<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=89.207.208.1</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=89.207.208.1"/>
	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/89.207.208.1"/>
	<updated>2026-05-05T11:00:57Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.2</generator>
	<entry>
		<id>http://comp.tf/index.php?title=Spy&amp;diff=3439</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy&amp;diff=3439"/>
		<updated>2013-07-18T12:31:45Z</updated>

		<summary type="html">&lt;p&gt;89.207.208.1: Fixed a troll, made it actually reflect 6s spy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Spy''' is a suave backstabbing rogue that has the ability to insta-kill any class in the game with their knife.  Spies are valued in that they can get important [[picks]] through the manipulation and deception of the enemy team.  The Spy arguably has the worst direct combat ability, as it is solely designed to only get one or two kills at a time.  As a pick class, the Spy will usually target the enemy [[Demoman]], [[Heavy]] or [[Medic]] and either get the Medic to pop or drop his [[Übercharge]]. The Spy is also capable of incapacitating and destroying the [[Engineer]]'s buildings.&lt;br /&gt;
&lt;br /&gt;
===6v6===&lt;br /&gt;
&lt;br /&gt;
''Main Article: [[Spy (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Spy is considered an offclass due to his unreliable damage output and weakness, if a spy is played they will usually only get one chance at getting a pick. Because of this the spy is rarely used and will most often target the enemy medic or demoman to get a pick worth more than his own life. A team might use a spy when the enemy medic has a large advantage and they want to kill him or during a stalemate when the spy will break it by getting an important pick.&lt;br /&gt;
&lt;br /&gt;
===Highlander===&lt;br /&gt;
&lt;br /&gt;
''Main Article: [[Spy (Highlander)]]'' &lt;br /&gt;
&lt;br /&gt;
In Highlander, the Spy is often used to pick the enemy Medic, Heavy, Demoman, Sniper, and Engineer.  Spies in Highlander must be aware that the enemy team has a full-time [[Pyro]] and is [[spychecking]] more often, leaving the Spy with less opportunities for picks.&lt;br /&gt;
&lt;br /&gt;
The Spy is also the best scouting class in the game, providing invaluable information for his team. He can find how far along a [[Medic]] is to fully charging his ubercharge, where the enemy team is located, and in what direction they are moving towards in the safety provided by his watches.&lt;br /&gt;
&lt;br /&gt;
===Trickstabs===&lt;br /&gt;
&lt;br /&gt;
When spotted or confronted by an enemy, a spy is almost always put at an advantage, due to his high damage output. In times of need, Spies may use [[trickstabs]] to place themselves behinds the enemy, which makes him really OP. The are a multitude of ways to do so. For an example, you could easily rocket jump into the air, place a sticky below an enemy, detonate the sticky, shoot them up causing him to be confused, which will make him turn around to take a look at his surroundings, then stab his back.&lt;br /&gt;
&lt;br /&gt;
===Allowed Weapons===&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Primary Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy PDA Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Melee Table}}&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://steamcommunity.com/sharedfiles/filedetails/?id=144086729# DarkNecrid's Comprehensive Pub &amp;amp; Competitive Spy Guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>89.207.208.1</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman&amp;diff=496</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman&amp;diff=496"/>
		<updated>2013-07-01T09:29:26Z</updated>

		<summary type="html">&lt;p&gt;89.207.208.1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Demoman's role in competitive TF2 is area denial, choke spamming, and crowd control. He is also expected to take down sentry nests. With the Stickybomb Launcher, the Demoman can do the most damage in the game, and with multiple people in a small space, he is able to do large amounts of damage. A good demoman can hold off an entire team with well-timed spam. He is the first to the midfight because of the high damage he can do and is also the class used for most often for a kritzkrieg push because of the charge ability of the stickybomb launcher, the amount of damage he can deal without having to reload and because it does the most damage with a critical hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Primary ==&lt;br /&gt;
&lt;br /&gt;
'''The Grenade Launcher'''&lt;br /&gt;
&lt;br /&gt;
Recommended for medium to close range. A single grenade (or &amp;quot;pill&amp;quot;) can do 102 damage when it is a direct hit. It can vary between 102 and 99 depending on how close of a direct hit the pill is. It is often used to spam chokes when the demo already has a sticky trap set up, and because pills are tangible they can roll across the ground if they have not hit someone directly before touching the wall or floor or ceiling (these are often called rollers). Rollers can do 35 to 70 damage depending on the distance from the person they are near.&lt;br /&gt;
&lt;br /&gt;
'''Booties or reskin'''&lt;br /&gt;
&lt;br /&gt;
The Ali Baba's Wee Booties increase the demoman's health from 175 to 200, allowing him to take more spam and survive for longer. Many demomen wear the item because their grenade aim is off or bad, or for kritzkrieg pushes in order to stay alive longer without invulnerability.&lt;br /&gt;
&lt;br /&gt;
'''Loch'n'Load'''&lt;br /&gt;
&lt;br /&gt;
Most demomen do not use the Loch because of its required high-accuracy aim and also because of the heightened splash damage taken from a close range pill, but also because other players not hit by it do not take splash damage.&lt;br /&gt;
&lt;br /&gt;
== Secondary ==&lt;br /&gt;
&lt;br /&gt;
'''Stickybomb Launcher'''&lt;br /&gt;
&lt;br /&gt;
This is the most versatile weapon for the demoman, and almost all upper-level competitive demomen swear by it. It can be used for almost any range, from close to medium to far, because of its charging ability. A single stickybomb (mostly referred to as a &amp;quot;sticky&amp;quot;) will do 135 damage maximum and 20 damage minimum depending on the distance of the enemy player. By holding down the left click button, you can charge a sticky in order to fire it farther for each second you charge. Many use this for area denial by spamming long-range stickies through a choke point that is too long for pills to reach. It is also used to plant a &amp;quot;stickytrap&amp;quot;, a small, packed together group of stickies on a wall outside of a choke point that is detonated when a team pushes through, dealing high amounts of damage. Some well-placed stickytraps can often go unseen and may even kill multiple enemy teammates. It is also used for sticky-jumps, where the player places a sticky under their feet and detonates it to propel them in a certain direction at high-speeds. The minimum damage from a successful stickyjump a player can take is 40, and can do around 100 damage max (often resulting in a failed stickyjump.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charging Shields'''&lt;br /&gt;
&lt;br /&gt;
A very small portion of high-level players still use this, as it denies them the ability to arrive at midfights first and a fraction of the damage that they could do before, and with many new updates disabling some charge [[scripts]], many find it harder to use without a clear path. &lt;br /&gt;
&lt;br /&gt;
'''Scottish Resistance'''&lt;br /&gt;
&lt;br /&gt;
Grants the ability to see where all of your stickies are placed, however it also increases the prime time for stickies by almost a full second. It also does less damage.&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
&lt;br /&gt;
'''Bottle or reskin'''&lt;br /&gt;
&lt;br /&gt;
The stock bottle always does 65 damage and swings at a mid-range for most melee items. Most players use the bottle or other re-skins of it, often the pan or scottish handshake. Because it does more damage than most melees, players often use it when they are in a close range fight with low health and the [[splash damage]] from their weapons would kill them.&lt;br /&gt;
&lt;br /&gt;
'''Ullapool Caber'''&lt;br /&gt;
&lt;br /&gt;
Deals 200 damage, while also dealing 100 to you. Used for medic picks in Highlander, though it was recently banned in several leagues because it is over-powered.&lt;br /&gt;
&lt;br /&gt;
'''Eyelander'''&lt;br /&gt;
&lt;br /&gt;
Often used in combination with booties as the 25 health reduction is debilitating for some, the Eyelander has one of the largest melee ranges in the game. It grants an extra 15 health with each kill with it. &lt;br /&gt;
&lt;br /&gt;
'''Persian Persuader'''&lt;br /&gt;
&lt;br /&gt;
While the ammo to health conversion may help in some situations, it becomes impossible to use stickies to spam chokes as you quickly run out.&lt;br /&gt;
&lt;br /&gt;
==In Sixes==&lt;br /&gt;
''Main Article: [[Demoman (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his [http://comp.tf/wiki/Spamming spamming] abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can net him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demo is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
==In Highlander==&lt;br /&gt;
''Main Article: [[Demoman (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
In highlander, the Demoman's main job, is area denial. His weapons are great at dishing out high damage to numerous players at once, but fall short when it comes to accuracy. He serves a similar role as he does in 6's of damage dealing and crowd control, but he also is expected to deal with sentry nests.&lt;/div&gt;</summary>
		<author><name>89.207.208.1</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=492</id>
		<title>Demoman (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=492"/>
		<updated>2013-07-01T09:26:24Z</updated>

		<summary type="html">&lt;p&gt;89.207.208.1: /* Main Roles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== 6s [[Demoman]] ==&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his spamming abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can net him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demo is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
Compared to all the other 6s classes, Demoman's role has a big impact on the Mid Fight's conclusion. He's the one that puts up the initial damage, and who he shoots at can affect the whole mid fight. Who the Demoman focuses at the beginning of the mid fight is usually the [[Scout]]s and the other team's Demoman.&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
The demoman's main roles are mostly about area control / dealing damage, but here's the more precise versions of these;&lt;br /&gt;
&lt;br /&gt;
- Hold choke areas by spamming them&lt;br /&gt;
&lt;br /&gt;
- Provide initial damage with the Pocket so that your scouts can clean up&lt;br /&gt;
&lt;br /&gt;
- Slowing the enemy team down while your team is falling back&lt;br /&gt;
&lt;br /&gt;
- Trapping chokes or other routes that the other team may push through in an attempt to stall a push or get a free pick&lt;br /&gt;
&lt;br /&gt;
That's all I can think about right now, feel free to edit ^^^^&lt;/div&gt;</summary>
		<author><name>89.207.208.1</name></author>
		
	</entry>
</feed>