<?xml version="1.0"?>
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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mr3pid3mic</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=Mr3pid3mic"/>
	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/Mr3pid3mic"/>
	<updated>2026-05-05T02:41:33Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.2</generator>
	<entry>
		<id>http://comp.tf/index.php?title=Spy&amp;diff=3770</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy&amp;diff=3770"/>
		<updated>2013-07-30T18:17:00Z</updated>

		<summary type="html">&lt;p&gt;Mr3pid3mic: Added extedned description of trickstabs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Spy''' is a suave backstabbing rogue that has the ability to insta-kill any class in the game with their knife.  Spies are valued in that they can get important [[picks]] through the manipulation and deception of the enemy team.  The Spy arguably has the worst direct combat ability, as it is solely designed to only get one or two kills at a time.  As a pick class, the Spy will usually target the enemy [[Demoman]], [[Heavy]] or [[Medic]] and either get the Medic to pop or drop his [[Übercharge]]. The Spy is also capable of incapacitating and destroying the [[Engineer]]'s buildings.&lt;br /&gt;
&lt;br /&gt;
===6v6===&lt;br /&gt;
&lt;br /&gt;
{{main|Spy (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Spy is considered an offclass due to his unreliable damage output and weakness, if a Spy is played they will usually only get one chance at getting a pick. Because of this, the Spy is rarely used and will most often target the enemy Medic or Demoman to get a pick worth more than his own life. A team might use a Spy when the enemy Medic has a large advantage and they want to kill him or during a stalemate when the Spy will break it by getting an important pick.&lt;br /&gt;
&lt;br /&gt;
===Highlander===&lt;br /&gt;
&lt;br /&gt;
{{main|Spy (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Spy is often used to pick the enemy Medic, Heavy, Demoman, Sniper, and Engineer.  Spies in Highlander must be aware that the enemy team has a full-time [[Pyro]] and is [[spychecking]] more often, leaving the Spy with less opportunities for picks.&lt;br /&gt;
&lt;br /&gt;
The Spy is also the best scouting class in the game, providing invaluable information for his team. He can find how far along a [[Medic]] is to fully charging his ubercharge, where the enemy team is located, and in what direction they are moving towards in the safety provided by his watches.&lt;br /&gt;
&lt;br /&gt;
===Trickstabs===&lt;br /&gt;
&lt;br /&gt;
When spotted or confronted by an enemy, a spy is almost always put at a disadvantage, due to his low damage output on primaries. In times of need, Spies may use [[trickstabs]] to place themselves behinds the enemy, for a very risky stab. The are a multitude of ways to do so. For an example, the most popular trickstab involves jumping over an elevated area (ex: stairs) to get over the enemy's head and stab them from above. Other trickstabs include corner stabs, and possibly the most difficult to apply, matador (or strafe) stabs.&lt;br /&gt;
&lt;br /&gt;
===Allowed Weapons===&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Primary Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy PDA Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Melee Table}}&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://steamcommunity.com/sharedfiles/filedetails/?id=144086729# DarkNecrid's Comprehensive Pub &amp;amp; Competitive Spy Guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Mr3pid3mic</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Product&amp;diff=3744</id>
		<title>Product</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Product&amp;diff=3744"/>
		<updated>2013-07-30T13:22:35Z</updated>

		<summary type="html">&lt;p&gt;Mr3pid3mic: Added image of map to mapinfo box&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Koth_pro_viaduct_rc4}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Viaduct&lt;br /&gt;
| image = koth_pro_viaduct_rc4_mid1.jpg&lt;br /&gt;
| maptype = King of the Hill&lt;br /&gt;
| currentversion = koth_pro_viaduct_rc4&lt;br /&gt;
| developer = &lt;br /&gt;
| download = [http://etf2l.org/maps/koth_pro_viaduct_rc4.zip Link]&lt;br /&gt;
| playstyle =&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
koth_pro_viaduct_rc4 is the most recent version of koth_pro_viaduct, a competitive version of koth_viaduct.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Add history here&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
&lt;br /&gt;
koth_viaduct_pro_rc3 is used commonly in both [[Highlander]] and [[6v6|6s]]. This map is about the only KOTH map currently used in [[6v6|6s]].&lt;br /&gt;
This is one of the only maps where teams may run full time sniper because of the sightlines on the map. But another good choice is heavy to deny bombs.&lt;br /&gt;
&lt;br /&gt;
== Calls ==&lt;br /&gt;
&lt;br /&gt;
Add names for the numbered places next to the numbers, try and put down as many used calls as you can.&lt;br /&gt;
&lt;br /&gt;
1: Left ; 2: Spawns ; 3: Main ; 4: Right&lt;br /&gt;
&lt;br /&gt;
[[Image:Viaduct_Spawn_small.jpg]]&lt;br /&gt;
&lt;br /&gt;
1: Choke ; 2: Pack ; 3: Bridge ; 4: Main ; 5: Balcony ; 6: Connector ; 7: House&lt;br /&gt;
&lt;br /&gt;
[[Image:Viaduct_left_small.jpg]]&lt;br /&gt;
&lt;br /&gt;
1: Left ; 2: Pack ; 3: China ; 4: Main ; 5: Cliff &lt;br /&gt;
&lt;br /&gt;
[[Image:Viaduct_cliff_small.jpg]]&lt;br /&gt;
&lt;br /&gt;
1: Sneaky ; 2: Choke ; 3: Point ; 4: Rock ; 5: Ammo ; 6: Cliff ; 7: Safe&lt;br /&gt;
&lt;br /&gt;
[[Image:Viaduct_leftmid_small.jpg]]&lt;br /&gt;
&lt;br /&gt;
1: Left ; 2: China ; 3: Rock ; 4: Lower ; 5: Right&lt;br /&gt;
&lt;br /&gt;
[[Image:Viaduct_mid_small.jpg]]&lt;/div&gt;</summary>
		<author><name>Mr3pid3mic</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Snakewater&amp;diff=3742</id>
		<title>Snakewater</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Snakewater&amp;diff=3742"/>
		<updated>2013-07-30T13:16:39Z</updated>

		<summary type="html">&lt;p&gt;Mr3pid3mic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Cp_snakewater}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Snakewater&lt;br /&gt;
| image = cp_snakewater_mid1.jpg&lt;br /&gt;
| maptype = Control Point&lt;br /&gt;
| currentversion = cp_snakewater&lt;br /&gt;
| developer = Tovilovan&lt;br /&gt;
| download = [http://forums.tf2maps.net/showthread.php?t=14835 Link]&lt;br /&gt;
| playstyle =&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cp_snakwater is a 5cp map which is very commonly used in 6v6.&lt;/div&gt;</summary>
		<author><name>Mr3pid3mic</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Product&amp;diff=3741</id>
		<title>Product</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Product&amp;diff=3741"/>
		<updated>2013-07-30T13:16:22Z</updated>

		<summary type="html">&lt;p&gt;Mr3pid3mic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Koth_pro_viaduct_rc4}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Viaduct&lt;br /&gt;
| image = &lt;br /&gt;
| maptype = King of the Hill&lt;br /&gt;
| currentversion = koth_pro_viaduct_rc4&lt;br /&gt;
| developer = &lt;br /&gt;
| download = [http://etf2l.org/maps/koth_pro_viaduct_rc4.zip Link]&lt;br /&gt;
| playstyle =&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
koth_pro_viaduct_rc4 is the most recent version of koth_pro_viaduct, a competitive version of koth_viaduct.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Add history here&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
&lt;br /&gt;
koth_viaduct_pro_rc3 is used commonly in both [[Highlander]] and [[6v6|6s]]. This map is about the only KOTH map currently used in [[6v6|6s]].&lt;br /&gt;
This is one of the only maps where teams may run full time sniper because of the sightlines on the map. But another good choice is heavy to deny bombs.&lt;br /&gt;
&lt;br /&gt;
== Calls ==&lt;br /&gt;
&lt;br /&gt;
Add names for the numbered places next to the numbers, try and put down as many used calls as you can.&lt;br /&gt;
&lt;br /&gt;
1: Left ; 2: Spawns ; 3: Main ; 4: Right&lt;br /&gt;
&lt;br /&gt;
[[Image:Viaduct_Spawn_small.jpg]]&lt;br /&gt;
&lt;br /&gt;
1: Choke ; 2: Pack ; 3: Bridge ; 4: Main ; 5: Balcony ; 6: Connector ; 7: House&lt;br /&gt;
&lt;br /&gt;
[[Image:Viaduct_left_small.jpg]]&lt;br /&gt;
&lt;br /&gt;
1: Left ; 2: Pack ; 3: China ; 4: Main ; 5: Cliff &lt;br /&gt;
&lt;br /&gt;
[[Image:Viaduct_cliff_small.jpg]]&lt;br /&gt;
&lt;br /&gt;
1: Sneaky ; 2: Choke ; 3: Point ; 4: Rock ; 5: Ammo ; 6: Cliff ; 7: Safe&lt;br /&gt;
&lt;br /&gt;
[[Image:Viaduct_leftmid_small.jpg]]&lt;br /&gt;
&lt;br /&gt;
1: Left ; 2: China ; 3: Rock ; 4: Lower ; 5: Right&lt;br /&gt;
&lt;br /&gt;
[[Image:Viaduct_mid_small.jpg]]&lt;/div&gt;</summary>
		<author><name>Mr3pid3mic</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Snakewater&amp;diff=3740</id>
		<title>Snakewater</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Snakewater&amp;diff=3740"/>
		<updated>2013-07-30T13:11:21Z</updated>

		<summary type="html">&lt;p&gt;Mr3pid3mic: Added imgae of cp_snakewater to map infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Cp_snakewater}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Snakwater&lt;br /&gt;
| image = cp_snakewater_mid1.jpg&lt;br /&gt;
| maptype = Control Point&lt;br /&gt;
| currentversion = cp_snakewater&lt;br /&gt;
| developer = Tovilovan&lt;br /&gt;
| download = [http://forums.tf2maps.net/showthread.php?t=14835 Link]&lt;br /&gt;
| playstyle =&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cp_snakwater is a 5cp map which is very commonly used in 6v6.&lt;/div&gt;</summary>
		<author><name>Mr3pid3mic</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Snakewater&amp;diff=3739</id>
		<title>Snakewater</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Snakewater&amp;diff=3739"/>
		<updated>2013-07-30T13:10:02Z</updated>

		<summary type="html">&lt;p&gt;Mr3pid3mic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Cp_snakewater}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Snakwater&lt;br /&gt;
| image = cp_snakwater_mid1.jpg&lt;br /&gt;
| maptype = Control Point&lt;br /&gt;
| currentversion = cp_snakewater&lt;br /&gt;
| developer = Tovilovan&lt;br /&gt;
| download = [http://forums.tf2maps.net/showthread.php?t=14835 Link]&lt;br /&gt;
| playstyle =&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cp_snakwater is a 5cp map which is very commonly used in 6v6.&lt;/div&gt;</summary>
		<author><name>Mr3pid3mic</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Snakewater.jpg&amp;diff=3738</id>
		<title>File:Snakewater.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Snakewater.jpg&amp;diff=3738"/>
		<updated>2013-07-30T13:09:09Z</updated>

		<summary type="html">&lt;p&gt;Mr3pid3mic: Overview image of cp_snakewater middle point.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overview image of cp_snakewater middle point.&lt;/div&gt;</summary>
		<author><name>Mr3pid3mic</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Snakewater&amp;diff=3693</id>
		<title>Snakewater</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Snakewater&amp;diff=3693"/>
		<updated>2013-07-30T08:03:49Z</updated>

		<summary type="html">&lt;p&gt;Mr3pid3mic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Cp_snakewater}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Snakwater&lt;br /&gt;
| image = &lt;br /&gt;
| maptype = Control Point&lt;br /&gt;
| currentversion = cp_snakewater&lt;br /&gt;
| developer = Tovilovan&lt;br /&gt;
| download = [http://forums.tf2maps.net/showthread.php?t=14835 Link]&lt;br /&gt;
| playstyle =&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cp_snakwater is a 5cp map which is very commonly used in 6v6.&lt;/div&gt;</summary>
		<author><name>Mr3pid3mic</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Snakewater&amp;diff=3692</id>
		<title>Snakewater</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Snakewater&amp;diff=3692"/>
		<updated>2013-07-30T08:03:22Z</updated>

		<summary type="html">&lt;p&gt;Mr3pid3mic: Added page for cp_snakewater&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:cp_snakewater}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Snakwater&lt;br /&gt;
| image = &lt;br /&gt;
| maptype = Control Point&lt;br /&gt;
| currentversion = cp_snakewater&lt;br /&gt;
| developer = Tovilovan&lt;br /&gt;
| download = [http://forums.tf2maps.net/showthread.php?t=14835 Link]&lt;br /&gt;
| playstyle =&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
== &amp;lt;big&amp;gt; Cp_Snakewater &amp;lt;/big&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Cp_snakwater is a 5cp map which is very commonly used in 6v6.&lt;/div&gt;</summary>
		<author><name>Mr3pid3mic</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=3687</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=3687"/>
		<updated>2013-07-30T02:09:31Z</updated>

		<summary type="html">&lt;p&gt;Mr3pid3mic: Add definition off a ringer/merc to glossary&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;br /&gt;
&lt;br /&gt;
; Ringer/Merc : A name used to describe players who are playing as a substitute for a team due to mssing players, whilst not actually being on that teams roster.&lt;/div&gt;</summary>
		<author><name>Mr3pid3mic</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Roaming_Soldier&amp;diff=3686</id>
		<title>Roaming Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Roaming_Soldier&amp;diff=3686"/>
		<updated>2013-07-30T01:56:55Z</updated>

		<summary type="html">&lt;p&gt;Mr3pid3mic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:25Roamer gullywash mid.jpg|framed|The Roaming Soldier [http://comp.tf/images/3/3b/Roamer_gullywash_mid.jpg (Full Size)] ]]&lt;br /&gt;
== &amp;lt;big&amp;gt;General&amp;lt;/big&amp;gt; ==&lt;br /&gt;
The Roaming Soldier (&amp;quot;roamer&amp;quot;) is the more aggressive Soldier in 6v6. The primary objectives of a roamer are creating advantages off of which their team can push, aiding the Scouts defending the flank and getting behind the enemy as a decoy, to hide for a pick or to relay information about the enemy's location. Being the most &amp;quot;disposable&amp;quot; unit of the team, a roamer is free to jump into the enemy, trying to get a important pick (e.g. the Demo or the Medic) to prevent (delay) a hostile push and/or enable the own teams push.&lt;br /&gt;
If the enemy Medic is 100% charged, a roamer wants to either kill him or force him to use his uber in a safe distance from the own team, typically as the enemy Medic passes through a chokepoint. Roamers mostly rely on health kits to maintain their Health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Loadouts&amp;lt;/big&amp;gt; ==&lt;br /&gt;
The standard loadout for a Roaming Soldier is the Rocket Launcher/Original, the Gunboats and the Escape Plan. This set gives the roamer a huge amount of mobility:&lt;br /&gt;
The Gunboats reduce the self-damage taken from rocket jumping, and the Escape Plan can ensure easier getaways. Some roamers prefer to run the Shotgun over the Gunboats. This greatly decreases potential mobility and therefore the unpredictability of a roamer's aggression, since a buff is required to jump without losing too much health. Additionally running the Shotgun forces the Medic to spread healing to the roamer more often, decreasing the amount of healing the other players get. The big upside to the Shotgun is the additional firepower, which is a great relief in combat against Scouts while defending the flank and in general combat.&lt;br /&gt;
Another common choice is the Pain Train. With this item, the Roaming Soldier can be used as &amp;quot;a third Scout&amp;quot;. The double cap speed allows the roamer to stay behind and cap a point, while the scouts are free to advance forward. More aggressive roamers using this item get rewarded with easier backcaps and the ability to put a lot of pressure on enemy points.&lt;br /&gt;
Generally, the stock Rocket Launcher/Original is the best primary choice for the roamer since it has very reliable splash damage (remember, without the Shotgun it is more difficult to kill scouts)  and 4 rockets (allowing the user a double rocket jump whilst still having enough rockets loaded to kill a Medic).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:25Roamer gullywash shotgun.jpg|framed|left|Additional Firepower: Shotgun [http://comp.tf/images/3/3f/Roamer_gullywash_shotgun.jpg (Full Size)]]] [[File:25Roamer badlands escape.jpg|framed|center|Escaping [http://comp.tf/images/9/99/Roamer_badlands_escape.jpg (Full Size)]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Mid Fights&amp;lt;/big&amp;gt; ==&lt;br /&gt;
[[File:25Roamer badlands mid jump.jpg|framed|Jumping the Demo through Valley [http://comp.tf/images/b/b1/Roamer_badlands_mid_jump.jpg (Full Size)]]]&lt;br /&gt;
During Mid fights the goals of a roamer are either:&lt;br /&gt;
# To kill the enemy Medic&lt;br /&gt;
# To kill the enemy Demoman&lt;br /&gt;
# To deal as much damage to the enemy combo as possible&lt;br /&gt;
# To distract the enemy.&lt;br /&gt;
As the main &amp;quot;weapon&amp;quot; of a roamer on mid is unpredictability, using different rollouts is recommended. When choosing which rollout to take each round, consider the following:&lt;br /&gt;
# What did the enemy do last mid?&lt;br /&gt;
# What gave you the most trouble?&lt;br /&gt;
# Why did your team win/lose the mid?&lt;br /&gt;
# What might the enemy Team try differently this time?&lt;br /&gt;
A roamer should be constantly surveying the current situation and deciding on the best possible thing to do, and whether there are any good alternatives.&lt;br /&gt;
Sometimes helping one of your Scouts in a Scout vs Scout fight is better than trying to force a way through the enemy Pocket, the Demo and possibly a Scout, dealing only 50 Damage to the Medic.&lt;br /&gt;
As a rule of thumb, the following applies:&lt;br /&gt;
&lt;br /&gt;
[http://rocketrails.blogspot.ca/2013/04/stop-looking-at-tf2-as-black-white.html &amp;quot;if it's a team-fight, ignore the Medic and go for the fragging classes, and only go for the Demo if there's nothing in the way. If it's a stalemate and you need an advantage, go for the Medic kill/uber force.&amp;quot;] - Ziggy Shea&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Defending Last&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Whilst defending the last point of most 5cp maps, a roamer is often restricted to how mobile they are, due to the often enclosed spaces of the point. Because of this, the roamer will usually be charged with the job of assisting scouts in covering flanks. On certain points, like process last, in which a good scout can be much more effective, a roaming soldier may wish to offclass to heavy or pyro in order to deal out much more damage or counter the enemy team's uber. If the enemy is attacking last with a kritzkreig, then it should often be the job of the roamer to immediately focus the medic or demoman, in order to minimize their damage capabilities.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Hiding Spots&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;Hiding spots are not-easily-visible, mostly elevated spots in maps.&lt;br /&gt;
Using one of these without being seen creates a huge advantage and helps in getting close to the Medic and/or behind the enemy Team. Generally a roamer should know every hiding spot, for usage and for checking.&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:25Roamer badlands hiding stone.jpg|framed|left|&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;Hiding to get behind the enemy Team or to kill the Medic [http://comp.tf/images/9/92/Roamer_badlands_hiding_stone.jpg (Full Size)]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;]]&lt;br /&gt;
[[File:25Roamer gullywash hiding.jpg|framed|center|&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;Hiding to help the Scout defending the flank by surprising the enemy [http://comp.tf/images/0/01/Roamer_gullywash_hiding.jpg (Full Size)]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>Mr3pid3mic</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Roaming_Soldier&amp;diff=3685</id>
		<title>Roaming Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Roaming_Soldier&amp;diff=3685"/>
		<updated>2013-07-30T01:56:00Z</updated>

		<summary type="html">&lt;p&gt;Mr3pid3mic: Added section about a roamers job on defending last.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:25Roamer gullywash mid.jpg|framed|The Roaming Soldier [http://comp.tf/images/3/3b/Roamer_gullywash_mid.jpg (Full Size)] ]]&lt;br /&gt;
== &amp;lt;big&amp;gt;General&amp;lt;/big&amp;gt; ==&lt;br /&gt;
The Roaming Soldier (&amp;quot;roamer&amp;quot;) is the more aggressive Soldier in 6v6. The primary objectives of a roamer are creating advantages off of which their team can push, aiding the Scouts defending the flank and getting behind the enemy as a decoy, to hide for a pick or to relay information about the enemy's location. Being the most &amp;quot;disposable&amp;quot; unit of the team, a roamer is free to jump into the enemy, trying to get a important pick (e.g. the Demo or the Medic) to prevent (delay) a hostile push and/or enable the own teams push.&lt;br /&gt;
If the enemy Medic is 100% charged, a roamer wants to either kill him or force him to use his uber in a safe distance from the own team, typically as the enemy Medic passes through a chokepoint. Roamers mostly rely on health kits to maintain their Health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Loadouts&amp;lt;/big&amp;gt; ==&lt;br /&gt;
The standard loadout for a Roaming Soldier is the Rocket Launcher/Original, the Gunboats and the Escape Plan. This set gives the roamer a huge amount of mobility:&lt;br /&gt;
The Gunboats reduce the self-damage taken from rocket jumping, and the Escape Plan can ensure easier getaways. Some roamers prefer to run the Shotgun over the Gunboats. This greatly decreases potential mobility and therefore the unpredictability of a roamer's aggression, since a buff is required to jump without losing too much health. Additionally running the Shotgun forces the Medic to spread healing to the roamer more often, decreasing the amount of healing the other players get. The big upside to the Shotgun is the additional firepower, which is a great relief in combat against Scouts while defending the flank and in general combat.&lt;br /&gt;
Another common choice is the Pain Train. With this item, the Roaming Soldier can be used as &amp;quot;a third Scout&amp;quot;. The double cap speed allows the roamer to stay behind and cap a point, while the scouts are free to advance forward. More aggressive roamers using this item get rewarded with easier backcaps and the ability to put a lot of pressure on enemy points.&lt;br /&gt;
Generally, the stock Rocket Launcher/Original is the best primary choice for the roamer since it has very reliable splash damage (remember, without the Shotgun it is more difficult to kill scouts)  and 4 rockets (allowing the user a double rocket jump whilst still having enough rockets loaded to kill a Medic).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:25Roamer gullywash shotgun.jpg|framed|left|Additional Firepower: Shotgun [http://comp.tf/images/3/3f/Roamer_gullywash_shotgun.jpg (Full Size)]]] [[File:25Roamer badlands escape.jpg|framed|center|Escaping [http://comp.tf/images/9/99/Roamer_badlands_escape.jpg (Full Size)]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Mid Fights&amp;lt;/big&amp;gt; ==&lt;br /&gt;
[[File:25Roamer badlands mid jump.jpg|framed|Jumping the Demo through Valley [http://comp.tf/images/b/b1/Roamer_badlands_mid_jump.jpg (Full Size)]]]&lt;br /&gt;
During Mid fights the goals of a roamer are either:&lt;br /&gt;
# To kill the enemy Medic&lt;br /&gt;
# To kill the enemy Demoman&lt;br /&gt;
# To deal as much damage to the enemy combo as possible&lt;br /&gt;
# To distract the enemy.&lt;br /&gt;
As the main &amp;quot;weapon&amp;quot; of a roamer on mid is unpredictability, using different rollouts is recommended. When choosing which rollout to take each round, consider the following:&lt;br /&gt;
# What did the enemy do last mid?&lt;br /&gt;
# What gave you the most trouble?&lt;br /&gt;
# Why did your team win/lose the mid?&lt;br /&gt;
# What might the enemy Team try differently this time?&lt;br /&gt;
A roamer should be constantly surveying the current situation and deciding on the best possible thing to do, and whether there are any good alternatives.&lt;br /&gt;
Sometimes helping one of your Scouts in a Scout vs Scout fight is better than trying to force a way through the enemy Pocket, the Demo and possibly a Scout, dealing only 50 Damage to the Medic.&lt;br /&gt;
As a rule of thumb, the following applies:&lt;br /&gt;
&lt;br /&gt;
[http://rocketrails.blogspot.ca/2013/04/stop-looking-at-tf2-as-black-white.html &amp;quot;if it's a team-fight, ignore the Medic and go for the fragging classes, and only go for the Demo if there's nothing in the way. If it's a stalemate and you need an advantage, go for the Medic kill/uber force.&amp;quot;] - Ziggy Shea&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Defending Last&amp;lt;big&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Whilst defending the last point of most 5cp maps, a roamer is often restricted to how mobile they are, due to the often enclosed spaces of the point. Because of this, the roamer will usually be charged with the job of assisting scouts in covering flanks. On certain points, like process last, in which a good scout can be much more effective, a roaming soldier may wish to offclass to heavy or pyro in order to deal out much more damage or counter the enemy team's uber. If the enemy is attacking last with a kritzkreig, then it should often be the job of the roamer to immediately focus the medic or demoman, in order to minimize their damage capabilities.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Hiding Spots&amp;lt;big&amp;gt; ==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;Hiding spots are not-easily-visible, mostly elevated spots in maps.&lt;br /&gt;
Using one of these without being seen creates a huge advantage and helps in getting close to the Medic and/or behind the enemy Team. Generally a roamer should know every hiding spot, for usage and for checking.&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:25Roamer badlands hiding stone.jpg|framed|left|&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;Hiding to get behind the enemy Team or to kill the Medic [http://comp.tf/images/9/92/Roamer_badlands_hiding_stone.jpg (Full Size)]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;]]&lt;br /&gt;
[[File:25Roamer gullywash hiding.jpg|framed|center|&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;Hiding to help the Scout defending the flank by surprising the enemy [http://comp.tf/images/0/01/Roamer_gullywash_hiding.jpg (Full Size)]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>Mr3pid3mic</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=3680</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=3680"/>
		<updated>2013-07-30T01:35:30Z</updated>

		<summary type="html">&lt;p&gt;Mr3pid3mic: Improved description of scouts job in highlander. Added detail.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ScoutIcon.png|200px|right]]&lt;br /&gt;
&lt;br /&gt;
A smack-talking Bostonian brat, the '''Scout''' boasts the greatest mobility of all the TF2 classes; two jumps and an impressive 133% movement speed make him extremely difficult to track down, and even to kill once he's found. The Scout also carries a [[Scattergun]], which does tremendous damage when very close to an opponent. With such a high move speed, it isn't difficult to get close to people; the only trick is staying alive once at a close range. The Scout has only 125 base health, [[Sniper|tied]] for the least out of all the classes.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Scout (6v6)}}&lt;br /&gt;
&lt;br /&gt;
The Scout is a highly mobile &amp;quot;clean up&amp;quot; class, used to capture points and move in and out of fights to deal and avoid as much damage as possible. In standard 6v6 play, a team will have 2 Scouts. When playing this class, one will be expected to successfully capture points, control the flank, and be able to clean up the damage put out by heavy classes (Soldier and Demoman). Generally speaking, a Scout will have a high number of kills and a moderate amount of damage - diving in to kill already damaged players is the primary cause of this. Scouts are also often the best candidates for off-classing, depending on the situation. The secret to the Scout class is going into a fight and catching enemies unaware. The Scout is usually more expendable than the other classes, excluding the roaming soldier. &lt;br /&gt;
&lt;br /&gt;
Some teams like to assign roles to their scouts to keep everyone coordinated.  Having a &amp;quot;passive&amp;quot; Scout and an &amp;quot;aggressive&amp;quot; Scout on the team keeps inexperienced players from getting out of position (either resulting in death from aggression or missed opportunities from passiveness).  The &amp;quot;passive&amp;quot; Scout's job is roughly to protect the Demoman and help the Medic build Über when an opportunity arises. While he still wants to help out his fellow Scout on the flank and clean up damage, protecting the Demoman is his main objective. When there are stalemate situations in a match, the passive Scout is the one that will build the Medic's ÜberCharge using his [[Boston Basher]].  The aggressive Scout usually goes for kills and high damage on the flank.  If a player is weak, he will chase that player down and kill him.  The problem with this role-oriented approach is that when a Scout is smart enough to know when to be passive and when to be aggressive, it is more efficient for him to switch roles when a situation calls for it, rather than getting stuck in a mindset that can be very detrimental to his team.  Most high-level teams avoid this passive versus aggressive assignment system, but it can help teams that lack the coordination and game sense.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Scout (Highlander)}}&lt;br /&gt;
The Scout's role is severely diminished in Highlander, as his fragging capabilities are limited by full-time high-damage per second classes, such as the Heavy or the Engineer. Because of that, the Scout is often more of an utility class, helping the team by being on the flank, capturing points and objectives and sometimes following up on damage dealt by the combo. A scout can also be used to focus classes which can cause large problems for your team, such as sniper. Most Payload and Attack/Defend maps can greatly limit the Scout's usefulness due to their tendency to clump everyone together, but on certain koth maps, a good scout can score a high amount of points due to a large amount of flanking routes which are available. &lt;br /&gt;
&lt;br /&gt;
Highlander leagues allow a greater variety of scout unlocks than 6v6 leagues do, which allows for interesting strategies with unlocks like Mad Milk, Bonk! Atomic Punch, and Crit-a-Cola. The scout's role can be enhanced by any of these, leading to a more supportive class that splashed Milk during pushes, a pick/harassment class that runs to enemy spawn with Bonk!, or a highly aggressive damage-dealer that runs with with Crit-a-Cola and uses the speed to offset the increased damage taken by dodging. As long as the Scout plays smart and stays alive, opportunities to flank and to fight directly come up just like in 6v6.&lt;br /&gt;
&lt;br /&gt;
==Allowed Weapons==&lt;br /&gt;
&lt;br /&gt;
===Primary weapons===&lt;br /&gt;
{{Template:Class Scout Primary Table}}&lt;br /&gt;
&lt;br /&gt;
===Secondary weapons===&lt;br /&gt;
{{Template:Class Scout Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
===Melee weapons===&lt;br /&gt;
{{Template:Class Scout Melee Table}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Mr3pid3mic</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=3679</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=3679"/>
		<updated>2013-07-30T01:27:26Z</updated>

		<summary type="html">&lt;p&gt;Mr3pid3mic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Pyro is a class who wields a Flamethrower as its main weapon.  Along with the ability to inflict burn damage and a relatively high damage output, the Pyro also has the [[airblast]] mechanic, which can neutralize an enemy's uber with ease, reflect projectiles like rockets and arrows, and extinguish burning team mates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Pyro (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Pyro is considered an [[offclass]].  Most commonly run when the defending team has über disadvantage while defending last, the Pyro's job is to neutralize the enemy team's über through the use of the airblast mechanic along with compression blasting away spam from the Soldier and Demo.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Pyro (Highlander)]]''&lt;br /&gt;
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In Highlander, the Pyro is considered a support class.  The Pyro's main job in Highlander is to protect the [[Medic]].  It also has the jobs of displacing and neutralizing enemy ubers, [[spychecking]] to neutralize the enemy [[Spy]], protecting its team's sentry gun by deflecting projectiles, and providing flank support when required. The pyro most commonly positions himself around the combo, so as to allow them to deal a lot of damage to the enemy team's damage dealing classes like heavy or demoman, without having to focus on classes like spies or scouts. This allows for the rest off your team to co-ordinate a push. Alternatively, if his team is aware enough off the enemy spy, then the pyro could take the role of a roaming pyro. This involves the pyro flanking the enemy team, and trying to deal a lot of damage, possibly to get a pick on the medic, which could then allow your team to push in.&lt;br /&gt;
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== Primary == &lt;br /&gt;
{{Template: Class Pyro Primary Table}}&lt;br /&gt;
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==Secondary==&lt;br /&gt;
{{Template: Class Pyro Secondary Table}}&lt;br /&gt;
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==Melee==&lt;br /&gt;
{{Template: Class Pyro Melee Table}}&lt;/div&gt;</summary>
		<author><name>Mr3pid3mic</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=3678</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=3678"/>
		<updated>2013-07-30T01:26:23Z</updated>

		<summary type="html">&lt;p&gt;Mr3pid3mic: Improved description off pyro's job in highlander. Added detail, removed spelling error.s&lt;/p&gt;
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&lt;div&gt;The Pyro is a class who wields a Flamethrower as its main weapon.  Along with the ability to inflict burn damage and a relatively high damage output, the Pyro also has the [[airblast]] mechanic, which can neutralize an enemy's uber with ease, reflect projectiles like rockets and arrows, and extinguish burning team mates.&lt;br /&gt;
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==6v6==&lt;br /&gt;
''Main Article: [[Pyro (6v6)]]''&lt;br /&gt;
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In 6v6, the Pyro is considered an [[offclass]].  Most commonly run when the defending team has über disadvantage while defending last, the Pyro's job is to neutralize the enemy team's über through the use of the airblast mechanic along with compression blasting away spam from the Soldier and Demo.&lt;br /&gt;
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==Highlander==&lt;br /&gt;
''Main Article: [[Pyro (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Pyro is considered a support class.  The Pyro's main job in Highlander is to protect the [[Medic]].  It also has the jobs of displacing and neutralizing enemy ubers, [[spychecking]] to neutralize the enemy [[Spy]], protecting its team's sentry gun by deflecting projectiles, and providing flank support when required. The pyro most commonly positions himslef around the combo, so as to allow them to deal a lot of damage to the enemy team's damage dealing classes like heavy or demoman, without having to focus on classes like spies or scouts. This allows for the rest off your team to co-ordinate a push. Alternatively, if his team is aware enough off the enemy spy, then the pyro could take the role of a roaming pyro. This involves the pyro flanking the enemy team, and trying to deal a lot off damage, possibly to get a pick on the medic, which could then allow your team to push in.&lt;br /&gt;
&lt;br /&gt;
== Primary == &lt;br /&gt;
{{Template: Class Pyro Primary Table}}&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
{{Template: Class Pyro Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
{{Template: Class Pyro Melee Table}}&lt;/div&gt;</summary>
		<author><name>Mr3pid3mic</name></author>
		
	</entry>
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