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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Koobadoobs</id>
	<title>comp.tf - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/Koobadoobs"/>
	<updated>2026-05-05T01:04:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=4736</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=4736"/>
		<updated>2013-08-14T00:16:16Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: deleted extra header &amp;quot;terms&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
* Please organize terms by category, and alphabetize within categories.&lt;br /&gt;
* Link only the first instance of a word to a page.&lt;br /&gt;
* Keep descriptions concise&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
; Airburst/Airdet : When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
; Amby : The ambassador.&lt;br /&gt;
&lt;br /&gt;
; Airpipe/Airpill : When a Demoman hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
; Airshot : 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 rocket. Also known as a middie.&lt;br /&gt;
&lt;br /&gt;
; Buff : The excess health granted (up to 150% base hp) by any of the [[Medic]]'s Mediguns when he continues to heal a player after they already have full health. &lt;br /&gt;
&lt;br /&gt;
; Bomb : 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 (roaming) [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
; Clutch : Adjective used to describe risky plays that save a team from certain round or match loss. &lt;br /&gt;
&lt;br /&gt;
; Crit Heals: 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 15 seconds or more, the target will be healed at the max heal rate (72 hp/s) thus being healed to max health in no-time.&lt;br /&gt;
&lt;br /&gt;
; DH : Direct Hit.&lt;br /&gt;
&lt;br /&gt;
; Drop : When a Medic died and had uber, that's called a drop.&lt;br /&gt;
&lt;br /&gt;
; Focusing : 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 : An Engineer's sentry.&lt;br /&gt;
&lt;br /&gt;
; Hardscope: When a [[Sniper]] stays scoped for enough time to fully charge his shot.&lt;br /&gt;
&lt;br /&gt;
; Hurt, Lit, Destroyed, Hit, Tagged: Used to describe players who have taken a lot of damage.&lt;br /&gt;
&lt;br /&gt;
; Juke : A dodge &lt;br /&gt;
&lt;br /&gt;
; Kritz : An abbreviation for the Medic's [[KritzKrieg]]'s ability.&lt;br /&gt;
&lt;br /&gt;
; Meatshot : A close range shot with a Shotgun or Scattergun where all pellets hit the target. Popularized by [[ESEA]]-Invite Level [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
; Middie: When a Soldier hits someone in midair with one of his rockets. Also known as an airshot.  &lt;br /&gt;
&lt;br /&gt;
; Peeking : 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 : A Demoman's grenade.&lt;br /&gt;
&lt;br /&gt;
; Pipe : A Demoman's grenade.&lt;br /&gt;
&lt;br /&gt;
; Pop  : A Medic's ubercharge.&lt;br /&gt;
&lt;br /&gt;
; Quickscope : When a [[Sniper]] scopes in and fires very quickly.&lt;br /&gt;
&lt;br /&gt;
; Roller : A Demoman's grenade after it hits the ground/wall.&lt;br /&gt;
&lt;br /&gt;
; Spam : Repeated shooting at chokes for the purpose of area denial, usually by Soldiers and Demomen due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
; Splash : 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 : A term used to describe maneuvers in which a spy gets behind an enemy that is aware of his presence. (ex. stairstab, cornerstab)&lt;br /&gt;
&lt;br /&gt;
; Uber pop(ped) : When a Medic activates his ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
; Uber Force : 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 : A wipe is when an entire team dies in a single fight.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
; Backcap : 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 : 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: 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 scouts and roamers.&lt;br /&gt;
&lt;br /&gt;
; Distraction : 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 : 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 : 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;
; Drop : When a [[Medic]] dies before using his fully charged Uber. A uber drop can change the course of a game.&lt;br /&gt;
&lt;br /&gt;
; Leapfrogging : When the two [[medic |medics]] have [[übercharge | Ubers]] out of sync, the medic who has full uber 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): Kill on 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 : 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 : When one player on a team switches Spy and disguises as the enemy Medic to determine whether the Medic is running Kritz or standard Uber.  Many Medics now rename their mediguns making it impossible to tell.&lt;br /&gt;
&lt;br /&gt;
; Midfight : The initial battle that takes place on the central control points in a 5CP match at the start of each round.&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;
: As a verb, it's the act of focusing heals onto a single player as a Medic.&lt;br /&gt;
&lt;br /&gt;
; Push : The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
; Trade : 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 : Originally a reference to camping 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 : 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 : General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
; Flank(ers) : 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.&lt;br /&gt;
&lt;br /&gt;
; Last : 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 : The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts.&lt;br /&gt;
&lt;br /&gt;
; Rollout : 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 : 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 ==&lt;br /&gt;
&lt;br /&gt;
; DM : 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 : Commonly used term to describe not being picked in a PUG.&lt;br /&gt;
&lt;br /&gt;
; GG : Good Luck&lt;br /&gt;
&lt;br /&gt;
; GL HF : Good Luck Have Fun&lt;br /&gt;
&lt;br /&gt;
; GR : Good Round&lt;br /&gt;
&lt;br /&gt;
; LAN dodger : A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
; LFT : 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 : 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 : 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 : A gameplay mod which allows for 1v1 matches, typically on 6v6 classes, often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
; Mix : A match in which the teams consist of friends.&lt;br /&gt;
&lt;br /&gt;
; PCW : 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 : Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
; PUG : 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 : An abbreviation for scrimmage match. A practice match between two teams.&lt;br /&gt;
&lt;br /&gt;
; VOD : An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match.&lt;br /&gt;
&lt;br /&gt;
; Ringer/Merc/Sub : 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;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Editing_Guidelines&amp;diff=3792</id>
		<title>Editing Guidelines</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Editing_Guidelines&amp;diff=3792"/>
		<updated>2013-07-31T00:11:46Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: /* Guidelines */ emphasizing the third person thing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guidelines]]&lt;br /&gt;
&lt;br /&gt;
These are the '''Editing Guidelines''' for those wishing to contribute to the wiki.  Please read them before editing pages.&lt;br /&gt;
&lt;br /&gt;
=Guidelines=&lt;br /&gt;
* Please remember to write ALL ARTICLES in the '''''third person''.''' This means no usage of first or second person pronouns (I, you, me, us, we, etc). If it helps, write as if you're teaching someone how the game ''is played'', not ''how to play it.'' Example: &amp;quot;Engineers often do so-and-so,&amp;quot; instead of &amp;quot;As an engineer, you should do so-and-so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Keep in mind this is not a NA centric or EU centric wiki, so if you add info relevant to both scenes, make a way for a scene specific version of that article or add subtopics for each scene if needed. (Ex: Map list, Weapon list, etc...)&lt;br /&gt;
&lt;br /&gt;
* Avoid opinions and unsupported generalizations.  If people disagree with you, it's not something that belongs in a wiki (unless you present it as an opinion, ie. &amp;quot;It is believed by some soldiers that the Black Box is useful for roaming&amp;quot; versus &amp;quot;I like the Black Box, it's great for roamers.  Try it out!&amp;quot; ).&lt;br /&gt;
&lt;br /&gt;
* There are always going to be controversial topics, like strategies, loadout choices, weapon and offclass choices, etc, but because we are a competitive wiki we aim to help new players as much as possible, so guides and guidelines for classes / strategies can be added even if they are controversial, in a constantly changing game like ours would be almost impossible to set in stone that this or that strategy is 100% sure and not biased, just make sure to create new sections or appropriate pages with common sense, for example a very specific spy guide writed by a specific player won't obviously be unbiased and 100% right but it's still a great potential resource for new players if added and tagged accordingly as so.&lt;br /&gt;
&lt;br /&gt;
* Use the discussion tabs on each page to discuss possible changes/updates or suggestions to those pages.&lt;br /&gt;
&lt;br /&gt;
* Make sure to add a brief summary of your edits so everyone can keep up with what's going on.  I cannot stress enough how helpful it is to moderators if you tell us what you're doing so we don't have to look through the whole article guessing where the +4 bytes next to your edit came from and making sure you didn't write something inappropriate somewhere.&lt;br /&gt;
&lt;br /&gt;
===Templates===&lt;br /&gt;
Templates help make pages pretty and user-friendly and you should learn how to use them and use them whenever you can.&lt;br /&gt;
To learn how templates work and what they do please go [http://meta.wikimedia.org/wiki/Help:A_quick_guide_to_templates here] or [http://meta.wikimedia.org/wiki/Help:Template here]&lt;br /&gt;
* '''Use templates for pages when available, they are really easy to use and make pages much more user friendly'''&lt;br /&gt;
**Here are some examples of the current existing templates:&lt;br /&gt;
***[[Template:Player_infobox|Player Info Box]]&lt;br /&gt;
***[[Template:Weekmaps|This week maps table]]&lt;br /&gt;
***[[Template:6s_team_roster|6v6 Team Roster table]]&lt;br /&gt;
***[[Template:Team_infobox|Team Infobox]]&lt;br /&gt;
***[[Template:Map_infobox|Map Infobox]]&lt;br /&gt;
***[[Template:League_infobox|League Infobox]]&lt;br /&gt;
***Weapon Templates&lt;br /&gt;
****[[Template:Class_Weapon_Table_Row|Class Weapon Table_Row]]&lt;br /&gt;
****[[Template:Class_Weapon_Table_Header|Class Weapon Table Header]]&lt;br /&gt;
****[[Template:Class_Weapon_Table_End|Class Weapon Table End]]&lt;br /&gt;
&lt;br /&gt;
* You are free to create your own templates when necessary, be sure to maintain consistency in colors and format across the wiki and write guidelines for the template usage in the template page, an example of a well elaborated template can be seen [[Template:Player_infobox|here]], notice the usage guidelines and the ready to copy template as well as an example given.&lt;br /&gt;
&lt;br /&gt;
===Starting a New Page===&lt;br /&gt;
&lt;br /&gt;
Please follow these guidelines when creating a page on the wiki.&lt;br /&gt;
&lt;br /&gt;
* '''First, make sure it's a topic that needs its own page''':&lt;br /&gt;
# Does the page already exist?  It may not have the exact name you want to use (ie. swiftwater (Payload) vs pl_swiftwater vs vs pl_swiftwater (UGC) vs pl_swiftwater_ugc_final), but check that your work has not already been done.&lt;br /&gt;
# Is the page just a definition of a term or concept? If so, it probably belongs in the '''[[Glossary]]'''.&lt;br /&gt;
# Is it a topic already covered as a subtopic of another article?  If so, make a new page only if it is an advanced topic that can be heavily elaborated on (and don't forget to add a link from that page).&lt;br /&gt;
# Is it a very broad topic (like &amp;quot;Competitive Team Fortress 2&amp;quot; or &amp;quot;Combat Classes&amp;quot;)?  Maybe it should be split into smaller topics.&lt;br /&gt;
* Design a layout for the page that gives all related information in a clean format. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Use templates for pages when available'''&amp;lt;/span&amp;gt;&lt;br /&gt;
* When you are satisfied with what is hopefully at least an introductory amount of information in your article, link to it from related pages in their &amp;quot;See Also&amp;quot; sections so we can see it!&lt;br /&gt;
* Categorize and always tag pages accordingly, remember to keep [[Special:Categories|Categories]] consistent across all pages and the whole wiki. You can check how categories work on wikis [http://www.mediawiki.org/wiki/Help:Categories Here!]&lt;br /&gt;
* Always add maintenance templates to pages accordingly -  [[:Category:Maintenance_templates|'''Use the Templates!''']]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Lakeside&amp;diff=3791</id>
		<title>Lakeside</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Lakeside&amp;diff=3791"/>
		<updated>2013-07-31T00:08:06Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: /* Strategy */ THIRD PERSON THIS IS DRIVING ME CRAZY!!! I fixed a bit... still a lot left to do. I'll finish this when I have more time.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''koth_lakeside''' is a [[King of the Hill]] map made by the mapmaker [http://steamcommunity.com/id/3Dnj 3Dnj] and made official by Valve on February 24, 2011. It is played frequently in [[Highlander]], having been used by [[UGC]] for several seasons.&lt;br /&gt;
&lt;br /&gt;
The objective of Lakeside is the control the middle point for three minutes. The two teams spawn on opposite sides of the map and rush toward the middle when the round begins. A round will continue into overtime if the timer is up but there is still enemy presence on the point.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The first season of UGC Highlander that ran Lakeside in its maplist was Season 4. It is typically played as an early season map because of its simplicity, and the fact that it was a Halloween event map in 2012 makes it recognizable to new competitive players, while being more competitively viable than a map such as Mann Manor.&lt;br /&gt;
&lt;br /&gt;
== Calls ==&lt;br /&gt;
The calls on Lakeside are very straightforward as long as you actually name things. Because of its wide open nature, calls of &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, and &amp;quot;mid&amp;quot; are useful when being specific. The names themselves are not specifically important as long as you have unique names for all the listed locations, but the ones listed here are used to describe strategy.&lt;br /&gt;
&lt;br /&gt;
At mid, the location just behind the point is called &amp;quot;tree&amp;quot;, the point itself is referred to as &amp;quot;point&amp;quot;, the large building on the side is &amp;quot;bathhouse&amp;quot;, &amp;quot;bath&amp;quot;, or &amp;quot;water', and the greater sandy area is split between &amp;quot;left yard&amp;quot; and &amp;quot;right yard&amp;quot; speaking as if your back was to your team's spawn. When someone is standing on the lip of the obelisk just behind the makeshift cover on the point, you refer to them as on &amp;quot;pillar&amp;quot;. This call will likely only be used for spies and heavies.&lt;br /&gt;
&lt;br /&gt;
Moving toward either spawn, many teams make the mistake of referring to the entire structure is &amp;quot;battlements&amp;quot;. This is unhelpful, as the specific location of a Sniper on the battlements determines where it is safe to position yourself. You should split the battlements structure into its three parts. The wooden structure with the small health kit and a ramp is called &amp;quot;nest&amp;quot; or &amp;quot;battlements&amp;quot;, the middle area with stone bricks is called &amp;quot;stone&amp;quot; or &amp;quot;box&amp;quot;, and the low wooden bridge is called &amp;quot;bridge&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Beside the battlement structure is either &amp;quot;platform&amp;quot; or &amp;quot;plateau&amp;quot;. This is the large, flat sandstone structure that leads to the bathhouse. There is a broken stone wall that is popular for snipers referred to as &amp;quot;wall&amp;quot;. Leading down into spawn is &amp;quot;tunnel&amp;quot;, containing two small health kits. Behind the battlements are two distinct areas. Behind the &amp;quot;bridge&amp;quot; is referred to a &amp;quot;backyard&amp;quot;, while someone below or behind the &amp;quot;nest&amp;quot; or &amp;quot;battlements&amp;quot; is in the &amp;quot;shadow&amp;quot;. Lastly, the small room on the ground in front of the &amp;quot;nest&amp;quot; with a medium health kit is simply referred to as &amp;quot;health&amp;quot; or &amp;quot;kit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The overall team strategy on this map is to simply kill the opposing team, take the point, and prevent a successful counterpush. When in control of the point, the goal is to keep the other team too disorganized to push back. This is accomplished with well-timed kills on combo-members and strong positioning.&lt;br /&gt;
&lt;br /&gt;
=== Midfight ===&lt;br /&gt;
During the initial fight for the point, a common position for the combo to push is in valley right behind the obelisk. This puts the medic safely out of sight while allowing him to heal people that are pushing onto the point. There is an important high ground vs. low ground fight on this point, often giving a large advantage to whoever reaches the point first, but doing so puts them at risk to a Sniper. The Engineer often keeps a mini sentry watching his valley to prevent bombers from killing someone. When actually pushing the point the sentry is eventually moved onto or near the point. &lt;br /&gt;
&lt;br /&gt;
=== The Combo ===&lt;br /&gt;
Many teams use the Kritzkrieg for its versatility on this map. The critical damage can clear the point for a capture. When in control of the point, a Medic can use the charge to kill an enemy Demoman, Heavy, or Medic, delaying a push from them. Its fast charge speed allows for aggressive contesting of the point or relentless harrassment of the team that doesn't control it. Other Mediguns can be used to better protect the Medic, but it can be more difficult to push onto the point with them if the holding team forces the Ubercharge in valley or around the pool room.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
When defending the point when you control it, you should immediately consider a forward hold. You can do a forward hold if you have a significant number advantage and/or open ground that would allow you to do so. The typical forward hold consists of a combo holding the enemy plateau and a flank holding the battlements. This strategy works well with the stock Medigun because you can deny any incoming push with invincibility of your combo and scattering of your flank. With Kritz or Quick-Fix, you need to draw them out far enough that you can push into them, or you'll be sitting on a charge that will not save you from a kritz. A forward hold with Kritz typically involves the combo in the bathhouse, because your flank will be able to call any offensive push long before you're threatened by it.&lt;br /&gt;
&lt;br /&gt;
If you're not doing a forward hold, your team is essentially controlling your yard and platform with your combo classes, while controlling their yard and platform with your flank classes. It's important to call the enemy Sniper at all times during a hold like this, because he can get a sightline on most of the map without having to fight anyone.&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
The offensive strategy on Lakeside is to build an Übercharge while bombing their team and taking advantage of your superior spawn times. Kritzkrieg is usually the best option for this situation, giving you the chance for that magical first crit sticky medic pick. A good play here is to pair up your Demo and Soldier for a tandem bomb while your Spy is somewhere on their side of the map. When executed well, this is the best way to force a charge or kill a medic. All the while, your Sniper is working to create some sort of advantage you can push off of.&lt;br /&gt;
&lt;br /&gt;
== Rollouts ==&lt;br /&gt;
&lt;br /&gt;
=== Demoman === &lt;br /&gt;
The Demoman rollout for Lakeside is very simple. He fires his first sticky in spawn to get as close to the doorway as possible, then he walks out of the main door and uses one sticky to jump to either the bathhouse or the main point.&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
The Scout should basically follow the Demoman in, emulating his rollout. If the Demoman wants to go to the bathhouse first, the Scout should walk through tunnel. If the Demoman wants to go to the point, the Scout should walk through main.&lt;br /&gt;
&lt;br /&gt;
=== Soldier ===&lt;br /&gt;
The Soldier's typical rollout is simply whipping the medic and heavy to the point as quickly as possible. After you reach the yard, most Soldiers will rocket jump toward the bathhouse and try to spam the other team out of it.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
Your Engineer is going to want to get a mini sentry watching your yard ASAP. Pyro, Medic, and Heavy will be following the Demo in and attempting to beat out their combo. The combo classes should try to stay alive in preparation for the first Kritzkrieg or Übercharge. The Sniper should either watch through the bathhouse sightline or go for an early pick on someone peeking over the point hill without exposing himself to the enemy Sniper. The Spy should determine what medigun the opposing Medic is running, either via name or by looking at the medic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox|collapsed}}&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=3656</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=3656"/>
		<updated>2013-07-29T15:49:28Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: /* General Terms */ improved LAN Dodger definition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Please organize terms by category, and alphabetize within categories. &lt;br /&gt;
&lt;br /&gt;
--[[User:Waldo|Waldo]] ([[User talk:Waldo|talk]]) 11:30, 1 July 2013 (WEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
; Airburst/Airdet : When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
; Airpipe/Airpill : When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
; Airshot : 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 rocket. Also known as a middie.&lt;br /&gt;
&lt;br /&gt;
; Buff : The excess health granted (up to 150% base hp) by any of the [[Medic]]'s Mediguns when he continues to heal a player after they already have full health. &lt;br /&gt;
&lt;br /&gt;
; Bomb : 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 (roaming) [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
; Clutch : Adjective used to describe plays that went well, but could have easily gone wrong. &amp;quot;Wow, that was such a clutch Medic pick!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Crit Heals: 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. &lt;br /&gt;
&lt;br /&gt;
; Focusing : 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;
; Hardscope: When a [[Sniper]] stays scoped for enough time to fully charge his shot.&lt;br /&gt;
&lt;br /&gt;
; Hurt, Lit, Destroyed, Hit, Tagged: Used to describe players who have taken a lot of damage.&lt;br /&gt;
&lt;br /&gt;
; Juke : A dodge &lt;br /&gt;
&lt;br /&gt;
; Kritz : An abbreviation for the [[Medic]]'s [[KritzKrieg]]'s ability.&lt;br /&gt;
&lt;br /&gt;
; Meatshot : A close range shot with a Shotgun or Scattergun where all pellets hit the target. Popularized by [[ESEA]]-Invite Level [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
; Middie: When a [[Soldier]] hits someone in midair with one of his rockets. Also known as an airshot.  &lt;br /&gt;
&lt;br /&gt;
; Peeking : 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 : A Demoman's grenade.&lt;br /&gt;
&lt;br /&gt;
; Pipe : A Demoman's grenade.&lt;br /&gt;
&lt;br /&gt;
; Quickscope : When a [[Sniper]] scopes in and fires very quickly.&lt;br /&gt;
&lt;br /&gt;
; Roller : A Demoman's grenade after it hits the ground/wall.&lt;br /&gt;
&lt;br /&gt;
; Spam : Repeated shooting at chokes for the purpose of area denial, usually by Soldiers and Demomen due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
; Splash : 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;
; Uber pop(ped) : When a Medic activates his ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
; Uber Force : 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 : A wipe is when an entire team dies in a single fight.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
; Combo : 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;
; Distraction : 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 : 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 : 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;
; Drop : When a [[Medic]] dies before using his fully charged Uber. A uber drop can change the course of a game.&lt;br /&gt;
&lt;br /&gt;
; Leapfrogging : When the two [[medic |medics]] have [[übercharge | Ubers]] out of sync, the medic who has full uber 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): Kill on 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 : 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;
; Midfight : The initial battle that takes place on the central control points in a 5CP match at the start of each round.&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;
: As a verb, it's the act of focusing heals onto a single player as a Medic.&lt;br /&gt;
&lt;br /&gt;
; Trade : 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 : Originally a reference to camping 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 : 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;
; Push : The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
; Medigun Checking : When one player on a team switches Spy and disguises as the enemy Medic to determine whether the Medic is running Kritz or standard Uber.  Many Medics now rename their mediguns making it impossible to tell.&lt;br /&gt;
&lt;br /&gt;
; Core Team: 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 scouts and roamers.&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
; Choke : General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
; Flank(ers) : 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.&lt;br /&gt;
&lt;br /&gt;
; Rollout : 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;
; Mid : The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts.&lt;br /&gt;
&lt;br /&gt;
== General Terms ==&lt;br /&gt;
&lt;br /&gt;
; DM : 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 : Commonly used term to describe not being picked in a PUG.&lt;br /&gt;
&lt;br /&gt;
; LAN dodger : A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
; LFT : 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 : 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 : 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 : A gameplay mod which allows for 1v1 matches, typically on 6v6 classes, often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
; Mix : A match in which the teams consist of friends.&lt;br /&gt;
&lt;br /&gt;
; PCW : 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 : Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
; PUG : 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 : An abbreviation for scrimmage match. A practice match between two teams.&lt;br /&gt;
&lt;br /&gt;
; VOD : An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match.&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=3655</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=3655"/>
		<updated>2013-07-29T15:47:54Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: /* Combat terms */ improved &amp;quot;peeking&amp;quot; definition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Please organize terms by category, and alphabetize within categories. &lt;br /&gt;
&lt;br /&gt;
--[[User:Waldo|Waldo]] ([[User talk:Waldo|talk]]) 11:30, 1 July 2013 (WEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
; Airburst/Airdet : When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
; Airpipe/Airpill : When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
; Airshot : 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 rocket. Also known as a middie.&lt;br /&gt;
&lt;br /&gt;
; Buff : The excess health granted (up to 150% base hp) by any of the [[Medic]]'s Mediguns when he continues to heal a player after they already have full health. &lt;br /&gt;
&lt;br /&gt;
; Bomb : 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 (roaming) [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
; Clutch : Adjective used to describe plays that went well, but could have easily gone wrong. &amp;quot;Wow, that was such a clutch Medic pick!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Crit Heals: 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. &lt;br /&gt;
&lt;br /&gt;
; Focusing : 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;
; Hardscope: When a [[Sniper]] stays scoped for enough time to fully charge his shot.&lt;br /&gt;
&lt;br /&gt;
; Hurt, Lit, Destroyed, Hit, Tagged: Used to describe players who have taken a lot of damage.&lt;br /&gt;
&lt;br /&gt;
; Juke : A dodge &lt;br /&gt;
&lt;br /&gt;
; Kritz : An abbreviation for the [[Medic]]'s [[KritzKrieg]]'s ability.&lt;br /&gt;
&lt;br /&gt;
; Meatshot : A close range shot with a Shotgun or Scattergun where all pellets hit the target. Popularized by [[ESEA]]-Invite Level [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
; Middie: When a [[Soldier]] hits someone in midair with one of his rockets. Also known as an airshot.  &lt;br /&gt;
&lt;br /&gt;
; Peeking : 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 : A Demoman's grenade.&lt;br /&gt;
&lt;br /&gt;
; Pipe : A Demoman's grenade.&lt;br /&gt;
&lt;br /&gt;
; Quickscope : When a [[Sniper]] scopes in and fires very quickly.&lt;br /&gt;
&lt;br /&gt;
; Roller : A Demoman's grenade after it hits the ground/wall.&lt;br /&gt;
&lt;br /&gt;
; Spam : Repeated shooting at chokes for the purpose of area denial, usually by Soldiers and Demomen due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
; Splash : 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;
; Uber pop(ped) : When a Medic activates his ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
; Uber Force : 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 : A wipe is when an entire team dies in a single fight.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
; Combo : 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;
; Distraction : 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 : 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 : 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;
; Drop : When a [[Medic]] dies before using his fully charged Uber. A uber drop can change the course of a game.&lt;br /&gt;
&lt;br /&gt;
; Leapfrogging : When the two [[medic |medics]] have [[übercharge | Ubers]] out of sync, the medic who has full uber 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): Kill on 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 : 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;
; Midfight : The initial battle that takes place on the central control points in a 5CP match at the start of each round.&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;
: As a verb, it's the act of focusing heals onto a single player as a Medic.&lt;br /&gt;
&lt;br /&gt;
; Trade : 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 : Originally a reference to camping 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 : 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;
; Push : The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
; Medigun Checking : When one player on a team switches Spy and disguises as the enemy Medic to determine whether the Medic is running Kritz or standard Uber.  Many Medics now rename their mediguns making it impossible to tell.&lt;br /&gt;
&lt;br /&gt;
; Core Team: 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 scouts and roamers.&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
; Choke : General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
; Flank(ers) : 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.&lt;br /&gt;
&lt;br /&gt;
; Rollout : 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;
; Mid : The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts.&lt;br /&gt;
&lt;br /&gt;
== General Terms ==&lt;br /&gt;
&lt;br /&gt;
; DM : 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 : Commonly used term to describe not being picked in a PUG.&lt;br /&gt;
&lt;br /&gt;
; LAN dodger : A term referring to someone who is unable to attend LAN.&lt;br /&gt;
&lt;br /&gt;
; LFT : 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 : 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 : 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 : A gameplay mod which allows for 1v1 matches, typically on 6v6 classes, often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
; Mix : A match in which the teams consist of friends.&lt;br /&gt;
&lt;br /&gt;
; PCW : 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 : Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
; PUG : 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 : An abbreviation for scrimmage match. A practice match between two teams.&lt;br /&gt;
&lt;br /&gt;
; VOD : An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match.&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:Meatshot_8)&amp;diff=3654</id>
		<title>Talk:Meatshot 8)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:Meatshot_8)&amp;diff=3654"/>
		<updated>2013-07-29T15:43:43Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: Created page with &amp;quot;Do we really need this page? --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do we really need this page? --[[User:Koobadoobs|Koobadoobs]] ([[User talk:Koobadoobs|talk]]) 16:43, 29 July 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer&amp;diff=3653</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer&amp;diff=3653"/>
		<updated>2013-07-29T15:41:55Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: Undo revision 3643 by 76.16.91.136 (talk) this was redundant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An invaluable defense tool, the '''Engineer''''s sentries, dispensers, and teleporters are very helpful to defend a point or cart. On offense, the Engineer is able to consolidate the ground gained by his team, and assist them in getting to the battle.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Engineer (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Engineer is considered an [[offclass]].  Most often used on the map [[cp_gravelpit]], the Engineer is only used to defend last on most maps.&lt;br /&gt;
The main purpose of the Engineer and his sentry in [[6v6]] is to soak up damage and waste uber to let his team pop later.  Occasionally, it may get a few kills as well, but for the most part the engineer waits for his sentry to die, then switches to his main class to get cleanup frags.&lt;br /&gt;
It is important to note that a well-placed Sentry can prevent the other team from pushing in with a Kritzkrieg, as they will not be invulnerable and the Engineer's Sentry is immune to critical hits.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Engineer (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
The Engineer's main job in [[Highlander]] is to defend points and deny areas to the other team.  Through the use of the Sentry Gun, the Engineer is easily able to defend and stall for a point in time.  However, Highlander presents a new risk in the form of the [[Spy]], whose Sapper can destroy the Engineer's buildings.  The Engineer can also use such tools as The Wrangler and The Gunslinger to be more effective on offense or to assist in defense. The Engineer is also often used to push the cart on Payload maps.&lt;br /&gt;
&lt;br /&gt;
==Allowed Weapons==&lt;br /&gt;
{{Template:Class_Engineer_Primary_Table}}&lt;br /&gt;
{{Template:Class_Engineer_Secondary_Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class_Engineer_Melee_Table}}&lt;br /&gt;
{{Template:Class_Engineer_PDA_Table}}&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:High_Rollers_Gaming&amp;diff=3126</id>
		<title>Talk:High Rollers Gaming</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:High_Rollers_Gaming&amp;diff=3126"/>
		<updated>2013-07-11T00:59:58Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this page, should we talk about the current team High Rollers Gaming, or all the teams it has sponsored? Not sure about this.&lt;br /&gt;
&lt;br /&gt;
Well, if we're gonna have a page for every team that has ever existed, we'll need the old HRG to be somewhere. Probably here (or in a disambiguation). [[User:Koobadoobs|Koobadoobs]] ([[User talk:Koobadoobs|talk]]) 01:59, 11 July 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Movement&amp;diff=3092</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Movement&amp;diff=3092"/>
		<updated>2013-07-10T15:27:24Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: added link to relevant video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Speed == &lt;br /&gt;
Speed is measured using hammer units / sec. The standard is 300 hu/sec, or 100%. This is the speed of the Pyro, Sniper, Engineer, and Spy. Moving backwards reduces the speed to 90% of what it would be otherwise. Note: If you strafe while moving backwards, you will move at full speed (diagonally, not backwards). Crouched movement becomes 33% &lt;br /&gt;
&lt;br /&gt;
=== Scout === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Uncharged [[Baby Face's Blaster]]:&lt;br /&gt;
* Charged Baby Face's Blaster:&lt;br /&gt;
* With [[Crit-A-Cola]] effect:&lt;br /&gt;
* Uncharged Baby's Face's Blaster with Crit-A-Cola:&lt;br /&gt;
* Charged Baby's Face's Blaster with Crit-A-Cola:&lt;br /&gt;
| &lt;br /&gt;
*'''133%'''&lt;br /&gt;
*'''87%'''&lt;br /&gt;
*'''172%'''&lt;br /&gt;
*'''167%'''&lt;br /&gt;
*'''108%'''&lt;br /&gt;
*'''173%'''&lt;br /&gt;
|&lt;br /&gt;
*'''44%'''&lt;br /&gt;
*'''29%'''&lt;br /&gt;
*'''57%'''&lt;br /&gt;
*'''56%'''&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''58%'''&lt;br /&gt;
|&lt;br /&gt;
*'''120%'''&lt;br /&gt;
*'''78%'''&lt;br /&gt;
*'''155%'''&lt;br /&gt;
*'''150%'''&lt;br /&gt;
*'''98%'''&lt;br /&gt;
*'''156%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soldier ===  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* [[Escape Plan]], 121-160 Health:&lt;br /&gt;
* Escape Plan, 81-120 Health:&lt;br /&gt;
* Escape Plan, 41-80 Health:&lt;br /&gt;
* Escape Plan, Under 40 Health:&lt;br /&gt;
| &lt;br /&gt;
*'''80%'''&lt;br /&gt;
*'''88%'''&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''112%'''&lt;br /&gt;
*'''128%'''&lt;br /&gt;
|&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''29%'''&lt;br /&gt;
*'''32%'''&lt;br /&gt;
*'''37%'''&lt;br /&gt;
*'''43%'''&lt;br /&gt;
|&lt;br /&gt;
*'''72%'''&lt;br /&gt;
*'''79%'''&lt;br /&gt;
*'''86%'''&lt;br /&gt;
*'''101%'''&lt;br /&gt;
*'''115%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pyro === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With Gas Jockey's Gear Set:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''110%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''37%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''99%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Demoman === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 1 Head:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 2 Heads:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 3 Heads:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 4 Heads:&lt;br /&gt;
* With [[Scotsman's Skullcutter]] equipped&lt;br /&gt;
* Charging with [[Chargin' Targe]]/[[Splendid Screen]]&lt;br /&gt;
| &lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''101%'''&lt;br /&gt;
*'''108%'''&lt;br /&gt;
*'''116%'''&lt;br /&gt;
*'''123%'''&lt;br /&gt;
*'''79%'''&lt;br /&gt;
*'''250%'''&lt;br /&gt;
|&lt;br /&gt;
*'''31%'''&lt;br /&gt;
*'''34%'''&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''39%'''&lt;br /&gt;
*'''41%'''&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''N/A'''&lt;br /&gt;
|&lt;br /&gt;
*'''84%'''&lt;br /&gt;
*'''91%'''&lt;br /&gt;
*'''97%'''&lt;br /&gt;
*'''104%'''&lt;br /&gt;
*'''111%'''&lt;br /&gt;
*'''71%'''&lt;br /&gt;
*'''N/A'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heavy === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Any Mini-gun spun up, excluding the [[Brass Beast]]:&lt;br /&gt;
* Walking with spun up Brass Beast:&lt;br /&gt;
* With [[Buffalo Steak Sandvich]] effect:&lt;br /&gt;
* With [[Gloves of Running Urgently]] Equipped:&lt;br /&gt;
| &lt;br /&gt;
*'''77%'''&lt;br /&gt;
*'''37%'''&lt;br /&gt;
*'''15%'''&lt;br /&gt;
*'''104%'''&lt;br /&gt;
*'''100%'''&lt;br /&gt;
|&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''0%'''&lt;br /&gt;
*'''0%'''&lt;br /&gt;
*'''35%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
|&lt;br /&gt;
*'''69%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''15%'''&lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* While hauling a building:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''75%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''25%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''68%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Wielding [[Overdose]] at 100% [[ÜberCharge]]&lt;br /&gt;
* Healing a [[Scout]] with the [[Quick-Fix]]&lt;br /&gt;
| &lt;br /&gt;
*'''107%'''&lt;br /&gt;
*'''117%'''&lt;br /&gt;
*'''133%'''&lt;br /&gt;
|&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''39%'''&lt;br /&gt;
*'''44%'''&lt;br /&gt;
|&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''106%'''&lt;br /&gt;
*'''120%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With a Rifle zoomed in:&lt;br /&gt;
* With a Rifle zoomed in &amp;amp; [[Cozy Camper]] equipped:&lt;br /&gt;
* While [[Huntsman]] drawn:&lt;br /&gt;
* While Huntsman drawn &amp;amp; Cozy Camper equipped:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''5%'''&lt;br /&gt;
*'''53%'''&lt;br /&gt;
*'''11%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''9%'''&lt;br /&gt;
*'''2%'''&lt;br /&gt;
*'''18%'''&lt;br /&gt;
*'''4%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''5%'''&lt;br /&gt;
*'''48%'''&lt;br /&gt;
*'''11%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Disguised as [[Soldier]]:&lt;br /&gt;
* Disguised as [[Demoman]]:&lt;br /&gt;
* Disguised as [[Heavy]]:&lt;br /&gt;
* All other Disguises:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''80%'''&lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''77%'''&lt;br /&gt;
*'''100%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''31%'''&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''72%'''&lt;br /&gt;
*'''84%'''&lt;br /&gt;
*'''69%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Movement Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Crouch Jumping ===&lt;br /&gt;
Crouch jumping is the basic technique of pressing crouch while jumping. Crouch Jumping moves the player model an additional hammer unit up, and can allow access to things otherwise inaccessible by basic jumping.&lt;br /&gt;
&lt;br /&gt;
=== Double Jump ===&lt;br /&gt;
When in the air as Scout, pressing jump again gives an additional midair jump. This is useful for manoeuvring around maps or dodging and confusing enemies.&lt;br /&gt;
&lt;br /&gt;
=== Boston Basher Jump ===&lt;br /&gt;
A Scout is able to use the knockback of self damage from the Boston Basher along with his jump in order to increase the height and length of his jump. This is useful for climbing things like the spire on [[cp_badlands|badlands]].&lt;br /&gt;
&lt;br /&gt;
=== Rocket Jump ===&lt;br /&gt;
''Main article: [[Rocket Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Soldiers can shoot a rocket near themselves to achieve height or speed through the air. This can be useful for running towards a battle, obtaining [[height advantage]], attacking players, or fleeing to safety. There are multiple jump techniques to help Soldiers achieve more speed or height. [[Gunboats]] causes Soldiers to take 60% less damage while rocket jumping.&lt;br /&gt;
&lt;br /&gt;
=== Sticky Jump ===&lt;br /&gt;
''Main article: [[Sticky Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Demomen can also detonate a sticky near their feet for a boost. This causes more self-damage than a Soldier's rocket jump, but also provides a bigger boost. A Demoman will sticky jump during a [[rollout]], fleeing, or attacking.&lt;br /&gt;
&lt;br /&gt;
=== Sentry Jump ===&lt;br /&gt;
There are two types of Sentry Jumping; Sentry Rocket Jumping and Bullet Jumping. Using the Wrangler and a level 3 sentry, the [[Engineer]] can shoot his sentry's rockets at his own feet, propelling him into the air like a regular rocket jump.  By quickly switching to a different weapon and rightclicking on his sentry, he can bring the building with him to build in unexpected places. Bullet Jumping can be done with any level sentry, along with mini-sentries. Bullet Jumping is the act of using the knockback from the damage received from sentry bullets to propel the Engineer. Bullet Jumping is useful when running mini-sentries or when a sentry is at level one or two for making short leaps such as onto the roof of [[cp_gravelpit]] B-Point or the balcony of [[koth_arctic]].&lt;br /&gt;
[http://www.youtube.com/watch?v=MgNI36HPTY0 Click here for a video demonstrating sentry jumping]&lt;br /&gt;
&lt;br /&gt;
=== Explosive Surfing ===&lt;br /&gt;
Any class is capable of timing a jump with an enemy's projectile and using it to their advantage. This is a common practice among Medics, who often surf away from damage and to the safety of their team.&lt;br /&gt;
&lt;br /&gt;
One particular example of this: http://youtu.be/2IcWmpkjMKo?t=4m5s&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Dx8CHK_bhAU Guide to Walking Backwards at Full Speed]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Movement&amp;diff=3091</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Movement&amp;diff=3091"/>
		<updated>2013-07-10T15:24:28Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: /* Speed */ fixed misleading sentence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Speed == &lt;br /&gt;
Speed is measured using hammer units / sec. The standard is 300 hu/sec, or 100%. This is the speed of the Pyro, Sniper, Engineer, and Spy. Moving backwards reduces the speed to 90% of what it would be otherwise. Note: If you strafe while moving backwards, you will move at full speed (diagonally, not backwards). Crouched movement becomes 33% &lt;br /&gt;
&lt;br /&gt;
=== Scout === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Uncharged [[Baby Face's Blaster]]:&lt;br /&gt;
* Charged Baby Face's Blaster:&lt;br /&gt;
* With [[Crit-A-Cola]] effect:&lt;br /&gt;
* Uncharged Baby's Face's Blaster with Crit-A-Cola:&lt;br /&gt;
* Charged Baby's Face's Blaster with Crit-A-Cola:&lt;br /&gt;
| &lt;br /&gt;
*'''133%'''&lt;br /&gt;
*'''87%'''&lt;br /&gt;
*'''172%'''&lt;br /&gt;
*'''167%'''&lt;br /&gt;
*'''108%'''&lt;br /&gt;
*'''173%'''&lt;br /&gt;
|&lt;br /&gt;
*'''44%'''&lt;br /&gt;
*'''29%'''&lt;br /&gt;
*'''57%'''&lt;br /&gt;
*'''56%'''&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''58%'''&lt;br /&gt;
|&lt;br /&gt;
*'''120%'''&lt;br /&gt;
*'''78%'''&lt;br /&gt;
*'''155%'''&lt;br /&gt;
*'''150%'''&lt;br /&gt;
*'''98%'''&lt;br /&gt;
*'''156%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soldier ===  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* [[Escape Plan]], 121-160 Health:&lt;br /&gt;
* Escape Plan, 81-120 Health:&lt;br /&gt;
* Escape Plan, 41-80 Health:&lt;br /&gt;
* Escape Plan, Under 40 Health:&lt;br /&gt;
| &lt;br /&gt;
*'''80%'''&lt;br /&gt;
*'''88%'''&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''112%'''&lt;br /&gt;
*'''128%'''&lt;br /&gt;
|&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''29%'''&lt;br /&gt;
*'''32%'''&lt;br /&gt;
*'''37%'''&lt;br /&gt;
*'''43%'''&lt;br /&gt;
|&lt;br /&gt;
*'''72%'''&lt;br /&gt;
*'''79%'''&lt;br /&gt;
*'''86%'''&lt;br /&gt;
*'''101%'''&lt;br /&gt;
*'''115%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pyro === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With Gas Jockey's Gear Set:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''110%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''37%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''99%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Demoman === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 1 Head:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 2 Heads:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 3 Heads:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 4 Heads:&lt;br /&gt;
* With [[Scotsman's Skullcutter]] equipped&lt;br /&gt;
* Charging with [[Chargin' Targe]]/[[Splendid Screen]]&lt;br /&gt;
| &lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''101%'''&lt;br /&gt;
*'''108%'''&lt;br /&gt;
*'''116%'''&lt;br /&gt;
*'''123%'''&lt;br /&gt;
*'''79%'''&lt;br /&gt;
*'''250%'''&lt;br /&gt;
|&lt;br /&gt;
*'''31%'''&lt;br /&gt;
*'''34%'''&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''39%'''&lt;br /&gt;
*'''41%'''&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''N/A'''&lt;br /&gt;
|&lt;br /&gt;
*'''84%'''&lt;br /&gt;
*'''91%'''&lt;br /&gt;
*'''97%'''&lt;br /&gt;
*'''104%'''&lt;br /&gt;
*'''111%'''&lt;br /&gt;
*'''71%'''&lt;br /&gt;
*'''N/A'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heavy === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Any Mini-gun spun up, excluding the [[Brass Beast]]:&lt;br /&gt;
* Walking with spun up Brass Beast:&lt;br /&gt;
* With [[Buffalo Steak Sandvich]] effect:&lt;br /&gt;
* With [[Gloves of Running Urgently]] Equipped:&lt;br /&gt;
| &lt;br /&gt;
*'''77%'''&lt;br /&gt;
*'''37%'''&lt;br /&gt;
*'''15%'''&lt;br /&gt;
*'''104%'''&lt;br /&gt;
*'''100%'''&lt;br /&gt;
|&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''0%'''&lt;br /&gt;
*'''0%'''&lt;br /&gt;
*'''35%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
|&lt;br /&gt;
*'''69%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''15%'''&lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* While hauling a building:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''75%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''25%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''68%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Wielding [[Overdose]] at 100% [[ÜberCharge]]&lt;br /&gt;
* Healing a [[Scout]] with the [[Quick-Fix]]&lt;br /&gt;
| &lt;br /&gt;
*'''107%'''&lt;br /&gt;
*'''117%'''&lt;br /&gt;
*'''133%'''&lt;br /&gt;
|&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''39%'''&lt;br /&gt;
*'''44%'''&lt;br /&gt;
|&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''106%'''&lt;br /&gt;
*'''120%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With a Rifle zoomed in:&lt;br /&gt;
* With a Rifle zoomed in &amp;amp; [[Cozy Camper]] equipped:&lt;br /&gt;
* While [[Huntsman]] drawn:&lt;br /&gt;
* While Huntsman drawn &amp;amp; Cozy Camper equipped:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''5%'''&lt;br /&gt;
*'''53%'''&lt;br /&gt;
*'''11%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''9%'''&lt;br /&gt;
*'''2%'''&lt;br /&gt;
*'''18%'''&lt;br /&gt;
*'''4%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''5%'''&lt;br /&gt;
*'''48%'''&lt;br /&gt;
*'''11%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Disguised as [[Soldier]]:&lt;br /&gt;
* Disguised as [[Demoman]]:&lt;br /&gt;
* Disguised as [[Heavy]]:&lt;br /&gt;
* All other Disguises:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''80%'''&lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''77%'''&lt;br /&gt;
*'''100%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''31%'''&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''72%'''&lt;br /&gt;
*'''84%'''&lt;br /&gt;
*'''69%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Movement Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Crouch Jumping ===&lt;br /&gt;
Crouch jumping is the basic technique of pressing crouch while jumping. Crouch Jumping moves the player model an additional hammer unit up, and can allow access to things otherwise inaccessible by basic jumping.&lt;br /&gt;
&lt;br /&gt;
=== Double Jump ===&lt;br /&gt;
When in the air as Scout, pressing jump again gives an additional midair jump. This is useful for manoeuvring around maps or dodging and confusing enemies.&lt;br /&gt;
&lt;br /&gt;
=== Boston Basher Jump ===&lt;br /&gt;
A Scout is able to use the knockback of self damage from the Boston Basher along with his jump in order to increase the height and length of his jump. This is useful for climbing things like the spire on [[cp_badlands|badlands]].&lt;br /&gt;
&lt;br /&gt;
=== Rocket Jump ===&lt;br /&gt;
''Main article: [[Rocket Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Soldiers can shoot a rocket near themselves to achieve height or speed through the air. This can be useful for running towards a battle, obtaining [[height advantage]], attacking players, or fleeing to safety. There are multiple jump techniques to help Soldiers achieve more speed or height. [[Gunboats]] causes Soldiers to take 60% less damage while rocket jumping.&lt;br /&gt;
&lt;br /&gt;
=== Sticky Jump ===&lt;br /&gt;
''Main article: [[Sticky Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Demomen can also detonate a sticky near their feet for a boost. This causes more self-damage than a Soldier's rocket jump, but also provides a bigger boost. A Demoman will sticky jump during a [[rollout]], fleeing, or attacking.&lt;br /&gt;
&lt;br /&gt;
=== Sentry Jump ===&lt;br /&gt;
There are two types of Sentry Jumping; Sentry Rocket Jumping and Bullet Jumping. Using the Wrangler and a level 3 sentry, the [[Engineer]] can shoot his sentry's rockets at his own feet, propelling him into the air like a regular rocket jump.  By quickly switching to a different weapon and rightclicking on his sentry, he can bring the building with him to build in unexpected places. Bullet Jumping can be done with any level sentry, along with mini-sentries. Bullet Jumping is the act of using the knockback from the damage received from sentry bullets to propel the Engineer. Bullet Jumping is useful when running mini-sentries or when a sentry is at level one or two for making short leaps such as onto the roof of [[cp_gravelpit]] B-Point or the balcony of [[koth_arctic]].&lt;br /&gt;
[http://www.youtube.com/watch?v=MgNI36HPTY0 Click here for a video demonstrating sentry jumping]&lt;br /&gt;
&lt;br /&gt;
=== Explosive Surfing ===&lt;br /&gt;
Any class is capable of timing a jump with an enemy's projectile and using it to their advantage. This is a common practice among Medics, who often surf away from damage and to the safety of their team.&lt;br /&gt;
&lt;br /&gt;
One particular example of this: http://youtu.be/2IcWmpkjMKo?t=4m5s&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=3031</id>
		<title>Engineer (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=3031"/>
		<updated>2013-07-09T12:52:25Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: clarified 5cp rollout&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;
== Gameplay ==&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 wreaking 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.&lt;br /&gt;
&lt;br /&gt;
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 teleporters 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. Weapons used by the Engineer on offense, whether in [[5CP]], [[Payload]] or [[King of the Hill]], vary and are often up to the engineer. However, most of the time, the stock shotgun is a strong choice on offense. The Short Circuit, Wrangler and Pistol are usually selected according to the map type and objective. For example, a lot of Engineers run the Short Circuit on Payload offense to block spam while pushing the cart, which provides them with metal. On the other hand, a lot of Engineers use the Wrangler or the Pistol on 5CP / KOTH maps, where extra damage and firepower is necessary.&lt;br /&gt;
&lt;br /&gt;
=== Spies ===&lt;br /&gt;
Spychecking is a team's job and responsibility, but at the same time, an engineer is one of the worst enemies of the spies. Other classes may be too busy / too many things on their plate to keep a constant vigilance for spies. For example, a medic has to keep track of Uber advantage and positioning, a heavy has to call, etc. However, an engineer is not burdened with so many responsibilities such that he can still look out for spies while doing his job as described above. An engineer's shotgun and sentries are potent weapons, with the ability to decimate spies within a few seconds. Often, a few rounds from one's shotgun and / or wrangled sentry are enough to kill the spy, or at least reveal him for your teammates to kill. In lower levels of competitive play, spies will often sap your buildings before going for picks, that can alert you and your team to him before he goes for a damaging pick. In higher levels of competitive play, spies will not give themselves away by doing that, and hence, spychecking is the only way to go.&lt;br /&gt;
&lt;br /&gt;
While on defense, however, you are the prime target for spies. As the only person who can keep your sentry up, spies will be gunning for you. However, unlike on offense, you will have a lot of things to worry about, such as enemy ubers, spam, snipers, whether it is time to fall back, etc. Spies' saps can be deadly especially when coordinated with an uber or constant spam, as it is a guarantee that your sentry will go down. Often, good spies will communicate with their team to distract you for that one moment during which you turn your back and present an easy target. The most prudent way to counter this is to constantly communicate with your teammates, about the whereabouts of the enemy spies, etc. Moreover, it is imperative that as the engineer, you check your back / other hiding spots often whenever you can. One major mistake a lot of lower level engineers do is to sit still and hit one's sentry in order to upgrade/ repair it without moving. This opens the engineer up to attacks by spies. The way to counter this is to constantly move. The engineer's melee weapons do not register their hits instantaneously like a histcan weapon; there is a slight delay. Hence, if the engineer times it right, he can move about or quickly turn around to check if there is a spy before turning back to hit his sentry.&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. Engineer has a diverse array of tools available to him allowing for many different playstyles. The Eureka Effect and Rescue Ranger both give Engineer new advantages and playstyles but can also hinder his core mechanics (such as being able to move his sentry or defend himself with a shotgun). Therefore in the true spirit of the class, experimentation and innovation can sometimes reap his team huge benefits and throw the enemy team off their gameplan. Deathmatch-proficient engineers are sometimes known for running Gunslinger minisentries on Defense. This is something an Engineer should practice and discuss with his team before implementing in a match, as many teams depend on a larger sentry to tank ubers, and using the Gunslinger pushes the Engineer away from the combo towards the flank where he can't help against an Uber. However it is a noteworthy option on last ditch defenses when there is no time to build up another level 2/3 sentry. However, in changing melee weapons, all buildings are destroyed, so it is sometimes better to stick with the wrench to keep up a vital teleporter or dispenser. At the end of the day, the main objective for a engineer is to keep himself and his sentry gun alive, this once again requires good communication with your team and survivability on the engineer's part to know when to fall back and when to hold your ground. &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;
On 5CP maps, some engineers build a teleporter entrance right outside spawn and run straight to mid (stopping at an ammo pack along the way for metal). At mid, the engineer should place his minisentry to provide fire support during the midfight. Either supporting with shotgun fire or wrangling it to ward off jumpers are viable strategies. After the midfight and during stalemates, the engineer is usually preoccupied with setting up his teleporter exit, dispenser and moving his minisentry to cover the flank. The problem to this approach is that the teleporter entrance is useless if the team wins mid. Many engineers omit the teleporter and just use all their metal for minisentries at mid. This can hurt the team by moving engineer from a supportive role to a combat one, but at the midfight, combat is all the really matters. After the fight, teleporters and dispensers can be placed without losing too much time.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:Roaming_Soldier&amp;diff=3020</id>
		<title>Talk:Roaming Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:Roaming_Soldier&amp;diff=3020"/>
		<updated>2013-07-09T04:12:37Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Merge ==&lt;br /&gt;
This is already covered in Soldier (6v6), right? Why does it have its own page? --[[User:Koobadoobs|Koobadoobs]] ([[User talk:Koobadoobs|talk]]) 17:30, 7 July 2013 (WEST)&lt;br /&gt;
:Agreed; this belongs in [[Soldier (6v6)]] [[User:Spike Himself|Spike Himself]] ([[User talk:Spike Himself|talk]]) 09:10, 8 July 2013 (WEST)&lt;br /&gt;
::I think the Roaming (and the Pocket)Soldier roles are such important and predefined parts of the 6es Meta that they deserve their own pages (I would create the roamer page myself if I am allowed to).Additionally there are a few other pages refering to &amp;quot;the roamer&amp;quot; or &amp;quot;the roaming soldier&amp;quot; - these should be linked to this page, right? --[[User:Karlsquell|Karlsquell]] ([[User talk:Karlsquell|talk]]) 18:34, 8 July 2013 (WEST)&lt;br /&gt;
:::It's a wiki, you're allowed to edit everything. If you troll we'll revert it, otherwise why wouldn't you be allowed to write? Go for it. If we can get enough content we'll keep the page, but I think we agreed in the Pocket Soldier Talk page that these should be merged into the Soldier 6v6 page otherwise. Links from other pages are good too, but content comes first: there's no point directing people to a page that doesn't tell them anything. :) --[[User:Koobadoobs|Koobadoobs]] ([[User talk:Koobadoobs|talk]]) 05:12, 9 July 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:Rollout&amp;diff=3002</id>
		<title>Talk:Rollout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:Rollout&amp;diff=3002"/>
		<updated>2013-07-08T15:26:50Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where do you want to go with this page? List facts regarding rollouts, or teach new people how to do them? Or a mixture of both? [[User:Spike Himself|- Spike Himself]] ([[User talk:Spike Himself|talk]]) 15:27, 8 July 2013 (WEST)&lt;br /&gt;
&lt;br /&gt;
I've just been talking about what people generally do and why. I don't think its worth going map by map when they all follow the same general ideas. We can link videos that show rollouts, but I'd rather teach people how to find rollouts on new maps by helping them understand what the point of it is, so they don't have to wait for a video to come out for each new custom map. --[[User:Koobadoobs|Koobadoobs]] ([[User talk:Koobadoobs|talk]]) 16:26, 8 July 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Rollout&amp;diff=2992</id>
		<title>Rollout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Rollout&amp;diff=2992"/>
		<updated>2013-07-08T14:03:07Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: /* Highlander */ THIRDPERSON. Also, explain WHY people do things, not just what they do&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Rollout''' is the actions or paths taken by players before fighting begins each round. In [[5CP]] maps, the rollout is the series of jumps and routes that reach the middle point fastest. In [[Stopwatch]] maps, the rollout is the positions and precautions taken by the defense during setup time. &lt;br /&gt;
&lt;br /&gt;
==5CP Rollouts==&lt;br /&gt;
===6v6===&lt;br /&gt;
In [[6v6]], one reason that Scouts, Demomen, and Soldiers are the main classes is their ability to perform a rollout extremely efficiently. [[Scout]]s run quickly enough to just run to mid through the shortest path. The [[Demoman]](s) and [[Soldier]]s have to sticky jump/rocket jump to reach mid quickly while also building uber for the [[Medic]]. The Medic must make sure that his whole team, especially the Soldiers and Demoman, is at full health/buffed by the time they reach to the middle point. Usually the Medic begins the round by buffing the Demoman because he will jump away the fastest and won't receive any more heals. Once the Demoman is out of his range, he will give overheals to the Scouts. The rest of the rollout is spent healing the roaming soldier as he jumps to mid. Meanwhile, the pocket soldier is able to run with the Escape Plan and receive &amp;quot;crit-heals&amp;quot; near mid (sometimes roles are reversed with the Pocket running with the Medic and the Roamer jumping quickly to mid). This ensures everyone has full/almost-full overheal when the team reaches the middle point and minimizes time spent running to mid.&lt;br /&gt;
&lt;br /&gt;
====Video Tutorials====&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=rr7oGRMKezk '''Demoman Rollouts''']&lt;br /&gt;
*[http://www.youtube.com/watch?v=TjwgdaVmTDM&amp;amp;hd=1 '''Roamer Soldier(Gunboats) Rollouts''']&lt;br /&gt;
&lt;br /&gt;
===Highlander===&lt;br /&gt;
Highlander rollouts in 5CP focus on getting the Demoman and [[Heavy]] to the fight as fast as possible because they are the core of a successful push into mid. The Soldier often equips the Disciplinary Action, as it can take a couple seconds off the rollout time for the entire team. The Demoman usually uses the map's respective 6v6 rollout, so he and the Scout reach mid about 2-3 seconds before the whipped players. Before reaching the midpoint (but not so early that the soldier is cut off from whip targets), the flanking classes split up from the combo and take a separate entrance into mid. This ensures that if the enemy Demoman was more successful in the first seconds of the midfight, he won't be rewarded with damage on the entire team funneling through one door. It also puts flankers in a position to ambush enemy players right from the start.&lt;br /&gt;
&lt;br /&gt;
==Stopwatch Rollouts==&lt;br /&gt;
===6v6===&lt;br /&gt;
mainly gravelpit, varies from team to team: traps, engy spots, etc.&lt;br /&gt;
&lt;br /&gt;
===Highlander===&lt;br /&gt;
The primary objective to accomplish during setup time is to create a hold strategy that shuts down the first push of the attackers and set up an exit strategy for a stronger hold on the next point (The first point of most Stopwatch maps is generally very easy to capture. cp_gravelpit is an oddball: the first point is such a giveaway point that defenders often don't even hold it at all). To hold off a push, the defending team needs to have a strong hold position for the combo that protects the point, a level 3 sentry in a position that covers blindspots and exit routes for the combo, and a strong lockdown on the flank routes through which enemy players might seek an unexpected angle of attack. &lt;br /&gt;
&lt;br /&gt;
Many teams have a few designated players (2-4 non-Engineer, non-Medic classes) kill themselves in the setup time when defending on Payload maps and Attack/Defend maps. The metal that the [[Engineer]] gains by picking up their dropped weapons allows him to build level 3 buildings more quickly so that he is prepared by the time setup ends. The Soldier and Scout often watch the flank, with occasional support from pick classes ([[Spy]] and [[Sniper]]), so those classes tend to look for good positions to hold the flank during setup time. Also during setup, the combo walks to wherever the first major hold position is. The Demoman can lay sticky traps at choke points between BLU Spawn and their position to try to kill a major class before the first push. If he can't find opportunities to get backstabs, the Spy can use the Cloak and Dagger in a position that allows him to call out information about the attackers, or he can cloak near a sticky trap that is out of his demo's field of view to call out when to detonate it.&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Rollout&amp;diff=2990</id>
		<title>Rollout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Rollout&amp;diff=2990"/>
		<updated>2013-07-08T13:55:37Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: /* Highlander */ THIRDPERSON. Also, explain WHY people do things, not just what they do&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Rollout''' is the actions or paths taken by players before fighting begins each round. In [[5CP]] maps, the rollout is the series of jumps and routes that reach the middle point fastest. In [[Stopwatch]] maps, the rollout is the positions and precautions taken by the defense during setup time. &lt;br /&gt;
&lt;br /&gt;
==5CP Rollouts==&lt;br /&gt;
===6v6===&lt;br /&gt;
In [[6v6]], one reason that Scouts, Demomen, and Soldiers are the main classes is their ability to perform a rollout extremely efficiently. [[Scout]]s run quickly enough to just run to mid through the shortest path. The [[Demoman]](s) and [[Soldier]]s have to sticky jump/rocket jump to reach mid quickly while also building uber for the [[Medic]]. The Medic must make sure that his whole team, especially the Soldiers and Demoman, is at full health/buffed by the time they reach to the middle point. Usually the Medic begins the round by buffing the Demoman because he will jump away the fastest and won't receive any more heals. Once the Demoman is out of his range, he will give overheals to the Scouts. The rest of the rollout is spent healing the roaming soldier as he jumps to mid. Meanwhile, the pocket soldier is able to run with the Escape Plan and receive &amp;quot;crit-heals&amp;quot; near mid (sometimes roles are reversed with the Pocket running with the Medic and the Roamer jumping quickly to mid). This ensures everyone has full/almost-full overheal when the team reaches the middle point and minimizes time spent running to mid.&lt;br /&gt;
&lt;br /&gt;
====Video Tutorials====&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=rr7oGRMKezk '''Demoman Rollouts''']&lt;br /&gt;
*[http://www.youtube.com/watch?v=TjwgdaVmTDM&amp;amp;hd=1 '''Roamer Soldier(Gunboats) Rollouts''']&lt;br /&gt;
&lt;br /&gt;
===Highlander===&lt;br /&gt;
Depending on the map, there are a variety of tactics that can be used on rollouts. However, one of the most useful tips is to make sure that your soldier is running the disciplinary action, as it allows your heavy and medic to get to mid a few seconds earlier than the enemy combo if used effectively. Additionally, it's not always worthwhile for your engineer to place a teleporter when the round starts on a 6v6 map - the four or five seconds extra it takes for him to get to mid will often shut him out, and as a result seriously hamper your team's midfight. Given that spawns shift when mid is captured, his teleporter will be useless if you win mid in any case; so getting him into the fight early, particularly if he's running minisentries, is often a good plan, and can put you at an initial player advantage.&lt;br /&gt;
&lt;br /&gt;
==Stopwatch Rollouts==&lt;br /&gt;
===6v6===&lt;br /&gt;
mainly gravelpit, varies from team to team: traps, engy spots, etc.&lt;br /&gt;
&lt;br /&gt;
===Highlander===&lt;br /&gt;
The primary objective to accomplish during setup time is to create a hold strategy that shuts down the first push of the attackers and set up an exit strategy for a stronger hold on the next point (The first point of most Stopwatch maps is generally very easy to capture. cp_gravelpit is an oddball: the first point is such a giveaway point that defenders often don't even hold it at all). To hold off a push, the defending team needs to have a strong hold position for the combo that protects the point, a level 3 sentry in a position that covers blindspots and exit routes for the combo, and a strong lockdown on the flank routes through which enemy players might seek an unexpected angle of attack. &lt;br /&gt;
&lt;br /&gt;
Many teams have a few designated players (2-4 non-Engineer, non-Medic classes) kill themselves in the setup time when defending on Payload maps and Attack/Defend maps. The metal that the [[Engineer]] gains by picking up their dropped weapons allows him to build level 3 buildings more quickly so that he is prepared by the time setup ends. The Soldier and Scout often watch the flank, with occasional support from pick classes ([[Spy]] and [[Sniper]]), so those classes tend to look for good positions to hold the flank during setup time. Also during setup, the combo walks to wherever the first major hold position is. The Demoman can lay sticky traps at choke points between BLU Spawn and their position to try to kill a major class before the first push. If he can't find opportunities to get backstabs, the Spy can use the Cloak and Dagger in a position that allows him to call out information about the attackers, or he can cloak near a sticky trap that is out of his demo's field of view to call out when to detonate it.&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Roaming_Soldier&amp;diff=2961</id>
		<title>Roaming Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Roaming_Soldier&amp;diff=2961"/>
		<updated>2013-07-07T23:35:34Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: marked for deletion. Someone else can remove the tag if we think this page is needed, but I think the Soldier (6v6) page can cover this topic.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{delete}}&lt;br /&gt;
&lt;br /&gt;
In [[6v6]], the Roaming Soldier (roamer) is the more aggressive [[Soldier]]. The primary objective of a roamer is creating advantages off of which their team can push, typically wearing [[Gunboats]] in place of a [[Shotgun]] to aid in [[Rocket Jumping|rocket jumps]].&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Rollout&amp;diff=2934</id>
		<title>Rollout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Rollout&amp;diff=2934"/>
		<updated>2013-07-07T18:08:41Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: /* 6v6 */ added an introductory sentence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Rollout''' is the actions or paths taken by players before fighting begins each round. In [[5CP]] maps, the rollout is the series of jumps and routes that reach the middle point fastest. In [[Stopwatch]] maps, the rollout is the positions and precautions taken by the defense during setup time. &lt;br /&gt;
&lt;br /&gt;
==5CP Rollouts==&lt;br /&gt;
===6v6===&lt;br /&gt;
In [[6v6]], one reason that Scouts, Demomen, and Soldiers are the main classes is their ability to perform a rollout extremely efficiently. [[Scout]]s run quickly enough to just run to mid through the shortest path. The [[Demoman]](s) and [[Soldier]]s have to sticky jump/rocket jump to reach mid quickly while also building uber for the [[Medic]]. The Medic must make sure that his whole team, especially the Soldiers and Demoman, is at full health/buffed by the time they reach to the middle point. Usually the Medic begins the round by buffing the Demoman because he will jump away the fastest and won't receive any more heals. Once the Demoman is out of his range, he will give overheals to the Scouts. The rest of the rollout is spent healing the roaming soldier as he jumps to mid. Meanwhile, the pocket soldier is able to run with the Escape Plan and receive &amp;quot;crit-heals&amp;quot; near mid (sometimes roles are reversed with the Pocket running with the Medic and the Roamer jumping quickly to mid). This ensures everyone has full/almost-full overheal when the team reaches the middle point and minimizes time spent running to mid.&lt;br /&gt;
&lt;br /&gt;
====Video Tutorials====&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=rr7oGRMKezk '''Demoman Rollouts''']&lt;br /&gt;
*[http://www.youtube.com/watch?v=TjwgdaVmTDM&amp;amp;hd=1 '''Roamer Soldier(Gunboats) Rollouts''']&lt;br /&gt;
&lt;br /&gt;
===Highlander===&lt;br /&gt;
blah blah whip + demo jumps&lt;br /&gt;
&lt;br /&gt;
==Stopwatch Rollouts==&lt;br /&gt;
===6v6===&lt;br /&gt;
mainly gravelpit, varies from team to team: traps, engy spots, etc.&lt;br /&gt;
&lt;br /&gt;
===Highlander===&lt;br /&gt;
Suicides, engy spots, flank vs combo positioning, etc.&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Rollout&amp;diff=2933</id>
		<title>Rollout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Rollout&amp;diff=2933"/>
		<updated>2013-07-07T18:06:29Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: Redesigned the page, added room for highlander and stopwatch rollout discussion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Rollout''' is the actions or paths taken by players before fighting begins each round. In [[5CP]] maps, the rollout is the series of jumps and routes that reach the middle point fastest. In [[Stopwatch]] maps, the rollout is the positions and precautions taken by the defense during setup time. &lt;br /&gt;
&lt;br /&gt;
==5CP Rollouts==&lt;br /&gt;
===6v6===&lt;br /&gt;
[[Scout]]s run quickly enough to just run to mid through the shortest path. The [[Demoman]](s) and [[Soldier]]s have to sticky jump/rocket jump to reach mid quickly while also building uber for the Medic. The Medic must make sure that his whole team, especially the Soldiers and Demoman, is at full health/buffed by the time they reach to the middle point. Usually the Medic begins the round by buffing the Demoman because he will jump away the fastest and won't receive any more heals. Once the Demoman is out of his range, he will give overheals to the Scouts. The rest of the rollout is spent healing the roaming soldier as he jumps to mid. Meanwhile, the pocket soldier is able to run with the Escape Plan and receive &amp;quot;crit-heals&amp;quot; near mid (sometimes roles are reversed with the Pocket running with the Medic and the Roamer jumping quickly to mid). This ensures everyone has full/almost-full overheal when the team reaches the middle point and minimizes time spent running to mid.&lt;br /&gt;
&lt;br /&gt;
====Video Tutorials====&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=rr7oGRMKezk '''Demoman Rollouts''']&lt;br /&gt;
*[http://www.youtube.com/watch?v=TjwgdaVmTDM&amp;amp;hd=1 '''Roamer Soldier(Gunboats) Rollouts''']&lt;br /&gt;
&lt;br /&gt;
===Highlander===&lt;br /&gt;
blah blah whip + demo jumps&lt;br /&gt;
&lt;br /&gt;
==Stopwatch Rollouts==&lt;br /&gt;
===6v6===&lt;br /&gt;
mainly gravelpit, varies from team to team: traps, engy spots, etc.&lt;br /&gt;
&lt;br /&gt;
===Highlander===&lt;br /&gt;
Suicides, engy spots, flank vs combo positioning, etc.&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=2927</id>
		<title>Engineer (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=2927"/>
		<updated>2013-07-07T16:48:53Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: /* Spies */ the &amp;quot;on defense&amp;quot; header is confusing and ugly&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;
== Gameplay ==&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 wreaking 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.&lt;br /&gt;
&lt;br /&gt;
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 teleporters 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. Weapons used by the Engineer on offense, whether in [[5CP]], [[Payload]] or [[King of the Hill]], vary and are often up to the engineer. However, most of the time, the stock shotgun is a strong choice on offense. The Short Circuit, Wrangler and Pistol are usually selected according to the map type and objective. For example, a lot of Engineers run the Short Circuit on Payload offense to block spam while pushing the cart, which provides them with metal. On the other hand, a lot of Engineers use the Wrangler or the Pistol on 5CP / KOTH maps, where extra damage and firepower is necessary.&lt;br /&gt;
&lt;br /&gt;
=== Spies ===&lt;br /&gt;
Spychecking is a team's job and responsibility, but at the same time, an engineer is one of the worst enemies of the spies. Other classes may be too busy / too many things on their plate to keep a constant vigilance for spies. For example, a medic has to keep track of Uber advantage and positioning, a heavy has to call, etc. However, an engineer is not burdened with so many responsibilities such that he can still look out for spies while doing his job as described above. An engineer's shotgun and sentries are potent weapons, with the ability to decimate spies within a few seconds. Often, a few rounds from one's shotgun and / or wrangled sentry are enough to kill the spy, or at least reveal him for your teammates to kill. In lower levels of competitive play, spies will often sap your buildings before going for picks, that can alert you and your team to him before he goes for a damaging pick. In higher levels of competitive play, spies will not give themselves away by doing that, and hence, spychecking is the only way to go.&lt;br /&gt;
&lt;br /&gt;
While on defense, however, you are the prime target for spies. As the only person who can keep your sentry up, spies will be gunning for you. However, unlike on offense, you will have a lot of things to worry about, such as enemy ubers, spam, snipers, whether it is time to fall back, etc. Spies' saps can be deadly especially when coordinated with an uber or constant spam, as it is a guarantee that your sentry will go down. Often, good spies will communicate with their team to distract you for that one moment during which you turn your back and present an easy target. The most prudent way to counter this is to constantly communicate with your teammates, about the whereabouts of the enemy spies, etc. Moreover, it is imperative that as the engineer, you check your back / other hiding spots often whenever you can. One major mistake a lot of lower level engineers do is to sit still and hit one's sentry in order to upgrade/ repair it without moving. This opens the engineer up to attacks by spies. The way to counter this is to constantly move. The engineer's melee weapons do not register their hits instantaneously like a histcan weapon; there is a slight delay. Hence, if the engineer times it right, he can move about or quickly turn around to check if there is a spy before turning back to hit his sentry.&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. Engineer has a diverse array of tools available to him allowing for many different playstyles. The Eureka Effect and Rescue Ranger both give Engineer new advantages and playstyles but can also hinder his core mechanics (such as being able to move his sentry or defend himself with a shotgun). Therefore in the true spirit of the class, experimentation and innovation can sometimes reap his team huge benefits and throw the enemy team off their gameplan. Deathmatch-proficient engineers are sometimes known for running Gunslinger minisentries on Defense. This is something an Engineer should practice and discuss with his team before implementing in a match, as many teams depend on a larger sentry to tank ubers, and using the Gunslinger pushes the Engineer away from the combo towards the flank where he can't help against an Uber. However it is a noteworthy option on last ditch defenses when there is no time to build up another level 2/3 sentry. However, in changing melee weapons, all buildings are destroyed, so it is sometimes better to stick with the wrench to keep up a vital teleporter or dispenser. At the end of the day, the main objective for a engineer is to keep himself and his sentry gun alive, this once again requires good communication with your team and survivability on the engineer's part to know when to fall back and when to hold your ground. &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;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:Roaming_Soldier&amp;diff=2925</id>
		<title>Talk:Roaming Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:Roaming_Soldier&amp;diff=2925"/>
		<updated>2013-07-07T16:30:53Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: Created page with &amp;quot;This is already covered in Soldier (6v6), right? Why does it have its own page? --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is already covered in Soldier (6v6), right? Why does it have its own page? --[[User:Koobadoobs|Koobadoobs]] ([[User talk:Koobadoobs|talk]]) 17:30, 7 July 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy_(6v6)&amp;diff=2033</id>
		<title>Spy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy_(6v6)&amp;diff=2033"/>
		<updated>2013-07-04T03:46:15Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: categorizing + &amp;quot;see also&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The spy is considered an [[offclass]] in the sixes [[metagame]].  As a low health class, the Spy is designed to get behind the enemy team and get a [[pick]] to turn the advantage in his teams favor.  Most often, this pick is the enemy [[Demoman]] or [[Medic]] and the objective is to use or drop the opposing team's uber.  The spy relies on the ability to be unexpected.  Thus, it is rare to run a Spy more than once or twice during a full game.  As a spy, there is often only one chance to get a pick on the opposing team, before the spy's cover is blown and it is thereafter expected.  For a spy to be &amp;quot;worth it&amp;quot; he must pick the enemy Demoman, Medic, or (when applicable) [[Heavy]].  As it is often a [[Scout]] or [[Soldier]] that offclasses to Spy, a pick on an opposing [[Scout]] or [[Soldier]] (or any offclass besides Heavy and [[Engineer]]) would be considered a [[trade]] and not a pick and will often not create a sufficient advantage.&lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
-Always focus on the Medic.  If you have to, pick the [[Demoman]], but there is only one try when running a Spy.  Make it worth it.&lt;br /&gt;
&lt;br /&gt;
-Try to make sure that you time your attack as spy with your team. If you attack when the enemy team is preoccupied by your combos spam you have a much higher chance to get a pick.&lt;br /&gt;
&lt;br /&gt;
-Be patient! Sometimes waiting for just a moment will give you the opening you need to get a pick, but don't wait too long or your opportunity might be lost.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper_(6v6)&amp;diff=2032</id>
		<title>Sniper (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper_(6v6)&amp;diff=2032"/>
		<updated>2013-07-04T03:45:10Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: categorizing + &amp;quot;see also&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
As one of the most potentially dangerous classes in the game, the sniper relies heavily on sight lines in a map, and their own team's ability to call the positions of enemies. This combined with the inability to protect itself in direct combat with a [[scout]] or roaming [[soldier]] forces snipers to play defensively, usually staying as far away from a choke point in between pushes as possible, and waiting for the chance to punish enemies who over extend. &lt;br /&gt;
&lt;br /&gt;
Who you target as a sniper in 6v6 is dependent on the situation. If you're pushing a point or waiting for the enemy team to push a point, killing a medic who has ubercharge or is close to having uberchage can significantly weigh the odds in your teams favor, forcing the enemy team to fight against an uber without one of their own. High damage classes such as the roaming soldier and the demo are also vital picks. &lt;br /&gt;
&lt;br /&gt;
Try to get picks when you can. It is good in some situations to wait for a medic pick if the opportunity arises, but if you have a sight of a soldier or scout, the number advantage alone can assist your team. Keep track of both the scoreboard and what you see while playing. If one of their scouts is doing exceptionally well, than killing him is something that would be beneficial to your team.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout_(6v6)&amp;diff=2031</id>
		<title>Scout (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout_(6v6)&amp;diff=2031"/>
		<updated>2013-07-04T03:44:37Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: added see also&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 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. The secret to the Scout class is going into a fight while no one is looking at you.&lt;br /&gt;
&lt;br /&gt;
== Midfights ==&lt;br /&gt;
&lt;br /&gt;
Playing Scout properly at a midfight 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 the player 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 a teammate's damage.&lt;br /&gt;
&lt;br /&gt;
== Offclassing ==&lt;br /&gt;
{{main|Offclass|l1=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 an 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, a Scout can change class to achieve a particular goal.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=2029</id>
		<title>Demoman (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=2029"/>
		<updated>2013-07-04T03:43:53Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: /* See Also */ small fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== 6s [[Demoman]] ==&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his spamming abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can net him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demo is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
Compared to all the other 6s classes, Demoman's role has a big impact on the Mid Fight's conclusion. He's the one that puts up the initial damage, and who he shoots at can affect the whole mid fight. Who the Demoman focuses at the beginning of the mid fight is usually the [[Scout]]s and the other team's Demoman.&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
The demoman's main roles are mostly about area control / dealing damage, but here's the more precise versions of these;&lt;br /&gt;
&lt;br /&gt;
- Hold choke areas by spamming them&lt;br /&gt;
&lt;br /&gt;
- Provide initial damage with the Pocket so that your scouts can clean up&lt;br /&gt;
&lt;br /&gt;
- Slowing the enemy team down while your team is falling back&lt;br /&gt;
&lt;br /&gt;
- Trapping chokes or other routes that the other team may push through in an attempt to stall a push or get a free pick&lt;br /&gt;
&lt;br /&gt;
That's all I can think about right now, feel free to edit ^^^^&lt;br /&gt;
&lt;br /&gt;
==Demoknight==&lt;br /&gt;
The Demoknight loadout is a viable strategy in sixes, but it relies on having a strong pocket soldier as the demoman will not be able to pocket effectively.  This setup is good for getting clutch medic picks and creating advantages, but it is sparingly used and will often not work more than once or twice.&lt;br /&gt;
&lt;br /&gt;
Loadout:&lt;br /&gt;
&lt;br /&gt;
- Grenade Launcher&lt;br /&gt;
&lt;br /&gt;
- Chargin' Targe&lt;br /&gt;
&lt;br /&gt;
- Eyelander&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can use the default charge direction, or you can use different scripts like;&lt;br /&gt;
&lt;br /&gt;
[http://www.reddit.com/r/tf2/comments/v98mz/charge_turning_script_for_keyboard_users/]Vjoy&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
[http://pastebin.com/Ze54R63n] This other charge script, where you press Q/E to change directions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Competitive Demoknight is very frowned upon because you can not use stickies and you need to get right up in the enemies faces to attack them. But if you really want to use it, I suggest using it for flanking purposes or to pick off a lone enemy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Sx7D7X6hY5w] An example of a really good 6s Demoknight.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=2028</id>
		<title>Heavy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=2028"/>
		<updated>2013-07-04T03:43:24Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: can't get this right lol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Heavy (6v6) ==&lt;br /&gt;
&lt;br /&gt;
*The [[Heavy]] is one of the many offclass choices for mostly pushing or holding onto the last point. In standard 6v6 play, the Heavy is ideal to either pushing or holding onto last because he has a high health count (450 with a buff) thus absorbing all the spam fire coming in. In most cases, the Heavy becomes optimal for holding last because it forces the other team to waste their ubercharge to kill him. On some maps like cp_gravelpit, the Heavy has the ability to easily deny jumpers with his minigun away from the control point.&lt;br /&gt;
&lt;br /&gt;
The Heavy can also be used to push into the opposing team's last point.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer_(6v6)&amp;diff=2027</id>
		<title>Engineer (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer_(6v6)&amp;diff=2027"/>
		<updated>2013-07-04T03:42:53Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: categorizing + &amp;quot;see also&amp;quot;, no content yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=2026</id>
		<title>Heavy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=2026"/>
		<updated>2013-07-04T03:42:01Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: categorizing + &amp;quot;see also&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Heavy (6v6) ==&lt;br /&gt;
&lt;br /&gt;
*The Heavy is one of the many offclass choices for mostly pushing or holding onto the last point. In standard 6v6 play, the Heavy is ideal to either pushing or holding onto last because he has a high health count (450 with a buff) thus absorbing all the spam fire coming in. In most cases, the Heavy becomes optimal for holding last because it forces the other team to waste their ubercharge to kill him. On some maps like cp_gravelpit, the Heavy has the ability to easily deny jumpers with his minigun away from the control point.&lt;br /&gt;
&lt;br /&gt;
The Heavy can also be used to push into the opposing team's last point.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy&amp;diff=2025</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy&amp;diff=2025"/>
		<updated>2013-07-04T03:41:36Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: Undo revision 2024 by Koobadoobs (talk) whoops wrong page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:250px-Heavy.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
A portly Russian bear, the '''Heavy''' has the most health in the game, with a total of 300. Not only that, but his primary weapon, the Minigun, does potentially the most damage per second in the game. These come with the downside of having by far the lowest base movement speed in the game, 77% of the standard movement speed, which becomes 37% when his Minigun is deployed; this leaves the Heavy unable to chase down damaged enemies to finish off the kill, and makes it very difficult to dodge high-damage hits such as the [[Demoman|Demoman's]] grenades and stickybombs, the [[Soldier|Soldier's]] rockets, and headshots from the [[Sniper]]. A Heavy will most often be found near a Medic, as the extra 150 health buff helps the Heavy soak up more damage for his teammates, while simultaneously protecting the Medic from any [[Spy|Spies]] or jumping Soldiers that threaten him.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Heavy (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Heavy is considered an [[offclass]], used primarily holding last points in 5cp.  Heavy will take the pocket's role when in play, allowing the pocket to play more of a roamer position, as he is capable of defending his Medic much better with his high health and damage. Heavy is capable of shutting down bombing Soldiers and Demoman with his Minigun, keeping them high off the ground and unable to escape the hail of bullets. Alongside with these roles, Heavy also serves a purpose in tanking damage.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Heavy (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Heavy is the backbone force of pushing or defending objectives, outputting great DPS while being able to tank incoming spam thanks to his 450 health margin when buffed. Heavies are usually pocketed by the medic, and a heavy medic pair is called the combo. All players on the team should work around the combo, helping them secure victory.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{{Hatnote| Note: Weapon images link to their corresponding page at the Official Team Fortress 2 Wiki.}}&lt;br /&gt;
{{Template:Class_heavy_primary_table}}&lt;br /&gt;
{{Template:Class_heavy_secondary_table}}&lt;br /&gt;
{{Template:Class_heavy_melee_table}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy&amp;diff=2024</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy&amp;diff=2024"/>
		<updated>2013-07-04T03:40:39Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: categorizing + &amp;quot;see also&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:250px-Heavy.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
A portly Russian bear, the '''Heavy''' has the most health in the game, with a total of 300. Not only that, but his primary weapon, the Minigun, does potentially the most damage per second in the game. These come with the downside of having by far the lowest base movement speed in the game, 77% of the standard movement speed, which becomes 37% when his Minigun is deployed; this leaves the Heavy unable to chase down damaged enemies to finish off the kill, and makes it very difficult to dodge high-damage hits such as the [[Demoman|Demoman's]] grenades and stickybombs, the [[Soldier|Soldier's]] rockets, and headshots from the [[Sniper]]. A Heavy will most often be found near a Medic, as the extra 150 health buff helps the Heavy soak up more damage for his teammates, while simultaneously protecting the Medic from any [[Spy|Spies]] or jumping Soldiers that threaten him.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Heavy (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Heavy is considered an [[offclass]], used primarily holding last points in 5cp.  Heavy will take the pocket's role when in play, allowing the pocket to play more of a roamer position, as he is capable of defending his Medic much better with his high health and damage. Heavy is capable of shutting down bombing Soldiers and Demoman with his Minigun, keeping them high off the ground and unable to escape the hail of bullets. Alongside with these roles, Heavy also serves a purpose in tanking damage.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Heavy (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Heavy is the backbone force of pushing or defending objectives, outputting great DPS while being able to tank incoming spam thanks to his 450 health margin when buffed. Heavies are usually pocketed by the medic, and a heavy medic pair is called the combo. All players on the team should work around the combo, helping them secure victory.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{{Hatnote| Note: Weapon images link to their corresponding page at the Official Team Fortress 2 Wiki.}}&lt;br /&gt;
{{Template:Class_heavy_primary_table}}&lt;br /&gt;
{{Template:Class_heavy_secondary_table}}&lt;br /&gt;
{{Template:Class_heavy_melee_table}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=2023</id>
		<title>Demoman (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=2023"/>
		<updated>2013-07-04T03:39:55Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: added see also&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== 6s [[Demoman]] ==&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his spamming abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can net him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demo is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
Compared to all the other 6s classes, Demoman's role has a big impact on the Mid Fight's conclusion. He's the one that puts up the initial damage, and who he shoots at can affect the whole mid fight. Who the Demoman focuses at the beginning of the mid fight is usually the [[Scout]]s and the other team's Demoman.&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
The demoman's main roles are mostly about area control / dealing damage, but here's the more precise versions of these;&lt;br /&gt;
&lt;br /&gt;
- Hold choke areas by spamming them&lt;br /&gt;
&lt;br /&gt;
- Provide initial damage with the Pocket so that your scouts can clean up&lt;br /&gt;
&lt;br /&gt;
- Slowing the enemy team down while your team is falling back&lt;br /&gt;
&lt;br /&gt;
- Trapping chokes or other routes that the other team may push through in an attempt to stall a push or get a free pick&lt;br /&gt;
&lt;br /&gt;
That's all I can think about right now, feel free to edit ^^^^&lt;br /&gt;
&lt;br /&gt;
==Demoknight==&lt;br /&gt;
The Demoknight loadout is a viable strategy in sixes, but it relies on having a strong pocket soldier as the demoman will not be able to pocket effectively.  This setup is good for getting clutch medic picks and creating advantages, but it is sparingly used and will often not work more than once or twice.&lt;br /&gt;
&lt;br /&gt;
Loadout:&lt;br /&gt;
&lt;br /&gt;
- Grenade Launcher&lt;br /&gt;
&lt;br /&gt;
- Chargin' Targe&lt;br /&gt;
&lt;br /&gt;
- Eyelander&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can use the default charge direction, or you can use different scripts like;&lt;br /&gt;
&lt;br /&gt;
[http://www.reddit.com/r/tf2/comments/v98mz/charge_turning_script_for_keyboard_users/]Vjoy&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
[http://pastebin.com/Ze54R63n] This other charge script, where you press Q/E to change directions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Competitive Demoknight is very frowned upon because you can not use stickies and you need to get right up in the enemies faces to attack them. But if you really want to use it, I suggest using it for flanking purposes or to pick off a lone enemy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Sx7D7X6hY5w] An example of a really good 6s Demoknight.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy_(Highlander)&amp;diff=2021</id>
		<title>Spy (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy_(Highlander)&amp;diff=2021"/>
		<updated>2013-07-04T03:35:30Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: categorizing + &amp;quot;see also&amp;quot;, no content yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper_(Highlander)&amp;diff=2020</id>
		<title>Sniper (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper_(Highlander)&amp;diff=2020"/>
		<updated>2013-07-04T03:35:11Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: categorizing&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;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=2019</id>
		<title>Pyro (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=2019"/>
		<updated>2013-07-04T03:34:38Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: categorizing + &amp;quot;see also&amp;quot;, no content yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy_(Highlander)&amp;diff=2017</id>
		<title>Heavy (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy_(Highlander)&amp;diff=2017"/>
		<updated>2013-07-04T03:33:48Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: categorizing + &amp;quot;see also&amp;quot;, no content yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman_(Highlander)&amp;diff=2016</id>
		<title>Demoman (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman_(Highlander)&amp;diff=2016"/>
		<updated>2013-07-04T03:32:45Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: linky&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman_(Highlander)&amp;diff=2015</id>
		<title>Demoman (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman_(Highlander)&amp;diff=2015"/>
		<updated>2013-07-04T03:32:21Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: categorizing + &amp;quot;see also&amp;quot;, no content yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=2012</id>
		<title>Engineer (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=2012"/>
		<updated>2013-07-04T03:30:49Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: categorizing&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. Engineer has a diverse array of tools available to him allowing for many different playstyles. The Eureka Effect and Rescue Ranger both give Engineer new advantages and playstyles but can also hinder his core mechanics (such as being able to move his sentry or defend himself with a shotgun). Therefore in the true spirit of the class, experimentation and innovation can sometimes reap his team huge benefits and throw the enemy team off their gameplan. Deathmatch-proficient engineers are sometimes known for running Gunslinger minisentries on Defense. This is something an Engineer should practice and discuss with his team before implementing in a match, as many teams depend on a larger sentry to tank ubers, and using the Gunslinger pushes the Engineer away from the combo towards the flank where he can't help against an Uber. However it is a noteworthy option on last ditch defenses when there is no time to build up another level 2/3 sentry. However, in changing melee weapons, all buildings are destroyed, so it is sometimes better to stick with the wrench to keep up a vital teleporter or dispenser.&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;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Koobadoobs.png&amp;diff=2004</id>
		<title>File:Koobadoobs.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Koobadoobs.png&amp;diff=2004"/>
		<updated>2013-07-04T03:21:23Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: Koobadoobs uploaded a new version of &amp;amp;quot;File:Koobadoobs.png&amp;amp;quot;: Reverted to version as of 02:01, 4 July 2013&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Koobadoobs.png&amp;diff=1970</id>
		<title>File:Koobadoobs.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Koobadoobs.png&amp;diff=1970"/>
		<updated>2013-07-04T02:02:30Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: Koobadoobs uploaded a new version of &amp;amp;quot;File:Koobadoobs.png&amp;amp;quot;: Reverted to version as of 01:56, 4 July 2013&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Koobadoobs.png&amp;diff=1969</id>
		<title>File:Koobadoobs.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Koobadoobs.png&amp;diff=1969"/>
		<updated>2013-07-04T02:01:51Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: Koobadoobs uploaded a new version of &amp;amp;quot;File:Koobadoobs.png&amp;amp;quot;: smaller version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Koobadoobs.png&amp;diff=1966</id>
		<title>File:Koobadoobs.png</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Koobadoobs.png&amp;diff=1966"/>
		<updated>2013-07-04T01:56:09Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: Koobadoobs uploaded a new version of &amp;amp;quot;File:Koobadoobs.png&amp;amp;quot;: better resolution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman&amp;diff=1759</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman&amp;diff=1759"/>
		<updated>2013-07-03T22:01:22Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: pronoun trouble&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Demoman is the fourth class of Team Fortress 2, and is labelled as a &amp;quot;Defensive&amp;quot; class by Valve. However, due to the variety of projectile weapons available to him, a Demoman can be highly versatile, able to both lead offensive pushes or to defend a given area. His role comprises area denial, choke spamming and control, and crowd control. The blast radius of his weapons makes him a ready counter to the Engineer's buildings, while he himself is opposed by most close-combat classes. A good Demoman can hold off an entire team with well-timed and well-placed spam. On 5CP and KOTH maps, he is most often the first to arrive at the midfight due to the use of Stickybomb Jumps, which allow for a high mobility over long distances. He possesses both the highest DPS in the game (using the Stickybomb Launcher) and the third-highest hitpoints.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Demoman (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his [http://comp.tf/wiki/Spamming spamming] abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can get him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demo is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Demoman (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
Similar to the role of the 6s Demoman, the Highlander Demoman is expected to deal high amounts of damage to an enemy team. The core evaluation of a Demoman, therefore, is in his total damage output. The Stickybomb Launcher possesses the highest DPS of any weapon in the game, while the Grenade Launcher can incur upwards of one hundred damage per hit. With 175 hitpoints, the Demoman has a moderate survivability rate, though it should be noted that he may be damaged by the blast radius of his own projectiles and thus should take care when detonating them at close range. Though he is somewhat slower than other classes, moving at approximately 90% the speed of a Pyro (the baseline speed for Team Fortress 2 classes), he makes up for this lower mobility through the use of Stickybomb Jumping, which allows him to cover large distances by exploding a Stickybomb beneath him and Crouch Jumping in the desired direction. This method is both faster and longer-ranged than Rocket Jumping, although the Demoman does take more damage (a loss of approximately 70 hitpoints) through its use.&lt;br /&gt;
&lt;br /&gt;
The Demoman is most traditionally part of the Highlander Combo, alongside the Medic, Pyro, and Heavy. When using the Ubercharge, he is often the recipient on Payload or A/D maps, where it is necessary to use his Stickybombs to take down a Level Three Sentry; otherwise, he is responsible for cleaning up any weakened enemies left alive after the initial push. If the Medic is using the Kritzkrieg, the Demoman is nearly always the primary recipient due to the high blast radius and damage output of his projectiles when under the influence of a Kritzkrieg charge; a Kritzed Stickybomb can kill any class in one hit, excepting an overhealed Heavy. Thus, the Demoman is the main pocket of the Medic on KOTH and 5CP maps such as Viaduct or Gullywash due to the popularity and viability of the Kritzkrieg on such maps.&lt;br /&gt;
&lt;br /&gt;
Stickybomb traps, while not as useful as in less-organized formats (both due to the Pyro's air blast and to metagame predictions of popular trap locations, such as outside BLU spawn on Upward), do allow the Demoman some defensive skill, especially as the mere threat of a trap can influence the movement and strategy of the opposing team. Through projectile spam or traps, a good Demoman can control choke points while causing long-range distance to the enemy. In a manner similar to the Heavy, the Demoman also exercises a large amount of area control; however, while the Heavy controls a certain area within range of his Minigun, a Demoman can control the movement of enemy classes between different areas, and can therefore force an opposing team into a much less strategic placement.&lt;br /&gt;
&lt;br /&gt;
The Demoman is most accomplished at mid- and long-range combat, and thus is most readily opposed by classes such as the Scout and Pyro, both of which excel at close-range combat. The latter is especially dangerous to a Demoman, as the Pyro's airblast is capable of reflecting any one of the Demoman's projectile weapons. There are currently no hitscan weapons available for use by a Demoman. Close-range combat and overall survivability can be improved by the creation of a &amp;quot;Demoknight,&amp;quot; most often through exchanging the Stickybomb Launcher for the Chargin' Targe or other similar tool alongside the use of the Eyelander or Scotsman's Skullcutter. However, this reduces the Demoman's utility on a Highlander team, as the resultant weapons set makes him most useful as a high-mortality pick class while simultaneously reducing the ability of a team to output high amounts of damage or to take down an Engineer's buildings.&lt;br /&gt;
&lt;br /&gt;
== Primary ==&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Grenade Launcher&lt;br /&gt;
| image = Backpack_Grenade_Launcher.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 = Recommended for medium to close range. A single grenade (or &amp;quot;pill&amp;quot;) can do 102 damage when it is a direct hit. It can vary between 102 and 99 depending on how close of a direct hit the pill is. It is often used to spam chokes when the demo already has a sticky trap set up, and because pills are tangible they can roll across the ground if they have not hit someone directly before touching the wall or floor or ceiling (these are often called rollers). Rollers can do 35 to 70 damage depending on the distance from the person they are near.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Ali Baba's Wee Booties&lt;br /&gt;
| image = Backpack_Ali_Baba's_Wee_Booties.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 Ali Baba's Wee Booties increase the demoman's health from 175 to 200, allowing him to take more spam and survive for longer. Many demomen wear the item because their grenade aim is off or bad, or for kritzkrieg pushes in order to stay alive longer without invulnerability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Loch-n-Load&lt;br /&gt;
| image = Backpack_Loch-n-Load.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 = Most demomen do not use the Loch because of its required high-accuracy aim and also because of the heightened splash damage taken from a close range pill, but also because other players not hit by it do not take splash damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Loose Cannon&lt;br /&gt;
| image = Backpack_Loose_Cannon.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 Loose Cannon is rarely used in competitive, it lacks the damage potential of a grenade launcher both up close and at long range. The cannonballs do 16-48 splash damage after they hit the ground, compared to 22-64 of the grenade launcher.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Secondary ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Stickybomb Launcher&lt;br /&gt;
| image = Backpack_Stickybomb_Launcher.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 = This is the most versatile weapon for the demoman, and almost all upper-level competitive demomen swear by it. It can be used for almost any range, from close to medium to far, because of its charging ability. A single stickybomb (mostly referred to as a &amp;quot;sticky&amp;quot;) will do 135 damage maximum and 20 damage minimum depending on the distance of the enemy player. By holding down the left click button, the demoman can charge a sticky in order to fire it farther, proportional to the amount of time charged. Many use this for area denial by spamming long-range stickies through a choke point that is too long for pills to reach. It is also used to plant a &amp;quot;stickytrap&amp;quot;, a small, packed together group of stickies on a wall outside of a choke point that is detonated when a team pushes through, dealing high amounts of damage. Some well-placed stickytraps can often go unseen and may even kill multiple enemies. It is also used for sticky-jumps, where the player places a sticky under their feet and detonates it to propel them in a certain direction at high-speeds. The minimum damage from a successful stickyjump a player can take is 45, and can do around 100 damage max (often resulting in a failed stickyjump.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Sticky Jumper&lt;br /&gt;
| image = Backpack_Sticky_Jumper.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 Sticky Jumper can be used in combination with the Ullapool Caber to attempt [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=efQ_CJOLLuY#t=1094s a pick on the medic or other important class]. It is occasionally used as a way of flanking the other team. Usage of this weapon is typically in desperation to rush to the point, or simply &amp;quot;trolling&amp;quot; the other team. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Chargin' Targe&lt;br /&gt;
| image = Backpack_Chargin'_Targe.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = A very small portion of high-level players still use this, as it denies them the ability to arrive at midfights first and a fraction of the damage that they could do before, and with many new updates disabling some charge [[scripts]], many find it harder to use without a clear path. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Splendid Screen&lt;br /&gt;
| image = Backpack_Splendid_Screen.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Splendid Screen info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Scottish Resistance&lt;br /&gt;
| image = Backpack_Scottish_Resistance.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = ScoRes info &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Bottle&lt;br /&gt;
| image = Backpack_Bottle.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 = Stock melee info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Pain Train&lt;br /&gt;
| image = Backpack_Pain_Train.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 Pain Train lets you cap at 2x speed, but gives you a 10% vulnerability to bullets. Many Demomen use the Pain Train in [[Stopwatch]] games on Offense to maximize cap time and therefore also their team's chances of having the faster time.  10% vulnerability to bullets effectively means that an unbuffed demo fighting a scout starts with 158 base hp instead of 175.  This is a very small difference (and not enough to kill the demo in a single sniper headshot), so the weapon is generally considered a near upgrade.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Ullapool Caber&lt;br /&gt;
| image = Backpack_Ullapool_Caber.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 = Caber info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Eyelander&lt;br /&gt;
| image = Backpack_Eyelander.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Often used in combination with booties as the 25 health reduction is debilitating for some, the Eyelander has one of the largest melee ranges in the game. It grants an extra 15 health with each kill with it. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Scotsman's Skullcutter&lt;br /&gt;
| image = Backpack_Scotsman's_Skullcutter.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = HEAVY AXE info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Claidheamh Mor&lt;br /&gt;
| image = Backpack_Claidheamh_Mòr.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Claymore info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Persian Persuader&lt;br /&gt;
| image = Backpack_Persian_Persuader.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = While the ammo to health conversion may help in some situations, it becomes impossible to use stickies to spam chokes as you quickly run out.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman&amp;diff=1757</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman&amp;diff=1757"/>
		<updated>2013-07-03T22:00:28Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: added pain train desc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Demoman is the fourth class of Team Fortress 2, and is labelled as a &amp;quot;Defensive&amp;quot; class by Valve. However, due to the variety of projectile weapons available to him, a Demoman can be highly versatile, able to both lead offensive pushes or to defend a given area. His role comprises area denial, choke spamming and control, and crowd control. The blast radius of his weapons makes him a ready counter to the Engineer's buildings, while he himself is opposed by most close-combat classes. A good Demoman can hold off an entire team with well-timed and well-placed spam. On 5CP and KOTH maps, he is most often the first to arrive at the midfight due to the use of Stickybomb Jumps, which allow for a high mobility over long distances. He possesses both the highest DPS in the game (using the Stickybomb Launcher) and the third-highest hitpoints.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Demoman (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his [http://comp.tf/wiki/Spamming spamming] abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can get him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demo is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Demoman (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
Similar to the role of the 6s Demoman, the Highlander Demoman is expected to deal high amounts of damage to an enemy team. The core evaluation of a Demoman, therefore, is in his total damage output. The Stickybomb Launcher possesses the highest DPS of any weapon in the game, while the Grenade Launcher can incur upwards of one hundred damage per hit. With 175 hitpoints, the Demoman has a moderate survivability rate, though it should be noted that he may be damaged by the blast radius of his own projectiles and thus should take care when detonating them at close range. Though he is somewhat slower than other classes, moving at approximately 90% the speed of a Pyro (the baseline speed for Team Fortress 2 classes), he makes up for this lower mobility through the use of Stickybomb Jumping, which allows him to cover large distances by exploding a Stickybomb beneath him and Crouch Jumping in the desired direction. This method is both faster and longer-ranged than Rocket Jumping, although the Demoman does take more damage (a loss of approximately 70 hitpoints) through its use.&lt;br /&gt;
&lt;br /&gt;
The Demoman is most traditionally part of the Highlander Combo, alongside the Medic, Pyro, and Heavy. When using the Ubercharge, he is often the recipient on Payload or A/D maps, where it is necessary to use his Stickybombs to take down a Level Three Sentry; otherwise, he is responsible for cleaning up any weakened enemies left alive after the initial push. If the Medic is using the Kritzkrieg, the Demoman is nearly always the primary recipient due to the high blast radius and damage output of his projectiles when under the influence of a Kritzkrieg charge; a Kritzed Stickybomb can kill any class in one hit, excepting an overhealed Heavy. Thus, the Demoman is the main pocket of the Medic on KOTH and 5CP maps such as Viaduct or Gullywash due to the popularity and viability of the Kritzkrieg on such maps.&lt;br /&gt;
&lt;br /&gt;
Stickybomb traps, while not as useful as in less-organized formats (both due to the Pyro's air blast and to metagame predictions of popular trap locations, such as outside BLU spawn on Upward), do allow the Demoman some defensive skill, especially as the mere threat of a trap can influence the movement and strategy of the opposing team. Through projectile spam or traps, a good Demoman can control choke points while causing long-range distance to the enemy. In a manner similar to the Heavy, the Demoman also exercises a large amount of area control; however, while the Heavy controls a certain area within range of his Minigun, a Demoman can control the movement of enemy classes between different areas, and can therefore force an opposing team into a much less strategic placement.&lt;br /&gt;
&lt;br /&gt;
The Demoman is most accomplished at mid- and long-range combat, and thus is most readily opposed by classes such as the Scout and Pyro, both of which excel at close-range combat. The latter is especially dangerous to a Demoman, as the Pyro's airblast is capable of reflecting any one of the Demoman's projectile weapons. There are currently no hitscan weapons available for use by a Demoman. Close-range combat and overall survivability can be improved by the creation of a &amp;quot;Demoknight,&amp;quot; most often through exchanging the Stickybomb Launcher for the Chargin' Targe or other similar tool alongside the use of the Eyelander or Scotsman's Skullcutter. However, this reduces the Demoman's utility on a Highlander team, as the resultant weapons set makes him most useful as a high-mortality pick class while simultaneously reducing the ability of a team to output high amounts of damage or to take down an Engineer's buildings.&lt;br /&gt;
&lt;br /&gt;
== Primary ==&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Grenade Launcher&lt;br /&gt;
| image = Backpack_Grenade_Launcher.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 = Recommended for medium to close range. A single grenade (or &amp;quot;pill&amp;quot;) can do 102 damage when it is a direct hit. It can vary between 102 and 99 depending on how close of a direct hit the pill is. It is often used to spam chokes when the demo already has a sticky trap set up, and because pills are tangible they can roll across the ground if they have not hit someone directly before touching the wall or floor or ceiling (these are often called rollers). Rollers can do 35 to 70 damage depending on the distance from the person they are near.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Ali Baba's Wee Booties&lt;br /&gt;
| image = Backpack_Ali_Baba's_Wee_Booties.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 Ali Baba's Wee Booties increase the demoman's health from 175 to 200, allowing him to take more spam and survive for longer. Many demomen wear the item because their grenade aim is off or bad, or for kritzkrieg pushes in order to stay alive longer without invulnerability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Loch-n-Load&lt;br /&gt;
| image = Backpack_Loch-n-Load.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 = Most demomen do not use the Loch because of its required high-accuracy aim and also because of the heightened splash damage taken from a close range pill, but also because other players not hit by it do not take splash damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Loose Cannon&lt;br /&gt;
| image = Backpack_Loose_Cannon.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 Loose Cannon is rarely used in competitive, it lacks the damage potential of a grenade launcher both up close and at long range. The cannonballs do 16-48 splash damage after they hit the ground, compared to 22-64 of the grenade launcher.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Secondary ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Stickybomb Launcher&lt;br /&gt;
| image = Backpack_Stickybomb_Launcher.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 = This is the most versatile weapon for the demoman, and almost all upper-level competitive demomen swear by it. It can be used for almost any range, from close to medium to far, because of its charging ability. A single stickybomb (mostly referred to as a &amp;quot;sticky&amp;quot;) will do 135 damage maximum and 20 damage minimum depending on the distance of the enemy player. By holding down the left click button, the demoman can charge a sticky in order to fire it farther, proportional to the amount of time charged. Many use this for area denial by spamming long-range stickies through a choke point that is too long for pills to reach. It is also used to plant a &amp;quot;stickytrap&amp;quot;, a small, packed together group of stickies on a wall outside of a choke point that is detonated when a team pushes through, dealing high amounts of damage. Some well-placed stickytraps can often go unseen and may even kill multiple enemies. It is also used for sticky-jumps, where the player places a sticky under their feet and detonates it to propel them in a certain direction at high-speeds. The minimum damage from a successful stickyjump a player can take is 45, and can do around 100 damage max (often resulting in a failed stickyjump.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Sticky Jumper&lt;br /&gt;
| image = Backpack_Sticky_Jumper.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 Sticky Jumper can be used in combination with the Ullapool Caber to attempt [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=efQ_CJOLLuY#t=1094s a pick on the medic or other important class]. It is occasionally used as a way of flanking the other team. Usage of this weapon is typically in desperation to rush to the point, or simply &amp;quot;trolling&amp;quot; the other team. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Chargin' Targe&lt;br /&gt;
| image = Backpack_Chargin'_Targe.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = A very small portion of high-level players still use this, as it denies them the ability to arrive at midfights first and a fraction of the damage that they could do before, and with many new updates disabling some charge [[scripts]], many find it harder to use without a clear path. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Splendid Screen&lt;br /&gt;
| image = Backpack_Splendid_Screen.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Splendid Screen info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Scottish Resistance&lt;br /&gt;
| image = Backpack_Scottish_Resistance.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = ScoRes info &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Bottle&lt;br /&gt;
| image = Backpack_Bottle.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 = Stock melee info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Pain Train&lt;br /&gt;
| image = Backpack_Pain_Train.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 Pain Train lets you cap at 2x speed, but gives you a 10% vulnerability to bullets. Many Demomen use the Pain Train in [[Stopwatch]] games on Offense to maximize cap time and therefore also his team's chances of having the faster time.  10% vulnerability to bullets effectively means that an unbuffed demo fighting a scout starts with 158 base hp instead of 175.  This is a very small difference (and not enough to kill the demo in a single sniper headshot), so the weapon is generally considered a near upgrade.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Ullapool Caber&lt;br /&gt;
| image = Backpack_Ullapool_Caber.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 = Caber info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Eyelander&lt;br /&gt;
| image = Backpack_Eyelander.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Often used in combination with booties as the 25 health reduction is debilitating for some, the Eyelander has one of the largest melee ranges in the game. It grants an extra 15 health with each kill with it. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Scotsman's Skullcutter&lt;br /&gt;
| image = Backpack_Scotsman's_Skullcutter.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = HEAVY AXE info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Claidheamh Mor&lt;br /&gt;
| image = Backpack_Claidheamh_Mòr.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Claymore info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Persian Persuader&lt;br /&gt;
| image = Backpack_Persian_Persuader.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = While the ammo to health conversion may help in some situations, it becomes impossible to use stickies to spam chokes as you quickly run out.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:Demoman&amp;diff=1746</id>
		<title>Talk:Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:Demoman&amp;diff=1746"/>
		<updated>2013-07-03T21:54:28Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: /* - */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Demo does not really fill the role of crowd control: http://en.wikipedia.org/wiki/Crowd_control_(video_gaming). According to that page, pyro is CC, not demoman.&lt;br /&gt;
&lt;br /&gt;
In HL, the role of Area Denial is filled by many classes already. His role in HL is dealing damage alongside the heavy. Thats it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==-==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He is the first to the midfight because of the high damage he can do&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is not what because means.&lt;br /&gt;
&lt;br /&gt;
==-==&lt;br /&gt;
&lt;br /&gt;
Just revise/rewrote the Highlander summary. Feel free to let me know what you think.&lt;br /&gt;
-Whooves&lt;br /&gt;
&lt;br /&gt;
==-==&lt;br /&gt;
Im the one who wrote the older HL section. There is some wrong information in this iteration (specifically the DPS of the sticky launcher). But the main issue i have is that you include quite a bit of unnecessary information. you include sections about the mechanics of the Demoman, but that is not needed in the Highlander section. &lt;br /&gt;
&lt;br /&gt;
Your sections about his roles on different maps is ambitious, but unnecessary. Demoman is similar to the sniper in HL. His damage is always the most useful thing he can bring to the team. His playstyle does not change significantly from map to map. &lt;br /&gt;
&lt;br /&gt;
You go into the different uses of the demoman. A section on Kritzkrieg + demo has value, i think. Your section on traps can be much shorter (Traps arent used very often, but when they are, provide a defensive advantage, or can result in a sneaky pick). &lt;br /&gt;
&lt;br /&gt;
Dont need to talk about scout and pyro counters. Maybe only mention that scout is the traditional counter to demoman.&lt;br /&gt;
&lt;br /&gt;
DEFINITELY dont need to mention he has no hitscan weapons. Dont talk about demoknight if it isnt in the context of Comp HL. You could say something like &amp;quot;Some players and teams have experimented with using the Demo's shields, but often to little success. This strategy is reliant upon using a Charge Turning Script, which are banned in some leagues. Demoknight often fills a role similar to roaming soldiers, leaving heavies to fill the role of damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Overall, i liked my version better, but i dont know how to revert it.&lt;br /&gt;
-Radman&lt;br /&gt;
&lt;br /&gt;
[Just so you know, no leagues ban the targe script.  banning scripts would be incredibly controversial. --[[User:Koobadoobs|Koobadoobs]] ([[User talk:Koobadoobs|talk]]) 22:54, 3 July 2013 (WEST)]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:Demoman&amp;diff=1745</id>
		<title>Talk:Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:Demoman&amp;diff=1745"/>
		<updated>2013-07-03T21:54:14Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: /* - */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Demo does not really fill the role of crowd control: http://en.wikipedia.org/wiki/Crowd_control_(video_gaming). According to that page, pyro is CC, not demoman.&lt;br /&gt;
&lt;br /&gt;
In HL, the role of Area Denial is filled by many classes already. His role in HL is dealing damage alongside the heavy. Thats it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==-==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He is the first to the midfight because of the high damage he can do&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is not what because means.&lt;br /&gt;
&lt;br /&gt;
==-==&lt;br /&gt;
&lt;br /&gt;
Just revise/rewrote the Highlander summary. Feel free to let me know what you think.&lt;br /&gt;
-Whooves&lt;br /&gt;
&lt;br /&gt;
==-==&lt;br /&gt;
Im the one who wrote the older HL section. There is some wrong information in this iteration (specifically the DPS of the sticky launcher). But the main issue i have is that you include quite a bit of unnecessary information. you include sections about the mechanics of the Demoman, but that is not needed in the Highlander section. &lt;br /&gt;
&lt;br /&gt;
Your sections about his roles on different maps is ambitious, but unnecessary. Demoman is similar to the sniper in HL. His damage is always the most useful thing he can bring to the team. His playstyle does not change significantly from map to map. &lt;br /&gt;
&lt;br /&gt;
You go into the different uses of the demoman. A section on Kritzkrieg + demo has value, i think. Your section on traps can be much shorter (Traps arent used very often, but when they are, provide a defensive advantage, or can result in a sneaky pick). &lt;br /&gt;
&lt;br /&gt;
Dont need to talk about scout and pyro counters. Maybe only mention that scout is the traditional counter to demoman.&lt;br /&gt;
&lt;br /&gt;
DEFINITELY dont need to mention he has no hitscan weapons. Dont talk about demoknight if it isnt in the context of Comp HL. You could say something like &amp;quot;Some players and teams have experimented with using the Demo's shields, but often to little success. This strategy is reliant upon using a Charge Turning Script, which are banned in some leagues. Demoknight often fills a role similar to roaming soldiers, leaving heavies to fill the role of damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Overall, i liked my version better, but i dont know how to revert it.&lt;br /&gt;
-Radman&lt;br /&gt;
[Just so you know, no leagues ban the targe script.  banning scripts would be incredibly controversial. --[[User:Koobadoobs|Koobadoobs]] ([[User talk:Koobadoobs|talk]]) 22:54, 3 July 2013 (WEST)]&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Editors_To_Do_List&amp;diff=1463</id>
		<title>Editors To Do List</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Editors_To_Do_List&amp;diff=1463"/>
		<updated>2013-07-03T15:23:37Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: added history of leagues&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for anyone who wishes to help expand this project by writing new pages or adding more to existing pages.  If you would like to take an item as a personal project, sign your name next to it with 4 tildes (~).  If we are missing anything here that should be covered by this wiki, please add it to the list.  Thanks! --[[User:Koobadoobs|Koobadoobs]] ([[User talk:Koobadoobs|talk]]) 18:58, 2 July 2013 (WEST)&lt;br /&gt;
&lt;br /&gt;
== To Do List ==&lt;br /&gt;
&lt;br /&gt;
===Long Term/Large Projects===&lt;br /&gt;
&lt;br /&gt;
* Updating current league maps on homepage every week &lt;br /&gt;
&lt;br /&gt;
* Pictures + '''competitively-focused descriptions''' of each weapon on its class's page. !!!&lt;br /&gt;
&lt;br /&gt;
* Full Descriptions, Strategy Guides, Links to Useful Assets, etc. for each class in both their Highlander and 6v6 sections.&lt;br /&gt;
&lt;br /&gt;
* More Glossary Terms (This one pretty much never ends.  Just keep adding things.)&lt;br /&gt;
&lt;br /&gt;
* Finishing all the map pages (wait on this until we agree on a template) !!!&lt;br /&gt;
&lt;br /&gt;
* Pages for every weapon?&lt;br /&gt;
&lt;br /&gt;
* Finish pages for each League&lt;br /&gt;
&lt;br /&gt;
* Expand stubs !!!&lt;br /&gt;
&lt;br /&gt;
* A complete history of leagues by season (begun by Drought already)&lt;br /&gt;
&lt;br /&gt;
===Short Term/Small Projects===&lt;br /&gt;
&lt;br /&gt;
* A better format for item boxes/descriptions, 1 column just doesn't work&lt;br /&gt;
&lt;br /&gt;
* An image for the &amp;quot;Others&amp;quot; section on the main page's comp formats table&lt;br /&gt;
&lt;br /&gt;
* A template/agreed-upon-format for Map pages !!!&lt;br /&gt;
** '''Relevant:''' [[Template:Lowercase title]] is a template which formats the title of a page with the first char lowered. A port from Wikipedia doesn't seem to work.&lt;br /&gt;
&lt;br /&gt;
* An Editing Style Guide to keep everything looking nice and minimize revisions !!! [I'll start this, but others should definitely check that I don't miss anything --[[User:Koobadoobs|Koobadoobs]] ([[User talk:Koobadoobs|talk]]) 18:58, 2 July 2013 (WEST)]&lt;br /&gt;
&lt;br /&gt;
* [[Template:Atbox]] &amp;lt;-- is a prerequisite for all the good template boxes -- &amp;quot;Marked for Deletion&amp;quot;, &amp;quot;This article is a stub&amp;quot;, [http://wiki.teamfortress.com/wiki/Template:Competitive_nav &amp;quot;~These~&amp;quot;] I ([[User:maxim]]) can't seem to correctly port this from any other wiki!&lt;br /&gt;
&lt;br /&gt;
!!! &amp;lt;-- these are the most urgent items.  Even if you can't complete them, just adding anything helpful gets us one step closer.&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Movement&amp;diff=1462</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Movement&amp;diff=1462"/>
		<updated>2013-07-03T15:20:23Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: small edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Speed == &lt;br /&gt;
Speed is measured using hammer units / sec. The standard is 300 hu/sec, or 100%. This is the speed of the Pyro, Sniper, Engineer, and Spy. Note that speed while moving backwards is 90% of what it would be otherwise, and while crouched it becomes 33% &lt;br /&gt;
=== Scout === &lt;br /&gt;
Default: '''133%''' &lt;br /&gt;
&lt;br /&gt;
Baby Face's Blaster, uncharged: '''87%''' &lt;br /&gt;
&lt;br /&gt;
Baby Face's Blaster, charged: '''172%''' &lt;br /&gt;
&lt;br /&gt;
With Crit-A-Cola effect: '''167%'''&lt;br /&gt;
&lt;br /&gt;
=== Soldier === &lt;br /&gt;
Default: '''80%''' &lt;br /&gt;
&lt;br /&gt;
Escape Plan, 121-160 [[Health]]: '''88%''' &lt;br /&gt;
&lt;br /&gt;
Escape Plan, 81-120 Health: '''96%''' &lt;br /&gt;
&lt;br /&gt;
Escape Plan, 41-80 Health: '''112%''' &lt;br /&gt;
&lt;br /&gt;
Escape Plan, under 40 Health: '''128%''' &lt;br /&gt;
&lt;br /&gt;
=== Pyro === &lt;br /&gt;
Default: 100% &lt;br /&gt;
&lt;br /&gt;
With Gas Jockey's Gear set: '''110%'''&lt;br /&gt;
&lt;br /&gt;
=== Demoman === &lt;br /&gt;
Default: '''93%''' &lt;br /&gt;
&lt;br /&gt;
With Head-Taking Sword equipped and 1 head: '''101%''' &lt;br /&gt;
&lt;br /&gt;
With Head-Taking Sword equipped and 2 heads: '''108%''' &lt;br /&gt;
&lt;br /&gt;
With Head-Taking Sword equipped and 3 heads: '''116%''' &lt;br /&gt;
&lt;br /&gt;
With Head-Taking Sword equipped and 4+ heads: '''123% ''' &lt;br /&gt;
&lt;br /&gt;
With Scotsman's Skullcutter equiped: '''73%''' &lt;br /&gt;
&lt;br /&gt;
Charging with Chargin' Targe or Splendid Screen: '''250%''' &lt;br /&gt;
&lt;br /&gt;
=== Heavy === &lt;br /&gt;
Default: '''77%''' &lt;br /&gt;
&lt;br /&gt;
While Minigun is spun up: '''37%''' &lt;br /&gt;
&lt;br /&gt;
While Brass Beast is spun up: '''15%''' &lt;br /&gt;
&lt;br /&gt;
Wielding Gloves of Running Urgently: '''100%''' &lt;br /&gt;
&lt;br /&gt;
=== Engineer ===&lt;br /&gt;
Default: '''100%'''&lt;br /&gt;
&lt;br /&gt;
While hauling a [[building]]: '''75%'''&lt;br /&gt;
&lt;br /&gt;
=== Medic ===&lt;br /&gt;
Default: '''107%'''&lt;br /&gt;
&lt;br /&gt;
Wielding [[Overdose]] at 100% charge: '''117%'''&lt;br /&gt;
&lt;br /&gt;
Healing a [[Scout]] with Quick-Fix: '''133%'''&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
Default: '''100%'''&lt;br /&gt;
&lt;br /&gt;
With a Rifle zoomed in: '''27%'''&lt;br /&gt;
&lt;br /&gt;
With Huntsman drawn: '''53%'''&lt;br /&gt;
&lt;br /&gt;
=== Spy ===&lt;br /&gt;
Default: '''100%'''&lt;br /&gt;
&lt;br /&gt;
Disguised as [[Heavy]]: '''77%'''&lt;br /&gt;
&lt;br /&gt;
Disguised as [[Soldier]]: '''80%'''&lt;br /&gt;
&lt;br /&gt;
Disguised as [[Demoman]]: '''93%'''&lt;br /&gt;
&lt;br /&gt;
All other disguises: '''100%'''&lt;br /&gt;
&lt;br /&gt;
== Other Movement Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Crouch Jumping ===&lt;br /&gt;
Crouch jumping is the basic technique of pressing crouch while jumping. Crouch Jumping moves the player model an additional hammer unit up, and can allow access to things otherwise unacceptable by basic jumping.&lt;br /&gt;
&lt;br /&gt;
=== Double Jump ===&lt;br /&gt;
When in the air as Scout, pressing jump again gives an additional midair jump. This is useful for manoeuvring around maps or dodging and confusing enemies.&lt;br /&gt;
&lt;br /&gt;
=== Boston Basher Jump ===&lt;br /&gt;
A Scout is able to use the knockback of self damage from the Boston Basher along with his jump in order to increase the height and length of his jump. This is useful for climbing things like the spire on [[cp_badlands|badlands]].&lt;br /&gt;
&lt;br /&gt;
=== Rocket Jump ===&lt;br /&gt;
''Main article: [[Rocket Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Soldiers can shoot a rocket near themselves to achieve height or speed through the air. This can be useful for running towards a battle, obtaining [[height advantage]], attacking players, or fleeing to safety. There are multiple jump techniques to help Soldiers achieve more speed or height. [[Gunboats]] causes Soldiers to take 60% less damage while rocket jumping.&lt;br /&gt;
&lt;br /&gt;
=== Sticky Jump ===&lt;br /&gt;
''Main article: [[Sticky Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Demomen can also detonate a sticky near their feet for a boost. This causes more self-damage than a Soldier's rocket jump, but also provides a bigger boost. A Demoman will sticky jump during a [[rollout]], fleeing, or attacking.&lt;br /&gt;
&lt;br /&gt;
=== Sentry Jump ===&lt;br /&gt;
There are two types of Sentry Jumping; Sentry Rocket Jumping and Bullet Jumping. Using the Wrangler and a level 3 sentry, the [[Engineer]] can shoot his sentry's rockets at his own feet, propelling him into the air like a regular rocket jump.  By quickly switching to a different weapon and rightclicking on his sentry, he can bring the building with him to build in unexpected places. Bullet Jumping can be done with any level sentry, along with mini-sentries. Bullet Jumping is the act of using the knockback from the damage received from sentry bullets to propel the Engineer. Bullet Jumping is useful when running mini-sentries or when a sentry is at level one or two for making short leaps such as onto the roof of [[cp_gravelpit]] B-Point or the balcony of [[koth_arctic]].&lt;br /&gt;
[http://www.youtube.com/watch?v=MgNI36HPTY0 Click here for a video demonstrating sentry jumping]&lt;br /&gt;
&lt;br /&gt;
=== Explosive Surfing ===&lt;br /&gt;
Any class is capable of timing a jump with an enemy's projectile and using it to their advantage. This is a common practice among Medics, who often surf away from damage and to the safety of their team.&lt;br /&gt;
&lt;br /&gt;
One particular example of this: http://youtu.be/2IcWmpkjMKo?t=4m5s&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Movement&amp;diff=1461</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Movement&amp;diff=1461"/>
		<updated>2013-07-03T15:19:24Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: thirdperson thirdperson thirdperson&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Speed == &lt;br /&gt;
Speed is measured using hammer units / sec. The standard is 300 hu/sec, or 100%. This is the speed of the Pyro, Sniper, Engineer, and Spy. Note that speed while moving backwards is 90% of what it would be otherwise, and while crouched it becomes 33% &lt;br /&gt;
=== Scout === &lt;br /&gt;
Default: '''133%''' &lt;br /&gt;
&lt;br /&gt;
Baby Face's Blaster, uncharged: '''87%''' &lt;br /&gt;
&lt;br /&gt;
Baby Face's Blaster, charged: '''172%''' &lt;br /&gt;
&lt;br /&gt;
With Crit-A-Cola effect: '''167%'''&lt;br /&gt;
&lt;br /&gt;
=== Soldier === &lt;br /&gt;
Default: '''80%''' &lt;br /&gt;
&lt;br /&gt;
Escape Plan, 121-160 [[Health]]: '''88%''' &lt;br /&gt;
&lt;br /&gt;
Escape Plan, 81-120 Health: '''96%''' &lt;br /&gt;
&lt;br /&gt;
Escape Plan, 41-80 Health: '''112%''' &lt;br /&gt;
&lt;br /&gt;
Escape Plan, under 40 Health: '''128%''' &lt;br /&gt;
&lt;br /&gt;
=== Pyro === &lt;br /&gt;
Default: 100% &lt;br /&gt;
&lt;br /&gt;
With Gas Jockey's Gear set: '''110%'''&lt;br /&gt;
&lt;br /&gt;
=== Demoman === &lt;br /&gt;
Default: '''93%''' &lt;br /&gt;
&lt;br /&gt;
With Head-Taking Sword equipped and 1 head: '''101%''' &lt;br /&gt;
&lt;br /&gt;
With Head-Taking Sword equipped and 2 heads: '''108%''' &lt;br /&gt;
&lt;br /&gt;
With Head-Taking Sword equipped and 3 heads: '''116%''' &lt;br /&gt;
&lt;br /&gt;
With Head-Taking Sword equipped and 4+ heads: '''123% ''' &lt;br /&gt;
&lt;br /&gt;
With Scotsman's Skullcutter equiped: '''73%''' &lt;br /&gt;
&lt;br /&gt;
Charging with Chargin' Targe or Splendid Screen: '''250%''' &lt;br /&gt;
&lt;br /&gt;
=== Heavy === &lt;br /&gt;
Default: '''77%''' &lt;br /&gt;
&lt;br /&gt;
While Minigun is spun up: '''37%''' &lt;br /&gt;
&lt;br /&gt;
While Brass Beast is spun up: '''15%''' &lt;br /&gt;
&lt;br /&gt;
Wielding Gloves of Running Urgently: '''100%''' &lt;br /&gt;
&lt;br /&gt;
=== Engineer ===&lt;br /&gt;
Default: '''100%'''&lt;br /&gt;
&lt;br /&gt;
While hauling a [[building]]: '''75%'''&lt;br /&gt;
&lt;br /&gt;
=== Medic ===&lt;br /&gt;
Default: '''107%'''&lt;br /&gt;
&lt;br /&gt;
Wielding [[Overdose]] at 100% charge: '''117%'''&lt;br /&gt;
&lt;br /&gt;
Healing a [[Scout]] with Quick-Fix: '''133%'''&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
Default: '''100%'''&lt;br /&gt;
&lt;br /&gt;
With a Rifle zoomed in: '''27%'''&lt;br /&gt;
&lt;br /&gt;
With Huntsman drawn: '''53%'''&lt;br /&gt;
&lt;br /&gt;
=== Spy ===&lt;br /&gt;
Default: '''100%'''&lt;br /&gt;
&lt;br /&gt;
Disguised as [[Heavy]]: '''77%'''&lt;br /&gt;
&lt;br /&gt;
Disguised as [[Soldier]]: '''80%'''&lt;br /&gt;
&lt;br /&gt;
Disguised as [[Demoman]]: '''93%'''&lt;br /&gt;
&lt;br /&gt;
All other disguises: '''100%'''&lt;br /&gt;
&lt;br /&gt;
== Other Movement Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Crouch Jumping ===&lt;br /&gt;
Crouch jumping is the basic technique of pressing crouch while jumping. Crouch Jumping moves the player model an additional hammer unit up, and can allow access to things otherwise unacceptable by basic jumping.&lt;br /&gt;
&lt;br /&gt;
=== Double Jump ===&lt;br /&gt;
When in the air as Scout, pressing jump again gives an additional midair jump. This is useful for manoeuvring around maps or dodging and confusing enemies.&lt;br /&gt;
&lt;br /&gt;
=== Boston Basher Jump ===&lt;br /&gt;
A Scout is able to use the knockback of self damage from the Boston Basher along with his jump in order to increase the height and length of his jump. This is useful for climbing things like the spire on [[cp_badlands|badlands]].&lt;br /&gt;
&lt;br /&gt;
=== Rocket Jump ===&lt;br /&gt;
''Main article: [[Rocket Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Soldiers can shoot a rocket near themselves to achieve height or speed through the air. This can be useful for running towards a battle, obtaining [[height advantage]], attacking players, or fleeing to safety. There are multiple jump techniques to help Soldiers achieve more speed or height. [[Gunboats]] causes Soldiers to take 60% less damage while rocket jumping.&lt;br /&gt;
&lt;br /&gt;
=== Sticky Jump ===&lt;br /&gt;
''Main article: [[Sticky Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Demomen can also detonate a sticky near their feet for a boost. This causes more self-damage than a Soldier's rocket jump, but also provides a bigger boost. A Demoman will sticky jump during a [[rollout]], fleeing, or attacking.&lt;br /&gt;
&lt;br /&gt;
=== Sentry Jump ===&lt;br /&gt;
There are two types of Sentry Jumping; Sentry Rocket Jumping and Bullet Jumping. Using the Wrangler and a level 3 sentry, the [[Engineer]] can shoot his sentry's rockets at his own feet, propelling him into the air like a regular rocket jump.  By quickly switching to a different weapon and rightclicking on his sentry, he can bring the building with him to build in unexpected places. Bullet Jumping can be done with any level sentry, along with mini-sentries. Bullet Jumping is the act of using the knockback from the damage received from sentry bullets to propel the Engineer. Bullet Jumping is useful when running mini-sentries or when a sentry is at level one or two for making short leaps such as onto the roof of [[cp_gravelpit]] B-Point or the balcony of [[koth_arctic]].&lt;br /&gt;
[http://www.youtube.com/watch?v=MgNI36HPTY0 Click here for a video demonstrating sentry rocket jumping]&lt;br /&gt;
&lt;br /&gt;
=== Explosive Surfing ===&lt;br /&gt;
Any class is capable of timing a jump with an enemy's projectile and using it to their advantage. This is a common practice among Medics, who often surf away from damage and to the safety of their team.&lt;br /&gt;
&lt;br /&gt;
One particular example of this: http://youtu.be/2IcWmpkjMKo?t=4m5s&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=1460</id>
		<title>Engineer (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer_(Highlander)&amp;diff=1460"/>
		<updated>2013-07-03T15:16:10Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: thirdperson, various other tweaks to wording&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. Engineer has a diverse array of tools available to him allowing for many different playstyles. The Eureka Effect and Rescue Ranger both give Engineer new advantages and playstyles but can also hinder his core mechanics (such as being able to move his sentry or defend himself with a shotgun). Therefore in the true spirit of the class, experimentation and innovation can sometimes reap his team huge benefits and throw the enemy team off their gameplan. Deathmatch-proficient engineers are sometimes known for running Gunslinger minisentries on Defense. This is something an Engineer should practice and discuss with his team before implementing in a match, as many teams depend on a larger sentry to tank ubers, and using the Gunslinger pushes the Engineer away from the combo towards the flank where he can't help against an Uber. However it is a noteworthy option on last ditch defenses when there is no time to build up another level 2/3 sentry. However, in changing melee weapons, all buildings are destroyed, so it is sometimes better to stick with the wrench to keep up a vital teleporter or dispenser.&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>Koobadoobs</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Movement&amp;diff=1456</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Movement&amp;diff=1456"/>
		<updated>2013-07-03T15:00:34Z</updated>

		<summary type="html">&lt;p&gt;Koobadoobs: Speak in the THIRD PERSON&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Speed == &lt;br /&gt;
Speed is measured using hammer units / sec. The standard is 300 hu/sec, or 100%. This is the speed of the Pyro, Sniper, Engineer, and Spy. Note that speed while moving backwards is 90% of what it would be otherwise, and while crouched it becomes 33% &lt;br /&gt;
=== Scout === &lt;br /&gt;
Default: '''133%''' &lt;br /&gt;
&lt;br /&gt;
Baby Face's Blaster, uncharged: '''87%''' &lt;br /&gt;
&lt;br /&gt;
Baby Face's Blaster, charged: '''172%''' &lt;br /&gt;
&lt;br /&gt;
With Crit-A-Cola effect: '''167%'''&lt;br /&gt;
&lt;br /&gt;
=== Soldier === &lt;br /&gt;
Default: '''80%''' &lt;br /&gt;
&lt;br /&gt;
Escape Plan, 121-160 [[Health]]: '''88%''' &lt;br /&gt;
&lt;br /&gt;
Escape Plan, 81-120 Health: '''96%''' &lt;br /&gt;
&lt;br /&gt;
Escape Plan, 41-80 Health: '''112%''' &lt;br /&gt;
&lt;br /&gt;
Escape Plan, under 40 Health: '''128%''' &lt;br /&gt;
&lt;br /&gt;
=== Pyro === &lt;br /&gt;
Default: 100% &lt;br /&gt;
&lt;br /&gt;
With Gas Jockey's Gear set: '''110%'''&lt;br /&gt;
&lt;br /&gt;
=== Demoman === &lt;br /&gt;
Default: '''93%''' &lt;br /&gt;
&lt;br /&gt;
With Head-Taking Sword equipped and 1 head: '''101%''' &lt;br /&gt;
&lt;br /&gt;
With Head-Taking Sword equipped and 2 heads: '''108%''' &lt;br /&gt;
&lt;br /&gt;
With Head-Taking Sword equipped and 3 heads: '''116%''' &lt;br /&gt;
&lt;br /&gt;
With Head-Taking Sword equipped and 4+ heads: '''123% ''' &lt;br /&gt;
&lt;br /&gt;
With Scotsman's Skullcutter equiped: '''73%''' &lt;br /&gt;
&lt;br /&gt;
Charging with Chargin' Targe or Splendid Screen: '''250%''' &lt;br /&gt;
&lt;br /&gt;
=== Heavy === &lt;br /&gt;
Default: '''77%''' &lt;br /&gt;
&lt;br /&gt;
While Minigun is spun up: '''37%''' &lt;br /&gt;
&lt;br /&gt;
While Brass Beast is spun up: '''15%''' &lt;br /&gt;
&lt;br /&gt;
Wielding Gloves of Running Urgently: '''100%''' &lt;br /&gt;
&lt;br /&gt;
=== Engineer ===&lt;br /&gt;
Default: '''100%'''&lt;br /&gt;
&lt;br /&gt;
While hauling a [[building]]: '''75%'''&lt;br /&gt;
&lt;br /&gt;
=== Medic ===&lt;br /&gt;
Default: '''107%'''&lt;br /&gt;
&lt;br /&gt;
Wielding [[Overdose]] at 100% charge: '''117%'''&lt;br /&gt;
&lt;br /&gt;
Healing a [[Scout]] with Quick-Fix: '''133%'''&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
Default: '''100%'''&lt;br /&gt;
&lt;br /&gt;
With a Rifle zoomed in: '''27%'''&lt;br /&gt;
&lt;br /&gt;
With Huntsman drawn: '''53%'''&lt;br /&gt;
&lt;br /&gt;
=== Spy ===&lt;br /&gt;
Default: '''100%'''&lt;br /&gt;
&lt;br /&gt;
Disguised as [[Heavy]]: '''77%'''&lt;br /&gt;
&lt;br /&gt;
Disguised as [[Soldier]]: '''80%'''&lt;br /&gt;
&lt;br /&gt;
Disguised as [[Demoman]]: '''93%'''&lt;br /&gt;
&lt;br /&gt;
All other disguises: '''100%'''&lt;br /&gt;
&lt;br /&gt;
== Other Movement Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Double Jump ===&lt;br /&gt;
When in the air as Scout, pressing jump again gives an additional midair jump. This is useful for maneuvering around maps or dodging and confusing enemies.&lt;br /&gt;
&lt;br /&gt;
=== Rocket Jump ===&lt;br /&gt;
''Main article: [[Rocket Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Soldiers can shoot a rocket near themselves to achieve height or speed through the air. This can be useful for running towards a battle, obtaining [[height advantage]], attacking players, or fleeing to safety. There are multiple jump techniques to help Soldiers achieve more speed or height. [[Gunboats]] causes Soldiers to take 60% less damage while rocket jumping.&lt;br /&gt;
&lt;br /&gt;
=== Sticky Jump ===&lt;br /&gt;
''Main article: [[Sticky Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Demomen can also detonate a sticky near their feet for a boost. This causes more self-damage than a Soldier's rocket jump, but also provides a bigger boost. A Demoman will sticky jump during a [[rollout]], fleeing, or attacking.&lt;br /&gt;
&lt;br /&gt;
=== Sentry Jump ===&lt;br /&gt;
Using the Wrangler, the [[Engineer]] can shoot his sentry's rockets at his own feet, propelling him into the air like a regular rocket jump.  By quickly switching to a different weapon and rightclicking on his sentry, he can bring the building with him to build in unexpected places.&lt;br /&gt;
[http://www.youtube.com/watch?v=MgNI36HPTY0 Click here for a video demonstrating sentry jumping]&lt;br /&gt;
&lt;br /&gt;
=== Explosive Surfing ===&lt;br /&gt;
Any class is capable of timing a jump with an enemy's projectile and using it to their advantage. This is a common practice among Medics, who often surf away from damage and to the safety of their team.&lt;br /&gt;
&lt;br /&gt;
One particular example of this: http://youtu.be/2IcWmpkjMKo?t=4m5s&lt;/div&gt;</summary>
		<author><name>Koobadoobs</name></author>
		
	</entry>
</feed>