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	<updated>2026-05-05T10:34:54Z</updated>
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	<entry>
		<id>http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=4297</id>
		<title>ÜberCharge</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=4297"/>
		<updated>2013-08-03T20:42:02Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: Undo revision 4280 by Merchant (talk) Quick Fix charges at same rate always&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Charge rates ===&lt;br /&gt;
All of the Medic's Medi Guns have different charge rates, depending on the type of Medi Gun and the healed players' health.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Healing tool&lt;br /&gt;
! Health of target&lt;br /&gt;
! % gained per second&lt;br /&gt;
! Seconds to 100% über&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Medi Gun&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 2.5% / s&lt;br /&gt;
| 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.25% / s&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Kritzkrieg&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Quick-Fix&lt;br /&gt;
| N/A&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Advantages and disadvantages ====&lt;br /&gt;
&lt;br /&gt;
Because of the ÜberCharge's long charge rate, it is the most important factor when deciding whether to push in or not. An advantage is having a higher percentage of the ÜberCharge than the enemy, and vice versa; a disadvantage is having a smaller percentage of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
The effects of the ÜberCharge, regardless of whether it is the Medi Gun or the Kritzkrieg, make it so that trying to retake any ground when in a disadvantageous ÜberCharge position will result in a failure. A particularly bad situation is a &amp;quot;full advantage&amp;quot;, which refers to one medic having their ÜberCharge ready, and the other being at a low percentage (0%-20%).&lt;br /&gt;
&lt;br /&gt;
Over the course of the match, Medics will &amp;quot;count&amp;quot; ÜberCharges. &amp;quot;Counting übers&amp;quot; refers to the practice of calculating the other Medic's percentage based on both Medics' respawn times and past ÜberCharges. For example, a surviving Medic can check the scoreboard after the opposing Medic's death and observe the moment in which he respawns. The Medic's percentage at that point is his advantage percentage.&lt;br /&gt;
&lt;br /&gt;
==== Kritzkrieg ====&lt;br /&gt;
&lt;br /&gt;
The Kritzkrieg is sometimes used to create an advantage for a team. When both Medics die and respawn roughly at the same time, one of the teams' (usually the attacking one) Medic selects the Kritzkrieg. Because of its shorter charge rate, assuming perfect building, the Kritzkrieg will be ready eight seconds before the Medi Gun ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
==== Building ====&lt;br /&gt;
&lt;br /&gt;
Building is the process of having one teammate hurt itself, so as to get ÜberCharge faster, due to a mechanic that makes ÜberCharge charge faster if the person being healed is not fully overhealed. This is usually done by a [[Scout]] with the Boston Basher, due to its self-damaging attacks, or by a [[Pocket|Pocket Soldier]] or [[Demoman]] with explosives.&lt;br /&gt;
&lt;br /&gt;
Sometimes, on [[5CP]] maps, when defending the last point with a disadvantage and knowing the other team has an ÜberCharge of their own, teams will abandon building in favour of the Medic overhealing players, to keep them in shape in case of an incoming push and to somewhat accelerate the charge rate of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
=== Deploying übers ===&lt;br /&gt;
&lt;br /&gt;
An ÜberCharge is ready when the Medic's percentage reaches 100%. This is connected with an automatically activated voice response and a spark on the Medi Gun. The ÜberCharge is deployed using the secondary fire button. It drains at a rate of 12.5% per second, regardless of the secondary weapon used.&lt;br /&gt;
&lt;br /&gt;
The Medic can split the ÜberCharge between patients by putting the healbeam on them. It has however a negative effect on the ÜberCharge's duration. For every target under the effect of an ÜberCharge, the drain rate increases by 6.25% per second. A split uber, or a ''flash'', lasts no less than a second.&lt;br /&gt;
&lt;br /&gt;
When on 0% ÜberCharge, the Medic and his currently healed patient receive a one-second flash.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The ÜberCharge is usually deployed when a team is trying to capture an objective by means of killing the enemy players, creating an exploitable player advantage that can be converted to a point capture.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge exchanges ===&lt;br /&gt;
When pushing into a team that has an ÜberCharge of their own, each team's aim is to damage the non-ubered players, so that the Medic has to flash them. That leads to the decrease in the opposing ÜberCharge's duration, which allows for the team that didn't split the Über to stay invulnerable for longer and kill the remaining enemies.&lt;br /&gt;
&lt;br /&gt;
=== Kritzkrieg ===&lt;br /&gt;
The Kritzkrieg's aim is to exploit the advantage in charge rates by killing the enemy Medic before he gets a Medi Gun ÜberCharge and either cap the final control point, or to keep exploiting the Kritzkrieg by keeping the opposing Medic down. It is a strategy usually run on the last point of a [[5CP]] map.&lt;br /&gt;
&lt;br /&gt;
It is not advisable however to choose the Kritzkrieg when the enemy using the Medi Gun has more than 25% ÜberCharge, as it is likely that it will be ready by the time the Kritzkrieg is. A Medi Gun ÜberCharge completely nullifies the effect of a Kritzkrieg, as it blocks all incoming damage, critical or not.&lt;br /&gt;
&lt;br /&gt;
Once the Kritzkrieg ÜberCharge is ready, a team should aim to use it as soon as possible, as not to lose the window of opportunity in which it is most useful.&lt;br /&gt;
&lt;br /&gt;
=== Targets ===&lt;br /&gt;
Medi Gun ÜberCharges are usually taken by a team's Pocket Soldier or Demoman. The Pocket Soldier spearheads all pushes, staying on high health, absorbing incoming damage and exploiting dealt damage. He is also very mobile, which enables him to move quickly. On the other side, the Demoman has potentially the biggest damage output per second, and many opportunities for area denial and control, using his Stickybomb Launcher. Because of that, he is very important to keep alive.&lt;br /&gt;
&lt;br /&gt;
The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:%C3%9CberCharge&amp;diff=4296</id>
		<title>Talk:ÜberCharge</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:%C3%9CberCharge&amp;diff=4296"/>
		<updated>2013-08-03T20:27:36Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Doesn't the Quickfix' ubercharge always build at max rate? --[[User:BenBazinga|BenBazinga]] ([[User talk:BenBazinga|talk]]) 10:41, 3 August 2013 (WEST)&lt;br /&gt;
&lt;br /&gt;
It does, which is why I had originally put N/A for health--[[User:RawrSpoon|RawrSpoon]] ([[User talk:RawrSpoon|talk]]) 21:27, 3 August 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:%C3%9CberCharge&amp;diff=4295</id>
		<title>Talk:ÜberCharge</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:%C3%9CberCharge&amp;diff=4295"/>
		<updated>2013-08-03T20:27:23Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Doesn't the Quickfix' ubercharge always build at max rate? --[[User:BenBazinga|BenBazinga]] ([[User talk:BenBazinga|talk]]) 10:41, 3 August 2013 (WEST)&lt;br /&gt;
It does, which is why I had originally put N/A for health&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:Trickstabs&amp;diff=4294</id>
		<title>Talk:Trickstabs</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:Trickstabs&amp;diff=4294"/>
		<updated>2013-08-03T20:26:03Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* Gatanater */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gatanater ==&lt;br /&gt;
I will work on this page, any spy that would like to help is welcome (Gat)&lt;br /&gt;
&lt;br /&gt;
Above text was removed from main page. [[User:Merchant|Merchant]] ([[User talk:Merchant|talk]])&lt;br /&gt;
&lt;br /&gt;
Honestly, aren't we better off putting those in the glossary? --[[User:BenBazinga|BenBazinga]] ([[User talk:BenBazinga|talk]]) 20:12, 3 August 2013 (WEST)&lt;br /&gt;
&lt;br /&gt;
I think there's possibly a lot of content to write about each stab type and then link it on the spy class page. Not sure if its worth its own page right now, but it sure deserves a page with decent fleshed out content maybe videos demonstrating stabs and etc--[[User:Kaneco|Kaneco]] ([[User talk:Kaneco|talk]]) 20:19, 3 August 2013 (WEST)&lt;br /&gt;
&lt;br /&gt;
I don't think this really merits its own page. idk about glossary, but you could put it somewhere on the Spy page. Personally, I consider all spy trickstabs to be &amp;quot;jukestabs&amp;quot;, which is just juking and stabbing. Also, they don't work in competitive save for rare occasions.--[[User:RawrSpoon|RawrSpoon]] ([[User talk:RawrSpoon|talk]]) 21:26, 3 August 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=4270</id>
		<title>ÜberCharge</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=4270"/>
		<updated>2013-08-02T23:02:00Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* Charge rates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Charge rates ===&lt;br /&gt;
All of the Medic's Medi Guns have different charge rates, depending on the type of Medi Gun and the healed players' health.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Healing tool&lt;br /&gt;
! Health of target&lt;br /&gt;
! % gained per second&lt;br /&gt;
! Seconds to 100% über&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Medi Gun&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 2.5% / s&lt;br /&gt;
| 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.25% / s&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Kritzkrieg&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Quick-Fix&lt;br /&gt;
| N/A&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Advantages and disadvantages ====&lt;br /&gt;
&lt;br /&gt;
Because of the ÜberCharge's long charge rate, it is the most important factor when deciding whether to push in or not. An advantage is having a higher percentage of the ÜberCharge than the enemy, and vice versa; a disadvantage is having a smaller percentage of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
The effects of the ÜberCharge, regardless of whether it is the Medi Gun or the Kritzkrieg, make it so that trying to retake any ground when in a disadvantageous ÜberCharge position will result in a failure. A particularly bad situation is a &amp;quot;full advantage&amp;quot;, which refers to one medic having their ÜberCharge ready, and the other being at a low percentage (0%-20%).&lt;br /&gt;
&lt;br /&gt;
Over the course of the match, Medics will &amp;quot;count&amp;quot; ÜberCharges. &amp;quot;Counting übers&amp;quot; refers to the practice of calculating the other Medic's percentage based on both Medics' respawn times and past ÜberCharges. For example, a surviving Medic can check the scoreboard after the opposing Medic's death and observe the moment in which he respawns. The Medic's percentage at that point is his advantage percentage.&lt;br /&gt;
&lt;br /&gt;
==== Kritzkrieg ====&lt;br /&gt;
&lt;br /&gt;
The Kritzkrieg is sometimes used to create an advantage for a team. When both Medics die and respawn roughly at the same time, one of the teams' (usually the attacking one) Medic selects the Kritzkrieg. Because of its shorter charge rate, assuming perfect building, the Kritzkrieg will be ready eight seconds before the Medi Gun ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
==== Building ====&lt;br /&gt;
&lt;br /&gt;
Building is the process of having one teammate hurt itself, so as to get ÜberCharge faster, due to a mechanic that makes ÜberCharge charge faster if the person being healed is not fully overhealed. This is usually done by a [[Scout]] with the Boston Basher, due to its self-damaging attacks, or by a [[Pocket|Pocket Soldier]] or [[Demoman]] with explosives.&lt;br /&gt;
&lt;br /&gt;
Sometimes, on [[5CP]] maps, when defending the last point with a disadvantage and knowing the other team has an ÜberCharge of their own, teams will abandon building in favour of the Medic overhealing players, to keep them in shape in case of an incoming push and to somewhat accelerate the charge rate of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
=== Deploying übers ===&lt;br /&gt;
&lt;br /&gt;
An ÜberCharge is ready when the Medic's percentage reaches 100%. This is connected with an automatically activated voice response and a spark on the Medi Gun. The ÜberCharge is deployed using the secondary fire button. It drains at a rate of 12.5% per second, regardless of the secondary weapon used.&lt;br /&gt;
&lt;br /&gt;
The Medic can split the ÜberCharge between patients by putting the healbeam on them. It has however a negative effect on the ÜberCharge's duration. For every target under the effect of an ÜberCharge, the drain rate increases by 6.25% per second. A split uber, or a ''flash'', lasts no less than a second.&lt;br /&gt;
&lt;br /&gt;
When on 0% ÜberCharge, the Medic and his currently healed patient receive a one-second flash.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The ÜberCharge is usually deployed when a team is trying to capture an objective by means of killing the enemy players, creating an exploitable player advantage that can be converted to a point capture.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge exchanges ===&lt;br /&gt;
When pushing into a team that has an ÜberCharge of their own, each team's aim is to damage the non-ubered players, so that the Medic has to flash them. That leads to the decrease in the opposing ÜberCharge's duration, which allows for the team that didn't split the Über to stay invulnerable for longer and kill the remaining enemies.&lt;br /&gt;
&lt;br /&gt;
=== Kritzkrieg ===&lt;br /&gt;
The Kritzkrieg's aim is to exploit the advantage in charge rates by killing the enemy Medic before he gets a Medi Gun ÜberCharge and either cap the final control point, or to keep exploiting the Kritzkrieg by keeping the opposing Medic down. It is a strategy usually run on the last point of a [[5CP]] map.&lt;br /&gt;
&lt;br /&gt;
It is not advisable however to choose the Kritzkrieg when the enemy using the Medi Gun has more than 25% ÜberCharge, as it is likely that it will be ready by the time the Kritzkrieg is. A Medi Gun ÜberCharge completely nullifies the effect of a Kritzkrieg, as it blocks all incoming damage, critical or not.&lt;br /&gt;
&lt;br /&gt;
Once the Kritzkrieg ÜberCharge is ready, a team should aim to use it as soon as possible, as not to lose the window of opportunity in which it is most useful.&lt;br /&gt;
&lt;br /&gt;
=== Targets ===&lt;br /&gt;
Medi Gun ÜberCharges are usually taken by a team's Pocket Soldier or Demoman. The Pocket Soldier spearheads all pushes, staying on high health, absorbing incoming damage and exploiting dealt damage. He is also very mobile, which enables him to move quickly. On the other side, the Demoman has potentially the biggest damage output per second, and many opportunities for area denial and control, using his Stickybomb Launcher. Because of that, he is very important to keep alive.&lt;br /&gt;
&lt;br /&gt;
The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=4269</id>
		<title>ÜberCharge</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=4269"/>
		<updated>2013-08-02T23:01:17Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* Charge rates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Charge rates ===&lt;br /&gt;
All of the Medic's Medi Guns have different charge rates, depending on the type of Medi Gun and the healed players' health.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Healing tool&lt;br /&gt;
! Health of target&lt;br /&gt;
! % gained per second&lt;br /&gt;
! Seconds to 100% über&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Medi Gun&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 2.5% / s&lt;br /&gt;
| 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.25% / s&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Kritzkrieg&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Quick-Fix&lt;br /&gt;
| Always&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Advantages and disadvantages ====&lt;br /&gt;
&lt;br /&gt;
Because of the ÜberCharge's long charge rate, it is the most important factor when deciding whether to push in or not. An advantage is having a higher percentage of the ÜberCharge than the enemy, and vice versa; a disadvantage is having a smaller percentage of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
The effects of the ÜberCharge, regardless of whether it is the Medi Gun or the Kritzkrieg, make it so that trying to retake any ground when in a disadvantageous ÜberCharge position will result in a failure. A particularly bad situation is a &amp;quot;full advantage&amp;quot;, which refers to one medic having their ÜberCharge ready, and the other being at a low percentage (0%-20%).&lt;br /&gt;
&lt;br /&gt;
Over the course of the match, Medics will &amp;quot;count&amp;quot; ÜberCharges. &amp;quot;Counting übers&amp;quot; refers to the practice of calculating the other Medic's percentage based on both Medics' respawn times and past ÜberCharges. For example, a surviving Medic can check the scoreboard after the opposing Medic's death and observe the moment in which he respawns. The Medic's percentage at that point is his advantage percentage.&lt;br /&gt;
&lt;br /&gt;
==== Kritzkrieg ====&lt;br /&gt;
&lt;br /&gt;
The Kritzkrieg is sometimes used to create an advantage for a team. When both Medics die and respawn roughly at the same time, one of the teams' (usually the attacking one) Medic selects the Kritzkrieg. Because of its shorter charge rate, assuming perfect building, the Kritzkrieg will be ready eight seconds before the Medi Gun ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
==== Building ====&lt;br /&gt;
&lt;br /&gt;
Building is the process of having one teammate hurt itself, so as to get ÜberCharge faster, due to a mechanic that makes ÜberCharge charge faster if the person being healed is not fully overhealed. This is usually done by a [[Scout]] with the Boston Basher, due to its self-damaging attacks, or by a [[Pocket|Pocket Soldier]] or [[Demoman]] with explosives.&lt;br /&gt;
&lt;br /&gt;
Sometimes, on [[5CP]] maps, when defending the last point with a disadvantage and knowing the other team has an ÜberCharge of their own, teams will abandon building in favour of the Medic overhealing players, to keep them in shape in case of an incoming push and to somewhat accelerate the charge rate of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
=== Deploying übers ===&lt;br /&gt;
&lt;br /&gt;
An ÜberCharge is ready when the Medic's percentage reaches 100%. This is connected with an automatically activated voice response and a spark on the Medi Gun. The ÜberCharge is deployed using the secondary fire button. It drains at a rate of 12.5% per second, regardless of the secondary weapon used.&lt;br /&gt;
&lt;br /&gt;
The Medic can split the ÜberCharge between patients by putting the healbeam on them. It has however a negative effect on the ÜberCharge's duration. For every target under the effect of an ÜberCharge, the drain rate increases by 6.25% per second. A split uber, or a ''flash'', lasts no less than a second.&lt;br /&gt;
&lt;br /&gt;
When on 0% ÜberCharge, the Medic and his currently healed patient receive a one-second flash.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The ÜberCharge is usually deployed when a team is trying to capture an objective by means of killing the enemy players, creating an exploitable player advantage that can be converted to a point capture.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge exchanges ===&lt;br /&gt;
When pushing into a team that has an ÜberCharge of their own, each team's aim is to damage the non-ubered players, so that the Medic has to flash them. That leads to the decrease in the opposing ÜberCharge's duration, which allows for the team that didn't split the Über to stay invulnerable for longer and kill the remaining enemies.&lt;br /&gt;
&lt;br /&gt;
=== Kritzkrieg ===&lt;br /&gt;
The Kritzkrieg's aim is to exploit the advantage in charge rates by killing the enemy Medic before he gets a Medi Gun ÜberCharge and either cap the final control point, or to keep exploiting the Kritzkrieg by keeping the opposing Medic down. It is a strategy usually run on the last point of a [[5CP]] map.&lt;br /&gt;
&lt;br /&gt;
It is not advisable however to choose the Kritzkrieg when the enemy using the Medi Gun has more than 25% ÜberCharge, as it is likely that it will be ready by the time the Kritzkrieg is. A Medi Gun ÜberCharge completely nullifies the effect of a Kritzkrieg, as it blocks all incoming damage, critical or not.&lt;br /&gt;
&lt;br /&gt;
Once the Kritzkrieg ÜberCharge is ready, a team should aim to use it as soon as possible, as not to lose the window of opportunity in which it is most useful.&lt;br /&gt;
&lt;br /&gt;
=== Targets ===&lt;br /&gt;
Medi Gun ÜberCharges are usually taken by a team's Pocket Soldier or Demoman. The Pocket Soldier spearheads all pushes, staying on high health, absorbing incoming damage and exploiting dealt damage. He is also very mobile, which enables him to move quickly. On the other side, the Demoman has potentially the biggest damage output per second, and many opportunities for area denial and control, using his Stickybomb Launcher. Because of that, he is very important to keep alive.&lt;br /&gt;
&lt;br /&gt;
The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=2499</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=2499"/>
		<updated>2013-07-05T10:29:13Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* Highlander */&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;
&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.&lt;br /&gt;
&lt;br /&gt;
== Primary == &lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Flame Thrower&lt;br /&gt;
| image = flamethrower.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 = &lt;br /&gt;
&lt;br /&gt;
The '''Flame Thrower''' is the primary stock weapon for The Pyro. However, compared to the other pyro primaries used in competitive, the flame thrower is considered to be at an overall disadvantage..&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Backburner&lt;br /&gt;
| image = Backburner.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;
The '''Backburner''' is a Pyro achievement item. In 6's, it is rarely used, because the extra consumption of ammo for the airblast negates one of the Pyro's key roles. In Highlander it is most useful when a flank on the other team's combo is possible.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Degreaser&lt;br /&gt;
| image = Degreaser.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;
The '''Degreaser''' is the most widely used flame thrower in competitive. The Degreaser has a faster weapon switch, but has weaker damage and afterburn. The fast switch is utilized when switching to a secondary or melee weapon (such as the Flare Gun) for an extra damage combo.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Phlogistinator&lt;br /&gt;
| image = Phlogistinator.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 '''Phlogistinator''' is banned is most competitive TF2 formats. It is also at a significant disadvantage to other pyro weapons, because it means that the pyro is unable to airblast, one the classes's key strengths in highlander and 6v6 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Rainblower&lt;br /&gt;
| image = Rainblower.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 '''Rainblower''' is a reskin of the stock flame thrower, which was released during the Pyromania update. When it is equipped the wearer enters the Pyroland view.&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 a default Pyro weapon. It is just like the Soldier, Engineer, and Heavy shotgun. It has 6 ammo in it's clip, and it's a hitscanning secondary. It's true strengths are highlighted when the pyro stays close to the combo, allowing for long range damage output.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Flare Gun&lt;br /&gt;
| image = flaregun.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 Flaregun is the second most used secondary in competitive next to the shotgun. The Flaregun does 90 damage on normal to burning enemies, and 30 damage to non burning enemies. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Detonator&lt;br /&gt;
| image = detonator.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 = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Manmelter&lt;br /&gt;
| image = manmelter.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 = Scorch Shot&lt;br /&gt;
| image = scorchshot.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;
==Melee==&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Back Scratcher&lt;br /&gt;
| image = Back_Scratcher.jpg&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 = Postal Pummeler&lt;br /&gt;
| image = Postal_Pummeler.jpg&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 = Third Degree&lt;br /&gt;
| image = Third_Degree.jpg&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 = Fire Axe&lt;br /&gt;
| image = Fire_Axe.jpg&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 = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Axtinguisher&lt;br /&gt;
| image = Axtinguisher.jpg&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 = Lollichop&lt;br /&gt;
| image = Lollichop.jpg&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 = Sharpened Volcano Fragment&lt;br /&gt;
| image = SVF.jpg&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 = Maul&lt;br /&gt;
| image = Maul.jpg&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 = Homewrecker&lt;br /&gt;
| image = Homewrecker.jpg&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 = Neon Annihilator&lt;br /&gt;
| image = Neon_Annihilator.jpg&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;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:Pyro_(Highlander)&amp;diff=2497</id>
		<title>Talk:Pyro (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:Pyro_(Highlander)&amp;diff=2497"/>
		<updated>2013-07-05T10:26:23Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just as a note, there is a very distinct difference between '''Re'''flecting and '''De'''flecting. You Deflect spam, you Reflect solly rockets at him. While this seems trivial information, it removes the need for additional context to make the difference between both terms. --[[User:RawrSpoon|RawrSpoon]] ([[User talk:RawrSpoon|talk]]) 11:26, 5 July 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:Pyro_(Highlander)&amp;diff=2496</id>
		<title>Talk:Pyro (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:Pyro_(Highlander)&amp;diff=2496"/>
		<updated>2013-07-05T10:26:06Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: Created page with &amp;quot;Just as a note, there is a very distinct difference between '''Re'''flecting and '''De'''flecting. You Deflect spam, you Reflect solly rockets at him. While this seems trivial...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just as a note, there is a very distinct difference between '''Re'''flecting and '''De'''flecting. You Deflect spam, you Reflect solly rockets at him. While this seems trivial information, it removes the need for additional context to make the difference between both terms.&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=2494</id>
		<title>Pyro (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=2494"/>
		<updated>2013-07-05T10:21:20Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Pyro is the most defensive class in Highlander. The class's skillset allows them to diffuse large amounts of enemy aggression very quickly and easily, and as such they are generally entrusted with protecting the Combo or engineer nest along with the occasional spy-checking and deflecting spam through their Airblast. While the class' unique disruptive abilities are very powerful, the Pyro lacks both the mobility and range to be an effective combat class, and as such it is considered a '''Support''' class in Highlander.&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The Pyro's unique abilities in the airblast allow it to float between sticking with his team's combo (usually composed of the Heavy, Medic, and Demoman) and supporting the flanking classes (usually composed of the Scout and Soldier, and occasionally the Engineer). Its abilities also allow it to push away Ubers and kill enemy spies fairly easily, making it an ideal partner for the Combo or Engineer. The Pyro excels at close range and can take out most classes in close proximity within few seconds. However, his lack of additional movement speed (barring the use of the Gas Jockey set) makes it difficult to hunt down targets safely. Some players opt a more offensive style of pyro, and will flank unsuspecting classes for quick, easy picks. This playstyle is known as the roaming pyro.&lt;br /&gt;
&lt;br /&gt;
The Pyro's Airblast is its most interesting mechanic and forcibly repositions the enemy, extinguishes burning teammates, and re/deflects enemy projectiles (including, but not limited to, a Soldier's Rockets, Demomen's grenades and stickies, enemy Jarate and Mad Milk, and Crusader's Crossbow and Huntsman arrows). His afterburn, while a very weak mechanic, can finish off very weak enemies and trigger constant voice commands, making ambushing impossible for the duration of the burning.&lt;br /&gt;
 &lt;br /&gt;
===On Offense===&lt;br /&gt;
===On Defense===&lt;br /&gt;
===Roaming Pyro===&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
=== Primary weapons ===&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=2493</id>
		<title>Pyro (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro_(Highlander)&amp;diff=2493"/>
		<updated>2013-07-05T10:20:51Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: Tons of changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Pyro is the most defensive class in Highlander. The class's skillset allows them to diffuse large amounts of enemy aggression very quickly and easily, and as such they are generally entrusted with protecting the Combo or engineer nest along with the occasional spy-checking and deflecting spam through their Airblast. While the class' unique disruptive abilities are very powerful, the Pyro lacks both the mobility and range to be an effective combat class, and as such it is considered a '''Support''' class in Highlander.&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The Pyro's unique abilities in the airblast allow it to float between sticking with his team's combo (usually composed of the Heavy, Medic, and Demoman) and supporting the flanking classes (usually composed of the Scout and Soldier, and occasionally the Engineer). Its abilities also allow it to push away Ubers and kill enemy spies fairly easily, making it an ideal partner for the Combo or Engineer. The Pyro excels at close range and can take out most classes in close proximity within few seconds. However, his lack of additional movement speed (barring the use of the Gas Jockey set) makes it difficult to hunt down targets safely. Some players opt a more offensive style of pyro, and will flank unsuspecting classes for quick, easy picks. This playstyle is known as the roaming pyro.&lt;br /&gt;
&lt;br /&gt;
The Pyro's Airblast is its most interesting mechanic and forcibly repositions the enemy, extinguishes burning teammates, and re/deflecting enemy projectiles (including, but not limited to, a Soldier's Rockets, Demomen's grenades and stickies, enemy Jarate and Mad Milk, and Crusader's Crossbow and Huntsman arrows). His afterburn, while a very weak mechanic, can finish off very weak enemies and trigger constant voice commands, making ambushing impossible for the duration of the burning.&lt;br /&gt;
 &lt;br /&gt;
===On Offense===&lt;br /&gt;
===On Defense===&lt;br /&gt;
===Roaming Pyro===&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
=== Primary weapons ===&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=917</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=917"/>
		<updated>2013-07-01T21:25:03Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* Metagame terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 : When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
; Airpipe : 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;
; 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 [[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, etc. : Used to describe players who have taken varying amounts of damage.&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;
; 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;
; 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 Medics have Ubers out of sync, they can get free Uber pushes into each other without much risk because the other team can't stop invulnerable players without invulnerable players of their own.  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 : 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.  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;
== 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 : 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;
; 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;
; 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;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=King_of_the_Hill&amp;diff=916</id>
		<title>King of the Hill</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=King_of_the_Hill&amp;diff=916"/>
		<updated>2013-07-01T21:22:08Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:viaduct.jpg|right|thumb|300x225px|The point on [[koth_viaduct]].]]&lt;br /&gt;
King of the Hill, also known as KOTH or KotH, is a standard competitive gamemode that functions somewhat like 5cp.  In a KotH map, there is one central point on the map.  Each team must try to capture that point.  When one team does capture the point, their 3:00 timer will begin to tick down.  When the other team captures the point, the other team's timer stops and their timer starts to tick down.  The first team whose clock reaches 0 will win the round.  It is important to note that if the point has capture time on it when one team's timer reaches 0, the game will go into Overtime, where the defending team must reverse the capture fully or the attacking team must capture the point to continue ticking down their timer. &lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
&lt;br /&gt;
''In 6v6:''&lt;br /&gt;
&lt;br /&gt;
-[[koth_ashville]]&lt;br /&gt;
&lt;br /&gt;
-[[koth_viaduct]] ([[koth_pro_viaduct]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''In Highlander:''&lt;br /&gt;
&lt;br /&gt;
-[[koth_ashville]]&lt;br /&gt;
&lt;br /&gt;
-[[koth_viaduct]] ([[koth_pro_viaduct]])&lt;br /&gt;
&lt;br /&gt;
-[[koth_lakeside_final]]&lt;br /&gt;
&lt;br /&gt;
-[[koth_arctic]]&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=912</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=912"/>
		<updated>2013-07-01T21:16:54Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* General Terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 : When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
; Airpipe : 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;
; 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 [[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, etc. : Used to describe players who have taken varying amounts of damage.&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;
; 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;
; 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;
; 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 Medics have Ubers out of sync, they can get free Uber pushes into each other without much risk because the other team can't stop invulnerable players without invulnerable players of their own.  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 : 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.  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;
== 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 : 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;
; 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;
; 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;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=911</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=911"/>
		<updated>2013-07-01T21:16:26Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: Rewording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 : When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
; Airpipe : 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;
; 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 [[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, etc. : Used to describe players who have taken varying amounts of damage.&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;
; 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;
; 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;
; 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 Medics have Ubers out of sync, they can get free Uber pushes into each other without much risk because the other team can't stop invulnerable players without invulnerable players of their own.  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 : 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.  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;
== 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 : A term used to describe a player's individual ability to deal 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;
; 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;
; 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;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=909</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=909"/>
		<updated>2013-07-01T21:12:28Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: Grammar, rewording, and added a new entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 : When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
; Airpipe : 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;
; 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 [[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, etc. : Used to describe players who have taken varying amounts of damage.&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;
; 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], Pocket Soldier, and the Demo.  In [[Highlander]], the combo varies but is most often made up of the Medic, [[Heavy]], Demo, and occasionally [[Pyro]].&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;
; 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 Medics have Ubers out of sync, they can get free Uber pushes into each other without much risk because the other team can't stop invulnerable players without invulnerable players of their own.  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 calls all the pushs, retreats, ubers, etc. in the team's [[Mumble]] to organize plays. In highlander it's usually the heavy, demo, or medic. In 6s it's either the pocket or medic, or sometimes demo.&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 : 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.  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;
== 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 : A term used to describe a player's individual ability to deal 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;
; 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;
; 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;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=858</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=858"/>
		<updated>2013-07-01T19:33:35Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: Major rewording for clarity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Medic is most commonly thought of as the most important class in all of TF2. He leads the pushes in order to cap more points and to destroy the enemy team. His job is to provide healing to his teammates as well as provide them with overheals, also known as buffs. In 6v6, the medic usually uses one of two different secondaries. The Medigun, which makes the player on the receiving end of the healbeam invincible, and the Kritzkrieg, which grants critical hits to all attacks done by the player being pocketed. The Kritzkrieg is usually given to the [[Demoman]] in order to drop the other teams medic and kill as many of the enemy team as possible due to his large clip size and high damage output. The medic usually has a player assigned to protect him, known as the pocket. The pocket, usually a soldier, receives the majority of the Medic's Ubers.&lt;br /&gt;
&lt;br /&gt;
placeholder from the main med page&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=User:RawrSpoon&amp;diff=854</id>
		<title>User:RawrSpoon</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=User:RawrSpoon&amp;diff=854"/>
		<updated>2013-07-01T19:26:30Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: Created page with &amp;quot;Hi. I mostly edit for grammar. I will eventually add a lot to the pyro page.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi. I mostly edit for grammar. I will eventually add a lot to the pyro page.&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper&amp;diff=853</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=853"/>
		<updated>2013-07-01T19:25:27Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* 6v6 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The sniper is a long-ranged class with the ability to one-shot any enemy in the game. They are valued for their ability to get key picks without directly engaging the enemy team. In a typical 6v6 format, the sniper is considered an [[offclass]], played only when a situation presents itself, most often when a team is at an uber disadvantage, or holding the last point. The main downfall for teams running a sniper, however, is that during an [[uber fight]] snipers are practically useless, and that they have very low direct combat abilities. Snipers primarily target the enemy [[Demoman]] and [[Medic]], due to the ability to change the direction of a game through key [[picks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Sniper (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, Sniper is considered an [[offclass]], however the Sniper is one of the most common offclasses you'll see in the game. Sniper's rely on map sightlines, and tend to lay behind the front lines, in an attempt to pick off enemy players from afar. Snipers are incredibly weak against close up scouts and roaming soldiers; which is why a team should work to protect their Sniper, should they have one. Most of the time, Snipers are used to defend or attack the last point of a map. When attacking a last point, a Sniper usually attempts to pick any player available to give his team a number advantage with which to push into last.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Sniper (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
The Sniper is considered a pick class in highlander, used to support his teammates while sitting back away from the battle. The Snipers main job is to kill the combo and the other sniper, while taking out unsuspecting enemies in the process.&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Talk:Maplist&amp;diff=850</id>
		<title>Talk:Maplist</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Talk:Maplist&amp;diff=850"/>
		<updated>2013-07-01T19:19:50Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: Created page with &amp;quot;Is there a way to make the UGC maps more neat? It's horribly misaligned and it looks really ugly. --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a way to make the UGC maps more neat? It's horribly misaligned and it looks really ugly. --[[User:RawrSpoon|RawrSpoon]] ([[User talk:RawrSpoon|talk]]) 20:19, 1 July 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper&amp;diff=848</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=848"/>
		<updated>2013-07-01T19:17:07Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* Highlander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The sniper is a long-ranged class with the ability to one-shot any enemy in the game. They are valued for their ability to get key picks without directly engaging the enemy team. In a typical 6v6 format, the sniper is considered an [[offclass]], played only when a situation presents itself, most often when a team is at an uber disadvantage, or holding the last point. The main downfall for teams running a sniper, however, is that during an [[uber fight]] snipers are practically useless, and that they have very low direct combat abilities. Snipers primarily target the enemy [[Demoman]] and [[Medic]], due to the ability to change the direction of a game through key [[picks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Sniper (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, Sniper is considered an [[offclass]], however the Sniper is one of the most common offclasses you'll see in the game. Sniper's rely on map sightlines, and tend to lay behind the front lines, in an attempt to pick off enemy players from afar. Snipers are incredibly weak against close up scouts and roaming soldiers, which is why a team should work to protect their Sniper, should they have one.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Sniper (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
The Sniper is considered a pick class in highlander, used to support his teammates while sitting back away from the battle. The Snipers main job is to kill the combo and the other sniper, while taking out unsuspecting enemies in the process.&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=836</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=836"/>
		<updated>2013-07-01T19:01:17Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* General Terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
; 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;
; Airpipe : When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&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;
; 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 [[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, etc. : Used to describe players who have taken varying amounts of damage.&lt;br /&gt;
&lt;br /&gt;
; Kritz : An abbreviation for the [[Medic]]'s [[KritzKrieg]]'s ability.&lt;br /&gt;
&lt;br /&gt;
; Meatshot : An 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;
; 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;
; 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], Pocket Soldier, and the Demo.  In [[Highlander]], the combo varies but is most often made up of the Medic, [[Heavy]], Demo, and occasionally [[Pyro]].&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;
; 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 Medics have Ubers out of sync, they can get free Uber pushes into each other without much risk because the other team can't stop invulnerable players without invulnerable players of their own.  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;
; 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 : 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.  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;
== 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;
&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 : A term used to describe a player's individual ability to deal 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;
; 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;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=831</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=831"/>
		<updated>2013-07-01T18:58:22Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
; 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;
; Airpipe : When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&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;
; 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 [[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, etc. : Used to describe players who have taken varying amounts of damage.&lt;br /&gt;
&lt;br /&gt;
; Kritz : An abbreviation for the [[Medic]]'s [[KritzKrieg]]'s ability.&lt;br /&gt;
&lt;br /&gt;
; Meatshot : An 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;
; 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;
; 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], Pocket Soldier, and the Demo.  In [[Highlander]], the combo varies but is most often made up of the Medic, [[Heavy]], Demo, and occasionally [[Pyro]].&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;
; 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 Medics have Ubers out of sync, they can get free Uber pushes into each other without much risk because the other team can't stop invulnerable players without invulnerable players of their own.  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;
; 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 : 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.  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;
== 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;
&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 : A term used to describe a player's individual ability to deal kill enemy players.&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;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=817</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=817"/>
		<updated>2013-07-01T18:42:57Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* In Highlander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Pyro is a maniac firebug 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 and reflect projectiles like rockets and arrows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In Sixes==&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 uber disadvantage while defending last, the Pyro's job is to neutralize the enemy team's uber through the use of airblast mechanic.&lt;br /&gt;
&lt;br /&gt;
==In 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 reflecting projectiles, and providing flank support when required.&lt;br /&gt;
&lt;br /&gt;
== Weapons == &lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Flame Thrower&lt;br /&gt;
| image = flamethrower.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;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Backburner&lt;br /&gt;
| image = Backburner.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Degreaser&lt;br /&gt;
| image = Degreaser.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Phlogistinator&lt;br /&gt;
| image = Phlogistinator.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = No&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Rainblower&lt;br /&gt;
| image = Rainblower.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''(can somebody format this horizontally its 5:30 am help me)'''&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy&amp;diff=814</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy&amp;diff=814"/>
		<updated>2013-07-01T18:42:08Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* Highlander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The spy is a suave backstabbing rogue that has the ability to one-shot 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 his uber or to drop his uber. Spy is capable of incapacitating and destroying the [[Engineer]]'s buildings.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Spy (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Spy is considered an [[offclass]].  It is most often run when one team has a disadvantage and they need to try and create an advantage (usually through dropping the enemy Medic's uber).&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Spy (Highlander)]]'' &lt;br /&gt;
&lt;br /&gt;
In highlander, the spy has the same role: it is often used to pick the enemy Medic, Heavy, Demoman, or other picks most valuable at certain moments (most often the [[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;
==External Links==&lt;br /&gt;
[http://steamcommunity.com/sharedfiles/filedetails/?id=144086729# DarkNecrid's Comprehensive Pub &amp;amp; Competitive Spy Guide] [[User:RJ|RJ]] ([[User talk:RJ|talk]]) 19:30, 1 July 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy&amp;diff=806</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy&amp;diff=806"/>
		<updated>2013-07-01T18:39:36Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* Highlander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The spy is a suave backstabbing rogue that has the ability to one-shot 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 his uber or to drop his uber. Spy is capable of incapacitating and destroying the [[Engineer]]'s buildings.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Spy (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Spy is considered an [[offclass]].  It is most often run when one team has a disadvantage and they need to try and create an advantage (usually through dropping the enemy Medic's uber).&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Spy (Highlander)]]'' &lt;br /&gt;
&lt;br /&gt;
In highlander, the spy has the same role: it is often used to pick the enemy Medic, Heavy, Demoman, or other picks most valuable at certain moments (most often the [[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 at, and in what direction they are moving towards in the safety provided by his watches.&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] [[User:RJ|RJ]] ([[User talk:RJ|talk]]) 19:30, 1 July 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy&amp;diff=803</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy&amp;diff=803"/>
		<updated>2013-07-01T18:38:03Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* Highlander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The spy is a suave backstabbing rogue that has the ability to one-shot 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 his uber or to drop his uber. Spy is capable of incapacitating and destroying the [[Engineer]]'s buildings.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Spy (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Spy is considered an [[offclass]].  It is most often run when one team has a disadvantage and they need to try and create an advantage (usually through dropping the enemy Medic's uber).&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Spy (Highlander)]]'' &lt;br /&gt;
&lt;br /&gt;
In highlander, the spy has the same role: it is often used to pick the enemy Medic, Heavy, Demoman, or other picks most valuable at certain moments (most often the [[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 and see where the enemy team is located at and in what direction they are moving towards in the safety provided by his watches.&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] [[User:RJ|RJ]] ([[User talk:RJ|talk]]) 19:30, 1 July 2013 (WEST)&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=779</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=779"/>
		<updated>2013-07-01T18:28:07Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* Metagame terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
; 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;
; Airpipe : When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&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;
; 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 [[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, etc. : Used to describe players who have taken varying amounts of damage.&lt;br /&gt;
&lt;br /&gt;
; Kritz : An abbreviation for the [[Medic]]'s [[KritzKrieg]]'s ability.&lt;br /&gt;
&lt;br /&gt;
; Meatshot : An 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;
; 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;
; 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;
== 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], Pocket Soldier, and the Demo.  In [[Highlander]], the combo varies but is most often made up of the Medic, [[Heavy]], Demo, and occasionally [[Pyro]].&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 Medics have Ubers out of sync, they can get free Uber pushes into each other without much risk because the other team can't stop invulnerable players without invulnerable players of their own.  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;
; 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 : 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.  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;
== 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;
&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;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=775</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=775"/>
		<updated>2013-07-01T18:25:35Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* Map terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
; 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;
; Airpipe : When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&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;
; 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 [[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, etc. : Used to describe players who have taken varying amounts of damage.&lt;br /&gt;
&lt;br /&gt;
; Kritz : An abbreviation for the [[Medic]]'s [[KritzKrieg]]'s ability.&lt;br /&gt;
&lt;br /&gt;
; Meatshot : An 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;
; 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;
; 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;
== 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], Pocket Soldier, and the Demo.  In [[Highlander]], the combo varies but is most often made up of the Medic, [[Heavy]], Demo, and occasionally [[Pyro]].&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 Medics have Ubers out of sync, they can get free Uber pushes into each other without much risk because the other team can't stop invulnerable players without invulnerable players of their own.  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&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 : 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.  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;
&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;
&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;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=769</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=769"/>
		<updated>2013-07-01T18:22:31Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* Combat terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
; 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;
; Airpipe : When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&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;
; 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 [[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, etc. : Used to describe players who have taken varying amounts of damage.&lt;br /&gt;
&lt;br /&gt;
; Kritz : An abbreviation for the [[Medic]]'s [[KritzKrieg]]'s ability.&lt;br /&gt;
&lt;br /&gt;
; Meatshot : An 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;
; 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;
; 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;
== 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], Pocket Soldier, and the Demo.  In [[Highlander]], the combo varies but is most often made up of the Medic, [[Heavy]], Demo, and occasionally [[Pyro]].&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 Medics have Ubers out of sync, they can get free Uber pushes into each other without much risk because the other team can't stop invulnerable players without invulnerable players of their own.  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&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 : 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.  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;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&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;
&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;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=763</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=763"/>
		<updated>2013-07-01T18:19:45Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* Combat terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
; 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;
; Airpipe : When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&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;
; 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;
; 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, etc. : Used to describe players who have taken varying amounts of damage.&lt;br /&gt;
&lt;br /&gt;
; Kritz : An abbreviation for the [[Medic]]'s [[KritzKrieg]]'s ability.&lt;br /&gt;
&lt;br /&gt;
; Meatshot : An 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;
; 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;
; 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;
== 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], Pocket Soldier, and the Demo.  In [[Highlander]], the combo varies but is most often made up of the Medic, [[Heavy]], Demo, and occasionally [[Pyro]].&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 Medics have Ubers out of sync, they can get free Uber pushes into each other without much risk because the other team can't stop invulnerable players without invulnerable players of their own.  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&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 : 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.  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;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&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;
&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;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=734</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=734"/>
		<updated>2013-07-01T18:10:41Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* Combat terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
; 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;
; Airpipe : When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&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;
; 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;
; 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;
; Hurt, Lit, Destroyed, etc. : Used to describe players who have taken varying amounts of damage.&lt;br /&gt;
&lt;br /&gt;
; Kritz : An abbreviation for the [[Medic]]'s [[KritzKrieg]]'s ability.&lt;br /&gt;
&lt;br /&gt;
; Meatshot : An 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;
; Pill : A Demoman's grenade.&lt;br /&gt;
&lt;br /&gt;
; Pipe : A Demoman's grenade.&lt;br /&gt;
&lt;br /&gt;
; Roller : A Demoman's grenade after it hits the ground/wall.&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;
== 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], Pocket Soldier, and the Demo.  In [[Highlander]], the combo varies but is most often made up of the Medic, [[Heavy]], Demo, and occasionally [[Pyro]].&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 Medics have Ubers out of sync, they can get free Uber pushes into each other without much risk because the other team can't stop invulnerable players without invulnerable players of their own.  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&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 : 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.  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;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&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;
&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;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=732</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=732"/>
		<updated>2013-07-01T18:10:13Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* Combat terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
; 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;
; Airpipe : When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&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;
; 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;
; 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;
; Hurt, Lit, Destroyed, etc. : Used to describe players who have taken varying amounts of damage.&lt;br /&gt;
&lt;br /&gt;
; Kritz : An abbreviation for the [[Medic]]'s [[KritzKrieg]]'s ability.&lt;br /&gt;
&lt;br /&gt;
; Meatshot : An 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;
; Pill : A Demoman's grenade.&lt;br /&gt;
&lt;br /&gt;
; Pipe : A Demoman's grenade.&lt;br /&gt;
&lt;br /&gt;
; Pocket : The player assigned to protect the [[Medic]]. Usually assigned to a [[Soldier]] or [[Heavy]].&lt;br /&gt;
&lt;br /&gt;
; Roller : A Demoman's grenade after it hits the ground/wall.&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;
== 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], Pocket Soldier, and the Demo.  In [[Highlander]], the combo varies but is most often made up of the Medic, [[Heavy]], Demo, and occasionally [[Pyro]].&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 Medics have Ubers out of sync, they can get free Uber pushes into each other without much risk because the other team can't stop invulnerable players without invulnerable players of their own.  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&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 : 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.  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;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&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;
&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;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=UGC&amp;diff=712</id>
		<title>UGC</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=UGC&amp;diff=712"/>
		<updated>2013-07-01T18:00:03Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* Highlander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;United Gaming Clans (UGC) is a Team Fortress 2, Left 4 Dead, Fortress Forever and Team Fortress Classic League. UGC was founded in 2002 and has a solid history in Team Fortress Matchplay, hosting both 6v6 and 9v9 (HL) leagues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Highlander ==&lt;br /&gt;
&lt;br /&gt;
UGC is currently in season 10 of their Highlander league with 590 team sign-ups. UGC runs three Highlander seasons each year: Spring, Summer and Fall. It currently has five different regions catered to for their Highlander league: North America (NA), Europe (EU), Asia, Austrailia/NZ and South America. There are also different skill-based divsions for the NA and EU leagues, with the latter three leagues not having enough participants as of yet to have more than one division and the EU lacking enough participants to create all five divisions. The NA divisions also have Steel and Iron split into Red and Blu factions due to a large amount of player participation.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
UGC runs three Highlander seasons a year. The Spring season usually starts in January, the Summer season in June and the Fall season in September. The Spring and Fall seasons usually run for 12-14 weeks, with 8-10 weeks of regular season and 4 weeks of playoff brackets. The Summer season usually comprises of 8-10 regular season week with no playoffs or participation medals (usually deemed as the &amp;quot;fun&amp;quot; season) and comprising of a more experimental maplist than the standard Spring and Fall seasons. During the regular season, teams are placed versus teams with a similar win:loss and matchpoint score for each week and a rankings table is slowly formed from it. Before playoffs begin, rosters are locked so no more players can be added and brackets are created from the current team rankings in the league. During playoffs, single- or double- elimination knock-out brackets (depending on the region/division) mean that the finals played in the last week determine the top three ranked teams for each division. &lt;br /&gt;
&lt;br /&gt;
== Divisions ==&lt;br /&gt;
&lt;br /&gt;
In the order of the highest skill division to the lowest:&lt;br /&gt;
&lt;br /&gt;
'''Platinum''' - Top tier. This division is for people considered to be at the top of their Highlander game. This division arguably requires the most time, dedication, coordination, and skill to compete in.&lt;br /&gt;
&lt;br /&gt;
'''Gold''' (NA only) - 2nd Tier. Competition gets more fierce. Those who have the time and dedication to practice 3-4+ scrims a week and the passion to get better belong here. &lt;br /&gt;
&lt;br /&gt;
'''Silver''' - 3rd Tier. This is for people who can list more than a couple seasons of experience and who are more committed to the upward path towards Gold/Platinum.&lt;br /&gt;
&lt;br /&gt;
'''Steel''' - 4th Tier. This is for people with a little competitive experience to people who have at a couple of seasons under their belt.&lt;br /&gt;
&lt;br /&gt;
'''Iron''' (NA only) - Bottom Tier. Entry-level aimed at players with no prior competitive experience.&lt;br /&gt;
&lt;br /&gt;
== Staff ==&lt;br /&gt;
This is a list of active admins for the UGC league:&lt;br /&gt;
&lt;br /&gt;
'''Fornaught''' - UGC League Manager&lt;br /&gt;
&lt;br /&gt;
'''RedRum''' - HL Head Admin&lt;br /&gt;
&lt;br /&gt;
'''Infinite''' - HL Head Admin&lt;br /&gt;
&lt;br /&gt;
'''Xarlor''' - HL Head Admin, HL NA Platinum manager&lt;br /&gt;
&lt;br /&gt;
'''BlazingBoy''' - 6v6 Head Admin&lt;br /&gt;
&lt;br /&gt;
'''snowblindfrog''' - 6v6 Head Admin, HL NA Gold Manager&lt;br /&gt;
&lt;br /&gt;
'''Marxist''' - 6v6 Co-Head Admin (Ret.)&lt;br /&gt;
&lt;br /&gt;
'''RomanAnderson''' - Web &amp;amp; Statistics Coder&lt;br /&gt;
&lt;br /&gt;
'''Firefly''' - HL NA Silver Manager&lt;br /&gt;
&lt;br /&gt;
'''Cold''' - HL NA Steel Blu Manager, News &amp;amp; Media&lt;br /&gt;
&lt;br /&gt;
'''Ubiquitous''' - HL NA Steel Red Manager&lt;br /&gt;
&lt;br /&gt;
'''Kumori''' - HL NA Iron Red Manager, Senior Admin&lt;br /&gt;
&lt;br /&gt;
'''Gregor''' - HL NA Iron Blu Manager&lt;br /&gt;
&lt;br /&gt;
'''BubbleBobbler''' - HL EU Platinum Manager&lt;br /&gt;
&lt;br /&gt;
'''SuddenlyStarMia''' - HL EU Silver Manager&lt;br /&gt;
&lt;br /&gt;
'''Khaleesi''' - HL EU Steel Manager&lt;br /&gt;
&lt;br /&gt;
'''Stellarhopper''' - 6v6 &amp;amp; HL Admin&lt;br /&gt;
&lt;br /&gt;
'''radio!''' - Graphics, HL Staff&lt;br /&gt;
&lt;br /&gt;
'''Verdugo''' - HL South American Manager&lt;br /&gt;
&lt;br /&gt;
'''W4keLife''' - HL Asia Admin&lt;br /&gt;
&lt;br /&gt;
'''Spade Ace''' - HL Asia Admin&lt;br /&gt;
&lt;br /&gt;
'''Tommy''' - HL Asia Admin&lt;br /&gt;
&lt;br /&gt;
'''Kitten''' - HL AUS/NZ Manager&lt;br /&gt;
&lt;br /&gt;
'''Sylon''' - HL Admin&lt;br /&gt;
&lt;br /&gt;
'''Hein''' - HL Admin &amp;amp; Heinsight Articles&lt;br /&gt;
&lt;br /&gt;
'''JuiceDD''' - FF Head Admin&lt;br /&gt;
&lt;br /&gt;
'''HadeZtheBoss''' - FF Admin&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper_(Highlander)&amp;diff=245</id>
		<title>Sniper (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper_(Highlander)&amp;diff=245"/>
		<updated>2013-07-01T01:02:56Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As that [[Highlander]] is a format with 1 of each class, both teams will have one [[sniper]] at all times. Being both a boon and a bane to a team's existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Primary Responsibilities ==&lt;br /&gt;
&lt;br /&gt;
'''Getting Picks'''&lt;br /&gt;
&lt;br /&gt;
It's usually up to the Sniper, or one of the other &amp;quot;pick&amp;quot; classes such as [[Scout]], [[Spy]], or [[Soldier]] to initiate a conflict. To either begin a push or simply making sure that a push doesn't begin. It can not be emphasized enough that this, and this alone is the biggest responsibility of a Sniper, and most other responsibilities are directly tied to this.&lt;br /&gt;
&lt;br /&gt;
'''Counter Sniping'''&lt;br /&gt;
&lt;br /&gt;
Perhaps it's wrong to say this is one of Sniper &amp;quot;primary responsibilities&amp;quot;, but it will happen quite often. Snipers tend to have great sight-lines that usually end up where both of them can see each other, typically snipers attempt to shoot each other in order to achieve Pick Responsibility, and also in killing the other Sniper they open up opportunities for themselves.&lt;br /&gt;
&lt;br /&gt;
'''Area Denial'''&lt;br /&gt;
&lt;br /&gt;
Snipers can effectively shut down entire attack lanes with their innate ability to one shot nearly anything in game with proper preparations. Snipers can make sure cart lanes and control points are clear, or flanks are kept down.&lt;br /&gt;
&lt;br /&gt;
== Highlander Sniper Guides ==&lt;br /&gt;
&lt;br /&gt;
[[Liquid's Sniper Guide]]&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=217</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=217"/>
		<updated>2013-07-01T00:21:07Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: Undo revision 208 by Sylvester (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Pyro is an [[offclass]] in 6v6 and a main class in Highlander.  The Pyro is a maniac firebug 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.&lt;br /&gt;
&lt;br /&gt;
==In Sixes==&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 defending last, the Pyro's job is to neutralize the enemy team's uber through use of the airblast mechanic.&lt;br /&gt;
&lt;br /&gt;
==In 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]], and providing flank support when required.&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=203</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=203"/>
		<updated>2013-07-01T00:06:28Z</updated>

		<summary type="html">&lt;p&gt;RawrSpoon: /* In Highlander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Pyro is an [[offclass]] in 6v6 and a main class in Highlander.  The Pyro is a maniac firebug 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.&lt;br /&gt;
&lt;br /&gt;
==In Sixes==&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 defending last, the Pyro's job is to neutralize the enemy team's uber through use of the airblast mechanic.&lt;br /&gt;
&lt;br /&gt;
==In 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 a job of displacing and neutralizing enemy ubers, [[spychecking]] to neutralize the enemy [[Spy]], and providing flank support when required.&lt;/div&gt;</summary>
		<author><name>RawrSpoon</name></author>
		
	</entry>
</feed>