&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
===Top Guns===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = alfa&lt;br /&gt;
| scout2 = seanbud&lt;br /&gt;
| pocket = zbryan&lt;br /&gt;
| roamer = relic&lt;br /&gt;
| demoman = PYYYOUR&lt;br /&gt;
| medic = ninjanick&lt;br /&gt;
| description = Top Guns struggled with roster issues.  Originally picking up [[carnage]] to replace [[justin]], he left due to clashes in personality despite playing well.  [[Relic]] was also unable to play due to a trip to Taiwan for several weeks, forcing their backup [[grape]] to play [[Roamer]].&lt;br /&gt;
}}&lt;br /&gt;
===Mad Men===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = YouMustMike&lt;br /&gt;
| scout2 = Seymoo&lt;br /&gt;
| pocket = bl4nk&lt;br /&gt;
| roamer = MemphisVon&lt;br /&gt;
| demoman = rr&lt;br /&gt;
| medic = Nosferatu&lt;br /&gt;
| description = Starting the season with [[snoopy]] as Scout, he was cut for Seymoo due to lack of dedication.&lt;br /&gt;
}}&lt;br /&gt;
===Vector Gaming===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = phife&lt;br /&gt;
| scout2 = Hibachi&lt;br /&gt;
| pocket = jaybenaduchi&lt;br /&gt;
| roamer = mile&lt;br /&gt;
| demoman = DougyG&lt;br /&gt;
| medic = foster&lt;br /&gt;
| description = In the absence of ninjanick, the team struggled to find a new medic, originally picking up [[Mr. Slin]], who left due to having difficulty meshing with the team, they picked up [[foster]] later.  Dead due to computer issues, they failed to get a single win in the season.&lt;br /&gt;
}}&lt;br /&gt;
===Solace eSports===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = Giffy&lt;br /&gt;
| scout2 = Bdonski&lt;br /&gt;
| pocket = milo&lt;br /&gt;
| roamer = Panic&lt;br /&gt;
| demoman = xalox&lt;br /&gt;
| medic = chimpfeet&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Runaway 5===&lt;br /&gt;
&lt;br /&gt;
===Root + 6===&lt;br /&gt;
&lt;br /&gt;
==LAN==&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ESEA-I_Season_14&amp;diff=3930</id>
		<title>ESEA-I Season 14</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ESEA-I_Season_14&amp;diff=3930"/>
		<updated>2013-07-31T18:59:57Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: trying to list both dummy and rr as demoman but the template doesn't allow it??&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Teams==&lt;br /&gt;
===Apocalypse Gaming===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = Kapoww&lt;br /&gt;
| scout2 = squid&lt;br /&gt;
| pocket = rando&lt;br /&gt;
| roamer = Boink&lt;br /&gt;
| demoman = Sweater&lt;br /&gt;
| medic = Indust&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== tri hards ===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = clckwrk&lt;br /&gt;
| scout2 = boomer&lt;br /&gt;
| pocket = tri&lt;br /&gt;
| roamer = blaze&lt;br /&gt;
| demoman1 = dummy&lt;br /&gt;
| demoman2 = rr&lt;br /&gt;
| medic = kbk&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
===Classic Mixup===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = Yz50&lt;br /&gt;
| scout2 = Ruwin&lt;br /&gt;
| pocket = TLR&lt;br /&gt;
| roamer = enigma&lt;br /&gt;
| demoman = Platinum&lt;br /&gt;
| medic = harbleu&lt;br /&gt;
| description = Coming off of their recent undefeated season, Mixup underwent a number of roster changes at the start of the season. PYYYOUR, the team's former medic, moved on to play demoman for Fully Torqued. For the first several matches, TLR moved from pocket to demoman, Ruwin moved from scout to medic, and Platinum moved back from demoman to his former main of pocket soldier, while picking up Yz50 on scout. After some early instability, the majority of the S12 LAN lineup returned, sans moose.&lt;br /&gt;
}}&lt;br /&gt;
===Don't Trip===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = clockwork&lt;br /&gt;
| scout2 = blaze&lt;br /&gt;
| pocket = enoryt&lt;br /&gt;
| roamer = hero&lt;br /&gt;
| demoman = dummy&lt;br /&gt;
| medic = alfa&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
===Fully Torqued===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = justin&lt;br /&gt;
| scout2 = seanbud&lt;br /&gt;
| pocket = A Seagull&lt;br /&gt;
| roamer = zbryan&lt;br /&gt;
| demoman = PYYYOUR&lt;br /&gt;
| medic = TheFragile&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
===High Rollers Gaming===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = shrugger&lt;br /&gt;
| scout2 = cyzer&lt;br /&gt;
| pocket = lansky&lt;br /&gt;
| roamer = Taggerung&lt;br /&gt;
| demoman = b4nny&lt;br /&gt;
| medic = shade&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
===Vector Gaming===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = phife&lt;br /&gt;
| scout2 = Hibachi&lt;br /&gt;
| pocket = jaybenaduchi&lt;br /&gt;
| roamer = mile&lt;br /&gt;
| demoman = DougyG&lt;br /&gt;
| medic = ninjanick&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
===xensity===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = rb&lt;br /&gt;
| scout2 = spadez&lt;br /&gt;
| pocket = Ma3la&lt;br /&gt;
| roamer = relic&lt;br /&gt;
| demoman = smaka&lt;br /&gt;
| medic = blinky&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==LAN==&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=ESEA-I_Season_14&amp;diff=3929</id>
		<title>ESEA-I Season 14</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=ESEA-I_Season_14&amp;diff=3929"/>
		<updated>2013-07-31T18:59:12Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: Created page with &amp;quot;{{stub}}  ==Teams== ===Apocalypse Gaming=== {{6s team roster | scout1 = Kapoww | scout2 = squid | pocket = rando | roamer = Boink | demoman = Sweater | medic = Indust | descri...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Teams==&lt;br /&gt;
===Apocalypse Gaming===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = Kapoww&lt;br /&gt;
| scout2 = squid&lt;br /&gt;
| pocket = rando&lt;br /&gt;
| roamer = Boink&lt;br /&gt;
| demoman = Sweater&lt;br /&gt;
| medic = Indust&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== tri hards ===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = clckwrk&lt;br /&gt;
| scout2 = boomer&lt;br /&gt;
| pocket = tri&lt;br /&gt;
| roamer = blaze&lt;br /&gt;
| demoman = dummy&lt;br /&gt;
| demoman = rr&lt;br /&gt;
| medic = kbk&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
===Classic Mixup===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = Yz50&lt;br /&gt;
| scout2 = Ruwin&lt;br /&gt;
| pocket = TLR&lt;br /&gt;
| roamer = enigma&lt;br /&gt;
| demoman = Platinum&lt;br /&gt;
| medic = harbleu&lt;br /&gt;
| description = Coming off of their recent undefeated season, Mixup underwent a number of roster changes at the start of the season. PYYYOUR, the team's former medic, moved on to play demoman for Fully Torqued. For the first several matches, TLR moved from pocket to demoman, Ruwin moved from scout to medic, and Platinum moved back from demoman to his former main of pocket soldier, while picking up Yz50 on scout. After some early instability, the majority of the S12 LAN lineup returned, sans moose.&lt;br /&gt;
}}&lt;br /&gt;
===Don't Trip===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = clockwork&lt;br /&gt;
| scout2 = blaze&lt;br /&gt;
| pocket = enoryt&lt;br /&gt;
| roamer = hero&lt;br /&gt;
| demoman = dummy&lt;br /&gt;
| medic = alfa&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
===Fully Torqued===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = justin&lt;br /&gt;
| scout2 = seanbud&lt;br /&gt;
| pocket = A Seagull&lt;br /&gt;
| roamer = zbryan&lt;br /&gt;
| demoman = PYYYOUR&lt;br /&gt;
| medic = TheFragile&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
===High Rollers Gaming===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = shrugger&lt;br /&gt;
| scout2 = cyzer&lt;br /&gt;
| pocket = lansky&lt;br /&gt;
| roamer = Taggerung&lt;br /&gt;
| demoman = b4nny&lt;br /&gt;
| medic = shade&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
===Vector Gaming===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = phife&lt;br /&gt;
| scout2 = Hibachi&lt;br /&gt;
| pocket = jaybenaduchi&lt;br /&gt;
| roamer = mile&lt;br /&gt;
| demoman = DougyG&lt;br /&gt;
| medic = ninjanick&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
===xensity===&lt;br /&gt;
{{6s team roster&lt;br /&gt;
| scout1 = rb&lt;br /&gt;
| scout2 = spadez&lt;br /&gt;
| pocket = Ma3la&lt;br /&gt;
| roamer = relic&lt;br /&gt;
| demoman = smaka&lt;br /&gt;
| medic = blinky&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==LAN==&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=3928</id>
		<title>Heavy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=3928"/>
		<updated>2013-07-31T18:40:55Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Heavy is considered an [[offclass]] in the [[6v6]] [[metagame]].  While the Heavy's poor mobility makes it weak in transition plays, the Heavy's 450 full buff allows him to tank large amounts of damage when pushing or holding last and draw enemy fire while dealing large amounts of damage with his powerful hitscan primary.  However, because the Heavy requires so many heals to be successful, running a Heavy can starve your team of buffs.&lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*When holding last, the Heavy can sit on the high ground and deny jumpers with the Minigun and his health, even if they're Ubered.  &lt;br /&gt;
&lt;br /&gt;
*When holding last, you can put your Heavy on the point so the enemy team is unable to win until they finish off his 450 HP, wasting a lot of time.&lt;br /&gt;
&lt;br /&gt;
*When defending against an Uber, you can deny jumpers or hurt people that aren't Ubered with the Minigun, but otherwise, jump and crouch around to waste as much of the enemy's Uber as you can.&lt;br /&gt;
&lt;br /&gt;
*When pushing last, the Heavy can come in at the tail end of an Uber, receive [[Glossary#Combat_terms|Critheals]], clean up the damage made by the Uber with powerful hitscan, and walk onto the point, difficult to dislodge due to his large amount of health.  &lt;br /&gt;
&lt;br /&gt;
*When pushing with Kritz, especially on points like Granary last with large sightlines, the Heavy can be useful to flash, or take the full Kritz if the Demo goes down, because of the unrivaled hitscan power of the Minigun, although his mobility limits him on smaller points.  &lt;br /&gt;
&lt;br /&gt;
*Heavy is one of the best classes to use when hiding in forward spawn, because they are often close to points, allowing the Heavy to use his health and close-ranged power while mitigating his mobility. &lt;br /&gt;
&lt;br /&gt;
*If you can, try not to be seen by the enemy team before their push, and try not to rev unless there's something to shoot, so as to not alert the other team and allow them to formulate a plan to counter you.  Rev noise also obscures important sounds like Medic calls and Spy uncloaks.&lt;br /&gt;
&lt;br /&gt;
*Get critheals.  A 450 HP Heavy is a gigantic wall, a 300 HP Heavy is easy pickings.  Getting critheals means you minimize the amount of time your Medic isn't healing the rest of your team.&lt;br /&gt;
&lt;br /&gt;
*Try not to get healed when at low health.  It takes too long to heal a lit Heavy to full.  Get health packs instead, the Heavy's large HP means it's the most efficient class to take health packs.&lt;br /&gt;
&lt;br /&gt;
*Switch off Heavy when pushing out of last.  The Heavy's weakness is its speed, and it's difficult to push out when it takes so long to travel between points.  This is somewhat less of a problem on small maps like cp_gullywash.&lt;br /&gt;
&lt;br /&gt;
*Don't forget the Shotgun.  While very weak compared to the Minigun, in some cases it can be used to chase lit targets and it's faster to respond to surprises without the rev speed of the Minigun.  &lt;br /&gt;
&lt;br /&gt;
*If you suspect that there's something to shoot around the corner, jump and rev in midair, this allows you to be more prepared for the enemy without losing speed.&lt;br /&gt;
&lt;br /&gt;
*To dodge headshots while revved, rapidly crouch and uncrouch.  While unrevved, you can also jump around and wave your crosshairs around to move your head's position, but the best way is to take cover behind a prop.&lt;br /&gt;
&lt;br /&gt;
*On [[KOTH]] maps, the Heavy is great for countering 4-man suicides when holding the point.&lt;br /&gt;
&lt;br /&gt;
*On [[Control_Points_(Attack-Defend)|Attack / Defend]] maps, setup time mitigates the Heavy's slow speed.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*Focus fire is the most reliable way to kill a Heavy.  Once you get the Heavy down, the rest of the team, probably unbuffed because of the Heavy's insatiable need for heals, will go down relatively quickly.&lt;br /&gt;
&lt;br /&gt;
*Snipers can abuse the Heavy's large hitbox and slow movement to easily get a fully-charged headshot to take it down.&lt;br /&gt;
&lt;br /&gt;
*Kritzkrieg makes it easy to cut through the Heavy's bulk.&lt;br /&gt;
&lt;br /&gt;
*Scout Ubers and their high DPS make it easy to focus down a Heavy.&lt;br /&gt;
&lt;br /&gt;
*Run your own Heavy.  In a Heavy vs Heavy fight, whoever revs first wins, so if you catch him by surprise with your own Heavy, you can mow his large hitbox down with your Minigun.&lt;br /&gt;
&lt;br /&gt;
*Pick off the flankers.  Heavy absorbs a lot of heals, so your team's flank will have an advantage and you can use those heals to outnumber their team.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper_(6v6)&amp;diff=3927</id>
		<title>Sniper (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper_(6v6)&amp;diff=3927"/>
		<updated>2013-07-31T18:39:58Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
As one of the most potentially dangerous classes in the game, the Sniper relies heavily on sight lines in a map, and their own team's ability to call the positions of enemies. This combined with the inability to protect itself in direct combat with a [[Scout]] or roaming [[Soldier]] forces Snipers to play defensively, usually staying as far away from a choke point in between pushes as possible, and waiting for the chance to punish enemies who over extend. &lt;br /&gt;
&lt;br /&gt;
Who you target as a Sniper in 6v6 is dependent on the situation. If you're pushing a point or waiting for the enemy team to push a point, killing a medic who has Ubercharge or is close to having Uberchage can significantly weigh the odds in your teams favor, forcing the enemy team to fight against an Uber without one of their own. High damage classes such as the roaming Soldier and the Demoman are also vital picks. &lt;br /&gt;
&lt;br /&gt;
Try to get picks when you can. It is good in some situations to wait for a Medic pick if the opportunity arises, but if you have a sight of a Soldier or Scout, the number advantage alone can assist your team. Keep track of both the scoreboard and what you see while playing. If one of their Scouts is doing exceptionally well, then killing him is something that would be beneficial to your team.&lt;br /&gt;
&lt;br /&gt;
A Sniper can provide extremely high damage output that give enemies little choice other than to retreat to cover or countersnipe. His biggest disadvantages though are his long transit times compared to Scout, his poor capping capacity, and his vulnerability when alone.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
* [[Sniper]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper_(6v6)&amp;diff=3926</id>
		<title>Sniper (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper_(6v6)&amp;diff=3926"/>
		<updated>2013-07-31T18:39:25Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
As one of the most potentially dangerous classes in the game, the Sniper relies heavily on sight lines in a map, and their own team's ability to call the positions of enemies. This combined with the inability to protect itself in direct combat with a [[Scout]] or roaming [[Soldier]] forces Snipers to play defensively, usually staying as far away from a choke point in between pushes as possible, and waiting for the chance to punish enemies who over extend. &lt;br /&gt;
&lt;br /&gt;
Who you target as a Sniper in 6v6 is dependent on the situation. If you're pushing a point or waiting for the enemy team to push a point, killing a medic who has Ubercharge or is close to having Uberchage can significantly weigh the odds in your teams favor, forcing the enemy team to fight against an Uber without one of their own. High damage classes such as the roaming Soldier and the Demoman are also vital picks. &lt;br /&gt;
&lt;br /&gt;
Try to get picks when you can. It is good in some situations to wait for a Medic pick if the opportunity arises, but if you have a sight of a Soldier or Scout, the number advantage alone can assist your team. Keep track of both the scoreboard and what you see while playing. If one of their Scouts is doing exceptionally well, then killing him is something that would be beneficial to your team.&lt;br /&gt;
&lt;br /&gt;
A Sniper can provide extremely high damage output that give enemies little choice other than to retreat to cover or countersnipe. His biggest disadvantages though are his long transit times compared to Scout, his poor capping capacity, and his vulnerability when alone.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
* [[Sniper]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy_(6v6)&amp;diff=3808</id>
		<title>Spy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy_(6v6)&amp;diff=3808"/>
		<updated>2013-07-31T02:43:42Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The spy is considered an [[offclass]] in the [[6v6]] [[metagame]].  As a low health class, the Spy is designed to get behind the enemy team and get a [[pick]] to turn the advantage in his teams favor.  Most often, this pick is the enemy [[Demoman]] or [[Medic]] and the objective is to use or drop the opposing team's uber.  The spy relies on the ability to be unexpected.  Thus, it is rare to run a Spy more than once or twice during a full game.  As a spy, there is often only one chance to get a pick on the opposing team, before the spy's cover is blown and it is thereafter expected.  For a spy to be &amp;quot;worth it&amp;quot; he must pick the enemy Demoman, Medic, or (when applicable) [[Heavy]].  As it is often a [[Scout]] or [[Soldier]] that offclasses to Spy, a pick on an opposing [[Scout]] or [[Soldier]] (or any offclass besides Heavy and [[Engineer]]) would be considered a [[trade]] and not a pick and will often not create a sufficient advantage.&lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*Always focus on the Medic.  If you have to, pick the [[Demoman]], but there is only one try when running a Spy.  Make it worth it.&lt;br /&gt;
&lt;br /&gt;
*Try to make sure that you time your attack as spy with your team. If you attack when the enemy team is preoccupied by your combos spam you have a much higher chance to get a pick.&lt;br /&gt;
&lt;br /&gt;
*Be patient! Sometimes waiting for just a moment will give you the opening you need to get a pick, but don't wait too long or your opportunity might be lost.&lt;br /&gt;
&lt;br /&gt;
*Be sure to walk backwards.&lt;br /&gt;
&lt;br /&gt;
*Disguise as enemy scout, you might be spotted earlier because you move slower than a &amp;quot;real&amp;quot; scout, but you don't lose any speed like you would if you disguised as enemy [[demoman |demo]] or [[soldier]].  Jump and crouch a lot to disguise your slower speed.&lt;br /&gt;
&lt;br /&gt;
*When pushing last, you can disguise as a friendly Sniper and peek at the enemy to give the impression you are playing Sniper instead of Spy, because teams almost never run two pick classes.  &lt;br /&gt;
&lt;br /&gt;
*Consider using the Kunai over the Stock Knife, if it's available.  It gives you a 50% health boost after a stab, enabling you to  maybe get another pick with the revolver.  The disadvantage is being very fragile when peeking as a Sniper and being unable to get a revolver pick after failing a stab.&lt;br /&gt;
&lt;br /&gt;
*Another way to play is to use the Dead Ringer.  You can fake the death of an important class when holding last, such as Demo or Heavy, make them push, and then win with your full team against theirs.     While it drops a Spy corpse and a death cry, competitive players usually turn ragdolls off to increase FPS, and you don't lose anything because the Dead Ringer gives you temporary invincibility.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*The key to beating a Spy is awareness.  Be wary of Scouts or roamers suiciding, they could be switching to Spy.  In matches, stalk the other team so you can see if they have a player who likes to play Spy.&lt;br /&gt;
&lt;br /&gt;
*If you suspect they have a Spy, you can keep the Medic's back to a corner for maximum protection, or have him stand in a difficult-to-reach place (like the tank on cp_snakewater last) or both.&lt;br /&gt;
&lt;br /&gt;
*Go Pyro for a second and spray flames around.&lt;br /&gt;
&lt;br /&gt;
*When checking hiding spots, remember that Spies like to stand on props.  Check vertically as well as horizontally! &lt;br /&gt;
&lt;br /&gt;
*Jumping and spamming crouch makes it more difficult to be headshot by the Ambassador.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=3807</id>
		<title>Heavy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=3807"/>
		<updated>2013-07-31T01:23:30Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: /* Strategies + Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The spy is considered an [[offclass]] in the [[6v6]] [[metagame]].  While the Heavy's poor mobility makes it weak in transition plays, the Heavy's 450 full buff allows him to tank large amounts of damage when pushing or holding last and draw enemy fire while dealing large amounts of damage with his powerful hitscan primary.  However, because the Heavy requires so many heals to be successful, running a Heavy can starve your team of buffs.  &lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*When holding last, the Heavy can sit on the high ground and deny jumpers with the Minigun and his health, even if they're Ubered.  &lt;br /&gt;
&lt;br /&gt;
*When holding last, you can put your Heavy on the point so the enemy team is unable to win until they finish off his 450 HP, wasting a lot of time.&lt;br /&gt;
&lt;br /&gt;
*When defending against an Uber, you can deny jumpers or hurt people that aren't Ubered with the Minigun, but otherwise, jump and crouch around to waste as much of the enemy's Uber as you can.&lt;br /&gt;
&lt;br /&gt;
*When pushing last, the Heavy can come in at the tail end of an Uber, receive [[Glossary#Combat_terms|Critheals]], clean up the damage made by the Uber with powerful hitscan, and walk onto the point, difficult to dislodge due to his large amount of health.  &lt;br /&gt;
&lt;br /&gt;
*When pushing with Kritz, especially on points like Granary last with large sightlines, the Heavy can be useful to flash, or take the full Kritz if the Demo goes down, because of the unrivaled hitscan power of the Minigun, although his mobility limits him on smaller points.  &lt;br /&gt;
&lt;br /&gt;
*Heavy is one of the best classes to use when hiding in forward spawn, because they are often close to points, allowing the Heavy to use his health and close-ranged power while mitigating his mobility. &lt;br /&gt;
&lt;br /&gt;
*If you can, try not to be seen by the enemy team before their push, and try not to rev unless there's something to shoot, so as to not alert the other team and allow them to formulate a plan to counter you.  Rev noise also obscures important sounds like Medic calls and Spy uncloaks.&lt;br /&gt;
&lt;br /&gt;
*Get critheals.  A 450 HP Heavy is a gigantic wall, a 300 HP Heavy is easy pickings.  Getting critheals means you minimize the amount of time your Medic isn't healing the rest of your team.&lt;br /&gt;
&lt;br /&gt;
*Try not to get healed when at low health.  It takes too long to heal a lit Heavy to full.  Get health packs instead, the Heavy's large HP means it's the most efficient class to take health packs.&lt;br /&gt;
&lt;br /&gt;
*Switch off Heavy when pushing out of last.  The Heavy's weakness is its speed, and it's difficult to push out when it takes so long to travel between points.  This is somewhat less of a problem on small maps like cp_gullywash.&lt;br /&gt;
&lt;br /&gt;
*Don't forget the Shotgun.  While very weak compared to the Minigun, in some cases it can be used to chase lit targets and it's faster to respond to surprises without the rev speed of the Minigun.  &lt;br /&gt;
&lt;br /&gt;
*If you suspect that there's something to shoot around the corner, jump and rev in midair, this allows you to be more prepared for the enemy without losing speed.&lt;br /&gt;
&lt;br /&gt;
*To dodge headshots while revved, rapidly crouch and uncrouch.  While unrevved, you can also jump around and wave your crosshairs around to move your head's position, but the best way is to take cover behind a prop.&lt;br /&gt;
&lt;br /&gt;
*On [[KOTH]] maps, the Heavy is great for countering 4-man suicides when holding the point.&lt;br /&gt;
&lt;br /&gt;
*On [[Control_Points_(Attack-Defend)|Attack / Defend]] maps, setup time mitigates the Heavy's slow speed.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*Focus fire is the most reliable way to kill a Heavy.  Once you get the Heavy down, the rest of the team, probably unbuffed because of the Heavy's insatiable need for heals, will go down relatively quickly.&lt;br /&gt;
&lt;br /&gt;
*Snipers can abuse the Heavy's large hitbox and slow movement to easily get a fully-charged headshot to take it down.&lt;br /&gt;
&lt;br /&gt;
*Kritzkrieg makes it easy to cut through the Heavy's bulk.&lt;br /&gt;
&lt;br /&gt;
*Scout Ubers and their high DPS make it easy to focus down a Heavy.&lt;br /&gt;
&lt;br /&gt;
*Run your own Heavy.  In a Heavy vs Heavy fight, whoever revs first wins, so if you catch him by surprise with your own Heavy, you can mow his large hitbox down with your Minigun.&lt;br /&gt;
&lt;br /&gt;
*Pick off the flankers.  Heavy absorbs a lot of heals, so your team's flank will have an advantage and you can use those heals to outnumber their team.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=3806</id>
		<title>Heavy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=3806"/>
		<updated>2013-07-31T01:23:16Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: /* Strategies + Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The spy is considered an [[offclass]] in the [[6v6]] [[metagame]].  While the Heavy's poor mobility makes it weak in transition plays, the Heavy's 450 full buff allows him to tank large amounts of damage when pushing or holding last and draw enemy fire while dealing large amounts of damage with his powerful hitscan primary.  However, because the Heavy requires so many heals to be successful, running a Heavy can starve your team of buffs.  &lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*When holding last, the Heavy can sit on the high ground and deny jumpers with the Minigun and his health, even if they're Ubered.  &lt;br /&gt;
&lt;br /&gt;
*When holding last, you can put your Heavy on the point so the enemy team is unable to win until they finish off his 450 HP, wasting a lot of time.&lt;br /&gt;
&lt;br /&gt;
*When defending against an Uber, you can deny jumpers or hurt people that aren't Ubered with the Minigun, but otherwise, jump and crouch around to waste as much of the enemy's Uber as you can.&lt;br /&gt;
&lt;br /&gt;
*When pushing last, the Heavy can come in at the tail end of an Uber, receive[[Glossary#Combat_terms|Critheals]], clean up the damage made by the Uber with powerful hitscan, and walk onto the point, difficult to dislodge due to his large amount of health.  &lt;br /&gt;
&lt;br /&gt;
*When pushing with Kritz, especially on points like Granary last with large sightlines, the Heavy can be useful to flash, or take the full Kritz if the Demo goes down, because of the unrivaled hitscan power of the Minigun, although his mobility limits him on smaller points.  &lt;br /&gt;
&lt;br /&gt;
*Heavy is one of the best classes to use when hiding in forward spawn, because they are often close to points, allowing the Heavy to use his health and close-ranged power while mitigating his mobility. &lt;br /&gt;
&lt;br /&gt;
*If you can, try not to be seen by the enemy team before their push, and try not to rev unless there's something to shoot, so as to not alert the other team and allow them to formulate a plan to counter you.  Rev noise also obscures important sounds like Medic calls and Spy uncloaks.&lt;br /&gt;
&lt;br /&gt;
*Get critheals.  A 450 HP Heavy is a gigantic wall, a 300 HP Heavy is easy pickings.  Getting critheals means you minimize the amount of time your Medic isn't healing the rest of your team.&lt;br /&gt;
&lt;br /&gt;
*Try not to get healed when at low health.  It takes too long to heal a lit Heavy to full.  Get health packs instead, the Heavy's large HP means it's the most efficient class to take health packs.&lt;br /&gt;
&lt;br /&gt;
*Switch off Heavy when pushing out of last.  The Heavy's weakness is its speed, and it's difficult to push out when it takes so long to travel between points.  This is somewhat less of a problem on small maps like cp_gullywash.&lt;br /&gt;
&lt;br /&gt;
*Don't forget the Shotgun.  While very weak compared to the Minigun, in some cases it can be used to chase lit targets and it's faster to respond to surprises without the rev speed of the Minigun.  &lt;br /&gt;
&lt;br /&gt;
*If you suspect that there's something to shoot around the corner, jump and rev in midair, this allows you to be more prepared for the enemy without losing speed.&lt;br /&gt;
&lt;br /&gt;
*To dodge headshots while revved, rapidly crouch and uncrouch.  While unrevved, you can also jump around and wave your crosshairs around to move your head's position, but the best way is to take cover behind a prop.&lt;br /&gt;
&lt;br /&gt;
*On [[KOTH]] maps, the Heavy is great for countering 4-man suicides when holding the point.&lt;br /&gt;
&lt;br /&gt;
*On [[Control_Points_(Attack-Defend)|Attack / Defend]] maps, setup time mitigates the Heavy's slow speed.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*Focus fire is the most reliable way to kill a Heavy.  Once you get the Heavy down, the rest of the team, probably unbuffed because of the Heavy's insatiable need for heals, will go down relatively quickly.&lt;br /&gt;
&lt;br /&gt;
*Snipers can abuse the Heavy's large hitbox and slow movement to easily get a fully-charged headshot to take it down.&lt;br /&gt;
&lt;br /&gt;
*Kritzkrieg makes it easy to cut through the Heavy's bulk.&lt;br /&gt;
&lt;br /&gt;
*Scout Ubers and their high DPS make it easy to focus down a Heavy.&lt;br /&gt;
&lt;br /&gt;
*Run your own Heavy.  In a Heavy vs Heavy fight, whoever revs first wins, so if you catch him by surprise with your own Heavy, you can mow his large hitbox down with your Minigun.&lt;br /&gt;
&lt;br /&gt;
*Pick off the flankers.  Heavy absorbs a lot of heals, so your team's flank will have an advantage and you can use those heals to outnumber their team.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=6v6&amp;diff=3805</id>
		<title>6v6</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=6v6&amp;diff=3805"/>
		<updated>2013-07-31T01:17:50Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: /* 6v6 Pugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''''The contents of [[Standard 6v6]] should be merged with the information here.'''''&lt;br /&gt;
&lt;br /&gt;
== 6v6 Competitive Format ==&lt;br /&gt;
6v6 is a competitive format commonly called '6s' by the community. &lt;br /&gt;
&lt;br /&gt;
In 6v6, the classes are limited in order to create a balanced game environment and to promote exciting gameplay by reducing stalemates. Each class is limited to a maximum of two, except the [[Demoman]], [[Heavy]], [[Medic]] and [[Engineer]] (do note, the Engineer has a limit of two in [[ETF2L]]), which are all limited to a maximum of one. The standard line-up for 6v6 teams (referred to as cookie-cutter) is:&lt;br /&gt;
&lt;br /&gt;
- 2x [[Soldier]] ([[Pocket|Pocket Soldier]], [[Roaming Soldier]])&lt;br /&gt;
&lt;br /&gt;
- 2x [[Scout]]&lt;br /&gt;
&lt;br /&gt;
- 1x [[Demoman]]&lt;br /&gt;
&lt;br /&gt;
- 1x [[Medic]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In some cases, a utility class is needed in order to create an advantage for your team or help defend a control point. A scout or roaming soldier generally switches, which allows classes such as [[Sniper]], [[Spy]], [[Engineer]], [[Heavy]], or [[Pyro]] to be utilized.&lt;br /&gt;
&lt;br /&gt;
The most competitive 6v6 leagues are ESEA and ETF2L. ESEA is a paid league and features three separate divisions of play.&lt;br /&gt;
&lt;br /&gt;
[[Open]]&lt;br /&gt;
&lt;br /&gt;
[[Intermediate]]&lt;br /&gt;
&lt;br /&gt;
[[Invite]]&lt;br /&gt;
&lt;br /&gt;
ETF2L is free and has seven: Divisions 6-1 and the Premiership Division.&lt;br /&gt;
&lt;br /&gt;
The Invite division is considered the highest level of North American 6v6 gameplay and features a championship event at the end of every season, called the ESEA LAN Finals. The top four teams in Invite fly out to Dallas, TX to compete every season. ETF2L's Premiership Division is considered the highest level of European 6v6 gameplay and has an online playoff event at the end of each season which four teams take part in, it does not have an official LAN event. Videos of past championships and playoffs can be found at the ''TeamfortressTV youtube channel''.  [http://youtube.com/teamfortresstv]&lt;br /&gt;
&lt;br /&gt;
== Game Modes ==&lt;br /&gt;
In 6v6, there are three different map types currently being played. &lt;br /&gt;
&lt;br /&gt;
The most common is [[5CP]], or &amp;quot;5 Control Point&amp;quot;, which requires a team to control all five control points in a map in order to win the round. &lt;br /&gt;
&lt;br /&gt;
[[KOTH]], or &amp;quot;King of the Hill&amp;quot;, is a game mode where teams fight for control of one central control point in a race against the clock.&lt;br /&gt;
&lt;br /&gt;
[[A/D]], or &amp;quot;Attack/Defense&amp;quot;, uses a stopwatch to time the attacking team in trying to capture all of the defending team's control points. The defending team then switches to the attacking team and tries to beat the opposing team's time.&lt;br /&gt;
&lt;br /&gt;
== Organizations ==&lt;br /&gt;
===North American===&lt;br /&gt;
* [http://play.esea.net/ ESEA]&lt;br /&gt;
* [http://www.playigl.com IGL] &lt;br /&gt;
* [http://www.ugcleague.com/ UGC]&lt;br /&gt;
* [http://www.cevo.com/ CEVO]&lt;br /&gt;
&lt;br /&gt;
===European===&lt;br /&gt;
* [http://etf2l.org/ ETF2L] &lt;br /&gt;
* [http://tf2.wireplay.co.uk/ Wireplay]&lt;br /&gt;
* [https://esagamer.com/ ESA Gamer]&lt;br /&gt;
* [http://www.tf2connexion.fr/ Tf2connexion]&lt;br /&gt;
&lt;br /&gt;
===Asian===&lt;br /&gt;
* [http://asiafortress.com/ AsiaFortress]&lt;br /&gt;
&lt;br /&gt;
===Oceanian===&lt;br /&gt;
* [http://www.ozfortress.com/ ozfortress]&lt;br /&gt;
* [http://www.atf2l.org/ ATF2L]&lt;br /&gt;
* [http://www.nzfortress.co.nz/ NZFortress]&lt;br /&gt;
&lt;br /&gt;
===Country specific===&lt;br /&gt;
* [http://www.teamfortress.com.br/ FBTF (Brazilian)]&lt;br /&gt;
* [http://www.tf2connexion.fr/ TF2Connexion (French)]&lt;br /&gt;
* [http://rtf2l.tf2world.ru/ RTF2L (Russian)]&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* [http://s13.zetaboards.com/TF2_360_Community/index/ Tf2Ladder (Xbox 360)]&lt;br /&gt;
&lt;br /&gt;
== 6v6 Pugs ==&lt;br /&gt;
&lt;br /&gt;
There are different places where you can play pick up games in the 6v6 format, all adapted to different skill level.&lt;br /&gt;
&lt;br /&gt;
- [http://www.tf2lobby.com TF2 Lobby] - For the most inexperienced players. While lobby is good at introducing newcomers to the competitive environment and meta, most of the time the teams are stacked or someone isn't playing seriously.&lt;br /&gt;
&lt;br /&gt;
- [http://atf2.org ATF2.ORG] - A way to access to different IRC channels on the Gamesurge network, like #tf2mix (for beginners), and #tf2.pug.na (for higher level players) (currently down)&lt;br /&gt;
&lt;br /&gt;
- ESEA Open Pugs (reserved to people that are in the ESEA-Open league)&lt;br /&gt;
&lt;br /&gt;
- Power Pugs (an in-house pug group for low-mid ESEA-Open players)&lt;br /&gt;
&lt;br /&gt;
- ESEA Invite Pugs (reserved to people that are in the ESEA-Invite league)&lt;br /&gt;
&lt;br /&gt;
- [http://www.tf2pickup.net TF2 Pickup] (European TF2 pug system)&lt;br /&gt;
&lt;br /&gt;
- [http://pickup.con-gaming.net Continuity Gaming Pickup] (a web-based pickup for 6v6, 9v9, Ultiduo and bball - currently down)&lt;br /&gt;
&lt;br /&gt;
- #mpuktf2.pickup2 (a invitation-only pickup for european players above division 2)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Highlander]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=3804</id>
		<title>Heavy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=3804"/>
		<updated>2013-07-31T01:16:28Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The spy is considered an [[offclass]] in the [[6v6]] [[metagame]].  While the Heavy's poor mobility makes it weak in transition plays, the Heavy's 450 full buff allows him to tank large amounts of damage when pushing or holding last and draw enemy fire while dealing large amounts of damage with his powerful hitscan primary.  However, because the Heavy requires so many heals to be successful, running a Heavy can starve your team of buffs.  &lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*When holding last, the Heavy can sit on the high ground and deny jumpers with the Minigun and his health, even if they're Ubered.  &lt;br /&gt;
&lt;br /&gt;
*When holding last, you can put your Heavy on the point so the enemy team is unable to win until they finish off his 450 HP, wasting a lot of time.&lt;br /&gt;
&lt;br /&gt;
*When defending against an Uber, you can deny jumpers or hurt people that aren't Ubered with the Minigun, but otherwise, jump and crouch around to waste as much of the enemy's Uber as you can.&lt;br /&gt;
&lt;br /&gt;
*When pushing last, the Heavy can come in at the tail end of an Uber, receive[[Glossary#Combat_terms|Critheals]], clean up the damage made by the Uber with powerful hitscan, and walk onto the point, difficult to dislodge due to his large amount of health.  &lt;br /&gt;
&lt;br /&gt;
*When pushing with Kritz, especially on points like Granary last with large sightlines, the Heavy can be useful to flash, or take the full Kritz if the Demo goes down, because of the unrivaled hitscan power of the Minigun, although his mobility limits him on smaller points.  &lt;br /&gt;
&lt;br /&gt;
*Heavy is one of the best classes to use when hiding in forward spawn, because they are often close to points, allowing the Heavy to use his health and close-ranged power while mitigating his mobility. &lt;br /&gt;
&lt;br /&gt;
*If you can, try not to be seen by the enemy team before their push, and try not to rev unless there's something to shoot, so as to not alert the other team and allow them to formulate a plan to counter you.  Rev noise also obscures important sounds like Medic calls and Spy uncloaks.&lt;br /&gt;
&lt;br /&gt;
*Get critheals.  A 450 HP Heavy is a gigantic wall, a 300 HP Heavy is easy pickings.  Getting critheals means you minimize the amount of time your Medic isn't healing the rest of your team.&lt;br /&gt;
&lt;br /&gt;
*Try not to get healed when at low health.  It takes too long to heal a lit Heavy to full.  Get health packs instead, the Heavy's large HP means it's the most efficient class to take health packs.&lt;br /&gt;
&lt;br /&gt;
*Switch off Heavy when pushing out of last.  The Heavy's weakness is its speed, and it's difficult to push out when it takes so long to travel between points.&lt;br /&gt;
&lt;br /&gt;
*Don't forget the Shotgun.  While very weak compared to the Minigun, in some cases it can be used to chase lit targets and it's faster to respond to surprises without the rev speed of the Minigun.  &lt;br /&gt;
&lt;br /&gt;
*If you suspect that there's something to shoot around the corner, jump and rev in midair, this allows you to be more prepared for the enemy without losing speed.&lt;br /&gt;
&lt;br /&gt;
*To dodge headshots while revved, rapidly crouch and uncrouch.  While unrevved, you can also jump around and wave your crosshairs around to move your head's position, but the best way is to take cover behind a prop. &lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*Focus fire is the most reliable way to kill a Heavy.  Once you get the Heavy down, the rest of the team, probably unbuffed because of the Heavy's insatiable need for heals, will go down relatively quickly.&lt;br /&gt;
&lt;br /&gt;
*Snipers can abuse the Heavy's large hitbox and slow movement to easily get a fully-charged headshot to take it down.&lt;br /&gt;
&lt;br /&gt;
*Kritzkrieg makes it easy to cut through the Heavy's bulk.&lt;br /&gt;
&lt;br /&gt;
*Scout Ubers and their high DPS make it easy to focus down a Heavy.&lt;br /&gt;
&lt;br /&gt;
*Run your own Heavy.  In a Heavy vs Heavy fight, whoever revs first wins, so if you catch him by surprise with your own Heavy, you can mow his large hitbox down with your Minigun.&lt;br /&gt;
&lt;br /&gt;
*Pick off the flankers.  Heavy absorbs a lot of heals, so your team's flank will have an advantage and you can use those heals to outnumber their team.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=3803</id>
		<title>Heavy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=3803"/>
		<updated>2013-07-31T01:15:37Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The spy is considered an [[offclass]] in the [[6v6]] [[metagame]].  While the Heavy's poor mobility makes it weak in transition plays, the Heavy's 450 full buff allows him to tank large amounts of damage when pushing or holding last and draw enemy fire while dealing large amounts of damage with his powerful hitscan primary.  However, because the Heavy requires so many heals to be successful, running a Heavy can starve your team of buffs.  &lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*When holding last, the Heavy can sit on the high ground and deny jumpers with the Minigun and his health, even if they're Ubered.  &lt;br /&gt;
&lt;br /&gt;
*When defending against an Uber, you can deny jumpers or hurt people that aren't Ubered with the Minigun, but otherwise, jump and crouch around to waste as much of the enemy's Uber as you can.&lt;br /&gt;
&lt;br /&gt;
*When pushing last, the Heavy can come in at the tail end of an Uber, receive[[Glossary#Combat_terms|Critheals]], clean up the damage made by the Uber with powerful hitscan, and walk onto the point, difficult to dislodge due to his large amount of health.  &lt;br /&gt;
&lt;br /&gt;
*When pushing with Kritz, especially on points like Granary last with large sightlines, the Heavy can be useful to flash, or take the full Kritz if the Demo goes down, because of the unrivaled hitscan power of the Minigun, although his mobility limits him on smaller points.  &lt;br /&gt;
&lt;br /&gt;
*Heavy is one of the best classes to use when hiding in forward spawn, because they are often close to points, allowing the Heavy to use his health and close-ranged power while mitigating his mobility. &lt;br /&gt;
&lt;br /&gt;
*If you can, try not to be seen by the enemy team before their push, and try not to rev unless there's something to shoot, so as to not alert the other team and allow them to formulate a plan to counter you.  Rev noise also obscures important sounds like Medic calls and Spy uncloaks.&lt;br /&gt;
&lt;br /&gt;
*Get critheals.  A 450 HP Heavy is a gigantic wall, a 300 HP Heavy is easy pickings.  Getting critheals means you minimize the amount of time your Medic isn't healing the rest of your team.&lt;br /&gt;
&lt;br /&gt;
*Try not to get healed when at low health.  It takes too long to heal a lit Heavy to full.  Get health packs instead, the Heavy's large HP means it's the most efficient class to take health packs.&lt;br /&gt;
&lt;br /&gt;
*Switch off Heavy when pushing out of last.  The Heavy's weakness is its speed, and it's difficult to push out when it takes so long to travel between points.&lt;br /&gt;
&lt;br /&gt;
*Don't forget the Shotgun.  While very weak compared to the Minigun, in some cases it can be used to chase lit targets and it's faster to respond to surprises without the rev speed of the Minigun.  &lt;br /&gt;
&lt;br /&gt;
*If you suspect that there's something to shoot around the corner, jump and rev in midair, this allows you to be more prepared for the enemy without losing speed.&lt;br /&gt;
&lt;br /&gt;
*To dodge headshots while revved, rapidly crouch and uncrouch.  While unrevved, you can also jump around and wave your crosshairs around to move your head's position, but the best way is to take cover behind a prop. &lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*Focus fire is the most reliable way to kill a Heavy.  Once you get the Heavy down, the rest of the team, probably unbuffed because of the Heavy's insatiable need for heals, will go down relatively quickly.&lt;br /&gt;
&lt;br /&gt;
*Snipers can abuse the Heavy's large hitbox and slow movement to easily get a fully-charged headshot to take it down.&lt;br /&gt;
&lt;br /&gt;
*Kritzkrieg makes it easy to cut through the Heavy's bulk.&lt;br /&gt;
&lt;br /&gt;
*Scout Ubers and their high DPS make it easy to focus down a Heavy.&lt;br /&gt;
&lt;br /&gt;
*Run your own Heavy.  In a Heavy vs Heavy fight, whoever revs first wins, so if you catch him by surprise with your own Heavy, you can mow his large hitbox down with your Minigun.&lt;br /&gt;
&lt;br /&gt;
*Pick off the flankers.  Heavy absorbs a lot of heals, so your team's flank will have an advantage and you can use those heals to outnumber their team.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=3802</id>
		<title>Heavy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=3802"/>
		<updated>2013-07-31T01:11:34Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The spy is considered an [[offclass]] in the [[6v6]] [[metagame]].  While the Heavy's poor mobility makes it weak in transition plays, the Heavy's 450 full buff allows him to tank large amounts of damage when pushing or holding last and draw enemy fire while dealing large amounts of damage with his powerful hitscan primary.  However, because the Heavy requires so many heals to be successful, running a Heavy can starve your team of buffs.  &lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
-When holding last, the Heavy can sit on the high ground and deny jumpers with the Minigun and his health, even if they're Ubered.  &lt;br /&gt;
&lt;br /&gt;
-When defending against an Uber, you can deny jumpers or hurt people that aren't Ubered with the Minigun, but otherwise, jump and crouch around to waste as much of the enemy's Uber as you can.&lt;br /&gt;
&lt;br /&gt;
-When pushing last, the Heavy can come in at the tail end of an Uber, receive[[Glossary#Combat_terms|Critheals]], clean up the damage made by the Uber with powerful hitscan, and walk onto the point, difficult to dislodge due to his large amount of health.  &lt;br /&gt;
&lt;br /&gt;
-When pushing with Kritz, especially on points like Granary last with large sightlines, the Heavy can be useful to flash, or take the full Kritz if the Demo goes down, because of the unrivaled hitscan power of the Minigun, although his mobility limits him on smaller points.  &lt;br /&gt;
&lt;br /&gt;
-Heavy is one of the best classes to use when hiding in forward spawn, because they are often close to points, allowing the Heavy to use his health and close-ranged power while mitigating his mobility. &lt;br /&gt;
&lt;br /&gt;
-If you can, try not to be seen by the enemy team before their push, and try not to rev unless there's something to shoot, so as to not alert the other team and allow them to formulate a plan to counter you.  Rev noise also obscures important sounds like Medic calls and Spy uncloaks.&lt;br /&gt;
&lt;br /&gt;
-Get critheals.  A 450 HP Heavy is a gigantic wall, a 300 HP Heavy is easy pickings.&lt;br /&gt;
&lt;br /&gt;
-Try not to get healed when at low health.  It takes too long to heal a lit Heavy to full.  Get health packs instead, the Heavy's large HP means it's the most efficient class to take health packs.&lt;br /&gt;
&lt;br /&gt;
-Switch off Heavy when pushing out of last.  The Heavy's weakness is its speed, and it's difficult to push out when it takes so long to travel between points.&lt;br /&gt;
&lt;br /&gt;
-Don't forget the Shotgun.  While very weak compared to the Minigun, in some cases it can be used to chase lit targets and it's faster to respond to surprises without the rev speed of the Minigun.  &lt;br /&gt;
&lt;br /&gt;
-If you suspect that there's something to shoot around the corner, jump and rev in midair, this allows you to be more prepared for the enemy without losing speed.&lt;br /&gt;
&lt;br /&gt;
-To dodge headshots while revved, rapidly crouch and uncrouch.  While unrevved, you can also jump around and wave your crosshairs around to move your head's position, but the best way is to take cover behind a prop. &lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
-Focus fire is the most reliable way to kill a Heavy.  Once you get the Heavy down, the rest of the team, probably unbuffed because of the Heavy's insatiable need for heals, will go down relatively quickly.&lt;br /&gt;
&lt;br /&gt;
-Snipers can abuse the Heavy's large hitbox and slow movement to easily get a fully-charged headshot to take it down.&lt;br /&gt;
&lt;br /&gt;
-Kritzkrieg makes it easy to cut through the Heavy's bulk.&lt;br /&gt;
&lt;br /&gt;
-Scout Ubers and their high DPS make it easy to focus down a Heavy.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=3801</id>
		<title>Heavy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=3801"/>
		<updated>2013-07-31T01:05:41Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The spy is considered an [[offclass]] in the [[6v6]] [[metagame]].  While the Heavy's poor mobility makes it weak in transition plays, the Heavy's 450 full buff allows him to tank large amounts of damage when pushing or holding last and draw enemy fire while dealing large amounts of damage with his powerful hitscan primary.  However, because the Heavy requires so many heals to be successful, running a Heavy can starve your team of buffs.  &lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
-When holding last, the Heavy can sit on the high ground and deny jumpers with the Minigun and his health, even if they're Ubered.  &lt;br /&gt;
&lt;br /&gt;
-When defending against an Uber, you can deny jumpers or hurt people that aren't Ubered with the Minigun, but otherwise, jump and crouch around to waste as much of the enemy's Uber as you can.&lt;br /&gt;
&lt;br /&gt;
-When pushing last, the Heavy can come in at the tail end of an Uber, receive[[Glossary#Combat_terms|Critheals]], clean up the damage made by the Uber with powerful hitscan, and walk onto the point, difficult to dislodge due to his large amount of health.  &lt;br /&gt;
&lt;br /&gt;
-When pushing with Kritz, especially on points like Granary last with large sightlines, the Heavy can be useful to flash, or take the full Kritz if the Demo goes down, because of the unrivaled hitscan power of the Minigun, although his mobility limits him on smaller points.  &lt;br /&gt;
&lt;br /&gt;
-Heavy is one of the best classes to use when hiding in forward spawn, because they are often close to points, allowing the Heavy to use his health and close-ranged power while mitigating his mobility. &lt;br /&gt;
&lt;br /&gt;
-If you can, try not to be seen by the enemy team before their push, and try not to rev unless there's something to shoot, so as to not alert the other team and allow them to formulate a plan to counter you.  Rev noise also obscures important sounds like Medic calls and Spy uncloaks.&lt;br /&gt;
&lt;br /&gt;
-Get critheals.  A 450 HP Heavy is a gigantic wall, a 300 HP Heavy is easy pickings.&lt;br /&gt;
&lt;br /&gt;
-Try not to get healed when at low health.  It takes too long to heal a lit Heavy to full.  Get health packs instead, the Heavy's large HP means it's the most efficient class to take health packs.&lt;br /&gt;
&lt;br /&gt;
-Switch off Heavy when pushing out of last.  The Heavy's weakness is its speed, and it's difficult to push out when it takes so long to travel between points.&lt;br /&gt;
&lt;br /&gt;
-Don't forget the Shotgun.  While very weak compared to the Minigun, in some cases it can be used to chase lit targets and it's faster to respond to surprises without the rev speed of the Minigun.  &lt;br /&gt;
&lt;br /&gt;
-If you suspect that there's something to shoot around the corner, jump and rev in midair, this allows you to be more prepared for the enemy without losing speed.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy_(6v6)&amp;diff=3796</id>
		<title>Spy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy_(6v6)&amp;diff=3796"/>
		<updated>2013-07-31T00:45:27Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The spy is considered an [[offclass]] in the [[6v6]] [[metagame]].  As a low health class, the Spy is designed to get behind the enemy team and get a [[pick]] to turn the advantage in his teams favor.  Most often, this pick is the enemy [[Demoman]] or [[Medic]] and the objective is to use or drop the opposing team's uber.  The spy relies on the ability to be unexpected.  Thus, it is rare to run a Spy more than once or twice during a full game.  As a spy, there is often only one chance to get a pick on the opposing team, before the spy's cover is blown and it is thereafter expected.  For a spy to be &amp;quot;worth it&amp;quot; he must pick the enemy Demoman, Medic, or (when applicable) [[Heavy]].  As it is often a [[Scout]] or [[Soldier]] that offclasses to Spy, a pick on an opposing [[Scout]] or [[Soldier]] (or any offclass besides Heavy and [[Engineer]]) would be considered a [[trade]] and not a pick and will often not create a sufficient advantage.&lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
*Always focus on the Medic.  If you have to, pick the [[Demoman]], but there is only one try when running a Spy.  Make it worth it.&lt;br /&gt;
&lt;br /&gt;
*Try to make sure that you time your attack as spy with your team. If you attack when the enemy team is preoccupied by your combos spam you have a much higher chance to get a pick.&lt;br /&gt;
&lt;br /&gt;
*Be patient! Sometimes waiting for just a moment will give you the opening you need to get a pick, but don't wait too long or your opportunity might be lost.&lt;br /&gt;
&lt;br /&gt;
*Be sure to walk backwards.&lt;br /&gt;
&lt;br /&gt;
*Disguise as enemy scout, you might be spotted earlier because you move slower than a &amp;quot;real&amp;quot; scout, but you don't lose any speed like you would if you disguised as enemy [[demoman |demo]] or [[soldier]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Trickstabs&amp;diff=3795</id>
		<title>Trickstabs</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Trickstabs&amp;diff=3795"/>
		<updated>2013-07-31T00:42:53Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Trickstabs are special maneuvers used to backstab an enemy when they are facing front towards you. There are several trickstabs that help achieve this goal. While trickstabs may be cool and flashy, they should only be used as a last resort, due to their reliance on the target failing to prepare for them.&lt;br /&gt;
==Stairstab==&lt;br /&gt;
When a Spy goes up an incline with someone chasing him, he can crouchjump over the target's head to get behind and land a stab.&lt;br /&gt;
==Jumpstab==&lt;br /&gt;
Like a stairstab, but instead of inclines, which are commonly used and thus easy to predict, the Spy jumps on props such as barrels and railings to get a height boost for the stab.&lt;br /&gt;
==Ghost Stab==&lt;br /&gt;
If someone is aware of the jumpstab, jump on their heads, and when they rotate 180 degrees to &amp;quot;catch&amp;quot; you, strafe the other way and stab them.&lt;br /&gt;
==Understab==&lt;br /&gt;
The Spy leads someone off high ground, then strafes under and stabs the target. Can also be done against explosive jumpers.&lt;br /&gt;
==Cornerstab==&lt;br /&gt;
The Spy leads someone around a corner, then doubles back around the corner to get at their side and stabs them.&lt;br /&gt;
==Blindstab==&lt;br /&gt;
Same as a Stairstab or Jumpstab, but the Spy leads the target around a corner as well, which makes the target unable to see the Spy jumping at him.  Due to the threat of this, the target may wait around the corner to kill the Spy, enabling him to escape.&lt;br /&gt;
==Matador Stab==&lt;br /&gt;
The Spy strafes one way to draw the target into looking that way to not expose his backstab radius, then strafes the other way and stabs him.&lt;br /&gt;
==Reverse-Matador Stab==&lt;br /&gt;
When the target suspects a matador stab, keep strafing in the original direction to get the stab.&lt;br /&gt;
==Drop Stab==&lt;br /&gt;
Jumping from a great height and airstrafing to get behind the target and stab them.  In contrast to the unreliability of most trickstabs, this is the hardest kind of stab to see coming. &lt;br /&gt;
== Gatanater ==&lt;br /&gt;
I will work on this page, any spy that would like to help is welcome (Gat)&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Trickstabs&amp;diff=3793</id>
		<title>Trickstabs</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Trickstabs&amp;diff=3793"/>
		<updated>2013-07-31T00:37:42Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Trickstabs are special maneuvers used to backstab an enemy when they are facing front towards you. There are several trickstabs that help achieve this goal. While trickstabs may be cool and flashy, they should only be used as a last resort, due to their reliance on the target failing to prepare for them.&lt;br /&gt;
==Stairstab==&lt;br /&gt;
When a Spy goes up an incline with someone chasing him, he can crouchjump over the target's head to get behind and land a stab.&lt;br /&gt;
==Propstab==&lt;br /&gt;
Like a stairstab, but instead of inclines, which are commonly used and thus easy to predict, the Spy jumps on props such as barrels and railings to get a height boost for the stab.&lt;br /&gt;
==Understab==&lt;br /&gt;
The Spy leads someone off high ground, then strafes under and stabs the target. Can also be done against explosive jumpers.&lt;br /&gt;
==Cornerstab==&lt;br /&gt;
The Spy leads someone around a corner, then doubles back around the corner to get at their side and stabs them.&lt;br /&gt;
==Blindstab==&lt;br /&gt;
Same as a Stairstab or Propstab, but the Spy leads the target around a corner as well, which makes the target unable to see the Spy jumping at him.  Due to the threat of this, the target may wait around the corner to kill the Spy, enabling him to escape.&lt;br /&gt;
==Matador Stab==&lt;br /&gt;
The Spy strafes one way to draw the target into looking that way to not expose his backstab radius, then strafes the other way and stabs him.&lt;br /&gt;
==Reverse-Matador Stab==&lt;br /&gt;
When the target suspects a matador stab, keep strafing in the original direction to get the stab.&lt;br /&gt;
== Gatanater ==&lt;br /&gt;
I will work on this page, any spy that would like to help is welcome (Gat)&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Offclass&amp;diff=3276</id>
		<title>Offclass</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Offclass&amp;diff=3276"/>
		<updated>2013-07-13T20:02:53Z</updated>

		<summary type="html">&lt;p&gt;76.16.89.11: /* Spy */&lt;/p&gt;
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&lt;div&gt;In 6v6, an '''offclass''' is a player of any class apart from the standard line-up of [[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;
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== Heavy ==&lt;br /&gt;
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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 the enemies all in one place and in the Heavy's line of sight, said Heavy can be highly effective.&lt;br /&gt;
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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, contrary to Scouts, Soldiers, and Demomen, who all have the ability to escape in some capacity. Once he the Heavy is engaged in a fight, tanking him with the uber is almost a necessity. If played correctly, Heavy is one of the strongest offclasses.&lt;br /&gt;
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== Engineer ==&lt;br /&gt;
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Similar in use to the Heavy, but even more situational. He is run almost every single round on defense of Gravel Pit, the primary A/D map, for his Sentry Gun, Dispenser, and Teleporter that can all be set up before the round starts in order to hold a point, usually point B. 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.&lt;br /&gt;
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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). A team can sometimes also opt for an Engineer offclass if they know the enemy will be pushing with the Kritzkrieg, as crits do not affects damage on buildings, and the Kritzkrieg does not protect the affected players from incoming damage in any way.&lt;br /&gt;
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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;
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== Pyro ==&lt;br /&gt;
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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.&lt;br /&gt;
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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. While the enemy team ubers in, the Pyro moves forward to airblast the combo 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;
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== Sniper ==&lt;br /&gt;
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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 and suiciding players with ease. Positioning is the most important thing on Sniper, besides pure aiming ability.&lt;br /&gt;
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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 zero 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.&lt;br /&gt;
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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;
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== Spy ==&lt;br /&gt;
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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.&lt;br /&gt;
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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).  Disguising as Soldiers and Demos will cripple the Spy's movement speed, and a team usually knows where their Medic is, and it's very suspicious to see a Medic but not have him healing anything, so generally, Scout is the best disguise, even though the Spy is slower, this can be disguised with spamming jump and crouch, or just sneaking around with cloak and the small body of the Scout.&lt;br /&gt;
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Due to all of this, the best watch to take when going for kills is the standard Invisibility Watch. It will get the Spy behind them the furthest and fastest. When trying to scout out the enemy position, attempting a back cap, or doing 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.  The Dead Ringer can be used while holding last to fake a death with friendly disguises and instigate an enemy push, but can be detected by listening to the Spy's death cry, or if they have ragdolls on, as the Spy's corpse is dropped, not the disguise.&lt;/div&gt;</summary>
		<author><name>76.16.89.11</name></author>
		
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