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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Skaz</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=Skaz"/>
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	<updated>2026-05-05T01:06:15Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=66289</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=66289"/>
		<updated>2021-03-28T06:09:10Z</updated>

		<summary type="html">&lt;p&gt;Skaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PyroIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Pyro]]&lt;br /&gt;
The Pyro is a class who wields a Flamethrower as its [[pyro#Primary|primary 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 über with ease, reflect projectiles like rockets and arrows, and extinguish burning teammates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|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 and projectile spam from the Soldier and Demo through the use of the airblast mechanic. This situational use of the class allows the defending team to counter the enemy team when in disadvantage, against über it allows the team to gain precious time, often enough for the team to get über in time to defend last even counter-push if the Pyro manages to hold the whole über back. It has been tried and experimented through the years as a full-time competitive class and while it is encouraged in some [[Competitive_Formats#Other|competitive gamemodes]] it doesn't work in 6v6 because of the lack of mobility and low damage output of this class.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|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 job of displacing and neutralizing enemy übers, [[spychecking]] to neutralize the enemy [[Spy]], protecting its team's sentry gun by deflecting projectiles and providing flank support when required. The Pyro most commonly positions himself around the combo, so as to allow them to deal a lot of damage to the enemy team's damage dealing classes like Heavy or Demoman, without having to focus on classes like Spies or Scouts. This allows for the rest of your team to coordinate a push. Alternatively, if a Pyro's team is aware enough of the enemy Spy, then the Pyro could take the role of a roaming Pyro. This involves the Pyro flanking the enemy team and trying to deal a lot of damage, possibly to get a pick on the Medic, which could then allow their team to push in.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Flame Thrower&lt;br /&gt;
|link = Flame_Thrower&lt;br /&gt;
|description = The '''Flamethrower''' provides better upfront damage than the Degreaser as well as possessing a relatively cheap airblast in comparison to the Backburner and, although by no means a bad weapon, lacks either the ambushing potential from the Backburner as well as the weapon switching bonus of the Degreaser, which can often be invaluable. Since either of the allowed alternatives have an offensive focus (through different means) that means the stock Flamethrower will generally be used with a more passive play-style in mind, and often without tangible upsides in relation to the alternatives. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Backburner&lt;br /&gt;
|description = The '''Backburner''' is a weapon made with ambushing and flanking in mind and is rarely used in 6's. Since the Pyro generally has responsibilities to either protect the Medic or the Engineer in Highlander, it requires a significant change to the team's overall strategy to be used effectively and is therefore rarely used in that format as well. The Backburner's unique ability allows it to critically hit an enemy from behind (approximately 90 degrees) allowing the Pyro to quickly kill an unaware opponent. This comes at the price of diminished support capabilities since the Pyro will only be able to use four airblasts with full ammunition and this greatly hinders the most powerful support tools in the Pyro's arsenal. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Degreaser&lt;br /&gt;
|description = The '''Degreaser''' is the most widely used flamethrower in competitive. The weapon provides the Pyro with faster weapon switching which makes using weapon combos (such as the Flare Gun or the Axtinguisher ) far easier and allows the Pyro to handle combat situations that would otherwise be quite difficult to handle. The Degreaser's downsides come from the weapon's reduced damage upfront and weakened afterburn in relation to the stock flamethrower. This rarely affects the Pyro, still, given that the class' objectives in most competitive scenarios are to either stall the enemy or support his own team rather than actively getting kills.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Phlogistinator&lt;br /&gt;
|description = The '''Phlogistinator''' is a unique Pyro weapon that exchanges the Pyro's ability to airblast with the ability to get crits on will. The lack of a compression blast severely hinders the Pyro's support functions, but its sheer killing power from its crits have led it to be banned in some leagues.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Dragon's Fury&lt;br /&gt;
|link = Dragon's_Fury&lt;br /&gt;
|description = The '''Dragon's Fury''' it acts as a single-shot, projectile-based Flamethrower this takes away the automatic fire and replaces with it with a more skill based weapon, the weapon rewards the user with consistent strong damage.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Secondary===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|description = The '''Shotgun''' is a default Pyro Weapon. It is identical to the [[Engineer]]’s, [[Heavy]]’s or [[Soldier]]’s. It is a hitscan weapon and has 6 ammo in its mag alongside 32 additional ammo carried. For the Pyro, the Shotgun can be used in situations where the flamethrower wouldn't be as practical or useful. The Shotgun deals respectable damage at close-range and gives the Pyro decent abilities at mid-range. Even though its damage long-range is fairly negligible it allows the Pyro to harass enemies from a distance and support his teammates on occasion. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Flare Gun&lt;br /&gt;
|link = Flare_Gun&lt;br /&gt;
|description = The '''Flare Gun''' allows the Pyro to harass and even pick off targets at long-range. The Flare Gun's abilities allow the Pyro to light enemies from a distance (dealing 30 damage plus the afterburn) and it also crits on enemies that are already on fire (dealing 90 damage) without being affected by range. Just like the other flare guns, the regular Flare Gun is a projectile weapon and one has to predict the enemy's movement to use it effectively.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Detonator&lt;br /&gt;
|description = The '''Detonator''' provides a useful boost to mobility as well as the ability to light entire groups of enemies on fire from great distances by detonating the projectile but loses the critical hit from the regular flare gun (the Detonator mini-crits on burning targets instead) and the projectile also harms the player. The Detonator is mostly useful to harass enemies and also, in situations where the Pyro may benefit from added mobility by using the Detonator's explosion knockback. The Detonator's explosion can also destroy enemy stickies allowing the Pyro to dismantle sticky traps without much danger.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Reserve Shooter&lt;br /&gt;
|link = Reserve_Shooter&lt;br /&gt;
|description = The '''Reserve Shooter''' is a shotgun that is rarely used as a Pyro secondary after the Jungle Inferno Update, in which they removed the ability to mini-crit airblasted targets. There is still a 20% faster switch to time though, which can be used as a more combo-oriented shotgun playstyle. This weapon has four shots per mag instead of six. Due to its effectiveness in most formats the weapon is banned from competitive play with the exception of RGL's Highlander league.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
|rgl6s = false&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Manmelter&lt;br /&gt;
|description = The '''Manmelter''' is rarely used since it has little going for it in most situations. Flare Gun ammunition is rarely cause for much concern and even with the extra projectile speed and crit on extinguish condition the Pyro loses a lot of burst damage as well as firing speed. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scorch Shot&lt;br /&gt;
|link = Scorch_Shot&lt;br /&gt;
|description = The '''Scorch Shot''' inherits some key traits from the Detonator such as destroying stickies, having the ability to light groups of enemies on fire and allowing the Pyro to use its knock-back and diminished damage to add a bit of mobility. However, the Scorch Shot deals 50% less damage when compared to the regular flare gun and does not crit (or mini-crit) on burning targets, which significantly decreases the Pyro's offensive capabilities. Even with its damage downsides, its effectiveness as a deadly nuisance makes this the go-to weapon in many competitive formats.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the [[Engineer]], and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
The Panic attack has a 20% damage penalty from the stock shotgun, but it fires 1.5 times the pellets in a single shot. The switch-to speed increases by 50%. This weapon is good with combo-based strategies due to its faster deploy time. Even more so, it will do slightly more damage (108 vs 90 for stock shotgun) at point-blank.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gas Passer&lt;br /&gt;
|link = Gas_Passer&lt;br /&gt;
|description = The '''Gas Passer''' allows pyro to throw a cloud of gas that makes any class get set on fire when they take damage (including other pyros). Although this gives pyro a decent area denial tool, it is held back by its long charge time and the fact that fire can be extinguished fairly easily.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Thermal Thruster&lt;br /&gt;
|link = Thermal_Thruster&lt;br /&gt;
|description = The '''Thermal Thruster''' is a jetpack that allows the pyro to move around the map quickly. The weapon is held back by its long holster, and deploy times. It also has only two charges.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
===Melee===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fire Axe&lt;br /&gt;
|link = Fire_Axe&lt;br /&gt;
|description = The '''Fire Axe''' is the default melee weapon for the pyro; it is almost never used as it is considered almost a direct downgrade to other Pyro melee weapons, such as the Homewrecker or the Powerjack.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Axtinguisher&lt;br /&gt;
|description = The '''Axtinguisher''' is a more aggressive weapon for the Pyro. It mini-crits burning players while also extinguishing them. When you kill someone with the weapon, it gives you a speed boost.  It has a damage penalty of 33%. It also has 35% a holster penalty. The Axtinguisher is used rarely used due to its highly situational use and its nerf from being able to deal a crit to a mini-crit.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Homewrecker&lt;br /&gt;
|description = The '''Homewrecker''' will do 100% more damage to enemy buildings compared to the stock Fire Axe, destroying most in 1 or 2 hits. This weapon can also remove sappers in one hit. This weapon isn't very useful when facing enemy sentries, it's mainly used to defend sentry nests against enemy Spies.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Powerjack&lt;br /&gt;
|description = The '''Powerjack''' when active will allow you to run 15% faster, but all damage taken will do 20% more. If you kill an enemy with this melee you gain +25 health. It is generally considered to be the only other viable melee besides the Homewrecker as the faster speed and health can allow the Pyro to maintain a roaming playstyle.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Back Scratcher&lt;br /&gt;
|link = Back_Scratcher&lt;br /&gt;
|description = The '''Back Scratcher''' does 25% more damage that the default axe. It also allows the Pyro to gain 50% more health from health packs, but he will heal 75% slower from Medics or Dispensers. This weapon is more useful if you plan on flanking the opponent and stealing all their health packs or if you want to help the Medic build [[ÜberCharge]], since it will take a longer time to fully heal the Pyro. It will most likely hurt your team since you'll always have to look for health packs instead of just sticking to your Medic.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sharpened Volcano Fragment&lt;br /&gt;
|link = Sharpened_Volcano_Fragment&lt;br /&gt;
|description = The '''Sharpened Volcano Fragment''' deals 20% less damage than the default axe, but it will ignite the enemy on hit. This weapon is considered unnecessary due to the fact that your primary already sets players on fire thus this weapon isn't used very much. It is useful when the pyro runs out of ammo for the [[Pyro#Primary|flamethrower]].&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Third Degree&lt;br /&gt;
|link = Third_Degree&lt;br /&gt;
|description = The '''Third Degree''' deals the same damage as the default weapon, but it will do damage to all players connected by the Medigun's beam. It is very rare for the Pyro to manage to get close to the combo and use this weapon, which makes the Third Degree barely used in the competitive scene.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Neon Annihilator&lt;br /&gt;
|link = Neon_Annihilator&lt;br /&gt;
|description = The '''Neon Annihilator''' can remove sappers on friendly buildings, but it will take two swings to remove a sapper. It deals crits to wet players, this includes being covered in water, being covered in [[Jarate]], and being covered in [[Mad Milk]]. It does 20% less damage to players, so a crit on a player will deal 156 damage. This weapon is highly situational, therefore it doesn't see much use in competitive play.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname =  Hot Hand&lt;br /&gt;
|link =  Hot_Hand &lt;br /&gt;
|description = The '''Hot Hand''' gives a speed boost on hit but does less damage. This glove is considered a straight downgrade to other Pyro melee weapons because of its lack of utility and damage. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Pyro (6v6)]]&lt;br /&gt;
*[[Pyro (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Skaz</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=TF2Center&amp;diff=66288</id>
		<title>TF2Center</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=TF2Center&amp;diff=66288"/>
		<updated>2021-03-28T06:08:15Z</updated>

		<summary type="html">&lt;p&gt;Skaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Group&lt;br /&gt;
| Group Name = TF2Center&lt;br /&gt;
| image = landing_tf2center_logo.png&lt;br /&gt;
| Founded = 2013&lt;br /&gt;
| Creator = MasterNoob&lt;br /&gt;
| Status = &lt;br /&gt;
| Group Type = &lt;br /&gt;
| Group Page = http://steamcommunity.com/groups/tf2-center&lt;br /&gt;
| links = http://tf2center.com&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
'''TF2Center''' is the leading website dedicated to competitive pickup games (PUG) for Team Fortress 2. Developed over the course of 2 years, the site was first in beta in 2013, then a release candidate, and is now fully launched.  TF2Center allows players from across the world to play [[Highlander]], [[6v6]], 4v4, [[Ultiduo]] and [[BBall]], with specific focus on North American, European and Australian leagues. The site was created by MasterNoob, Marty, Mother Tereza, Foxy and jayserp, and is considered the successor to [[TF2Lobby]], seeing at peak nearly 1000 players online at one time, and delivering over 300,000 lobbies since its inception.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Main site ==&lt;br /&gt;
[[Image:Main Site.jpg|thumb|c|1000px|The Main Site]]&lt;br /&gt;
&lt;br /&gt;
=== Top ===&lt;br /&gt;
The main site is divided into several sections. The top section is primarily reserved for logging in and account related links. Checking profile stats, going to the forums, notifications and logging in/out are the main focuses. Other links in the top section include the Changelog, the Rules, an About area as well as Donations.&lt;br /&gt;
 &lt;br /&gt;
=== Online List and Chat ===&lt;br /&gt;
A 'Players Online' list is shown to the left of the main site, and friends will show up on the top, with a buddy icon in front of their names.&lt;br /&gt;
On the left hand side, there is also a general chat where players can notify others for sub spots and chat in general, as well as for general discussion. &lt;br /&gt;
This chat is moderated by the Staff and will highlight the TF2Center staff with a different color, a dark shade of red.&lt;br /&gt;
 &lt;br /&gt;
=== Lobby list ===&lt;br /&gt;
 &lt;br /&gt;
The lobby list at the right hand side has a couple of entities.&lt;br /&gt;
First, substitute spots will be listed on top. As soon as a player in an existing lobby leaves, their class will be requested on the main page. Clicking a substitute button, and then a confirmation button will transfer the player to the active lobby and lets him jump right into the action.&lt;br /&gt;
&lt;br /&gt;
Under the substitute spots, the normal open lobbies will show. &lt;br /&gt;
The information in a lobby bar will show the following options:&lt;br /&gt;
* The lobby number&lt;br /&gt;
* The location of the server &lt;br /&gt;
* The map that's going to be played&lt;br /&gt;
* The format and open classes of the particular lobby&lt;br /&gt;
* An indicator for any restrictions (hours, number of lobbies played)&lt;br /&gt;
* An indicator if [http://mumble.sourceforge.net/ Mumble] is required for the lobby&lt;br /&gt;
* The status of the lobby (a green checkmark means the lobby is readying up)&lt;br /&gt;
&lt;br /&gt;
The Lobby list also has the ability to be filtered. It can be sorted based on Region, Gametype, Map Type and Mumble-Required lobbies.&lt;br /&gt;
&lt;br /&gt;
== Lobbies == &lt;br /&gt;
TF2Center hosts Lobbies of several gametypes, primarily [[Highlander]] and [[6v6]], as well [[Ultiduo]] and [[BBall]] .&lt;br /&gt;
These lobbies are self-provided by the players, and are divided into Europe, North America, South America and Oceania.&lt;br /&gt;
All players are required to have a minimum of 100 hours before they are able to log in to the site.&lt;br /&gt;
 &lt;br /&gt;
Once players have joined a lobby, they are required to ready up and additionally, if the leader requests, expected to join the TF2Center-provided Mumble server. After every player has readied up, they will be connected to the gameserver (and the Mumble server if required. Only players that have reserved a slot on the lobby page (or via the substitute button) will be able to join the server. Once the game has finished, the lobby will end and the results are uploaded to [http://logs.tf/ logs.tf]&lt;br /&gt;
&lt;br /&gt;
=== Advanced Lobbies ===&lt;br /&gt;
TF2Center Advanced lobbies is a paid service that allows players who:&lt;br /&gt;
• Are in [[ETF2L]] mid/division 5 or above&lt;br /&gt;
• Are in [[UGC]] steel or above&lt;br /&gt;
• Are in the top %20 of players on [[tf2playerrankings.com]]&lt;br /&gt;
• Have shown exemplary behavior on TF2Center&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
For '6v6' players are able to join up as the standard 6v6 classes, with a distinction between the pocket soldier and a roaming soldier.&lt;br /&gt;
The following classes can be played:&lt;br /&gt;
* 1 [[Medic (6v6)| Medic]]&lt;br /&gt;
* 1 [[Demoman (6v6)| Demoman]] &lt;br /&gt;
* 2 [[Soldier (6v6)| Soldiers]]&lt;br /&gt;
* 2 [[Scout (6v6)|Scouts]]&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
For 'Highlander' all classes are limited to 1 per team. The configs and rulesets that can be used are from either [[ETF2L]], [[UGC]] or [[ozfortress]]&lt;br /&gt;
 &lt;br /&gt;
=== Other types ===&lt;br /&gt;
Additionally, Ultiduo, BBall, and 1v1 are supported by the site.  &lt;br /&gt;
 &lt;br /&gt;
=== Scoring ===&lt;br /&gt;
 &lt;br /&gt;
[[5CP]]: Timelimit of 30 minutes. Win-limit of 5 on UGC or ozfortress configs, Win-difference of 5 on ETF2L config&lt;br /&gt;
 &lt;br /&gt;
Stopwatch ([[Payload]]): The fastest time wins.&lt;br /&gt;
 &lt;br /&gt;
[[King of the Hill]]: Win-limit of 3 on UGC or ETF2L configs, Win-limit of 4 on ozfortress config.&lt;br /&gt;
 &lt;br /&gt;
[[Capture the Flag]]: In 6v6, Time-limit of 10, Win-limit of 5. In Highlander,Timelimit of 20, Win-Limit of 7.&lt;br /&gt;
 &lt;br /&gt;
[[BBall]]: Timelimit of 20 minutes, Win-limit of 25 points.&lt;br /&gt;
&lt;br /&gt;
== Profiles ==&lt;br /&gt;
 &lt;br /&gt;
Each player will receive a profile that tracks their performance.&lt;br /&gt;
The indicators that TF2Center uses are:&lt;br /&gt;
 &lt;br /&gt;
* Reliability&lt;br /&gt;
* Mumbility (Ability to use in Mumble for Mumble-Required lobbies)&lt;br /&gt;
* Ragequits (Number of times the player left the server or have been reported by others)&lt;br /&gt;
* Lobbies played&lt;br /&gt;
* Hours (total amount of time logged on Team Fortress 2)&lt;br /&gt;
&lt;br /&gt;
The profile will also display links to the player's:&lt;br /&gt;
&lt;br /&gt;
* Steam Profile&lt;br /&gt;
* UGC Profile&lt;br /&gt;
* ETF2L Profile&lt;br /&gt;
&lt;br /&gt;
Under these links, TF2Center has a set of User Achievements. These primarily are awarded for participating in lobbies, playing certain classes and game types, and consistency in participating in lobbies and in Mumble.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
To play on TF2Center, a player has to abide the ruleset. A quick summarisation of this:&lt;br /&gt;
&lt;br /&gt;
=== Basic Rules ===&lt;br /&gt;
* Respect towards users and staff&lt;br /&gt;
* No disruption of gameplay&lt;br /&gt;
* Persistent or excessive abuse or discrimination is strictly not tolerated&lt;br /&gt;
* Lobby leaders are not allowed to abuse powers.&lt;br /&gt;
 &lt;br /&gt;
=== Basic Requirements ===&lt;br /&gt;
* Google Chrome, Mozilla Firefox, Internet Explorer 10 or Safari&lt;br /&gt;
* A broadband internet connection&lt;br /&gt;
* Adblockers disabled (May interfere with site operations)&lt;br /&gt;
* Screen resolution of 1280x1024 or higher&lt;br /&gt;
* Minimum 300  hours of game time logged for Team Fortress 2&lt;br /&gt;
* Steam profile set to public (One time verification required)&lt;br /&gt;
* Acceptance of site rules and regulations&lt;br /&gt;
&lt;br /&gt;
=== For Mumble-Required Lobbies: ===&lt;br /&gt;
* A microphone&lt;br /&gt;
* The latest version of [http://mumble.sourceforge.net/ Mumble]&lt;br /&gt;
* The same IP between browser and Mumble&lt;br /&gt;
&lt;br /&gt;
== Staff ==&lt;br /&gt;
*[http://steamcommunity.com/profiles/76561197964045534 MasterNoob - Founder/Lead Developer]&lt;br /&gt;
*[http://steamcommunity.com/profiles/76561198073583273 Marty - Co-founder/Developer]&lt;br /&gt;
*[http://steamcommunity.com/profiles/76561197993556237 Mother Tereza - Developer]&lt;br /&gt;
*[http://steamcommunity.com/profiles/76561197990117910 jayserp - Developer]&lt;br /&gt;
*[http://steamcommunity.com/profiles/76561197985830365 Foxy - Developer]&lt;br /&gt;
*[http://steamcommunity.com/profiles/76561197968003012 Some_Thing - Developer]&lt;br /&gt;
&lt;br /&gt;
== Censorship and ads ==&lt;br /&gt;
Since 2016, TF2Center has put in place certain chat filters like &amp;quot;champ&amp;quot;, &amp;quot;stadium&amp;quot; or &amp;quot;faceit&amp;quot;. They are the only pug service to do this and have banned people for attempting to bypass these chat filters. TF2Center staff seems to consider these services as competition. They are also the only site to enforce ads to use their service.&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Main Site.jpg|Main Site&lt;br /&gt;
File:LobbyCreate.jpg|Creating a Lobby&lt;br /&gt;
File:Lobby.jpg|Lobby page, showing slots reserved with passwords&lt;br /&gt;
File:Profile.jpg|Profile Page&lt;br /&gt;
File:Donate.jpg|Donation Page&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://tf2center.com/ TF2Center Lobbies]&lt;br /&gt;
* [http://tf2center.com/rules TF2Center Rules]&lt;br /&gt;
* [http://forums.tf2center.com/ TF2Center Forums]&lt;/div&gt;</summary>
		<author><name>Skaz</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman&amp;diff=66287</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman&amp;diff=66287"/>
		<updated>2021-03-28T06:06:20Z</updated>

		<summary type="html">&lt;p&gt;Skaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DemoIcon small.png|200px|right|link=http://wiki.teamfortress.com/wiki/Demoman]]&lt;br /&gt;
The Demoman is the fourth class of Team Fortress 2 and is labeled as a &amp;quot;Defensive&amp;quot; class by Valve. However, due to the variety of projectile weapons available to him, a Demoman can be highly versatile, able to both lead offensive pushes or to defend a given area. His role comprises area denial, choke spamming and crowd control. The blast radius of his weapons makes him a ready counter to the Engineer's buildings, while he himself is opposed by most close-combat classes. A good Demoman can hold off an entire team with well-timed and well-placed spam. On 5CP and KOTH maps, he is most often the first to arrive at the midfight due to the use of Stickybomb Jumps, which allow for a high mobility over long distances, effectively countering his third-lowest move speed of all the classes. He possesses both the highest DPS in the game (using the [[Stickybomb Launcher]]) and the third-highest health cap. &lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{Main|Demoman (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his [[Glossary#Spam|spamming]] abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can get him easy kills and force the enemy to retreat, and his pill spam can easily chunk the enemy teams health if they are careless with their positioning. The demo is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy. Due to the nature and main goal of the class being damage dealing, with great damage output potential at medium to long ranges, the Demoman is often unprepared for close-range fights leaving him vulnerable to fast and dynamic classes such as the scout or a Roaming Soldier. On many maps such as Sunshine, Process, Gullywash and Metalworks, the Demoman may be assigned the task of calling which side to approach.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{Main|Demoman (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Demoman's main job is dealing high amounts of damage. His weapons are great at dishing out large amounts of damage to crowds of players and slow, high HP targets. However he lacks the ability to reliably protect himself from close range threats (most often from the Scout), so he is often paired up with the Heavy and Medic to form the core of a Highlander team. He serves a similar role to his 6's counterpart of dealing damage and leading up uber pushes, but he is also expected to deal with sentry nests.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Grenade Launcher&lt;br /&gt;
|link = Grenade_Launcher&lt;br /&gt;
|description = The '''Grenade Launcher''' is recommended for medium to close range. A single grenade (or &amp;quot;pill&amp;quot;) does 100 damage when it is a direct hit. It is often used to spam chokes when the demo already has a sticky trap set up, and because pills are tangible they can roll across the ground if they have not hit someone directly before touching the wall or floor or ceiling (these are often called rollers). Rollers can do 35 to 70 damage depending on the distance from the person they are near. &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ali Baba's Wee Booties&lt;br /&gt;
|link = Ali_Baba's_Wee_Booties&lt;br /&gt;
|description = The '''Ali Baba's Wee Booties''' increase the Demoman's health from 175 to 200, allowing him to take more spam and survive for longer. Many demomen wear the item because their grenade aim is off or bad, or for kritzkrieg pushes in order to stay alive longer without invulnerability. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Loch-n-Load&lt;br /&gt;
|description = The '''Loch n' Load''' deals 20% more damage to buildings, and the projectile moves 25% faster, but only holds 3 pipes in a clip (25% less), has lower splash radius, and will not turn into rollers upon hitting a surface. It is much less spammy than the stock grenade launcher. It is more dangerous to yourself, as you take more damage from close range direct pipes, but it can two shot level three sentry guns, compared to the stock taking three pills. The Loch n load is easier to aim than stock pills since you don't have to lead as much due to the faster projectile. It is not used in competitive often because it has less spam capability.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Loose Cannon&lt;br /&gt;
|link = Loose_Cannon&lt;br /&gt;
|description = The '''Loose Cannon''' fires cannonballs that explode after one second, and can be &amp;quot;cooked&amp;quot; by holding down the fire button to make them explode sooner. They don't explode on contact with the target, and instead knock the target back, which can be used to deny Über pushes. If the cannonball hits a target and then explodes within half a second, the explosion will mini-crit. However, it deals significantly less damage than the other primaries (60 damage on a direct hit to the grenade launcher's 100). In practice, the low damage, range, and firing speed gives it little flexibility and demands more effort on the player's part to achieve results that are more easily gotten with other options. As such, it is rarely used in comp.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = B.A.S.E. Jumper&lt;br /&gt;
|link = B.A.S.E._Jumper&lt;br /&gt;
|description = The '''B.A.S.E. Jumper''' deploys a parachute upon a second tap of the jump button. It allows the user to glide to the floor at a vertically steady rate. This, in turn, also removes any potential for fall damage.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = false&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Iron Bomber&lt;br /&gt;
|link = Iron_Bomber&lt;br /&gt;
|description = The '''Iron Bomber''' is a community-created primary weapon. The grenades fired by the Iron Bomber are spherical in shape, glow, and do not bounce or roll much at all, leaving them to explode in mostly the same place as where they first collided with an object (aside from the effects of gravity). They have a 20% smaller blast radius (except for the Demoman who fired it) and deal 10% less damage than normal grenades if they explode on their timer (as opposed to directly hitting an enemy). &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Stickybomb Launcher&lt;br /&gt;
|link = Stickybomb_Launcher&lt;br /&gt;
|description = The '''Stickybomb Launcher''' is the most versatile weapon for the Demoman, and almost all upper-level competitive Demomen swear by it. It can be used for almost any range, from close to medium to far, because of its charging ability. A single stickybomb (mostly referred to as a &amp;quot;sticky&amp;quot;) will do 135 damage maximum and 20 damage minimum depending on the distance of the enemy player. By holding down the left click button, the Demoman can charge a sticky in order to fire it farther, proportional to the amount of time charged. Many use this for area denial by spamming long-range stickies through a choke point that is too far away for pills to reach. The weapon is also used to plant &amp;quot;stickytraps&amp;quot;, small, packed together groups of stickies walls or ceilings outside of a choke point that are detonated when a team pushes through, dealing high amounts of damage. Some well-placed stickytraps can often go unseen and may even kill multiple enemies. The Stickybomb Launcher is also used for sticky-jumps, where the player places a sticky under their feet and detonates it to propel them in a certain direction at high speeds. The minimum damage from a successful stickyjump a player can take is 45, and can do around 100 damage max (often resulting from a failed stickyjump). &lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sticky Jumper&lt;br /&gt;
|link = Sticky_Jumper&lt;br /&gt;
|description = The '''Sticky Jumper''' can be used in combination with the Ullapool Caber to attempt a pick on the medic or other important class. It is occasionally used as a way of flanking the other team. Usage of this weapon is rare, as Demoman loses the potential to deal massive damage to groups of enemies. It is typically used in desperation to rush to the point, or simply to humiliate the enemy team. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Chargin' Targe&lt;br /&gt;
|link = Chargin'_Targe&lt;br /&gt;
|description = The '''Chargin' Targe''' is a shield that replaces the Demo's stickybomb launcher. It grants 50% fire resistance, 30% explosive resistance, and the ability to charge. Charging moves the Demoman forward a medium distance extremely fast and deals 50 damage at the end of the charge if he collides with an enemy. Charging also removes any debuffs the Demoman may have, such as fire or bleeding. Few 6v6 players use this weapon, as they lose the ability to arrive at midfights first and it has a fraction of the damage and versatility that the stickybomb launcher has. Despite this, the Chargin' Targe is used rarely, mainly in Highlander, for a pick based playstyle or for early game med picks on Payload.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Splendid Screen&lt;br /&gt;
|link = Splendid_Screen&lt;br /&gt;
|description = The '''Splendid Screen''' functions the same as the Chargin' Targe, but only has 20% fire resistance and 15% explosive resistance. Charging will always deal damage from any range and will deal 70% more damage. The Splendid Screen sees very little use in competitive play because it doesn't have the damage and versatility of the stickybomb launcher or the damage resistance of the Chargin' Targe.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scottish Resistance&lt;br /&gt;
|link = Scottish_Resistance&lt;br /&gt;
|description = The '''Scottish Resistance''' has a 25% faster firing rate and allows 6 more stickybombs to be placed at any given moment. In combination with the ability to detonate stickies separately, this allows for the Demoman to set up multiple traps and cover multiple entrances to a location. The stickies have a 0.8 second longer arm time, which makes spamming out areas and use in direct combat much less effective. When it is equipped, it is usually used to set up traps on Attack/Defend maps.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Tide Turner&lt;br /&gt;
|link = Tide_Turner&lt;br /&gt;
|description = The '''Tide Turner''' is a community-created shield. Its functions are similar to the Chargin' Targe but it gives a player full control of turning while charging and a kill will replenish 75% of the charge meter. Being damaged whilst charging reduces the remaining charge time. It provides 15% fire and explosive damage resistance. Like the other two shields, it does not see much competitive use - it takes away an extremely versatile source of damage. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Quickiebomb Launcher&lt;br /&gt;
|link = Quickiebomb_Launcher&lt;br /&gt;
|description = The '''Quickiebomb Launcher''' is a community-created secondary weapon.  The stickybombs are armed 0.2 seconds faster, and can detonate after roughly half a second. This makes it optimal for direct-combat detonations (or &amp;quot;airbursting&amp;quot;). Additionally, due to a 70% decrease in max charge time, the charge meter is filled up after only two seconds instead of four, allowing long-range &amp;quot;sticky sniping&amp;quot; at a much higher rate of fire. This is complemented by an increase in damage based on a charge by up to 35%. The stickybombs are also able to destroy enemy stickybombs, similar to the Scottish Resistance. However, the Quickiebomb Launcher's utility is limited by its 50% smaller clip size (loading only 4 bombs at a time) and 15% damage penalty.  &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Bottle&lt;br /&gt;
|description = The '''Bottle''' is the default melee weapon for the Demoman. It will break when it strikes something with a critical hit. The broken bottle is only cosmetic.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
|rgl6s = always&lt;br /&gt;
|rglhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Pain Train&lt;br /&gt;
|link = Pain_Train&lt;br /&gt;
|description = The '''Pain Train''' lets you cap control points and push the payload bomb cart at 2x speed, but gives you a 10% vulnerability to bullets. Many Demomen use the Pain Train in Stopwatch games on Offense to maximize capture time and therefore also maximize their team's chances of winning the game. It is also commonly used in 5cp maps to capture control points faster.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Half-Zatoichi&lt;br /&gt;
|description = '''The Half-Zatoichi''' grants the Demoman 50% base health gain upon a kill, and 37% longer melee range. However, it comes with the cost of reduced weapon switch speed. Additionally, unless the Demoman lands a melee kill with it, it deals 50 damage to him when he switches weapons. If he has less than 51 health, the weapon cannot be put away. This &amp;quot;honorbound&amp;quot; mechanic severely limits its viability in competitive.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ullapool Caber&lt;br /&gt;
|link = Ullapool_Caber&lt;br /&gt;
|description = The '''Ullapool Caber''' is rarely used due to its immense nerf in the Gun Mettle update. It can still be equipped as the Demoman's rarely used Melee, and can be used to deal extra damage in desperate situations. Partnered with a shield, Demoman gains the ability to land a critical explosion on demand, which will kill a Medic instantly, and severely damage anyone near him. However, the Kamikaze nature of the Caber severely limits its utility in Competitive, and competent players can easily outmaneuver a melee-wielding Demoman due to his slow movement speed and short attack radius.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Eyelander&lt;br /&gt;
|description = The '''Eyelander''' gives 37% longer melee range and allows the Demoman to gain &amp;quot;heads&amp;quot; from killing enemies. Each kill increases his max health by 15 points and boosts his movement speed by 8%, up to four kills. A maxed-out Demoman will have 125% movement speed (almost as fast as a Scout) and 210 max health. However, the weapon will take away 25 max health from Demoman will spawn with only 150 health. The health reduction makes an Eyelander-wielding Demoman too fragile for competitive play - it is extremely difficult to gain the two melee kills necessary to offset its downsides.&lt;br /&gt;
&lt;br /&gt;
The only way to land melee kills consistently is by equipping a shield, which takes away Demoman's incredibly useful Stickybomb Launcher. Even then, Demoman can only use the Eyelander to kill isolated enemies - charging into melee range of a group of enemies is suicide.&lt;br /&gt;
&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Scotsman's Skullcutter&lt;br /&gt;
|link = Scotsman's_Skullcutter&lt;br /&gt;
|description = The '''Scotsman's Skullcutter''' grants Demoman 37% longer melee range and 20% more damage over the stock Bottle. However, its decreased switch speed and 15% slower movement speed makes Demoman considerably less mobile while wielding the weapon, decreasing his already slim chances of landing a melee kill. This weapon is considered one of Demoman's worst melee weapons - a Skullcutter-wielding Demoman moves at a speed comparable to a Heavy, preventing him from attacking or fleeing; enemies will simply stay out of his melee range and fight back. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Claidheamh Mòr&lt;br /&gt;
|link = Claidheamh_Mòr&lt;br /&gt;
|description = The '''Claidheamh Mòr''' grants 37% longer melee range and 0.5 seconds longer charge duration at the cost of a 15% damage vulnerability while active. This weapon is essentially a straight downgrade from the stock Bottle unless paired with a shield. With a shield, the Claidheamh Mòr extends Demoman's charge radius by 25%. Like other swords, this weapon sees little to no use in Competitive; its decreased switch speed makes it difficult to land melee kills, and using a shield to compensate requires Demoman to give up his invaluable Stickybomb Launcher&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Persian Persuader&lt;br /&gt;
|link = Persian_Persuader&lt;br /&gt;
|description = The '''Persian Persuader''' grants 37% longer melee range, and restores the Charge Meter on hit. Additionally, ammo packs also recharge the Charge Meter. However, one stat makes it undoubtedly the worst melee weapon for Demoman: it reduces Demoman's max ammo by 80%. Without a shield, this sword is essentially useless, forcing Demoman to adopt one of two playstyles: a Demoknight (a shield and boots), or a Hybrid-Knight (a shield and grenade launcher). Demoknight is not competitively viable, as Scouts can easily dance out of his reach, while other Demomen and Soldiers can use the knockback from their weapons to stop him in his tracks. A Hybrid-Knight is even worse with the Persuader, as it limits Demo's ammo reserve to 4 grenades and 5 stickybombs. A Persuader-wielding Demoman will constantly have to travel to multiple ammo-packs to restock grenades, where he can be killed fairly easily. &lt;br /&gt;
&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|rgl6s = true&lt;br /&gt;
|rglhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Demoman (6v6)]]&lt;br /&gt;
*[[Demoman (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Skaz</name></author>
		
	</entry>
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