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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KBlair</id>
	<title>comp.tf - User contributions [en]</title>
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	<updated>2026-05-05T05:36:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://comp.tf/index.php?title=Sniper_(Highlander)&amp;diff=1121</id>
		<title>Sniper (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper_(Highlander)&amp;diff=1121"/>
		<updated>2013-07-02T14:50:49Z</updated>

		<summary type="html">&lt;p&gt;KBlair: Added &amp;quot;See also&amp;quot; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As that [[Highlander]] is a format with 1 of each class, both teams will have one [[sniper]] at all times. Being both a boon and a bane to a team's existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Primary Responsibilities ==&lt;br /&gt;
&lt;br /&gt;
'''Getting Picks'''&lt;br /&gt;
&lt;br /&gt;
It's usually up to the Sniper or one of the other [[pick]] classes such as [[Scout]], [[Spy]], or [[Soldier]] to initiate a fight. The Sniper can be used to help either begin a push or make sure that a push doesn't begin by securing an important kill such as the [[Medic]], [[Heavy]] or [[Demoman]]. This key pick helps reduce the resistance or offensive capabilities of the enemy team during a push or hold. This is the biggest responsibility of a Sniper, and most of the Sniper's other responsibilities are directly tied to this.&lt;br /&gt;
&lt;br /&gt;
'''Counter Sniping'''&lt;br /&gt;
&lt;br /&gt;
Snipers tend to have the longest sight-lines due to their ability to utilise these positions to create an advantage based on their long-range capabilities; these sight lines mean that the two Snipers can usually see each other. Typically, Snipers attempt to shoot each other in order to become the dominant force between the two, because killing the other Sniper opens up an opportunity to safely [[pick]] without risk of being headshotted.&lt;br /&gt;
&lt;br /&gt;
The Sniper versus Sniper fight is a very detailed one, with many servers hosted that are solely dedicated to letting Snipers fight each other at long range to help people refine their Sniper killing strategies. Some Snipers prefer to strafe around quickly left and right while out of scope and wait for the other Sniper to scope in before taking a shot. This is due to a few factors such as the extremely slow speed at which the Sniper moves while scoped in; he is unable to dodge a shot and is a standstill target while scoped in, meaning that the Sniper who scopes last will have the upper hand in a fight. Another reason why a Sniper may elect to shoot second is the fact that scoping in shows the enemy where you will be standing to take a shot - the enemy Sniper has an advantage here because he can choose where he stops and retains a small element of surprise due to being able to relocate himself. Other Snipers decide to disregard the &amp;quot;second scoping&amp;quot; tactic and decide to shoot first every time. This can be a hindrance to Snipers due to the difficulty of hitting shots on a randomly strafing target.&lt;br /&gt;
&lt;br /&gt;
'''Area Denial'''&lt;br /&gt;
&lt;br /&gt;
The Sniper can effectively shut down entire attack routes with his innate ability to kill nearly anything in the game in one shot, given proper preparations and steady aim. Snipers can ensure cart lanes and control points are clear, and can also help make sure flanking classes are kept away from important core classes.&lt;br /&gt;
&lt;br /&gt;
Areas of interest on most maps are important areas for Snipers to focus on; for example, Snipers should focus on shooting near the cart on Payload maps as it is usually an area saturated with easy kills in the form of light classes who are pushing the cart to help their team advance. This is one way that the Sniper can contribute to his team easily, by slowing down the enemy team's objective taking power.&lt;br /&gt;
&lt;br /&gt;
== Highlander Sniper Guides ==&lt;br /&gt;
* [[Liquid's Sniper Guide]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Highlander]]&lt;/div&gt;</summary>
		<author><name>KBlair</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=1120</id>
		<title>Engineer (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=1120"/>
		<updated>2013-07-02T14:49:42Z</updated>

		<summary type="html">&lt;p&gt;KBlair: Added &amp;quot;See also&amp;quot; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[Highlander]], the '''[[Engineer]]''' is in charge of locking down areas for his team and making sure all his teammates are getting to the fight as quickly as possible with as much health and ammo as possible.  Using (mini)sentries, he can prevent the other team from utilizing entire regions of a map or force them to waste time attacking him while his team retaliates.  Using teleporters and dispensers, he can support his team and keep them fighting until the enemy is defeated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== On Offense ==&lt;br /&gt;
In most cases, offensive engineering requires use of the Gunslinger.  The Engineer on offense is responsible for keeping the team's flank clear and for making sure his fellow teammates on the flank are healthy and stocked with ammo.  Efficient and frequent use of sentries and dispensers is vital for preventing an enemy [[Soldier]] or [[Scout]] from getting behind the team and causing havoc.  The best Engineers pair proper building management with strong deathmatch skill to fortify any area they enter with their teammates and make sure that once ground is won, it is not lost. During payload offense, one of the Engineer's primary goals is to push the payload cart. Most teams designate their Engineer and their Scout to cart pushing, maximising push time at x3. Engineer's should try to keep teleporter's up as well, as the walk from respawn to the cart can sometimes be very long. Engineer's should also try to keep minisentries down at all times to increase damage output or to cover a flank.&lt;br /&gt;
&lt;br /&gt;
== On Defense ==&lt;br /&gt;
There are few better defensive powerhouses than a Level 3 sentry in a strong position.  Positioning, timing, and build order are important concepts for an engineer to understand on defense.  Building too far forward or waiting too long can cost the team the relevant control point or even the whole round.  It is the Engineer's job to tank damage from ubered [[Heavies]] and [[Demos]] so that his [[Medic]] doesn't need to pop early or fall under the pressure of nine attacking players.  Kills are less important to an Engineer than merely surviving because most of the other team can't come within range of his sentry as long as it is active, and going down with his sentry can be costly if a domino effect leads to multiple captures before he can build again.  The team leans on its Engineer to provide a safe fallback zone when they get lit and the other team is pushing forward.&lt;br /&gt;
&lt;br /&gt;
===Rollouts===&lt;br /&gt;
[[Stopwatch]] gamemodes ([[Attack/Defend]] and [[Payload]]) give the defending players a setup time to get in position and prepare for the attack.  This time is primarily utilized by the Engineer to build as many buildings as possible in the first position that needs to be defended.  It varies from map to map, but in general the Engineer follows a basic rollout.  First, he builds a teleporter entrance just outside spawn.  Then, he runs to his first sentry position, grabs any ammo pack nearby, and builds a dispenser (it is important to have the building first to ensure a ready and constant stream of metal once the round starts.  At this point it is common for teammates of the Engineer (usually a [[Pyro]], Scout, and/or Soldier) to kill themselves near the Engineer.  This allows him to pick up the metal from their dropped weapons to speed up the process of building.  This metal is used immediately to build and begin upgrading the sentry.  Once the sentry is at level 3, any remaining setup time is usually devoted to upgrading the dispenser and building a teleporter exit if there's time.  Most standard maps allow for a &amp;quot;complete&amp;quot; rollout that results in a level 1 teleporter, a level 3 sentry, and a level 3 dispenser before time runs out.  In some stopwatch maps, the BLU team gets a tiny niche where buildings are buildable inside spawn (ex. [[pl_badwater]]).  Engineers on BLU can use setup time to build their own level 3 sentries, allowing for interesting tactics that usually involve sneaking the sentry into a position of ambush to kill retreating RED combo members.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Highlander]]&lt;/div&gt;</summary>
		<author><name>KBlair</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout_(Highlander)&amp;diff=1119</id>
		<title>Scout (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout_(Highlander)&amp;diff=1119"/>
		<updated>2013-07-02T14:47:44Z</updated>

		<summary type="html">&lt;p&gt;KBlair: Added title and &amp;quot;See also&amp;quot; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Highlander Scout ==&lt;br /&gt;
Add information about the class as used in highlander&lt;br /&gt;
&lt;br /&gt;
The main job of the Scout in Highlander is to be a support class for his team. Whether it is pushing the cart, harrassing enemy snipers, or throwing mad milk onto heavies, the Scout excels at being highly annoying.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Highlander]]&lt;/div&gt;</summary>
		<author><name>KBlair</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier_(Highlander)&amp;diff=1118</id>
		<title>Soldier (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier_(Highlander)&amp;diff=1118"/>
		<updated>2013-07-02T14:44:05Z</updated>

		<summary type="html">&lt;p&gt;KBlair: Added &amp;quot;See also&amp;quot; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Highlander Soldier ==&lt;br /&gt;
Highlander [[soldier]] is simply a soldier in a Highlander team. His role is quite similar to the [[Roamer]], even though it is not the same competitive format.&lt;br /&gt;
&lt;br /&gt;
=== Main Roles ===&lt;br /&gt;
Soldier in Highlander can be considered as a jack-of-all-trades. For example, if a team's scout is dead, he can go watch the flank. If a team's pyro is dead, he can spy check. If the demoman is dead, he can stick with the combo more and help make up for the missing damage. Even though he can do multiple tasks fairly well, his primary roles most closely resemble a Roaming Soldier in 6s: It is his job to hold down the flank with his scout, and if the opportunity arises, he can be expected to jump after the enemy medic or try to secure some other key pick.&lt;br /&gt;
&lt;br /&gt;
=== Common Loadouts ===&lt;br /&gt;
Highlander allows more creativity loadout wise, so there are a few common loadouts being used.&lt;br /&gt;
&lt;br /&gt;
==== First, and most common, loadout ====&lt;br /&gt;
* Primary Weapon: Rocket Launcher&lt;br /&gt;
* Secondary Weapon: Gunboats&lt;br /&gt;
* Melee Weapon: Escape Plan&lt;br /&gt;
&lt;br /&gt;
==== The 'Vhalin Loadout' ====&lt;br /&gt;
Named after [[Vhalin]], a [[UGC]] Platinum Soldier and the player who made it popular. This loadout is used to roam even more. In fact, the health the Black Box provides makes the Soldier take less heals from his medic.&lt;br /&gt;
* Primary Weapon: Black Box&lt;br /&gt;
* Secondary Weapon: Gunboats&lt;br /&gt;
* Melee Weapon: Escape Plan&lt;br /&gt;
&lt;br /&gt;
==== Pocket Loadout ====&lt;br /&gt;
This is a loadout used by teams who pocket their Soldier more. If the Soldier survives long enough, he can give his team what is effectively an area-of-effect Kritzkrieg.&lt;br /&gt;
* Primary Weapon: Rocket Launcher&lt;br /&gt;
* Secondary Weapon: Buff Banner&lt;br /&gt;
* Melee Weapon: Escape Plan&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Highlander]]&lt;/div&gt;</summary>
		<author><name>KBlair</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier_(Highlander)&amp;diff=1117</id>
		<title>Soldier (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier_(Highlander)&amp;diff=1117"/>
		<updated>2013-07-02T14:39:11Z</updated>

		<summary type="html">&lt;p&gt;KBlair: Took link out of title and added it to first &amp;quot;Soldier&amp;quot; in the paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Highlander Soldier ==&lt;br /&gt;
Highlander [[soldier]] is simply a soldier in a Highlander team. His role is quite similar to the [[Roamer]], even though it is not the same competitive format.&lt;br /&gt;
&lt;br /&gt;
=== Main Roles ===&lt;br /&gt;
Soldier in Highlander can be considered as a jack-of-all-trades. For example, if a team's scout is dead, he can go watch the flank. If a team's pyro is dead, he can spy check. If the demoman is dead, he can stick with the combo more and help make up for the missing damage. Even though he can do multiple tasks fairly well, his primary roles most closely resemble a Roaming Soldier in 6s: It is his job to hold down the flank with his scout, and if the opportunity arises, he can be expected to jump after the enemy medic or try to secure some other key pick.&lt;br /&gt;
&lt;br /&gt;
=== Common Loadouts ===&lt;br /&gt;
Highlander allows more creativity loadout wise, so there are a few common loadouts being used.&lt;br /&gt;
&lt;br /&gt;
==== First, and most common, loadout ====&lt;br /&gt;
* Primary Weapon: Rocket Launcher&lt;br /&gt;
* Secondary Weapon: Gunboats&lt;br /&gt;
* Melee Weapon: Escape Plan&lt;br /&gt;
&lt;br /&gt;
==== The 'Vhalin Loadout' ====&lt;br /&gt;
Named after [[Vhalin]], a [[UGC]] Platinum Soldier and the player who made it popular. This loadout is used to roam even more. In fact, the health the Black Box provides makes the Soldier take less heals from his medic.&lt;br /&gt;
* Primary Weapon: Black Box&lt;br /&gt;
* Secondary Weapon: Gunboats&lt;br /&gt;
* Melee Weapon: Escape Plan&lt;br /&gt;
&lt;br /&gt;
==== Pocket Loadout ====&lt;br /&gt;
This is a loadout used by teams who pocket their Soldier more. If the Soldier survives long enough, he can give his team what is effectively an area-of-effect Kritzkrieg.&lt;br /&gt;
* Primary Weapon: Rocket Launcher&lt;br /&gt;
* Secondary Weapon: Buff Banner&lt;br /&gt;
* Melee Weapon: Escape Plan&lt;/div&gt;</summary>
		<author><name>KBlair</name></author>
		
	</entry>
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