<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Radman</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=Radman"/>
	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/Radman"/>
	<updated>2026-05-05T06:33:01Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.2</generator>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:Soldier&amp;diff=1839</id>
		<title>Talk:Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:Soldier&amp;diff=1839"/>
		<updated>2013-07-03T23:15:27Z</updated>

		<summary type="html">&lt;p&gt;Radman: Created page with &amp;quot;While the Disciplinary action's wiki page shows different levels of percentage speed increases based on class, the overall difference in speed hovers around ~100 HU/s (92-105)...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the Disciplinary action's wiki page shows different levels of percentage speed increases based on class, the overall difference in speed hovers around ~100 HU/s (92-105). This means every class receives a similar speed boost. Ive edited the DA's description to reflect this.&lt;br /&gt;
http://wiki.teamfortress.com/wiki/Disciplinary_Action&lt;br /&gt;
--[[User:Radman|Radman]] ([[User talk:Radman|talk]]) 00:15, 4 July 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>Radman</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier&amp;diff=1822</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier&amp;diff=1822"/>
		<updated>2013-07-03T23:10:21Z</updated>

		<summary type="html">&lt;p&gt;Radman: /* Melee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Soldier is a class played in both 6v6 and Highlander.  It is the most basic of the classes, and is a good all-around fighter.  The Soldier's weapon of choice is the Rocket Launcher, a projectile weapon with good damage spread and range.  The Soldier can adapt to many different situations and is a crucial class to have.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Soldier (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Soldier will usually fulfil two main roles: &amp;quot;Pocket&amp;quot; Soldier and &amp;quot;Roaming&amp;quot; Soldier. The Pocket Soldier focuses on keeping his medic alive and using heals to deal damage, take positioning on his enemies, and lead his team. The Roaming Soldier plays a fundamental role in initiating battles for his team by creating distractions and advantages, and supporting his team by controlling the flank, and in turn, the universe.&lt;br /&gt;
&lt;br /&gt;
The most basic role of the Pocket Soldier is keeping the medic alive and using his abundant heals to deal damage, get kills and lead the team. The Pocket along with the Medic and Demoman form the core &amp;quot;combo&amp;quot; of any 6v6 team. He will usually be the target of an übercharge, if not the Demoman. The Pocket is usually the third biggest pick behind the Medic and Demoman, however since he is usually at a fearsome three hundred health, it is not easy to frag him. The standard or &amp;quot;meta&amp;quot; loadout for the Pocket soldier is the Rocket Launcher/Original, the Shotgun and the Escape Plan.&lt;br /&gt;
&lt;br /&gt;
The Roaming Soldier's main job is to help one of his Scouts on the flank, and create openings in the other team so that his team can push. The Roamer is most often the player that will suicide into the other team in hopes of getting a Medic pick or to force the Medic to übercharge. The Roamer also wants to know the ins and outs of a map so that he knows all of its hiding spots and flanks. He wants to hide so that he can easily get a jump on the enemy team and hopefully get a pick or two. Hiding also provides the advantage of knowing exactly what the enemy team is doing, allowing the roamer to relay tons of information back to his team and gaining an advantage over the opposition. He is basically the most &amp;quot;disposable&amp;quot; unit of the team. The standard loadout for a Roaming soldier is the Rocket Launcher/Original, the Gunboats and the Escape Plan.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Soldier (Highlander)]]'' &lt;br /&gt;
&lt;br /&gt;
In Highlander, there is only one Soldier on each team.  This Soldier often functions like a Roaming Soldier would in 6v6.  As such, many 6v6 Roamer strategies can be applied to Highlander as well. Often used as a roaming pick class, the soldier is mostly run with gunboats and the stock launcher, or the black box. A well coordinated team can organize pick classes to work together for a common goal, like forcing a medic or taking out a engineer nest. In most maps, the soldier is used to control the flank. He is used to defend the flank of his own team and in turn harass his opponents.&lt;br /&gt;
&lt;br /&gt;
==Allowed Weapons==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Rocket Launcher&lt;br /&gt;
| image = 128px-Rocket_Launcher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = This is the default primary weapon for the soldier, due to its versatility. The combination of high splash and direct damage, four rocket clipsize, knockback and the ability to rocket jump make this the most popular choice for almost every soldier. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Direct Hit&lt;br /&gt;
| image = 128px-Direct_Hit.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = A spinoff of the default primary weapon, allowing for precise shots due to the reduced spread and buffed damage. Granting minicrits for airshots and dealing buffed damage to buildings, the Direct Hit is a great weapon to counter jumping soldiers, or to take out the enemy sentry. The projectiles also travel 80% faster&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = The Black Box&lt;br /&gt;
| image = 128px-Black_Box.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The black box has identical stats to the stock rocket launcher, except for the fact that you have one less rocket, but gain 15 health for every enemy you hit. This makes the black box ideal for roaming around the map without a medic. Pioneered by Vhalin, the black box can be used effectively if you can land your rockets with accuracy.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Rocket Jumper&lt;br /&gt;
| image = 128px-Rocket_Jumper.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The rocket jumper deals no damage, to yourself or enemies. It is often used as a training weapon for rocket jumping, and thus is rarely seen outside of pubs/jump servers. If it is seen, it is generally used to troll the other team, as it is just not as useful in a competitive setting, compared to the rocket launcher.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Liberty Launcher&lt;br /&gt;
| image = 128px-Liberty_Launcher.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Liberty Launcher isn't used often at all in the competitive scene, giving you faster rocket speeds at the cost of one rocket. This weapon doesn't see a lot of use, and is widely considered a crutch.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Cow Mangler 5000&lt;br /&gt;
| image = 128px-Cow_Mangler.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Cow Mangler, while an attractive choice on paper, results in an overall slower and less effective play style. On top of this, the Cow Mangler is very bad at dealing with Mini Sentries, which prevents soldiers from using the weapon in most situations. &lt;br /&gt;
&lt;br /&gt;
The charge shot has been shows to be situationally useful by providing a &amp;quot;Ranged Sap&amp;quot; for a Wrangled Sentry.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Beggar's Bazooka&lt;br /&gt;
| image = 128px-Beggars_Bazooka.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = No&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = No&lt;br /&gt;
| description = The Beggar's Bazooka is perhaps the most unique rocket launcher out of the 7 choices. Instead of having 4 rockets loaded like most others, it starts with zero loaded, and the player is required to hold down their Primary Attack button to load the rockets. Only 3 rockets can be held at one time, and loading additional rockets will cause the launcher to overload, damaging the Soldier and any players in the immediate area. However, the Soldier can intentionally overload, and use the damage to jump across large areas, similar to a rocket jump, albeit much more powerful. A bomb from a soldier holding the Bazooka is nearly unstoppable. The explosion from overloading the chamber can be used to rocket jump with the full three rockets in the clip, and when a glitch was found to allow holding all three rockets indefinitely, the weapon was quickly banned in all leagues.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Secondary ===&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Shotgun&lt;br /&gt;
| image = 128px-Shotgun.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The shotgun is the go-to secondary for pocket soldiers in the 6v6 game style. The Shotgun is useful in a variety in situations. For instance, the Shotgun provides you with extra firepower should you have no rockets loaded or if you're out of ammo. This extra damage can help protect your medic should he be harassed while you're out of rockets. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = The Gunboats&lt;br /&gt;
| image = 128px-Gunboats.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Gunboats give you a 60% reduction in damage taken from rocket jumps, at the cost of an effectively empty secondary slot. This is a common choice for both the roaming soldier role in 6v6, and for soldiers in Highlander. The reduced rocket jump damage further allows soldier's to perform what is called a '''bomb'''.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = The Buff Banner&lt;br /&gt;
| image = 128px-Buff_Banner.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The buff banner gives any of the players's teammates around him a 35% damage increase. This is not seen often, but is used by some players.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Battalion's Backup&lt;br /&gt;
| image = 128px-Battalions_Backup.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Concheror&lt;br /&gt;
| image = Concheror.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Reserve Shooter&lt;br /&gt;
| image = 128px-Reserve_Shooter.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Reserve Shooter deals mini-crits to airborne enemies up to 3 seconds after you switch to your secondary. The Reserve Shooter has 3 shots in it's clip, and also increases weapon switch speed by 15%. The Shotgun is generally considered superior to the Reserve Shooter, as it has a full 6 clip and can deal a great amount of damage on it's own.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Righteous Bison&lt;br /&gt;
| image = 128px-Righteous_Bison.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Righteous Bison functions as an alternative to the shotgun that excels as midrange spam. This role is fulfilled by three attributes of the weapon: decreased ramp up (resembling the rocket launcher or sticky launcher's damage curve), projectiles penetrate targets, and infinite ammo. The Righteous Bison does not see a lot of use in competitive play because the Soldier's rocket launcher is arguably better at spam than the Bison, and giving up the gunboats or shotgun is too much to ask for most Soldiers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Shovel and reskins&lt;br /&gt;
| image = 128px-Shovel.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The shovel is a stock weapon, however in competitive it's rare to see it used. The soldier has a vast variety of melee weapons, some of which are regarded as straight upgrades. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Escape Plan&lt;br /&gt;
| image = 128px-Escape_Plan.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Once this weapon is equipped, it has the unique ability to increase the movement speed of the player as their health is diminished. Consequently, the weapon blocks healing from all Medic weapons while active. This weapon is especially useful to flee from fights. The Escape Plan is a common weapon used by 6v6 soldiers. The increased movement speed paired with the soldier's ability to damage itself allows the Escape Plan to be used as a tool for rolling out. Pocket soldiers in 6v6 will generally use this &amp;quot;Escape Plan rollout&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Equalizer&lt;br /&gt;
| image = 128px-Equalizer.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Pain Train&lt;br /&gt;
| image = 128px-Pain_Train.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Pain Train increases your capture rate by 1 (from 1x to 2x), at the cost of 10% extra bullet vulnerability. In 6v6, the demo often equips the Pain Train, however it's still viable for a soldier to equip it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Half-Zatoichi&lt;br /&gt;
| image = 128px-Half_Zatoichi.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Disciplinary Action&lt;br /&gt;
| image = 128px-Disciplinary_Action.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Disciplinary Action is a melee weapon used as a rollout tool for Highlander play. When an ally is hit with this weapon, both the soldier with the item equipped and the ally hit receive a static speed boost (meaning a Heavy will have the same net speed increase as a Scout). The downside is -25% damage, however it is rare to see melees used to deal damage in competitive play, so the Disciplinary Action is regarded as an upgrade. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Market Gardener&lt;br /&gt;
| image = 128px-Market_Gardener.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Radman</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman&amp;diff=1814</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman&amp;diff=1814"/>
		<updated>2013-07-03T23:00:28Z</updated>

		<summary type="html">&lt;p&gt;Radman: /* Highlander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Demoman is the fourth class of Team Fortress 2, and is labelled as a &amp;quot;Defensive&amp;quot; class by Valve. However, due to the variety of projectile weapons available to him, a Demoman can be highly versatile, able to both lead offensive pushes or to defend a given area. His role comprises area denial, choke spamming and control, and crowd control. The blast radius of his weapons makes him a ready counter to the Engineer's buildings, while he himself is opposed by most close-combat classes. A good Demoman can hold off an entire team with well-timed and well-placed spam. On 5CP and KOTH maps, he is most often the first to arrive at the midfight due to the use of Stickybomb Jumps, which allow for a high mobility over long distances. He possesses both the highest DPS in the game (using the Stickybomb Launcher) and the third-highest hitpoints.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Demoman (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his [[spamming]] abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can get him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demo is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Demoman (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Demoman's main job is dealing high amounts of damage. His weapons are great at dishing out large amounts of damage to crowds of players and slow, high HP targets. However he lacks the ability to reliably protect himself from close range threats (most often from the Scout), so he is often paired up with the Heavy and Medic to form the core of a Highlander team. He serves a similar role to his 6's counterpart of dealing damage and leading up uber pushes, but he is also expected to deal with sentry nests.&lt;br /&gt;
&lt;br /&gt;
The Demoman is most traditionally part of the Highlander Combo, alongside the Medic, Heavy, and sometimes Pyro. When using the Ubercharge he will often lead the push. Depending on the situation, the Demoman may share the Uber with another class, or just take a solo uber. In a defensive situation, a team may forgo a Demoman Uber in favor of keeping the Pyro and Heavy alive to slow a push. If the Medic is using the Kritzkrieg, the Demoman is nearly always the primary recipient. A common practice is &amp;quot;Sticky Sniping&amp;quot;, which has a Demoman charge up a sticky, then taking the Krits right before shooting the sticky into a crowd. If done correctly, the Critical Sticky will catch the enemy team off guard and secure a few picks or an Uber drop.&lt;br /&gt;
&lt;br /&gt;
Stickybomb traps, while not as useful as in less-organized formats, do provide the Demoman with an Area Denial and Picking tool. However, due to the the number of Area Denial and Picking classes that are always present in a Highlander game, this mechanic is not as useful as in 6v6. Sticky jumping however, is still a very potent tool for the Highlander Demoman. It allows the class to quickly respond to threats, act quickly off of advantages, and cover distance much faster than a majority of classes on the field.&lt;br /&gt;
&lt;br /&gt;
Some teams and players have experimented with playing Demoknight, which refers to playing Demoman with one of the shields equipped in place of his sticky launcher. This strategy is reliant on using a Targe Turning Script that allows a charging Demoknight to turn at a greater rate than what the game allows. The Demoknight results in a playstyle similar to a Roamer, which is centered around getting key picks. This playstyle has not yet been proven to be an effective alternative to vanilla Demoman. Nevertheless, use of Targe Turning Scripts is banned in most leagues.&lt;br /&gt;
&lt;br /&gt;
== Primary ==&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Grenade Launcher&lt;br /&gt;
| image = Backpack_Grenade_Launcher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Recommended for medium to close range. A single grenade (or &amp;quot;pill&amp;quot;) can do 102 damage when it is a direct hit. It can vary between 102 and 99 depending on how close of a direct hit the pill is. It is often used to spam chokes when the demo already has a sticky trap set up, and because pills are tangible they can roll across the ground if they have not hit someone directly before touching the wall or floor or ceiling (these are often called rollers). Rollers can do 35 to 70 damage depending on the distance from the person they are near.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Ali Baba's Wee Booties&lt;br /&gt;
| image = Backpack_Ali_Baba's_Wee_Booties.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Ali Baba's Wee Booties increase the demoman's health from 175 to 200, allowing him to take more spam and survive for longer. Many demomen wear the item because their grenade aim is off or bad, or for kritzkrieg pushes in order to stay alive longer without invulnerability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Loch-n-Load&lt;br /&gt;
| image = Backpack_Loch-n-Load.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Most demomen do not use the Loch because of its required high-accuracy aim and also because of the heightened splash damage taken from a close range pill, but also because other players not hit by it do not take splash damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Loose Cannon&lt;br /&gt;
| image = Backpack_Loose_Cannon.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Loose Cannon is rarely used in competitive, it lacks the damage potential of a grenade launcher both up close and at long range. The cannonballs do 16-48 splash damage after they hit the ground, compared to 22-64 of the grenade launcher.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Secondary ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Stickybomb Launcher&lt;br /&gt;
| image = Backpack_Stickybomb_Launcher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = This is the most versatile weapon for the demoman, and almost all upper-level competitive demomen swear by it. It can be used for almost any range, from close to medium to far, because of its charging ability. A single stickybomb (mostly referred to as a &amp;quot;sticky&amp;quot;) will do 135 damage maximum and 20 damage minimum depending on the distance of the enemy player. By holding down the left click button, the demoman can charge a sticky in order to fire it farther, proportional to the amount of time charged. Many use this for area denial by spamming long-range stickies through a choke point that is too long for pills to reach. It is also used to plant a &amp;quot;stickytrap&amp;quot;, a small, packed together group of stickies on a wall outside of a choke point that is detonated when a team pushes through, dealing high amounts of damage. Some well-placed stickytraps can often go unseen and may even kill multiple enemies. It is also used for sticky-jumps, where the player places a sticky under their feet and detonates it to propel them in a certain direction at high-speeds. The minimum damage from a successful stickyjump a player can take is 45, and can do around 100 damage max (often resulting in a failed stickyjump.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Sticky Jumper&lt;br /&gt;
| image = Backpack_Sticky_Jumper.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Sticky Jumper can be used in combination with the Ullapool Caber to attempt [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=efQ_CJOLLuY#t=1094s a pick on the medic or other important class]. It is occasionally used as a way of flanking the other team. Usage of this weapon is typically in desperation to rush to the point, or simply &amp;quot;trolling&amp;quot; the other team. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Chargin' Targe&lt;br /&gt;
| image = Backpack_Chargin'_Targe.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = A very small portion of high-level players still use this, as it denies them the ability to arrive at midfights first and a fraction of the damage that they could do before, and with many new updates disabling some charge [[scripts]], many find it harder to use without a clear path. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Splendid Screen&lt;br /&gt;
| image = Backpack_Splendid_Screen.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Splendid Screen info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Scottish Resistance&lt;br /&gt;
| image = Backpack_Scottish_Resistance.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = ScoRes info &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Bottle&lt;br /&gt;
| image = Backpack_Bottle.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Stock melee info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Pain Train&lt;br /&gt;
| image = Backpack_Pain_Train.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Pain Train lets you cap at 2x speed, but gives you a 10% vulnerability to bullets. Many Demomen use the Pain Train in [[Stopwatch]] games on Offense to maximize cap time and therefore also their team's chances of having the faster time.  10% vulnerability to bullets effectively means that an unbuffed demo fighting a scout starts with 158 base hp instead of 175.  This is a very small difference (and not enough to kill the demo in a single sniper headshot), so the weapon is generally considered a near upgrade.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Ullapool Caber&lt;br /&gt;
| image = Backpack_Ullapool_Caber.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Caber info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Eyelander&lt;br /&gt;
| image = Backpack_Eyelander.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Often used in combination with booties as the 25 health reduction is debilitating for some, the Eyelander has one of the largest melee ranges in the game. It grants an extra 15 health with each kill with it. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Scotsman's Skullcutter&lt;br /&gt;
| image = Backpack_Scotsman's_Skullcutter.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = HEAVY AXE info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Claidheamh Mor&lt;br /&gt;
| image = Backpack_Claidheamh_Mòr.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Claymore info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Persian Persuader&lt;br /&gt;
| image = Backpack_Persian_Persuader.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = While the ammo to health conversion may help in some situations, it becomes impossible to use stickies to spam chokes as you quickly run out.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Radman</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier&amp;diff=1782</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier&amp;diff=1782"/>
		<updated>2013-07-03T22:21:47Z</updated>

		<summary type="html">&lt;p&gt;Radman: /* Primary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Soldier is a class played in both 6v6 and Highlander.  It is the most basic of the classes, and is a good all-around fighter.  The Soldier's weapon of choice is the Rocket Launcher, a projectile weapon with good damage spread and range.  The Soldier can adapt to many different situations and is a crucial class to have.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Soldier (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Soldier will usually fulfil two main roles: &amp;quot;Pocket&amp;quot; Soldier and &amp;quot;Roaming&amp;quot; Soldier. The Pocket Soldier focuses on keeping his medic alive and using heals to deal damage, take positioning on his enemies, and lead his team. The Roaming Soldier plays a fundamental role in initiating battles for his team by creating distractions and advantages, and supporting his team by controlling the flank, and in turn, the universe.&lt;br /&gt;
&lt;br /&gt;
The most basic role of the Pocket Soldier is keeping the medic alive and using his abundant heals to deal damage, get kills and lead the team. The Pocket along with the Medic and Demoman form the core &amp;quot;combo&amp;quot; of any 6v6 team. He will usually be the target of an übercharge, if not the Demoman. The Pocket is usually the third biggest pick behind the Medic and Demoman, however since he is usually at a fearsome three hundred health, it is not easy to frag him. The standard or &amp;quot;meta&amp;quot; loadout for the Pocket soldier is the Rocket Launcher/Original, the Shotgun and the Escape Plan.&lt;br /&gt;
&lt;br /&gt;
The Roaming Soldier's main job is to help one of his Scouts on the flank, and create openings in the other team so that his team can push. The Roamer is most often the player that will suicide into the other team in hopes of getting a Medic pick or to force the Medic to übercharge. The Roamer also wants to know the ins and outs of a map so that he knows all of its hiding spots and flanks. He wants to hide so that he can easily get a jump on the enemy team and hopefully get a pick or two. Hiding also provides the advantage of knowing exactly what the enemy team is doing, allowing the roamer to relay tons of information back to his team and gaining an advantage over the opposition. He is basically the most &amp;quot;disposable&amp;quot; unit of the team. The standard loadout for a Roaming soldier is the Rocket Launcher/Original, the Gunboats and the Escape Plan.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Soldier (Highlander)]]'' &lt;br /&gt;
&lt;br /&gt;
In Highlander, there is only one Soldier on each team.  This Soldier often functions like a Roaming Soldier would in 6v6.  As such, many 6v6 Roamer strategies can be applied to Highlander as well. Often used as a roaming pick class, the soldier is mostly run with gunboats and the stock launcher, or the black box. A well coordinated team can organize pick classes to work together for a common goal, like forcing a medic or taking out a engineer nest. In most maps, the soldier is used to control the flank. He is used to defend the flank of his own team and in turn harass his opponents.&lt;br /&gt;
&lt;br /&gt;
==Allowed Weapons==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Rocket Launcher&lt;br /&gt;
| image = 128px-Rocket_Launcher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = This is the default primary weapon for the soldier, due to its versatility. The combination of high splash and direct damage, four rocket clipsize, knockback and the ability to rocket jump make this the most popular choice for almost every soldier. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Direct Hit&lt;br /&gt;
| image = 128px-Direct_Hit.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = A spinoff of the default primary weapon, allowing for precise shots due to the reduced spread and buffed damage. Granting minicrits for airshots and dealing buffed damage to buildings, the Direct Hit is a great weapon to counter jumping soldiers, or to take out the enemy sentry. The projectiles also travel 80% faster&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = The Black Box&lt;br /&gt;
| image = 128px-Black_Box.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The black box has identical stats to the stock rocket launcher, except for the fact that you have one less rocket, but gain 15 health for every enemy you hit. This makes the black box ideal for roaming around the map without a medic. Pioneered by Vhalin, the black box can be used effectively if you can land your rockets with accuracy.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Rocket Jumper&lt;br /&gt;
| image = 128px-Rocket_Jumper.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The rocket jumper deals no damage, to yourself or enemies. It is often used as a training weapon for rocket jumping, and thus is rarely seen outside of pubs/jump servers. If it is seen, it is generally used to troll the other team, as it is just not as useful in a competitive setting, compared to the rocket launcher.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Liberty Launcher&lt;br /&gt;
| image = 128px-Liberty_Launcher.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Liberty Launcher isn't used often at all in the competitive scene, giving you faster rocket speeds at the cost of one rocket. This weapon doesn't see a lot of use, and is widely considered a crutch.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Cow Mangler 5000&lt;br /&gt;
| image = 128px-Cow_Mangler.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Cow Mangler, while an attractive choice on paper, results in an overall slower and less effective play style. On top of this, the Cow Mangler is very bad at dealing with Mini Sentries, which prevents soldiers from using the weapon in most situations. &lt;br /&gt;
&lt;br /&gt;
The charge shot has been shows to be situationally useful by providing a &amp;quot;Ranged Sap&amp;quot; for a Wrangled Sentry.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Beggar's Bazooka&lt;br /&gt;
| image = 128px-Beggars_Bazooka.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = No&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = No&lt;br /&gt;
| description = The Beggar's Bazooka is perhaps the most unique rocket launcher out of the 7 choices. Instead of having 4 rockets loaded like most others, it starts with zero loaded, and the player is required to hold down their Primary Attack button to load the rockets. Only 3 rockets can be held at one time, and loading additional rockets will cause the launcher to overload, damaging the Soldier and any players in the immediate area. However, the Soldier can intentionally overload, and use the damage to jump across large areas, similar to a rocket jump, albeit much more powerful. A bomb from a soldier holding the Bazooka is nearly unstoppable. The explosion from overloading the chamber can be used to rocket jump with the full three rockets in the clip, and when a glitch was found to allow holding all three rockets indefinitely, the weapon was quickly banned in all leagues.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Secondary ===&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Shotgun&lt;br /&gt;
| image = 128px-Shotgun.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The shotgun is the go-to secondary for pocket soldiers in the 6v6 game style. The Shotgun is useful in a variety in situations. For instance, the Shotgun provides you with extra firepower should you have no rockets loaded or if you're out of ammo. This extra damage can help protect your medic should he be harassed while you're out of rockets. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = The Gunboats&lt;br /&gt;
| image = 128px-Gunboats.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Gunboats give you a 60% reduction in damage taken from rocket jumps, at the cost of an effectively empty secondary slot. This is a common choice for both the roaming soldier role in 6v6, and for soldiers in Highlander. The reduced rocket jump damage further allows soldier's to perform what is called a '''bomb'''.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = The Buff Banner&lt;br /&gt;
| image = 128px-Buff_Banner.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The buff banner gives any of the players's teammates around him a 35% damage increase. This is not seen often, but is used by some players.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Battalion's Backup&lt;br /&gt;
| image = 128px-Battalions_Backup.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Concheror&lt;br /&gt;
| image = Concheror.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Reserve Shooter&lt;br /&gt;
| image = 128px-Reserve_Shooter.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Reserve Shooter deals mini-crits to airborne enemies up to 3 seconds after you switch to your secondary. The Reserve Shooter has 3 shots in it's clip, and also increases weapon switch speed by 15%. The Shotgun is generally considered superior to the Reserve Shooter, as it has a full 6 clip and can deal a great amount of damage on it's own.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Righteous Bison&lt;br /&gt;
| image = 128px-Righteous_Bison.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Righteous Bison functions as an alternative to the shotgun that excels as midrange spam. This role is fulfilled by three attributes of the weapon: decreased ramp up (resembling the rocket launcher or sticky launcher's damage curve), projectiles penetrate targets, and infinite ammo. The Righteous Bison does not see a lot of use in competitive play because the Soldier's rocket launcher is arguably better at spam than the Bison, and giving up the gunboats or shotgun is too much to ask for most Soldiers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Shovel and reskins&lt;br /&gt;
| image = 128px-Shovel.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The shovel is a stock weapon, however in competitive it's rare to see it used. The soldier has a vast variety of melee weapons, some of which are regarded as straight upgrades. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Escape Plan&lt;br /&gt;
| image = 128px-Escape_Plan.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Once this weapon is equipped, it has the unique ability to increase the movement speed of the player as their health is diminished. Consequently, the weapon blocks healing from all Medic weapons while active. This weapon is especially useful to flee from fights. The Escape Plan is a common weapon used by 6v6 soldiers. The increased movement speed paired with the soldier's ability to damage itself allows the Escape Plan to be used as a tool for rolling out. Pocket soldiers in 6v6 will generally use this &amp;quot;Escape Plan rollout&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Equalizer&lt;br /&gt;
| image = 128px-Equalizer.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Pain Train&lt;br /&gt;
| image = 128px-Pain_Train.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Pain Train increases your capture rate by 1 (from 1x to 2x), at the cost of 10% extra bullet vulnerability. In 6v6, the demo often equips the Pain Train, however it's still viable for a soldier to equip it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Half-Zatoichi&lt;br /&gt;
| image = 128px-Half_Zatoichi.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Disciplinary Action&lt;br /&gt;
| image = 128px-Disciplinary_Action.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Disciplinary Action is a melee weapon used as a rollout tool for Highlander play. When an ally is hit with this weapon, both the soldier with the item equipped and the ally hit receive a speed boost, which varies between classes. The downside is -25% damage, however it is rare to see melees used to deal damage in competitive play, so the Disciplinary Action is regarded as an upgrade. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Market Gardener&lt;br /&gt;
| image = 128px-Market_Gardener.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Radman</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:Demoman&amp;diff=1773</id>
		<title>Talk:Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:Demoman&amp;diff=1773"/>
		<updated>2013-07-03T22:14:49Z</updated>

		<summary type="html">&lt;p&gt;Radman: /* - */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Demo does not really fill the role of crowd control: http://en.wikipedia.org/wiki/Crowd_control_(video_gaming). According to that page, pyro is CC, not demoman.&lt;br /&gt;
&lt;br /&gt;
In HL, the role of Area Denial is filled by many classes already. His role in HL is dealing damage alongside the heavy. Thats it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==-==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He is the first to the midfight because of the high damage he can do&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is not what because means.&lt;br /&gt;
&lt;br /&gt;
==-==&lt;br /&gt;
&lt;br /&gt;
Just revise/rewrote the Highlander summary. Feel free to let me know what you think.&lt;br /&gt;
-Whooves&lt;br /&gt;
&lt;br /&gt;
==-==&lt;br /&gt;
Im the one who wrote the older HL section. There is some wrong information in this iteration (specifically the DPS of the sticky launcher). But the main issue i have is that you include quite a bit of unnecessary information. you include sections about the mechanics of the Demoman, but that is not needed in the Highlander section. &lt;br /&gt;
&lt;br /&gt;
Your sections about his roles on different maps is ambitious, but unnecessary. Demoman is similar to the sniper in HL. His damage is always the most useful thing he can bring to the team. His playstyle does not change significantly from map to map. &lt;br /&gt;
&lt;br /&gt;
You go into the different uses of the demoman. A section on Kritzkrieg + demo has value, i think. Your section on traps can be much shorter (Traps arent used very often, but when they are, provide a defensive advantage, or can result in a sneaky pick). &lt;br /&gt;
&lt;br /&gt;
Dont need to talk about scout and pyro counters. Maybe only mention that scout is the traditional counter to demoman.&lt;br /&gt;
&lt;br /&gt;
DEFINITELY dont need to mention he has no hitscan weapons. Dont talk about demoknight if it isnt in the context of Comp HL. You could say something like &amp;quot;Some players and teams have experimented with using the Demo's shields, but often to little success. This strategy is reliant upon using a Charge Turning Script, which are banned in some leagues. Demoknight often fills a role similar to roaming soldiers, leaving heavies to fill the role of damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Overall, i liked my version better, but i dont know how to revert it.&lt;br /&gt;
-Radman&lt;br /&gt;
==-==&lt;br /&gt;
[Just so you know, no leagues ban the targe script.  banning scripts would be incredibly controversial. --[[User:Koobadoobs|Koobadoobs]] ([[User talk:Koobadoobs|talk]]) 22:54, 3 July 2013 (WEST)]&lt;br /&gt;
==-==&lt;br /&gt;
Okay, thank you. Dont most leagues ban the use of scripts, though?&lt;br /&gt;
&lt;br /&gt;
Here is my revised text:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| In Highlander, the Demoman's main job is dealing high amounts of damage. His weapons are great at dishing out large amounts of damage to crowds of players and slow, high HP targets. However he lacks the ability to reliably protect himself from close range threats (most often from the Scout), so he is often paired up with the Heavy and Medic to form the core of a Highlander team. He serves a similar role to his 6's counterpart of dealing damage and leading up uber pushes, but he is also expected to deal with sentry nests.&lt;br /&gt;
&lt;br /&gt;
The Demoman is most traditionally part of the Highlander Combo, alongside the Medic, Heavy, and sometimes Pyro. When using the Ubercharge he will often lead the push. Depending on the situation, the Demoman may share the Uber with another class, or just take a solo uber. In a defensive situation, a team may forgo a Demoman Uber in favor of keeping the Pyro and Heavy alive to slow a push. If the Medic is using the Kritzkrieg, the Demoman is nearly always the primary recipient. A common practice is &amp;quot;Sticky Sniping&amp;quot;, which has a Demoman charge up a sticky, then taking the Krits right before shooting the sticky into a crowd. If done correctly, the Critical Sticky will catch the enemy team off guard and secure a few picks or an Uber drop.&lt;br /&gt;
&lt;br /&gt;
Stickybomb traps, while not as useful as in less-organized formats, do provide the Demoman with an Area Denial and Picking tool. However, due to the the number of Area Denial and Picking classes that are always present in a Highlander game, this mechanic is not as useful as in 6v6. Sticky jumping however, is still a very potent tool for the Highlander Demoman. It allows the class to quickly respond to threats, act quickly off of advantages, and cover distance much faster than a majority of classes on the field. &lt;br /&gt;
&lt;br /&gt;
Some teams and players have experimented with playing Demoknight, which refers to playing Demoman with one of the shields equipped in place of his sticky launcher. This strategy is reliant on using a Targe Turning Script that allows a charging demoman to turn at a greater rate than what the game traditionally allows. The Demoknight results in a playstyle similar to a Roamer, which is centered around getting key picks. This playstyle has not yet been proven to be an effective alternative to vanilla Demoman. Nevertheless, use of Targe Turning Scripts is banned in most leagues.&lt;br /&gt;
|}&lt;br /&gt;
--[[User:Radman|Radman]] ([[User talk:Radman|talk]]) 23:14, 3 July 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>Radman</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:Demoman&amp;diff=1727</id>
		<title>Talk:Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:Demoman&amp;diff=1727"/>
		<updated>2013-07-03T21:44:30Z</updated>

		<summary type="html">&lt;p&gt;Radman: /* - */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Demo does not really fill the role of crowd control: http://en.wikipedia.org/wiki/Crowd_control_(video_gaming). According to that page, pyro is CC, not demoman.&lt;br /&gt;
&lt;br /&gt;
In HL, the role of Area Denial is filled by many classes already. His role in HL is dealing damage alongside the heavy. Thats it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==-==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He is the first to the midfight because of the high damage he can do&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is not what because means.&lt;br /&gt;
&lt;br /&gt;
==-==&lt;br /&gt;
&lt;br /&gt;
Just revise/rewrote the Highlander summary. Feel free to let me know what you think.&lt;br /&gt;
-Whooves&lt;br /&gt;
&lt;br /&gt;
==-==&lt;br /&gt;
Im the one who wrote the older HL section. There is some wrong information in this iteration (specifically the DPS of the sticky launcher). But the main issue i have is that you include quite a bit of unnecessary information. you include sections about the mechanics of the Demoman, but that is not needed in the Highlander section. &lt;br /&gt;
&lt;br /&gt;
Your sections about his roles on different maps is ambitious, but unnecessary. Demoman is similar to the sniper in HL. His damage is always the most useful thing he can bring to the team. His playstyle does not change significantly from map to map. &lt;br /&gt;
&lt;br /&gt;
You go into the different uses of the demoman. A section on Kritzkrieg + demo has value, i think. Your section on traps can be much shorter (Traps arent used very often, but when they are, provide a defensive advantage, or can result in a sneaky pick). &lt;br /&gt;
&lt;br /&gt;
Dont need to talk about scout and pyro counters. Maybe only mention that scout is the traditional counter to demoman.&lt;br /&gt;
&lt;br /&gt;
DEFINITELY dont need to mention he has no hitscan weapons. Dont talk about demoknight if it isnt in the context of Comp HL. You could say something like &amp;quot;Some players and teams have experimented with using the Demo's shields, but often to little success. This strategy is reliant upon using a Charge Turning Script, which are banned in some leagues. Demoknight often fills a role similar to roaming soldiers, leaving heavies to fill the role of damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Overall, i liked my version better, but i dont know how to revert it.&lt;br /&gt;
-Radman&lt;/div&gt;</summary>
		<author><name>Radman</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:Demoman&amp;diff=1725</id>
		<title>Talk:Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:Demoman&amp;diff=1725"/>
		<updated>2013-07-03T21:44:09Z</updated>

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