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	<updated>2026-05-06T12:55:21Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=8362</id>
		<title>Pyro (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=8362"/>
		<updated>2013-12-26T01:38:49Z</updated>

		<summary type="html">&lt;p&gt;Dhuzy: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The Pyro is the most defensive class in Highlander. The class's skillset allows them to diffuse large amounts of enemy aggression very quickly and easily, and as such they are generally entrusted with protecting the Combo or engineer nest along with the occasional spy-checking and deflecting spam through their Airblast. While the class' unique disruptive abilities are very powerful, the Pyro lacks both the mobility and range to be an effective combat class, and as such it is considered a '''Support''' class in Highlander.&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The Pyro's unique abilities in the airblast allow it to float between sticking with his team's combo (usually composed of the Heavy, Medic, and Demoman) and supporting the flanking classes (usually composed of the Scout and Soldier, and occasionally the Engineer). Its abilities also allow it to push away Ubers and kill enemy spies fairly easily, making it an ideal partner for the Combo or Engineer. The Pyro excels at close range and can take out most classes in close proximity within few seconds. However, his lack of additional movement speed makes it difficult to hunt down targets safely. Some players opt a more offensive style of pyro, and will flank unsuspecting classes for quick, easy picks. This playstyle is known as the roaming pyro.&lt;br /&gt;
&lt;br /&gt;
The Pyro's Airblast is its most interesting mechanic and forcibly repositions the enemy, extinguishes burning teammates, and re/deflects enemy projectiles (including, but not limited to, a Soldier's Rockets, Demomen's grenades and stickies, enemy Jarate and Mad Milk, and Crusader's Crossbow and Huntsman arrows). His afterburn, while a very weak mechanic, can finish off very weak enemies and trigger constant voice commands, making ambushing impossible for the duration of the burning.&lt;br /&gt;
 &lt;br /&gt;
===On Offense===&lt;br /&gt;
===On Defense===&lt;br /&gt;
===Roaming Pyro===&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
=== Primary weapons ===&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>Dhuzy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro_(6v6)&amp;diff=8361</id>
		<title>Pyro (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro_(6v6)&amp;diff=8361"/>
		<updated>2013-12-26T01:37:36Z</updated>

		<summary type="html">&lt;p&gt;Dhuzy: General improvements, removed universal reflection time tip because it disagrees with itself, and the time value is disputed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&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 Übered 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 and 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 Über in a Scout and get the Pyro down, significantly hampering the team's effectiveness.&lt;br /&gt;
&lt;br /&gt;
*Try getting in-between the Über. It's risky stalling the pocket because you're reliant on reflects to not be killed. If you can separate the Medic and pocket, the teammates can pick off the non-Übered players while the Medic can't reach them.&lt;br /&gt;
&lt;br /&gt;
*The Pyro can stall a few Kritzkrieg 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, which makes killing the Pyro a lot more difficult.&lt;br /&gt;
&lt;br /&gt;
*Against megahealed 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 the Pyro loses his only damaging ranged weapon, he is usually run against Übered targets, which means he wouldn't get that much use from a Shotgun or Flare Gun anyway.  The Detonator is good for discouraging Snipers and can easily destroy sticky traps.  Because the secondary isn't used when actually fighting (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 Über the Pyro onto the point and use his airblast to knock off the enemy team while the 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. It can be helpful to turn the flamethrower viewmodel off to get rid of the conflicting image and prevent the flames from obscuring the battlefield. &lt;br /&gt;
&lt;br /&gt;
*Remember that the flamethrower particles penetrate.  If the Pyro can line up multiple targets to burn, his DPS becomes extremely potent.&lt;br /&gt;
&lt;br /&gt;
*There is a 0.75 second cool down time after airblasting, during which you cannot attack or airblast.  During this downtime, switching to your secondary and firing off a shot or two is a good idea.&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, Über 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, or try to shoot at angle that is hard to reflect at but will still deal splash damage.  Alternatively, switch to the Shotgun.&lt;br /&gt;
&lt;br /&gt;
*When playing against Pyros, it's best not to fire reflectable projectiles at mid/long range at them, because they could send it back with a minicrit, which is not subject to falloff.&lt;br /&gt;
&lt;br /&gt;
*As a Demoman, 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 the airblast and the projectiles do not change teams, so he will likely take significant damage. However, this is likely to deal a heavy amount of self-damage.&lt;br /&gt;
&lt;br /&gt;
*The Minigun shreds Pyros, but the Heavy's slow mobility means they can airblast him 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;
*[[Pyro]]&lt;br /&gt;
*[[Pyro (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Dhuzy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro_(6v6)&amp;diff=8360</id>
		<title>Pyro (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro_(6v6)&amp;diff=8360"/>
		<updated>2013-12-26T01:31:54Z</updated>

		<summary type="html">&lt;p&gt;Dhuzy: /* Counters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&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 Übered 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 and 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 Über in a Scout and get the Pyro down, significantly hampering the team's effectiveness.&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;universal reflection time&amp;quot; of Soldiers is one second after they notice the Pyro.  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 Über. It's risky stalling the pocket because you're reliant on reflects to not be killed. If you can separate the Medic and pocket, the teammates can pick off the non-Übered players while the Medic can't reach them.&lt;br /&gt;
&lt;br /&gt;
*The Pyro can stall a few Kritzkrieg 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, which makes killing the Pyro a lot more difficult.&lt;br /&gt;
&lt;br /&gt;
*Against megahealed 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 the Pyro loses his only damaging ranged weapon, he is usually run against Übered targets, which means he wouldn't get that much use from a Shotgun or Flare Gun anyway.  The Detonator is good for discouraging Snipers and can easily destroy sticky traps.  Because the secondary isn't used when actually fighting (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 Über the Pyro onto the point and use his airblast to knock off the enemy team while the 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 the flamethrower viewmodel off to get rid of the conflicting image and prevent the flames from obscuring the battlefield.  &lt;br /&gt;
&lt;br /&gt;
*Remember that the flamethrower particles penetrate.  If the Pyro can line up multiple targets to burn, his DPS becomes extremely potent.&lt;br /&gt;
&lt;br /&gt;
*Wait 3/4 of a second after airblasting to flame or airblast again.  During this downtime, switching to your secondary and firing off a shot or two is a good idea.&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, Über 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, or try to shoot at angle that is hard to reflect at but will still deal splash damage.  Alternatively, switch to the Shotgun.&lt;br /&gt;
&lt;br /&gt;
*When playing against Pyros, it's best not to fire reflectable projectiles at mid/long range at them, because they could send it back with a minicrit, which is not subject to falloff.&lt;br /&gt;
&lt;br /&gt;
*As a Demoman, 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 the airblast and the projectiles do not change teams, so he will likely take significant damage. However, this is likely to deal a heavy amount of self-damage.&lt;br /&gt;
&lt;br /&gt;
*The Minigun shreds Pyros, but the Heavy's slow mobility means they can airblast him 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;
*[[Pyro]]&lt;br /&gt;
*[[Pyro (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Dhuzy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=8357</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=8357"/>
		<updated>2013-12-26T01:22:11Z</updated>

		<summary type="html">&lt;p&gt;Dhuzy: /* Backcap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airburst / Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe / Airpill===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets. Also known as a &amp;quot;middie&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|medic's]] Mediguns when he continues to heal a player after they already have full health. &lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss. &lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage; after not taking damage for 10 seconds or more, the target will be healed at the max heal rate (72 hp/s) thus being healed to max health quickly.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
Direct Hit. This refers both to the [[Soldiers primary]] &amp;quot;The Direct Hit&amp;quot; and the acting of directly hitting someone instead of using splash.&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with his ÜberCharge ready. It can also be used to refer to a Med letting a player die during an uber fight by not flashing uber on him.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster.&lt;br /&gt;
&lt;br /&gt;
===Gun, SG, Mini, Mini SG, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Ex:''' ''&amp;quot;Level 3 on cliff right side&amp;quot;'' Or by type of sentry (mini/normal). '''Ex:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s [[Kritzkrieg]]'s ability.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing over 100 damage. The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Middie===&lt;br /&gt;
&lt;br /&gt;
When a [[Soldier]] hits someone in midair with one of his rockets. Also known as an &amp;quot;airshot&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pill/Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
A [[Medic]]'s ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] stabs an enemy that is aware of his presence (ex. stairstab, cornerstab).&lt;br /&gt;
&lt;br /&gt;
===Über pop(ped)===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] activates his ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
===Über Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
===Core Team===&lt;br /&gt;
&lt;br /&gt;
2 players in 6's, consisting of the demoman and commonly the scout who plays a defensive role. They work together, the [[Demoman]] putting out damage while the [[Scout]] protects him from other [[Scout|Scouts]] and roamers.&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it impossible to tell.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]] in [[6v6]] or a [[Heavy]] / [[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  &lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Uber Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Uber or securing significant picks. In [[6v6]], the flank typically consists out of the [[roamer]] and both [[scout|scouts]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&lt;br /&gt;
A control point with a large height advantage (ex. Badlands 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG.&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on [http://www.tf2lobby.com tf2lobby]. Lobbies are often not taken seriously, and PUG's are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod which allows for 1v1 matches, typically on 6v6 classes, often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see '''Scrim'''.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. A semi-competitive format in which players sign up for classes they wish to play. Two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Dhuzy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=8356</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=8356"/>
		<updated>2013-12-26T01:21:37Z</updated>

		<summary type="html">&lt;p&gt;Dhuzy: /* Combat terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airburst / Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe / Airpill===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets. Also known as a &amp;quot;middie&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|medic's]] Mediguns when he continues to heal a player after they already have full health. &lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss. &lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage; after not taking damage for 10 seconds or more, the target will be healed at the max heal rate (72 hp/s) thus being healed to max health quickly.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
Direct Hit. This refers both to the [[Soldiers primary]] &amp;quot;The Direct Hit&amp;quot; and the acting of directly hitting someone instead of using splash.&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with his ÜberCharge ready. It can also be used to refer to a Med letting a player die during an uber fight by not flashing uber on him.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster.&lt;br /&gt;
&lt;br /&gt;
===Gun, SG, Mini, Mini SG, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Ex:''' ''&amp;quot;Level 3 on cliff right side&amp;quot;'' Or by type of sentry (mini/normal). '''Ex:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s [[Kritzkrieg]]'s ability.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing over 100 damage. The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Middie===&lt;br /&gt;
&lt;br /&gt;
When a [[Soldier]] hits someone in midair with one of his rockets. Also known as an &amp;quot;airshot&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pill/Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
A [[Medic]]'s ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] stabs an enemy that is aware of his presence (ex. stairstab, cornerstab).&lt;br /&gt;
&lt;br /&gt;
===Über pop(ped)===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] activates his ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
===Über Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, mostly a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
===Core Team===&lt;br /&gt;
&lt;br /&gt;
2 players in 6's, consisting of the demoman and commonly the scout who plays a defensive role. They work together, the [[Demoman]] putting out damage while the [[Scout]] protects him from other [[Scout|Scouts]] and roamers.&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it impossible to tell.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]] in [[6v6]] or a [[Heavy]] / [[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  &lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Uber Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Uber or securing significant picks. In [[6v6]], the flank typically consists out of the [[roamer]] and both [[scout|scouts]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&lt;br /&gt;
A control point with a large height advantage (ex. Badlands 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG.&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on [http://www.tf2lobby.com tf2lobby]. Lobbies are often not taken seriously, and PUG's are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod which allows for 1v1 matches, typically on 6v6 classes, often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see '''Scrim'''.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. A semi-competitive format in which players sign up for classes they wish to play. Two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
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===Scrim===&lt;br /&gt;
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An abbreviation for scrimmage match. A practice match between two teams.&lt;br /&gt;
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===VOD===&lt;br /&gt;
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An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match.&lt;br /&gt;
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===Ringer / Merc / Sub===&lt;br /&gt;
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A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
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		<author><name>Dhuzy</name></author>
		
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