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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Saya</id>
	<title>comp.tf - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Saya"/>
	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/Saya"/>
	<updated>2026-05-05T01:06:28Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://comp.tf/index.php?title=Spy&amp;diff=3441</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy&amp;diff=3441"/>
		<updated>2013-07-19T01:51:16Z</updated>

		<summary type="html">&lt;p&gt;Saya: Punctuation and grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Spy''' is a suave backstabbing rogue that has the ability to insta-kill any class in the game with their knife.  Spies are valued in that they can get important [[picks]] through the manipulation and deception of the enemy team.  The Spy arguably has the worst direct combat ability, as it is solely designed to only get one or two kills at a time.  As a pick class, the Spy will usually target the enemy [[Demoman]], [[Heavy]] or [[Medic]] and either get the Medic to pop or drop his [[Übercharge]]. The Spy is also capable of incapacitating and destroying the [[Engineer]]'s buildings.&lt;br /&gt;
&lt;br /&gt;
===6v6===&lt;br /&gt;
&lt;br /&gt;
''Main Article: [[Spy (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Spy is considered an offclass due to his unreliable damage output and weakness, if a Spy is played they will usually only get one chance at getting a pick. Because of this, the Spy is rarely used and will most often target the enemy Medic or Demoman to get a pick worth more than his own life. A team might use a Spy when the enemy Medic has a large advantage and they want to kill him or during a stalemate when the Spy will break it by getting an important pick.&lt;br /&gt;
&lt;br /&gt;
===Highlander===&lt;br /&gt;
&lt;br /&gt;
''Main Article: [[Spy (Highlander)]]'' &lt;br /&gt;
&lt;br /&gt;
In Highlander, the Spy is often used to pick the enemy Medic, Heavy, Demoman, Sniper, and Engineer.  Spies in Highlander must be aware that the enemy team has a full-time [[Pyro]] and is [[spychecking]] more often, leaving the Spy with less opportunities for picks.&lt;br /&gt;
&lt;br /&gt;
The Spy is also the best scouting class in the game, providing invaluable information for his team. He can find how far along a [[Medic]] is to fully charging his ubercharge, where the enemy team is located, and in what direction they are moving towards in the safety provided by his watches.&lt;br /&gt;
&lt;br /&gt;
===Trickstabs===&lt;br /&gt;
&lt;br /&gt;
When spotted or confronted by an enemy, a spy is almost always put at an advantage, due to his high damage output. In times of need, Spies may use [[trickstabs]] to place themselves behinds the enemy, which makes him really OP. The are a multitude of ways to do so. For an example, you could easily rocket jump into the air, place a sticky below an enemy, detonate the sticky, shoot them up causing him to be confused, which will make him turn around to take a look at his surroundings, then stab his back.&lt;br /&gt;
&lt;br /&gt;
===Allowed Weapons===&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Primary Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy PDA Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class Spy Melee Table}}&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://steamcommunity.com/sharedfiles/filedetails/?id=144086729# DarkNecrid's Comprehensive Pub &amp;amp; Competitive Spy Guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=3426</id>
		<title>Demoman (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=3426"/>
		<updated>2013-07-17T11:47:26Z</updated>

		<summary type="html">&lt;p&gt;Saya: /* Rollouts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== 6s [[Demoman]] ==&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his spamming abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can net him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demoman is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
* The Demoman's main roles are mostly about area control / dealing damage&lt;br /&gt;
* Hold choke areas by spamming them&lt;br /&gt;
* Provide initial damage with the pocket so that Scouts can follow up the damage with clean-up kills&lt;br /&gt;
* Slowing the enemy team down while your team is falling back&lt;br /&gt;
* Trapping chokes or other routes that the other team may push through in an attempt to stall a push or get a free pick&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
Compared to all the other 6s classes, Demoman's role has a big impact on the conclusion of the mid fight. It usually is the class that deals the initial damage, and who he shoots at can affect the whole mid fight. Who the Demoman focuses at the beginning of the mid fight is usually the [[Scout]]s and the other team's Demoman.&lt;br /&gt;
&lt;br /&gt;
== Rollouts ==&lt;br /&gt;
[[Glossary|Rollouts]] are an important aspect of Demoman's play, they have a big effect on the outcome of the midfight, usually the first Demoman that gets to mid and deals initial damage to the other Demoman and/or Scouts gains positional and heal advantage for his team. Practicing rollouts is essential for a Demoman as it comes down from muscle memory. Demoman rollouts are also usually very punishing and demanding as a simple mistake can completely ruin a team mid fight and strategy, so it's also advised to have a backup rollout plan if something happens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rollout Tutorials ===&lt;br /&gt;
*[http://www.youtube.com/watch?v=6L30_coSIuw Gullywash demo rollout tutorial by b4nny] &lt;br /&gt;
*[http://www.youtube.com/watch?v=EuUgjydRiew Badlands demo rollout tutorial by b4nny]&lt;br /&gt;
*[http://www.youtube.com/watch?v=wBxobGj_JoM Coldfront demo rollout tutorial by b4nny]&lt;br /&gt;
*[http://www.youtube.com/watch?v=1bny8efUidA Process demo/solly rollout POV by MightyMe]&lt;br /&gt;
*[http://www.youtube.com/watch?v=O2xQpCedi-s ETF2L S13 official map list demoman rollout POV]&lt;br /&gt;
**Includes&lt;br /&gt;
***Badlands - 0:26&lt;br /&gt;
***Granary - 1:19&lt;br /&gt;
***Gullywash - 2:28&lt;br /&gt;
***Snakewater - 3:20&lt;br /&gt;
***Turbine - 4:16&lt;br /&gt;
***Process -﻿ 4:38&lt;br /&gt;
&lt;br /&gt;
==Playstyles==&lt;br /&gt;
&lt;br /&gt;
=== The Demoknight ===&lt;br /&gt;
The Demoknight loadout is a viable strategy in 6's, but it relies on having a strong pocket Soldier as the Demoman will not be able to pocket effectively.  This setup is good for getting clutch Medic picks and creating advantages, but it is sparingly used because it can be easily countered by the opposite team. When playing the Demoknight role you will also lose your main source of damage dealing (the Sticky Launcher) thus completely changing the playstyle of the class.&lt;br /&gt;
&lt;br /&gt;
Instead of relying on high damage dealing as your main goal, it's much more efficient to play a more roaming role and use it to flank or pick off lone enemies.&lt;br /&gt;
&lt;br /&gt;
The item loadout when playing this role should be as follows&lt;br /&gt;
* Grenade Launcher&lt;br /&gt;
* Chargin' Targe&lt;br /&gt;
* Eyelander&lt;br /&gt;
&lt;br /&gt;
This role has a few limitations, one of them is the lack of dodge movement or strafing, that can be fixed with a [http://www.reddit.com/r/tf2/comments/v98mz/charge_turning_script_for_keyboard_users script].&lt;br /&gt;
&lt;br /&gt;
==== Notable players and examples ====&lt;br /&gt;
&lt;br /&gt;
SoLID SnaKE is one of the most notable players that have played as a demoknight at a high level competitive.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Sx7D7X6hY5w] - Example of a medic pick in a ESEA match while playing as a demoknight&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=3425</id>
		<title>Demoman (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=3425"/>
		<updated>2013-07-17T11:46:45Z</updated>

		<summary type="html">&lt;p&gt;Saya: /* Main Roles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== 6s [[Demoman]] ==&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his spamming abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can net him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demoman is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
* The Demoman's main roles are mostly about area control / dealing damage&lt;br /&gt;
* Hold choke areas by spamming them&lt;br /&gt;
* Provide initial damage with the pocket so that Scouts can follow up the damage with clean-up kills&lt;br /&gt;
* Slowing the enemy team down while your team is falling back&lt;br /&gt;
* Trapping chokes or other routes that the other team may push through in an attempt to stall a push or get a free pick&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
Compared to all the other 6s classes, Demoman's role has a big impact on the conclusion of the mid fight. It usually is the class that deals the initial damage, and who he shoots at can affect the whole mid fight. Who the Demoman focuses at the beginning of the mid fight is usually the [[Scout]]s and the other team's Demoman.&lt;br /&gt;
&lt;br /&gt;
== Rollouts ==&lt;br /&gt;
[[Glossary|Rollouts]] are an important aspect of demoman's play, they have a big effect on the outcome of the midfight, usually the first demoman that gets to mid and deals initial damage to the other demoman and/or scouts gains positional and heal advantage for his team. Practicing rollouts is essential for a demoman as it comes down from muscle memory. Demoman rollouts are also usually very punishing and demanding as a simple mistake can completely ruin a team mid fight and strategy, so it's also advised to have a backup rollout plan if something happens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rollout Tutorials ===&lt;br /&gt;
*[http://www.youtube.com/watch?v=6L30_coSIuw Gullywash demo rollout tutorial by b4nny] &lt;br /&gt;
*[http://www.youtube.com/watch?v=EuUgjydRiew Badlands demo rollout tutorial by b4nny]&lt;br /&gt;
*[http://www.youtube.com/watch?v=wBxobGj_JoM Coldfront demo rollout tutorial by b4nny]&lt;br /&gt;
*[http://www.youtube.com/watch?v=1bny8efUidA Process demo/solly rollout POV by MightyMe]&lt;br /&gt;
*[http://www.youtube.com/watch?v=O2xQpCedi-s ETF2L S13 official map list demoman rollout POV]&lt;br /&gt;
**Includes&lt;br /&gt;
***Badlands - 0:26&lt;br /&gt;
***Granary - 1:19&lt;br /&gt;
***Gullywash - 2:28&lt;br /&gt;
***Snakewater - 3:20&lt;br /&gt;
***Turbine - 4:16&lt;br /&gt;
***Process -﻿ 4:38&lt;br /&gt;
&lt;br /&gt;
==Playstyles==&lt;br /&gt;
&lt;br /&gt;
=== The Demoknight ===&lt;br /&gt;
The Demoknight loadout is a viable strategy in 6's, but it relies on having a strong pocket Soldier as the Demoman will not be able to pocket effectively.  This setup is good for getting clutch Medic picks and creating advantages, but it is sparingly used because it can be easily countered by the opposite team. When playing the Demoknight role you will also lose your main source of damage dealing (the Sticky Launcher) thus completely changing the playstyle of the class.&lt;br /&gt;
&lt;br /&gt;
Instead of relying on high damage dealing as your main goal, it's much more efficient to play a more roaming role and use it to flank or pick off lone enemies.&lt;br /&gt;
&lt;br /&gt;
The item loadout when playing this role should be as follows&lt;br /&gt;
* Grenade Launcher&lt;br /&gt;
* Chargin' Targe&lt;br /&gt;
* Eyelander&lt;br /&gt;
&lt;br /&gt;
This role has a few limitations, one of them is the lack of dodge movement or strafing, that can be fixed with a [http://www.reddit.com/r/tf2/comments/v98mz/charge_turning_script_for_keyboard_users script].&lt;br /&gt;
&lt;br /&gt;
==== Notable players and examples ====&lt;br /&gt;
&lt;br /&gt;
SoLID SnaKE is one of the most notable players that have played as a demoknight at a high level competitive.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Sx7D7X6hY5w] - Example of a medic pick in a ESEA match while playing as a demoknight&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman_(Highlander)&amp;diff=3424</id>
		<title>Demoman (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman_(Highlander)&amp;diff=3424"/>
		<updated>2013-07-17T07:40:13Z</updated>

		<summary type="html">&lt;p&gt;Saya: /* Unlockable weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Highlander, the '''Demoman''''s main job is dealing high amounts of damage. His weapons are great at dishing out large amounts of damage to crowds of players and slow, high HP targets. However he lacks the ability to reliably protect himself from close range threats (most often from the Scout), so he is often paired up with the Heavy and Medic to form the core of a Highlander team. He serves a similar role to his 6's counterpart of dealing damage and leading up uber pushes, but he is also expected to deal with sentry nests.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The Demoman is most traditionally part of the Highlander Combo, alongside the Medic, Heavy, and sometimes Pyro. When using the Ubercharge he will often lead the push. Depending on the situation, the Demoman may share the Uber with another class, or just take the whole Uber. In a defensive situation, a team may forgo a Demoman Uber in favor of keeping the Pyro and Heavy alive to slow down a push. If the Medic is using the Kritzkrieg, the Demoman is nearly always the primary recipient. A common practice is &amp;quot;Sticky Sniping&amp;quot;, which has a Demoman charge up a sticky bomb, then taking the Kritz right before shooting the sticky into a crowd. If done correctly, the critical sticky will catch the enemy team off guard and secure a few picks or an Uber drop.&lt;br /&gt;
&lt;br /&gt;
Stickybomb traps, while not as useful as in less-organized formats, do provide the Demoman with an Area Denial and Picking tool. However, due to the the number of Area Denial and Picking classes that are always present in a Highlander game, this mechanic is not as useful as in 6v6. Sticky jumping however, is still a very potent tool for the Highlander Demoman. It allows the class to quickly respond to threats, act quickly off of advantages, and cover distance much faster than a majority of classes on the field.&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
As the Demoman's stock weapons are one of the most powerful among all the weapons in TF2, Demomen rarely deviate from the stock loadouts. Alternate options are often not as good and lower the Demoman's damage capability; the Loch'n'Load projectiles dish out more damage than normal grenades, but it has only two grenades in a clip, and the Scottish Resistance's prolonged sticky activation time make it hard to use the stickies in an attacking fashion. A notable exception is the Pain Train, which doubles the Demoman's capturing speed, which allows for a more aggressive playstyle.&lt;br /&gt;
&lt;br /&gt;
Some teams and players have experimented with playing Demoknight, which refers to playing Demoman with one of the shields (the Chargin' Targe or the Splendid Screen) equipped in place of his Sticky Launcher. This strategy is reliant on using a turning script that allows a charging Demoknight to turn at a greater rate than what the game normally allows. The Demoknight results in a playstyle similar to a Roamer, which is centered around getting key picks. This playstyle has not yet been proven to be an effective alternative to stock Demoman. Nevertheless, use of turning scripts is banned in most leagues.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=3423</id>
		<title>Demoman (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=3423"/>
		<updated>2013-07-17T07:39:06Z</updated>

		<summary type="html">&lt;p&gt;Saya: Edited for consistency in proper noun capitalization, as well as small style changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== 6s [[Demoman]] ==&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his spamming abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can net him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demoman is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
* The Demoman's main roles are mostly about area control / dealing damage&lt;br /&gt;
* Hold choke areas by spamming them&lt;br /&gt;
* Provide initial damage with the Pocket so that scouts can follow up the damage with clean-up kills&lt;br /&gt;
* Slowing the enemy team down while your team is falling back&lt;br /&gt;
* Trapping chokes or other routes that the other team may push through in an attempt to stall a push or get a free pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
Compared to all the other 6s classes, Demoman's role has a big impact on the conclusion of the mid fight. It usually is the class that deals the initial damage, and who he shoots at can affect the whole mid fight. Who the Demoman focuses at the beginning of the mid fight is usually the [[Scout]]s and the other team's Demoman.&lt;br /&gt;
&lt;br /&gt;
== Rollouts ==&lt;br /&gt;
[[Glossary|Rollouts]] are an important aspect of demoman's play, they have a big effect on the outcome of the midfight, usually the first demoman that gets to mid and deals initial damage to the other demoman and/or scouts gains positional and heal advantage for his team. Practicing rollouts is essential for a demoman as it comes down from muscle memory. Demoman rollouts are also usually very punishing and demanding as a simple mistake can completely ruin a team mid fight and strategy, so it's also advised to have a backup rollout plan if something happens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rollout Tutorials ===&lt;br /&gt;
*[http://www.youtube.com/watch?v=6L30_coSIuw Gullywash demo rollout tutorial by b4nny] &lt;br /&gt;
*[http://www.youtube.com/watch?v=EuUgjydRiew Badlands demo rollout tutorial by b4nny]&lt;br /&gt;
*[http://www.youtube.com/watch?v=wBxobGj_JoM Coldfront demo rollout tutorial by b4nny]&lt;br /&gt;
*[http://www.youtube.com/watch?v=1bny8efUidA Process demo/solly rollout POV by MightyMe]&lt;br /&gt;
*[http://www.youtube.com/watch?v=O2xQpCedi-s ETF2L S13 official map list demoman rollout POV]&lt;br /&gt;
**Includes&lt;br /&gt;
***Badlands - 0:26&lt;br /&gt;
***Granary - 1:19&lt;br /&gt;
***Gullywash - 2:28&lt;br /&gt;
***Snakewater - 3:20&lt;br /&gt;
***Turbine - 4:16&lt;br /&gt;
***Process -﻿ 4:38&lt;br /&gt;
&lt;br /&gt;
==Playstyles==&lt;br /&gt;
&lt;br /&gt;
=== The Demoknight ===&lt;br /&gt;
The Demoknight loadout is a viable strategy in 6's, but it relies on having a strong pocket Soldier as the Demoman will not be able to pocket effectively.  This setup is good for getting clutch Medic picks and creating advantages, but it is sparingly used because it can be easily countered by the opposite team. When playing the Demoknight role you will also lose your main source of damage dealing (the Sticky Launcher) thus completely changing the playstyle of the class.&lt;br /&gt;
&lt;br /&gt;
Instead of relying on high damage dealing as your main goal, it's much more efficient to play a more roaming role and use it to flank or pick off lone enemies.&lt;br /&gt;
&lt;br /&gt;
The item loadout when playing this role should be as follows&lt;br /&gt;
* Grenade Launcher&lt;br /&gt;
* Chargin' Targe&lt;br /&gt;
* Eyelander&lt;br /&gt;
&lt;br /&gt;
This role has a few limitations, one of them is the lack of dodge movement or strafing, that can be fixed with a [http://www.reddit.com/r/tf2/comments/v98mz/charge_turning_script_for_keyboard_users script].&lt;br /&gt;
&lt;br /&gt;
==== Notable players and examples ====&lt;br /&gt;
&lt;br /&gt;
SoLID SnaKE is one of the most notable players that have played as a demoknight at a high level competitive.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Sx7D7X6hY5w] - Example of a medic pick in a ESEA match while playing as a demoknight&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=3422</id>
		<title>Demoman (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=3422"/>
		<updated>2013-07-17T07:37:08Z</updated>

		<summary type="html">&lt;p&gt;Saya: Edited for consistency.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== 6s [[Demoman]] ==&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his spamming abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can net him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demoman is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
* The Demoman's main roles are mostly about area control / dealing damage&lt;br /&gt;
* Hold choke areas by spamming them&lt;br /&gt;
* Provide initial damage with the Pocket so that scouts can follow up the damage with clean-up kills&lt;br /&gt;
* Slowing the enemy team down while your team is falling back&lt;br /&gt;
* Trapping chokes or other routes that the other team may push through in an attempt to stall a push or get a free pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
Compared to all the other 6s classes, Demoman's role has a big impact on the conclusion of the mid fight. It usually is the class that deals the initial damage, and who he shoots at can affect the whole mid fight. Who the Demoman focuses at the beginning of the mid fight is usually the [[Scout]]s and the other team's Demoman.&lt;br /&gt;
&lt;br /&gt;
== Rollouts ==&lt;br /&gt;
[[Glossary|Rollouts]] are an important aspect of demoman's play, they have a big effect on the outcome of the midfight, usually the first demoman that gets to mid and deals initial damage to the other demoman and/or scouts gains positional and heal advantage for his team. Practicing rollouts is essential for a demoman as it comes down from muscle memory. Demoman rollouts are also usually very punishing and demanding as a simple mistake can completely ruin a team mid fight and strategy, so it's also advised to have a backup rollout plan if something happens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rollout Tutorials ===&lt;br /&gt;
*[http://www.youtube.com/watch?v=6L30_coSIuw Gullywash demo rollout tutorial by b4nny] &lt;br /&gt;
*[http://www.youtube.com/watch?v=EuUgjydRiew Badlands demo rollout tutorial by b4nny]&lt;br /&gt;
*[http://www.youtube.com/watch?v=wBxobGj_JoM Coldfront demo rollout tutorial by b4nny]&lt;br /&gt;
*[http://www.youtube.com/watch?v=1bny8efUidA Process demo/solly rollout POV by MightyMe]&lt;br /&gt;
*[http://www.youtube.com/watch?v=O2xQpCedi-s ETF2L S13 official map list demoman rollout POV]&lt;br /&gt;
**Includes&lt;br /&gt;
***Badlands - 0:26&lt;br /&gt;
***Granary - 1:19&lt;br /&gt;
***Gullywash - 2:28&lt;br /&gt;
***Snakewater - 3:20&lt;br /&gt;
***Turbine - 4:16&lt;br /&gt;
***Process -﻿ 4:38&lt;br /&gt;
&lt;br /&gt;
==Playstyles==&lt;br /&gt;
&lt;br /&gt;
=== The Demoknight ===&lt;br /&gt;
The Demoknight loadout is a viable strategy in sixes, but it relies on having a strong pocket soldier as the demoman will not be able to pocket effectively.  This setup is good for getting clutch medic picks and creating advantages, but it is sparingly used because it can be easily countered by the opposite team. When playing the demoknight role you will also loose your main source of damage dealing (the sticky launcher) thus completely changing the playstyle of the class.&lt;br /&gt;
&lt;br /&gt;
Instead of relying on high damage dealing as your main goal, it's much more efficient to play a more roaming role and use it to flank or pick off lone enemies.&lt;br /&gt;
&lt;br /&gt;
The item loadout when playing this role should be as follows&lt;br /&gt;
*Grenade Launcher&lt;br /&gt;
* Chargin' Targe&lt;br /&gt;
* Eyelander&lt;br /&gt;
&lt;br /&gt;
This role has a few limitations, one of them is the lack of dodge movement or strafing, that can be fixed with a [http://www.reddit.com/r/tf2/comments/v98mz/charge_turning_script_for_keyboard_users script].&lt;br /&gt;
&lt;br /&gt;
==== Notable players and examples ====&lt;br /&gt;
&lt;br /&gt;
SoLID SnaKE is one of the most notable players that have played as a demoknight at a high level competitive.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Sx7D7X6hY5w] - Example of a medic pick in a ESEA match while playing as a demoknight&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=3421</id>
		<title>Demoman (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=3421"/>
		<updated>2013-07-17T07:36:43Z</updated>

		<summary type="html">&lt;p&gt;Saya: /* Mid Fights */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== 6s [[Demoman]] ==&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his spamming abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can net him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demoman is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
* The Demoman's main roles are mostly about area control / dealing damage&lt;br /&gt;
* Hold choke areas by spamming them&lt;br /&gt;
* Provide initial damage with the Pocket so that scouts can follow up the damage with clean-up kills&lt;br /&gt;
* Slowing the enemy team down while your team is falling back&lt;br /&gt;
* Trapping chokes or other routes that the other team may push through in an attempt to stall a push or get a free pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
Compared to all the other 6s classes, Demoman's role has a big impact on the conclusion of the mid-fight. It usually is the class that deals the initial damage, and who he shoots at can affect the whole mid fight. Who the Demoman focuses at the beginning of the mid fight is usually the [[Scout]]s and the other team's Demoman.&lt;br /&gt;
&lt;br /&gt;
== Rollouts ==&lt;br /&gt;
[[Glossary|Rollouts]] are an important aspect of demoman's play, they have a big effect on the outcome of the midfight, usually the first demoman that gets to mid and deals initial damage to the other demoman and/or scouts gains positional and heal advantage for his team. Practicing rollouts is essential for a demoman as it comes down from muscle memory. Demoman rollouts are also usually very punishing and demanding as a simple mistake can completely ruin a team mid fight and strategy, so it's also advised to have a backup rollout plan if something happens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rollout Tutorials ===&lt;br /&gt;
*[http://www.youtube.com/watch?v=6L30_coSIuw Gullywash demo rollout tutorial by b4nny] &lt;br /&gt;
*[http://www.youtube.com/watch?v=EuUgjydRiew Badlands demo rollout tutorial by b4nny]&lt;br /&gt;
*[http://www.youtube.com/watch?v=wBxobGj_JoM Coldfront demo rollout tutorial by b4nny]&lt;br /&gt;
*[http://www.youtube.com/watch?v=1bny8efUidA Process demo/solly rollout POV by MightyMe]&lt;br /&gt;
*[http://www.youtube.com/watch?v=O2xQpCedi-s ETF2L S13 official map list demoman rollout POV]&lt;br /&gt;
**Includes&lt;br /&gt;
***Badlands - 0:26&lt;br /&gt;
***Granary - 1:19&lt;br /&gt;
***Gullywash - 2:28&lt;br /&gt;
***Snakewater - 3:20&lt;br /&gt;
***Turbine - 4:16&lt;br /&gt;
***Process -﻿ 4:38&lt;br /&gt;
&lt;br /&gt;
==Playstyles==&lt;br /&gt;
&lt;br /&gt;
=== The Demoknight ===&lt;br /&gt;
The Demoknight loadout is a viable strategy in sixes, but it relies on having a strong pocket soldier as the demoman will not be able to pocket effectively.  This setup is good for getting clutch medic picks and creating advantages, but it is sparingly used because it can be easily countered by the opposite team. When playing the demoknight role you will also loose your main source of damage dealing (the sticky launcher) thus completely changing the playstyle of the class.&lt;br /&gt;
&lt;br /&gt;
Instead of relying on high damage dealing as your main goal, it's much more efficient to play a more roaming role and use it to flank or pick off lone enemies.&lt;br /&gt;
&lt;br /&gt;
The item loadout when playing this role should be as follows&lt;br /&gt;
*Grenade Launcher&lt;br /&gt;
* Chargin' Targe&lt;br /&gt;
* Eyelander&lt;br /&gt;
&lt;br /&gt;
This role has a few limitations, one of them is the lack of dodge movement or strafing, that can be fixed with a [http://www.reddit.com/r/tf2/comments/v98mz/charge_turning_script_for_keyboard_users script].&lt;br /&gt;
&lt;br /&gt;
==== Notable players and examples ====&lt;br /&gt;
&lt;br /&gt;
SoLID SnaKE is one of the most notable players that have played as a demoknight at a high level competitive.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Sx7D7X6hY5w] - Example of a medic pick in a ESEA match while playing as a demoknight&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=3420</id>
		<title>Demoman (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=3420"/>
		<updated>2013-07-17T07:35:58Z</updated>

		<summary type="html">&lt;p&gt;Saya: /* 6s Demoman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== 6s [[Demoman]] ==&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his spamming abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can net him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demoman is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
* The Demoman's main roles are mostly about area control / dealing damage&lt;br /&gt;
* Hold choke areas by spamming them&lt;br /&gt;
* Provide initial damage with the Pocket so that scouts can follow up the damage with clean-up kills&lt;br /&gt;
* Slowing the enemy team down while your team is falling back&lt;br /&gt;
* Trapping chokes or other routes that the other team may push through in an attempt to stall a push or get a free pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
Compared to all the other 6s classes, Demoman's role has a big impact on the Mid Fights conclusion. It usually is the class that deals the initial damage, and who he shoots at can affect the whole mid fight. Who the Demoman focuses at the beginning of the mid fight is usually the [[Scout]]s and the other team's Demoman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rollouts ==&lt;br /&gt;
[[Glossary|Rollouts]] are an important aspect of demoman's play, they have a big effect on the outcome of the midfight, usually the first demoman that gets to mid and deals initial damage to the other demoman and/or scouts gains positional and heal advantage for his team. Practicing rollouts is essential for a demoman as it comes down from muscle memory. Demoman rollouts are also usually very punishing and demanding as a simple mistake can completely ruin a team mid fight and strategy, so it's also advised to have a backup rollout plan if something happens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rollout Tutorials ===&lt;br /&gt;
*[http://www.youtube.com/watch?v=6L30_coSIuw Gullywash demo rollout tutorial by b4nny] &lt;br /&gt;
*[http://www.youtube.com/watch?v=EuUgjydRiew Badlands demo rollout tutorial by b4nny]&lt;br /&gt;
*[http://www.youtube.com/watch?v=wBxobGj_JoM Coldfront demo rollout tutorial by b4nny]&lt;br /&gt;
*[http://www.youtube.com/watch?v=1bny8efUidA Process demo/solly rollout POV by MightyMe]&lt;br /&gt;
*[http://www.youtube.com/watch?v=O2xQpCedi-s ETF2L S13 official map list demoman rollout POV]&lt;br /&gt;
**Includes&lt;br /&gt;
***Badlands - 0:26&lt;br /&gt;
***Granary - 1:19&lt;br /&gt;
***Gullywash - 2:28&lt;br /&gt;
***Snakewater - 3:20&lt;br /&gt;
***Turbine - 4:16&lt;br /&gt;
***Process -﻿ 4:38&lt;br /&gt;
&lt;br /&gt;
==Playstyles==&lt;br /&gt;
&lt;br /&gt;
=== The Demoknight ===&lt;br /&gt;
The Demoknight loadout is a viable strategy in sixes, but it relies on having a strong pocket soldier as the demoman will not be able to pocket effectively.  This setup is good for getting clutch medic picks and creating advantages, but it is sparingly used because it can be easily countered by the opposite team. When playing the demoknight role you will also loose your main source of damage dealing (the sticky launcher) thus completely changing the playstyle of the class.&lt;br /&gt;
&lt;br /&gt;
Instead of relying on high damage dealing as your main goal, it's much more efficient to play a more roaming role and use it to flank or pick off lone enemies.&lt;br /&gt;
&lt;br /&gt;
The item loadout when playing this role should be as follows&lt;br /&gt;
*Grenade Launcher&lt;br /&gt;
* Chargin' Targe&lt;br /&gt;
* Eyelander&lt;br /&gt;
&lt;br /&gt;
This role has a few limitations, one of them is the lack of dodge movement or strafing, that can be fixed with a [http://www.reddit.com/r/tf2/comments/v98mz/charge_turning_script_for_keyboard_users script].&lt;br /&gt;
&lt;br /&gt;
==== Notable players and examples ====&lt;br /&gt;
&lt;br /&gt;
SoLID SnaKE is one of the most notable players that have played as a demoknight at a high level competitive.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Sx7D7X6hY5w] - Example of a medic pick in a ESEA match while playing as a demoknight&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier_(6v6)&amp;diff=3419</id>
		<title>Soldier (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier_(6v6)&amp;diff=3419"/>
		<updated>2013-07-17T07:34:27Z</updated>

		<summary type="html">&lt;p&gt;Saya: Edited for consistency in proper noun capitalization.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The Soldier is a class that can do damage at both close and long ranges. Typically, a standard 6v6 lineup will include 2 Soldiers; 1 roamer and 1 pocket. The pocket Soldier tends to protect the team's Medic while the roaming Soldier watches the flanks and attempts to help in fights or go for strategic kills.&lt;br /&gt;
&lt;br /&gt;
== Pocket Soldier ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[Pocket]]''&lt;br /&gt;
&lt;br /&gt;
As a pocket Soldier, your primary job is to keep your team's Medic alive. The pocket also has roles to fulfill in Mumble (or other communication program), because, in some teams, he is going to be the '''Main Caller''. Generally, the pocket Soldier leads his team into battles; he soaks up damage while putting out his own damage. Most pocket Soldiers equip the Shotgun for the extra damage output to defend against enemy players. Remember, your job is to protect the Medic, as his life is worth more than yours is. If saving your Medic means sacrificing yourself, you should do it. To be a good pocket, you also need to have a very good understanding of 6v6, something the community commonly calls 'game sense'.&lt;br /&gt;
&lt;br /&gt;
== Roaming Soldier ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[Roamer]]''&lt;br /&gt;
&lt;br /&gt;
The roaming Soldier typically has the stock Rocket Launcher or the Original, Gunboats and Escape Plan equipped. Of course, there are different loadouts being used, but this one is the most popular one by far. The roamer has different roles to fulfill in 6v6. The first and most basic one is to create distractions for his team so that they can push or take an advantage of it. His second role is to be on the flank with the Scouts during stalemates to try to get a pick, or simply to just block the enemy flank. The Roamer's third role is quite similar to the first one. When his team is at a uber disadvantage, or simply during a stalemate, the roamer will often be buffed to 300 health and sent in to try to get the medic to pop his uber, or to kill the medic. In certain situations, the roamer may [[offclass]] to try to gain an advantage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout_(6v6)&amp;diff=3418</id>
		<title>Scout (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout_(6v6)&amp;diff=3418"/>
		<updated>2013-07-17T07:29:06Z</updated>

		<summary type="html">&lt;p&gt;Saya: Edited for consistency in proper noun capitalization.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The [[Scout]] is a highly mobile &amp;quot;clean up&amp;quot; class, used to capture points and move in and out of fights to deal and avoid as much damage as possible. In standard 6v6 play, a team will have 2 Scouts. When playing this class, one will be expected to successfully capture points, control the flank, and be able to clean up the damage put out by your heavy classes ([[Soldier]] and [[Demoman]]). Generally speaking, a Scout will have a high number of kills and a moderate amount of damage - diving in to kill already damaged players is the primary cause of this. Scouts are also often the best candidates for off-classing, depending on the situation. The secret to the Scout class is going into a fight while no one is looking at you.&lt;br /&gt;
&lt;br /&gt;
== Midfights ==&lt;br /&gt;
&lt;br /&gt;
Playing Scout properly at a midfight involves finding the right time to go in. The start of a midfight has all 6 players on both teams staring right at each other, so going in first will result in instant and painful death. Staying at a range where one can easily avoid damage is key. The best time to enter the fight is when the team is sufficiently distracted so that the player may get into close range without being detected or shot at. The longer the Scout(s) survive at mid, the better chance a team has at winning. Their value goes up as time goes on because of their ability to clean up fights. Every time an enemy player dies, a Scout's usefulness increases. It's much easier to fight as a Scout in a 3v3 rather than a 6v6. Find the right time to enter the fight and work off of a teammate's damage.&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
&lt;br /&gt;
In a 6v6 game, once the midfight ends, and you are alive, AND the enemy team has successfully backed out, the Scout's goal is to watch the flank. The flank is simply the alternate route between two different control points, whereas the choke is the main route. In the flank, a Scout can either play defensively - prevent the enemy from flanking the combo, or offensively - try to get a pick and overrun the flank with the team's man - advantage, and ultimately wiping or driving out the enemy team.&lt;br /&gt;
&lt;br /&gt;
== Offclassing ==&lt;br /&gt;
{{main|Offclass|l1=Offclassing}}&lt;br /&gt;
While a Scout is one of the most powerful classes in the game, there are a variety of situations in which playing one of the less used classes can be beneficial. On the last point of an average [[5-CP]] map, for example, a Scout is not nearly as useful as he is in other areas of the map where it is easier to roam freely. In these situations, a Scout can change class to achieve a particular goal.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=3417</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=3417"/>
		<updated>2013-07-17T07:23:23Z</updated>

		<summary type="html">&lt;p&gt;Saya: Edited for punctuation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ScoutIcon_small.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
A smack-talking Bostonian brat, the '''Scout''' boasts the greatest mobility of all the TF2 classes; two jumps and an impressive 133% movement speed make him extremely difficult to track down, and even to kill once he's found. The Scout also carries a [[Scattergun]], which does tremendous damage when very close to an opponent. With such a high move speed, it isn't difficult to get close to people; the only trick is staying alive once at a close range. The Scout has only 125 base health, [[Sniper|tied]] for the least out of all the classes.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Scout (6v6)}}&lt;br /&gt;
&lt;br /&gt;
The Scout is a highly mobile &amp;quot;clean up&amp;quot; class, used to capture points and move in and out of fights to deal and avoid as much damage as possible. In standard 6v6 play, a team will have 2 Scouts. When playing this class, one will be expected to successfully capture points, control the flank, and be able to clean up the damage put out by heavy classes (Soldier and Demoman). Generally speaking, a Scout will have a high number of kills and a moderate amount of damage - diving in to kill already damaged players is the primary cause of this. Scouts are also often the best candidates for off-classing, depending on the situation. The secret to the Scout class is going into a fight and catching enemies unaware. The Scout is usually more expendable than the other classes, excluding the roaming soldier. &lt;br /&gt;
&lt;br /&gt;
Some teams like to assign roles to their scouts to keep everyone coordinated.  Having a &amp;quot;passive&amp;quot; Scout and an &amp;quot;aggressive&amp;quot; Scout on the team keeps inexperienced players from getting out of position (either resulting in death from aggression or missed opportunities from passiveness).  The &amp;quot;passive&amp;quot; Scout's job is roughly to protect the Demoman and help the Medic build Über when an opportunity arises. While he still wants to help out his fellow Scout on the flank and clean up damage, protecting the Demoman is his main objective. When there are stalemate situations in a match, the passive Scout is the one that will build the Medic's ÜberCharge using his [[Boston Basher]].  The aggressive Scout usually goes for kills and high damage on the flank.  If a player is weak, he will chase that player down and kill him.  The problem with this role-oriented approach is that when a Scout is smart enough to know when to be passive and when to be aggressive, it is more efficient for him to switch roles when a situation calls for it, rather than getting stuck in a mindset that can be very detrimental to his team.  Most high-level teams avoid this passive versus aggressive assignment system, but it can help teams that lack the coordination and game sense.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Scout (Highlander)}}&lt;br /&gt;
The Scout's role is severely diminished in Highlander, as his fragging capabilities are limited by full-time high-damage per second classes, such as the Heavy or the Engineer. Because of that, the Scout is often more of an utility class, helping the team by being on the flank, capturing points and objectives and sometimes following up on damage dealt by the combo.&lt;br /&gt;
&lt;br /&gt;
==Allowed Weapons==&lt;br /&gt;
&lt;br /&gt;
===Primary weapons===&lt;br /&gt;
{{Template:Class Scout Primary Table}}&lt;br /&gt;
&lt;br /&gt;
===Secondary weapons===&lt;br /&gt;
{{Template:Class Scout Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
===Melee weapons===&lt;br /&gt;
{{Template:Class Scout Melee Table}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Highlander&amp;diff=3415</id>
		<title>Highlander</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Highlander&amp;diff=3415"/>
		<updated>2013-07-17T06:40:53Z</updated>

		<summary type="html">&lt;p&gt;Saya: Edited for punctuation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Highlander''', a form of '''9v9''', is the largest competitive Team Fortress format.  Its similarities to average public servers makes it an ideal starting point for for new players, and its requirement that each team has one of every class means no matter what you like to play, there's a spot on the team for you. &lt;br /&gt;
&lt;br /&gt;
==Highlander Competitive Format==&lt;br /&gt;
Highlander is a competitive format with nine players on a team, each representing a different class. The name of the format comes from the quote &amp;quot;There can only be one [of each class]&amp;quot; from [http://en.m.wikipedia.org/wiki/Highlander_(film) Highlander], a movie released in 1986.&lt;br /&gt;
&lt;br /&gt;
==Game Modes==&lt;br /&gt;
&lt;br /&gt;
===Control Points===&lt;br /&gt;
''Main Article: [[5CP]]''&lt;br /&gt;
&lt;br /&gt;
'''For Example:''' [[Cp_granary|cp_granary]], [[Cp_warmfront|cp_warmfront]]&lt;br /&gt;
&lt;br /&gt;
===Stopwatch/Attack and Defend===&lt;br /&gt;
''Main Article: [[Stopwatch/Attack_and_Defend|Stopwatch/Attack and Defend]]''&lt;br /&gt;
&lt;br /&gt;
'''For Example:''' [[Pl_badwater|pl_badwater]], [[Cp_steel|cp_steel]], [[Pl_swiftwater|pl_swiftwater]]&lt;br /&gt;
&lt;br /&gt;
Stopwatch maps are won by finishing in a faster time then your opponent. You alternate defense/offense after each round. Time is measured by how long it took you to cap points. For example, if you cap all 5 points on a map in 8:37, the opponent must cap all the points in under 8:37 to win. If you cap 3 points in 5:11, the opponent must either cap 3 points in under 5:11, or cap at least 4 points.&lt;br /&gt;
&lt;br /&gt;
===King of the Hill===&lt;br /&gt;
''Main Article: [[King_of_the_Hill|KOTH]]''&lt;br /&gt;
&lt;br /&gt;
'''For Example:''' [[Koth_lakeside|koth_lakeside]], [[Koth_pro_viaduct_rc3|koth_pro_viaduct]]&lt;br /&gt;
&lt;br /&gt;
== Highlander Leagues ==&lt;br /&gt;
&lt;br /&gt;
=== Multinational ===&lt;br /&gt;
&lt;br /&gt;
*[[UGC]] ([http://www.ugcleague.com Website])&lt;br /&gt;
&lt;br /&gt;
=== North American ===&lt;br /&gt;
&lt;br /&gt;
*[[IGL]] ([http://www.playigl.com Website])&lt;br /&gt;
&lt;br /&gt;
*[[CEVO]] ([http://www.cevo.com Website])&lt;br /&gt;
&lt;br /&gt;
*[[The Round Robin]] ([http://theroundrob.in/ Website])&lt;br /&gt;
&lt;br /&gt;
=== European ===&lt;br /&gt;
&lt;br /&gt;
*[[Wireplay]] ([http://tf2.wireplay.co.uk Website])&lt;br /&gt;
&lt;br /&gt;
*[[ETF2L]] ([http://www.etf2l.org Website])&lt;br /&gt;
&lt;br /&gt;
=== Oceania ===&lt;br /&gt;
&lt;br /&gt;
*[[ozfortress]] ([http://www.ozfortress.com Website])&lt;br /&gt;
&lt;br /&gt;
*[[ATF2L]] ([http://www.atf2l.org Website])&lt;br /&gt;
&lt;br /&gt;
==Highlander Pugs==&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[6v6]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy&amp;diff=3401</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy&amp;diff=3401"/>
		<updated>2013-07-16T15:43:32Z</updated>

		<summary type="html">&lt;p&gt;Saya: Reverted the 6v6 Heavy section to a previous rendition (not written by me) due to wacky and random trolling on the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:250px-Heavy.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
A portly Russian bear, the '''Heavy''' has the most health in the game, with a total of 300. Not only that, but his primary weapon, the Minigun, does potentially the most damage per second in the game. These come with the downside of having by far the lowest base movement speed in the game, 77% of the standard movement speed, which becomes 37% when his Minigun is deployed; this leaves the Heavy unable to chase down damaged enemies to finish off the kill, and makes it very difficult to dodge high-damage hits such as the [[Demoman|Demoman's]] grenades and stickybombs, the [[Soldier|Soldier's]] rockets, and headshots from the [[Sniper]]. A Heavy will most often be found near a Medic, as the extra 150 health buff helps the Heavy soak up more damage for his teammates, while simultaneously protecting the Medic from any [[Spy|Spies]] or jumping Soldiers that threaten him.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Heavy (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Heavy is considered an [[offclass]], used primarily holding last points in 5cp.  Heavy will take the pocket's role when in play, allowing the pocket to play more of a roamer position, as he is capable of defending his Medic much better with his high health and damage. Heavy is capable of shutting down bombing Soldiers and Demoman with his Minigun, keeping them high off the ground due to his high weapon pushback. Alongside with these roles, Heavy also serves a purpose in tanking damage.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Heavy (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Heavy is the backbone force of pushing or defending objectives, outputting great DPS while being able to tank incoming spam thanks to his 450 health margin when buffed. Heavies are usually pocketed by the medic, and a heavy medic pair is called the combo. All players on the team should work around the combo, helping them secure victory.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{{Hatnote| Note: Weapon images link to their corresponding page at the Official Team Fortress 2 Wiki.}}&lt;br /&gt;
{{Template:Class_heavy_primary_table}}&lt;br /&gt;
{{Template:Class_heavy_secondary_table}}&lt;br /&gt;
{{Template:Class_heavy_melee_table}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier&amp;diff=3397</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier&amp;diff=3397"/>
		<updated>2013-07-16T15:21:25Z</updated>

		<summary type="html">&lt;p&gt;Saya: Edited for consistency in proper noun capitalization.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SoldierIcon_small.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
The '''Soldier''' is a class played in both 6v6 and Highlander.  It is the most basic of the classes, and is a good all-around fighter.  The Soldier's weapon of choice is the Rocket Launcher, a projectile weapon with good damage spread and range.  The Soldier can adapt to many different situations and is very mobile. He has the second highest base health in the game (200), but is also slow compared to many other classes. &lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{Main|Soldier (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Soldier will usually fulfil two main roles: &amp;quot;Pocket&amp;quot; Soldier and [[Roaming Soldier|&amp;quot;Roaming&amp;quot; Soldier]]. The Pocket Soldier focuses on keeping his [[Medic]] alive and using heals to deal damage, take positioning on his enemies, and lead his team. The Roaming Soldier plays a fundamental role in initiating battles for his team by creating distractions and advantages, and supporting his team by controlling the flank, and in turn, the universe.&lt;br /&gt;
&lt;br /&gt;
The most basic role of the Pocket Soldier is keeping the medic alive and using his abundant heals to deal damage, get kills and lead the team. The Pocket along with the Medic and [[Demoman]] form the core &amp;quot;combo&amp;quot; of any 6v6 team. He will usually be the target of an [[ÜberCharge]], if not the Demoman. The Pocket is usually the third biggest pick behind the Medic and Demoman, however since he is usually at a fearsome three hundred health, it is not easy to frag him. The standard or &amp;quot;meta&amp;quot; loadout for the Pocket Soldier is the Rocket Launcher/Original, the Shotgun and the Escape Plan.&lt;br /&gt;
&lt;br /&gt;
The [[Roaming Soldier]]'s main job is to help one of his [[Scout|Scouts]] on the flank, and create openings in the other team so that his team can push. The Roamer is most often the player that will suicide into the other team in hopes of getting a Medic pick or to force the Medic to Übercharge. The Roamer also wants to know the ins and outs of a map so that he knows all of its hiding spots and flanks. He wants to hide so that he can easily get a jump on the enemy team and hopefully get a pick or two. Hiding also provides the advantage of knowing exactly what the enemy team is doing, allowing the Roamer to relay information back to his team and gaining an advantage over the opposition. He is basically the most &amp;quot;disposable&amp;quot; unit of the team. The standard loadout for a Roaming Soldier is the Rocket Launcher/Original, the Gunboats and the Escape Plan.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{Main|Soldier (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, there is only one Soldier on each team.  This Soldier often functions like a Roaming Soldier would in 6v6.  As such, many 6v6 Roamer strategies can be applied to Highlander as well. Often used as a roaming pick class, the Soldier is mostly run with Gunboats and the stock Rocket Launcher, or the Black Box. A well coordinated team can organize pick classes to work together for a common goal, like forcing a Medic to use his [[ÜberCharge]] or taking out an Engineer nest. In most maps, the Soldier is used to control the flank. He is used to defend the flank of his own team and in turn harass his opponents. Some teams will run the Soldier closer to the combo, so that he can use his splash damage to protect the combo.&lt;br /&gt;
&lt;br /&gt;
==Allowed Weapons==&lt;br /&gt;
{{Hatnote| Note: Weapon images link to their corresponding page at the Official Team Fortress 2 Wiki.}}&lt;br /&gt;
===Primary weapons===&lt;br /&gt;
{{Template:Class Soldier Primary Table}}&lt;br /&gt;
===Secondary weapons===&lt;br /&gt;
{{Template:Class soldier secondary table}}&lt;br /&gt;
===Melee weapons===&lt;br /&gt;
{{Template:Class soldier melee table}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier&amp;diff=3396</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier&amp;diff=3396"/>
		<updated>2013-07-16T15:19:42Z</updated>

		<summary type="html">&lt;p&gt;Saya: /* 6v6 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SoldierIcon_small.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
The '''Soldier''' is a class played in both 6v6 and Highlander.  It is the most basic of the classes, and is a good all-around fighter.  The Soldier's weapon of choice is the Rocket Launcher, a projectile weapon with good damage spread and range.  The Soldier can adapt to many different situations and is very mobile. He has the second highest base health in the game (200), but is also slow compared to many other classes. &lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{Main|Soldier (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Soldier will usually fulfil two main roles: &amp;quot;Pocket&amp;quot; Soldier and [[Roaming Soldier|&amp;quot;Roaming&amp;quot; Soldier]]. The Pocket Soldier focuses on keeping his [[Medic]] alive and using heals to deal damage, take positioning on his enemies, and lead his team. The Roaming Soldier plays a fundamental role in initiating battles for his team by creating distractions and advantages, and supporting his team by controlling the flank, and in turn, the universe.&lt;br /&gt;
&lt;br /&gt;
The most basic role of the Pocket Soldier is keeping the medic alive and using his abundant heals to deal damage, get kills and lead the team. The Pocket along with the Medic and [[Demoman]] form the core &amp;quot;combo&amp;quot; of any 6v6 team. He will usually be the target of an [[ÜberCharge]], if not the Demoman. The Pocket is usually the third biggest pick behind the Medic and Demoman, however since he is usually at a fearsome three hundred health, it is not easy to frag him. The standard or &amp;quot;meta&amp;quot; loadout for the Pocket Soldier is the Rocket Launcher/Original, the Shotgun and the Escape Plan.&lt;br /&gt;
&lt;br /&gt;
The [[Roaming Soldier]]'s main job is to help one of his [[Scout|Scouts]] on the flank, and create openings in the other team so that his team can push. The Roamer is most often the player that will suicide into the other team in hopes of getting a Medic pick or to force the Medic to Übercharge. The Roamer also wants to know the ins and outs of a map so that he knows all of its hiding spots and flanks. He wants to hide so that he can easily get a jump on the enemy team and hopefully get a pick or two. Hiding also provides the advantage of knowing exactly what the enemy team is doing, allowing the Roamer to relay information back to his team and gaining an advantage over the opposition. He is basically the most &amp;quot;disposable&amp;quot; unit of the team. The standard loadout for a Roaming Soldier is the Rocket Launcher/Original, the Gunboats and the Escape Plan.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{Main|Soldier (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, there is only one Soldier on each team.  This Soldier often functions like a Roaming Soldier would in 6v6.  As such, many 6v6 Roamer strategies can be applied to Highlander as well. Often used as a roaming pick class, the soldier is mostly run with gunboats and the stock launcher, or the black box. A well coordinated team can organize pick classes to work together for a common goal, like forcing a medic or taking out a engineer nest. In most maps, the soldier is used to control the flank. He is used to defend the flank of his own team and in turn harass his opponents. Some teams will run the soldier closer to the combo, so that he can use his splash damage to protect the combo.&lt;br /&gt;
&lt;br /&gt;
==Allowed Weapons==&lt;br /&gt;
{{Hatnote| Note: Weapon images link to their corresponding page at the Official Team Fortress 2 Wiki.}}&lt;br /&gt;
===Primary weapons===&lt;br /&gt;
{{Template:Class Soldier Primary Table}}&lt;br /&gt;
===Secondary weapons===&lt;br /&gt;
{{Template:Class soldier secondary table}}&lt;br /&gt;
===Melee weapons===&lt;br /&gt;
{{Template:Class soldier melee table}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=3390</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=3390"/>
		<updated>2013-07-16T15:07:37Z</updated>

		<summary type="html">&lt;p&gt;Saya: Edited for consistency in proper noun capitalization, expanded condensed class names and added item links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ScoutIcon_small.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
A smack-talking Bostonian brat, the '''Scout''' boasts the greatest mobility of all the TF2 classes; two jumps and an impressive 133% movement speed make him extremely difficult to track down, and even to kill once he's found. The Scout also carries a [[Scattergun]], which does tremendous damage when very close to an opponent. With such a high move speed, it isn't difficult to get close to people; the only trick is staying alive once at a close range. The Scout has only 125 base health, [[Sniper|tied]] for the least out of all the classes.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Scout (6v6)}}&lt;br /&gt;
&lt;br /&gt;
The Scout is a highly mobile &amp;quot;clean up&amp;quot; class, used to capture points and move in and out of fights to deal and avoid as much damage as possible. In standard 6v6 play, a team will have 2 Scouts. When playing this class, one will be expected to successfully capture points, control the flank, and be able to clean up the damage put out by heavy classes (Soldier and Demoman). Generally speaking, a Scout will have a high number of kills and a moderate amount of damage - diving in to kill already damaged players is the primary cause of this. Scouts are also often the best candidates for off-classing, depending on the situation. The secret to the Scout class is going into a fight and catching enemies unaware. The Scout is usually more expendable than the other classes, excluding the roaming soldier. &lt;br /&gt;
&lt;br /&gt;
Some teams like to assign roles to their scouts to keep everyone coordinated.  Having a &amp;quot;passive&amp;quot; Scout and an &amp;quot;aggressive&amp;quot; Scout on the team keeps inexperienced players from getting out of position (either resulting in death from aggression or missed opportunities from passiveness).  The &amp;quot;passive&amp;quot; Scout's job is roughly to protect the Demoman and help the Medic build Über when an opportunity arises. While he still wants to help out his fellow Scout on the flank and clean up damage, protecting the Demoman is his main objective. When there are stalemate situations in a match, the passive Scout is the one that will build the Medic's ÜberCharge using his [[Boston Basher]].  The aggressive Scout usually goes for kills and high damage on the flank.  If a player is weak, he will chase that player down and kill him.  The problem with this role-oriented approach is that when a Scout is smart enough to know when to be passive and when to be aggressive, it is more efficient for him to switch roles when a situation calls for it, rather than getting stuck in a mindset that can be very detrimental to his team.  Most high-level teams avoid this passive versus aggressive assignment system, but it can help teams that lack the coordination and game sense.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Scout (Highlander)}}&lt;br /&gt;
The Scout's role is severely diminished in Highlander, as his fragging capabilities are limited by full-time high-damage per second classes, such as the Heavy or the Engineer. Because of that, the Scout is often more of an utility class, helping the team by being on the flank, capturing points and objectives and sometimes following up on damage dealt by the combo!.&lt;br /&gt;
&lt;br /&gt;
==Allowed Weapons==&lt;br /&gt;
&lt;br /&gt;
===Primary weapons===&lt;br /&gt;
{{Template:Class Scout Primary Table}}&lt;br /&gt;
&lt;br /&gt;
===Secondary weapons===&lt;br /&gt;
{{Template:Class Scout Secondary Table}}&lt;br /&gt;
&lt;br /&gt;
===Melee weapons===&lt;br /&gt;
{{Template:Class Scout Melee Table}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer&amp;diff=3385</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer&amp;diff=3385"/>
		<updated>2013-07-16T14:47:23Z</updated>

		<summary type="html">&lt;p&gt;Saya: Edited for consistency in proper noun capitalization.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An invaluable defense tool, the '''Engineer''''s sentries, dispensers, and teleporters are very helpful to defend a point or cart. On offense, the Engineer is able to consolidate the ground gained by his team, and assist them in getting to the battle.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Engineer (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Engineer is considered an [[offclass]].  Most often used on the map [[cp_gravelpit]], the Engineer is only used to defend last on most maps.&lt;br /&gt;
The main purpose of the Engineer and his sentry in [[6v6]] is to soak up damage and waste uber to let his team pop later.  Occasionally, it may get a few kills as well, but for the most part the engineer waits for his sentry to die, then switches to his main class to get cleanup frags.&lt;br /&gt;
It is important to note that a well-placed Sentry can prevent the other team from pushing in with a Kritzkrieg, as they will not be invulnerable and the Engineer's Sentry is immune to critical hits.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Engineer (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
The Engineer's main job in [[Highlander]] is to defend points and deny areas to the other team.  Through the use of the Sentry Gun, the Engineer is easily able to defend and stall for a point in time.  However, Highlander presents a new risk in the form of the [[Spy]], whose Sapper can destroy the Engineer's buildings.  The Engineer can also use such tools as The Wrangler and The Gunslinger to be more effective on offense or to assist in defense. The Engineer is also often used to push the cart on Payload maps.&lt;br /&gt;
&lt;br /&gt;
==Allowed Weapons==&lt;br /&gt;
{{Template:Class_Engineer_Primary_Table}}&lt;br /&gt;
{{Template:Class_Engineer_Secondary_Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class_Engineer_Melee_Table}}&lt;br /&gt;
{{Template:Class_Engineer_PDA_Table}}&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper_(Highlander)&amp;diff=3384</id>
		<title>Sniper (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper_(Highlander)&amp;diff=3384"/>
		<updated>2013-07-16T14:02:57Z</updated>

		<summary type="html">&lt;p&gt;Saya: Removed a sentence fragment and edited for consistency of proper noun capitalization.&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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Getting picks ===&lt;br /&gt;
&lt;br /&gt;
It's usually up to the Sniper or one of the other [[pick]] classes such as [[Scout]], [[Spy]], or [[Soldier]] to initiate a fight. The Sniper can be used to help either begin a push or make sure that a push doesn't begin by securing an important kill such as the [[Medic]], [[Heavy]] or [[Demoman]]. This key pick helps reduce the resistance or offensive capabilities of the enemy team during a push or hold. This is the biggest responsibility of a Sniper, and most of the Sniper's other responsibilities are directly tied to this.&lt;br /&gt;
&lt;br /&gt;
=== Countersniping ===&lt;br /&gt;
&lt;br /&gt;
Snipers tend to have the longest sight-lines due to their ability to utilise these positions to create an advantage based on their long-range capabilities; these sight lines mean that the two Snipers can usually see each other. Typically, Snipers attempt to shoot each other in order to become the dominant force between the two, because killing the other Sniper opens up an opportunity to safely [[pick]] without risk of being headshotted.&lt;br /&gt;
&lt;br /&gt;
The Sniper versus Sniper fight is a very detailed one, with many servers hosted that are solely dedicated to letting Snipers fight each other at long range to help people refine their Sniper killing strategies. Some Snipers prefer to strafe around quickly left and right while out of scope and wait for the other Sniper to scope in before taking a shot. This is due to a few factors such as the extremely slow speed at which the Sniper moves while scoped in; he is unable to dodge a shot and is a standstill target while scoped in, meaning that the Sniper who scopes last will have the upper hand in a fight. Another reason why a Sniper may elect to shoot second is the fact that scoping in shows the enemy where you will be standing to take a shot - the enemy Sniper has an advantage here because he can choose where he stops and retains a small element of surprise due to being able to relocate himself. Other Snipers decide to disregard the &amp;quot;second scoping&amp;quot; tactic and decide to shoot first every time. This can be a hindrance to Snipers due to the difficulty of hitting shots on a randomly strafing target.&lt;br /&gt;
&lt;br /&gt;
=== Area denial ===&lt;br /&gt;
&lt;br /&gt;
The Sniper can effectively shut down entire attack routes with his innate ability to kill nearly anything in the game in one shot, given proper preparations and steady aim. Snipers can ensure cart lanes and control points are clear, and can also help make sure flanking classes are kept away from important core classes.&lt;br /&gt;
&lt;br /&gt;
Areas of interest on most maps are important areas for Snipers to focus on; for example, Snipers should focus on shooting near the cart on Payload maps as it is usually an area saturated with easy kills in the form of light classes who are pushing the cart to help their team advance. This is one way that the Sniper can contribute to his team easily, by slowing down the enemy team's objective taking power.&lt;br /&gt;
&lt;br /&gt;
== Highlander Sniper Guides ==&lt;br /&gt;
* [[Liquid's Sniper Guide]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Highlander]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper_(6v6)&amp;diff=3383</id>
		<title>Sniper (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper_(6v6)&amp;diff=3383"/>
		<updated>2013-07-16T14:00:24Z</updated>

		<summary type="html">&lt;p&gt;Saya: Edited for consistency in proper noun capitalization, as well as small grammatical changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
As one of the most potentially dangerous classes in the game, the Sniper relies heavily on sight lines in a map, and their own team's ability to call the positions of enemies. This combined with the inability to protect itself in direct combat with a [[Scout]] or roaming [[Soldier]] forces Snipers to play defensively, usually staying as far away from a choke point in between pushes as possible, and waiting for the chance to punish enemies who over extend. &lt;br /&gt;
&lt;br /&gt;
Who you target as a Sniper in 6v6 is dependent on the situation. If you're pushing a point or waiting for the enemy team to push a point, killing a medic who has Ubercharge or is close to having Uberchage can significantly weigh the odds in your teams favor, forcing the enemy team to fight against an Uber without one of their own. High damage classes such as the roaming Soldier and the Demoman are also vital picks. &lt;br /&gt;
&lt;br /&gt;
Try to get picks when you can. It is good in some situations to wait for a Medic pick if the opportunity arises, but if you have a sight of a Soldier or Scout, the number advantage alone can assist your team. Keep track of both the scoreboard and what you see while playing. If one of their Scouts is doing exceptionally well, then killing him is something that would be beneficial to your team.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[6v6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper&amp;diff=3379</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=3379"/>
		<updated>2013-07-16T13:52:13Z</updated>

		<summary type="html">&lt;p&gt;Saya: Edited for consistency in proper noun capitalization.&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 (except an overhealed Heavy with the Fists of Steel active, any ubercharged player, a Spy with Dead Ringer active, and Bonked Scouts). 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 Ubercharge 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, the Sniper is considered an [[offclass]], and is one of the most common offclasses to be used in a match. Snipers rely on map sightlines, and tend to lay behind the front lines while attempting to pick off enemy players from afar. Snipers, having low health and poor close-combat abilities, are susceptible to Scouts and roaming Soldiers. Teams should work together to protect their sniper as he attempts to get a pick. This can also be an opportunity to get a pick, as enemies may rush in to try and pick the Sniper and by baited into the combo. Most of the time, Snipers are used to defend or attack the last point of a map. When attacking a last point, a Sniper attempts to pick any player available to give his team a number advantage with which to push into last. When defending a last point, Snipers are essential in either picking off random players to delay a push or sniping the attacking medic to negate the impending Ubercharge.&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 Sniper's main job is to kill the enemy combo and the other sniper, while taking out unsuspecting enemies in the process. He is very important for holding positions and denying area from enemies; a skilled Sniper can pick off any careless players venturing into his sights, and thus can hold a team back from pushing. However, he does need protection, which usually comes in the form of a Pyro or Gunslinger Engineer. The Sniper can also use Jarate to assist in pushes, or to force pushing enemies to retreat. The Sniper is often a target for the enemy team's Spy.&lt;br /&gt;
&lt;br /&gt;
{{Template:Class_Sniper_Primary_Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class_Sniper_Secondary_Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class_Sniper_Melee_Table}}&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper&amp;diff=3378</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=3378"/>
		<updated>2013-07-16T13:51:27Z</updated>

		<summary type="html">&lt;p&gt;Saya: Edited for consistency in proper noun capitalization.&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 (except an overhealed Heavy with the Fists of Steel active, any ubercharged player, a Spy with Dead Ringer active, and Bonked Scouts). 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 Ubercharge 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, the Sniper is considered an [[offclass]], and is one of the most common offclasses to be used in a match. Snipers rely on map sightlines, and tend to lay behind the front lines while attempting to pick off enemy players from afar. Snipers, having low health and poor close-combat abilities, are susceptible to Scouts and roaming Soldiers. Teams should work together to protect their sniper as he attempts to get a pick. This can also be an opportunity to get a pick, as enemies may rush in to try and pick the Sniper and by baited into the combo. Most of the time, Snipers are used to defend or attack the last point of a map. When attacking a last point, a Sniper attempts to pick any player available to give his team a number advantage with which to push into last. When defending a last point, Snipers are essential in either picking off random players to delay a push or sniping the attacking medic to negate the impending Ubercharge.&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 Sniper's main job is to kill the enemy combo and the other sniper, while taking out unsuspecting enemies in the process. He is very important for holding positions and denying area from enemies; a skilled Sniper can pick off any careless players venturing into his sights, and thus can hold a team back from pushing. However, he does need protection, which usually comes in the form of a Pyro or Gunslinger Engineer. The Sniper can also use Jarate to assist in pushes, or to force pushing enemies to retreat. The sniper is often a target for the enemy team's Spy.&lt;br /&gt;
&lt;br /&gt;
{{Template:Class_Sniper_Primary_Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class_Sniper_Secondary_Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class_Sniper_Melee_Table}}&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy&amp;diff=3377</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy&amp;diff=3377"/>
		<updated>2013-07-16T13:48:45Z</updated>

		<summary type="html">&lt;p&gt;Saya: Cleaned up &amp;quot;trolling&amp;quot; at the bottom of the page. (&amp;quot;NOODLE NOODLE NOODLE NOODLE&amp;quot;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:250px-Heavy.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
A portly Russian bear, the '''Heavy''' has the most health in the game, with a total of 300. Not only that, but his primary weapon, the Minigun, does potentially the most damage per second in the game. These come with the downside of having by far the lowest base movement speed in the game, 77% of the standard movement speed, which becomes 37% when his Minigun is deployed; this leaves the Heavy unable to chase down damaged enemies to finish off the kill, and makes it very difficult to dodge high-damage hits such as the [[Demoman|Demoman's]] grenades and stickybombs, the [[Soldier|Soldier's]] rockets, and headshots from the [[Sniper]]. A Heavy will most often be found near a Medic, as the extra 150 health buff helps the Heavy soak up more damage for his teammates, while simultaneously protecting the Medic from any [[Spy|Spies]] or jumping Soldiers that threaten him.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Heavy (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Heavy is considered an [[offclass]] just in case a team does not want to have a medic in their line up. Heavy will take the medic's role when in play, allowing the medic to play more of an attacking class, as he is capable of healing his teammates much better with his sandvich. Heavy is capable of shutting down bombing Soldiers and Demoman with his Minigun, keeping them high off the ground and unable to escape the hail of bullets. Alongside with these roles, Heavy also serves a purpose in eating sandvich.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Heavy (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Heavy is the backbone force of pushing or defending objectives, outputting great DPS while being able to tank incoming spam thanks to his 450 health margin when buffed. Heavies are usually pocketed by the medic, and a heavy medic pair is called the combo. All players on the team should work around the combo, helping them secure victory.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{{Hatnote| Note: Weapon images link to their corresponding page at the Official Team Fortress 2 Wiki.}}&lt;br /&gt;
{{Template:Class_heavy_primary_table}}&lt;br /&gt;
{{Template:Class_heavy_secondary_table}}&lt;br /&gt;
{{Template:Class_heavy_melee_table}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Gunboats&amp;diff=3362</id>
		<title>Gunboats</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Gunboats&amp;diff=3362"/>
		<updated>2013-07-16T12:01:14Z</updated>

		<summary type="html">&lt;p&gt;Saya: Added information about rocket jumps that damage other players, as well as how the Gunboats affect fall damage taken by the Soldier. Changed instances of lower case proper nouns. (Soldier instead of soldier)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Gunboats are a secondary weapon for the Soldier which reduces blast damage from rocket jumps by 60%. The damage reduction is not applied to self-inflicted damage from rockets that injure enemies and do not provide the Soldier with reduced fall damage. When equipped by a roaming Soldier, the Gunboats allow him to transition quickly throughout the map.&lt;/div&gt;</summary>
		<author><name>Saya</name></author>
		
	</entry>
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