<?xml version="1.0"?>
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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kreateer</id>
	<title>comp.tf - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kreateer"/>
	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/Kreateer"/>
	<updated>2026-05-05T03:03:41Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.2</generator>
	<entry>
		<id>http://comp.tf/index.php?title=Template:Events&amp;diff=13924</id>
		<title>Template:Events</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Template:Events&amp;diff=13924"/>
		<updated>2015-05-21T14:00:18Z</updated>

		<summary type="html">&lt;p&gt;Kreateer: typo fix on UGC Highlander Season 16&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;right&amp;quot; style=&amp;quot;width: auto;&amp;quot;&lt;br /&gt;
! class=&amp;quot;mainhead&amp;quot; | &amp;lt;span class=&amp;quot;controls&amp;quot;&amp;gt;[&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[{{fullurl:Template:Events|action=edit}} edit]&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; TF2 events&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;infobox right events&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- UPCOMING EVENTS START HERE --&amp;gt;&lt;br /&gt;
! colspan=3 | &amp;lt;div style=&amp;quot;background-color:#eaf5fe;&amp;quot;&amp;gt;Upcoming&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tip_of_the_Hats_icon.png|20px]]&lt;br /&gt;
| [[Tip of the Hats]]&lt;br /&gt;
| &amp;lt;div class=&amp;quot;date&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;start&amp;quot;&amp;gt;September&amp;lt;/div&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;div class=&amp;quot;end&amp;quot;&amp;gt; &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Multiplayicon.png|20px]]&lt;br /&gt;
| Insomnia55 Lan&lt;br /&gt;
| &amp;lt;div class=&amp;quot;date&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;start&amp;quot;&amp;gt;28 Aug&amp;lt;/div&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;div class=&amp;quot;end&amp;quot;&amp;gt;31 Aug&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UGC-Icon.png|20px|link=UGC]]&lt;br /&gt;
| [[UGC]] 4v4 Season 5&lt;br /&gt;
| &amp;lt;div class=&amp;quot;date&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;start&amp;quot;&amp;gt;5 Jun&amp;lt;/div&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;div class=&amp;quot;end&amp;quot;&amp;gt;21 Aug&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UGC-Icon.png|20px|link=UGC]]&lt;br /&gt;
| [[UGC]] 6v6 Season 18&lt;br /&gt;
| &amp;lt;div class=&amp;quot;date&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;start&amp;quot;&amp;gt;3 Jun&amp;lt;/div&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;div class=&amp;quot;end&amp;quot;&amp;gt;19 Aug&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UGC-Icon.png|20px|link=UGC]]&lt;br /&gt;
| [[UGC]] Highlander Season 16&lt;br /&gt;
| &amp;lt;div class=&amp;quot;date&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;start&amp;quot;&amp;gt;1 Jun&amp;lt;/div&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;div class=&amp;quot;end&amp;quot;&amp;gt;17 Aug&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tf2connexionlogo.png|20px|link=TF2Connexion]]&lt;br /&gt;
| [[TF2Connexion]] ODC BBall&lt;br /&gt;
| &amp;lt;div class=&amp;quot;date&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;start&amp;quot;&amp;gt;25 May&amp;lt;/div&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;div class=&amp;quot;end&amp;quot;&amp;gt;25 May&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- ONGOING EVENTS START HERE --&amp;gt;&lt;br /&gt;
! colspan=3 | &amp;lt;div style=&amp;quot;background-color:#ebfeea;&amp;quot;&amp;gt;Ongoing&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tf2connexionlogo.png|20px|link=TF2Connexion]]&lt;br /&gt;
| [[TF2Connexion]] 6v6 Season 15&lt;br /&gt;
| &amp;lt;div class=&amp;quot;date&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;start&amp;quot;&amp;gt;18 May&amp;lt;/div&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;div class=&amp;quot;end&amp;quot;&amp;gt;28 Jun&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ETF2L-Icon.png|20px|link=ETF2L]]&lt;br /&gt;
| [[ETF2L 6v6 Season 21]]&lt;br /&gt;
| &amp;lt;div class=&amp;quot;date&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;start&amp;quot;&amp;gt;17 May&amp;lt;/div&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;div class=&amp;quot;end&amp;quot;&amp;gt;19 July&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:EseaLogo.png|20px|link=ESEA]]&lt;br /&gt;
| [[ESEA]] 6v6 Season 19&lt;br /&gt;
| &amp;lt;div class=&amp;quot;date&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;start&amp;quot;&amp;gt;4 May&amp;lt;/div&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;div class=&amp;quot;end&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ozfortress_icon.png|20px|link=Ozfortress]]&lt;br /&gt;
| [[ozfortress]] OWL Season 13&lt;br /&gt;
| &amp;lt;div class=&amp;quot;date&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;start&amp;quot;&amp;gt;30 Mar&amp;lt;/div&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;div class=&amp;quot;end&amp;quot;&amp;gt;25-31 May&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ETF2L-Icon.png|20px|link=ETF2L]]&lt;br /&gt;
| [[ETF2L]] Highlander Season 8&lt;br /&gt;
| &amp;lt;div class=&amp;quot;date&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;start&amp;quot;&amp;gt;22 Mar&amp;lt;/div&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;div class=&amp;quot;end&amp;quot;&amp;gt;24 May&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LBTF2-Logo.png|20px|link=FBTF]]&lt;br /&gt;
| [[FBTF]] 6v6 Season 11&lt;br /&gt;
| &amp;lt;div class=&amp;quot;date&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;start&amp;quot;&amp;gt;22 Feb&amp;lt;/div&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;div class=&amp;quot;end&amp;quot;&amp;gt;31 May&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- COMPLETED EVENTS START HERE --&amp;gt;&lt;br /&gt;
! colspan=3 | &amp;lt;div style=&amp;quot;background-color:#feeeea;&amp;quot;&amp;gt;Completed&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ETF2L-Icon.png|20px|link=ETF2L]]&lt;br /&gt;
| [[ETF2L]] Scout 1v1 Cup #2&lt;br /&gt;
| &amp;lt;div class=&amp;quot;date&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;start&amp;quot;&amp;gt;8 May&amp;lt;/div&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;div class=&amp;quot;end&amp;quot;&amp;gt;17 May&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FLAN-icon.png|20px]]&lt;br /&gt;
| Florida Lan&lt;br /&gt;
| &amp;lt;div class=&amp;quot;date&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;start&amp;quot;&amp;gt;16 May&amp;lt;/div&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;div class=&amp;quot;end&amp;quot;&amp;gt;16 May&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:AsiaFortress-Icon.png|20px|link=AsiaFortress]] &lt;br /&gt;
| [[AsiaFortress]] Mercenaries Cup 6&lt;br /&gt;
| &amp;lt;div class=&amp;quot;date&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;start&amp;quot;&amp;gt;2 Mar&amp;lt;/div&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;div class=&amp;quot;end&amp;quot;&amp;gt;2 May&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UGC-Icon.png|20px|link=UGC]]&lt;br /&gt;
| [[UGC]] 4v4 Season 4&lt;br /&gt;
| &amp;lt;div class=&amp;quot;date&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;start&amp;quot;&amp;gt;30 Jan&amp;lt;/div&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;div class=&amp;quot;end&amp;quot;&amp;gt;24 April&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UGC-Icon.png|20px|link=UGC]]&lt;br /&gt;
| [[UGC]] 6v6 Season 17&lt;br /&gt;
| &amp;lt;div class=&amp;quot;date&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;start&amp;quot;&amp;gt;28 Jan&amp;lt;/div&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;div class=&amp;quot;end&amp;quot;&amp;gt;22 April&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UGC-Icon.png|20px|link=UGC]]&lt;br /&gt;
| [[UGC]] Highlander Season 15&lt;br /&gt;
| &amp;lt;div class=&amp;quot;date&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;start&amp;quot;&amp;gt;26 Jan&amp;lt;/div&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;div class=&amp;quot;end&amp;quot;&amp;gt;20 April&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Usage ==&lt;br /&gt;
This template displays the events table, with a division between upcoming, ongoing and completed events.&lt;br /&gt;
&lt;br /&gt;
Please read the code carefully and try to understand how it works before updating the template. It is very easy to update, just see the code of the events already added and it's pretty much the same thing save for the image, name and date.&lt;br /&gt;
&lt;br /&gt;
'''After 1 month of being completed events should be completely removed from the Completed tab to make space for new upcoming and ongoing events.'''&lt;br /&gt;
&lt;br /&gt;
=== Template: ===&lt;br /&gt;
Copy this code to the page you wish to add this table to.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Events}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Main page templates]]&lt;br /&gt;
[[Category:Template]]&lt;/div&gt;</summary>
		<author><name>Kreateer</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Getting_Started&amp;diff=13923</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Getting_Started&amp;diff=13923"/>
		<updated>2015-05-21T13:57:54Z</updated>

		<summary type="html">&lt;p&gt;Kreateer: /* Leagues and Tournaments */ added 4v4 to ugc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{needimage}}&lt;br /&gt;
Competitive Team Fortress 2 can be an extremely rewarding and enriching experience, but if a player is starting from scratch, it can be also a bit difficult to grasp the amount of information you will come across. This page aims to help you being integrated into the competitive community and knowing the basics of the game.&lt;br /&gt;
&lt;br /&gt;
== Where to start ==&lt;br /&gt;
First of all, consider choosing a primary '''[[Competitive_Formats|competitive format]]''' or '''[[:Category:Classes|class]]''' you want to start learning. While it is not obligatory to stick to one format or class, and there are numerous players that play different classes and formats, it is advised for a beginner to stick with one until you grasp the basics of the game.&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
It is recommended to be familiar with the metagame, how it works, what you should do and why you should do it, you can consult our '''[[:Category:Mechanics|Mechanics]]''' page which has a very comprehensive explanation of these.&lt;br /&gt;
&lt;br /&gt;
Our '''[[glossary]]''' page also has a very detailed compendium of expressions used commonly in the game.&lt;br /&gt;
&lt;br /&gt;
== Watching competitive ==&lt;br /&gt;
Competitive matches at the top level are often casted by organizations such as '''[[TeamFortressTV]]''' or '''[[eXtv]]''', etc.&lt;br /&gt;
&lt;br /&gt;
These casts provide a valuable resource for newbies eager to learn the game, so it is also recommended you watch VODs or casts of high level games.&lt;br /&gt;
&lt;br /&gt;
Some popular channels that cover matches are:&lt;br /&gt;
* {{Twitch|TeamFortressTV}} {{YouTube|TeamFortressTV}} '''TeamFortress.TV'''&lt;br /&gt;
* {{Twitch|extvesports}} {{YouTube|CommFT}} '''eXtv''' &lt;br /&gt;
* {{Twitch|BlackOutGamingTV}} {{YouTube|BlackOutCasting}} '''BlackOut TV'''&lt;br /&gt;
&lt;br /&gt;
== Leagues and Tournaments ==&lt;br /&gt;
Depending on your location, there are various different leagues, even for the different formats. Some areas even have as many as 2 or 3 leagues, with choices between free to play or pay to play leagues, as well as community run leagues (i.e.: [[ETF2L]]) or professional leagues (i.e.: [[ESEA]]). Some of these organizations also run periodic cups for these gamemodes or even for other gamemodes such as [[Competitive_Formats#BBall|bball]] or [[ultiduo]].&lt;br /&gt;
&lt;br /&gt;
=== Europe ===&lt;br /&gt;
* [[ETF2L]] — 6v6 / Highlander&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4&lt;br /&gt;
* [[The Round Robin|The Round Robin]] — Highlander&lt;br /&gt;
&lt;br /&gt;
=== North America ===&lt;br /&gt;
* [[ESEA]] — 6v6&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4&lt;br /&gt;
* [[The Round Robin|The Round Robin]] — Highlander&lt;br /&gt;
&lt;br /&gt;
=== South America ===&lt;br /&gt;
* [[FBTF]] — 6v6&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4&lt;br /&gt;
&lt;br /&gt;
=== Asia ===&lt;br /&gt;
* [[AsiaFortress]] — 6v6&lt;br /&gt;
&lt;br /&gt;
=== Oceania ===&lt;br /&gt;
* [[ozfortress]] — 6v6 / Highlander&lt;br /&gt;
* [[NZFortress]] — 6v6&lt;br /&gt;
&lt;br /&gt;
== Game Customization / Optimization ==&lt;br /&gt;
Competitive players often customize their game to get the most out of it and to fit it to their playstyle — this includes '''[[Custom HUD|Custom HUDs]]''', '''[[Configs (CFG)|Configs]]''', and even other kinds of '''[[Third-party programs|third-party tools]]'''. If you want to adjust the game to your needs, you should take a look at those pages.&lt;br /&gt;
&lt;br /&gt;
== Other Guides ==&lt;br /&gt;
There are some existing guides made by other community members or organizations that also cover some of the basics of competitive TF2. They also contain very relevant information, so it would be wise to take a look at these:&lt;br /&gt;
* [http://atf2l.org/getting_started ATF2L Getting Started Guide]&lt;br /&gt;
* [http://www.cadred.org/News/Article/157101/ Cadred Getting Started Guide]&lt;br /&gt;
* [http://forums.steampowered.com/forums/showthread.php?t=2610054 Noob's Guide to Finding Competitive Teams]&lt;br /&gt;
* [http://etf2l.org/help/new/ ETF2L 6v6 Newcomer Guide]&lt;br /&gt;
* [http://asiafortress.com/forum/index.php?/topic/1492-getting-started-in-competitive-tf2-a-complete-guide/ AsiaFortress Getting Started Guide]&lt;br /&gt;
* [http://asiafortress.com/forum/index.php?/topic/2154-setting-up-and-customisation/ AsiaFortress Setting Up and Game Costumization Guide]&lt;br /&gt;
* [http://steamcommunity.com/sharedfiles/filedetails/?id=163882605 Introduction to European Highlander] &lt;br /&gt;
* [http://tfscribbles.wordpress.com/2012/02/02/getting-into-competitive-tf2/ Guide to getting into competitive TF2 by Cocktorpedo]&lt;br /&gt;
* [https://www.dropbox.com/s/zintii25xup6ij3/Guide%20to%20ESEA%20final.docx?dl=0 A Beginner's Guide to ESEA by tetromino	]&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Kreateer</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Competitive_Formats&amp;diff=13915</id>
		<title>Competitive Formats</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Competitive_Formats&amp;diff=13915"/>
		<updated>2015-05-21T13:45:15Z</updated>

		<summary type="html">&lt;p&gt;Kreateer: /* 4v4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{needimage}}&lt;br /&gt;
&lt;br /&gt;
== 6v6 ==&lt;br /&gt;
{{Main|6v6}}&lt;br /&gt;
&lt;br /&gt;
6v6 is considered by most to be the staple competitive format, with the most skilled players competing and arguably the most competitive format with the most refined metagame. This format generally utilizes class limits of 2 on all classes save for [[Demo]], [[Medic]], [[Heavy]], which have a class limit of 1 ''(this can vary depending on the league and ruleset of the league)''. 6v6 is mostly played on 5CP maps,as well as King of the Hill (KOTH) and Attack/Defence (A/D) maps.&lt;br /&gt;
&lt;br /&gt;
== Highlander ==&lt;br /&gt;
{{Main|Highlander}}&lt;br /&gt;
&lt;br /&gt;
Highlander, also known as 9v9, is another popular form of TF2. The format is mostly played in [[UGC]] and [[ETF2L]]. This format is played with class limits of 1 for all classes, with far more lenient weapon bans than 6v6 in most cases. Highlander is played on payload, [[King of the Hill|KOTH]], [[5CP]], and A/D maps. This format is generally accepted as the entry format to competitive tf2 as it has less entry barriers and is the format that best emulates pub play.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Offclass 6v6 ===&lt;br /&gt;
A format popularised by the Kritzkast Lo-fi Offclass Cup, where a 6v6 format game is played, but with the Scout, Soldier &amp;amp; Demoman classes being banned from competition. ([http://www.youtube.com/watch?v=bXVLOQA9BK0 Video])&lt;br /&gt;
&lt;br /&gt;
=== Prolander ===&lt;br /&gt;
Prolander is a 6v6 gamemode where each team has, at most, one of any particular class. The gamemode promotes prolific switching between classes as certain situations call for certain resources. Most commonly, a team will run one each of Scout, Soldier, Demoman, Medic, and have two extra players switching between utility classes.&lt;br /&gt;
&lt;br /&gt;
=== Ultiduo ===&lt;br /&gt;
{{Main|Ultiduo}}&lt;br /&gt;
Ultiduo is a competitive format consisting of two players on each team, usually a Soldier and a Medic. The objective is similar to King of the Hill, capture and defend the point from the opposing team. To win, you must run down the timer, which is done so by capturing the point. Since this gamemode consists of only a Soldier and Medic, it is heavily reliant on deathmatch skills.&lt;br /&gt;
&lt;br /&gt;
=== BBall ===&lt;br /&gt;
{{Main|BBall}}&lt;br /&gt;
BBall is often considered the &amp;quot;bar pool&amp;quot; of TF2, as many high and low level players across different leagues play it, and little infrastructure is needed to start games or tournaments in it. The game is played on a replication of a basketball court, with the intel being used as a ball. Players must use a combination of rocket jumping and DM to take the ball from their opponents, and jump into (on top of) their hoop while holding it. The ball initially spawns in the center of the court. When a side scores a point, the intel spawns near the opposite sides hoop, giving the team (to most recently lose a point) an advantage in the next play. The majority of weapons are banned in BBall, usually save for the Original, and in some cases the Escape Plan and Gunboats.&lt;br /&gt;
&lt;br /&gt;
=== MGE ===&lt;br /&gt;
{{Main|MGEMod}}&lt;br /&gt;
The only established form of 1v1 competition in TF2, [[MGE Mod|MGE]] is a mod that offers players the chance to play 1v1 games where the first to a given number of frags (usually 20) is the winner. This format is more popular among Soldiers, and less commonly among Scouts and Demomen. It is used both as a common form of practice, and as a competitive format in and of itself. There are multiple populated MGE servers in all regions where players can practice their skills for use in various other competitive formats. Since May 2013, the MGE mod was updated to also support 2v2, which tries to simulate more of a 6v6 environment.&lt;br /&gt;
&lt;br /&gt;
=== Ready Steady Pan ===&lt;br /&gt;
{{Main|Ready Steady Pan}}&lt;br /&gt;
Ready Steady Pan '''(RSP)''' is a derivative of 6v6. It is played like any normal match, but with the players on each side using only the [[Frying Pan]], among some secondary weapons. [[Heavy|Heavies]], [[Engineer|Engineers]], [[Medic|Medics]], and [[Spy|Spies]] are disallowed in this game format. For more information about this competitive type, visit Ready Steady Pan's official [http://pan.tf website].&lt;br /&gt;
&lt;br /&gt;
=== 4v4 ===&lt;br /&gt;
{{Main|4v4}}&lt;br /&gt;
4v4 is a competitive format featuring four players on each team, focused around KOTH and CP maps. Class limits are set to 1, with an additional restriction of 1 [[Heavy]] or [[Medic]] per team. Medics, Demomen and Scouts are commonly seen in this format, with [[Pyro]] and [[Soldier]] appearing quite often as well. The format has seen three One Night Cups, as well as an ongoing 5-week league. [[UGC]] announced the start of its first 4v4 season in January 2014.&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
There are plenty other competitive game modes that have not been explored to its full potential or haven't worked out in a competitive setting. Some of these are 7v7, 8v8, etc.&lt;/div&gt;</summary>
		<author><name>Kreateer</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Competitive_Formats&amp;diff=13914</id>
		<title>Competitive Formats</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Competitive_Formats&amp;diff=13914"/>
		<updated>2015-05-21T13:42:58Z</updated>

		<summary type="html">&lt;p&gt;Kreateer: /* 4v4 */ added cp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{needimage}}&lt;br /&gt;
&lt;br /&gt;
== 6v6 ==&lt;br /&gt;
{{Main|6v6}}&lt;br /&gt;
&lt;br /&gt;
6v6 is considered by most to be the staple competitive format, with the most skilled players competing and arguably the most competitive format with the most refined metagame. This format generally utilizes class limits of 2 on all classes save for [[Demo]], [[Medic]], [[Heavy]], which have a class limit of 1 ''(this can vary depending on the league and ruleset of the league)''. 6v6 is mostly played on 5CP maps,as well as King of the Hill (KOTH) and Attack/Defence (A/D) maps.&lt;br /&gt;
&lt;br /&gt;
== Highlander ==&lt;br /&gt;
{{Main|Highlander}}&lt;br /&gt;
&lt;br /&gt;
Highlander, also known as 9v9, is another popular form of TF2. The format is mostly played in [[UGC]] and [[ETF2L]]. This format is played with class limits of 1 for all classes, with far more lenient weapon bans than 6v6 in most cases. Highlander is played on payload, [[King of the Hill|KOTH]], [[5CP]], and A/D maps. This format is generally accepted as the entry format to competitive tf2 as it has less entry barriers and is the format that best emulates pub play.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Offclass 6v6 ===&lt;br /&gt;
A format popularised by the Kritzkast Lo-fi Offclass Cup, where a 6v6 format game is played, but with the Scout, Soldier &amp;amp; Demoman classes being banned from competition. ([http://www.youtube.com/watch?v=bXVLOQA9BK0 Video])&lt;br /&gt;
&lt;br /&gt;
=== Prolander ===&lt;br /&gt;
Prolander is a 6v6 gamemode where each team has, at most, one of any particular class. The gamemode promotes prolific switching between classes as certain situations call for certain resources. Most commonly, a team will run one each of Scout, Soldier, Demoman, Medic, and have two extra players switching between utility classes.&lt;br /&gt;
&lt;br /&gt;
=== Ultiduo ===&lt;br /&gt;
{{Main|Ultiduo}}&lt;br /&gt;
Ultiduo is a competitive format consisting of two players on each team, usually a Soldier and a Medic. The objective is similar to King of the Hill, capture and defend the point from the opposing team. To win, you must run down the timer, which is done so by capturing the point. Since this gamemode consists of only a Soldier and Medic, it is heavily reliant on deathmatch skills.&lt;br /&gt;
&lt;br /&gt;
=== BBall ===&lt;br /&gt;
{{Main|BBall}}&lt;br /&gt;
BBall is often considered the &amp;quot;bar pool&amp;quot; of TF2, as many high and low level players across different leagues play it, and little infrastructure is needed to start games or tournaments in it. The game is played on a replication of a basketball court, with the intel being used as a ball. Players must use a combination of rocket jumping and DM to take the ball from their opponents, and jump into (on top of) their hoop while holding it. The ball initially spawns in the center of the court. When a side scores a point, the intel spawns near the opposite sides hoop, giving the team (to most recently lose a point) an advantage in the next play. The majority of weapons are banned in BBall, usually save for the Original, and in some cases the Escape Plan and Gunboats.&lt;br /&gt;
&lt;br /&gt;
=== MGE ===&lt;br /&gt;
{{Main|MGEMod}}&lt;br /&gt;
The only established form of 1v1 competition in TF2, [[MGE Mod|MGE]] is a mod that offers players the chance to play 1v1 games where the first to a given number of frags (usually 20) is the winner. This format is more popular among Soldiers, and less commonly among Scouts and Demomen. It is used both as a common form of practice, and as a competitive format in and of itself. There are multiple populated MGE servers in all regions where players can practice their skills for use in various other competitive formats. Since May 2013, the MGE mod was updated to also support 2v2, which tries to simulate more of a 6v6 environment.&lt;br /&gt;
&lt;br /&gt;
=== Ready Steady Pan ===&lt;br /&gt;
{{Main|Ready Steady Pan}}&lt;br /&gt;
Ready Steady Pan '''(RSP)''' is a derivative of 6v6. It is played like any normal match, but with the players on each side using only the [[Frying Pan]], among some secondary weapons. [[Heavy|Heavies]], [[Engineer|Engineers]], [[Medic|Medics]], and [[Spy|Spies]] are disallowed in this game format. For more information about this competitive type, visit Ready Steady Pan's official [http://pan.tf website].&lt;br /&gt;
&lt;br /&gt;
=== 4v4 ===&lt;br /&gt;
{{Main|4v4}}&lt;br /&gt;
4v4 is a competitive format featuring four players on each team, focused around KOTH and CP maps. Class limits are set to 1, with an additional restriction of 1 Heavy or Medic per team. Medics, Demomen and Scouts are commonly seen in this format, with Pyro and Soldier appearing quite often as well. The format has seen three One Night Cups, as well as an ongoing 5-week league. [[UGC]] announced the start of its first 4v4 season in January 2014.&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
There are plenty other competitive game modes that have not been explored to its full potential or haven't worked out in a competitive setting. Some of these are 7v7, 8v8, etc.&lt;/div&gt;</summary>
		<author><name>Kreateer</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Template:Maps_navbox&amp;diff=13913</id>
		<title>Template:Maps navbox</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Template:Maps_navbox&amp;diff=13913"/>
		<updated>2015-05-21T13:38:27Z</updated>

		<summary type="html">&lt;p&gt;Kreateer: Added Mojave, added Warmfrost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
 | templatename = Maps navbox&lt;br /&gt;
 | collapsed = {{{1|}}}&lt;br /&gt;
 | title = [[Competitive Maps|&amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;List of maps played in competitive TF2&amp;lt;/span&amp;gt;]]&lt;br /&gt;
 | group1 = [[Payload]]&lt;br /&gt;
 | list1 = [[Badwater]] &amp;amp;middot; [[Barnblitz|Barnblitz Pro]] &amp;amp;middot; [[Borneo]] &amp;amp;middot; [[Swiftwater]] &amp;amp;middot; [[Upward]]&lt;br /&gt;
 | group2 = [[5CP]]&lt;br /&gt;
 | list2 = [[Badlands]] &amp;amp;middot; [[Croissant]] &amp;amp;middot; [[Foundry]] &amp;amp;middot; [[Granary]] &amp;amp;middot; [[Granary Pro]] &amp;amp;middot; [[Gullywash]] &amp;amp;middot; [[Intermodel]] &amp;amp;middot; [[Logjam]] &amp;amp;middot; [[Metalworks]] &amp;amp;middot; [[Process]] &amp;amp;middot; [[Snakewater]] &amp;amp;middot; [[Sunshine]] &amp;amp;middot; [[Warmfrost]]&lt;br /&gt;
 | group3 = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
 | list3 = [[Edifice]] &amp;amp;middot; [[Gravelpit]] &amp;amp;middot; [[Standin]] &amp;amp;middot; [[Steel]] &amp;amp;middot; [[Mojave]]&lt;br /&gt;
 | group4 = [[King of the Hill]]&lt;br /&gt;
 | list4 = [[Airfield]] &amp;amp;middot; [[Arctic]] &amp;amp;middot; [[Ashville]] &amp;amp;middot; [[Coalplant]] &amp;amp;middot; [[Lakeside]] &amp;amp;middot; [[Ramjam]] &amp;amp;middot; [[Viaduct|Viaduct Pro]] &amp;amp;middot; [[Warmtic]]&lt;br /&gt;
 | group5 = [[Capture the Flag]]&lt;br /&gt;
 | list5 = [[Converge]] &amp;amp;middot; [[Haunt]] &amp;amp;middot; [[Turbine|Turbine Pro]] &amp;amp;middot; [[Vitalism]]&lt;br /&gt;
 | group6 = [[BBall]]&lt;br /&gt;
 | list6 = [[Bball alpine|Alpine]] &amp;amp;middot; [[Ballin]] &amp;amp;middot; [[BBall Pro|Bball Pro]] &amp;amp;middot; [[BBall CompTF|CompTF]] &amp;amp;middot; [[BBall Eventide|Eventide]] &amp;amp;middot; [[BBall Parkade|Parkade]] &amp;amp;middot; [[ctf ballin sky|Sky]] &amp;amp;middot; [[BBall Snow|Snow]] &amp;amp;middot; [[BBall Stadium|Stadium]]&lt;br /&gt;
 | group7 = [[Ultiduo]]&lt;br /&gt;
 | list7 = [[Ultiduo Badlands|Badlands]] &amp;amp;middot; [[Ultiduo Baloo|Baloo]] &amp;amp;middot; [[Ultiduo Gullywash|Gullywash]] &amp;amp;middot; [[Koth Ultiduo|Koth Ultiduo]] &amp;amp;middot; [[Ultiduo Nature|Nature]] &amp;amp;middot; [[Ultiduo Nicecicles|Nicecicles]] &amp;amp;middot; [[Ultiduo Seclusion|Seclusion]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Usage ==&lt;br /&gt;
The template displays a table with the list of maps played in TF2.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;amp;#123;&amp;amp;#123;Maps navbox&amp;amp;#125;&amp;amp;#125;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;#123;&amp;amp;#123;Maps navbox|collapsed&amp;amp;#125;&amp;amp;#125;&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Maps navbox|collapsed}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Main page templates]]&lt;br /&gt;
[[Category:Navboxes]]&lt;/div&gt;</summary>
		<author><name>Kreateer</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Mojave&amp;diff=13912</id>
		<title>Mojave</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Mojave&amp;diff=13912"/>
		<updated>2015-05-21T12:45:29Z</updated>

		<summary type="html">&lt;p&gt;Kreateer: Added template for editing later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map infobox&lt;br /&gt;
| mapname = Mojave&lt;br /&gt;
| image = &lt;br /&gt;
| maptype = Control Point&lt;br /&gt;
| currentversion = cp_mojave_b2&lt;br /&gt;
| developer = &lt;br /&gt;
| default = No&lt;br /&gt;
| download = http://comp.tf/&lt;br /&gt;
| extrainfo = test&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{noInfo}}&lt;/div&gt;</summary>
		<author><name>Kreateer</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Warmfrost&amp;diff=13911</id>
		<title>Warmfrost</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Warmfrost&amp;diff=13911"/>
		<updated>2015-05-21T12:42:39Z</updated>

		<summary type="html">&lt;p&gt;Kreateer: Created page with &amp;quot;{{Map infobox | mapname = Warmfrost | image =  | maptype = Control Point | currentversion = cp_warmfrost_rc1 | developer =  | default = No | download = http://comp.tf/ | extra...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map infobox&lt;br /&gt;
| mapname = Warmfrost&lt;br /&gt;
| image = &lt;br /&gt;
| maptype = Control Point&lt;br /&gt;
| currentversion = cp_warmfrost_rc1&lt;br /&gt;
| developer = &lt;br /&gt;
| default = No&lt;br /&gt;
| download = http://comp.tf/&lt;br /&gt;
| extrainfo = test&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{noInfo}}&lt;/div&gt;</summary>
		<author><name>Kreateer</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Airfield&amp;diff=13910</id>
		<title>Airfield</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Airfield&amp;diff=13910"/>
		<updated>2015-05-21T12:31:55Z</updated>

		<summary type="html">&lt;p&gt;Kreateer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Airfield&lt;br /&gt;
| image = Airfield.jpg&lt;br /&gt;
| maptype = [[King of the Hill]]&lt;br /&gt;
| currentversion = koth_airfield_b7&lt;br /&gt;
| developer = [http://steamcommunity.com/id/scorpiouprising Ian „Scorpio Uprising“ Cuslidge]&lt;br /&gt;
| download = https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7.bsp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''koth_airfield_b7''' is a [[King of the Hill]] map made by the mapmaker [http://steamcommunity.com/id/scorpiouprising Ian „Scorpio Uprising“ Cuslidge]. It is a relatively new map currently used in [[CEVO]] and [[UGC]] ([[4v4]]) leagues.&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:KOTH maps]]&lt;/div&gt;</summary>
		<author><name>Kreateer</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Airfield&amp;diff=13909</id>
		<title>Airfield</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Airfield&amp;diff=13909"/>
		<updated>2015-05-21T12:31:22Z</updated>

		<summary type="html">&lt;p&gt;Kreateer: Added UGC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Airfield&lt;br /&gt;
| image = Airfield.jpg&lt;br /&gt;
| maptype = [[King of the Hill]]&lt;br /&gt;
| currentversion = koth_airfield_b7&lt;br /&gt;
| developer = [http://steamcommunity.com/id/scorpiouprising Ian „Scorpio Uprising“ Cuslidge]&lt;br /&gt;
| download = https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7.bsp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''koth_airfield_b7''' is a [[King of the Hill]] map made by the mapmaker [http://steamcommunity.com/id/scorpiouprising Ian „Scorpio Uprising“ Cuslidge]. It is a relatively new map currently used in [[CEVO] and [[UGC]] ([[4v4]]) leagues.&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:KOTH maps]]&lt;/div&gt;</summary>
		<author><name>Kreateer</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=13899</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=13899"/>
		<updated>2015-05-19T09:41:47Z</updated>

		<summary type="html">&lt;p&gt;Kreateer: /* Flank */ added 4v4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airburst / Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe / Airpill===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets. Also known as a &amp;quot;middie&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|medic's]] Mediguns when he continues to heal a player after they already have full health. &lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss. &lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage; after not taking damage for 10 seconds or more, the target will be healed at the max heal rate (72 hp/s) thus being healed to max health quickly.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
Direct Hit. This refers both to the Soldier primary ''The Direct Hit'' and the act of directly hitting someone instead of using splash.&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with his ÜberCharge ready. It can also be used to refer to a Med letting a player die during an uber fight by not flashing uber on him.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster.&lt;br /&gt;
&lt;br /&gt;
===Gun, SG, Mini, Mini SG, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Ex:''' ''&amp;quot;Level 3 on cliff right side&amp;quot;'' Or by type of sentry (mini/normal). '''Ex:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Wrecked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing over 100 damage. The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pill/Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] stabs an enemy that is aware of his presence (ex. stairstab, cornerstab).&lt;br /&gt;
&lt;br /&gt;
===Über pop(ped)===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] activates his ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
===Über Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the aggressive Scout. In many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks, but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it impossible to tell.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding or pushing last in [[5CP]].&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]] in [[6v6]] or a [[Heavy]] / [[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  &lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team (ie. killing yourself to touch payload cart)&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Uber Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Uber fight===&lt;br /&gt;
&amp;lt;!-- IDK IF THIS IS THE REAL MEANING --&amp;gt;&lt;br /&gt;
When both medics pop [[#Uber]] at the same time or close to.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Uber or securing significant picks. In [[6v6]], the flank typically consists out of the [[roamer]] and both [[scout|scouts]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey shutter doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&lt;br /&gt;
A control point with a large height advantage (ex. Badlands 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUG's are generally better for practicing. The most famous lobby site, [http://www.tf2lobby.com tf2lobby], stopped being maintained in early 2013, and continued to run without any maintenance until late 2013. Stats from TF2lobby can still be seen on the website.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod which allows for 1v1 matches, typically on 6v6 classes, often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
Commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Kreateer</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=13898</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=13898"/>
		<updated>2015-05-19T09:27:06Z</updated>

		<summary type="html">&lt;p&gt;Kreateer: /* Combo */ added 4v4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airburst / Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe / Airpill===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets. Also known as a &amp;quot;middie&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|medic's]] Mediguns when he continues to heal a player after they already have full health. &lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss. &lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage; after not taking damage for 10 seconds or more, the target will be healed at the max heal rate (72 hp/s) thus being healed to max health quickly.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
Direct Hit. This refers both to the Soldier primary ''The Direct Hit'' and the act of directly hitting someone instead of using splash.&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with his ÜberCharge ready. It can also be used to refer to a Med letting a player die during an uber fight by not flashing uber on him.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster.&lt;br /&gt;
&lt;br /&gt;
===Gun, SG, Mini, Mini SG, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Ex:''' ''&amp;quot;Level 3 on cliff right side&amp;quot;'' Or by type of sentry (mini/normal). '''Ex:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Wrecked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing over 100 damage. The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pill/Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] stabs an enemy that is aware of his presence (ex. stairstab, cornerstab).&lt;br /&gt;
&lt;br /&gt;
===Über pop(ped)===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] activates his ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
===Über Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the aggressive Scout. In many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks, but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it impossible to tell.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding or pushing last in [[5CP]].&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]] in [[6v6]] or a [[Heavy]] / [[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  &lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team (ie. killing yourself to touch payload cart)&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Uber Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Uber fight===&lt;br /&gt;
&amp;lt;!-- IDK IF THIS IS THE REAL MEANING --&amp;gt;&lt;br /&gt;
When both medics pop [[#Uber]] at the same time or close to.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Uber or securing significant picks. In [[6v6]], the flank typically consists out of the [[roamer]] and both [[scout|scouts]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey shutter doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&lt;br /&gt;
A control point with a large height advantage (ex. Badlands 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUG's are generally better for practicing. The most famous lobby site, [http://www.tf2lobby.com tf2lobby], stopped being maintained in early 2013, and continued to run without any maintenance until late 2013. Stats from TF2lobby can still be seen on the website.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod which allows for 1v1 matches, typically on 6v6 classes, often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
Commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Kreateer</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=4v4&amp;diff=13897</id>
		<title>4v4</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=4v4&amp;diff=13897"/>
		<updated>2015-05-19T09:08:13Z</updated>

		<summary type="html">&lt;p&gt;Kreateer: Explained 4v4 in total&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;4v4 is a new gametype in competitive TF2, preffered by players for it's more relaxing gameplay and forgiving rules. It is currently only played in the UGC league, with the highest skill Division being Gold.&lt;br /&gt;
&lt;br /&gt;
4v4 teams are usually made of a default  Scout, Soldier, Demo and Medic lineup, but teams may experiment various lineup combinations. Each combination offers a different approach to the game.&lt;br /&gt;
&lt;br /&gt;
Some popular combinations are: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pyro, Soldier, Demoman and Medic&lt;br /&gt;
&lt;br /&gt;
Scout, Pyro, Demoman and Medic&lt;br /&gt;
&lt;br /&gt;
Scout, Soldier, Pyro and Medic&lt;br /&gt;
&lt;br /&gt;
Scout, Soldier, Demoman and Heavy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4v4's rules are similar to 6v6, the only differences being the dissalowance of a Heavy-Medic combo and allowance of multiple offclassing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most commonly played maps (based on UGC Season 1-4) in 4v4 are: cp_mojave_b#, koth_viaduct_pro#, koth_airfield_b# and cp_warmfrost_rc1.&lt;/div&gt;</summary>
		<author><name>Kreateer</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=12854</id>
		<title>Pyro (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=12854"/>
		<updated>2015-02-23T14:31:31Z</updated>

		<summary type="html">&lt;p&gt;Kreateer: /* On Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The Pyro is the most defensive class in Highlander. The class's skillset allows them to diffuse large amounts of enemy aggression very quickly and easily, and as such they are generally entrusted with protecting the Combo or engineer nest along with the occasional spy-checking and deflecting spam through their Airblast. While the class' unique disruptive abilities are very powerful, the Pyro lacks both the mobility and range to be an effective combat class, and as such it is considered a '''Support''' class in Highlander.&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The Pyro's unique abilities in the airblast allow it to float between sticking with his team's combo (usually composed of the Heavy, Medic, and Demoman) and supporting the flanking classes (usually composed of the Scout and Soldier, and occasionally the Engineer). Its abilities also allow it to push away Ubers and kill enemy spies fairly easily, making it an ideal partner for the Combo or Engineer. The Pyro excels at close range and can take out most classes in close proximity within few seconds. However, his lack of additional movement speed makes it difficult to hunt down targets safely. Some players opt a more offensive style of pyro, and will flank unsuspecting classes for quick, easy picks. This playstyle is known as the roaming pyro.&lt;br /&gt;
&lt;br /&gt;
The Pyro's Airblast is its most interesting mechanic and forcibly repositions the enemy, extinguishes burning teammates, and re/deflects enemy projectiles (including, but not limited to, a Soldier's Rockets, Demomen's grenades and stickies, enemy Jarate and Mad Milk, and Crusader's Crossbow and Huntsman arrows). His afterburn, while a very weak mechanic, can finish off very weak enemies and trigger constant voice commands, making ambushing impossible for the duration of the burning.&lt;br /&gt;
 &lt;br /&gt;
===On Offense===&lt;br /&gt;
The Pyro is an invaluable asset on offense. His ability to deflect is important on team pushes as he can use it to disrupt enemy uber, reflect incoming projectiles off his team and eliminate enemy Spies attacking the Combo.&lt;br /&gt;
The Pyro, although important in pushes, does not make a good Medic buddy/Pocket due to his weapon's short range and overall manueverability. In some cases, using the ÜberCharge on the Pyro can be useful if attacking well-defended Sentry nests or if flanking on the enemy's position.&lt;br /&gt;
&lt;br /&gt;
===On Defense===&lt;br /&gt;
The Pyro is most important on defense, again mostly because of his Airblast ability, as well as his ability to spycheck. When defending, the Pyro is usually near the Engineer and his Sentry nest, spychecking and airblasting incoming projectiles (Payload) or he is following the Combo and providing support.&lt;br /&gt;
&lt;br /&gt;
===Roaming Pyro===&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
=== Primary weapons ===&lt;br /&gt;
were&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>Kreateer</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=12853</id>
		<title>Pyro (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=12853"/>
		<updated>2015-02-23T14:28:59Z</updated>

		<summary type="html">&lt;p&gt;Kreateer: /* On Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The Pyro is the most defensive class in Highlander. The class's skillset allows them to diffuse large amounts of enemy aggression very quickly and easily, and as such they are generally entrusted with protecting the Combo or engineer nest along with the occasional spy-checking and deflecting spam through their Airblast. While the class' unique disruptive abilities are very powerful, the Pyro lacks both the mobility and range to be an effective combat class, and as such it is considered a '''Support''' class in Highlander.&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The Pyro's unique abilities in the airblast allow it to float between sticking with his team's combo (usually composed of the Heavy, Medic, and Demoman) and supporting the flanking classes (usually composed of the Scout and Soldier, and occasionally the Engineer). Its abilities also allow it to push away Ubers and kill enemy spies fairly easily, making it an ideal partner for the Combo or Engineer. The Pyro excels at close range and can take out most classes in close proximity within few seconds. However, his lack of additional movement speed makes it difficult to hunt down targets safely. Some players opt a more offensive style of pyro, and will flank unsuspecting classes for quick, easy picks. This playstyle is known as the roaming pyro.&lt;br /&gt;
&lt;br /&gt;
The Pyro's Airblast is its most interesting mechanic and forcibly repositions the enemy, extinguishes burning teammates, and re/deflects enemy projectiles (including, but not limited to, a Soldier's Rockets, Demomen's grenades and stickies, enemy Jarate and Mad Milk, and Crusader's Crossbow and Huntsman arrows). His afterburn, while a very weak mechanic, can finish off very weak enemies and trigger constant voice commands, making ambushing impossible for the duration of the burning.&lt;br /&gt;
 &lt;br /&gt;
===On Offense===&lt;br /&gt;
The Pyro is an invaluable asset on offense. His ability to deflect is important on team pushes as he can use it to disrupt enemy uber, reflect incoming projectiles off his team and eliminate enemy Spies attacking the Combo.&lt;br /&gt;
The Pyro, although important in pushes, does not make a good Medic buddy/Pocket due to his weapon's short range and overall manueverability. In some cases, using the ÜberCharge on the Pyro can be useful if attacking well-defended Sentry nests or if flanking on the enemy's position.&lt;br /&gt;
&lt;br /&gt;
===On Defense===&lt;br /&gt;
The Pyro is also important on defense, again mostly because of his Airblast ability, as well as his ability to spycheck. When defending, the Pyro is usually near the Engineer and his Sentry nest, spychecking and airblasting incoming projectiles (Payload) or he is following the Combo and providing support.&lt;br /&gt;
&lt;br /&gt;
===Roaming Pyro===&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
=== Primary weapons ===&lt;br /&gt;
were&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>Kreateer</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=12852</id>
		<title>Pyro (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=12852"/>
		<updated>2015-02-23T12:54:39Z</updated>

		<summary type="html">&lt;p&gt;Kreateer: /* On Offense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The Pyro is the most defensive class in Highlander. The class's skillset allows them to diffuse large amounts of enemy aggression very quickly and easily, and as such they are generally entrusted with protecting the Combo or engineer nest along with the occasional spy-checking and deflecting spam through their Airblast. While the class' unique disruptive abilities are very powerful, the Pyro lacks both the mobility and range to be an effective combat class, and as such it is considered a '''Support''' class in Highlander.&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The Pyro's unique abilities in the airblast allow it to float between sticking with his team's combo (usually composed of the Heavy, Medic, and Demoman) and supporting the flanking classes (usually composed of the Scout and Soldier, and occasionally the Engineer). Its abilities also allow it to push away Ubers and kill enemy spies fairly easily, making it an ideal partner for the Combo or Engineer. The Pyro excels at close range and can take out most classes in close proximity within few seconds. However, his lack of additional movement speed makes it difficult to hunt down targets safely. Some players opt a more offensive style of pyro, and will flank unsuspecting classes for quick, easy picks. This playstyle is known as the roaming pyro.&lt;br /&gt;
&lt;br /&gt;
The Pyro's Airblast is its most interesting mechanic and forcibly repositions the enemy, extinguishes burning teammates, and re/deflects enemy projectiles (including, but not limited to, a Soldier's Rockets, Demomen's grenades and stickies, enemy Jarate and Mad Milk, and Crusader's Crossbow and Huntsman arrows). His afterburn, while a very weak mechanic, can finish off very weak enemies and trigger constant voice commands, making ambushing impossible for the duration of the burning.&lt;br /&gt;
 &lt;br /&gt;
===On Offense===&lt;br /&gt;
The Pyro is an invaluable asset on offense. His ability to deflect is important on team pushes as he can use it to disrupt enemy uber, reflect incoming projectiles off his team and eliminate enemy Spies attacking the Combo.&lt;br /&gt;
The Pyro, although important in pushes, does not make a good Medic buddy/Pocket due to his weapon's short range and overall manueverability. In some cases, using the ÜberCharge on the Pyro can be useful if attacking well-defended Sentry nests or if flanking on the enemy's position.&lt;br /&gt;
&lt;br /&gt;
===On Defense===&lt;br /&gt;
===Roaming Pyro===&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
=== Primary weapons ===&lt;br /&gt;
were&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>Kreateer</name></author>
		
	</entry>
</feed>