<?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=Dan%21</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=Dan%21"/>
	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/Dan!"/>
	<updated>2026-05-05T07:52:42Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.2</generator>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=2600</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=2600"/>
		<updated>2013-07-05T18:24:00Z</updated>

		<summary type="html">&lt;p&gt;Dan!: /* Primary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ScoutIcon_small.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
A smack-talking Bostonian brat, the '''Scout''' boasts the greatest mobility of all the TF2 classes; two jumps and an impressive 133% movement speed make him extremely difficult to track down, and even to kill once he's found. The Scout also carries a Scattergun, which does tremendous damage when very close to an opponent. With such a high move speed, it isn't difficult to get close to people; the only trick is staying alive once at a close range. The Scout has only 125 base health, tied for the least out of all the classes. Becoming a skillful Scout is about learning how to use that measly 125 to its fullest extent: dodging, surfing, and meatshotting away while foes miss by shooting at the air around the scout.&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Scout (6v6)}}&lt;br /&gt;
&lt;br /&gt;
The Scout is a highly mobile &amp;quot;clean up&amp;quot; class, used to capture points and move in and out of fights to deal and avoid as much damage as possible. In standard 6v6 play, a team will have 2 Scouts. When playing this class, one will be expected to successfully capture points, control the flank, and be able to clean up the damage put out by heavy classes (Soldier and Demoman). Generally speaking, a Scout will have a high number of kills and a moderate amount of damage - diving in to kill already damaged players is the primary cause of this. Scouts are also often the best candidates for off-classing, depending on the situation. The secret to the Scout class is going into a fight and catching enemies unaware. The Scout is usually more expendable than the other classes, excluding the roaming soldier. &lt;br /&gt;
&lt;br /&gt;
Some teams like to assign roles to their scouts to keep everyone coordinated.  Having a &amp;quot;passive&amp;quot; scout and an &amp;quot;aggressive&amp;quot; scout on the team keeps inexperienced players from getting out of position (either resulting in death from aggression or missed opportunities from passiveness).  The &amp;quot;passive&amp;quot; scout's job is roughly to protect the demo and help the medic build uber when an opportunity arises. While he still wants to help out his fellow scout on the flank and clean up damage, protecting the demo is his main objective. When there are stalemate situations in a match, the passive scout is the one that will build the Medic's Übercharge using his Boston Basher.  The aggressive scout usually goes for kills and high damage on the flank.  If a player is weak he will chase that player down and kill him.  The problem with this role-oriented approach is that when a scout is smart enough to know when to be passive and when to be aggressive, it would be more efficient for him to switch roles when it makes sense to switch roles, rather than getting stuck in a mindset that can be very detrimental to his team.  Most high-level teams avoid this passive vs aggressive assignment system, but it can help teams that lack the coordination and gamesense.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Scout (Highlander)}}&lt;br /&gt;
The Scout's role is severely diminished in Highlander, as his fragging capabilities are limited by full-time high-damage per second classes, such as the Heavy or the Engineer. Because of that, the Scout is often more of an utility class, helping the team by being on the flank, capturing points and objectives and sometimes following up on damage dealt by the combo!.&lt;br /&gt;
&lt;br /&gt;
==Allowed Weapons==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; width=&amp;quot;15%&amp;quot; | Weapon&lt;br /&gt;
! class=&amp;quot;header&amp;quot; width=&amp;quot;10%&amp;quot; | Kill Icon&lt;br /&gt;
! class=&amp;quot;header&amp;quot; width=&amp;quot;8%&amp;quot; | [[ESEA]] [[Standard 6v6|6s]] legal?&lt;br /&gt;
! class=&amp;quot;header&amp;quot; width=&amp;quot;8%&amp;quot; | [[UGC]] [[Highlander|HL]] legal?&lt;br /&gt;
! class=&amp;quot;header&amp;quot; width=&amp;quot;8%&amp;quot; | [[ETF2L]] [[Standard 6v6|6s]] legal?&lt;br /&gt;
! class=&amp;quot;header&amp;quot; width=&amp;quot;8%&amp;quot; | [[ETF2L]] [[Highlander|HL]] legal?&lt;br /&gt;
! class=&amp;quot;header&amp;quot; width=&amp;quot;43%&amp;quot; | Info&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Scattergun-G.png]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;'''Stock'''&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;'''[[Scattergun]]'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Killicon_scattergun.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | The standard stock '''Scattergun'''.  Comes with six shots and the ability to do anywhere from 3 to 105 damage.  A highly versatile weapon, this is the most common Scout primary in competitive play.&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:FoN-G.png]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;'''Unlock'''&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;'''[[Force-A-Nature]]'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Killicon_force-a-nature.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;indianred&amp;quot; | &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt; No &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | The '''Force-A-Nature''', or FaN, reduces the clip size to 2 shots, but allows the use of knockback to jump around extremely unpredictably and get to hard-to-reach places faster than with the stock Scattergun. It fires 50% faster than the Scattergun and fires 2 more pellets per shot, but has a 10% damage reduction per pellet.&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Shortstop-G.png]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;'''Unlock'''&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;'''[[Shortstop]]'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Killicon_shortstop.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;indianred&amp;quot; | &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt; No &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | The '''Shortstop''' only has 4 shots per clip, and fires 60% fewer pellets per shot. However, it fires 42% faster and each pellet does 100% more damage. The shortstop also uses the same ammunition reserve as the pistol, so greater ammo awareness is necessary. It is hardly ever used in competitive games. &lt;br /&gt;
|-&lt;br /&gt;
! [[Image:SodaPopper-G.png]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;'''Craft'''&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;'''[[Soda Popper]]'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Killicon_soda_popper.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;indianred&amp;quot; | &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt; No &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;indianred&amp;quot; | &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt; No &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | The '''Soda Popper''' reduces the clip size to two, but builds up hype as you move. When the hype meter is full, all weapons do minicrit damage. The hype takes 13 seconds of running to build, and lasts for 8 seconds. It also fires 50% faster and reloads 25% more quickly than the stock scattergun. &lt;br /&gt;
|-&lt;br /&gt;
! [[Image:BFB-G.png]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;'''Craft'''&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;'''[[Baby Face's Blaster]]'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Killicon_baby_face's_blaster.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;indianred&amp;quot; | &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt; No &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | The '''Baby Face's Blaster''' is almost never used in a competitive format. It has a 30% damage penalty, and begins by slowing the scout by 35%. After a certain amount of damage is dealt, the weapon increases the running speed, maxing out at double the base speed. This boost is reset on death, or when the player jumps.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; width=&amp;quot;15%&amp;quot; | Weapon&lt;br /&gt;
! class=&amp;quot;header&amp;quot; width=&amp;quot;10%&amp;quot; | Kill Icon&lt;br /&gt;
! class=&amp;quot;header&amp;quot; width=&amp;quot;8%&amp;quot; | [[ESEA]] [[Standard 6v6|6s]] legal?&lt;br /&gt;
! class=&amp;quot;header&amp;quot; width=&amp;quot;8%&amp;quot; | [[UGC]] [[Highlander|HL]] legal?&lt;br /&gt;
! class=&amp;quot;header&amp;quot; width=&amp;quot;8%&amp;quot; | [[ETF2L]] [[Standard 6v6|6s]] legal?&lt;br /&gt;
! class=&amp;quot;header&amp;quot; width=&amp;quot;8%&amp;quot; | [[ETF2L]] [[Highlander|HL]] legal?&lt;br /&gt;
! class=&amp;quot;header&amp;quot; width=&amp;quot;43%&amp;quot; | Info&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Pistol-G.png]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;'''Stock'''&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;'''[[Pistol]]'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Killicon_pistol.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | The '''Pistol''' is the scout's stock secondary. It holds 12 shots and reloads all 12 shots at once. It is used almost always in 6v6 as it is the best secondary for dispatching hurt enemies and doing damage. It is often considered the most reliable secondary in competitive play. &lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Bonk.png]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;'''Unlock'''&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;'''[[Bonk! Atomic Punch]]'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;indianred&amp;quot; | &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt; No &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;indianred&amp;quot; | &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt; No &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | '''Bonk! Atomic Punch''' is a scout secondary that allows the user to go into an invincible state for a short amount of time. It is most often used in Highlander (9v9) to flank or get behind the enemy team in situations where the scout would otherwise be having trouble doing work. Bonk can also be used to distract the enemy team and give the other members of your team an opening to push or get an advantage. Bonk is also great for getting through an enemy team's choke. &lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Crit-a-Cola.png]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;'''Craft'''&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;'''[[Crit-A-Cola]]'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;indianred&amp;quot; | &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt; No &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;indianred&amp;quot; | &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt; No &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | '''Crit-a-Cola''' is a scout secondary that allows a user to gain a +25% speed increase as well as 8 seconds of 35% increase the damage given to and from the scout.&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:MadMilk.png]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;'''Craft'''&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;'''[[Mad Milk]]'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;indianred&amp;quot; | &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt; No &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;indianred&amp;quot; | &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt; No &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | '''Mad Milk''' is a scout secondary that allows 60% of damage done to enemies covered in it to be restored to the attacking player's health.&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Winger.png]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;'''Craft'''&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;'''[[Winger]]'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Killicon_winger.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;indianred&amp;quot; | &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt; No &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | The '''Winger''' is a scout secondary pistol that deals 15% more damage and has a 60% smaller clip size. It is not commonly seen in competitive play since the clip is so small and the spread is rather large. &lt;br /&gt;
|-&lt;br /&gt;
! [[Image:PBPP.png]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;'''Craft'''&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;'''[[Pretty Boy's Pocket Pistol]]'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Killicon_pretty_boy's_pocket_pistol.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;indianred&amp;quot; | &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt; No &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;indianred&amp;quot; | &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt; No &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;indianred&amp;quot; | &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt; No &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | '''Pretty Boy's Pocket Pistol''' is a scout pistol that grants plus +15 health to the wearer and no fall damage at the cost of 25% slower firing rate and 50% more damage from fire. This pistol is banned in most 6v6 leagues since the +15 health is almost a straight upgrade to the stock pistol since pyro is rarely ran in the 6v6 [[metagame]].  &lt;br /&gt;
|-&lt;br /&gt;
! [[Image:FG.png]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;'''Craft'''&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;'''[[Flying Guillotine]]'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Killicon_flying_guillotine.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;indianred&amp;quot; | &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt; No &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;indianred&amp;quot; | &amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt; No &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;lightgreen&amp;quot; | &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Yes &amp;lt;/font&amp;gt;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Cleaver info&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Bat&lt;br /&gt;
| image = Backpack_Bat.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Bat info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Sandman&lt;br /&gt;
| image = Backpack_Sandman.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Sandman info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Boston Basher&lt;br /&gt;
| image = Backpack_Boston_Basher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Boston Basher''' causes a bleed effect on hit. However, if the user misses,the bleed effect affects the user. The main use for the Boston Basher is not to kill opponents, but to help a Medic build his Übercharge quickly in order to gain an advantage over the enemy team.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Candy Cane&lt;br /&gt;
| image = Backpack_Candy_Cane.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Candy Cane''' causes a small health pack to be dropped from any enemy the Scout kills (not just with the Candy Cane).  It also makes the Scout 25% more vulnerable to explosive weaponry.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Sun-on-a-Stick&lt;br /&gt;
| image = Backpack_Sun-on-a-Stick.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Sun-on-a-Stick info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Fan O'War&lt;br /&gt;
| image = Backpack_Fan_O'War.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Fan O'War info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Atomizer&lt;br /&gt;
| image = Backpack_Atomizer.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Atomizer''' grants a Scout a third jump that deals 10 damage to the Scout when activated.  It swings 30% slower than the standard Bat and only does 28 base damage on hit, so it is most often used in conjunction with Bonk! to get behind the enemy team.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Wrap Assassin&lt;br /&gt;
| image = Backpack_Wrap_Assassin.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The '''Wrap Assassin''' functions like a hybrid between the Boston Basher and the Sandman; it launches a projectile that causes bleed on hit.  However, it has a very low base damage of only 11, and with very limited applications it does not see widespread competitive use.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Dan!</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper&amp;diff=843</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=843"/>
		<updated>2013-07-01T19:08:52Z</updated>

		<summary type="html">&lt;p&gt;Dan!: /* Highlander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The sniper is a long-ranged class with the ability to one-shot any enemy in the game. They are valued for their ability to get key picks without directly engaging the enemy team. In a typical 6v6 format, the sniper is considered an [[offclass]], played only when a situation presents itself, most often when a team is at an uber disadvantage, or holding the last point. The main downfall for teams running a sniper, however, is that during an [[uber fight]] snipers are practically useless, and that they have very low direct combat abilities. Snipers primarily target the enemy [[Demoman]] and [[Medic]], due to the ability to change the direction of a game through key [[picks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Sniper (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, Sniper is considered an [[offclass]], however the Sniper is one of the most common offclasses you'll see in the game. Sniper's rely on map sightlines, and tend to lay behind the front lines, in an attempt to pick off enemy players from afar. Snipers are incredibly weak against close up scouts and roaming soldiers, which is why a team should work to protect their Sniper, should they have one.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Sniper (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
The sniper in highlander is considered a pick class, used to support his teammates while sitting back away from the battle. Snipers main job is to kill the combo and the other sniper, while taking out unsuspecting enemies in the process. Just make sure to watch out for spies.&lt;/div&gt;</summary>
		<author><name>Dan!</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=77</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=77"/>
		<updated>2013-06-30T22:40:09Z</updated>

		<summary type="html">&lt;p&gt;Dan!: /* Offclassing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''&lt;br /&gt;
== Scout ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
&lt;br /&gt;
* The Scout is a highly mobile &amp;quot;clean up&amp;quot; class, used to capture points and move in and out of fights to deal and avoid as much damage as possible. In standard 6v6 play, a team will have 2 Scouts. When playing this class, you will be expected to successfully capture points, control the flank, and be able to clean up the damage put out by your heavy classes ([[Soldier]] and [[Demoman]]). Generally speaking, a Scout will have a high number of kills and a moderate amount of damage - diving in to kill already damaged players is the primary cause of this. Scouts are also often the best candidates for off-classing, depending on the situation.&lt;br /&gt;
&lt;br /&gt;
== Midfights ==&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
&lt;br /&gt;
* Playing Scout properly at mid involves finding the right time to go in. The start of a midfight has all 6 players on both teams staring right at each other, so going in first will result in instant and painful death. Staying at a range where one can easily avoid damage is key. The best time to enter the fight is when the team is sufficiently distracted so that you may get into close range without being detected or shot at. The longer the Scout(s) survive at mid, the better chance a team has at winning. Their value goes up as time goes on because of their ability to clean up fights. Every time an enemy player dies, a Scout's usefulness increases. It's much easier to fight as a Scout in a 3v3 rather than a 6v6. Find the right time to enter the fight and work off of your teammate's damage.&lt;br /&gt;
&lt;br /&gt;
== Offclassing ==&lt;br /&gt;
While a Scout is one of the most powerful classes in the game, there are a variety of situations in which playing one of the less used classes can be beneficial. On the last point of your average [[5-CP]] map, for example, a Scout is not nearly as useful as he is in other areas of the map where it is easier to roam freely. In these situations, you can choose any of the following.&lt;br /&gt;
&lt;br /&gt;
'''[[Heavy]]'''- The highest potential DPS class in the game. Heavy is best played in highly defensive situations. His lack of mobility, compounded with the fact that he is focused very hard, makes him hard to utilize to great effect during offensive pushes. The best way to use him offensively requires great positioning so that they cannot run from you. If you are able to keep them all in one place and in your line of sight, a Heavy can be highly effective. Places where he is best used include, but are not limited to, last points on 5 CP, defending on A/D maps, defending the point on [[KOTH]] maps, and pushing into certain last points. Additionally, having an ubercharge is almost necessary when using a Heavy to fight. Once a fight has begun, there is no way for a Heavy to disengage. His low mobility and large size make him an easy target. Once he is in, tanking him with the uber is almost a necessity. Scouts, Soldiers, and Demomen all have the ability to escape in some capacity. If played correctly, Heavy is one of the strongest offclasses.&lt;br /&gt;
&lt;br /&gt;
'''[[Engineer]]''' - Similar in use to the Heavy, but even more situational. He is run almost every single round on defense of [[Gravelpit]], the primary [[A/D]] map, for his Sentry Gun, Dispenser, and Teleporter that can all be set up before the round even starts in order to hold one point. Being able to defend your buildings is crucial, and moving them as pushes begin is the only way to keep them from going down. If you work with your team, this can all be done smoothly. On your average, more often-played 5 CP and KOTH maps, effectiveness of an Engineer is limited. The time it takes to set up even a single Sentry Gun with only one Engineer often offsets its benefits. It can be used to guard the last point, but it is much easier to destroy than a Heavy, and has no mobility unless moved (taking away all of its firepower). The Engineer is the most situational of all the off-classes, and must be played at only the best times on the best maps.&lt;br /&gt;
&lt;br /&gt;
'''[[Pyro]]''' - Once again, a class mostly used defensively. The Pyro has underwhelming damage, a very short range, and moderate mobility at best. His utility and usefulness come almost entirely from his airblast mechanic. He can be used in certain situations to flank and deal damage, but this ability is considerably weaker than a Scout's. Because of this, a Pyro is usually run only when defending a last point on 5-CP. The airblast is used to deflect projectiles and hold an uber push in place. This is most useful when at an uber disadvantage. The enemy team ubers in and the Pyro moves forward to airblast them backwards, stalling the push. You may often die in this scenario, but it can be enough to delay the majority of their invulnerability, evening out the playing field considerably. Pyro isn't weak in and of itself; the other classes are simply stronger. If caught alone, a Pyro can easily be killed by a Scout or Soldier, making positioning very important.&lt;br /&gt;
&lt;br /&gt;
'''[[Sniper]]''' - One of the most commonly used utility classes. The Sniper's very long range and very high damage can be used to pick off important classes, lock down specific areas, and deny jumping/rushing/suiciding players with ease. Positioning is the most important thing on Sniper (besides being able to hit your shots). The Sniper has base movement speed, 125 HP, and poor close range capabilities. If caught out by any other combat class, the Sniper will usually die. The best places to stand are those in which you have as long a sightline of possible towards wherever it is that the enemy will be coming out of, and somewhere where you can either escape very quickly or can be protected by your teammates. A sniper is not usually run at all times, so when switching to it yourself, there is almost 0 threat of being countersniped for your first life. This allows you to take certain actions and positioning decisions that would be harder if there were a long range threat to you. A Sniper can be run in many situations depending on the place you're 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. Your primary target in 99% of situations will be the [[Medic]]. After that, there are few targets worth holding your 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 your team, so long as you have the aim to backup your decision making.&lt;/div&gt;</summary>
		<author><name>Dan!</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=76</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=76"/>
		<updated>2013-06-30T22:39:44Z</updated>

		<summary type="html">&lt;p&gt;Dan!: /* 6v6 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''&lt;br /&gt;
== Scout ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
&lt;br /&gt;
* The Scout is a highly mobile &amp;quot;clean up&amp;quot; class, used to capture points and move in and out of fights to deal and avoid as much damage as possible. In standard 6v6 play, a team will have 2 Scouts. When playing this class, you will be expected to successfully capture points, control the flank, and be able to clean up the damage put out by your heavy classes ([[Soldier]] and [[Demoman]]). Generally speaking, a Scout will have a high number of kills and a moderate amount of damage - diving in to kill already damaged players is the primary cause of this. Scouts are also often the best candidates for off-classing, depending on the situation.&lt;br /&gt;
&lt;br /&gt;
== Midfights ==&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
&lt;br /&gt;
* Playing Scout properly at mid involves finding the right time to go in. The start of a midfight has all 6 players on both teams staring right at each other, so going in first will result in instant and painful death. Staying at a range where one can easily avoid damage is key. The best time to enter the fight is when the team is sufficiently distracted so that you may get into close range without being detected or shot at. The longer the Scout(s) survive at mid, the better chance a team has at winning. Their value goes up as time goes on because of their ability to clean up fights. Every time an enemy player dies, a Scout's usefulness increases. It's much easier to fight as a Scout in a 3v3 rather than a 6v6. Find the right time to enter the fight and work off of your teammate's damage.&lt;br /&gt;
&lt;br /&gt;
== Offclassing ==&lt;br /&gt;
While a Scout is one of the most powerful classes in the game, there are a variety of situations in which playing one of the less used classes can be beneficial. On the last point of your average [[5-CP]] map, for example, a Scout is not nearly as useful as he is in other areas of the map where it is easier to roam freely. In these situations, you can choose any of the following.&lt;br /&gt;
&lt;br /&gt;
'''[[Heavy]]'''- The highest potential DPS class in the game. Heavy is best played in highly defensive situations. His lack of mobility, compounded with the fact that he is focused very hard, makes him hard to utilize to great effect during offensive pushes. The best way to use him offensively requires great positioning so that they cannot run from you. If you are able to keep them all in one place and in your line of sight, a Heavy can be highly effective. Places where he is best used include, but are not limited to, last points on 5 CP, defending on A/D maps, defending the point on [[KOTH]] maps, and pushing into certain last points. Additionally, having an ubercharge is almost necessary when using a Heavy to fight. Once a fight has begun, there is no way for a Heavy to disengage. His low mobility and large size make him an easy target. Once he is in, tanking him with the uber is almost a necessity. Scouts, Soldiers, and Demomen all have the ability to escape in some capacity. If played correctly, Heavy is one of the strongest offclasses.&lt;br /&gt;
&lt;br /&gt;
'''[[Engineer]]''' - Similar in use to the Heavy, but even more situational. He is run almost every single round on defense of [[Gravelpit]], the primary [[A/D]] map, for his Sentry Gun, Dispenser, and Teleporter that can all be set up before the round even starts in order to hold one point. Being able to defend your buildings is crucial, and moving them as pushes begin is the only way to keep them from going down. If you work with your team, this can all be done smoothly. On your average, more often-played 5 CP and KOTH maps, effectiveness of an Engineer is limited. The time it takes to set up even a single Sentry Gun with only one Engineer often offsets its benefits. It can be used to guard the last point, but it is much easier to destroy than a Heavy, and has no mobility unless moved (taking away all of its firepower). The Engineer is the most situational of all the off-classes, and must be played at only the best times on the best maps.&lt;br /&gt;
&lt;br /&gt;
'''[[Pyro]]''' - Once again, a class mostly used defensively. The Pyro has underwhelming damage, a very short range, and moderate mobility at best. His utility and usefulness come almost entirely from his airblast mechanic. He can be used in certain situations to flank and deal damage, but this ability is considerably weaker than a Scout's. Because of this, a Pyro is usually run only when defending a last point on 5-CP. The airblast is used to deflect projectiles and hold an uber push in place. This is most useful when at an uber disadvantage. The enemy team ubers in and the Pyro moves forward to airblast them backwards, stalling the push. You may often die in this scenario, but it can be enough to delay the majority of their invulnerability, evening out the playing field considerably. Pyro isn't weak in and of itself; the other classes are simply stronger. If caught alone, a Pyro can easily be killed by a Scout or Soldier, making positioning very important.&lt;br /&gt;
&lt;br /&gt;
'''[[Sniper]]''' - One of the most commonly used utility classes. The Sniper's very long range and very high damage can be used to pick off important classes, lock down specific areas, and deny jumping/rushing/suiciding players with ease. Positioning is the most important thing on Sniper (besides being able to hit your shots). The Sniper has base movement speed, 125 HP, and poor close range capabilities. If caught out by any other combat class, the Sniper will usually die. The best places to stand are those in which you have as long a sightline of possible towards wherever it is that the enemy will be coming out of, and somewhere where you can either escape very quickly or can be protected by your teammates. A sniper is not usually run at all times, so when switching to it yourself, there is almost 0 threat of being countersniped for your first life. This allows you to take certain actions and positioning decisions that would be harder if there were a long range threat to you. A Sniper can be run in many situations depending on the place you're 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. Your primary target in 99% of situations will be the Medic. After that, there are few targets worth holding your 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 your team, so long as you have the aim to backup your decision making.&lt;/div&gt;</summary>
		<author><name>Dan!</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=75</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=75"/>
		<updated>2013-06-30T22:39:14Z</updated>

		<summary type="html">&lt;p&gt;Dan!: /* Offclassing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''&lt;br /&gt;
== Scout ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
&lt;br /&gt;
* The Scout is a highly mobile &amp;quot;clean up&amp;quot; class, used to capture points and move in and out of fights to deal and avoid as much damage as possible. In standard 6v6 play, a team will have 2 Scouts. When playing this class, you will be expected to successfully capture points, control the flank, and be able to clean up the damage put out by your heavy classes (Soldiers and Demo). Generally speaking, a Scout will have a high number of kills and a moderate amount of damage - diving in to kill already damaged players is the primary cause of this. Scouts are also often the best candidates for off-classing, depending on the situation.&lt;br /&gt;
&lt;br /&gt;
== Midfights ==&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
&lt;br /&gt;
* Playing Scout properly at mid involves finding the right time to go in. The start of a midfight has all 6 players on both teams staring right at each other, so going in first will result in instant and painful death. Staying at a range where one can easily avoid damage is key. The best time to enter the fight is when the team is sufficiently distracted so that you may get into close range without being detected or shot at. The longer the Scout(s) survive at mid, the better chance a team has at winning. Their value goes up as time goes on because of their ability to clean up fights. Every time an enemy player dies, a Scout's usefulness increases. It's much easier to fight as a Scout in a 3v3 rather than a 6v6. Find the right time to enter the fight and work off of your teammate's damage.&lt;br /&gt;
&lt;br /&gt;
== Offclassing ==&lt;br /&gt;
While a Scout is one of the most powerful classes in the game, there are a variety of situations in which playing one of the less used classes can be beneficial. On the last point of your average [[5-CP]] map, for example, a Scout is not nearly as useful as he is in other areas of the map where it is easier to roam freely. In these situations, you can choose any of the following.&lt;br /&gt;
&lt;br /&gt;
'''[[Heavy]]'''- The highest potential DPS class in the game. Heavy is best played in highly defensive situations. His lack of mobility, compounded with the fact that he is focused very hard, makes him hard to utilize to great effect during offensive pushes. The best way to use him offensively requires great positioning so that they cannot run from you. If you are able to keep them all in one place and in your line of sight, a Heavy can be highly effective. Places where he is best used include, but are not limited to, last points on 5 CP, defending on A/D maps, defending the point on [[KOTH]] maps, and pushing into certain last points. Additionally, having an ubercharge is almost necessary when using a Heavy to fight. Once a fight has begun, there is no way for a Heavy to disengage. His low mobility and large size make him an easy target. Once he is in, tanking him with the uber is almost a necessity. Scouts, Soldiers, and Demomen all have the ability to escape in some capacity. If played correctly, Heavy is one of the strongest offclasses.&lt;br /&gt;
&lt;br /&gt;
'''[[Engineer]]''' - Similar in use to the Heavy, but even more situational. He is run almost every single round on defense of [[Gravelpit]], the primary [[A/D]] map, for his Sentry Gun, Dispenser, and Teleporter that can all be set up before the round even starts in order to hold one point. Being able to defend your buildings is crucial, and moving them as pushes begin is the only way to keep them from going down. If you work with your team, this can all be done smoothly. On your average, more often-played 5 CP and KOTH maps, effectiveness of an Engineer is limited. The time it takes to set up even a single Sentry Gun with only one Engineer often offsets its benefits. It can be used to guard the last point, but it is much easier to destroy than a Heavy, and has no mobility unless moved (taking away all of its firepower). The Engineer is the most situational of all the off-classes, and must be played at only the best times on the best maps.&lt;br /&gt;
&lt;br /&gt;
'''[[Pyro]]''' - Once again, a class mostly used defensively. The Pyro has underwhelming damage, a very short range, and moderate mobility at best. His utility and usefulness come almost entirely from his airblast mechanic. He can be used in certain situations to flank and deal damage, but this ability is considerably weaker than a Scout's. Because of this, a Pyro is usually run only when defending a last point on 5-CP. The airblast is used to deflect projectiles and hold an uber push in place. This is most useful when at an uber disadvantage. The enemy team ubers in and the Pyro moves forward to airblast them backwards, stalling the push. You may often die in this scenario, but it can be enough to delay the majority of their invulnerability, evening out the playing field considerably. Pyro isn't weak in and of itself; the other classes are simply stronger. If caught alone, a Pyro can easily be killed by a Scout or Soldier, making positioning very important.&lt;br /&gt;
&lt;br /&gt;
'''[[Sniper]]''' - One of the most commonly used utility classes. The Sniper's very long range and very high damage can be used to pick off important classes, lock down specific areas, and deny jumping/rushing/suiciding players with ease. Positioning is the most important thing on Sniper (besides being able to hit your shots). The Sniper has base movement speed, 125 HP, and poor close range capabilities. If caught out by any other combat class, the Sniper will usually die. The best places to stand are those in which you have as long a sightline of possible towards wherever it is that the enemy will be coming out of, and somewhere where you can either escape very quickly or can be protected by your teammates. A sniper is not usually run at all times, so when switching to it yourself, there is almost 0 threat of being countersniped for your first life. This allows you to take certain actions and positioning decisions that would be harder if there were a long range threat to you. A Sniper can be run in many situations depending on the place you're 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. Your primary target in 99% of situations will be the Medic. After that, there are few targets worth holding your 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 your team, so long as you have the aim to backup your decision making.&lt;/div&gt;</summary>
		<author><name>Dan!</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=73</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=73"/>
		<updated>2013-06-30T22:37:34Z</updated>

		<summary type="html">&lt;p&gt;Dan!: /* Offclassing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''&lt;br /&gt;
== Scout ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
&lt;br /&gt;
* The Scout is a highly mobile &amp;quot;clean up&amp;quot; class, used to capture points and move in and out of fights to deal and avoid as much damage as possible. In standard 6v6 play, a team will have 2 Scouts. When playing this class, you will be expected to successfully capture points, control the flank, and be able to clean up the damage put out by your heavy classes (Soldiers and Demo). Generally speaking, a Scout will have a high number of kills and a moderate amount of damage - diving in to kill already damaged players is the primary cause of this. Scouts are also often the best candidates for off-classing, depending on the situation.&lt;br /&gt;
&lt;br /&gt;
== Midfights ==&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
&lt;br /&gt;
* Playing Scout properly at mid involves finding the right time to go in. The start of a midfight has all 6 players on both teams staring right at each other, so going in first will result in instant and painful death. Staying at a range where one can easily avoid damage is key. The best time to enter the fight is when the team is sufficiently distracted so that you may get into close range without being detected or shot at. The longer the Scout(s) survive at mid, the better chance a team has at winning. Their value goes up as time goes on because of their ability to clean up fights. Every time an enemy player dies, a Scout's usefulness increases. It's much easier to fight as a Scout in a 3v3 rather than a 6v6. Find the right time to enter the fight and work off of your teammate's damage.&lt;br /&gt;
&lt;br /&gt;
== Offclassing ==&lt;br /&gt;
While a Scout is one of the most powerful classes in the game, there are a variety of situations in which playing one of the less used classes can be beneficial. On the last point of your average 5 CP map, for example, a Scout is not nearly as useful as he is in other areas of the map where it is easier to roam freely. In these situations, you can choose any of the following.&lt;br /&gt;
&lt;br /&gt;
[['''Heavy''']]- The highest potential DPS class in the game. Heavy is best played in highly defensive situations. His lack of mobility, compounded with the fact that he is focused very hard, makes him hard to utilize to great effect during offensive pushes. The best way to use him offensively requires great positioning so that they cannot run from you. If you are able to keep them all in one place and in your line of sight, a Heavy can be highly effective. Places where he is best used include, but are not limited to, last points on 5 CP, defending on A/D maps, defending the point on KOTH maps, and pushing into certain last points. Additionally, having an ubercharge is almost necessary when using a Heavy to fight. Once a fight has begun, there is no way for a Heavy to disengage. His low mobility and large size make him an easy target. Once he is in, tanking him with the uber is almost a necessity. Scouts, Soldiers, and Demomen all have the ability to escape in some capacity. If played correctly, Heavy is one of the strongest offclasses.&lt;br /&gt;
&lt;br /&gt;
[['''Engineer''']] - Similar in use to the Heavy, but even more situational. He is run almost every single round on defense of Gravelpit, the primary A/D map, for his Sentry Gun, Dispenser, and Teleporter that can all be set up before the round even starts in order to hold one point. Being able to defend your buildings is crucial, and moving them as pushes begin is the only way to keep them from going down. If you work with your team, this can all be done smoothly. On your average, more often-played 5 CP and KOTH maps, effectiveness of an Engineer is limited. The time it takes to set up even a single Sentry Gun with only one Engineer often offsets its benefits. It can be used to guard the last point, but it is much easier to destroy than a Heavy, and has no mobility unless moved (taking away all of its firepower). The Engineer is the most situational of all the off-classes, and must be played at only the best times on the best maps.&lt;br /&gt;
&lt;br /&gt;
[['''Pyro''']] - Once again, a class mostly used defensively. The Pyro has underwhelming damage, a very short range, and moderate mobility at best. His utility and usefulness come almost entirely from his airblast mechanic. He can be used in certain situations to flank and deal damage, but this ability is considerably weaker than a Scout's. Because of this, a Pyro is usually run only when defending a last point on 5 CP. The airblast is used to deflect projectiles and hold an uber push in place. This is most useful when at an uber disadvantage. The enemy team ubers in and the Pyro moves forward to airblast them backwards, stalling the push. You may often die in this scenario, but it can be enough to delay the majority of their invulnerability, evening out the playing field considerably. Pyro isn't weak in and of itself; the other classes are simply stronger. If caught alone, a Pyro can easily be killed by a Scout or Soldier, making positioning very important.&lt;br /&gt;
&lt;br /&gt;
[['''Sniper''']] - One of the most commonly used utility classes. The Sniper's very long range and very high damage can be used to pick off important classes, lock down specific areas, and deny jumping/rushing/suiciding players with ease. Positioning is the most important thing on Sniper (besides being able to hit your shots). The Sniper has base movement speed, 125 HP, and poor close range capabilities. If caught out by any other combat class, the Sniper will usually die. The best places to stand are those in which you have as long a sightline of possible towards wherever it is that the enemy will be coming out of, and somewhere where you can either escape very quickly or can be protected by your teammates. A sniper is not usually run at all times, so when switching to it yourself, there is almost 0 threat of being countersniped for your first life. This allows you to take certain actions and positioning decisions that would be harder if there were a long range threat to you. A Sniper can be run in many situations depending on the place you're 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. Your primary target in 99% of situations will be the Medic. After that, there are few targets worth holding your 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 your team, so long as you have the aim to backup your decision making.&lt;/div&gt;</summary>
		<author><name>Dan!</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper&amp;diff=72</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=72"/>
		<updated>2013-06-30T22:35:48Z</updated>

		<summary type="html">&lt;p&gt;Dan!: /* Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''&lt;br /&gt;
== Sniper ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
The sniper is a long-ranged class with the ability to one-shot any enemy in the game. They are valued for their ability to get key picks without directly engaging the enemy team. In a typical 6v6 format, the sniper is considered an [[offclass]], played only when a situation presents itself, most often when a team is at an uber disadvantage, or holding the last point. The main downfall for teams running a sniper, however, is that during an uber fight snipers are practically useless, and that they have very low direct combat abilities. Snipers primarily target the enemy [[Demoman]] and [[Medic]], due to the ability to change the direction of a game through key [[picks]].&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;/div&gt;</summary>
		<author><name>Dan!</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper&amp;diff=69</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=69"/>
		<updated>2013-06-30T22:35:31Z</updated>

		<summary type="html">&lt;p&gt;Dan!: /* Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''&lt;br /&gt;
== Sniper ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
The sniper is a long-ranged class with the ability to one-shot any enemy in the game. They are valued for their ability to get key picks without directly engaging the enemy team. In a typical 6v6 format, the sniper is considered an [[comp.tf/wiki/offclass]], played only when a situation presents itself, most often when a team is at an uber disadvantage, or holding the last point. The main downfall for teams running a sniper, however, is that during an uber fight snipers are practically useless, and that they have very low direct combat abilities. Snipers primarily target the enemy [[Demoman]] and [[Medic]], due to the ability to change the direction of a game through key [[comp.tf/wiki/picks]].&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;/div&gt;</summary>
		<author><name>Dan!</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper&amp;diff=68</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=68"/>
		<updated>2013-06-30T22:33:27Z</updated>

		<summary type="html">&lt;p&gt;Dan!: /* Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''&lt;br /&gt;
== Sniper ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
The sniper is a long-ranged class with the ability to one-shot any enemy in the game. They are valued for their ability to get key picks without directly engaging the enemy team. In a typical 6v6 format, the sniper is considered an [[offclass]], played only when a situation presents itself, most often when a team is at an uber disadvantage, or holding the last point. The main downfall for teams running a sniper, however, is that during an uber fight snipers are practically useless, and that they have very low direct combat abilities. Snipers primarily target the enemy [[Demoman]] and [[Medic]], due to the ability to change the direction of a game through key picks.&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;/div&gt;</summary>
		<author><name>Dan!</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper&amp;diff=67</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=67"/>
		<updated>2013-06-30T22:33:00Z</updated>

		<summary type="html">&lt;p&gt;Dan!: /* Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''&lt;br /&gt;
== Sniper ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
The sniper is a long-ranged class with the ability to one-shot any enemy in the game. They are valued for their ability to get key picks without directly engaging the enemy team. In a typical 6v6 format, the sniper is considered an [[offclass]], played only when a situation presents itself, most often when a team is at an uber disadvantage, or holding the last point. The main downfall for teams running a sniper, however, is that during an uber fight snipers are practically useless, and that they have very low direct combat abilities. Snipers primarily target the enemy [[Demoman]] and [[Medic]], due to the ability to change the direction of a game through key picks.&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;/div&gt;</summary>
		<author><name>Dan!</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper&amp;diff=65</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=65"/>
		<updated>2013-06-30T22:32:07Z</updated>

		<summary type="html">&lt;p&gt;Dan!: /* Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''&lt;br /&gt;
== Sniper ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
The sniper is a long-ranged class with the ability to one-shot any enemy in the game. They are valued for their ability to get key picks without directly engaging the enemy team. In a typical 6v6 format, the sniper is considered an [[offclass]], played only when a situation presents itself, most often when a team is at an uber disadvantage, or holding the last point. The main downfall for teams running a sniper, however, is that during an uber fight snipers are practically useless, and that they have very low direct combat abilities. Snipers primarily target the enemy Demoman and Medic, due to the ability to change the direction of a game through key picks.&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;/div&gt;</summary>
		<author><name>Dan!</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier&amp;diff=62</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier&amp;diff=62"/>
		<updated>2013-06-30T22:29:56Z</updated>

		<summary type="html">&lt;p&gt;Dan!: /* Soldier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''&lt;br /&gt;
== Soldier ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
The soldier is a class that can do damage at both close and long ranges. Typically, a standard 6v6 lineup will include 2 soldiers; 1 roamer and 1 pocket. The pocket soldier tends to protect the team's medic while the roaming soldier watches the flanks and makes plays.&lt;br /&gt;
&lt;br /&gt;
As a pocket soldier, your primary job is to keep your team's medic alive. Most pocket soldiers equip a shotgun for the extra damage output to defend against enemy players. Generally, the pocket soldier leads his team into battles; he soaks up damage while putting out his own damage. Remember, your job is to protect the medic, as his life is worth more than yours is. If saving your medic means sacrificing yourself, you should do it.&lt;br /&gt;
&lt;br /&gt;
As the roaming soldier, be sure to help your scouts watch the flank. Typically, roamers will equip the gunboats/shotgun for mobility/damage, respectively. When an opportunity presents itself, don't be afraid to try to make a play; just make sure you let your team know. You can cover distance quickly by rocket jumping and position yourself on top of the enemy team to try to force an uber or get a key pick. In certain situations, the roamer may offclass to try to gain an advantage.&lt;/div&gt;</summary>
		<author><name>Dan!</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper&amp;diff=40</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=40"/>
		<updated>2013-06-30T22:18:22Z</updated>

		<summary type="html">&lt;p&gt;Dan!: /* Sniper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''&lt;br /&gt;
== Sniper ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
The sniper is a long-ranged class with the ability to 1-shot any enemy in the game. They are valued for their ability to get key picks without directly engaging the enemy team. In a typical 6v6 format, the sniper is considered an &amp;quot;offclass&amp;quot;, played only when a situation presents itself. Typically, snipers are used when pushing/defending last points to get picks/delay a push. Be sure to go sniper only when the situation is right; having a sniper rather than a scout/roaming soldier can we detrimental when pushing. As a sniper, you should be going for key picks (Demoman and Medic). Be sure to hide your sniper dot and refrain from using voice commands; failure in doing so will result in the enemy team being aware of your presence.&lt;/div&gt;</summary>
		<author><name>Dan!</name></author>
		
	</entry>
</feed>