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	<updated>2026-05-04T23:54:06Z</updated>
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	<entry>
		<id>http://comp.tf/index.php?title=Trickstabs&amp;diff=66781</id>
		<title>Trickstabs</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Trickstabs&amp;diff=66781"/>
		<updated>2022-01-08T00:35:55Z</updated>

		<summary type="html">&lt;p&gt;Starach: Fixing some vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Trickstabs are special maneuvers used by [[Spy|Spies]] to backstab enemies that know they are a spy. There are several trickstabs that help achieve this goal. While trickstabs may be cool and flashy, they should only be used as a last resort, due to their reliance on the target failing to prepare for them.&lt;br /&gt;
==Tricking the Opponent==&lt;br /&gt;
Trickstabs are usually used only - and are most effective as - a last resort: they only work when the enemy is not seeing them coming, and failing the first try greatly reduces the chances of succeeding on subsequent trickstabs. Like a magician, the spy should pull the enemy's attention away from the trickstab. [[Revolver|Revolvers]] are often used for this: shooting the enemy may make him think that the spy is not trying to use his [[Knife|knife]] at all. Being at low health also helps: players usually relax when they know that they only need a couple shots or less to kill their enemy.&lt;br /&gt;
&lt;br /&gt;
==List of Trickstabs==&lt;br /&gt;
===Stairstab===&lt;br /&gt;
When a Spy goes up an incline with someone chasing him, he can crouchjump over the target's head to get behind and land a stab. The method for this is generally to actually land ON the person whom they wish to stab's right or left shoulder while crouching, then turning left or right (turn left if on their right shoulder, and vice versa), and stabbing. Pioneered by [https://www.youtube.com/user/SubtIeArt SubtleArt], the stairstab rewards Spies who are aware of the map and their surroundings, although Stairstabs overall are usually not very effective in a competitive game, seeing as most players know better than to fall for such a trick.&lt;br /&gt;
&lt;br /&gt;
===Jumpstab/Rampstab===&lt;br /&gt;
Like a stairstab, but instead of inclines, which are commonly used and thus easy to predict, the Spy jumps on props such as barrels and railings to get a height boost for the stab. Even the smallest height difference allows for a rampstab. For example, jumping onto and engie's teleporter provides enough extra height to land a successful rampstab. These stabs work much better than stairstabs, because even experienced players won't necessarily expect a spy to be able to jump over them if not on an obvious incline.&lt;br /&gt;
&lt;br /&gt;
===Ghost Stab===&lt;br /&gt;
If someone is aware of the jumpstab, jump on their heads, and when they rotate 180 degrees to &amp;quot;catch&amp;quot; you, strafe the other way and stab them.&lt;br /&gt;
===Understab===&lt;br /&gt;
The Spy leads someone off the high ground, then strafes under and stabs the target. Can also be done against explosive jumpers. This can be done because the angle for a successful backstab is exactly 180 degrees, no matter the height. The concept for this is the same as the stairstab, except in reverse.&lt;br /&gt;
===Cornerstab===&lt;br /&gt;
The Spy leads someone around a corner, then doubles back around the corner to get at their side and stabs them. A beginner's mistake in this trickstab is not waiting long enough. Depending on the target and on how far away they are from the corner the spy leads them around, it may take from immediately to a few seconds. The rule of thumb is to wait about one second unless they are practically right behind the spy.&lt;br /&gt;
===Blindstab===&lt;br /&gt;
Same as a Stairstab or Jumpstab, but the Spy leads the target around a corner as well, which makes the target unable to see the Spy jumping at him.  Due to the threat of this, the target may wait around the corner to kill the Spy, enabling him to escape. &lt;br /&gt;
===Matador Stab===&lt;br /&gt;
The Spy strafes one way to draw the target into looking that way to not expose his backstab radius, then strafes the other way and stabs him. The concept of this is similar to a cornerstab. Oftentimes, one can imagine this as a cornerstab without a corner. The spy first strafes right around their imaginary corner, then back.&lt;br /&gt;
===Reverse-Matador Stab===&lt;br /&gt;
When the target suspects a matador stab, keep strafing in the original direction to get the stab.&lt;br /&gt;
===Drop Stab===&lt;br /&gt;
Dropping from a great height and if needed airstrafing to get behind the target and stab them before touching the ground.  In contrast to the unreliability of most trickstabs, this is the hardest kind of stab to see coming (and the only way to work also). This stab is best done from a reasonably high height, for example, dropping from badwaters' roof into the cart capturing the 2nd point. This is perhaps the most reliable kind of trickstab, due to its nature which means that it is hard for it to be seen ahead of time.&lt;br /&gt;
&lt;br /&gt;
This stab can be practiced on tr_walkway_rc2.&lt;br /&gt;
&lt;br /&gt;
===Circle Strafe Stab===&lt;br /&gt;
The process of strafing in a circle to move around the enemy and stab. An enemy that is strafing would not fall for a Matador stab, thus Circle Strafing is a plan B. Circle Strafing is easy to predict but can be hard to track the Spy.&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66705</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66705"/>
		<updated>2021-10-29T13:37:26Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Metagame terms */ Added Rotate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|Medic's]] Mediguns when he continues to heal a player after they already have full health.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage. After not taking damage for 10 seconds the healing scales up from 24 hp/s to the maximum rate of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
A Medic's self heal rate also increases based on the time since damage was taken. This starts at a rate of 3 hp/s, scaling up over 10 seconds to a maximum of 6 hp/s. This rate is doubled while the Medic is healing a player who is below full health, to a maximum of 12hp/s.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Frag, Fragged===&lt;br /&gt;
&lt;br /&gt;
To kill a player.&lt;br /&gt;
A Frag movie refers to an edited video completion of kills or good plays.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Faked, Faking Uber===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually triggers the 'Ubercharge ready' voiceline to fool the enemy team into thinking they have Uber. This is done for strategic purposes, often to disguise the fact they are at an Uber disadvantage or to trick the enemy into thinking they are using The Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Flex===&lt;br /&gt;
In [[Prolander]] this is the player/s outside of the combo who regularly switch classes within a round/match. For example, on defence they might run [[Engineer]] but on offence switch to [[Spy]]. Some classes such as Medic, Demoman, Heavy, Sniper, Soldier almost always remain constant within a match and the other 2 players, the flex players, swap to adapt to the game/strategy.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Mask, Masking===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually uses a random voiceline to override their automatic 'Fully charged' voiceline that is triggered when they get Uber. This is done for strategic purposes to confuse the enemy and potentially take them by surprise with an Uber/Kritz.&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped the point, the time has run out, but the point is contested or semi-captured by the opposing team. If the semi-capture recedes fully then the first team wins.&lt;br /&gt;
In [[King of The Hill]], overtime occurs once the timer has been run all the way down by one team, but the other team is contesting or has some cap time on the point. In [[Attack/Defend]] if the opposing team successfully captures the point, overtime ends, time is added to the timer, and that team must then capture the next point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Rotate===&lt;br /&gt;
&lt;br /&gt;
Essentially another word for 'move'. For many maps the combo will hold one area (often choke) while the flank classes hold another area (often flank). If the combo wants to push from the flank it is often called for them to 'rotate flank'. They will then move to the flank. The key difference from just saying 'move' is that rotate implies that the flank will swap with the combo and then hold/push from there.&lt;br /&gt;
Individual players can also be called upon to 'rotate to the combo' or rotate to a specific location. In these cases it essentially just means 'move'.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]]. Can also be referred to as just 'ad'.&lt;br /&gt;
&lt;br /&gt;
===Über Counting===&lt;br /&gt;
&lt;br /&gt;
When a team (often the Medic) calculates or predicts the enemy Medic's Uber levels allowing them to be aware of potential Uber advantage/disadvantage. This can be done in several ways including calculating the time since the enemy Medic has spawned, and noting the difference in time between your Medic spawning and theirs. Knowing which team has Uber advantage/disadvantage has a large impact on the immediate strategy of the team.&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground. Also may be referred to as Track.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[Roamer]] and a [[Scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Sightline===&lt;br /&gt;
&lt;br /&gt;
An angle or area that a [[Sniper]] might be commonly be watching. Often long distance stretches where a Sniper can sit safely back and cover. They are areas to be avoided or approached cautiously, especially by Medics.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The Medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===Pencil jump===&lt;br /&gt;
&lt;br /&gt;
When a player, usually a [[Soldier]], jumps straight up in the air. It is common amongst less experienced rocket jumpers and new players.&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(Highlander)&amp;diff=66691</id>
		<title>Medic (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(Highlander)&amp;diff=66691"/>
		<updated>2021-10-21T12:48:19Z</updated>

		<summary type="html">&lt;p&gt;Starach: Tweaking language, adding Solemn vow line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Medic]]&lt;br /&gt;
The Medic is generally considered the most unique and one of the most important classes in Team Fortress 2. His ability to negate damage with his healing and usage of the ÜberCharge mechanic make him the core part of the team and led the development of the metagame based around ÜberCharges, pushing, holding and defending points.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
In all gamemodes, the Medic's main job is to keep his team in shape, by healing hurt teammates, allowing them to rejoin the fight and turn the tides of the battle in their favour. Usually, the Medic will heal some classes more than others, either because they require more heals to be on the front line, or their role is to protect the Medic. These classes are commonly referred to as ''the combo'', which consists of the [[Heavy (Highlander)|Heavy]], the [[Demoman (Highlander)|Demoman]], and the [[Pyro (Highlander)|Pyro]]. As for the other classes, some will mostly receive just an overheal (such as the [[Scout (Highlander)|Scout]]), and some are generally not healed at all (such as the [[Engineer (Highlander)|Engineer]] or the [[Spy (Highlander)|Spy]]).&lt;br /&gt;
&lt;br /&gt;
On maps without set-up time (such as [[King of the Hill]] or [[5CP]] maps), in the beginning of each round the Medic will give the Demoman an overheal, to enable him to [[rollout]] to the middle point. After that, he will give overheals to all players, and in the end, just before arriving on the point, will give a full overheal to the Heavy, bringing him to 450 HP.&lt;br /&gt;
&lt;br /&gt;
On maps with set-up time, the gameplay varies, depending on which side the Medic is on. In both cases, during set-up time, the Medic will prepare an ÜberCharge, that is aimed to be used later during a round. On attack, the Medic often waits in spawn, so as to not risk losing (dropping) the Über by dying, while the team goes out without him. The team then try to get an important kill or force the enemy Medic to activate his Über, so that the attacking Über's effectiveness rises.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge ===&lt;br /&gt;
{{Main|ÜberCharge}}&lt;br /&gt;
The ÜberCharge is one of the most important mechanics in the game. Often, the Über percentage will be the deciding factor in whether or not to push or hold a point. Über advantages don't play as important a role in Highlander as they do in 6v6, but tracking the enemy Über is a good and useful tactic, separating average Medics from good Medics.&lt;br /&gt;
&lt;br /&gt;
=== Positioning ===&lt;br /&gt;
It is very important that the Medic positions himself in a way that would make it harder to catch him out. Each map has its established holding points, which are the most beneficial for a Medic. Many of them are easy to escape from but hard to get into, and not in a direct line of sight from any possible [[Sniper (Highlander)|Sniper]] locations.&lt;br /&gt;
&lt;br /&gt;
Another key aspect of playing Medic on defense is knowing when to stay in, and when to back out. If the Medic stays in an unfavourable engagement and ends up dying with the rest of the team, not only will the team lose the currently defended point, but most likely lose the next one, as the Medic will not have the ÜberCharge ready in time. The enemy team will most likely also position itself in a way that would deny the defenders from trying to retake control of the point.&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
Some of the Medic's weapons present very interesting aspects of gameplay, and can be used to execute different strategies.&lt;br /&gt;
&lt;br /&gt;
=== Primary weapons ===&lt;br /&gt;
* '''Crusader's Crossbow''' - Most Medics' go-to primary weapon. The Crusader's Crossbow can heal the Medic's teammates by hitting them with the crossbow bolts, as can it damage the opponents. The Crossbow has the biggest possible amount of hit points healed per second in the game, and a successful hit on a teammate can easily change the outcome of a 1v1 battle. The damage and healing abide to the principle of reverse falloff - the farther the Medic is his teammate or opponent, the more hitpoints will he heal or take away from them. The Crossbow was previously used for arrow building (using the Crossbow to build Ubercharge at an increased rate), but the Uber gain from arrowing has since been reduced. However, this weapon is objectively more useful than any other primary for Medic.&lt;br /&gt;
* '''Syringe Gun''' - The stock Syringe Gun is tied with the Blutsauger for the highest damage per second of any of the Medics primaries, but the Syringe Gun has a higher passive healing rate than the Blutsauger, making it more ideal for overall survivability. However, because it lacks the support potential of the Crusader's Crossbow, and since the Overdose's damage penalty is negligible, the Syringe Gun is not often used in Competitive.&lt;br /&gt;
* '''Overdose''' - Often preferred over the Syringe Gun despite its slightly lower damage output because of its speed boost dependent on the Medic's ÜberCharge percentage. The loss of damage is often negligible, and the upside of the increased movement speed will often enable the Medic to get out of a close-call situation.&lt;br /&gt;
* '''Blutsauger''' - Rarely used; its health on hit benefit is negligible compared to the lowered survivability of the Medic because of his weakened health regeneration.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
* '''Medi Gun''' - The stock Medi Gun has the best all-around Über, which turns the Medic and his patients invincible for a maximum of 8 seconds. However, it takes the longest of any Über to build, with a minimum of 40 seconds and a maximum of 160 seconds (overhealed patients near a dispenser or cart). The heal rate for the Medi Gun is minimum of 24 hp per second, and a maximum of 72 hp per second.&lt;br /&gt;
* '''Kritzkrieg''' - The Kritzkrieg is an interesting alternative to the Medi Gun. While having the same heal rate as the Medi Gun, the Kritzkrieg's Über charges 25% faster than the Medi Gun's Über, and grants the patient 100% crits when activated. This can be used to maintain an Über advantage by getting the crits before the enemy Medic gets Über, killing him, and recharging the Kritzkrieg. It can also be used as a high-risk, high-reward surprise play to kill the enemy Medic, who has Über. It takes 32 seconds to charge.&lt;br /&gt;
* '''Quick-Fix''' - This weapon is rarely used in Highlander. It can be used when the Medic has less than 40 seconds to build an Uber or wants to benefit from the extra heal rate. It charges 10% faster than the standard ÜberCharge rate, and heals 40% more but it cannot fully overheal (only 125%, which means it always builds at max rate). It can be used to carry out surprise bombs on the enemy Medic, due to its nullification of knockback but most Medics prefer use the Kritzkrieg to assist in taking out the emend Medic. The quick-fix uber is considered the weakest of all the medi-guns, being vulnerable to Spies, Pyros that reduce healing with the primaries, Kritzkrieg or simply focused fire from the opposing team.&lt;br /&gt;
* '''Vaccinator''' - The Vaccinator trades a powerful Uber charge for four smaller charges that give 75% resistance to one of three damages: Explosive, Bullet, and Fire and 100% crit immunity. It also increases the survivability of the Medic and his patient while healing because of a passive 10% resistance to one of the three damage types. It builds at a 60% faster rate than stock (24 seconds total or 6 seconds per bubble). However, it also a -66% overheal build rate. It is the most complex medi-gun to use, since it takes more mechanical skill and heal management to build efficiently. It can be used for holding last at Uber disadvantage and in clutch plays. The Vaccinator can aid greatly in increasing the Medics survivability in a 1 vs 1 since it increases the Medic's effective health against a damage type by 75%. Additionally, the Medic is able to use a bubble and change the passive to another resistance to receive a 10% extra damage soak. They may even use two or three bubbles at once. The Vaccinator continues building while a bubble is deployed, and the Uber building rate is increased if you are receiving damage from the correct resistance. There is a technique using the Vaccinator that where a Medic will pop a bubble and tank the pocket with a crossbow for 75 hp (and effective 130 with the bubble) in 1.5 seconds for extra damage sponging. It can also negate headhsots and bombs but the Medic must be mindful that the team will have limited overheal, if any. The main counters of Vaccinator are team coordination, baiting bubble usage, Pyros reducing bubble effectiveness, melee, and Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
* '''Übersaw''' - Run by most competitive Medics, the Übersaw grants the Medic an ability to add 25% to the Über percentage by hitting an enemy player. This ability often grants the Medic an escape possibility, if he succeeds in hitting the chasing enemy and getting the Über that way. The Ubersaw is rarely used to extend Ubers (switching off the Medigun to melee, landing a hit and switching back) due to the risk of dropping your pocket and risking your own death.&lt;br /&gt;
* '''Amputator''' - Rarely used;  It enables a healing area effect, which allows to keep multiple teammates alive; it leaves the Medic very exposed though, as it requires for him to taunt. This weapon also boosts the Medic's passive health regeneration (1 hp/s if you are actively holding it, ramping up with time to 3 hp/s), but this is not considered worth sacrificing the Ubersaw for. The Amputator also builds Uber while taunting, but much slower than with the Mediguns.&lt;br /&gt;
* '''Solemn Vow''' - This weapon essentially gives Medic Spy-vision, meaning that Medic can view the names, health, and Ubercharge percentages of his enemies as a passive benefit (while the weapon is not active). This can be useful for Medics who want to track the enemy Medic's Ubercharge. However, in high-level play, this weapon becomes less useful, as most Medics are capable of tracking the enemy's Uber mentally. It is much less viable in [[Higlander]] as this function can be performed by the [[Spy]]. The Solemn vow also requires Medics to peek sightlines in order to get a good look at the enemy Medic, which is dangerous, especially if the other team has a competent Sniper. The Solemn Vow can also be used to provide very accurate damage callouts to the rest of them team, and to quickly assess the rough collective health of the opponents.&lt;br /&gt;
* '''Vita-Saw''' - The Vita-Saw gives the Medic who uses it up to 60% Uber after death (with 4 melee hits), at the cost of ten hp. Most of the time, this is considered not worth the base health reduction since the weapon requires you to land hits with your melee, have Uber built, and then die to get the benefit.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Medic]]&lt;br /&gt;
*[[Medic (6v6)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(Highlander)&amp;diff=66690</id>
		<title>Medic (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(Highlander)&amp;diff=66690"/>
		<updated>2021-10-21T12:37:50Z</updated>

		<summary type="html">&lt;p&gt;Starach: Fixing link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Medic]]&lt;br /&gt;
The Medic is generally considered the most unique and one of the most important classes in Team Fortress 2. His ability to negate damage with his healing and usage of the ÜberCharge mechanic make him the core part of the team and led the development of the metagame based around ÜberCharges, pushing, holding and defending points.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
In all gamemodes, the Medic's main job is to keep his team in shape, by healing hurt teammates, allowing them to rejoin the fight and turn the tides of the battle in their favour. Usually, the Medic will heal some classes more than others, either because they require more heals to be on the front line, or their role is to protect the Medic. These classes are commonly referred to as ''the combo'', which consists of the [[Heavy (Highlander)|Heavy]], the [[Demoman (Highlander)|Demoman]], and the [[Pyro (Highlander)|Pyro]]. As for the other classes, some will mostly receive just an overheal (such as the [[Scout (Highlander)|Scout]]), and some are generally not healed at all (such as the [[Engineer (Highlander)|Engineer]] or the [[Spy (Highlander)|Spy]]).&lt;br /&gt;
&lt;br /&gt;
On maps without set-up time (such as [[King of the Hill]] or [[5CP]] maps), in the beginning of each round the Medic will give the Demoman an overheal, to enable him to [[rollout]] to the middle point. After that, he will give overheals to all players, and in the end, just before arriving on the point, will give a full overheal to the Heavy, bringing him to 450 HP.&lt;br /&gt;
&lt;br /&gt;
On maps with set-up time, the gameplay varies, depending on which side the Medic is on. In both cases, during set-up time, the Medic will prepare an ÜberCharge, that aim to be used later during a round. On attack, the Medic often waits in spawn, so as to not risk losing (dropping) the Über by dying, while the team goes out without him. The team then try to get an important kill or force the enemy Medic to activate his Über, so that the attacking Über's effectiveness rises.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge ===&lt;br /&gt;
{{Main|ÜberCharge}}&lt;br /&gt;
The ÜberCharge is one of the most important mechanics in the game. Often, the Über percentage will be the deciding factor in whether or not to push or hold a point. Über advantages don't play as important a role in Highlander as they do in 6v6, but tracking the enemy Über is a good and useful tactic, separating average Medics from good Medics.&lt;br /&gt;
&lt;br /&gt;
=== Positioning ===&lt;br /&gt;
It is very important that the Medic positions himself in a way that would make it harder to catch him out. Each map has its established holding points, which are the most beneficial for a Medic. Many of them are easy to escape from but hard to get into, and not in a direct line of sight from any possible [[Sniper (Highlander)|Sniper]] locations.&lt;br /&gt;
&lt;br /&gt;
Another key aspect of playing Medic on defense is knowing when to stay in, and when to back out. If the Medic stays in an unfavourable engagement and ends up dying with the rest of the team, not only will the team lose the currently defended point, but most likely lose the next one, as the Medic will not have the ÜberCharge ready in time. The enemy team will most likely also position itself in a way that would deny the defenders from trying to retake control of the point.&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
Some of the Medic's weapons present very interesting aspects of gameplay, and can be used to execute different strategies.&lt;br /&gt;
&lt;br /&gt;
=== Primary weapons ===&lt;br /&gt;
* '''Crusader's Crossbow''' - Most Medics' go-to primary weapon. The Crusader's Crossbow can heal the Medic's teammates by hitting them with the crossbow bolts, as can it damage the opponents. The Crossbow has the biggest possible amount of hit points healed per second in the game, and a successful hit on a teammate can easily change the outcome of a 1v1 battle. The damage and healing abide to the principle of reverse falloff - the farther the Medic is his teammate or opponent, the more hitpoints will he heal or take away from them. The Crossbow used to be used for arrow building (using the Crossbow to build Ubercharge), but the Uber gain from arrowing has since been reduced. However, this weapon is objectively more useful than any other primary for Medic.&lt;br /&gt;
* '''Syringe Gun''' - The stock Syringe Gun is tied with the Blutsauger for the highest damage per second of any of the Medics primaries, but the Syringe Gun has a higher passive healing rate than the Blutsauger, making it more ideal for overall survivability. However, because it lacks the support potential of the Crusader's Crossbow, and since the Overdose's damage penalty is negligible, the Syringe Gun is not often used in Competitive.&lt;br /&gt;
* '''Overdose''' - Often preferred over the Syringe Gun despite its slightly lower damage output because of its speed boost dependent on the Medic's ÜberCharge percentage. The loss of damage is often negligible, and the upside of the increased movement speed will often enable the Medic to get out of a close-call situation.&lt;br /&gt;
* '''Blutsauger''' - Rarely used; its health on hit benefit is negligible compared to the lowered survivability of the Medic because of his weakened health regeneration.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
* '''Medi Gun''' - The stock Medi Gun has the best all-around Über, which turns the Medic and his patients invincible for a maximum of 8 seconds. However, it takes the longest of any Über to build, with a minimum of 40 seconds and a maximum of 160 seconds (overhealed patients near a dispenser or cart). The heal rate for the Medi Gun is minimum of 24 hp per second, and a maximum of 72 hp per second.&lt;br /&gt;
* '''Kritzkrieg''' - The Kritzkrieg is an interesting alternative to the Medi Gun. While having the same heal rate as the Medi Gun, the Kritzkrieg's Über charges 25% faster than the Medi Gun's Über, and grants the patient 100% crits when activated. This can be used to maintain an Über advantage by getting the crits before the enemy Medic gets Über, killing him, and recharging the Kritzkrieg. It can also be used as a high-risk, high-reward surprise play to kill the enemy Medic, who has Über. It takes 32 seconds to charge.&lt;br /&gt;
* '''Quick-Fix''' - This weapon is rarely used in Highlander. It can be used when the Medic has less than 40 seconds to build an Uber or wants to benefit from the extra heal rate. It charges 10% faster than the standard ÜberCharge rate, and heals 40% more but it cannot fully overheal (only 125%, which means it always builds at max rate). It can be used to carry out surprise bombs on the enemy Medic, due to its nullification of knockback but most Medics prefer use the Kritzkrieg to assist in taking out the emend Medic. The quick-fix uber is considered the weakest of all the medi-guns, being vulnerable to Spies, Pyros that reduce healing with the primaries, Kritzkrieg or simply focused fire from the opposing team.&lt;br /&gt;
* '''Vaccinator''' - The Vaccinator trades a powerful Uber charge for four smaller charges that give 75% resistance to one of three damages: Explosive, Bullet, and Fire and 100% crit inmunity. It also increases the survivability of the Medic and his patient while healing because of a passive 10% resistance to one of the three damage types. It builds at a 60% faster rate than stock (24 seconds total or 6 seconds per bubble). However, it also a -66% overheal build rate. It is the most complex medi-gun to use, since it takes more mechanical skill and heal management to build efficiently. It can be used for holding last at Uber disadvantage and clutch plays. The Vaccinator can aid greatly in increasing the Medics survivability in 1 vs 1 since it increases the Medic's effective health against a damage type by 75%. Additionally, the Medic is able to use a bubble and change the passive to another resistance to get a 10% extra damage soak. They may even use two or three bubbles at once. The Vaccinator continues building a bubble is deployed, and the Uber building rate is increased if you are receiving damage from the correct resistance. There is a technique with Vaccinator that consists of popping a bubble and tanking the pocket with a crossbow for 75 hp (and effective 130 with the bubble) in 1.5 seconds for extra damage sponging. It can also negate headhsots and bombs but the Medic must be mindful that the team will have limited overheal, if any. The main counters of Vaccinator are team coordination, baiting bubble usage, Pyros reducing bubble effectiveness, melee, and Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
* '''Übersaw''' - Run by most competitive Medics, the Übersaw grants the Medic an ability to add 25% to the Über percentage by hitting an enemy player. This ability often grants the Medic an escape possibility, if he succeeds in hitting the chasing enemy and getting the Über that way. The Ubersaw is rarely used to extend Ubers (switching off the Medigun to melee, landing a hit and switching back) due to the risk of dropping your pocket and risking your own death.&lt;br /&gt;
* '''Amputator''' - Rarely used;  It enables a healing area effect, which allows to keep multiple teammates alive; it leaves the Medic very exposed though, as it requires for him to taunt. This weapon also boosts the Medic's passive health regeneration (1 hp/s if you are actively holding it, ramping up with time to 3 hp/s), but this is not considered worth sacrificing the Ubersaw for. The Amputator also builds Uber while taunting, but much slower than with the Mediguns.&lt;br /&gt;
* '''Solemn Vow''' - This weapon essentially gives Medic Spy-vision, meaning that Medic can view the names, health, and Ubercharge percentages of his enemies as a passive benefit (while the weapon is not active). This can be useful for Medics who want to track the enemy Medic's Ubercharge. However, in high-level play, this weapon becomes less useful, as most Medics are capable of tracking the enemy's Uber mentally. It is much less viable in [[Higlander]] as this function can be performed by the [[Spy]]. The Solemn vow also requires Medics to peek sightlines in order to get a good look at the enemy Medic, which is dangerous, especially if the other team has a competent Sniper.&lt;br /&gt;
* '''Vita-Saw''' - The Vita-Saw gives the Medic who uses it up to 60% Uber after death (with 4 melee hits), at the cost of ten hp. Most of the time, this is considered not worth the base health reduction since the weapon requires you to land hits with your melee, have Uber built, and then die to get the benefit.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Medic]]&lt;br /&gt;
*[[Medic (6v6)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(Highlander)&amp;diff=66689</id>
		<title>Medic (Highlander)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(Highlander)&amp;diff=66689"/>
		<updated>2021-10-21T12:37:29Z</updated>

		<summary type="html">&lt;p&gt;Starach: Neatening up a few aspects, adding a little more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Medic]]&lt;br /&gt;
The Medic is generally considered the most unique and one of the most important classes in Team Fortress 2. His ability to negate damage with his healing and usage of the ÜberCharge mechanic make him the core part of the team and led the development of the metagame based around ÜberCharges, pushing, holding and defending points.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
In all gamemodes, the Medic's main job is to keep his team in shape, by healing hurt teammates, allowing them to rejoin the fight and turn the tides of the battle in their favour. Usually, the Medic will heal some classes more than others, either because they require more heals to be on the front line, or their role is to protect the Medic. These classes are commonly referred to as ''the combo'', which consists of the [[Heavy (Highlander)|Heavy]], the [[Demoman (Highlander)|Demoman]], and the [[Pyro (Highlander)|Pyro]]. As for the other classes, some will mostly receive just an overheal (such as the [[Scout (Highlander)|Scout]]), and some are generally not healed at all (such as the [[Engineer(Highlander)|Engineer]] or the [[Spy (Highlander)|Spy]]).&lt;br /&gt;
&lt;br /&gt;
On maps without set-up time (such as [[King of the Hill]] or [[5CP]] maps), in the beginning of each round the Medic will give the Demoman an overheal, to enable him to [[rollout]] to the middle point. After that, he will give overheals to all players, and in the end, just before arriving on the point, will give a full overheal to the Heavy, bringing him to 450 HP.&lt;br /&gt;
&lt;br /&gt;
On maps with set-up time, the gameplay varies, depending on which side the Medic is on. In both cases, during set-up time, the Medic will prepare an ÜberCharge, that aim to be used later during a round. On attack, the Medic often waits in spawn, so as to not risk losing (dropping) the Über by dying, while the team goes out without him. The team then try to get an important kill or force the enemy Medic to activate his Über, so that the attacking Über's effectiveness rises.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge ===&lt;br /&gt;
{{Main|ÜberCharge}}&lt;br /&gt;
The ÜberCharge is one of the most important mechanics in the game. Often, the Über percentage will be the deciding factor in whether or not to push or hold a point. Über advantages don't play as important a role in Highlander as they do in 6v6, but tracking the enemy Über is a good and useful tactic, separating average Medics from good Medics.&lt;br /&gt;
&lt;br /&gt;
=== Positioning ===&lt;br /&gt;
It is very important that the Medic positions himself in a way that would make it harder to catch him out. Each map has its established holding points, which are the most beneficial for a Medic. Many of them are easy to escape from but hard to get into, and not in a direct line of sight from any possible [[Sniper (Highlander)|Sniper]] locations.&lt;br /&gt;
&lt;br /&gt;
Another key aspect of playing Medic on defense is knowing when to stay in, and when to back out. If the Medic stays in an unfavourable engagement and ends up dying with the rest of the team, not only will the team lose the currently defended point, but most likely lose the next one, as the Medic will not have the ÜberCharge ready in time. The enemy team will most likely also position itself in a way that would deny the defenders from trying to retake control of the point.&lt;br /&gt;
&lt;br /&gt;
== Unlockable weapons ==&lt;br /&gt;
Some of the Medic's weapons present very interesting aspects of gameplay, and can be used to execute different strategies.&lt;br /&gt;
&lt;br /&gt;
=== Primary weapons ===&lt;br /&gt;
* '''Crusader's Crossbow''' - Most Medics' go-to primary weapon. The Crusader's Crossbow can heal the Medic's teammates by hitting them with the crossbow bolts, as can it damage the opponents. The Crossbow has the biggest possible amount of hit points healed per second in the game, and a successful hit on a teammate can easily change the outcome of a 1v1 battle. The damage and healing abide to the principle of reverse falloff - the farther the Medic is his teammate or opponent, the more hitpoints will he heal or take away from them. The Crossbow used to be used for arrow building (using the Crossbow to build Ubercharge), but the Uber gain from arrowing has since been reduced. However, this weapon is objectively more useful than any other primary for Medic.&lt;br /&gt;
* '''Syringe Gun''' - The stock Syringe Gun is tied with the Blutsauger for the highest damage per second of any of the Medics primaries, but the Syringe Gun has a higher passive healing rate than the Blutsauger, making it more ideal for overall survivability. However, because it lacks the support potential of the Crusader's Crossbow, and since the Overdose's damage penalty is negligible, the Syringe Gun is not often used in Competitive.&lt;br /&gt;
* '''Overdose''' - Often preferred over the Syringe Gun despite its slightly lower damage output because of its speed boost dependent on the Medic's ÜberCharge percentage. The loss of damage is often negligible, and the upside of the increased movement speed will often enable the Medic to get out of a close-call situation.&lt;br /&gt;
* '''Blutsauger''' - Rarely used; its health on hit benefit is negligible compared to the lowered survivability of the Medic because of his weakened health regeneration.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
* '''Medi Gun''' - The stock Medi Gun has the best all-around Über, which turns the Medic and his patients invincible for a maximum of 8 seconds. However, it takes the longest of any Über to build, with a minimum of 40 seconds and a maximum of 160 seconds (overhealed patients near a dispenser or cart). The heal rate for the Medi Gun is minimum of 24 hp per second, and a maximum of 72 hp per second.&lt;br /&gt;
* '''Kritzkrieg''' - The Kritzkrieg is an interesting alternative to the Medi Gun. While having the same heal rate as the Medi Gun, the Kritzkrieg's Über charges 25% faster than the Medi Gun's Über, and grants the patient 100% crits when activated. This can be used to maintain an Über advantage by getting the crits before the enemy Medic gets Über, killing him, and recharging the Kritzkrieg. It can also be used as a high-risk, high-reward surprise play to kill the enemy Medic, who has Über. It takes 32 seconds to charge.&lt;br /&gt;
* '''Quick-Fix''' - This weapon is rarely used in Highlander. It can be used when the Medic has less than 40 seconds to build an Uber or wants to benefit from the extra heal rate. It charges 10% faster than the standard ÜberCharge rate, and heals 40% more but it cannot fully overheal (only 125%, which means it always builds at max rate). It can be used to carry out surprise bombs on the enemy Medic, due to its nullification of knockback but most Medics prefer use the Kritzkrieg to assist in taking out the emend Medic. The quick-fix uber is considered the weakest of all the medi-guns, being vulnerable to Spies, Pyros that reduce healing with the primaries, Kritzkrieg or simply focused fire from the opposing team.&lt;br /&gt;
* '''Vaccinator''' - The Vaccinator trades a powerful Uber charge for four smaller charges that give 75% resistance to one of three damages: Explosive, Bullet, and Fire and 100% crit inmunity. It also increases the survivability of the Medic and his patient while healing because of a passive 10% resistance to one of the three damage types. It builds at a 60% faster rate than stock (24 seconds total or 6 seconds per bubble). However, it also a -66% overheal build rate. It is the most complex medi-gun to use, since it takes more mechanical skill and heal management to build efficiently. It can be used for holding last at Uber disadvantage and clutch plays. The Vaccinator can aid greatly in increasing the Medics survivability in 1 vs 1 since it increases the Medic's effective health against a damage type by 75%. Additionally, the Medic is able to use a bubble and change the passive to another resistance to get a 10% extra damage soak. They may even use two or three bubbles at once. The Vaccinator continues building a bubble is deployed, and the Uber building rate is increased if you are receiving damage from the correct resistance. There is a technique with Vaccinator that consists of popping a bubble and tanking the pocket with a crossbow for 75 hp (and effective 130 with the bubble) in 1.5 seconds for extra damage sponging. It can also negate headhsots and bombs but the Medic must be mindful that the team will have limited overheal, if any. The main counters of Vaccinator are team coordination, baiting bubble usage, Pyros reducing bubble effectiveness, melee, and Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
=== Melee weapons ===&lt;br /&gt;
* '''Übersaw''' - Run by most competitive Medics, the Übersaw grants the Medic an ability to add 25% to the Über percentage by hitting an enemy player. This ability often grants the Medic an escape possibility, if he succeeds in hitting the chasing enemy and getting the Über that way. The Ubersaw is rarely used to extend Ubers (switching off the Medigun to melee, landing a hit and switching back) due to the risk of dropping your pocket and risking your own death.&lt;br /&gt;
* '''Amputator''' - Rarely used;  It enables a healing area effect, which allows to keep multiple teammates alive; it leaves the Medic very exposed though, as it requires for him to taunt. This weapon also boosts the Medic's passive health regeneration (1 hp/s if you are actively holding it, ramping up with time to 3 hp/s), but this is not considered worth sacrificing the Ubersaw for. The Amputator also builds Uber while taunting, but much slower than with the Mediguns.&lt;br /&gt;
* '''Solemn Vow''' - This weapon essentially gives Medic Spy-vision, meaning that Medic can view the names, health, and Ubercharge percentages of his enemies as a passive benefit (while the weapon is not active). This can be useful for Medics who want to track the enemy Medic's Ubercharge. However, in high-level play, this weapon becomes less useful, as most Medics are capable of tracking the enemy's Uber mentally. It is much less viable in [[Higlander]] as this function can be performed by the [[Spy]]. The Solemn vow also requires Medics to peek sightlines in order to get a good look at the enemy Medic, which is dangerous, especially if the other team has a competent Sniper.&lt;br /&gt;
* '''Vita-Saw''' - The Vita-Saw gives the Medic who uses it up to 60% Uber after death (with 4 melee hits), at the cost of ten hp. Most of the time, this is considered not worth the base health reduction since the weapon requires you to land hits with your melee, have Uber built, and then die to get the benefit.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Medic]]&lt;br /&gt;
*[[Medic (6v6)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in Highlander]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Movement&amp;diff=66685</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Movement&amp;diff=66685"/>
		<updated>2021-10-21T09:37:24Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Other Movement Techniques */  Added example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needimage}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Movement is one of the staples of Team Fortress 2, it is very characteristic but at the same time very influenced by games like Quake and Team Fortress Classic. Explosive jumping mechanics give the slower classes much higher mobility and increase the pace of the game. This makes it a much more complex game than it first appears, as a player has to master not only deathmatch ability and gamesense, but also the different movement and jumping techniques.&lt;br /&gt;
&lt;br /&gt;
== Speed == &lt;br /&gt;
Speed is measured using hammer units/sec. The standard is 300 hu/sec or 100%. This is the speed of the Pyro, Sniper, and Engineer. Moving backwards reduces the speed to 90% of what it would be otherwise. Note: If you strafe while moving backwards, you will move at full speed (diagonally, not backwards). Crouched movement becomes 33% &lt;br /&gt;
&lt;br /&gt;
=== Scout === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Uncharged [[Baby Face's Blaster]]:&lt;br /&gt;
* Charged Baby Face's Blaster:&lt;br /&gt;
| &lt;br /&gt;
*'''133%'''&lt;br /&gt;
*'''120%'''&lt;br /&gt;
*'''173%'''&lt;br /&gt;
|&lt;br /&gt;
*'''44%'''&lt;br /&gt;
*'''40%'''&lt;br /&gt;
*'''58%'''&lt;br /&gt;
|&lt;br /&gt;
*'''120%'''&lt;br /&gt;
*'''108%'''&lt;br /&gt;
*'''156%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soldier ===  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* [[Escape Plan]], 121-160 Health:&lt;br /&gt;
* Escape Plan, 81-120 Health:&lt;br /&gt;
* Escape Plan, 41-80 Health:&lt;br /&gt;
* Escape Plan, Under 40 Health:&lt;br /&gt;
| &lt;br /&gt;
*'''80%'''&lt;br /&gt;
*'''88%'''&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''112%'''&lt;br /&gt;
*'''128%'''&lt;br /&gt;
|&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''29%'''&lt;br /&gt;
*'''32%'''&lt;br /&gt;
*'''37%'''&lt;br /&gt;
*'''43%'''&lt;br /&gt;
|&lt;br /&gt;
*'''72%'''&lt;br /&gt;
*'''79%'''&lt;br /&gt;
*'''86%'''&lt;br /&gt;
*'''101%'''&lt;br /&gt;
*'''115%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pyro === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With [[Powerjack]] Out:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''115%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''38%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''103%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Demoman === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 1 Head:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 2 Heads:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 3 Heads:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 4 Heads:&lt;br /&gt;
* With [[Scotsman's Skullcutter]] equipped&lt;br /&gt;
* Charging with [[Chargin' Targe]]/[[Splendid Screen]]&lt;br /&gt;
| &lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''101%'''&lt;br /&gt;
*'''108%'''&lt;br /&gt;
*'''116%'''&lt;br /&gt;
*'''123%'''&lt;br /&gt;
*'''79%'''&lt;br /&gt;
*'''250%'''&lt;br /&gt;
|&lt;br /&gt;
*'''31%'''&lt;br /&gt;
*'''34%'''&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''39%'''&lt;br /&gt;
*'''41%'''&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''N/A'''&lt;br /&gt;
|&lt;br /&gt;
*'''84%'''&lt;br /&gt;
*'''91%'''&lt;br /&gt;
*'''97%'''&lt;br /&gt;
*'''104%'''&lt;br /&gt;
*'''111%'''&lt;br /&gt;
*'''71%'''&lt;br /&gt;
*'''N/A'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heavy === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Any Mini-gun spun up, excluding the [[Brass Beast]]:&lt;br /&gt;
* Walking with spun up Brass Beast:&lt;br /&gt;
* With [[Buffalo Steak Sandvich]] effect:&lt;br /&gt;
* With [[Gloves of Running Urgently]] Equipped:&lt;br /&gt;
| &lt;br /&gt;
*'''77%'''&lt;br /&gt;
*'''37%'''&lt;br /&gt;
*'''15%'''&lt;br /&gt;
*'''104%'''&lt;br /&gt;
*'''100%'''&lt;br /&gt;
|&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''0%'''&lt;br /&gt;
*'''0%'''&lt;br /&gt;
*'''35%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
|&lt;br /&gt;
*'''69%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''15%'''&lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* While hauling a building:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''29%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''81%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Wielding [[Overdose]] at 100% [[ÜberCharge]]&lt;br /&gt;
* Healing a [[Scout]]&lt;br /&gt;
* Healing a [[Pyro]] using the [[Powerjack]]&lt;br /&gt;
| &lt;br /&gt;
*'''107%'''&lt;br /&gt;
*'''127%'''&lt;br /&gt;
*'''133%'''&lt;br /&gt;
*'''115%'''&lt;br /&gt;
|&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''39%'''&lt;br /&gt;
*'''44%'''&lt;br /&gt;
*'''38%'''&lt;br /&gt;
|&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''106%'''&lt;br /&gt;
*'''120%'''&lt;br /&gt;
*'''105%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With a Rifle zoomed in:&lt;br /&gt;
* While [[Huntsman]] drawn:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''53%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''9%'''&lt;br /&gt;
*'''18%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''48%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Disguised as [[Soldier]]:&lt;br /&gt;
* Disguised as [[Demoman]]:&lt;br /&gt;
* Disguised as [[Heavy]]:&lt;br /&gt;
* Disguised as [[Scout]] [[Medic]] or [[Spy]]:&lt;br /&gt;
* All other Disguises:&lt;br /&gt;
| &lt;br /&gt;
*'''107%'''&lt;br /&gt;
*'''80%'''&lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''77%'''&lt;br /&gt;
*'''107%'''&lt;br /&gt;
*'''100%'''&lt;br /&gt;
|&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''31%'''&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
|&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''72%'''&lt;br /&gt;
*'''84%'''&lt;br /&gt;
*'''69%'''&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Movement Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Crouch Jumping ===&lt;br /&gt;
Crouch jumping is the basic technique of pressing crouch while jumping. Crouch Jumping moves the player model an additional hammer unit up and can allow access to things otherwise inaccessible by basic jumping.&lt;br /&gt;
&lt;br /&gt;
=== Double Jump ===&lt;br /&gt;
When in the air as Scout, pressing jump again gives an additional midair jump. This is useful for maneuvering around maps or dodging and confusing enemies.&lt;br /&gt;
&lt;br /&gt;
=== Boston Basher Jump ===&lt;br /&gt;
A Scout is able to use the knockback of self damage from the Boston Basher along with his jump in order to increase the height and length of his jump. This is useful for climbing things like the spire on [[cp_badlands|Badlands]].&lt;br /&gt;
&lt;br /&gt;
Do note that the best gains in height are when the Scout jumps right as the self damage from the Basher activates.&lt;br /&gt;
&lt;br /&gt;
=== Rocket Jump ===&lt;br /&gt;
''Main article: [[Rocket Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Soldiers can shoot a rocket near themselves to achieve height or speed through the air. This can be useful for running towards a battle, obtaining [[height advantage]], attacking players, or fleeing to safety. There are multiple jump techniques to help Soldiers achieve more speed or height. [[Gunboats]] causes Soldiers to take 60% less damage while rocket jumping.&lt;br /&gt;
&lt;br /&gt;
Combining this with Crouch Jumping will allow Soldiers to propel themselves farther than without Crouch Jumping.&lt;br /&gt;
&lt;br /&gt;
=== Sticky Jump ===&lt;br /&gt;
''Main article: [[Sticky Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Demomen can also detonate a sticky near their feet for a boost. This causes more self-damage than a Soldier's rocket jump, but also provides a bigger boost. A Demoman will sticky jump during a [[rollout]], fleeing, or attacking.&lt;br /&gt;
&lt;br /&gt;
=== Sentry Jump ===&lt;br /&gt;
There are two types of Sentry Jumping; Sentry Rocket Jumping and Bullet Jumping. Using the Wrangler and a level 3 sentry, the [[Engineer]] can shoot his sentry's rockets at his own feet, propelling him into the air like a regular rocket jump.  By quickly switching to a different weapon and right-clicking on his sentry, he can bring the building with him to build in unexpected places. Bullet Jumping can be done with any level sentry, along with mini-sentries. Bullet Jumping is the act of using the knockback from the damage received from sentry bullets to propel the Engineer. Bullet Jumping is useful when running mini-sentries or when a sentry is at level one or two for making short leaps such as onto the roof of [[cp_gravelpit]] B-Point or the balcony of [[koth_arctic]].&lt;br /&gt;
&lt;br /&gt;
{{YouTube video|MgNI36HPTY0|text=Engineer Jumping Tutorial}}&lt;br /&gt;
&lt;br /&gt;
=== Explosive Surfing ===&lt;br /&gt;
Any class is capable of timing a jump with an enemy's projectile and using it to their advantage. This is a common practice among Medics, who often surf away from damage and to the safety of their team.&lt;br /&gt;
&lt;br /&gt;
{{YouTube video|2IcWmpkjMKo|time=4m5s}} [http://youtu.be/2IcWmpkjMKo?t=4m5s Example]&lt;br /&gt;
&lt;br /&gt;
=== Bullet Surfing ===&lt;br /&gt;
Bullet surfing is harnessing the knockback from being hit with bullets for a speed boost. Typically it is achieved by crouch jumping while moving away from the source of the damage.&lt;br /&gt;
&lt;br /&gt;
{{YouTube video|RJdotTF2|time=12m48s}} [https://youtu.be/8UQDcw-GMGg?t=768 Example]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* {{YouTube video|Dx8CHK_bhAU|text=Guide to Walking Backwards at Full Speed}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Movement&amp;diff=66684</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Movement&amp;diff=66684"/>
		<updated>2021-10-21T09:28:07Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Other Movement Techniques */  Added bullet surfing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needimage}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Movement is one of the staples of Team Fortress 2, it is very characteristic but at the same time very influenced by games like Quake and Team Fortress Classic. Explosive jumping mechanics give the slower classes much higher mobility and increase the pace of the game. This makes it a much more complex game than it first appears, as a player has to master not only deathmatch ability and gamesense, but also the different movement and jumping techniques.&lt;br /&gt;
&lt;br /&gt;
== Speed == &lt;br /&gt;
Speed is measured using hammer units/sec. The standard is 300 hu/sec or 100%. This is the speed of the Pyro, Sniper, and Engineer. Moving backwards reduces the speed to 90% of what it would be otherwise. Note: If you strafe while moving backwards, you will move at full speed (diagonally, not backwards). Crouched movement becomes 33% &lt;br /&gt;
&lt;br /&gt;
=== Scout === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Uncharged [[Baby Face's Blaster]]:&lt;br /&gt;
* Charged Baby Face's Blaster:&lt;br /&gt;
| &lt;br /&gt;
*'''133%'''&lt;br /&gt;
*'''120%'''&lt;br /&gt;
*'''173%'''&lt;br /&gt;
|&lt;br /&gt;
*'''44%'''&lt;br /&gt;
*'''40%'''&lt;br /&gt;
*'''58%'''&lt;br /&gt;
|&lt;br /&gt;
*'''120%'''&lt;br /&gt;
*'''108%'''&lt;br /&gt;
*'''156%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soldier ===  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* [[Escape Plan]], 121-160 Health:&lt;br /&gt;
* Escape Plan, 81-120 Health:&lt;br /&gt;
* Escape Plan, 41-80 Health:&lt;br /&gt;
* Escape Plan, Under 40 Health:&lt;br /&gt;
| &lt;br /&gt;
*'''80%'''&lt;br /&gt;
*'''88%'''&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''112%'''&lt;br /&gt;
*'''128%'''&lt;br /&gt;
|&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''29%'''&lt;br /&gt;
*'''32%'''&lt;br /&gt;
*'''37%'''&lt;br /&gt;
*'''43%'''&lt;br /&gt;
|&lt;br /&gt;
*'''72%'''&lt;br /&gt;
*'''79%'''&lt;br /&gt;
*'''86%'''&lt;br /&gt;
*'''101%'''&lt;br /&gt;
*'''115%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pyro === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With [[Powerjack]] Out:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''115%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''38%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''103%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Demoman === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 1 Head:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 2 Heads:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 3 Heads:&lt;br /&gt;
* With Head-taking weapon equipped &amp;amp; 4 Heads:&lt;br /&gt;
* With [[Scotsman's Skullcutter]] equipped&lt;br /&gt;
* Charging with [[Chargin' Targe]]/[[Splendid Screen]]&lt;br /&gt;
| &lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''101%'''&lt;br /&gt;
*'''108%'''&lt;br /&gt;
*'''116%'''&lt;br /&gt;
*'''123%'''&lt;br /&gt;
*'''79%'''&lt;br /&gt;
*'''250%'''&lt;br /&gt;
|&lt;br /&gt;
*'''31%'''&lt;br /&gt;
*'''34%'''&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''39%'''&lt;br /&gt;
*'''41%'''&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''N/A'''&lt;br /&gt;
|&lt;br /&gt;
*'''84%'''&lt;br /&gt;
*'''91%'''&lt;br /&gt;
*'''97%'''&lt;br /&gt;
*'''104%'''&lt;br /&gt;
*'''111%'''&lt;br /&gt;
*'''71%'''&lt;br /&gt;
*'''N/A'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heavy === &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Any Mini-gun spun up, excluding the [[Brass Beast]]:&lt;br /&gt;
* Walking with spun up Brass Beast:&lt;br /&gt;
* With [[Buffalo Steak Sandvich]] effect:&lt;br /&gt;
* With [[Gloves of Running Urgently]] Equipped:&lt;br /&gt;
| &lt;br /&gt;
*'''77%'''&lt;br /&gt;
*'''37%'''&lt;br /&gt;
*'''15%'''&lt;br /&gt;
*'''104%'''&lt;br /&gt;
*'''100%'''&lt;br /&gt;
|&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''0%'''&lt;br /&gt;
*'''0%'''&lt;br /&gt;
*'''35%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
|&lt;br /&gt;
*'''69%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''15%'''&lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* While hauling a building:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''29%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''81%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Wielding [[Overdose]] at 100% [[ÜberCharge]]&lt;br /&gt;
* Healing a [[Scout]]&lt;br /&gt;
* Healing a [[Pyro]] using the [[Powerjack]]&lt;br /&gt;
| &lt;br /&gt;
*'''107%'''&lt;br /&gt;
*'''127%'''&lt;br /&gt;
*'''133%'''&lt;br /&gt;
*'''115%'''&lt;br /&gt;
|&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''39%'''&lt;br /&gt;
*'''44%'''&lt;br /&gt;
*'''38%'''&lt;br /&gt;
|&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''106%'''&lt;br /&gt;
*'''120%'''&lt;br /&gt;
*'''105%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sniper ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* With a Rifle zoomed in:&lt;br /&gt;
* While [[Huntsman]] drawn:&lt;br /&gt;
| &lt;br /&gt;
*'''100%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''53%'''&lt;br /&gt;
|&lt;br /&gt;
*'''33%'''&lt;br /&gt;
*'''9%'''&lt;br /&gt;
*'''18%'''&lt;br /&gt;
|&lt;br /&gt;
*'''90%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''48%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spy ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;width: 100%; text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Crouched&lt;br /&gt;
! style=&amp;quot;background-color: #ADD8E6; color: #FFFFFF&amp;quot; | Backwards&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''''Default''''' &lt;br /&gt;
* Disguised as [[Soldier]]:&lt;br /&gt;
* Disguised as [[Demoman]]:&lt;br /&gt;
* Disguised as [[Heavy]]:&lt;br /&gt;
* Disguised as [[Scout]] [[Medic]] or [[Spy]]:&lt;br /&gt;
* All other Disguises:&lt;br /&gt;
| &lt;br /&gt;
*'''107%'''&lt;br /&gt;
*'''80%'''&lt;br /&gt;
*'''93%'''&lt;br /&gt;
*'''77%'''&lt;br /&gt;
*'''107%'''&lt;br /&gt;
*'''100%'''&lt;br /&gt;
|&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''27%'''&lt;br /&gt;
*'''31%'''&lt;br /&gt;
*'''26%'''&lt;br /&gt;
*'''36%'''&lt;br /&gt;
*'''33%'''&lt;br /&gt;
|&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''72%'''&lt;br /&gt;
*'''84%'''&lt;br /&gt;
*'''69%'''&lt;br /&gt;
*'''96%'''&lt;br /&gt;
*'''90%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Movement Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Crouch Jumping ===&lt;br /&gt;
Crouch jumping is the basic technique of pressing crouch while jumping. Crouch Jumping moves the player model an additional hammer unit up and can allow access to things otherwise inaccessible by basic jumping.&lt;br /&gt;
&lt;br /&gt;
=== Double Jump ===&lt;br /&gt;
When in the air as Scout, pressing jump again gives an additional midair jump. This is useful for maneuvering around maps or dodging and confusing enemies.&lt;br /&gt;
&lt;br /&gt;
=== Boston Basher Jump ===&lt;br /&gt;
A Scout is able to use the knockback of self damage from the Boston Basher along with his jump in order to increase the height and length of his jump. This is useful for climbing things like the spire on [[cp_badlands|Badlands]].&lt;br /&gt;
&lt;br /&gt;
Do note that the best gains in height are when the Scout jumps right as the self damage from the Basher activates.&lt;br /&gt;
&lt;br /&gt;
=== Rocket Jump ===&lt;br /&gt;
''Main article: [[Rocket Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Soldiers can shoot a rocket near themselves to achieve height or speed through the air. This can be useful for running towards a battle, obtaining [[height advantage]], attacking players, or fleeing to safety. There are multiple jump techniques to help Soldiers achieve more speed or height. [[Gunboats]] causes Soldiers to take 60% less damage while rocket jumping.&lt;br /&gt;
&lt;br /&gt;
Combining this with Crouch Jumping will allow Soldiers to propel themselves farther than without Crouch Jumping.&lt;br /&gt;
&lt;br /&gt;
=== Sticky Jump ===&lt;br /&gt;
''Main article: [[Sticky Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Demomen can also detonate a sticky near their feet for a boost. This causes more self-damage than a Soldier's rocket jump, but also provides a bigger boost. A Demoman will sticky jump during a [[rollout]], fleeing, or attacking.&lt;br /&gt;
&lt;br /&gt;
=== Sentry Jump ===&lt;br /&gt;
There are two types of Sentry Jumping; Sentry Rocket Jumping and Bullet Jumping. Using the Wrangler and a level 3 sentry, the [[Engineer]] can shoot his sentry's rockets at his own feet, propelling him into the air like a regular rocket jump.  By quickly switching to a different weapon and right-clicking on his sentry, he can bring the building with him to build in unexpected places. Bullet Jumping can be done with any level sentry, along with mini-sentries. Bullet Jumping is the act of using the knockback from the damage received from sentry bullets to propel the Engineer. Bullet Jumping is useful when running mini-sentries or when a sentry is at level one or two for making short leaps such as onto the roof of [[cp_gravelpit]] B-Point or the balcony of [[koth_arctic]].&lt;br /&gt;
&lt;br /&gt;
{{YouTube video|MgNI36HPTY0|text=Engineer Jumping Tutorial}}&lt;br /&gt;
&lt;br /&gt;
=== Explosive Surfing ===&lt;br /&gt;
Any class is capable of timing a jump with an enemy's projectile and using it to their advantage. This is a common practice among Medics, who often surf away from damage and to the safety of their team.&lt;br /&gt;
&lt;br /&gt;
{{YouTube video|2IcWmpkjMKo|time=4m5s}} [http://youtu.be/2IcWmpkjMKo?t=4m5s Example]&lt;br /&gt;
&lt;br /&gt;
=== Bullet Surfing ===&lt;br /&gt;
Bullet surfing is harnessing the knockback from being hit with bullets for a speed boost. Typically it is achieved by crouch jumping while moving away from the source of the damage.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* {{YouTube video|Dx8CHK_bhAU|text=Guide to Walking Backwards at Full Speed}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=RGL&amp;diff=66683</id>
		<title>RGL</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=RGL&amp;diff=66683"/>
		<updated>2021-10-21T09:00:16Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* 6v6 */  Added latest seasons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{NewInfobox League&lt;br /&gt;
| image = RGL Logo.png&lt;br /&gt;
| shortname = RGL&lt;br /&gt;
| fullname = Recharge Gaming League&lt;br /&gt;
| founder = {{flag|us}} [[Sigafoo]]&lt;br /&gt;
| admin = {{flag|us}} [[exa_]]&lt;br /&gt;
| formats = [[7v7]], [[HL]], [[6v6]]&lt;br /&gt;
| area = North America&lt;br /&gt;
| current = [[RGL Traditional Sixes Season {{Current Seasons|rgl6s}}|Season {{Current Seasons|rgl6s}}]] ([[6v6]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[RGL_Prolander_Season_{{Current Seasons|rgl7s}}|Season {{Current Seasons|rgl7s}}]] ([[7v7]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[RGL Highlander Season {{Current Seasons|rglhl}}|Season {{Current Seasons|rglhl}}]] ([[HL]])&lt;br /&gt;
| website = http://rgl.gg/&lt;br /&gt;
| website2 = http://forums.highlander.tf&lt;br /&gt;
| created = 2017&lt;br /&gt;
| discord = invite/3hJsWu7&lt;br /&gt;
| twitch = RGLgg&lt;br /&gt;
| twitter = RGL_gg&lt;br /&gt;
| youtube = channel/UCFb3g4C4wVdWut2BkgccgDQ&lt;br /&gt;
| steam = RGLggLobbies&lt;br /&gt;
}}&lt;br /&gt;
'''RGL''' (''Recharge Gaming League'') is a North American League, supporting [[Prolander|Prolander (7v7)]], [[Highlander]] and [[6v6]]. It is currently the only [[Prolander]] league in existence. They host prolander pickup-games within their league.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
A number of figures in the [[Highlander]] community were playing with the idea of having a class limit of 1 in 6v6 to force the usage of situational classes in competitive. This eventually led to the [[Challenge Cup]] in late 2016, a cup with $2,000 USD in prizes which was meant to be 6v6 but was changed to 7v7 in the last minute. Sigafoo would later create '''RGL''' a league specifically aimed at 7v7. It had a prize pool of $4,000 USD in its opening season which attracted many high level [[ESEA-Invite|ESEA Invite]] players to the league. Prolander was the main format until Highlander was announced in July of 2018. The league started to become more and more popular becoming the designated North American Highlander league. After the discontinuation of ESEA's 6v6 league, RGL made their own league for 6s in later 2019. RGL is currently the premier North American league for competitive 6v6 with RGL on its 7th season.&lt;br /&gt;
&lt;br /&gt;
== Ruleset ==&lt;br /&gt;
In pick and ban Prolander, each team bans 3 weapons and picks 3 weapons that can't be banned. The bans affect both teams.&lt;br /&gt;
{{Box|start|padding=2em}}&lt;br /&gt;
=== Game mode settings ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
![[5CP|5 Control Point]]&lt;br /&gt;
![[King of the Hill]]&lt;br /&gt;
!Golden Cap&lt;br /&gt;
|-&lt;br /&gt;
!Time Limit&lt;br /&gt;
|30 minutes&lt;br /&gt;
|∞&lt;br /&gt;
|∞&lt;br /&gt;
|-&lt;br /&gt;
!Win Limit&lt;br /&gt;
|4 rounds&lt;br /&gt;
|2 rounds&lt;br /&gt;
|1 rounds&lt;br /&gt;
|}&lt;br /&gt;
{{Box|break|padding=2em}}&lt;br /&gt;
=== Class limits ===&lt;br /&gt;
&lt;br /&gt;
{{Class Limits&lt;br /&gt;
|scout=1&lt;br /&gt;
|soldier=1&lt;br /&gt;
|pyro=1&lt;br /&gt;
|demoman=1&lt;br /&gt;
|heavy=1&lt;br /&gt;
|engineer=1&lt;br /&gt;
|medic=1&lt;br /&gt;
|sniper=1&lt;br /&gt;
|spy=1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
RGL traditionally runs three seasons a year in the 7v7, Highlander, and 6v6 formats. Each season generally starts in the Summer, Spring, and Winter. Teams are placed into skill divisions based on the combined experience on the roster. During the regular season, teams will play against opponents with a similar rank win/loss streak. For the playoffs, the Top 4, Top 6, Top 8, or Top 16 teams in a division are placed into a title bracket. All divisions play in a single-elimination bracket, with Highlander using a Gauntlet System for its Invite Division. All playoff matches are played in a Best of 3 format.&lt;br /&gt;
&lt;br /&gt;
Regular season matches are played on single maps, in 2 halves. Depending on the game type, the win conditions differ:&lt;br /&gt;
* On [[King of the Hill]] maps, the first half of the map ends only when one team wins 2 rounds. The second half ends if the other team wins 2 rounds or when one team wins their 4th cumulative round.&lt;br /&gt;
* [[Attack/Defend]] and [[Payload]] maps are played as best of 3 [[stopwatch]] rounds. Teams alternate between attacking and defending every round, and each team defends once in a half. The round is won by whichever team captures the most points the fastest.&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
RGL currently only supports North America (NA) for the Highlander Format.&lt;br /&gt;
==== Map List for HL Season 10====&lt;br /&gt;
* '''Week 1''' - [[pl_vigil_rc7]]&lt;br /&gt;
* '''Week 2''' - [[koth_ashville_rc2d]]&lt;br /&gt;
* '''Week 3''' - [[pl_upward]]&lt;br /&gt;
* '''Week 4''' - [[koth_lakeside_r2]]&lt;br /&gt;
* '''Week 5''' - [[pl_swiftwater_final]]&lt;br /&gt;
* '''Week 6''' - [[koth_product_final]]&lt;br /&gt;
* '''Week 7''' - [[cp_steel_f5a]]&lt;br /&gt;
* '''Playoffs Quarter-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Semi-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Grand-Finals''' - Best of Three Maps&lt;br /&gt;
&lt;br /&gt;
=== 7v7 ===&lt;br /&gt;
Due to the boost in popularity for the 6v6 and HL leagues, RGL has only been running 2 Prolander cups for the fall season.&lt;br /&gt;
==== Map List for PL Season 8====&lt;br /&gt;
* '''Week 1''' - [[pl_upward]]&lt;br /&gt;
* '''Week 2''' - [[koth_product_rcx]]&lt;br /&gt;
* '''Week 3''' - [[pl_vigil_rc7]]&lt;br /&gt;
* '''Week 4''' - [[koth_synthetic_rc6a]]&lt;br /&gt;
* '''Week 5''' - [[cp_steel]]&lt;br /&gt;
* '''Playoffs Quarter-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Semi-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Grand-Finals''': Best of Three Maps&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
RGL currently only supports North America (NA) for the Traditional Sixes Format. Invite follows a pick-ban format and thus does not follow the weekly cycle of maps.&lt;br /&gt;
==== Map List for Traditional Sixes Season 7 ====&lt;br /&gt;
* '''Week 1''' - [[cp_gullywash_final1]]&lt;br /&gt;
* '''Week 2''' - [[cp_snakewater_final1]]&lt;br /&gt;
* '''Week 3''' - [[koth_clearcut_b15d]]&lt;br /&gt;
* '''Week 4''' - [[cp_reckoner_rc6]]&lt;br /&gt;
* '''Week 5''' - [[cp_sunshine]]&lt;br /&gt;
* '''Week 6''' - [[koth_bagel_rc5]]&lt;br /&gt;
* '''Week 7''' - [[cp_metalworks]]&lt;br /&gt;
* '''Week 8''' - [[cp_process_f9]]&lt;br /&gt;
* '''Playoffs''' - Best of Three Maps&lt;br /&gt;
* [[cp_granary_pro_rc2]] -- ''Invite map pool only.''&lt;br /&gt;
&lt;br /&gt;
=== No Restriction 6v6 ===&lt;br /&gt;
RGL no longer supports the No Restriction Sixes Format&lt;br /&gt;
==== Map List for NR 6s Season 2 ====&lt;br /&gt;
* [[koth_product_rcx]]&lt;br /&gt;
* [[cp_process_final]]&lt;br /&gt;
* [[pl_upward]]&lt;br /&gt;
* [[koth_coalplant_b7]]&lt;br /&gt;
* [[cp_villa_b12a]]&lt;br /&gt;
* [[pl_vigil_rc7]]&lt;br /&gt;
&lt;br /&gt;
== Hall of Fame ==&lt;br /&gt;
=== 7v7 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champions&lt;br /&gt;
! NA Advanced Champions&lt;br /&gt;
! NA Main Champions&lt;br /&gt;
! NA Intermediate Champions&lt;br /&gt;
! NA Amateur Champions&lt;br /&gt;
! NA Newcomer Champions&lt;br /&gt;
! EU Invite Champions&lt;br /&gt;
! EU Advanced Champions&lt;br /&gt;
! EU Main Champions&lt;br /&gt;
! EU Intermediate Champions&lt;br /&gt;
! EU Amateur Champions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 1|Season 1]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The News&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Regal Eagles&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| OMNI5 TF2 Silver&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| UAPlayer&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 2|Season 2]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The News&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Jager &amp;amp; Anime&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| OMNI5.gg&lt;br /&gt;
| SS Disaster 7: JJS Awakens&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Cosmo Fam Club&lt;br /&gt;
| Project Restart BLACK&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 3|Season 3]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| [[Fred IV: Revenge of The Spu]]&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Yucky the Fluff&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Super Dickmann's KANNONEN!&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| my name jeff&lt;br /&gt;
| KTO-TO SKAZAL BLINI?&lt;br /&gt;
| Jesan &amp;amp; Big PP (Pro Players)&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 4|Season 4]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Socios&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Command and Conquer&lt;br /&gt;
| Gameshock Highlander&lt;br /&gt;
| GIMME F*CKING OPPONENT&lt;br /&gt;
| Londonistan&lt;br /&gt;
| ocean gang ()the slayers&lt;br /&gt;
| cblp&lt;br /&gt;
| #freeTravisRocky&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 5|Season 5]]'''&lt;br /&gt;
| Cat Noises DYNASTY&lt;br /&gt;
| Icy's McSpicy eSports&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| eggplant emoji&lt;br /&gt;
| New (a)woo Order&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 6|Season 6]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Enoch eSports&lt;br /&gt;
| Forbidden Fruit&lt;br /&gt;
| awooniversity&lt;br /&gt;
| Straight Outta Hightower&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 7|Season 7]]'''&lt;br /&gt;
| RuneScape is Life&lt;br /&gt;
| Icy McSpicy eSports&lt;br /&gt;
| THE GUYS&lt;br /&gt;
| don't come to mid tomorrow&lt;br /&gt;
| Fashionably Late&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 8|Season 8]]'''&lt;br /&gt;
| Birthday Dads&lt;br /&gt;
| #wno&lt;br /&gt;
| bald b4nny&lt;br /&gt;
| awoolander&lt;br /&gt;
| Kalgan&lt;br /&gt;
| The Redditors&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champions&lt;br /&gt;
! NA Div 1/Div 2 Champions&lt;br /&gt;
! NA Main Champions&lt;br /&gt;
! NA Intermediate Champions&lt;br /&gt;
! NA Amateur Prime Champions&lt;br /&gt;
! NA Amateur Champions&lt;br /&gt;
! NA Newcomer Champions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 1|Season 1]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| FluffyEcho Fan Club &lt;br /&gt;
| halo 3 on9 family &lt;br /&gt;
| Rodney and the Stangers &lt;br /&gt;
| whatever works &lt;br /&gt;
| Ragtag Stags &lt;br /&gt;
| Sunny Disciples &lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 2|Season 2]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| SpireIQ Technologies &lt;br /&gt;
| Sword Art on9 Survivors &lt;br /&gt;
| Pastel Mirage &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Big Chungus Gaming TV &lt;br /&gt;
| Move Along &lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 3|Season 3]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Mofu March/MILKIES&lt;br /&gt;
| Family Friendly Content &lt;br /&gt;
| 7gull &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Momo Simps &lt;br /&gt;
| Sweaty Spaghetti&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 4|Season 4]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Kronge Realm Off-White/Honey Bacon Club&lt;br /&gt;
| Obese Whales&lt;br /&gt;
| Fresh installs: wacky pootis&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| WAP&lt;br /&gt;
| RGL On Ice&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 5|Season 5]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Cat Posse&lt;br /&gt;
| FRESH INSTALLS: BLACK&lt;br /&gt;
| No Tilt&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Snow In April&lt;br /&gt;
| Bismillah&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 6|Season 6]]'''&lt;br /&gt;
| Witness Gaming&lt;br /&gt;
| una limonada por favor&lt;br /&gt;
| rgltf2.com&lt;br /&gt;
| Bedtime Hotshots&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Macca's Realm&lt;br /&gt;
| Sagejay is Typing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable centered&amp;quot; cellpadding=2&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champion&lt;br /&gt;
! NA Challenger&lt;br /&gt;
! NA Advanced Champion&lt;br /&gt;
! NA Main Champion&lt;br /&gt;
! NA Intermediate Champion&lt;br /&gt;
! NA Open Champion&lt;br /&gt;
! NA Newcomer Champion&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 1'''&lt;br /&gt;
| IRENE&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Heals On Everyone&lt;br /&gt;
| Gotta Blast&lt;br /&gt;
| ANTHRAX&lt;br /&gt;
| barcode-HL&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 2'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Amicitia Nova&lt;br /&gt;
| Home Depot eSports&lt;br /&gt;
| Frag2Play&lt;br /&gt;
| The Enthusiasts&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 3'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Super Handsome Inteligent Team&lt;br /&gt;
| As foretold by Rayman5000&lt;br /&gt;
| Utopia Turned Dystopian&lt;br /&gt;
| UwUntu&lt;br /&gt;
|style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 4'''&lt;br /&gt;
| {{Team/Fred V: The Brampton Warriors The Revenge of sbdope}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| marker and e-boy&lt;br /&gt;
| dog&lt;br /&gt;
| Digga-Leg Fan Club&lt;br /&gt;
| Boom! Roasted&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 5'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| I Hate Mondays &lt;br /&gt;
| perc30 &lt;br /&gt;
| The Kaboom Kollective &lt;br /&gt;
| shinyCIA &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 6'''&lt;br /&gt;
| {{Team/Man Crush Monday}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Single Drop&lt;br /&gt;
| Crit Sandvich&lt;br /&gt;
| Yeye&lt;br /&gt;
| The Knights of Ni&lt;br /&gt;
| Mistigris&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 7'''&lt;br /&gt;
| Memento Mori&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The Dojo&lt;br /&gt;
| Yeye&lt;br /&gt;
| Scatman's World&lt;br /&gt;
| femboi friday&lt;br /&gt;
| Based Department&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 8'''&lt;br /&gt;
| Hood Naruto&lt;br /&gt;
| My RGL Profits Have Declined&lt;br /&gt;
| Gorilla Warfare&lt;br /&gt;
| teeklander&lt;br /&gt;
| Broken Mice&lt;br /&gt;
| Bagels and Donuts&lt;br /&gt;
| Titanic Swim Team&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{RGL competitions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Fortress 2 organizations]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;br /&gt;
[[Category:Prolander leagues]]&lt;br /&gt;
[[Category:6v6 leagues]]&lt;br /&gt;
[[Category:North American TF2 leagues]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=RGL&amp;diff=66682</id>
		<title>RGL</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=RGL&amp;diff=66682"/>
		<updated>2021-10-21T08:51:27Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Map List for Traditional Sixes Season 7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{NewInfobox League&lt;br /&gt;
| image = RGL Logo.png&lt;br /&gt;
| shortname = RGL&lt;br /&gt;
| fullname = Recharge Gaming League&lt;br /&gt;
| founder = {{flag|us}} [[Sigafoo]]&lt;br /&gt;
| admin = {{flag|us}} [[exa_]]&lt;br /&gt;
| formats = [[7v7]], [[HL]], [[6v6]]&lt;br /&gt;
| area = North America&lt;br /&gt;
| current = [[RGL Traditional Sixes Season {{Current Seasons|rgl6s}}|Season {{Current Seasons|rgl6s}}]] ([[6v6]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[RGL_Prolander_Season_{{Current Seasons|rgl7s}}|Season {{Current Seasons|rgl7s}}]] ([[7v7]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[RGL Highlander Season {{Current Seasons|rglhl}}|Season {{Current Seasons|rglhl}}]] ([[HL]])&lt;br /&gt;
| website = http://rgl.gg/&lt;br /&gt;
| website2 = http://forums.highlander.tf&lt;br /&gt;
| created = 2017&lt;br /&gt;
| discord = invite/3hJsWu7&lt;br /&gt;
| twitch = RGLgg&lt;br /&gt;
| twitter = RGL_gg&lt;br /&gt;
| youtube = channel/UCFb3g4C4wVdWut2BkgccgDQ&lt;br /&gt;
| steam = RGLggLobbies&lt;br /&gt;
}}&lt;br /&gt;
'''RGL''' (''Recharge Gaming League'') is a North American League, supporting [[Prolander|Prolander (7v7)]], [[Highlander]] and [[6v6]]. It is currently the only [[Prolander]] league in existence. They host prolander pickup-games within their league.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
A number of figures in the [[Highlander]] community were playing with the idea of having a class limit of 1 in 6v6 to force the usage of situational classes in competitive. This eventually led to the [[Challenge Cup]] in late 2016, a cup with $2,000 USD in prizes which was meant to be 6v6 but was changed to 7v7 in the last minute. Sigafoo would later create '''RGL''' a league specifically aimed at 7v7. It had a prize pool of $4,000 USD in its opening season which attracted many high level [[ESEA-Invite|ESEA Invite]] players to the league. Prolander was the main format until Highlander was announced in July of 2018. The league started to become more and more popular becoming the designated North American Highlander league. After the discontinuation of ESEA's 6v6 league, RGL made their own league for 6s in later 2019. RGL is currently the premier North American league for competitive 6v6 with RGL on its 7th season.&lt;br /&gt;
&lt;br /&gt;
== Ruleset ==&lt;br /&gt;
In pick and ban Prolander, each team bans 3 weapons and picks 3 weapons that can't be banned. The bans affect both teams.&lt;br /&gt;
{{Box|start|padding=2em}}&lt;br /&gt;
=== Game mode settings ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
![[5CP|5 Control Point]]&lt;br /&gt;
![[King of the Hill]]&lt;br /&gt;
!Golden Cap&lt;br /&gt;
|-&lt;br /&gt;
!Time Limit&lt;br /&gt;
|30 minutes&lt;br /&gt;
|∞&lt;br /&gt;
|∞&lt;br /&gt;
|-&lt;br /&gt;
!Win Limit&lt;br /&gt;
|4 rounds&lt;br /&gt;
|2 rounds&lt;br /&gt;
|1 rounds&lt;br /&gt;
|}&lt;br /&gt;
{{Box|break|padding=2em}}&lt;br /&gt;
=== Class limits ===&lt;br /&gt;
&lt;br /&gt;
{{Class Limits&lt;br /&gt;
|scout=1&lt;br /&gt;
|soldier=1&lt;br /&gt;
|pyro=1&lt;br /&gt;
|demoman=1&lt;br /&gt;
|heavy=1&lt;br /&gt;
|engineer=1&lt;br /&gt;
|medic=1&lt;br /&gt;
|sniper=1&lt;br /&gt;
|spy=1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
RGL traditionally runs three seasons a year in the 7v7, Highlander, and 6v6 formats. Each season generally starts in the Summer, Spring, and Winter. Teams are placed into skill divisions based on the combined experience on the roster. During the regular season, teams will play against opponents with a similar rank win/loss streak. For the playoffs, the Top 4, Top 6, Top 8, or Top 16 teams in a division are placed into a title bracket. All divisions play in a single-elimination bracket, with Highlander using a Gauntlet System for its Invite Division. All playoff matches are played in a Best of 3 format.&lt;br /&gt;
&lt;br /&gt;
Regular season matches are played on single maps, in 2 halves. Depending on the game type, the win conditions differ:&lt;br /&gt;
* On [[King of the Hill]] maps, the first half of the map ends only when one team wins 2 rounds. The second half ends if the other team wins 2 rounds or when one team wins their 4th cumulative round.&lt;br /&gt;
* [[Attack/Defend]] and [[Payload]] maps are played as best of 3 [[stopwatch]] rounds. Teams alternate between attacking and defending every round, and each team defends once in a half. The round is won by whichever team captures the most points the fastest.&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
RGL currently only supports North America (NA) for the Highlander Format.&lt;br /&gt;
==== Map List for HL Season 10====&lt;br /&gt;
* '''Week 1''' - [[pl_vigil_rc7]]&lt;br /&gt;
* '''Week 2''' - [[koth_ashville_rc2d]]&lt;br /&gt;
* '''Week 3''' - [[pl_upward]]&lt;br /&gt;
* '''Week 4''' - [[koth_lakeside_r2]]&lt;br /&gt;
* '''Week 5''' - [[pl_swiftwater_final]]&lt;br /&gt;
* '''Week 6''' - [[koth_product_final]]&lt;br /&gt;
* '''Week 7''' - [[cp_steel_f5a]]&lt;br /&gt;
* '''Playoffs Quarter-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Semi-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Grand-Finals''' - Best of Three Maps&lt;br /&gt;
&lt;br /&gt;
=== 7v7 ===&lt;br /&gt;
Due to the boost in popularity for the 6v6 and HL leagues, RGL has only been running 2 Prolander cups for the fall season.&lt;br /&gt;
==== Map List for PL Season 8====&lt;br /&gt;
* '''Week 1''' - [[pl_upward]]&lt;br /&gt;
* '''Week 2''' - [[koth_product_rcx]]&lt;br /&gt;
* '''Week 3''' - [[pl_vigil_rc7]]&lt;br /&gt;
* '''Week 4''' - [[koth_synthetic_rc6a]]&lt;br /&gt;
* '''Week 5''' - [[cp_steel]]&lt;br /&gt;
* '''Playoffs Quarter-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Semi-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Grand-Finals''': Best of Three Maps&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
RGL currently only supports North America (NA) for the Traditional Sixes Format. Invite follows a pick-ban format and thus does not follow the weekly cycle of maps.&lt;br /&gt;
==== Map List for Traditional Sixes Season 7 ====&lt;br /&gt;
* '''Week 1''' - [[cp_gullywash_final1]]&lt;br /&gt;
* '''Week 2''' - [[cp_snakewater_final1]]&lt;br /&gt;
* '''Week 3''' - [[koth_clearcut_b15d]]&lt;br /&gt;
* '''Week 4''' - [[cp_reckoner_rc6]]&lt;br /&gt;
* '''Week 5''' - [[cp_sunshine]]&lt;br /&gt;
* '''Week 6''' - [[koth_bagel_rc5]]&lt;br /&gt;
* '''Week 7''' - [[cp_metalworks]]&lt;br /&gt;
* '''Week 8''' - [[cp_process_f9]]&lt;br /&gt;
* '''Playoffs''' - Best of Three Maps&lt;br /&gt;
* [[cp_granary_pro_rc2]] -- ''Invite map pool only.''&lt;br /&gt;
&lt;br /&gt;
=== No Restriction 6v6 ===&lt;br /&gt;
RGL no longer supports the No Restriction Sixes Format&lt;br /&gt;
==== Map List for NR 6s Season 2 ====&lt;br /&gt;
* [[koth_product_rcx]]&lt;br /&gt;
* [[cp_process_final]]&lt;br /&gt;
* [[pl_upward]]&lt;br /&gt;
* [[koth_coalplant_b7]]&lt;br /&gt;
* [[cp_villa_b12a]]&lt;br /&gt;
* [[pl_vigil_rc7]]&lt;br /&gt;
&lt;br /&gt;
== Hall of Fame ==&lt;br /&gt;
=== 7v7 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champions&lt;br /&gt;
! NA Advanced Champions&lt;br /&gt;
! NA Main Champions&lt;br /&gt;
! NA Intermediate Champions&lt;br /&gt;
! NA Amateur Champions&lt;br /&gt;
! NA Newcomer Champions&lt;br /&gt;
! EU Invite Champions&lt;br /&gt;
! EU Advanced Champions&lt;br /&gt;
! EU Main Champions&lt;br /&gt;
! EU Intermediate Champions&lt;br /&gt;
! EU Amateur Champions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 1|Season 1]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The News&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Regal Eagles&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| OMNI5 TF2 Silver&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| UAPlayer&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 2|Season 2]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The News&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Jager &amp;amp; Anime&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| OMNI5.gg&lt;br /&gt;
| SS Disaster 7: JJS Awakens&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Cosmo Fam Club&lt;br /&gt;
| Project Restart BLACK&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 3|Season 3]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| [[Fred IV: Revenge of The Spu]]&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Yucky the Fluff&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Super Dickmann's KANNONEN!&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| my name jeff&lt;br /&gt;
| KTO-TO SKAZAL BLINI?&lt;br /&gt;
| Jesan &amp;amp; Big PP (Pro Players)&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 4|Season 4]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Socios&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Command and Conquer&lt;br /&gt;
| Gameshock Highlander&lt;br /&gt;
| GIMME F*CKING OPPONENT&lt;br /&gt;
| Londonistan&lt;br /&gt;
| ocean gang ()the slayers&lt;br /&gt;
| cblp&lt;br /&gt;
| #freeTravisRocky&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 5|Season 5]]'''&lt;br /&gt;
| Cat Noises DYNASTY&lt;br /&gt;
| Icy's McSpicy eSports&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| eggplant emoji&lt;br /&gt;
| New (a)woo Order&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 6|Season 6]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Enoch eSports&lt;br /&gt;
| Forbidden Fruit&lt;br /&gt;
| awooniversity&lt;br /&gt;
| Straight Outta Hightower&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 7|Season 7]]'''&lt;br /&gt;
| RuneScape is Life&lt;br /&gt;
| Icy McSpicy eSports&lt;br /&gt;
| THE GUYS&lt;br /&gt;
| don't come to mid tomorrow&lt;br /&gt;
| Fashionably Late&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 8|Season 8]]'''&lt;br /&gt;
| Birthday Dads&lt;br /&gt;
| #wno&lt;br /&gt;
| bald b4nny&lt;br /&gt;
| awoolander&lt;br /&gt;
| Kalgan&lt;br /&gt;
| The Redditors&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champions&lt;br /&gt;
! NA Div 1/Div 2 Champions&lt;br /&gt;
! NA Main Champions&lt;br /&gt;
! NA Intermediate Champions&lt;br /&gt;
! NA Amateur Prime Champions&lt;br /&gt;
! NA Amateur Champions&lt;br /&gt;
! NA Newcomer Champions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 1|Season 1]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| FluffyEcho Fan Club &lt;br /&gt;
| halo 3 on9 family &lt;br /&gt;
| Rodney and the Stangers &lt;br /&gt;
| whatever works &lt;br /&gt;
| Ragtag Stags &lt;br /&gt;
| Sunny Disciples &lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 2|Season 2]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| SpireIQ Technologies &lt;br /&gt;
| Sword Art on9 Survivors &lt;br /&gt;
| Pastel Mirage &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Big Chungus Gaming TV &lt;br /&gt;
| Move Along &lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 3|Season 3]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Mofu March/MILKIES&lt;br /&gt;
| Family Friendly Content &lt;br /&gt;
| 7gull &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Momo Simps &lt;br /&gt;
| Sweaty Spaghetti&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 4|Season 4]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Kronge Realm Off-White/Honey Bacon Club&lt;br /&gt;
| Obese Whales&lt;br /&gt;
| Fresh installs: wacky pootis&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| WAP&lt;br /&gt;
| RGL On Ice&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable centered&amp;quot; cellpadding=2&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champion&lt;br /&gt;
! NA Challenger&lt;br /&gt;
! NA Advanced Champion&lt;br /&gt;
! NA Main Champion&lt;br /&gt;
! NA Intermediate Champion&lt;br /&gt;
! NA Open Champion&lt;br /&gt;
! NA Newcomer Champion&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 1'''&lt;br /&gt;
| IRENE&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Heals On Everyone&lt;br /&gt;
| Gotta Blast&lt;br /&gt;
| ANTHRAX&lt;br /&gt;
| barcode-HL&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 2'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Amicitia Nova&lt;br /&gt;
| Home Depot eSports&lt;br /&gt;
| Frag2Play&lt;br /&gt;
| The Enthusiasts&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 3'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Super Handsome Inteligent Team&lt;br /&gt;
| As foretold by Rayman5000&lt;br /&gt;
| Utopia Turned Dystopian&lt;br /&gt;
| UwUntu&lt;br /&gt;
|style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 4'''&lt;br /&gt;
| {{Team/Fred V: The Brampton Warriors The Revenge of sbdope}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| marker and e-boy&lt;br /&gt;
| dog&lt;br /&gt;
| Digga-Leg Fan Club&lt;br /&gt;
| Boom! Roasted&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 5'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| I Hate Mondays &lt;br /&gt;
| perc30 &lt;br /&gt;
| The Kaboom Kollective &lt;br /&gt;
| shinyCIA &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 6'''&lt;br /&gt;
| {{Team/Man Crush Monday}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Single Drop&lt;br /&gt;
| Crit Sandvich&lt;br /&gt;
| Yeye&lt;br /&gt;
| The Knights of Ni&lt;br /&gt;
| Mistigris&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 7'''&lt;br /&gt;
| Memento Mori&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The Dojo&lt;br /&gt;
| Yeye&lt;br /&gt;
| Scatman's World&lt;br /&gt;
| femboi friday&lt;br /&gt;
| Based Department&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 8'''&lt;br /&gt;
| Hood Naruto&lt;br /&gt;
| My RGL Profits Have Declined&lt;br /&gt;
| Gorilla Warfare&lt;br /&gt;
| teeklander&lt;br /&gt;
| Broken Mice&lt;br /&gt;
| Bagels and Donuts&lt;br /&gt;
| Titanic Swim Team&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{RGL competitions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Fortress 2 organizations]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;br /&gt;
[[Category:Prolander leagues]]&lt;br /&gt;
[[Category:6v6 leagues]]&lt;br /&gt;
[[Category:North American TF2 leagues]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=RGL&amp;diff=66681</id>
		<title>RGL</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=RGL&amp;diff=66681"/>
		<updated>2021-10-21T08:51:12Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Format */  They run Gran again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{NewInfobox League&lt;br /&gt;
| image = RGL Logo.png&lt;br /&gt;
| shortname = RGL&lt;br /&gt;
| fullname = Recharge Gaming League&lt;br /&gt;
| founder = {{flag|us}} [[Sigafoo]]&lt;br /&gt;
| admin = {{flag|us}} [[exa_]]&lt;br /&gt;
| formats = [[7v7]], [[HL]], [[6v6]]&lt;br /&gt;
| area = North America&lt;br /&gt;
| current = [[RGL Traditional Sixes Season {{Current Seasons|rgl6s}}|Season {{Current Seasons|rgl6s}}]] ([[6v6]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[RGL_Prolander_Season_{{Current Seasons|rgl7s}}|Season {{Current Seasons|rgl7s}}]] ([[7v7]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[RGL Highlander Season {{Current Seasons|rglhl}}|Season {{Current Seasons|rglhl}}]] ([[HL]])&lt;br /&gt;
| website = http://rgl.gg/&lt;br /&gt;
| website2 = http://forums.highlander.tf&lt;br /&gt;
| created = 2017&lt;br /&gt;
| discord = invite/3hJsWu7&lt;br /&gt;
| twitch = RGLgg&lt;br /&gt;
| twitter = RGL_gg&lt;br /&gt;
| youtube = channel/UCFb3g4C4wVdWut2BkgccgDQ&lt;br /&gt;
| steam = RGLggLobbies&lt;br /&gt;
}}&lt;br /&gt;
'''RGL''' (''Recharge Gaming League'') is a North American League, supporting [[Prolander|Prolander (7v7)]], [[Highlander]] and [[6v6]]. It is currently the only [[Prolander]] league in existence. They host prolander pickup-games within their league.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
A number of figures in the [[Highlander]] community were playing with the idea of having a class limit of 1 in 6v6 to force the usage of situational classes in competitive. This eventually led to the [[Challenge Cup]] in late 2016, a cup with $2,000 USD in prizes which was meant to be 6v6 but was changed to 7v7 in the last minute. Sigafoo would later create '''RGL''' a league specifically aimed at 7v7. It had a prize pool of $4,000 USD in its opening season which attracted many high level [[ESEA-Invite|ESEA Invite]] players to the league. Prolander was the main format until Highlander was announced in July of 2018. The league started to become more and more popular becoming the designated North American Highlander league. After the discontinuation of ESEA's 6v6 league, RGL made their own league for 6s in later 2019. RGL is currently the premier North American league for competitive 6v6 with RGL on its 7th season.&lt;br /&gt;
&lt;br /&gt;
== Ruleset ==&lt;br /&gt;
In pick and ban Prolander, each team bans 3 weapons and picks 3 weapons that can't be banned. The bans affect both teams.&lt;br /&gt;
{{Box|start|padding=2em}}&lt;br /&gt;
=== Game mode settings ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
![[5CP|5 Control Point]]&lt;br /&gt;
![[King of the Hill]]&lt;br /&gt;
!Golden Cap&lt;br /&gt;
|-&lt;br /&gt;
!Time Limit&lt;br /&gt;
|30 minutes&lt;br /&gt;
|∞&lt;br /&gt;
|∞&lt;br /&gt;
|-&lt;br /&gt;
!Win Limit&lt;br /&gt;
|4 rounds&lt;br /&gt;
|2 rounds&lt;br /&gt;
|1 rounds&lt;br /&gt;
|}&lt;br /&gt;
{{Box|break|padding=2em}}&lt;br /&gt;
=== Class limits ===&lt;br /&gt;
&lt;br /&gt;
{{Class Limits&lt;br /&gt;
|scout=1&lt;br /&gt;
|soldier=1&lt;br /&gt;
|pyro=1&lt;br /&gt;
|demoman=1&lt;br /&gt;
|heavy=1&lt;br /&gt;
|engineer=1&lt;br /&gt;
|medic=1&lt;br /&gt;
|sniper=1&lt;br /&gt;
|spy=1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
RGL traditionally runs three seasons a year in the 7v7, Highlander, and 6v6 formats. Each season generally starts in the Summer, Spring, and Winter. Teams are placed into skill divisions based on the combined experience on the roster. During the regular season, teams will play against opponents with a similar rank win/loss streak. For the playoffs, the Top 4, Top 6, Top 8, or Top 16 teams in a division are placed into a title bracket. All divisions play in a single-elimination bracket, with Highlander using a Gauntlet System for its Invite Division. All playoff matches are played in a Best of 3 format.&lt;br /&gt;
&lt;br /&gt;
Regular season matches are played on single maps, in 2 halves. Depending on the game type, the win conditions differ:&lt;br /&gt;
* On [[King of the Hill]] maps, the first half of the map ends only when one team wins 2 rounds. The second half ends if the other team wins 2 rounds or when one team wins their 4th cumulative round.&lt;br /&gt;
* [[Attack/Defend]] and [[Payload]] maps are played as best of 3 [[stopwatch]] rounds. Teams alternate between attacking and defending every round, and each team defends once in a half. The round is won by whichever team captures the most points the fastest.&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
RGL currently only supports North America (NA) for the Highlander Format.&lt;br /&gt;
==== Map List for HL Season 10====&lt;br /&gt;
* '''Week 1''' - [[pl_vigil_rc7]]&lt;br /&gt;
* '''Week 2''' - [[koth_ashville_rc2d]]&lt;br /&gt;
* '''Week 3''' - [[pl_upward]]&lt;br /&gt;
* '''Week 4''' - [[koth_lakeside_r2]]&lt;br /&gt;
* '''Week 5''' - [[pl_swiftwater_final]]&lt;br /&gt;
* '''Week 6''' - [[koth_product_final]]&lt;br /&gt;
* '''Week 7''' - [[cp_steel_f5a]]&lt;br /&gt;
* '''Playoffs Quarter-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Semi-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Grand-Finals''' - Best of Three Maps&lt;br /&gt;
&lt;br /&gt;
=== 7v7 ===&lt;br /&gt;
Due to the boost in popularity for the 6v6 and HL leagues, RGL has only been running 2 Prolander cups for the fall season.&lt;br /&gt;
==== Map List for PL Season 8====&lt;br /&gt;
* '''Week 1''' - [[pl_upward]]&lt;br /&gt;
* '''Week 2''' - [[koth_product_rcx]]&lt;br /&gt;
* '''Week 3''' - [[pl_vigil_rc7]]&lt;br /&gt;
* '''Week 4''' - [[koth_synthetic_rc6a]]&lt;br /&gt;
* '''Week 5''' - [[cp_steel]]&lt;br /&gt;
* '''Playoffs Quarter-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Semi-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Grand-Finals''': Best of Three Maps&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
RGL currently only supports North America (NA) for the Traditional Sixes Format. Invite follows a pick-ban format and thus does not follow the weekly cycle of maps.&lt;br /&gt;
==== Map List for Traditional Sixes Season 7 ====&lt;br /&gt;
* '''Week 1''' - [[cp_gullywash_final1]]&lt;br /&gt;
* '''Week 2''' - [[cp_snakewater_final1]]&lt;br /&gt;
* '''Week 3''' - [[koth_clearcut_b15d]]&lt;br /&gt;
* '''Week 4''' - [[cp_reckoner_rc6]]&lt;br /&gt;
* '''Week 5''' - [[cp_sunshine]]&lt;br /&gt;
* '''Week 6''' - [[koth_bagel_rc5]]&lt;br /&gt;
* '''Week 7''' - [[cp_metalworks]]&lt;br /&gt;
* '''Week 8''' - [[cp_process_f9]]&lt;br /&gt;
* '''Playoffs''' - Best of Three Maps&lt;br /&gt;
* [[cp_granary_pro_rc2]] -- ''Invite map pool only.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== No Restriction 6v6 ===&lt;br /&gt;
RGL no longer supports the No Restriction Sixes Format&lt;br /&gt;
==== Map List for NR 6s Season 2 ====&lt;br /&gt;
* [[koth_product_rcx]]&lt;br /&gt;
* [[cp_process_final]]&lt;br /&gt;
* [[pl_upward]]&lt;br /&gt;
* [[koth_coalplant_b7]]&lt;br /&gt;
* [[cp_villa_b12a]]&lt;br /&gt;
* [[pl_vigil_rc7]]&lt;br /&gt;
&lt;br /&gt;
== Hall of Fame ==&lt;br /&gt;
=== 7v7 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champions&lt;br /&gt;
! NA Advanced Champions&lt;br /&gt;
! NA Main Champions&lt;br /&gt;
! NA Intermediate Champions&lt;br /&gt;
! NA Amateur Champions&lt;br /&gt;
! NA Newcomer Champions&lt;br /&gt;
! EU Invite Champions&lt;br /&gt;
! EU Advanced Champions&lt;br /&gt;
! EU Main Champions&lt;br /&gt;
! EU Intermediate Champions&lt;br /&gt;
! EU Amateur Champions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 1|Season 1]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The News&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Regal Eagles&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| OMNI5 TF2 Silver&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| UAPlayer&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 2|Season 2]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The News&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Jager &amp;amp; Anime&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| OMNI5.gg&lt;br /&gt;
| SS Disaster 7: JJS Awakens&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Cosmo Fam Club&lt;br /&gt;
| Project Restart BLACK&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 3|Season 3]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| [[Fred IV: Revenge of The Spu]]&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Yucky the Fluff&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Super Dickmann's KANNONEN!&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| my name jeff&lt;br /&gt;
| KTO-TO SKAZAL BLINI?&lt;br /&gt;
| Jesan &amp;amp; Big PP (Pro Players)&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 4|Season 4]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Socios&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Command and Conquer&lt;br /&gt;
| Gameshock Highlander&lt;br /&gt;
| GIMME F*CKING OPPONENT&lt;br /&gt;
| Londonistan&lt;br /&gt;
| ocean gang ()the slayers&lt;br /&gt;
| cblp&lt;br /&gt;
| #freeTravisRocky&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 5|Season 5]]'''&lt;br /&gt;
| Cat Noises DYNASTY&lt;br /&gt;
| Icy's McSpicy eSports&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| eggplant emoji&lt;br /&gt;
| New (a)woo Order&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 6|Season 6]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Enoch eSports&lt;br /&gt;
| Forbidden Fruit&lt;br /&gt;
| awooniversity&lt;br /&gt;
| Straight Outta Hightower&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 7|Season 7]]'''&lt;br /&gt;
| RuneScape is Life&lt;br /&gt;
| Icy McSpicy eSports&lt;br /&gt;
| THE GUYS&lt;br /&gt;
| don't come to mid tomorrow&lt;br /&gt;
| Fashionably Late&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 8|Season 8]]'''&lt;br /&gt;
| Birthday Dads&lt;br /&gt;
| #wno&lt;br /&gt;
| bald b4nny&lt;br /&gt;
| awoolander&lt;br /&gt;
| Kalgan&lt;br /&gt;
| The Redditors&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champions&lt;br /&gt;
! NA Div 1/Div 2 Champions&lt;br /&gt;
! NA Main Champions&lt;br /&gt;
! NA Intermediate Champions&lt;br /&gt;
! NA Amateur Prime Champions&lt;br /&gt;
! NA Amateur Champions&lt;br /&gt;
! NA Newcomer Champions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 1|Season 1]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| FluffyEcho Fan Club &lt;br /&gt;
| halo 3 on9 family &lt;br /&gt;
| Rodney and the Stangers &lt;br /&gt;
| whatever works &lt;br /&gt;
| Ragtag Stags &lt;br /&gt;
| Sunny Disciples &lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 2|Season 2]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| SpireIQ Technologies &lt;br /&gt;
| Sword Art on9 Survivors &lt;br /&gt;
| Pastel Mirage &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Big Chungus Gaming TV &lt;br /&gt;
| Move Along &lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 3|Season 3]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Mofu March/MILKIES&lt;br /&gt;
| Family Friendly Content &lt;br /&gt;
| 7gull &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Momo Simps &lt;br /&gt;
| Sweaty Spaghetti&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 4|Season 4]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Kronge Realm Off-White/Honey Bacon Club&lt;br /&gt;
| Obese Whales&lt;br /&gt;
| Fresh installs: wacky pootis&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| WAP&lt;br /&gt;
| RGL On Ice&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable centered&amp;quot; cellpadding=2&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champion&lt;br /&gt;
! NA Challenger&lt;br /&gt;
! NA Advanced Champion&lt;br /&gt;
! NA Main Champion&lt;br /&gt;
! NA Intermediate Champion&lt;br /&gt;
! NA Open Champion&lt;br /&gt;
! NA Newcomer Champion&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 1'''&lt;br /&gt;
| IRENE&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Heals On Everyone&lt;br /&gt;
| Gotta Blast&lt;br /&gt;
| ANTHRAX&lt;br /&gt;
| barcode-HL&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 2'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Amicitia Nova&lt;br /&gt;
| Home Depot eSports&lt;br /&gt;
| Frag2Play&lt;br /&gt;
| The Enthusiasts&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 3'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Super Handsome Inteligent Team&lt;br /&gt;
| As foretold by Rayman5000&lt;br /&gt;
| Utopia Turned Dystopian&lt;br /&gt;
| UwUntu&lt;br /&gt;
|style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 4'''&lt;br /&gt;
| {{Team/Fred V: The Brampton Warriors The Revenge of sbdope}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| marker and e-boy&lt;br /&gt;
| dog&lt;br /&gt;
| Digga-Leg Fan Club&lt;br /&gt;
| Boom! Roasted&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 5'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| I Hate Mondays &lt;br /&gt;
| perc30 &lt;br /&gt;
| The Kaboom Kollective &lt;br /&gt;
| shinyCIA &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 6'''&lt;br /&gt;
| {{Team/Man Crush Monday}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Single Drop&lt;br /&gt;
| Crit Sandvich&lt;br /&gt;
| Yeye&lt;br /&gt;
| The Knights of Ni&lt;br /&gt;
| Mistigris&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 7'''&lt;br /&gt;
| Memento Mori&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The Dojo&lt;br /&gt;
| Yeye&lt;br /&gt;
| Scatman's World&lt;br /&gt;
| femboi friday&lt;br /&gt;
| Based Department&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 8'''&lt;br /&gt;
| Hood Naruto&lt;br /&gt;
| My RGL Profits Have Declined&lt;br /&gt;
| Gorilla Warfare&lt;br /&gt;
| teeklander&lt;br /&gt;
| Broken Mice&lt;br /&gt;
| Bagels and Donuts&lt;br /&gt;
| Titanic Swim Team&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{RGL competitions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Fortress 2 organizations]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;br /&gt;
[[Category:Prolander leagues]]&lt;br /&gt;
[[Category:6v6 leagues]]&lt;br /&gt;
[[Category:North American TF2 leagues]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=RGL&amp;diff=66680</id>
		<title>RGL</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=RGL&amp;diff=66680"/>
		<updated>2021-10-21T08:50:22Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Map List for HL Season 6 */  Updating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{NewInfobox League&lt;br /&gt;
| image = RGL Logo.png&lt;br /&gt;
| shortname = RGL&lt;br /&gt;
| fullname = Recharge Gaming League&lt;br /&gt;
| founder = {{flag|us}} [[Sigafoo]]&lt;br /&gt;
| admin = {{flag|us}} [[exa_]]&lt;br /&gt;
| formats = [[7v7]], [[HL]], [[6v6]]&lt;br /&gt;
| area = North America&lt;br /&gt;
| current = [[RGL Traditional Sixes Season {{Current Seasons|rgl6s}}|Season {{Current Seasons|rgl6s}}]] ([[6v6]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[RGL_Prolander_Season_{{Current Seasons|rgl7s}}|Season {{Current Seasons|rgl7s}}]] ([[7v7]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[RGL Highlander Season {{Current Seasons|rglhl}}|Season {{Current Seasons|rglhl}}]] ([[HL]])&lt;br /&gt;
| website = http://rgl.gg/&lt;br /&gt;
| website2 = http://forums.highlander.tf&lt;br /&gt;
| created = 2017&lt;br /&gt;
| discord = invite/3hJsWu7&lt;br /&gt;
| twitch = RGLgg&lt;br /&gt;
| twitter = RGL_gg&lt;br /&gt;
| youtube = channel/UCFb3g4C4wVdWut2BkgccgDQ&lt;br /&gt;
| steam = RGLggLobbies&lt;br /&gt;
}}&lt;br /&gt;
'''RGL''' (''Recharge Gaming League'') is a North American League, supporting [[Prolander|Prolander (7v7)]], [[Highlander]] and [[6v6]]. It is currently the only [[Prolander]] league in existence. They host prolander pickup-games within their league.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
A number of figures in the [[Highlander]] community were playing with the idea of having a class limit of 1 in 6v6 to force the usage of situational classes in competitive. This eventually led to the [[Challenge Cup]] in late 2016, a cup with $2,000 USD in prizes which was meant to be 6v6 but was changed to 7v7 in the last minute. Sigafoo would later create '''RGL''' a league specifically aimed at 7v7. It had a prize pool of $4,000 USD in its opening season which attracted many high level [[ESEA-Invite|ESEA Invite]] players to the league. Prolander was the main format until Highlander was announced in July of 2018. The league started to become more and more popular becoming the designated North American Highlander league. After the discontinuation of ESEA's 6v6 league, RGL made their own league for 6s in later 2019. RGL is currently the premier North American league for competitive 6v6 with RGL on its 7th season.&lt;br /&gt;
&lt;br /&gt;
== Ruleset ==&lt;br /&gt;
In pick and ban Prolander, each team bans 3 weapons and picks 3 weapons that can't be banned. The bans affect both teams.&lt;br /&gt;
{{Box|start|padding=2em}}&lt;br /&gt;
=== Game mode settings ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
![[5CP|5 Control Point]]&lt;br /&gt;
![[King of the Hill]]&lt;br /&gt;
!Golden Cap&lt;br /&gt;
|-&lt;br /&gt;
!Time Limit&lt;br /&gt;
|30 minutes&lt;br /&gt;
|∞&lt;br /&gt;
|∞&lt;br /&gt;
|-&lt;br /&gt;
!Win Limit&lt;br /&gt;
|4 rounds&lt;br /&gt;
|2 rounds&lt;br /&gt;
|1 rounds&lt;br /&gt;
|}&lt;br /&gt;
{{Box|break|padding=2em}}&lt;br /&gt;
=== Class limits ===&lt;br /&gt;
&lt;br /&gt;
{{Class Limits&lt;br /&gt;
|scout=1&lt;br /&gt;
|soldier=1&lt;br /&gt;
|pyro=1&lt;br /&gt;
|demoman=1&lt;br /&gt;
|heavy=1&lt;br /&gt;
|engineer=1&lt;br /&gt;
|medic=1&lt;br /&gt;
|sniper=1&lt;br /&gt;
|spy=1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
RGL traditionally runs three seasons a year in the 7v7, Highlander, and 6v6 formats. Each season generally starts in the Summer, Spring, and Winter. Teams are placed into skill divisions based on the combined experience on the roster. During the regular season, teams will play against opponents with a similar rank win/loss streak. For the playoffs, the Top 4, Top 6, Top 8, or Top 16 teams in a division are placed into a title bracket. All divisions play in a single-elimination bracket, with Highlander using a Gauntlet System for its Invite Division. All playoff matches are played in a Best of 3 format.&lt;br /&gt;
&lt;br /&gt;
Regular season matches are played on single maps, in 2 halves. Depending on the game type, the win conditions differ:&lt;br /&gt;
* On [[King of the Hill]] maps, the first half of the map ends only when one team wins 2 rounds. The second half ends if the other team wins 2 rounds or when one team wins their 4th cumulative round.&lt;br /&gt;
* [[Attack/Defend]] and [[Payload]] maps are played as best of 3 [[stopwatch]] rounds. Teams alternate between attacking and defending every round, and each team defends once in a half. The round is won by whichever team captures the most points the fastest.&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
RGL currently only supports North America (NA) for the Highlander Format.&lt;br /&gt;
==== Map List for HL Season 10====&lt;br /&gt;
* '''Week 1''' - [[pl_vigil_rc7]]&lt;br /&gt;
* '''Week 2''' - [[koth_ashville_rc2d]]&lt;br /&gt;
* '''Week 3''' - [[pl_upward]]&lt;br /&gt;
* '''Week 4''' - [[koth_lakeside_r2]]&lt;br /&gt;
* '''Week 5''' - [[pl_swiftwater_final]]&lt;br /&gt;
* '''Week 6''' - [[koth_product_final]]&lt;br /&gt;
* '''Week 7''' - [[cp_steel_f5a]]&lt;br /&gt;
* '''Playoffs Quarter-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Semi-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Grand-Finals''' - Best of Three Maps&lt;br /&gt;
&lt;br /&gt;
=== 7v7 ===&lt;br /&gt;
Due to the boost in popularity for the 6v6 and HL leagues, RGL has only been running 2 Prolander cups for the fall season.&lt;br /&gt;
==== Map List for PL Season 8====&lt;br /&gt;
* '''Week 1''' - [[pl_upward]]&lt;br /&gt;
* '''Week 2''' - [[koth_product_rcx]]&lt;br /&gt;
* '''Week 3''' - [[pl_vigil_rc7]]&lt;br /&gt;
* '''Week 4''' - [[koth_synthetic_rc6a]]&lt;br /&gt;
* '''Week 5''' - [[cp_steel]]&lt;br /&gt;
* '''Playoffs Quarter-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Semi-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Grand-Finals''': Best of Three Maps&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
RGL currently only supports North America (NA) for the Traditional Sixes Format. Invite follows a pick-ban format and thus does not follow the weekly cycle of maps.&lt;br /&gt;
==== Map List for Traditional Sixes Season 7 ====&lt;br /&gt;
* '''Week 1''' - [[cp_gullywash_final1]]&lt;br /&gt;
* '''Week 2''' - [[cp_snakewater_final1]]&lt;br /&gt;
* '''Week 3''' - [[koth_clearcut_b15d]]&lt;br /&gt;
* '''Week 4''' - [[cp_reckoner_rc6]]&lt;br /&gt;
* '''Week 5''' - [[cp_sunshine]]&lt;br /&gt;
* '''Week 6''' - [[koth_bagel_rc5]]&lt;br /&gt;
* '''Week 7''' - [[cp_metalworks]]&lt;br /&gt;
* '''Week 8''' - [[cp_process_f9]]&lt;br /&gt;
* '''Playoffs''' - Best of Three Maps&lt;br /&gt;
* [[cp_granary_pro_rc2]] -- ''Invite map pool only.''&lt;br /&gt;
&lt;br /&gt;
==== Retired Maps ====&lt;br /&gt;
* [[cp_granary_pro]]&lt;br /&gt;
&lt;br /&gt;
=== No Restriction 6v6 ===&lt;br /&gt;
RGL no longer supports the No Restriction Sixes Format&lt;br /&gt;
==== Map List for NR 6s Season 2 ====&lt;br /&gt;
* [[koth_product_rcx]]&lt;br /&gt;
* [[cp_process_final]]&lt;br /&gt;
* [[pl_upward]]&lt;br /&gt;
* [[koth_coalplant_b7]]&lt;br /&gt;
* [[cp_villa_b12a]]&lt;br /&gt;
* [[pl_vigil_rc7]]&lt;br /&gt;
&lt;br /&gt;
== Hall of Fame ==&lt;br /&gt;
=== 7v7 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champions&lt;br /&gt;
! NA Advanced Champions&lt;br /&gt;
! NA Main Champions&lt;br /&gt;
! NA Intermediate Champions&lt;br /&gt;
! NA Amateur Champions&lt;br /&gt;
! NA Newcomer Champions&lt;br /&gt;
! EU Invite Champions&lt;br /&gt;
! EU Advanced Champions&lt;br /&gt;
! EU Main Champions&lt;br /&gt;
! EU Intermediate Champions&lt;br /&gt;
! EU Amateur Champions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 1|Season 1]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The News&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Regal Eagles&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| OMNI5 TF2 Silver&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| UAPlayer&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 2|Season 2]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The News&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Jager &amp;amp; Anime&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| OMNI5.gg&lt;br /&gt;
| SS Disaster 7: JJS Awakens&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Cosmo Fam Club&lt;br /&gt;
| Project Restart BLACK&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 3|Season 3]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| [[Fred IV: Revenge of The Spu]]&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Yucky the Fluff&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Super Dickmann's KANNONEN!&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| my name jeff&lt;br /&gt;
| KTO-TO SKAZAL BLINI?&lt;br /&gt;
| Jesan &amp;amp; Big PP (Pro Players)&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 4|Season 4]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Socios&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Command and Conquer&lt;br /&gt;
| Gameshock Highlander&lt;br /&gt;
| GIMME F*CKING OPPONENT&lt;br /&gt;
| Londonistan&lt;br /&gt;
| ocean gang ()the slayers&lt;br /&gt;
| cblp&lt;br /&gt;
| #freeTravisRocky&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 5|Season 5]]'''&lt;br /&gt;
| Cat Noises DYNASTY&lt;br /&gt;
| Icy's McSpicy eSports&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| eggplant emoji&lt;br /&gt;
| New (a)woo Order&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 6|Season 6]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Enoch eSports&lt;br /&gt;
| Forbidden Fruit&lt;br /&gt;
| awooniversity&lt;br /&gt;
| Straight Outta Hightower&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 7|Season 7]]'''&lt;br /&gt;
| RuneScape is Life&lt;br /&gt;
| Icy McSpicy eSports&lt;br /&gt;
| THE GUYS&lt;br /&gt;
| don't come to mid tomorrow&lt;br /&gt;
| Fashionably Late&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 8|Season 8]]'''&lt;br /&gt;
| Birthday Dads&lt;br /&gt;
| #wno&lt;br /&gt;
| bald b4nny&lt;br /&gt;
| awoolander&lt;br /&gt;
| Kalgan&lt;br /&gt;
| The Redditors&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champions&lt;br /&gt;
! NA Div 1/Div 2 Champions&lt;br /&gt;
! NA Main Champions&lt;br /&gt;
! NA Intermediate Champions&lt;br /&gt;
! NA Amateur Prime Champions&lt;br /&gt;
! NA Amateur Champions&lt;br /&gt;
! NA Newcomer Champions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 1|Season 1]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| FluffyEcho Fan Club &lt;br /&gt;
| halo 3 on9 family &lt;br /&gt;
| Rodney and the Stangers &lt;br /&gt;
| whatever works &lt;br /&gt;
| Ragtag Stags &lt;br /&gt;
| Sunny Disciples &lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 2|Season 2]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| SpireIQ Technologies &lt;br /&gt;
| Sword Art on9 Survivors &lt;br /&gt;
| Pastel Mirage &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Big Chungus Gaming TV &lt;br /&gt;
| Move Along &lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 3|Season 3]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Mofu March/MILKIES&lt;br /&gt;
| Family Friendly Content &lt;br /&gt;
| 7gull &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Momo Simps &lt;br /&gt;
| Sweaty Spaghetti&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 4|Season 4]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Kronge Realm Off-White/Honey Bacon Club&lt;br /&gt;
| Obese Whales&lt;br /&gt;
| Fresh installs: wacky pootis&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| WAP&lt;br /&gt;
| RGL On Ice&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable centered&amp;quot; cellpadding=2&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champion&lt;br /&gt;
! NA Challenger&lt;br /&gt;
! NA Advanced Champion&lt;br /&gt;
! NA Main Champion&lt;br /&gt;
! NA Intermediate Champion&lt;br /&gt;
! NA Open Champion&lt;br /&gt;
! NA Newcomer Champion&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 1'''&lt;br /&gt;
| IRENE&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Heals On Everyone&lt;br /&gt;
| Gotta Blast&lt;br /&gt;
| ANTHRAX&lt;br /&gt;
| barcode-HL&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 2'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Amicitia Nova&lt;br /&gt;
| Home Depot eSports&lt;br /&gt;
| Frag2Play&lt;br /&gt;
| The Enthusiasts&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 3'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Super Handsome Inteligent Team&lt;br /&gt;
| As foretold by Rayman5000&lt;br /&gt;
| Utopia Turned Dystopian&lt;br /&gt;
| UwUntu&lt;br /&gt;
|style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 4'''&lt;br /&gt;
| {{Team/Fred V: The Brampton Warriors The Revenge of sbdope}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| marker and e-boy&lt;br /&gt;
| dog&lt;br /&gt;
| Digga-Leg Fan Club&lt;br /&gt;
| Boom! Roasted&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 5'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| I Hate Mondays &lt;br /&gt;
| perc30 &lt;br /&gt;
| The Kaboom Kollective &lt;br /&gt;
| shinyCIA &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 6'''&lt;br /&gt;
| {{Team/Man Crush Monday}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Single Drop&lt;br /&gt;
| Crit Sandvich&lt;br /&gt;
| Yeye&lt;br /&gt;
| The Knights of Ni&lt;br /&gt;
| Mistigris&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 7'''&lt;br /&gt;
| Memento Mori&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The Dojo&lt;br /&gt;
| Yeye&lt;br /&gt;
| Scatman's World&lt;br /&gt;
| femboi friday&lt;br /&gt;
| Based Department&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 8'''&lt;br /&gt;
| Hood Naruto&lt;br /&gt;
| My RGL Profits Have Declined&lt;br /&gt;
| Gorilla Warfare&lt;br /&gt;
| teeklander&lt;br /&gt;
| Broken Mice&lt;br /&gt;
| Bagels and Donuts&lt;br /&gt;
| Titanic Swim Team&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{RGL competitions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Fortress 2 organizations]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;br /&gt;
[[Category:Prolander leagues]]&lt;br /&gt;
[[Category:6v6 leagues]]&lt;br /&gt;
[[Category:North American TF2 leagues]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=RGL&amp;diff=66679</id>
		<title>RGL</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=RGL&amp;diff=66679"/>
		<updated>2021-10-21T08:48:51Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Map List for Traditional Sixes Season 4 */  Updating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{NewInfobox League&lt;br /&gt;
| image = RGL Logo.png&lt;br /&gt;
| shortname = RGL&lt;br /&gt;
| fullname = Recharge Gaming League&lt;br /&gt;
| founder = {{flag|us}} [[Sigafoo]]&lt;br /&gt;
| admin = {{flag|us}} [[exa_]]&lt;br /&gt;
| formats = [[7v7]], [[HL]], [[6v6]]&lt;br /&gt;
| area = North America&lt;br /&gt;
| current = [[RGL Traditional Sixes Season {{Current Seasons|rgl6s}}|Season {{Current Seasons|rgl6s}}]] ([[6v6]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[RGL_Prolander_Season_{{Current Seasons|rgl7s}}|Season {{Current Seasons|rgl7s}}]] ([[7v7]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[RGL Highlander Season {{Current Seasons|rglhl}}|Season {{Current Seasons|rglhl}}]] ([[HL]])&lt;br /&gt;
| website = http://rgl.gg/&lt;br /&gt;
| website2 = http://forums.highlander.tf&lt;br /&gt;
| created = 2017&lt;br /&gt;
| discord = invite/3hJsWu7&lt;br /&gt;
| twitch = RGLgg&lt;br /&gt;
| twitter = RGL_gg&lt;br /&gt;
| youtube = channel/UCFb3g4C4wVdWut2BkgccgDQ&lt;br /&gt;
| steam = RGLggLobbies&lt;br /&gt;
}}&lt;br /&gt;
'''RGL''' (''Recharge Gaming League'') is a North American League, supporting [[Prolander|Prolander (7v7)]], [[Highlander]] and [[6v6]]. It is currently the only [[Prolander]] league in existence. They host prolander pickup-games within their league.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
A number of figures in the [[Highlander]] community were playing with the idea of having a class limit of 1 in 6v6 to force the usage of situational classes in competitive. This eventually led to the [[Challenge Cup]] in late 2016, a cup with $2,000 USD in prizes which was meant to be 6v6 but was changed to 7v7 in the last minute. Sigafoo would later create '''RGL''' a league specifically aimed at 7v7. It had a prize pool of $4,000 USD in its opening season which attracted many high level [[ESEA-Invite|ESEA Invite]] players to the league. Prolander was the main format until Highlander was announced in July of 2018. The league started to become more and more popular becoming the designated North American Highlander league. After the discontinuation of ESEA's 6v6 league, RGL made their own league for 6s in later 2019. RGL is currently the premier North American league for competitive 6v6 with RGL on its 7th season.&lt;br /&gt;
&lt;br /&gt;
== Ruleset ==&lt;br /&gt;
In pick and ban Prolander, each team bans 3 weapons and picks 3 weapons that can't be banned. The bans affect both teams.&lt;br /&gt;
{{Box|start|padding=2em}}&lt;br /&gt;
=== Game mode settings ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
![[5CP|5 Control Point]]&lt;br /&gt;
![[King of the Hill]]&lt;br /&gt;
!Golden Cap&lt;br /&gt;
|-&lt;br /&gt;
!Time Limit&lt;br /&gt;
|30 minutes&lt;br /&gt;
|∞&lt;br /&gt;
|∞&lt;br /&gt;
|-&lt;br /&gt;
!Win Limit&lt;br /&gt;
|4 rounds&lt;br /&gt;
|2 rounds&lt;br /&gt;
|1 rounds&lt;br /&gt;
|}&lt;br /&gt;
{{Box|break|padding=2em}}&lt;br /&gt;
=== Class limits ===&lt;br /&gt;
&lt;br /&gt;
{{Class Limits&lt;br /&gt;
|scout=1&lt;br /&gt;
|soldier=1&lt;br /&gt;
|pyro=1&lt;br /&gt;
|demoman=1&lt;br /&gt;
|heavy=1&lt;br /&gt;
|engineer=1&lt;br /&gt;
|medic=1&lt;br /&gt;
|sniper=1&lt;br /&gt;
|spy=1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
RGL traditionally runs three seasons a year in the 7v7, Highlander, and 6v6 formats. Each season generally starts in the Summer, Spring, and Winter. Teams are placed into skill divisions based on the combined experience on the roster. During the regular season, teams will play against opponents with a similar rank win/loss streak. For the playoffs, the Top 4, Top 6, Top 8, or Top 16 teams in a division are placed into a title bracket. All divisions play in a single-elimination bracket, with Highlander using a Gauntlet System for its Invite Division. All playoff matches are played in a Best of 3 format.&lt;br /&gt;
&lt;br /&gt;
Regular season matches are played on single maps, in 2 halves. Depending on the game type, the win conditions differ:&lt;br /&gt;
* On [[King of the Hill]] maps, the first half of the map ends only when one team wins 2 rounds. The second half ends if the other team wins 2 rounds or when one team wins their 4th cumulative round.&lt;br /&gt;
* [[Attack/Defend]] and [[Payload]] maps are played as best of 3 [[stopwatch]] rounds. Teams alternate between attacking and defending every round, and each team defends once in a half. The round is won by whichever team captures the most points the fastest.&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
RGL currently only supports North America (NA) for the Highlander Format.&lt;br /&gt;
==== Map List for HL Season 6====&lt;br /&gt;
* '''Week 1''' - [[pl_vigil_rc7]]&lt;br /&gt;
* '''Week 2''' - [[koth_ashville_rc2b]]&lt;br /&gt;
* '''Week 3''' - [[pl_swiftwater_final1]]&lt;br /&gt;
* '''Week 4''' - [[koth_product_rcx]]&lt;br /&gt;
* '''Week 5''' - [[pl_upward]]&lt;br /&gt;
* '''Week 6''' - [[koth_cascade_rc1a]]&lt;br /&gt;
* '''Week 7''' - [[cp_steel]]&lt;br /&gt;
* '''Playoffs Quarter-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Semi-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Grand-Finals''' - Best of Three Maps&lt;br /&gt;
&lt;br /&gt;
=== 7v7 ===&lt;br /&gt;
Due to the boost in popularity for the 6v6 and HL leagues, RGL has only been running 2 Prolander cups for the fall season.&lt;br /&gt;
==== Map List for PL Season 8====&lt;br /&gt;
* '''Week 1''' - [[pl_upward]]&lt;br /&gt;
* '''Week 2''' - [[koth_product_rcx]]&lt;br /&gt;
* '''Week 3''' - [[pl_vigil_rc7]]&lt;br /&gt;
* '''Week 4''' - [[koth_synthetic_rc6a]]&lt;br /&gt;
* '''Week 5''' - [[cp_steel]]&lt;br /&gt;
* '''Playoffs Quarter-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Semi-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Grand-Finals''': Best of Three Maps&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
RGL currently only supports North America (NA) for the Traditional Sixes Format. Invite follows a pick-ban format and thus does not follow the weekly cycle of maps.&lt;br /&gt;
==== Map List for Traditional Sixes Season 7 ====&lt;br /&gt;
* '''Week 1''' - [[cp_gullywash_final1]]&lt;br /&gt;
* '''Week 2''' - [[cp_snakewater_final1]]&lt;br /&gt;
* '''Week 3''' - [[koth_clearcut_b15d]]&lt;br /&gt;
* '''Week 4''' - [[cp_reckoner_rc6]]&lt;br /&gt;
* '''Week 5''' - [[cp_sunshine]]&lt;br /&gt;
* '''Week 6''' - [[koth_bagel_rc5]]&lt;br /&gt;
* '''Week 7''' - [[cp_metalworks]]&lt;br /&gt;
* '''Week 8''' - [[cp_process_f9]]&lt;br /&gt;
* '''Playoffs''' - Best of Three Maps&lt;br /&gt;
* [[cp_granary_pro_rc2]] -- ''Invite map pool only.''&lt;br /&gt;
&lt;br /&gt;
==== Retired Maps ====&lt;br /&gt;
* [[cp_granary_pro]]&lt;br /&gt;
&lt;br /&gt;
=== No Restriction 6v6 ===&lt;br /&gt;
RGL no longer supports the No Restriction Sixes Format&lt;br /&gt;
==== Map List for NR 6s Season 2 ====&lt;br /&gt;
* [[koth_product_rcx]]&lt;br /&gt;
* [[cp_process_final]]&lt;br /&gt;
* [[pl_upward]]&lt;br /&gt;
* [[koth_coalplant_b7]]&lt;br /&gt;
* [[cp_villa_b12a]]&lt;br /&gt;
* [[pl_vigil_rc7]]&lt;br /&gt;
&lt;br /&gt;
== Hall of Fame ==&lt;br /&gt;
=== 7v7 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champions&lt;br /&gt;
! NA Advanced Champions&lt;br /&gt;
! NA Main Champions&lt;br /&gt;
! NA Intermediate Champions&lt;br /&gt;
! NA Amateur Champions&lt;br /&gt;
! NA Newcomer Champions&lt;br /&gt;
! EU Invite Champions&lt;br /&gt;
! EU Advanced Champions&lt;br /&gt;
! EU Main Champions&lt;br /&gt;
! EU Intermediate Champions&lt;br /&gt;
! EU Amateur Champions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 1|Season 1]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The News&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Regal Eagles&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| OMNI5 TF2 Silver&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| UAPlayer&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 2|Season 2]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The News&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Jager &amp;amp; Anime&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| OMNI5.gg&lt;br /&gt;
| SS Disaster 7: JJS Awakens&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Cosmo Fam Club&lt;br /&gt;
| Project Restart BLACK&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 3|Season 3]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| [[Fred IV: Revenge of The Spu]]&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Yucky the Fluff&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Super Dickmann's KANNONEN!&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| my name jeff&lt;br /&gt;
| KTO-TO SKAZAL BLINI?&lt;br /&gt;
| Jesan &amp;amp; Big PP (Pro Players)&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 4|Season 4]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Socios&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Command and Conquer&lt;br /&gt;
| Gameshock Highlander&lt;br /&gt;
| GIMME F*CKING OPPONENT&lt;br /&gt;
| Londonistan&lt;br /&gt;
| ocean gang ()the slayers&lt;br /&gt;
| cblp&lt;br /&gt;
| #freeTravisRocky&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 5|Season 5]]'''&lt;br /&gt;
| Cat Noises DYNASTY&lt;br /&gt;
| Icy's McSpicy eSports&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| eggplant emoji&lt;br /&gt;
| New (a)woo Order&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 6|Season 6]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Enoch eSports&lt;br /&gt;
| Forbidden Fruit&lt;br /&gt;
| awooniversity&lt;br /&gt;
| Straight Outta Hightower&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 7|Season 7]]'''&lt;br /&gt;
| RuneScape is Life&lt;br /&gt;
| Icy McSpicy eSports&lt;br /&gt;
| THE GUYS&lt;br /&gt;
| don't come to mid tomorrow&lt;br /&gt;
| Fashionably Late&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 8|Season 8]]'''&lt;br /&gt;
| Birthday Dads&lt;br /&gt;
| #wno&lt;br /&gt;
| bald b4nny&lt;br /&gt;
| awoolander&lt;br /&gt;
| Kalgan&lt;br /&gt;
| The Redditors&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champions&lt;br /&gt;
! NA Div 1/Div 2 Champions&lt;br /&gt;
! NA Main Champions&lt;br /&gt;
! NA Intermediate Champions&lt;br /&gt;
! NA Amateur Prime Champions&lt;br /&gt;
! NA Amateur Champions&lt;br /&gt;
! NA Newcomer Champions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 1|Season 1]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| FluffyEcho Fan Club &lt;br /&gt;
| halo 3 on9 family &lt;br /&gt;
| Rodney and the Stangers &lt;br /&gt;
| whatever works &lt;br /&gt;
| Ragtag Stags &lt;br /&gt;
| Sunny Disciples &lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 2|Season 2]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| SpireIQ Technologies &lt;br /&gt;
| Sword Art on9 Survivors &lt;br /&gt;
| Pastel Mirage &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Big Chungus Gaming TV &lt;br /&gt;
| Move Along &lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 3|Season 3]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Mofu March/MILKIES&lt;br /&gt;
| Family Friendly Content &lt;br /&gt;
| 7gull &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Momo Simps &lt;br /&gt;
| Sweaty Spaghetti&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 4|Season 4]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Kronge Realm Off-White/Honey Bacon Club&lt;br /&gt;
| Obese Whales&lt;br /&gt;
| Fresh installs: wacky pootis&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| WAP&lt;br /&gt;
| RGL On Ice&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable centered&amp;quot; cellpadding=2&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champion&lt;br /&gt;
! NA Challenger&lt;br /&gt;
! NA Advanced Champion&lt;br /&gt;
! NA Main Champion&lt;br /&gt;
! NA Intermediate Champion&lt;br /&gt;
! NA Open Champion&lt;br /&gt;
! NA Newcomer Champion&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 1'''&lt;br /&gt;
| IRENE&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Heals On Everyone&lt;br /&gt;
| Gotta Blast&lt;br /&gt;
| ANTHRAX&lt;br /&gt;
| barcode-HL&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 2'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Amicitia Nova&lt;br /&gt;
| Home Depot eSports&lt;br /&gt;
| Frag2Play&lt;br /&gt;
| The Enthusiasts&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 3'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Super Handsome Inteligent Team&lt;br /&gt;
| As foretold by Rayman5000&lt;br /&gt;
| Utopia Turned Dystopian&lt;br /&gt;
| UwUntu&lt;br /&gt;
|style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 4'''&lt;br /&gt;
| {{Team/Fred V: The Brampton Warriors The Revenge of sbdope}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| marker and e-boy&lt;br /&gt;
| dog&lt;br /&gt;
| Digga-Leg Fan Club&lt;br /&gt;
| Boom! Roasted&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 5'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| I Hate Mondays &lt;br /&gt;
| perc30 &lt;br /&gt;
| The Kaboom Kollective &lt;br /&gt;
| shinyCIA &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 6'''&lt;br /&gt;
| {{Team/Man Crush Monday}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Single Drop&lt;br /&gt;
| Crit Sandvich&lt;br /&gt;
| Yeye&lt;br /&gt;
| The Knights of Ni&lt;br /&gt;
| Mistigris&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 7'''&lt;br /&gt;
| Memento Mori&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The Dojo&lt;br /&gt;
| Yeye&lt;br /&gt;
| Scatman's World&lt;br /&gt;
| femboi friday&lt;br /&gt;
| Based Department&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 8'''&lt;br /&gt;
| Hood Naruto&lt;br /&gt;
| My RGL Profits Have Declined&lt;br /&gt;
| Gorilla Warfare&lt;br /&gt;
| teeklander&lt;br /&gt;
| Broken Mice&lt;br /&gt;
| Bagels and Donuts&lt;br /&gt;
| Titanic Swim Team&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{RGL competitions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Fortress 2 organizations]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;br /&gt;
[[Category:Prolander leagues]]&lt;br /&gt;
[[Category:6v6 leagues]]&lt;br /&gt;
[[Category:North American TF2 leagues]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=RGL&amp;diff=66678</id>
		<title>RGL</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=RGL&amp;diff=66678"/>
		<updated>2021-10-21T08:46:02Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* 7v7 */  Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{NewInfobox League&lt;br /&gt;
| image = RGL Logo.png&lt;br /&gt;
| shortname = RGL&lt;br /&gt;
| fullname = Recharge Gaming League&lt;br /&gt;
| founder = {{flag|us}} [[Sigafoo]]&lt;br /&gt;
| admin = {{flag|us}} [[exa_]]&lt;br /&gt;
| formats = [[7v7]], [[HL]], [[6v6]]&lt;br /&gt;
| area = North America&lt;br /&gt;
| current = [[RGL Traditional Sixes Season {{Current Seasons|rgl6s}}|Season {{Current Seasons|rgl6s}}]] ([[6v6]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[RGL_Prolander_Season_{{Current Seasons|rgl7s}}|Season {{Current Seasons|rgl7s}}]] ([[7v7]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[RGL Highlander Season {{Current Seasons|rglhl}}|Season {{Current Seasons|rglhl}}]] ([[HL]])&lt;br /&gt;
| website = http://rgl.gg/&lt;br /&gt;
| website2 = http://forums.highlander.tf&lt;br /&gt;
| created = 2017&lt;br /&gt;
| discord = invite/3hJsWu7&lt;br /&gt;
| twitch = RGLgg&lt;br /&gt;
| twitter = RGL_gg&lt;br /&gt;
| youtube = channel/UCFb3g4C4wVdWut2BkgccgDQ&lt;br /&gt;
| steam = RGLggLobbies&lt;br /&gt;
}}&lt;br /&gt;
'''RGL''' (''Recharge Gaming League'') is a North American League, supporting [[Prolander|Prolander (7v7)]], [[Highlander]] and [[6v6]]. It is currently the only [[Prolander]] league in existence. They host prolander pickup-games within their league.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
A number of figures in the [[Highlander]] community were playing with the idea of having a class limit of 1 in 6v6 to force the usage of situational classes in competitive. This eventually led to the [[Challenge Cup]] in late 2016, a cup with $2,000 USD in prizes which was meant to be 6v6 but was changed to 7v7 in the last minute. Sigafoo would later create '''RGL''' a league specifically aimed at 7v7. It had a prize pool of $4,000 USD in its opening season which attracted many high level [[ESEA-Invite|ESEA Invite]] players to the league. Prolander was the main format until Highlander was announced in July of 2018. The league started to become more and more popular becoming the designated North American Highlander league. After the discontinuation of ESEA's 6v6 league, RGL made their own league for 6s in later 2019. RGL is currently the premier North American league for competitive 6v6 with RGL on its 7th season.&lt;br /&gt;
&lt;br /&gt;
== Ruleset ==&lt;br /&gt;
In pick and ban Prolander, each team bans 3 weapons and picks 3 weapons that can't be banned. The bans affect both teams.&lt;br /&gt;
{{Box|start|padding=2em}}&lt;br /&gt;
=== Game mode settings ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
![[5CP|5 Control Point]]&lt;br /&gt;
![[King of the Hill]]&lt;br /&gt;
!Golden Cap&lt;br /&gt;
|-&lt;br /&gt;
!Time Limit&lt;br /&gt;
|30 minutes&lt;br /&gt;
|∞&lt;br /&gt;
|∞&lt;br /&gt;
|-&lt;br /&gt;
!Win Limit&lt;br /&gt;
|4 rounds&lt;br /&gt;
|2 rounds&lt;br /&gt;
|1 rounds&lt;br /&gt;
|}&lt;br /&gt;
{{Box|break|padding=2em}}&lt;br /&gt;
=== Class limits ===&lt;br /&gt;
&lt;br /&gt;
{{Class Limits&lt;br /&gt;
|scout=1&lt;br /&gt;
|soldier=1&lt;br /&gt;
|pyro=1&lt;br /&gt;
|demoman=1&lt;br /&gt;
|heavy=1&lt;br /&gt;
|engineer=1&lt;br /&gt;
|medic=1&lt;br /&gt;
|sniper=1&lt;br /&gt;
|spy=1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
RGL traditionally runs three seasons a year in the 7v7, Highlander, and 6v6 formats. Each season generally starts in the Summer, Spring, and Winter. Teams are placed into skill divisions based on the combined experience on the roster. During the regular season, teams will play against opponents with a similar rank win/loss streak. For the playoffs, the Top 4, Top 6, Top 8, or Top 16 teams in a division are placed into a title bracket. All divisions play in a single-elimination bracket, with Highlander using a Gauntlet System for its Invite Division. All playoff matches are played in a Best of 3 format.&lt;br /&gt;
&lt;br /&gt;
Regular season matches are played on single maps, in 2 halves. Depending on the game type, the win conditions differ:&lt;br /&gt;
* On [[King of the Hill]] maps, the first half of the map ends only when one team wins 2 rounds. The second half ends if the other team wins 2 rounds or when one team wins their 4th cumulative round.&lt;br /&gt;
* [[Attack/Defend]] and [[Payload]] maps are played as best of 3 [[stopwatch]] rounds. Teams alternate between attacking and defending every round, and each team defends once in a half. The round is won by whichever team captures the most points the fastest.&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
RGL currently only supports North America (NA) for the Highlander Format.&lt;br /&gt;
==== Map List for HL Season 6====&lt;br /&gt;
* '''Week 1''' - [[pl_vigil_rc7]]&lt;br /&gt;
* '''Week 2''' - [[koth_ashville_rc2b]]&lt;br /&gt;
* '''Week 3''' - [[pl_swiftwater_final1]]&lt;br /&gt;
* '''Week 4''' - [[koth_product_rcx]]&lt;br /&gt;
* '''Week 5''' - [[pl_upward]]&lt;br /&gt;
* '''Week 6''' - [[koth_cascade_rc1a]]&lt;br /&gt;
* '''Week 7''' - [[cp_steel]]&lt;br /&gt;
* '''Playoffs Quarter-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Semi-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Grand-Finals''' - Best of Three Maps&lt;br /&gt;
&lt;br /&gt;
=== 7v7 ===&lt;br /&gt;
Due to the boost in popularity for the 6v6 and HL leagues, RGL has only been running 2 Prolander cups for the fall season.&lt;br /&gt;
==== Map List for PL Season 8====&lt;br /&gt;
* '''Week 1''' - [[pl_upward]]&lt;br /&gt;
* '''Week 2''' - [[koth_product_rcx]]&lt;br /&gt;
* '''Week 3''' - [[pl_vigil_rc7]]&lt;br /&gt;
* '''Week 4''' - [[koth_synthetic_rc6a]]&lt;br /&gt;
* '''Week 5''' - [[cp_steel]]&lt;br /&gt;
* '''Playoffs Quarter-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Semi-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Grand-Finals''': Best of Three Maps&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
RGL currently only supports North America (NA) for the Traditional Sixes Format. Invite follows a pick-ban format and thus does not follow the weekly cycle of maps.&lt;br /&gt;
==== Map List for Traditional Sixes Season 4 ====&lt;br /&gt;
* '''Week 1''' - [[cp_sunshine]]&lt;br /&gt;
* '''Week 2''' - [[cp_process_final]]&lt;br /&gt;
* '''Week 3''' - [[koth_clearcut_b15c]]&lt;br /&gt;
* '''Week 4''' - [[cp_gullywash_final1]]&lt;br /&gt;
* '''Week 5''' - [[cp_villa_b15c]]&lt;br /&gt;
* '''Week 6''' - [[cp_metalworks]]&lt;br /&gt;
* '''Week 7''' - [[koth_product_rcx]]&lt;br /&gt;
* '''Week 8''' - [[cp_snakewater_final1]]&lt;br /&gt;
* '''Playoffs''' - Best of Three Maps&lt;br /&gt;
* [[koth_bagel_fall_b7]] -- ''Invite map pool only.''&lt;br /&gt;
&lt;br /&gt;
==== Retired Maps ====&lt;br /&gt;
* [[cp_granary_pro]]&lt;br /&gt;
&lt;br /&gt;
=== No Restriction 6v6 ===&lt;br /&gt;
RGL no longer supports the No Restriction Sixes Format&lt;br /&gt;
==== Map List for NR 6s Season 2 ====&lt;br /&gt;
* [[koth_product_rcx]]&lt;br /&gt;
* [[cp_process_final]]&lt;br /&gt;
* [[pl_upward]]&lt;br /&gt;
* [[koth_coalplant_b7]]&lt;br /&gt;
* [[cp_villa_b12a]]&lt;br /&gt;
* [[pl_vigil_rc7]]&lt;br /&gt;
&lt;br /&gt;
== Hall of Fame ==&lt;br /&gt;
=== 7v7 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champions&lt;br /&gt;
! NA Advanced Champions&lt;br /&gt;
! NA Main Champions&lt;br /&gt;
! NA Intermediate Champions&lt;br /&gt;
! NA Amateur Champions&lt;br /&gt;
! NA Newcomer Champions&lt;br /&gt;
! EU Invite Champions&lt;br /&gt;
! EU Advanced Champions&lt;br /&gt;
! EU Main Champions&lt;br /&gt;
! EU Intermediate Champions&lt;br /&gt;
! EU Amateur Champions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 1|Season 1]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The News&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Regal Eagles&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| OMNI5 TF2 Silver&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| UAPlayer&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 2|Season 2]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The News&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Jager &amp;amp; Anime&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| OMNI5.gg&lt;br /&gt;
| SS Disaster 7: JJS Awakens&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Cosmo Fam Club&lt;br /&gt;
| Project Restart BLACK&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 3|Season 3]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| [[Fred IV: Revenge of The Spu]]&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Yucky the Fluff&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Super Dickmann's KANNONEN!&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| my name jeff&lt;br /&gt;
| KTO-TO SKAZAL BLINI?&lt;br /&gt;
| Jesan &amp;amp; Big PP (Pro Players)&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 4|Season 4]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Socios&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Command and Conquer&lt;br /&gt;
| Gameshock Highlander&lt;br /&gt;
| GIMME F*CKING OPPONENT&lt;br /&gt;
| Londonistan&lt;br /&gt;
| ocean gang ()the slayers&lt;br /&gt;
| cblp&lt;br /&gt;
| #freeTravisRocky&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 5|Season 5]]'''&lt;br /&gt;
| Cat Noises DYNASTY&lt;br /&gt;
| Icy's McSpicy eSports&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| eggplant emoji&lt;br /&gt;
| New (a)woo Order&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 6|Season 6]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Enoch eSports&lt;br /&gt;
| Forbidden Fruit&lt;br /&gt;
| awooniversity&lt;br /&gt;
| Straight Outta Hightower&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 7|Season 7]]'''&lt;br /&gt;
| RuneScape is Life&lt;br /&gt;
| Icy McSpicy eSports&lt;br /&gt;
| THE GUYS&lt;br /&gt;
| don't come to mid tomorrow&lt;br /&gt;
| Fashionably Late&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 8|Season 8]]'''&lt;br /&gt;
| Birthday Dads&lt;br /&gt;
| #wno&lt;br /&gt;
| bald b4nny&lt;br /&gt;
| awoolander&lt;br /&gt;
| Kalgan&lt;br /&gt;
| The Redditors&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champions&lt;br /&gt;
! NA Div 1/Div 2 Champions&lt;br /&gt;
! NA Main Champions&lt;br /&gt;
! NA Intermediate Champions&lt;br /&gt;
! NA Amateur Prime Champions&lt;br /&gt;
! NA Amateur Champions&lt;br /&gt;
! NA Newcomer Champions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 1|Season 1]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| FluffyEcho Fan Club &lt;br /&gt;
| halo 3 on9 family &lt;br /&gt;
| Rodney and the Stangers &lt;br /&gt;
| whatever works &lt;br /&gt;
| Ragtag Stags &lt;br /&gt;
| Sunny Disciples &lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 2|Season 2]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| SpireIQ Technologies &lt;br /&gt;
| Sword Art on9 Survivors &lt;br /&gt;
| Pastel Mirage &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Big Chungus Gaming TV &lt;br /&gt;
| Move Along &lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 3|Season 3]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Mofu March/MILKIES&lt;br /&gt;
| Family Friendly Content &lt;br /&gt;
| 7gull &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Momo Simps &lt;br /&gt;
| Sweaty Spaghetti&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 4|Season 4]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Kronge Realm Off-White/Honey Bacon Club&lt;br /&gt;
| Obese Whales&lt;br /&gt;
| Fresh installs: wacky pootis&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| WAP&lt;br /&gt;
| RGL On Ice&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable centered&amp;quot; cellpadding=2&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champion&lt;br /&gt;
! NA Challenger&lt;br /&gt;
! NA Advanced Champion&lt;br /&gt;
! NA Main Champion&lt;br /&gt;
! NA Intermediate Champion&lt;br /&gt;
! NA Open Champion&lt;br /&gt;
! NA Newcomer Champion&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 1'''&lt;br /&gt;
| IRENE&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Heals On Everyone&lt;br /&gt;
| Gotta Blast&lt;br /&gt;
| ANTHRAX&lt;br /&gt;
| barcode-HL&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 2'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Amicitia Nova&lt;br /&gt;
| Home Depot eSports&lt;br /&gt;
| Frag2Play&lt;br /&gt;
| The Enthusiasts&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 3'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Super Handsome Inteligent Team&lt;br /&gt;
| As foretold by Rayman5000&lt;br /&gt;
| Utopia Turned Dystopian&lt;br /&gt;
| UwUntu&lt;br /&gt;
|style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 4'''&lt;br /&gt;
| {{Team/Fred V: The Brampton Warriors The Revenge of sbdope}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| marker and e-boy&lt;br /&gt;
| dog&lt;br /&gt;
| Digga-Leg Fan Club&lt;br /&gt;
| Boom! Roasted&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 5'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| I Hate Mondays &lt;br /&gt;
| perc30 &lt;br /&gt;
| The Kaboom Kollective &lt;br /&gt;
| shinyCIA &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 6'''&lt;br /&gt;
| {{Team/Man Crush Monday}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Single Drop&lt;br /&gt;
| Crit Sandvich&lt;br /&gt;
| Yeye&lt;br /&gt;
| The Knights of Ni&lt;br /&gt;
| Mistigris&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 7'''&lt;br /&gt;
| Memento Mori&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The Dojo&lt;br /&gt;
| Yeye&lt;br /&gt;
| Scatman's World&lt;br /&gt;
| femboi friday&lt;br /&gt;
| Based Department&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 8'''&lt;br /&gt;
| Hood Naruto&lt;br /&gt;
| My RGL Profits Have Declined&lt;br /&gt;
| Gorilla Warfare&lt;br /&gt;
| teeklander&lt;br /&gt;
| Broken Mice&lt;br /&gt;
| Bagels and Donuts&lt;br /&gt;
| Titanic Swim Team&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{RGL competitions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Fortress 2 organizations]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;br /&gt;
[[Category:Prolander leagues]]&lt;br /&gt;
[[Category:6v6 leagues]]&lt;br /&gt;
[[Category:North American TF2 leagues]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=RGL&amp;diff=66677</id>
		<title>RGL</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=RGL&amp;diff=66677"/>
		<updated>2021-10-21T08:44:04Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* History */  Updating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{NewInfobox League&lt;br /&gt;
| image = RGL Logo.png&lt;br /&gt;
| shortname = RGL&lt;br /&gt;
| fullname = Recharge Gaming League&lt;br /&gt;
| founder = {{flag|us}} [[Sigafoo]]&lt;br /&gt;
| admin = {{flag|us}} [[exa_]]&lt;br /&gt;
| formats = [[7v7]], [[HL]], [[6v6]]&lt;br /&gt;
| area = North America&lt;br /&gt;
| current = [[RGL Traditional Sixes Season {{Current Seasons|rgl6s}}|Season {{Current Seasons|rgl6s}}]] ([[6v6]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[RGL_Prolander_Season_{{Current Seasons|rgl7s}}|Season {{Current Seasons|rgl7s}}]] ([[7v7]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[RGL Highlander Season {{Current Seasons|rglhl}}|Season {{Current Seasons|rglhl}}]] ([[HL]])&lt;br /&gt;
| website = http://rgl.gg/&lt;br /&gt;
| website2 = http://forums.highlander.tf&lt;br /&gt;
| created = 2017&lt;br /&gt;
| discord = invite/3hJsWu7&lt;br /&gt;
| twitch = RGLgg&lt;br /&gt;
| twitter = RGL_gg&lt;br /&gt;
| youtube = channel/UCFb3g4C4wVdWut2BkgccgDQ&lt;br /&gt;
| steam = RGLggLobbies&lt;br /&gt;
}}&lt;br /&gt;
'''RGL''' (''Recharge Gaming League'') is a North American League, supporting [[Prolander|Prolander (7v7)]], [[Highlander]] and [[6v6]]. It is currently the only [[Prolander]] league in existence. They host prolander pickup-games within their league.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
A number of figures in the [[Highlander]] community were playing with the idea of having a class limit of 1 in 6v6 to force the usage of situational classes in competitive. This eventually led to the [[Challenge Cup]] in late 2016, a cup with $2,000 USD in prizes which was meant to be 6v6 but was changed to 7v7 in the last minute. Sigafoo would later create '''RGL''' a league specifically aimed at 7v7. It had a prize pool of $4,000 USD in its opening season which attracted many high level [[ESEA-Invite|ESEA Invite]] players to the league. Prolander was the main format until Highlander was announced in July of 2018. The league started to become more and more popular becoming the designated North American Highlander league. After the discontinuation of ESEA's 6v6 league, RGL made their own league for 6s in later 2019. RGL is currently the premier North American league for competitive 6v6 with RGL on its 7th season.&lt;br /&gt;
&lt;br /&gt;
== Ruleset ==&lt;br /&gt;
In pick and ban Prolander, each team bans 3 weapons and picks 3 weapons that can't be banned. The bans affect both teams.&lt;br /&gt;
{{Box|start|padding=2em}}&lt;br /&gt;
=== Game mode settings ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
![[5CP|5 Control Point]]&lt;br /&gt;
![[King of the Hill]]&lt;br /&gt;
!Golden Cap&lt;br /&gt;
|-&lt;br /&gt;
!Time Limit&lt;br /&gt;
|30 minutes&lt;br /&gt;
|∞&lt;br /&gt;
|∞&lt;br /&gt;
|-&lt;br /&gt;
!Win Limit&lt;br /&gt;
|4 rounds&lt;br /&gt;
|2 rounds&lt;br /&gt;
|1 rounds&lt;br /&gt;
|}&lt;br /&gt;
{{Box|break|padding=2em}}&lt;br /&gt;
=== Class limits ===&lt;br /&gt;
&lt;br /&gt;
{{Class Limits&lt;br /&gt;
|scout=1&lt;br /&gt;
|soldier=1&lt;br /&gt;
|pyro=1&lt;br /&gt;
|demoman=1&lt;br /&gt;
|heavy=1&lt;br /&gt;
|engineer=1&lt;br /&gt;
|medic=1&lt;br /&gt;
|sniper=1&lt;br /&gt;
|spy=1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
RGL traditionally runs three seasons a year in the 7v7, Highlander, and 6v6 formats. Each season generally starts in the Summer, Spring, and Winter. Teams are placed into skill divisions based on the combined experience on the roster. During the regular season, teams will play against opponents with a similar rank win/loss streak. For the playoffs, the Top 4, Top 6, Top 8, or Top 16 teams in a division are placed into a title bracket. All divisions play in a single-elimination bracket, with Highlander using a Gauntlet System for its Invite Division. All playoff matches are played in a Best of 3 format.&lt;br /&gt;
&lt;br /&gt;
Regular season matches are played on single maps, in 2 halves. Depending on the game type, the win conditions differ:&lt;br /&gt;
* On [[King of the Hill]] maps, the first half of the map ends only when one team wins 2 rounds. The second half ends if the other team wins 2 rounds or when one team wins their 4th cumulative round.&lt;br /&gt;
* [[Attack/Defend]] and [[Payload]] maps are played as best of 3 [[stopwatch]] rounds. Teams alternate between attacking and defending every round, and each team defends once in a half. The round is won by whichever team captures the most points the fastest.&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
RGL currently only supports North America (NA) for the Highlander Format.&lt;br /&gt;
==== Map List for HL Season 6====&lt;br /&gt;
* '''Week 1''' - [[pl_vigil_rc7]]&lt;br /&gt;
* '''Week 2''' - [[koth_ashville_rc2b]]&lt;br /&gt;
* '''Week 3''' - [[pl_swiftwater_final1]]&lt;br /&gt;
* '''Week 4''' - [[koth_product_rcx]]&lt;br /&gt;
* '''Week 5''' - [[pl_upward]]&lt;br /&gt;
* '''Week 6''' - [[koth_cascade_rc1a]]&lt;br /&gt;
* '''Week 7''' - [[cp_steel]]&lt;br /&gt;
* '''Playoffs Quarter-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Semi-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Grand-Finals''' - Best of Three Maps&lt;br /&gt;
&lt;br /&gt;
=== 7v7 ===&lt;br /&gt;
Due to the boost in popularity for the 6v6 and HL leagues, RGL has only running 2 Prolander cups for the fall season.&lt;br /&gt;
==== Map List for PL Season 8====&lt;br /&gt;
* '''Week 1''' - [[pl_upward]]&lt;br /&gt;
* '''Week 2''' - [[koth_product_rcx]]&lt;br /&gt;
* '''Week 3''' - [[pl_vigil_rc7]]&lt;br /&gt;
* '''Week 4''' - [[koth_synthetic_rc6a]]&lt;br /&gt;
* '''Week 5''' - [[cp_steel]]&lt;br /&gt;
* '''Playoffs Quarter-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Semi-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Grand-Finals''': Best of Three Maps&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
RGL currently only supports North America (NA) for the Traditional Sixes Format. Invite follows a pick-ban format and thus does not follow the weekly cycle of maps.&lt;br /&gt;
==== Map List for Traditional Sixes Season 4 ====&lt;br /&gt;
* '''Week 1''' - [[cp_sunshine]]&lt;br /&gt;
* '''Week 2''' - [[cp_process_final]]&lt;br /&gt;
* '''Week 3''' - [[koth_clearcut_b15c]]&lt;br /&gt;
* '''Week 4''' - [[cp_gullywash_final1]]&lt;br /&gt;
* '''Week 5''' - [[cp_villa_b15c]]&lt;br /&gt;
* '''Week 6''' - [[cp_metalworks]]&lt;br /&gt;
* '''Week 7''' - [[koth_product_rcx]]&lt;br /&gt;
* '''Week 8''' - [[cp_snakewater_final1]]&lt;br /&gt;
* '''Playoffs''' - Best of Three Maps&lt;br /&gt;
* [[koth_bagel_fall_b7]] -- ''Invite map pool only.''&lt;br /&gt;
&lt;br /&gt;
==== Retired Maps ====&lt;br /&gt;
* [[cp_granary_pro]]&lt;br /&gt;
&lt;br /&gt;
=== No Restriction 6v6 ===&lt;br /&gt;
RGL no longer supports the No Restriction Sixes Format&lt;br /&gt;
==== Map List for NR 6s Season 2 ====&lt;br /&gt;
* [[koth_product_rcx]]&lt;br /&gt;
* [[cp_process_final]]&lt;br /&gt;
* [[pl_upward]]&lt;br /&gt;
* [[koth_coalplant_b7]]&lt;br /&gt;
* [[cp_villa_b12a]]&lt;br /&gt;
* [[pl_vigil_rc7]]&lt;br /&gt;
&lt;br /&gt;
== Hall of Fame ==&lt;br /&gt;
=== 7v7 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champions&lt;br /&gt;
! NA Advanced Champions&lt;br /&gt;
! NA Main Champions&lt;br /&gt;
! NA Intermediate Champions&lt;br /&gt;
! NA Amateur Champions&lt;br /&gt;
! NA Newcomer Champions&lt;br /&gt;
! EU Invite Champions&lt;br /&gt;
! EU Advanced Champions&lt;br /&gt;
! EU Main Champions&lt;br /&gt;
! EU Intermediate Champions&lt;br /&gt;
! EU Amateur Champions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 1|Season 1]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The News&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Regal Eagles&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| OMNI5 TF2 Silver&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| UAPlayer&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 2|Season 2]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The News&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Jager &amp;amp; Anime&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| OMNI5.gg&lt;br /&gt;
| SS Disaster 7: JJS Awakens&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Cosmo Fam Club&lt;br /&gt;
| Project Restart BLACK&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 3|Season 3]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| [[Fred IV: Revenge of The Spu]]&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Yucky the Fluff&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Super Dickmann's KANNONEN!&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| my name jeff&lt;br /&gt;
| KTO-TO SKAZAL BLINI?&lt;br /&gt;
| Jesan &amp;amp; Big PP (Pro Players)&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 4|Season 4]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Socios&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Command and Conquer&lt;br /&gt;
| Gameshock Highlander&lt;br /&gt;
| GIMME F*CKING OPPONENT&lt;br /&gt;
| Londonistan&lt;br /&gt;
| ocean gang ()the slayers&lt;br /&gt;
| cblp&lt;br /&gt;
| #freeTravisRocky&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 5|Season 5]]'''&lt;br /&gt;
| Cat Noises DYNASTY&lt;br /&gt;
| Icy's McSpicy eSports&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| eggplant emoji&lt;br /&gt;
| New (a)woo Order&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 6|Season 6]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Enoch eSports&lt;br /&gt;
| Forbidden Fruit&lt;br /&gt;
| awooniversity&lt;br /&gt;
| Straight Outta Hightower&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 7|Season 7]]'''&lt;br /&gt;
| RuneScape is Life&lt;br /&gt;
| Icy McSpicy eSports&lt;br /&gt;
| THE GUYS&lt;br /&gt;
| don't come to mid tomorrow&lt;br /&gt;
| Fashionably Late&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 8|Season 8]]'''&lt;br /&gt;
| Birthday Dads&lt;br /&gt;
| #wno&lt;br /&gt;
| bald b4nny&lt;br /&gt;
| awoolander&lt;br /&gt;
| Kalgan&lt;br /&gt;
| The Redditors&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champions&lt;br /&gt;
! NA Div 1/Div 2 Champions&lt;br /&gt;
! NA Main Champions&lt;br /&gt;
! NA Intermediate Champions&lt;br /&gt;
! NA Amateur Prime Champions&lt;br /&gt;
! NA Amateur Champions&lt;br /&gt;
! NA Newcomer Champions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 1|Season 1]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| FluffyEcho Fan Club &lt;br /&gt;
| halo 3 on9 family &lt;br /&gt;
| Rodney and the Stangers &lt;br /&gt;
| whatever works &lt;br /&gt;
| Ragtag Stags &lt;br /&gt;
| Sunny Disciples &lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 2|Season 2]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| SpireIQ Technologies &lt;br /&gt;
| Sword Art on9 Survivors &lt;br /&gt;
| Pastel Mirage &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Big Chungus Gaming TV &lt;br /&gt;
| Move Along &lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 3|Season 3]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Mofu March/MILKIES&lt;br /&gt;
| Family Friendly Content &lt;br /&gt;
| 7gull &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Momo Simps &lt;br /&gt;
| Sweaty Spaghetti&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 4|Season 4]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Kronge Realm Off-White/Honey Bacon Club&lt;br /&gt;
| Obese Whales&lt;br /&gt;
| Fresh installs: wacky pootis&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| WAP&lt;br /&gt;
| RGL On Ice&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable centered&amp;quot; cellpadding=2&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champion&lt;br /&gt;
! NA Challenger&lt;br /&gt;
! NA Advanced Champion&lt;br /&gt;
! NA Main Champion&lt;br /&gt;
! NA Intermediate Champion&lt;br /&gt;
! NA Open Champion&lt;br /&gt;
! NA Newcomer Champion&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 1'''&lt;br /&gt;
| IRENE&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Heals On Everyone&lt;br /&gt;
| Gotta Blast&lt;br /&gt;
| ANTHRAX&lt;br /&gt;
| barcode-HL&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 2'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Amicitia Nova&lt;br /&gt;
| Home Depot eSports&lt;br /&gt;
| Frag2Play&lt;br /&gt;
| The Enthusiasts&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 3'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Super Handsome Inteligent Team&lt;br /&gt;
| As foretold by Rayman5000&lt;br /&gt;
| Utopia Turned Dystopian&lt;br /&gt;
| UwUntu&lt;br /&gt;
|style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 4'''&lt;br /&gt;
| {{Team/Fred V: The Brampton Warriors The Revenge of sbdope}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| marker and e-boy&lt;br /&gt;
| dog&lt;br /&gt;
| Digga-Leg Fan Club&lt;br /&gt;
| Boom! Roasted&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 5'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| I Hate Mondays &lt;br /&gt;
| perc30 &lt;br /&gt;
| The Kaboom Kollective &lt;br /&gt;
| shinyCIA &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 6'''&lt;br /&gt;
| {{Team/Man Crush Monday}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Single Drop&lt;br /&gt;
| Crit Sandvich&lt;br /&gt;
| Yeye&lt;br /&gt;
| The Knights of Ni&lt;br /&gt;
| Mistigris&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 7'''&lt;br /&gt;
| Memento Mori&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The Dojo&lt;br /&gt;
| Yeye&lt;br /&gt;
| Scatman's World&lt;br /&gt;
| femboi friday&lt;br /&gt;
| Based Department&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 8'''&lt;br /&gt;
| Hood Naruto&lt;br /&gt;
| My RGL Profits Have Declined&lt;br /&gt;
| Gorilla Warfare&lt;br /&gt;
| teeklander&lt;br /&gt;
| Broken Mice&lt;br /&gt;
| Bagels and Donuts&lt;br /&gt;
| Titanic Swim Team&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{RGL competitions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Fortress 2 organizations]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;br /&gt;
[[Category:Prolander leagues]]&lt;br /&gt;
[[Category:6v6 leagues]]&lt;br /&gt;
[[Category:North American TF2 leagues]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=RGL&amp;diff=66676</id>
		<title>RGL</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=RGL&amp;diff=66676"/>
		<updated>2021-10-21T08:42:42Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{NewInfobox League&lt;br /&gt;
| image = RGL Logo.png&lt;br /&gt;
| shortname = RGL&lt;br /&gt;
| fullname = Recharge Gaming League&lt;br /&gt;
| founder = {{flag|us}} [[Sigafoo]]&lt;br /&gt;
| admin = {{flag|us}} [[exa_]]&lt;br /&gt;
| formats = [[7v7]], [[HL]], [[6v6]]&lt;br /&gt;
| area = North America&lt;br /&gt;
| current = [[RGL Traditional Sixes Season {{Current Seasons|rgl6s}}|Season {{Current Seasons|rgl6s}}]] ([[6v6]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[RGL_Prolander_Season_{{Current Seasons|rgl7s}}|Season {{Current Seasons|rgl7s}}]] ([[7v7]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[RGL Highlander Season {{Current Seasons|rglhl}}|Season {{Current Seasons|rglhl}}]] ([[HL]])&lt;br /&gt;
| website = http://rgl.gg/&lt;br /&gt;
| website2 = http://forums.highlander.tf&lt;br /&gt;
| created = 2017&lt;br /&gt;
| discord = invite/3hJsWu7&lt;br /&gt;
| twitch = RGLgg&lt;br /&gt;
| twitter = RGL_gg&lt;br /&gt;
| youtube = channel/UCFb3g4C4wVdWut2BkgccgDQ&lt;br /&gt;
| steam = RGLggLobbies&lt;br /&gt;
}}&lt;br /&gt;
'''RGL''' (''Recharge Gaming League'') is a North American League, supporting [[Prolander|Prolander (7v7)]], [[Highlander]] and [[6v6]]. It is currently the only [[Prolander]] league in existence. They host prolander pickup-games within their league.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
A number of figures in the [[Highlander]] community were playing with the idea of having a class limit of 1 in 6v6 to force the usage of situational classes in competitive. This eventually led to the [[Challenge Cup]] in late 2016, a cup with $2,000 USD in prizes which was meant to be 6v6 but was changed to 7v7 in the last minute. Sigafoo would later create '''RGL''' a league specifically aimed at 7v7. It had a prize pool of $4,000 USD in its opening season which attracted many high level [[ESEA-Invite|ESEA Invite]] players to the league. Prolander was the main format until Highlander was announced in July of 2018. The league started to become more and more popular becoming the designated North American Highlander league. After the discontinuation of ESEA's 6v6 league, RGL made their own league for 6s in later 2019. RGL is currently the premier league for competitive 6v6 with RGL on its 5th season.&lt;br /&gt;
&lt;br /&gt;
== Ruleset ==&lt;br /&gt;
In pick and ban Prolander, each team bans 3 weapons and picks 3 weapons that can't be banned. The bans affect both teams.&lt;br /&gt;
{{Box|start|padding=2em}}&lt;br /&gt;
=== Game mode settings ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
![[5CP|5 Control Point]]&lt;br /&gt;
![[King of the Hill]]&lt;br /&gt;
!Golden Cap&lt;br /&gt;
|-&lt;br /&gt;
!Time Limit&lt;br /&gt;
|30 minutes&lt;br /&gt;
|∞&lt;br /&gt;
|∞&lt;br /&gt;
|-&lt;br /&gt;
!Win Limit&lt;br /&gt;
|4 rounds&lt;br /&gt;
|2 rounds&lt;br /&gt;
|1 rounds&lt;br /&gt;
|}&lt;br /&gt;
{{Box|break|padding=2em}}&lt;br /&gt;
=== Class limits ===&lt;br /&gt;
&lt;br /&gt;
{{Class Limits&lt;br /&gt;
|scout=1&lt;br /&gt;
|soldier=1&lt;br /&gt;
|pyro=1&lt;br /&gt;
|demoman=1&lt;br /&gt;
|heavy=1&lt;br /&gt;
|engineer=1&lt;br /&gt;
|medic=1&lt;br /&gt;
|sniper=1&lt;br /&gt;
|spy=1&lt;br /&gt;
}}&lt;br /&gt;
{{Box|end}}&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
RGL traditionally runs three seasons a year in the 7v7, Highlander, and 6v6 formats. Each season generally starts in the Summer, Spring, and Winter. Teams are placed into skill divisions based on the combined experience on the roster. During the regular season, teams will play against opponents with a similar rank win/loss streak. For the playoffs, the Top 4, Top 6, Top 8, or Top 16 teams in a division are placed into a title bracket. All divisions play in a single-elimination bracket, with Highlander using a Gauntlet System for its Invite Division. All playoff matches are played in a Best of 3 format.&lt;br /&gt;
&lt;br /&gt;
Regular season matches are played on single maps, in 2 halves. Depending on the game type, the win conditions differ:&lt;br /&gt;
* On [[King of the Hill]] maps, the first half of the map ends only when one team wins 2 rounds. The second half ends if the other team wins 2 rounds or when one team wins their 4th cumulative round.&lt;br /&gt;
* [[Attack/Defend]] and [[Payload]] maps are played as best of 3 [[stopwatch]] rounds. Teams alternate between attacking and defending every round, and each team defends once in a half. The round is won by whichever team captures the most points the fastest.&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
RGL currently only supports North America (NA) for the Highlander Format.&lt;br /&gt;
==== Map List for HL Season 6====&lt;br /&gt;
* '''Week 1''' - [[pl_vigil_rc7]]&lt;br /&gt;
* '''Week 2''' - [[koth_ashville_rc2b]]&lt;br /&gt;
* '''Week 3''' - [[pl_swiftwater_final1]]&lt;br /&gt;
* '''Week 4''' - [[koth_product_rcx]]&lt;br /&gt;
* '''Week 5''' - [[pl_upward]]&lt;br /&gt;
* '''Week 6''' - [[koth_cascade_rc1a]]&lt;br /&gt;
* '''Week 7''' - [[cp_steel]]&lt;br /&gt;
* '''Playoffs Quarter-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Semi-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Grand-Finals''' - Best of Three Maps&lt;br /&gt;
&lt;br /&gt;
=== 7v7 ===&lt;br /&gt;
Due to the boost in popularity for the 6v6 and HL leagues, RGL has only running 2 Prolander cups for the fall season.&lt;br /&gt;
==== Map List for PL Season 8====&lt;br /&gt;
* '''Week 1''' - [[pl_upward]]&lt;br /&gt;
* '''Week 2''' - [[koth_product_rcx]]&lt;br /&gt;
* '''Week 3''' - [[pl_vigil_rc7]]&lt;br /&gt;
* '''Week 4''' - [[koth_synthetic_rc6a]]&lt;br /&gt;
* '''Week 5''' - [[cp_steel]]&lt;br /&gt;
* '''Playoffs Quarter-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Semi-Finals''' - Best of Three Maps&lt;br /&gt;
* '''Playoffs Grand-Finals''': Best of Three Maps&lt;br /&gt;
&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
RGL currently only supports North America (NA) for the Traditional Sixes Format. Invite follows a pick-ban format and thus does not follow the weekly cycle of maps.&lt;br /&gt;
==== Map List for Traditional Sixes Season 4 ====&lt;br /&gt;
* '''Week 1''' - [[cp_sunshine]]&lt;br /&gt;
* '''Week 2''' - [[cp_process_final]]&lt;br /&gt;
* '''Week 3''' - [[koth_clearcut_b15c]]&lt;br /&gt;
* '''Week 4''' - [[cp_gullywash_final1]]&lt;br /&gt;
* '''Week 5''' - [[cp_villa_b15c]]&lt;br /&gt;
* '''Week 6''' - [[cp_metalworks]]&lt;br /&gt;
* '''Week 7''' - [[koth_product_rcx]]&lt;br /&gt;
* '''Week 8''' - [[cp_snakewater_final1]]&lt;br /&gt;
* '''Playoffs''' - Best of Three Maps&lt;br /&gt;
* [[koth_bagel_fall_b7]] -- ''Invite map pool only.''&lt;br /&gt;
&lt;br /&gt;
==== Retired Maps ====&lt;br /&gt;
* [[cp_granary_pro]]&lt;br /&gt;
&lt;br /&gt;
=== No Restriction 6v6 ===&lt;br /&gt;
RGL no longer supports the No Restriction Sixes Format&lt;br /&gt;
==== Map List for NR 6s Season 2 ====&lt;br /&gt;
* [[koth_product_rcx]]&lt;br /&gt;
* [[cp_process_final]]&lt;br /&gt;
* [[pl_upward]]&lt;br /&gt;
* [[koth_coalplant_b7]]&lt;br /&gt;
* [[cp_villa_b12a]]&lt;br /&gt;
* [[pl_vigil_rc7]]&lt;br /&gt;
&lt;br /&gt;
== Hall of Fame ==&lt;br /&gt;
=== 7v7 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champions&lt;br /&gt;
! NA Advanced Champions&lt;br /&gt;
! NA Main Champions&lt;br /&gt;
! NA Intermediate Champions&lt;br /&gt;
! NA Amateur Champions&lt;br /&gt;
! NA Newcomer Champions&lt;br /&gt;
! EU Invite Champions&lt;br /&gt;
! EU Advanced Champions&lt;br /&gt;
! EU Main Champions&lt;br /&gt;
! EU Intermediate Champions&lt;br /&gt;
! EU Amateur Champions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 1|Season 1]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The News&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Regal Eagles&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| OMNI5 TF2 Silver&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| UAPlayer&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 2|Season 2]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The News&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Jager &amp;amp; Anime&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| OMNI5.gg&lt;br /&gt;
| SS Disaster 7: JJS Awakens&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Cosmo Fam Club&lt;br /&gt;
| Project Restart BLACK&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 3|Season 3]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| [[Fred IV: Revenge of The Spu]]&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Yucky the Fluff&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Super Dickmann's KANNONEN!&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| my name jeff&lt;br /&gt;
| KTO-TO SKAZAL BLINI?&lt;br /&gt;
| Jesan &amp;amp; Big PP (Pro Players)&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 4|Season 4]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Socios&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Command and Conquer&lt;br /&gt;
| Gameshock Highlander&lt;br /&gt;
| GIMME F*CKING OPPONENT&lt;br /&gt;
| Londonistan&lt;br /&gt;
| ocean gang ()the slayers&lt;br /&gt;
| cblp&lt;br /&gt;
| #freeTravisRocky&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 5|Season 5]]'''&lt;br /&gt;
| Cat Noises DYNASTY&lt;br /&gt;
| Icy's McSpicy eSports&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| eggplant emoji&lt;br /&gt;
| New (a)woo Order&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 6|Season 6]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Enoch eSports&lt;br /&gt;
| Forbidden Fruit&lt;br /&gt;
| awooniversity&lt;br /&gt;
| Straight Outta Hightower&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 7|Season 7]]'''&lt;br /&gt;
| RuneScape is Life&lt;br /&gt;
| Icy McSpicy eSports&lt;br /&gt;
| THE GUYS&lt;br /&gt;
| don't come to mid tomorrow&lt;br /&gt;
| Fashionably Late&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Prolander Season 8|Season 8]]'''&lt;br /&gt;
| Birthday Dads&lt;br /&gt;
| #wno&lt;br /&gt;
| bald b4nny&lt;br /&gt;
| awoolander&lt;br /&gt;
| Kalgan&lt;br /&gt;
| The Redditors&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
=== 6v6 ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=2 style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champions&lt;br /&gt;
! NA Div 1/Div 2 Champions&lt;br /&gt;
! NA Main Champions&lt;br /&gt;
! NA Intermediate Champions&lt;br /&gt;
! NA Amateur Prime Champions&lt;br /&gt;
! NA Amateur Champions&lt;br /&gt;
! NA Newcomer Champions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 1|Season 1]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| FluffyEcho Fan Club &lt;br /&gt;
| halo 3 on9 family &lt;br /&gt;
| Rodney and the Stangers &lt;br /&gt;
| whatever works &lt;br /&gt;
| Ragtag Stags &lt;br /&gt;
| Sunny Disciples &lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 2|Season 2]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| SpireIQ Technologies &lt;br /&gt;
| Sword Art on9 Survivors &lt;br /&gt;
| Pastel Mirage &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Big Chungus Gaming TV &lt;br /&gt;
| Move Along &lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 3|Season 3]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Mofu March/MILKIES&lt;br /&gt;
| Family Friendly Content &lt;br /&gt;
| 7gull &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Momo Simps &lt;br /&gt;
| Sweaty Spaghetti&lt;br /&gt;
|-&lt;br /&gt;
| '''[[RGL Traditional Sixes Season 4|Season 4]]'''&lt;br /&gt;
| {{team/froyotech}}&lt;br /&gt;
| Kronge Realm Off-White/Honey Bacon Club&lt;br /&gt;
| Obese Whales&lt;br /&gt;
| Fresh installs: wacky pootis&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| WAP&lt;br /&gt;
| RGL On Ice&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Highlander ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable centered&amp;quot; cellpadding=2&lt;br /&gt;
|-&lt;br /&gt;
! Season&lt;br /&gt;
! NA Invite Champion&lt;br /&gt;
! NA Challenger&lt;br /&gt;
! NA Advanced Champion&lt;br /&gt;
! NA Main Champion&lt;br /&gt;
! NA Intermediate Champion&lt;br /&gt;
! NA Open Champion&lt;br /&gt;
! NA Newcomer Champion&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 1'''&lt;br /&gt;
| IRENE&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Heals On Everyone&lt;br /&gt;
| Gotta Blast&lt;br /&gt;
| ANTHRAX&lt;br /&gt;
| barcode-HL&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 2'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Amicitia Nova&lt;br /&gt;
| Home Depot eSports&lt;br /&gt;
| Frag2Play&lt;br /&gt;
| The Enthusiasts&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 3'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Super Handsome Inteligent Team&lt;br /&gt;
| As foretold by Rayman5000&lt;br /&gt;
| Utopia Turned Dystopian&lt;br /&gt;
| UwUntu&lt;br /&gt;
|style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 4'''&lt;br /&gt;
| {{Team/Fred V: The Brampton Warriors The Revenge of sbdope}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| marker and e-boy&lt;br /&gt;
| dog&lt;br /&gt;
| Digga-Leg Fan Club&lt;br /&gt;
| Boom! Roasted&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 5'''&lt;br /&gt;
| {{Team/Kids Next Door}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| I Hate Mondays &lt;br /&gt;
| perc30 &lt;br /&gt;
| The Kaboom Kollective &lt;br /&gt;
| shinyCIA &lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 6'''&lt;br /&gt;
| {{Team/Man Crush Monday}}&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| Single Drop&lt;br /&gt;
| Crit Sandvich&lt;br /&gt;
| Yeye&lt;br /&gt;
| The Knights of Ni&lt;br /&gt;
| Mistigris&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 7'''&lt;br /&gt;
| Memento Mori&lt;br /&gt;
| style=&amp;quot;background-color:#bababa;&amp;quot; |&lt;br /&gt;
| The Dojo&lt;br /&gt;
| Yeye&lt;br /&gt;
| Scatman's World&lt;br /&gt;
| femboi friday&lt;br /&gt;
| Based Department&lt;br /&gt;
|-&lt;br /&gt;
| '''Season 8'''&lt;br /&gt;
| Hood Naruto&lt;br /&gt;
| My RGL Profits Have Declined&lt;br /&gt;
| Gorilla Warfare&lt;br /&gt;
| teeklander&lt;br /&gt;
| Broken Mice&lt;br /&gt;
| Bagels and Donuts&lt;br /&gt;
| Titanic Swim Team&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{RGL competitions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Fortress 2 organizations]]&lt;br /&gt;
[[Category:Highlander leagues]]&lt;br /&gt;
[[Category:Prolander leagues]]&lt;br /&gt;
[[Category:6v6 leagues]]&lt;br /&gt;
[[Category:North American TF2 leagues]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66673</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66673"/>
		<updated>2021-10-20T17:13:21Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Crit Heals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|Medic's]] Mediguns when he continues to heal a player after they already have full health.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage. After not taking damage for 10 seconds the healing scales up from 24 hp/s to the maximum rate of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
A Medic's self heal rate also increases based on the time since damage was taken. This starts at a rate of 3 hp/s, scaling up over 10 seconds to a maximum of 6 hp/s. This rate is doubled while the Medic is healing a player who is below full health, to a maximum of 12hp/s.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Frag, Fragged===&lt;br /&gt;
&lt;br /&gt;
To kill a player.&lt;br /&gt;
A Frag movie refers to an edited video completion of kills or good plays.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Faked, Faking Uber===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually triggers the 'Ubercharge ready' voiceline to fool the enemy team into thinking they have Uber. This is done for strategic purposes, often to disguise the fact they are at an Uber disadvantage or to trick the enemy into thinking they are using The Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Mask, Masking===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually uses a random voiceline to override their automatic 'Fully charged' voiceline that is triggered when they get Uber. This is done for strategic purposes to confuse the enemy and potentially take them by surprise with an Uber/Kritz.&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped the point, the time has run out, but the point is contested or semi-captured by the opposing team. If the semi-capture recedes fully then the first team wins.&lt;br /&gt;
In [[King of The Hill]], overtime occurs once the timer has been run all the way down by one team, but the other team is contesting or has some cap time on the point. In [[Attack/Defend]] if the opposing team successfully captures the point, overtime ends, time is added to the timer, and that team must then capture the next point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]]. Can also be referred to as just 'ad'.&lt;br /&gt;
&lt;br /&gt;
===Über Counting===&lt;br /&gt;
&lt;br /&gt;
When a team (often the Medic) calculates or predicts the enemy Medic's Uber levels allowing them to be aware of potential Uber advantage/disadvantage. This can be done in several ways including calculating the time since the enemy Medic has spawned, and noting the difference in time between your Medic spawning and theirs. Knowing which team has Uber advantage/disadvantage has a large impact on the immediate strategy of the team.&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground. Also may be referred to as Track.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[Roamer]] and a [[Scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Sightline===&lt;br /&gt;
&lt;br /&gt;
An angle or area that a [[Sniper]] might be commonly be watching. Often long distance stretches where a Sniper can sit safely back and cover. They are areas to be avoided or approached cautiously, especially by Medics.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The Medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===Pencil jump===&lt;br /&gt;
&lt;br /&gt;
When a player, usually a [[Soldier]], jumps straight up in the air. It is common amongst less experienced rocket jumpers and new players.&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66672</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66672"/>
		<updated>2021-10-20T17:12:09Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Crit Heals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|Medic's]] Mediguns when he continues to heal a player after they already have full health.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage. After not taking damage for 10 seconds the healing scales up from 24hp/s to the maximum rate of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
A Medic's self heal rate also increases based on the time since damage was taken. This starts at a rate of 3 hp/s, scaling up over 10 seconds to a maximum of 6 hp/s. This rate is doubled while the Medic is healing a player who is below full health, to a maximum of 12hp/s.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Frag, Fragged===&lt;br /&gt;
&lt;br /&gt;
To kill a player.&lt;br /&gt;
A Frag movie refers to an edited video completion of kills or good plays.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Faked, Faking Uber===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually triggers the 'Ubercharge ready' voiceline to fool the enemy team into thinking they have Uber. This is done for strategic purposes, often to disguise the fact they are at an Uber disadvantage or to trick the enemy into thinking they are using The Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Mask, Masking===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually uses a random voiceline to override their automatic 'Fully charged' voiceline that is triggered when they get Uber. This is done for strategic purposes to confuse the enemy and potentially take them by surprise with an Uber/Kritz.&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped the point, the time has run out, but the point is contested or semi-captured by the opposing team. If the semi-capture recedes fully then the first team wins.&lt;br /&gt;
In [[King of The Hill]], overtime occurs once the timer has been run all the way down by one team, but the other team is contesting or has some cap time on the point. In [[Attack/Defend]] if the opposing team successfully captures the point, overtime ends, time is added to the timer, and that team must then capture the next point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]]. Can also be referred to as just 'ad'.&lt;br /&gt;
&lt;br /&gt;
===Über Counting===&lt;br /&gt;
&lt;br /&gt;
When a team (often the Medic) calculates or predicts the enemy Medic's Uber levels allowing them to be aware of potential Uber advantage/disadvantage. This can be done in several ways including calculating the time since the enemy Medic has spawned, and noting the difference in time between your Medic spawning and theirs. Knowing which team has Uber advantage/disadvantage has a large impact on the immediate strategy of the team.&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground. Also may be referred to as Track.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[Roamer]] and a [[Scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Sightline===&lt;br /&gt;
&lt;br /&gt;
An angle or area that a [[Sniper]] might be commonly be watching. Often long distance stretches where a Sniper can sit safely back and cover. They are areas to be avoided or approached cautiously, especially by Medics.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The Medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===Pencil jump===&lt;br /&gt;
&lt;br /&gt;
When a player, usually a [[Soldier]], jumps straight up in the air. It is common amongst less experienced rocket jumpers and new players.&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic&amp;diff=66671</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic&amp;diff=66671"/>
		<updated>2021-10-20T17:09:37Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Highlander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Medic]]&lt;br /&gt;
The Medic is a maniacal German scientist who is capable of healing his teammates and making them invulnerable for short periods of time. In [[6v6]], the Medic makes up a key component of the combo, along with the pocket [[Soldier]]/[[Scout]]. In [[Highlander]], the combo usually consists of a Medic, [[Heavy]], and [[Demoman]]. As the Medic does not need to focus on aim, Medics generally act as [[callers]] for their teams. However, in higher-level play, Medics who maincall aren't as common, mostly because they are not able to be as aware of the other team's position as other teammates. Medic duties generally include keeping the team fully buffed, timing and leading pushes, and tracking enemy Übers.  Skills required from a Medic differ from division to division.  Generally, Medics are expected to die less, heal hurt teammates, and Über at the appropriate times.  At higher levels, Medics who can surf, position themselves well, hit arrows consistently, and defend themselves with their primary and melee are more common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Medic (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] there is a restriction of 1 Medic per team.&lt;br /&gt;
&lt;br /&gt;
The '''Medic''' is a vital part of any [[6v6]] team, with his ability to use ÜberCharges or KritzCharges on teammates for pushes from point to point or for saving teammates. Due to this, he is usually the most targeted player by the enemy team. If a team loses a Medic they are posed with a large disadvantage of no heals, and may be pushed back to another point or even lose the game. As the Medics ÜberCharge is an important part of a match, they will usually be protected well by the pocket [[Scout]] - In some cases, the Medic may have to be escorted by their pocket [[Scout]] while he gets a health pack. Medics will usually communicate their ÜberCharge percentage as well as their position to their team so they can prepare pushes and defenses, and be ready for an enemy push. Because of the importance of the ÜberCharge, the common phrase ''''Pop it, don't drop it'''' is used.&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] the more commonly used Medi Guns are the stock [http://wiki.teamfortress.com/wiki/Medigun Medigun] and the [http://wiki.teamfortress.com/wiki/Kritzkrieg Kritzkrieg], but in [[ESEA]] the [http://wiki.teamfortress.com/wiki/Vaccinator Vaccinator] is also allowed. Most Medics usually use the default Medi Gun or the Kritzkrieg. The Quick-Fix was occasionally used before the July 11, 2013 patch which buffed it. As a result of the buff, it has banned in every 6v6 league, including UGC and RGL. The Vaccinator is banned in every 6v6 league. Some Medics will switch Medi Gun depending on the situation, sometimes surprising enemies with a KritzCharge usually done with the [[Demoman]] for maximum damage output. &lt;br /&gt;
&lt;br /&gt;
There are multiple Medic melees that can be used. The most common melee is the [http://wiki.teamfortress.com/wiki/Ubersaw Ubersaw], which has a powerful attribute that gives 25% Ubercharge per hit with the downside of slower swing speed. However, the situations in which this can be used can be fringe and its benefit can sometimes never come up within a match. The [http://wiki.teamfortress.com/wiki/Solemn_Vow Solemn Vow] was unbanned in Mid 2020, and has still not been fully explored. It allows the Medic to be able to view the enemy Medic's Ubercharge and enemy player's health. However, the Medic has to be in full-sight of the player in order to make use of it. Due to its stats, it can allow for Medics to call-out players who are weak and even help the Medic see if they have Uber advantage. Due to the fact that the Medic has to be in direct sightline of the enemy, it can sometimes only be useful when the Medic is in poor positioning. Both the [http://wiki.teamfortress.com/wiki/Vitasaw Vitasaw] and the [http://wiki.teamfortress.com/wiki/Amputator Amputator], have very situational uses and are thus rarely used in competitive gameplay&lt;br /&gt;
&lt;br /&gt;
'''Famous 6v6 Medics include:'''&lt;br /&gt;
* [[Mirelin]]   - Previously in [[Broder]]   ([[ETF2L]])&lt;br /&gt;
* [[F2]]        - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
* [[Shade]]     - [[froyotech]] ([[ESEA]])&lt;br /&gt;
* [[Whiteglow]] - [[Last Man Standing]], msh ([[ETF2L]])&lt;br /&gt;
* [[Bonobo]] - [[Team Immunity]] ([[ozfortress]])&lt;br /&gt;
* [[Harbleu]]   - [[Classic Mixup]] ([[ESEA]])&lt;br /&gt;
* [[Byte]]      - ([[ETF2L]])&lt;br /&gt;
* [[Pyyyour]]   - ([[ESEA]])&lt;br /&gt;
* [[KnoxXx]]     - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Medic (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
The Medic has nearly the same role as he does in 6v6; healing his teammates and using his ÜberCharges to turn the tide of a match. Instead of a Soldier or Scout, the Medic has a Heavy and/or Demoman as his pocket. Highlander Medic play-style tends to be more defensive or cautious than 6's as classes like Spy and Sniper are run permanently.&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 = Syringe Gun&lt;br /&gt;
|link = Syringe_Gun&lt;br /&gt;
|description = The '''Syringe Gun''' is the Medic's default primary, shooting syringes, or &amp;quot;needles&amp;quot; at it's target. The syringes fired are projectiles, which means that the player will have to lead their target in order to hit them consistently. The Syringe Gun is a mediocre self-defense weapon, with each syringe doing 5-12 damage, and should only be used when absolutely necessary.&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 = Overdose&lt;br /&gt;
|description = The '''Overdose''' is an alternate primary for the Medic, and functions similarly to the default Syringe Gun. The Overdose's needles do 15% less damage compared to that of the default and likewise, should only be used in very extreme situations. The upside to the Overdose is that it grants an active (the player needs to have the Overdose out) movement speed bonus based on how much ÜberCharge the Medic has. For every 10% of ÜberCharge that the Medic has, the Overdose will grant a 2% movement bonus. At full ÜberCharge, the medic moves at 127% movement speed, which is second only to the Scout, moving at 133%.&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 = Crusader's Crossbow&lt;br /&gt;
|link = Crusader's_Crossbow&lt;br /&gt;
|description = The '''Crusader's Crossbow''' is an alternate primary weapon for the Medic, and functions completely different from any of the other primaries. It shoots a large syringe, and only one at a time. It is the worst option for self-defense and as such should almost never be used in life or death situations, and the Medic should instead resort to his melee. The large syringes that the Crusader's Crossbow fires, however, are very unique and can allow for very clutch moments if the Medic knows how to aim properly. The large syringes do damage based on distance traveled (reverse falloff), up to 75 damage at maximum range. However, if the Medic hits a teammate, the damage that would have been dealt will turn into health. The health scale is much larger, however, with the minimum health able to be received is 75, and the maximum 150. The healing mechanic can provide teammates with instant healing, and often times can save a teammates life. Healing a teammate with the Crusader's Crossbow builds ÜberCharge upon hit. The Crusader's Crossbow eventually got buffed so that it passively reloads, even if you instantly switch to another weapon.&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 = Blutsauger&lt;br /&gt;
|description = The '''Blutsauger''' is an alternate primary for the Medic. Its damage, ammunition, and firing speed are all identical to the default Syringe Gun. However, whenever a player is hit with a Blutsauger needle, the Medic will get 3 additional health. The drawback is that the Medic's passive regen is decreased by 2 HP/second. This means that, instead of regenerating 3 health after being damaged, the Medic will only be given 1 health back, up to a maximum of 4 HP/second, instead of the default maximum of 6 HP/second.&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 = Medi Gun&lt;br /&gt;
|link = Medi_Gun&lt;br /&gt;
|description = The '''Medi Gun''' is the Medic's default primary that heals damage dealt to teammates and can heal a player to 150% of their health. This extra 50% is known as overheal or buff. The Medi Gun heals at 24 health per second. If a patient has not taken damage for 10 seconds, the heal rate will increase linearly with time up to a maximum of 72 heal per second at 15 seconds. Newly spawned teammates will also be healed at 72 health per second. The ÜberCharge will be fully charged in 40 seconds at maximum (healing damaged teammates, not at 150% health) and 80 seconds at the minimum (healing only buffed teammates).&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 = Kritzkrieg&lt;br /&gt;
|description = The '''Kritzkrieg''' is an unlockable secondary for the Medic. Its healing rate is identical to the default Medi Gun. However, the Kritzkrieg charges 25% faster than the default Medi Gun, or in 32 seconds at maximum rate rather than 40 seconds. The invulnerability ÜberCharge is replaced by a charge bestowing the patient with a 100% critical chance. Due to this fast charge rate, the Kritzkrieg is usually used when both Medics die within close timing (to get an advantage in ÜberCharge) or on small maps, such as King of the Hill.&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 = Quick-Fix&lt;br /&gt;
|description = The '''Quick-Fix''' is a very unique secondary for the Medic. It not only has a faster healing rate but a very unique ÜberCharge.  Its ÜberCharge prevents movement-altering attacks and increases the rate of healing on any selected healtarget. The Quick-Fix can only heal teammates to 125% of their health. The Quick-Fix isn't used very often in competitive play. It's mostly used in times where the server's map time is too low to build a normal ÜberCharge. It is most commonly used on King of the Hill maps when the team is pinched for time, and the Medic needs to deliver heals to the point quickly. It can no longer be used on Payload and Capture Point maps for clutch last-minute plays to fling the Medic toward the desired capture point to stall for time or capture a point due to the Tough Break Update.&lt;br /&gt;
|ugc4s = false&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 = Vaccinator&lt;br /&gt;
|description = The '''Vaccinator''' is one of the most interesting secondaries for the Medic. It gives an incredibly slow overheal (66% slower), with three distinct Übers that each last two seconds.  You can access one, two, or three, Übers at once, ÜberCharging the Medic and his patient for two, four, six, or the full eight seconds. With The Vaccinator, you can build Über in just ten seconds. Its Über allows the Medic and his healtarget to block 75% of any incoming damage of the selected damage type as well as substantially less damage from crits. If the patient takes damage from the selected type of attack, a small percentage of health will go to the Medic during the Über, healing him for the duration of the Über. Matching the type of incoming damage will also build über faster. The Vaccinator has been used mostly on Control Point maps and is perfect for blocking and withstanding an enemy Medic's Über while defending the last Control Point. After blocking the enemy Medic's incoming Über, the Medic can then go back into spawn and switch out for a different Medigun, and begin building for a more even Über advantage. The Vaccinator is used very rarely even in comparison to the Quick-Fix.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|rgl6s = false&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 = Bonesaw&lt;br /&gt;
|description = The '''Bonesaw''' is the default medic melee weapon. It is rarely used, due to the utility of the other melee unlocks.&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 = Ubersaw&lt;br /&gt;
|description = The '''Ubersaw''' is the most widely used medic melee in competitive TF2, because it allows medics to gain 25% uber from each saw. This puts their team at an immediate build advantage for their uber. It is often featured in fragmovies, as it is possible to save last by getting a kill with it and blocking the point with uber. A known bug is cloaked or disguise spies give no uber charge percentile.&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 = Amputator&lt;br /&gt;
|description = The '''Amputator''' was once a direct upgrade of the bonesaw, but has been patched and now has a 20% damage penalty. It gives +3 health per second when active and it also has a special taunt, which is an area-of-effect heal, which is useful when large numbers of teammates require heals. However, the taunt heals quite slowly. Of course, when taunting the Medic is left with no movement for a number of seconds and the healing does build ubercharge.&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 = Vita-Saw&lt;br /&gt;
|description = Running the '''Vita-Saw''' means that the medic sacrifices 10 points of his max health in exchange for the ability to keep uber upon death if he has hit an enemy with a melee swing. Each successful swing will let him retain 15% of his uber meter in his next life up to a total of 60% if the medic lands 4 successful swings and has at least 60% uber filled when dying. The successful swings the medic has hit are counted on the screen as organs. The damage output and swing speed are identical to the stock Bonesaw.&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 = Solemn Vow&lt;br /&gt;
|link = Solemn_Vow&lt;br /&gt;
|description = Due to the '''Solemn Vow''''s ability to view the enemy health points and ubercharge percentage, it can be very useful for coordinating pushes and focus firing hurt players. In highlander, the role it plays is not as important, as all information obtained could easily be discovered by a spy. Not only that, but it promotes the Medic being in the sightline of the other Medic.  Not only is this dangerous, but promotes individual aggressive behavior, which often leads to death. The Solemn Vow has -10% swing 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 End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Medic (6v6)]]&lt;br /&gt;
*[[Medic (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic&amp;diff=66670</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic&amp;diff=66670"/>
		<updated>2021-10-20T17:09:16Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Highlander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Medic]]&lt;br /&gt;
The Medic is a maniacal German scientist who is capable of healing his teammates and making them invulnerable for short periods of time. In [[6v6]], the Medic makes up a key component of the combo, along with the pocket [[Soldier]]/[[Scout]]. In [[Highlander]], the combo usually consists of a Medic, [[Heavy]], and [[Demoman]]. As the Medic does not need to focus on aim, Medics generally act as [[callers]] for their teams. However, in higher-level play, Medics who maincall aren't as common, mostly because they are not able to be as aware of the other team's position as other teammates. Medic duties generally include keeping the team fully buffed, timing and leading pushes, and tracking enemy Übers.  Skills required from a Medic differ from division to division.  Generally, Medics are expected to die less, heal hurt teammates, and Über at the appropriate times.  At higher levels, Medics who can surf, position themselves well, hit arrows consistently, and defend themselves with their primary and melee are more common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Medic (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] there is a restriction of 1 Medic per team.&lt;br /&gt;
&lt;br /&gt;
The '''Medic''' is a vital part of any [[6v6]] team, with his ability to use ÜberCharges or KritzCharges on teammates for pushes from point to point or for saving teammates. Due to this, he is usually the most targeted player by the enemy team. If a team loses a Medic they are posed with a large disadvantage of no heals, and may be pushed back to another point or even lose the game. As the Medics ÜberCharge is an important part of a match, they will usually be protected well by the pocket [[Scout]] - In some cases, the Medic may have to be escorted by their pocket [[Scout]] while he gets a health pack. Medics will usually communicate their ÜberCharge percentage as well as their position to their team so they can prepare pushes and defenses, and be ready for an enemy push. Because of the importance of the ÜberCharge, the common phrase ''''Pop it, don't drop it'''' is used.&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] the more commonly used Medi Guns are the stock [http://wiki.teamfortress.com/wiki/Medigun Medigun] and the [http://wiki.teamfortress.com/wiki/Kritzkrieg Kritzkrieg], but in [[ESEA]] the [http://wiki.teamfortress.com/wiki/Vaccinator Vaccinator] is also allowed. Most Medics usually use the default Medi Gun or the Kritzkrieg. The Quick-Fix was occasionally used before the July 11, 2013 patch which buffed it. As a result of the buff, it has banned in every 6v6 league, including UGC and RGL. The Vaccinator is banned in every 6v6 league. Some Medics will switch Medi Gun depending on the situation, sometimes surprising enemies with a KritzCharge usually done with the [[Demoman]] for maximum damage output. &lt;br /&gt;
&lt;br /&gt;
There are multiple Medic melees that can be used. The most common melee is the [http://wiki.teamfortress.com/wiki/Ubersaw Ubersaw], which has a powerful attribute that gives 25% Ubercharge per hit with the downside of slower swing speed. However, the situations in which this can be used can be fringe and its benefit can sometimes never come up within a match. The [http://wiki.teamfortress.com/wiki/Solemn_Vow Solemn Vow] was unbanned in Mid 2020, and has still not been fully explored. It allows the Medic to be able to view the enemy Medic's Ubercharge and enemy player's health. However, the Medic has to be in full-sight of the player in order to make use of it. Due to its stats, it can allow for Medics to call-out players who are weak and even help the Medic see if they have Uber advantage. Due to the fact that the Medic has to be in direct sightline of the enemy, it can sometimes only be useful when the Medic is in poor positioning. Both the [http://wiki.teamfortress.com/wiki/Vitasaw Vitasaw] and the [http://wiki.teamfortress.com/wiki/Amputator Amputator], have very situational uses and are thus rarely used in competitive gameplay&lt;br /&gt;
&lt;br /&gt;
'''Famous 6v6 Medics include:'''&lt;br /&gt;
* [[Mirelin]]   - Previously in [[Broder]]   ([[ETF2L]])&lt;br /&gt;
* [[F2]]        - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
* [[Shade]]     - [[froyotech]] ([[ESEA]])&lt;br /&gt;
* [[Whiteglow]] - [[Last Man Standing]], msh ([[ETF2L]])&lt;br /&gt;
* [[Bonobo]] - [[Team Immunity]] ([[ozfortress]])&lt;br /&gt;
* [[Harbleu]]   - [[Classic Mixup]] ([[ESEA]])&lt;br /&gt;
* [[Byte]]      - ([[ETF2L]])&lt;br /&gt;
* [[Pyyyour]]   - ([[ESEA]])&lt;br /&gt;
* [[KnoxXx]]     - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Medic (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
The Medic has nearly the same role as he does in 6v6; healing his teammates and using his ÜberCharges to turn the tide of a match. Instead of a Soldier or Scout, the Medic has a Heavy and/or Demoman as his pocket. Highlander Medic play-style tends to be more defensive or cautions than 6's as classes like Spy and Sniper are run permanently.&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 = Syringe Gun&lt;br /&gt;
|link = Syringe_Gun&lt;br /&gt;
|description = The '''Syringe Gun''' is the Medic's default primary, shooting syringes, or &amp;quot;needles&amp;quot; at it's target. The syringes fired are projectiles, which means that the player will have to lead their target in order to hit them consistently. The Syringe Gun is a mediocre self-defense weapon, with each syringe doing 5-12 damage, and should only be used when absolutely necessary.&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 = Overdose&lt;br /&gt;
|description = The '''Overdose''' is an alternate primary for the Medic, and functions similarly to the default Syringe Gun. The Overdose's needles do 15% less damage compared to that of the default and likewise, should only be used in very extreme situations. The upside to the Overdose is that it grants an active (the player needs to have the Overdose out) movement speed bonus based on how much ÜberCharge the Medic has. For every 10% of ÜberCharge that the Medic has, the Overdose will grant a 2% movement bonus. At full ÜberCharge, the medic moves at 127% movement speed, which is second only to the Scout, moving at 133%.&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 = Crusader's Crossbow&lt;br /&gt;
|link = Crusader's_Crossbow&lt;br /&gt;
|description = The '''Crusader's Crossbow''' is an alternate primary weapon for the Medic, and functions completely different from any of the other primaries. It shoots a large syringe, and only one at a time. It is the worst option for self-defense and as such should almost never be used in life or death situations, and the Medic should instead resort to his melee. The large syringes that the Crusader's Crossbow fires, however, are very unique and can allow for very clutch moments if the Medic knows how to aim properly. The large syringes do damage based on distance traveled (reverse falloff), up to 75 damage at maximum range. However, if the Medic hits a teammate, the damage that would have been dealt will turn into health. The health scale is much larger, however, with the minimum health able to be received is 75, and the maximum 150. The healing mechanic can provide teammates with instant healing, and often times can save a teammates life. Healing a teammate with the Crusader's Crossbow builds ÜberCharge upon hit. The Crusader's Crossbow eventually got buffed so that it passively reloads, even if you instantly switch to another weapon.&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 = Blutsauger&lt;br /&gt;
|description = The '''Blutsauger''' is an alternate primary for the Medic. Its damage, ammunition, and firing speed are all identical to the default Syringe Gun. However, whenever a player is hit with a Blutsauger needle, the Medic will get 3 additional health. The drawback is that the Medic's passive regen is decreased by 2 HP/second. This means that, instead of regenerating 3 health after being damaged, the Medic will only be given 1 health back, up to a maximum of 4 HP/second, instead of the default maximum of 6 HP/second.&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 = Medi Gun&lt;br /&gt;
|link = Medi_Gun&lt;br /&gt;
|description = The '''Medi Gun''' is the Medic's default primary that heals damage dealt to teammates and can heal a player to 150% of their health. This extra 50% is known as overheal or buff. The Medi Gun heals at 24 health per second. If a patient has not taken damage for 10 seconds, the heal rate will increase linearly with time up to a maximum of 72 heal per second at 15 seconds. Newly spawned teammates will also be healed at 72 health per second. The ÜberCharge will be fully charged in 40 seconds at maximum (healing damaged teammates, not at 150% health) and 80 seconds at the minimum (healing only buffed teammates).&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 = Kritzkrieg&lt;br /&gt;
|description = The '''Kritzkrieg''' is an unlockable secondary for the Medic. Its healing rate is identical to the default Medi Gun. However, the Kritzkrieg charges 25% faster than the default Medi Gun, or in 32 seconds at maximum rate rather than 40 seconds. The invulnerability ÜberCharge is replaced by a charge bestowing the patient with a 100% critical chance. Due to this fast charge rate, the Kritzkrieg is usually used when both Medics die within close timing (to get an advantage in ÜberCharge) or on small maps, such as King of the Hill.&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 = Quick-Fix&lt;br /&gt;
|description = The '''Quick-Fix''' is a very unique secondary for the Medic. It not only has a faster healing rate but a very unique ÜberCharge.  Its ÜberCharge prevents movement-altering attacks and increases the rate of healing on any selected healtarget. The Quick-Fix can only heal teammates to 125% of their health. The Quick-Fix isn't used very often in competitive play. It's mostly used in times where the server's map time is too low to build a normal ÜberCharge. It is most commonly used on King of the Hill maps when the team is pinched for time, and the Medic needs to deliver heals to the point quickly. It can no longer be used on Payload and Capture Point maps for clutch last-minute plays to fling the Medic toward the desired capture point to stall for time or capture a point due to the Tough Break Update.&lt;br /&gt;
|ugc4s = false&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 = Vaccinator&lt;br /&gt;
|description = The '''Vaccinator''' is one of the most interesting secondaries for the Medic. It gives an incredibly slow overheal (66% slower), with three distinct Übers that each last two seconds.  You can access one, two, or three, Übers at once, ÜberCharging the Medic and his patient for two, four, six, or the full eight seconds. With The Vaccinator, you can build Über in just ten seconds. Its Über allows the Medic and his healtarget to block 75% of any incoming damage of the selected damage type as well as substantially less damage from crits. If the patient takes damage from the selected type of attack, a small percentage of health will go to the Medic during the Über, healing him for the duration of the Über. Matching the type of incoming damage will also build über faster. The Vaccinator has been used mostly on Control Point maps and is perfect for blocking and withstanding an enemy Medic's Über while defending the last Control Point. After blocking the enemy Medic's incoming Über, the Medic can then go back into spawn and switch out for a different Medigun, and begin building for a more even Über advantage. The Vaccinator is used very rarely even in comparison to the Quick-Fix.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|rgl6s = false&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 = Bonesaw&lt;br /&gt;
|description = The '''Bonesaw''' is the default medic melee weapon. It is rarely used, due to the utility of the other melee unlocks.&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 = Ubersaw&lt;br /&gt;
|description = The '''Ubersaw''' is the most widely used medic melee in competitive TF2, because it allows medics to gain 25% uber from each saw. This puts their team at an immediate build advantage for their uber. It is often featured in fragmovies, as it is possible to save last by getting a kill with it and blocking the point with uber. A known bug is cloaked or disguise spies give no uber charge percentile.&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 = Amputator&lt;br /&gt;
|description = The '''Amputator''' was once a direct upgrade of the bonesaw, but has been patched and now has a 20% damage penalty. It gives +3 health per second when active and it also has a special taunt, which is an area-of-effect heal, which is useful when large numbers of teammates require heals. However, the taunt heals quite slowly. Of course, when taunting the Medic is left with no movement for a number of seconds and the healing does build ubercharge.&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 = Vita-Saw&lt;br /&gt;
|description = Running the '''Vita-Saw''' means that the medic sacrifices 10 points of his max health in exchange for the ability to keep uber upon death if he has hit an enemy with a melee swing. Each successful swing will let him retain 15% of his uber meter in his next life up to a total of 60% if the medic lands 4 successful swings and has at least 60% uber filled when dying. The successful swings the medic has hit are counted on the screen as organs. The damage output and swing speed are identical to the stock Bonesaw.&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 = Solemn Vow&lt;br /&gt;
|link = Solemn_Vow&lt;br /&gt;
|description = Due to the '''Solemn Vow''''s ability to view the enemy health points and ubercharge percentage, it can be very useful for coordinating pushes and focus firing hurt players. In highlander, the role it plays is not as important, as all information obtained could easily be discovered by a spy. Not only that, but it promotes the Medic being in the sightline of the other Medic.  Not only is this dangerous, but promotes individual aggressive behavior, which often leads to death. The Solemn Vow has -10% swing 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 End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Medic (6v6)]]&lt;br /&gt;
*[[Medic (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic&amp;diff=66669</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic&amp;diff=66669"/>
		<updated>2021-10-20T17:06:51Z</updated>

		<summary type="html">&lt;p&gt;Starach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Medic]]&lt;br /&gt;
The Medic is a maniacal German scientist who is capable of healing his teammates and making them invulnerable for short periods of time. In [[6v6]], the Medic makes up a key component of the combo, along with the pocket [[Soldier]]/[[Scout]]. In [[Highlander]], the combo usually consists of a Medic, [[Heavy]], and [[Demoman]]. As the Medic does not need to focus on aim, Medics generally act as [[callers]] for their teams. However, in higher-level play, Medics who maincall aren't as common, mostly because they are not able to be as aware of the other team's position as other teammates. Medic duties generally include keeping the team fully buffed, timing and leading pushes, and tracking enemy Übers.  Skills required from a Medic differ from division to division.  Generally, Medics are expected to die less, heal hurt teammates, and Über at the appropriate times.  At higher levels, Medics who can surf, position themselves well, hit arrows consistently, and defend themselves with their primary and melee are more common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Medic (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] there is a restriction of 1 Medic per team.&lt;br /&gt;
&lt;br /&gt;
The '''Medic''' is a vital part of any [[6v6]] team, with his ability to use ÜberCharges or KritzCharges on teammates for pushes from point to point or for saving teammates. Due to this, he is usually the most targeted player by the enemy team. If a team loses a Medic they are posed with a large disadvantage of no heals, and may be pushed back to another point or even lose the game. As the Medics ÜberCharge is an important part of a match, they will usually be protected well by the pocket [[Scout]] - In some cases, the Medic may have to be escorted by their pocket [[Scout]] while he gets a health pack. Medics will usually communicate their ÜberCharge percentage as well as their position to their team so they can prepare pushes and defenses, and be ready for an enemy push. Because of the importance of the ÜberCharge, the common phrase ''''Pop it, don't drop it'''' is used.&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] the more commonly used Medi Guns are the stock [http://wiki.teamfortress.com/wiki/Medigun Medigun] and the [http://wiki.teamfortress.com/wiki/Kritzkrieg Kritzkrieg], but in [[ESEA]] the [http://wiki.teamfortress.com/wiki/Vaccinator Vaccinator] is also allowed. Most Medics usually use the default Medi Gun or the Kritzkrieg. The Quick-Fix was occasionally used before the July 11, 2013 patch which buffed it. As a result of the buff, it has banned in every 6v6 league, including UGC and RGL. The Vaccinator is banned in every 6v6 league. Some Medics will switch Medi Gun depending on the situation, sometimes surprising enemies with a KritzCharge usually done with the [[Demoman]] for maximum damage output. &lt;br /&gt;
&lt;br /&gt;
There are multiple Medic melees that can be used. The most common melee is the [http://wiki.teamfortress.com/wiki/Ubersaw Ubersaw], which has a powerful attribute that gives 25% Ubercharge per hit with the downside of slower swing speed. However, the situations in which this can be used can be fringe and its benefit can sometimes never come up within a match. The [http://wiki.teamfortress.com/wiki/Solemn_Vow Solemn Vow] was unbanned in Mid 2020, and has still not been fully explored. It allows the Medic to be able to view the enemy Medic's Ubercharge and enemy player's health. However, the Medic has to be in full-sight of the player in order to make use of it. Due to its stats, it can allow for Medics to call-out players who are weak and even help the Medic see if they have Uber advantage. Due to the fact that the Medic has to be in direct sightline of the enemy, it can sometimes only be useful when the Medic is in poor positioning. Both the [http://wiki.teamfortress.com/wiki/Vitasaw Vitasaw] and the [http://wiki.teamfortress.com/wiki/Amputator Amputator], have very situational uses and are thus rarely used in competitive gameplay&lt;br /&gt;
&lt;br /&gt;
'''Famous 6v6 Medics include:'''&lt;br /&gt;
* [[Mirelin]]   - Previously in [[Broder]]   ([[ETF2L]])&lt;br /&gt;
* [[F2]]        - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
* [[Shade]]     - [[froyotech]] ([[ESEA]])&lt;br /&gt;
* [[Whiteglow]] - [[Last Man Standing]], msh ([[ETF2L]])&lt;br /&gt;
* [[Bonobo]] - [[Team Immunity]] ([[ozfortress]])&lt;br /&gt;
* [[Harbleu]]   - [[Classic Mixup]] ([[ESEA]])&lt;br /&gt;
* [[Byte]]      - ([[ETF2L]])&lt;br /&gt;
* [[Pyyyour]]   - ([[ESEA]])&lt;br /&gt;
* [[KnoxXx]]     - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Medic (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
The Medic has nearly the same role as he does in 6v6; healing his teammates and using his ÜberCharges to turn the tide of a match. Instead of a Soldier or Scout, the Medic has a Heavy and/or Demoman as his pocket.&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 = Syringe Gun&lt;br /&gt;
|link = Syringe_Gun&lt;br /&gt;
|description = The '''Syringe Gun''' is the Medic's default primary, shooting syringes, or &amp;quot;needles&amp;quot; at it's target. The syringes fired are projectiles, which means that the player will have to lead their target in order to hit them consistently. The Syringe Gun is a mediocre self-defense weapon, with each syringe doing 5-12 damage, and should only be used when absolutely necessary.&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 = Overdose&lt;br /&gt;
|description = The '''Overdose''' is an alternate primary for the Medic, and functions similarly to the default Syringe Gun. The Overdose's needles do 15% less damage compared to that of the default and likewise, should only be used in very extreme situations. The upside to the Overdose is that it grants an active (the player needs to have the Overdose out) movement speed bonus based on how much ÜberCharge the Medic has. For every 10% of ÜberCharge that the Medic has, the Overdose will grant a 2% movement bonus. At full ÜberCharge, the medic moves at 127% movement speed, which is second only to the Scout, moving at 133%.&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 = Crusader's Crossbow&lt;br /&gt;
|link = Crusader's_Crossbow&lt;br /&gt;
|description = The '''Crusader's Crossbow''' is an alternate primary weapon for the Medic, and functions completely different from any of the other primaries. It shoots a large syringe, and only one at a time. It is the worst option for self-defense and as such should almost never be used in life or death situations, and the Medic should instead resort to his melee. The large syringes that the Crusader's Crossbow fires, however, are very unique and can allow for very clutch moments if the Medic knows how to aim properly. The large syringes do damage based on distance traveled (reverse falloff), up to 75 damage at maximum range. However, if the Medic hits a teammate, the damage that would have been dealt will turn into health. The health scale is much larger, however, with the minimum health able to be received is 75, and the maximum 150. The healing mechanic can provide teammates with instant healing, and often times can save a teammates life. Healing a teammate with the Crusader's Crossbow builds ÜberCharge upon hit. The Crusader's Crossbow eventually got buffed so that it passively reloads, even if you instantly switch to another weapon.&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 = Blutsauger&lt;br /&gt;
|description = The '''Blutsauger''' is an alternate primary for the Medic. Its damage, ammunition, and firing speed are all identical to the default Syringe Gun. However, whenever a player is hit with a Blutsauger needle, the Medic will get 3 additional health. The drawback is that the Medic's passive regen is decreased by 2 HP/second. This means that, instead of regenerating 3 health after being damaged, the Medic will only be given 1 health back, up to a maximum of 4 HP/second, instead of the default maximum of 6 HP/second.&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 = Medi Gun&lt;br /&gt;
|link = Medi_Gun&lt;br /&gt;
|description = The '''Medi Gun''' is the Medic's default primary that heals damage dealt to teammates and can heal a player to 150% of their health. This extra 50% is known as overheal or buff. The Medi Gun heals at 24 health per second. If a patient has not taken damage for 10 seconds, the heal rate will increase linearly with time up to a maximum of 72 heal per second at 15 seconds. Newly spawned teammates will also be healed at 72 health per second. The ÜberCharge will be fully charged in 40 seconds at maximum (healing damaged teammates, not at 150% health) and 80 seconds at the minimum (healing only buffed teammates).&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 = Kritzkrieg&lt;br /&gt;
|description = The '''Kritzkrieg''' is an unlockable secondary for the Medic. Its healing rate is identical to the default Medi Gun. However, the Kritzkrieg charges 25% faster than the default Medi Gun, or in 32 seconds at maximum rate rather than 40 seconds. The invulnerability ÜberCharge is replaced by a charge bestowing the patient with a 100% critical chance. Due to this fast charge rate, the Kritzkrieg is usually used when both Medics die within close timing (to get an advantage in ÜberCharge) or on small maps, such as King of the Hill.&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 = Quick-Fix&lt;br /&gt;
|description = The '''Quick-Fix''' is a very unique secondary for the Medic. It not only has a faster healing rate but a very unique ÜberCharge.  Its ÜberCharge prevents movement-altering attacks and increases the rate of healing on any selected healtarget. The Quick-Fix can only heal teammates to 125% of their health. The Quick-Fix isn't used very often in competitive play. It's mostly used in times where the server's map time is too low to build a normal ÜberCharge. It is most commonly used on King of the Hill maps when the team is pinched for time, and the Medic needs to deliver heals to the point quickly. It can no longer be used on Payload and Capture Point maps for clutch last-minute plays to fling the Medic toward the desired capture point to stall for time or capture a point due to the Tough Break Update.&lt;br /&gt;
|ugc4s = false&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 = Vaccinator&lt;br /&gt;
|description = The '''Vaccinator''' is one of the most interesting secondaries for the Medic. It gives an incredibly slow overheal (66% slower), with three distinct Übers that each last two seconds.  You can access one, two, or three, Übers at once, ÜberCharging the Medic and his patient for two, four, six, or the full eight seconds. With The Vaccinator, you can build Über in just ten seconds. Its Über allows the Medic and his healtarget to block 75% of any incoming damage of the selected damage type as well as substantially less damage from crits. If the patient takes damage from the selected type of attack, a small percentage of health will go to the Medic during the Über, healing him for the duration of the Über. Matching the type of incoming damage will also build über faster. The Vaccinator has been used mostly on Control Point maps and is perfect for blocking and withstanding an enemy Medic's Über while defending the last Control Point. After blocking the enemy Medic's incoming Über, the Medic can then go back into spawn and switch out for a different Medigun, and begin building for a more even Über advantage. The Vaccinator is used very rarely even in comparison to the Quick-Fix.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|rgl6s = false&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 = Bonesaw&lt;br /&gt;
|description = The '''Bonesaw''' is the default medic melee weapon. It is rarely used, due to the utility of the other melee unlocks.&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 = Ubersaw&lt;br /&gt;
|description = The '''Ubersaw''' is the most widely used medic melee in competitive TF2, because it allows medics to gain 25% uber from each saw. This puts their team at an immediate build advantage for their uber. It is often featured in fragmovies, as it is possible to save last by getting a kill with it and blocking the point with uber. A known bug is cloaked or disguise spies give no uber charge percentile.&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 = Amputator&lt;br /&gt;
|description = The '''Amputator''' was once a direct upgrade of the bonesaw, but has been patched and now has a 20% damage penalty. It gives +3 health per second when active and it also has a special taunt, which is an area-of-effect heal, which is useful when large numbers of teammates require heals. However, the taunt heals quite slowly. Of course, when taunting the Medic is left with no movement for a number of seconds and the healing does build ubercharge.&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 = Vita-Saw&lt;br /&gt;
|description = Running the '''Vita-Saw''' means that the medic sacrifices 10 points of his max health in exchange for the ability to keep uber upon death if he has hit an enemy with a melee swing. Each successful swing will let him retain 15% of his uber meter in his next life up to a total of 60% if the medic lands 4 successful swings and has at least 60% uber filled when dying. The successful swings the medic has hit are counted on the screen as organs. The damage output and swing speed are identical to the stock Bonesaw.&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 = Solemn Vow&lt;br /&gt;
|link = Solemn_Vow&lt;br /&gt;
|description = Due to the '''Solemn Vow''''s ability to view the enemy health points and ubercharge percentage, it can be very useful for coordinating pushes and focus firing hurt players. In highlander, the role it plays is not as important, as all information obtained could easily be discovered by a spy. Not only that, but it promotes the Medic being in the sightline of the other Medic.  Not only is this dangerous, but promotes individual aggressive behavior, which often leads to death. The Solemn Vow has -10% swing 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 End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Medic (6v6)]]&lt;br /&gt;
*[[Medic (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic&amp;diff=66668</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic&amp;diff=66668"/>
		<updated>2021-10-20T17:01:58Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Highlander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Medic]]&lt;br /&gt;
The Medic is a maniacal German scientist who is capable of healing his teammates and making them invulnerable for short periods of time. In [[6v6]], the Medic makes up a key component of the combo, along with the pocket [[Soldier]]. In [[Highlander]], the combo usually consists of a Medic, [[Heavy]], and [[Demoman]]. As the Medic does not need to focus on aim, Medics generally act as [[callers]] for their teams. However, in higher-level play, Medics who maincall aren't as common, mostly because they aren't as aware of the other team's position.  A [[Demoman]] or [[Heavy]] may serve as a more accurate caller.  Medic duties generally include keeping the team fully buffed, timing and leading pushes, and tracking enemy Übers.  Skills required from a Medic differ from division to division.  Generally, Medics are expected to die less, heal hurt teammates, and Über at the appropriate times.  At higher levels, Medics who can surf, position themselves well, and defend themselves with their primary and melee are more common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Medic (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] there is a restriction of 1 Medic per team.&lt;br /&gt;
&lt;br /&gt;
The '''Medic''' is a vital part of any [[6v6]] team, with his ability to use ÜberCharges or KritzCharges on teammates for pushes from point to point or for saving teammates. Due to this, he is usually the most targeted player by the enemy team. If a team loses a Medic they are posed with a large disadvantage of no heals, and may be pushed back to another point or even lose the game. As the Medics ÜberCharge is an important part of a match, they will usually be protected well by the pocket [[Scout]] - In some cases, the Medic may have to be escorted by their pocket [[Scout]] while he gets a health pack. Medics will usually communicate their ÜberCharge percentage as well as their position to their team so they can prepare pushes and defenses, and be ready for an enemy push. Because of the importance of the ÜberCharge, the common phrase ''''Pop it, don't drop it'''' is used.&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] the more commonly used Medi Guns are the stock [http://wiki.teamfortress.com/wiki/Medigun Medigun] and the [http://wiki.teamfortress.com/wiki/Kritzkrieg Kritzkrieg], but in [[ESEA]] the [http://wiki.teamfortress.com/wiki/Vaccinator Vaccinator] is also allowed. Most Medics usually use the default Medi Gun or the Kritzkrieg. The Quick-Fix was occasionally used before the July 11, 2013 patch which buffed it. As a result of the buff, it has banned in every 6v6 league, including UGC and RGL. The Vaccinator is banned in every 6v6 league. Some Medics will switch Medi Gun depending on the situation, sometimes surprising enemies with a KritzCharge usually done with the [[Demoman]] for maximum damage output. &lt;br /&gt;
&lt;br /&gt;
There are multiple Medic melees that can be used. The most common melee is the [http://wiki.teamfortress.com/wiki/Ubersaw Ubersaw], which has a powerful attribute that gives 25% Ubercharge per hit with the downside of slower swing speed. However, the situations in which this can be used can be fringe and its benefit can sometimes never come up within a match. The [http://wiki.teamfortress.com/wiki/Solemn_Vow Solemn Vow] was unbanned in Mid 2020, and has still not been fully explored. It allows the Medic to be able to view the enemy Medic's Ubercharge and enemy player's health. However, the Medic has to be in full-sight of the player in order to make use of it. Due to its stats, it can allow for Medics to call-out players who are weak and even help the Medic see if they have Uber advantage. Due to the fact that the Medic has to be in direct sightline of the enemy, it can sometimes only be useful when the Medic is in poor positioning. Both the [http://wiki.teamfortress.com/wiki/Vitasaw Vitasaw] and the [http://wiki.teamfortress.com/wiki/Amputator Amputator], have very situational uses and are thus rarely used in competitive gameplay&lt;br /&gt;
&lt;br /&gt;
'''Famous 6v6 Medics include:'''&lt;br /&gt;
* [[Mirelin]]   - Previously in [[Broder]]   ([[ETF2L]])&lt;br /&gt;
* [[F2]]        - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
* [[Shade]]     - [[froyotech]] ([[ESEA]])&lt;br /&gt;
* [[Whiteglow]] - [[Last Man Standing]], msh ([[ETF2L]])&lt;br /&gt;
* [[Bonobo]] - [[Team Immunity]] ([[ozfortress]])&lt;br /&gt;
* [[Harbleu]]   - [[Classic Mixup]] ([[ESEA]])&lt;br /&gt;
* [[Byte]]      - ([[ETF2L]])&lt;br /&gt;
* [[Pyyyour]]   - ([[ESEA]])&lt;br /&gt;
* [[KnoxXx]]     - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Medic (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
The Medic has nearly the same role as he does in 6v6; healing his teammates and using his ÜberCharges to turn the tide of a match. Instead of a Soldier or Scout, the Medic has a Heavy and/or Demoman as his pocket.&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 = Syringe Gun&lt;br /&gt;
|link = Syringe_Gun&lt;br /&gt;
|description = The '''Syringe Gun''' is the Medic's default primary, shooting syringes, or &amp;quot;needles&amp;quot; at it's target. The syringes fired are projectiles, which means that the player will have to lead their target in order to hit them consistently. The Syringe Gun is a mediocre self-defense weapon, with each syringe doing 5-12 damage, and should only be used when absolutely necessary.&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 = Overdose&lt;br /&gt;
|description = The '''Overdose''' is an alternate primary for the Medic, and functions similarly to the default Syringe Gun. The Overdose's needles do 15% less damage compared to that of the default and likewise, should only be used in very extreme situations. The upside to the Overdose is that it grants an active (the player needs to have the Overdose out) movement speed bonus based on how much ÜberCharge the Medic has. For every 10% of ÜberCharge that the Medic has, the Overdose will grant a 2% movement bonus. At full ÜberCharge, the medic moves at 127% movement speed, which is second only to the Scout, moving at 133%.&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 = Crusader's Crossbow&lt;br /&gt;
|link = Crusader's_Crossbow&lt;br /&gt;
|description = The '''Crusader's Crossbow''' is an alternate primary weapon for the Medic, and functions completely different from any of the other primaries. It shoots a large syringe, and only one at a time. It is the worst option for self-defense and as such should almost never be used in life or death situations, and the Medic should instead resort to his melee. The large syringes that the Crusader's Crossbow fires, however, are very unique and can allow for very clutch moments if the Medic knows how to aim properly. The large syringes do damage based on distance traveled (reverse falloff), up to 75 damage at maximum range. However, if the Medic hits a teammate, the damage that would have been dealt will turn into health. The health scale is much larger, however, with the minimum health able to be received is 75, and the maximum 150. The healing mechanic can provide teammates with instant healing, and often times can save a teammates life. Healing a teammate with the Crusader's Crossbow builds ÜberCharge upon hit. The Crusader's Crossbow eventually got buffed so that it passively reloads, even if you instantly switch to another weapon.&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 = Blutsauger&lt;br /&gt;
|description = The '''Blutsauger''' is an alternate primary for the Medic. Its damage, ammunition, and firing speed are all identical to the default Syringe Gun. However, whenever a player is hit with a Blutsauger needle, the Medic will get 3 additional health. The drawback is that the Medic's passive regen is decreased by 2 HP/second. This means that, instead of regenerating 3 health after being damaged, the Medic will only be given 1 health back, up to a maximum of 4 HP/second, instead of the default maximum of 6 HP/second.&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 = Medi Gun&lt;br /&gt;
|link = Medi_Gun&lt;br /&gt;
|description = The '''Medi Gun''' is the Medic's default primary that heals damage dealt to teammates and can heal a player to 150% of their health. This extra 50% is known as overheal or buff. The Medi Gun heals at 24 health per second. If a patient has not taken damage for 10 seconds, the heal rate will increase linearly with time up to a maximum of 72 heal per second at 15 seconds. Newly spawned teammates will also be healed at 72 health per second. The ÜberCharge will be fully charged in 40 seconds at maximum (healing damaged teammates, not at 150% health) and 80 seconds at the minimum (healing only buffed teammates).&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 = Kritzkrieg&lt;br /&gt;
|description = The '''Kritzkrieg''' is an unlockable secondary for the Medic. Its healing rate is identical to the default Medi Gun. However, the Kritzkrieg charges 25% faster than the default Medi Gun, or in 32 seconds at maximum rate rather than 40 seconds. The invulnerability ÜberCharge is replaced by a charge bestowing the patient with a 100% critical chance. Due to this fast charge rate, the Kritzkrieg is usually used when both Medics die within close timing (to get an advantage in ÜberCharge) or on small maps, such as King of the Hill.&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 = Quick-Fix&lt;br /&gt;
|description = The '''Quick-Fix''' is a very unique secondary for the Medic. It not only has a faster healing rate but a very unique ÜberCharge.  Its ÜberCharge prevents movement-altering attacks and increases the rate of healing on any selected healtarget. The Quick-Fix can only heal teammates to 125% of their health. The Quick-Fix isn't used very often in competitive play. It's mostly used in times where the server's map time is too low to build a normal ÜberCharge. It is most commonly used on King of the Hill maps when the team is pinched for time, and the Medic needs to deliver heals to the point quickly. It can no longer be used on Payload and Capture Point maps for clutch last-minute plays to fling the Medic toward the desired capture point to stall for time or capture a point due to the Tough Break Update.&lt;br /&gt;
|ugc4s = false&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 = Vaccinator&lt;br /&gt;
|description = The '''Vaccinator''' is one of the most interesting secondaries for the Medic. It gives an incredibly slow overheal (66% slower), with three distinct Übers that each last two seconds.  You can access one, two, or three, Übers at once, ÜberCharging the Medic and his patient for two, four, six, or the full eight seconds. With The Vaccinator, you can build Über in just ten seconds. Its Über allows the Medic and his healtarget to block 75% of any incoming damage of the selected damage type as well as substantially less damage from crits. If the patient takes damage from the selected type of attack, a small percentage of health will go to the Medic during the Über, healing him for the duration of the Über. Matching the type of incoming damage will also build über faster. The Vaccinator has been used mostly on Control Point maps and is perfect for blocking and withstanding an enemy Medic's Über while defending the last Control Point. After blocking the enemy Medic's incoming Über, the Medic can then go back into spawn and switch out for a different Medigun, and begin building for a more even Über advantage. The Vaccinator is used very rarely even in comparison to the Quick-Fix.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|rgl6s = false&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 = Bonesaw&lt;br /&gt;
|description = The '''Bonesaw''' is the default medic melee weapon. It is rarely used, due to the utility of the other melee unlocks.&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 = Ubersaw&lt;br /&gt;
|description = The '''Ubersaw''' is the most widely used medic melee in competitive TF2, because it allows medics to gain 25% uber from each saw. This puts their team at an immediate build advantage for their uber. It is often featured in fragmovies, as it is possible to save last by getting a kill with it and blocking the point with uber. A known bug is cloaked or disguise spies give no uber charge percentile.&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 = Amputator&lt;br /&gt;
|description = The '''Amputator''' was once a direct upgrade of the bonesaw, but has been patched and now has a 20% damage penalty. It gives +3 health per second when active and it also has a special taunt, which is an area-of-effect heal, which is useful when large numbers of teammates require heals. However, the taunt heals quite slowly. Of course, when taunting the Medic is left with no movement for a number of seconds and the healing does build ubercharge.&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 = Vita-Saw&lt;br /&gt;
|description = Running the '''Vita-Saw''' means that the medic sacrifices 10 points of his max health in exchange for the ability to keep uber upon death if he has hit an enemy with a melee swing. Each successful swing will let him retain 15% of his uber meter in his next life up to a total of 60% if the medic lands 4 successful swings and has at least 60% uber filled when dying. The successful swings the medic has hit are counted on the screen as organs. The damage output and swing speed are identical to the stock Bonesaw.&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 = Solemn Vow&lt;br /&gt;
|link = Solemn_Vow&lt;br /&gt;
|description = Due to the '''Solemn Vow''''s ability to view the enemy health points and ubercharge percentage, it can be very useful for coordinating pushes and focus firing hurt players. In highlander, the role it plays is not as important, as all information obtained could easily be discovered by a spy. Not only that, but it promotes the Medic being in the sightline of the other Medic.  Not only is this dangerous, but promotes individual aggressive behavior, which often leads to death. The Solemn Vow has -10% swing 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 End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Medic (6v6)]]&lt;br /&gt;
*[[Medic (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Calling&amp;diff=66667</id>
		<title>Calling</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Calling&amp;diff=66667"/>
		<updated>2021-10-20T15:54:27Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Communication system */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Calling in Team Fortress 2 is communicating with your team to relay information so that everyone knows what's going on. Calling is one of the most important skills that a team can have, it's from calls that organized teamplays are made and it's also the backbone of the metagame. It's arguably the biggest difference between public games and organized competitive play. &lt;br /&gt;
&lt;br /&gt;
This is the same reason lobbies are very often frowned upon and disregarded as any demonstration of skill, as the in-game voice system isn't the best solution and there isn't any obligation to use in-game voice chat or any type of external communication, often resulting in abnormal outcomes from risky plays that wouldn't happen if these plays were called.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
Calls play an essential part in competitive play, so they should be treated as such and given special attention and work. Calling isn't often trained or practiced and most of the calling attributes a player has come from actual competitive experience, so it is natural for new players to feel overwhelmed by it or not being able to make proper calls. Learning map callouts before playing on that map will help players call more effectively, and is highly recommended.&lt;br /&gt;
'''A call should be concise and clear, only with relevant information and no gibberish.''' It should also be spoken in a calm way that is understood by everyone, raging or shouting often only leads to a worse team atmosphere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''An example of a good (concise and clear) call would be:'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scout on choke took 70.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''An example of a bad or less clear call would be:'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scout took a lot, why didn't he die?!?! Please kill him!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Main Caller==&lt;br /&gt;
The main caller is the backbone of any team, be it a [[Highlander]] or [[6v6]] team.  It is the job of the main caller to communicate with the entire team, informing them when and how pushes, retreats and various other plays are to be carried out.  It is essential that the main caller communicates clearly and concisely so actions are carried out as soon as possible.  Teams which often fail to listen and react to the main caller generally fall apart due to a lack of focus on their enemies, positioning and the game as a whole.&lt;br /&gt;
&lt;br /&gt;
Having a main caller is not a requirement nor obligation for every team, very often teams use different systems as they see fit to their playstyle, often using no maincaller at all or even 2 callers with strong maincalling presence. &lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
A main caller should be a player that has a clear understanding of the metagame and a good gamesense, that knows how their team can take advantage of a certain situation or turn the match around with precise and concise calls. Having a strong presence in the team and being respected and heard by your teammates at all times is also necessary. A good microphone is recommended but not obligatory.&lt;br /&gt;
&lt;br /&gt;
=== Main Calling in 6v6 ===&lt;br /&gt;
The main caller is usually the [[Soldier | Pocket Soldier]], the [[Scout | Pocket Scout]] or the [[Demoman]].  This is because most 6v6 teams will focus their play around their combo to make use of über and general health advantages. That being said, a class that plays a big part in or around the combo is often recommended as a maincaller. However this is not true for all cases, as there are teams which have far more experienced players on flank positions that have good main calling abilities.&lt;br /&gt;
&lt;br /&gt;
=== Main Calling in Highlander ===&lt;br /&gt;
Having a main caller in HL is much more important than on a 6v6 team, a player with a strong presence, that gives clear instructions is a plus, because HL is made up of 9 players in each team, the comms get usually a lot more noisy, often even resulting in a snowballing effect where calls are being talked over by other calls and there is no clear understanding of the direction the team should go.&lt;br /&gt;
The main caller is usually the [[Heavy]], Medic or Demo as these are the essential combo classes.&lt;br /&gt;
&lt;br /&gt;
== Communication system ==&lt;br /&gt;
The in-game voice system is virtually unused in competitive play as it isn't perfect nor offers the amount of audio quality and customization the players need. So there are plenty of alternatives used, from TeamSpeak to Ventrillo. The staple of the competitive Team Fortress 2 community used to be [http://mumble.sourceforge.net/ '''Mumble'''], but the majority of players has since migrated to [https://discord.com/ '''Discord''']. Both are lightweight, open source, and offer good audio quality and customization, but Discord offers a more polished appearance and enhanced community features. Most teams will use Discord or Mumble to communicate and the most active [[Glossary#PUG.2C_Pickup | PUGs]] or [[Glossary#Mix | Mixes]] channels/websites will often enforce their usage, so they are essential pieces of software to the competitive scene.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Calling&amp;diff=66666</id>
		<title>Calling</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Calling&amp;diff=66666"/>
		<updated>2021-10-20T15:53:25Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Communication system */ Changed to reflect changed preferences&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Calling in Team Fortress 2 is communicating with your team to relay information so that everyone knows what's going on. Calling is one of the most important skills that a team can have, it's from calls that organized teamplays are made and it's also the backbone of the metagame. It's arguably the biggest difference between public games and organized competitive play. &lt;br /&gt;
&lt;br /&gt;
This is the same reason lobbies are very often frowned upon and disregarded as any demonstration of skill, as the in-game voice system isn't the best solution and there isn't any obligation to use in-game voice chat or any type of external communication, often resulting in abnormal outcomes from risky plays that wouldn't happen if these plays were called.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
Calls play an essential part in competitive play, so they should be treated as such and given special attention and work. Calling isn't often trained or practiced and most of the calling attributes a player has come from actual competitive experience, so it is natural for new players to feel overwhelmed by it or not being able to make proper calls. Learning map callouts before playing on that map will help players call more effectively, and is highly recommended.&lt;br /&gt;
'''A call should be concise and clear, only with relevant information and no gibberish.''' It should also be spoken in a calm way that is understood by everyone, raging or shouting often only leads to a worse team atmosphere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''An example of a good (concise and clear) call would be:'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scout on choke took 70.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''An example of a bad or less clear call would be:'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scout took a lot, why didn't he die?!?! Please kill him!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Main Caller==&lt;br /&gt;
The main caller is the backbone of any team, be it a [[Highlander]] or [[6v6]] team.  It is the job of the main caller to communicate with the entire team, informing them when and how pushes, retreats and various other plays are to be carried out.  It is essential that the main caller communicates clearly and concisely so actions are carried out as soon as possible.  Teams which often fail to listen and react to the main caller generally fall apart due to a lack of focus on their enemies, positioning and the game as a whole.&lt;br /&gt;
&lt;br /&gt;
Having a main caller is not a requirement nor obligation for every team, very often teams use different systems as they see fit to their playstyle, often using no maincaller at all or even 2 callers with strong maincalling presence. &lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
A main caller should be a player that has a clear understanding of the metagame and a good gamesense, that knows how their team can take advantage of a certain situation or turn the match around with precise and concise calls. Having a strong presence in the team and being respected and heard by your teammates at all times is also necessary. A good microphone is recommended but not obligatory.&lt;br /&gt;
&lt;br /&gt;
=== Main Calling in 6v6 ===&lt;br /&gt;
The main caller is usually the [[Soldier | Pocket Soldier]], the [[Scout | Pocket Scout]] or the [[Demoman]].  This is because most 6v6 teams will focus their play around their combo to make use of über and general health advantages. That being said, a class that plays a big part in or around the combo is often recommended as a maincaller. However this is not true for all cases, as there are teams which have far more experienced players on flank positions that have good main calling abilities.&lt;br /&gt;
&lt;br /&gt;
=== Main Calling in Highlander ===&lt;br /&gt;
Having a main caller in HL is much more important than on a 6v6 team, a player with a strong presence, that gives clear instructions is a plus, because HL is made up of 9 players in each team, the comms get usually a lot more noisy, often even resulting in a snowballing effect where calls are being talked over by other calls and there is no clear understanding of the direction the team should go.&lt;br /&gt;
The main caller is usually the [[Heavy]], Medic or Demo as these are the essential combo classes.&lt;br /&gt;
&lt;br /&gt;
== Communication system ==&lt;br /&gt;
The in-game voice system is virtually unused in competitive play as it isn't perfect nor offers the amount of audio quality and customization the players need. So there are plenty of alternatives used, from TeamSpeak to Ventrillo. the staple of the competitive Team Fortress 2 community used to be [http://mumble.sourceforge.net/ '''Mumble'''], but has since migrated to [https://discord.com/ '''Discord''']. Both are lightweight, open source, and also offer good audio quality and customization, but Discord offers a more polished appearance and enhanced community features. Most teams will use Discord or Mumble to communicate and the most active [[Glossary#PUG.2C_Pickup | PUGs]] or [[Glossary#Mix | Mixes]] channels/websites will often enforce their usage, so they are essential pieces of software to the competitive scene.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Calling&amp;diff=66665</id>
		<title>Calling</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Calling&amp;diff=66665"/>
		<updated>2021-10-20T15:47:32Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Basics */ Adding map callouts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Calling in Team Fortress 2 is communicating with your team to relay information so that everyone knows what's going on. Calling is one of the most important skills that a team can have, it's from calls that organized teamplays are made and it's also the backbone of the metagame. It's arguably the biggest difference between public games and organized competitive play. &lt;br /&gt;
&lt;br /&gt;
This is the same reason lobbies are very often frowned upon and disregarded as any demonstration of skill, as the in-game voice system isn't the best solution and there isn't any obligation to use in-game voice chat or any type of external communication, often resulting in abnormal outcomes from risky plays that wouldn't happen if these plays were called.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
Calls play an essential part in competitive play, so they should be treated as such and given special attention and work. Calling isn't often trained or practiced and most of the calling attributes a player has come from actual competitive experience, so it is natural for new players to feel overwhelmed by it or not being able to make proper calls. Learning map callouts before playing on that map will help players call more effectively, and is highly recommended.&lt;br /&gt;
'''A call should be concise and clear, only with relevant information and no gibberish.''' It should also be spoken in a calm way that is understood by everyone, raging or shouting often only leads to a worse team atmosphere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''An example of a good (concise and clear) call would be:'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scout on choke took 70.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''An example of a bad or less clear call would be:'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scout took a lot, why didn't he die?!?! Please kill him!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Main Caller==&lt;br /&gt;
The main caller is the backbone of any team, be it a [[Highlander]] or [[6v6]] team.  It is the job of the main caller to communicate with the entire team, informing them when and how pushes, retreats and various other plays are to be carried out.  It is essential that the main caller communicates clearly and concisely so actions are carried out as soon as possible.  Teams which often fail to listen and react to the main caller generally fall apart due to a lack of focus on their enemies, positioning and the game as a whole.&lt;br /&gt;
&lt;br /&gt;
Having a main caller is not a requirement nor obligation for every team, very often teams use different systems as they see fit to their playstyle, often using no maincaller at all or even 2 callers with strong maincalling presence. &lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
A main caller should be a player that has a clear understanding of the metagame and a good gamesense, that knows how their team can take advantage of a certain situation or turn the match around with precise and concise calls. Having a strong presence in the team and being respected and heard by your teammates at all times is also necessary. A good microphone is recommended but not obligatory.&lt;br /&gt;
&lt;br /&gt;
=== Main Calling in 6v6 ===&lt;br /&gt;
The main caller is usually the [[Soldier | Pocket Soldier]], the [[Scout | Pocket Scout]] or the [[Demoman]].  This is because most 6v6 teams will focus their play around their combo to make use of über and general health advantages. That being said, a class that plays a big part in or around the combo is often recommended as a maincaller. However this is not true for all cases, as there are teams which have far more experienced players on flank positions that have good main calling abilities.&lt;br /&gt;
&lt;br /&gt;
=== Main Calling in Highlander ===&lt;br /&gt;
Having a main caller in HL is much more important than on a 6v6 team, a player with a strong presence, that gives clear instructions is a plus, because HL is made up of 9 players in each team, the comms get usually a lot more noisy, often even resulting in a snowballing effect where calls are being talked over by other calls and there is no clear understanding of the direction the team should go.&lt;br /&gt;
The main caller is usually the [[Heavy]], Medic or Demo as these are the essential combo classes.&lt;br /&gt;
&lt;br /&gt;
== Communication system ==&lt;br /&gt;
The in-game voice system is virtually unused in competitive play as it isn't perfect nor offers the amount of audio quality and customization the players need. So there are plenty of alternatives used, from TeamSpeak to Ventrillo, but the one that has become the staple of the competitive Team Fortress 2 community is [http://mumble.sourceforge.net/ '''Mumble'''], as it is very lightweight, open source, and also offers good audio quality and customization. Most teams will use this software to communicate and even the most active [[Glossary#PUG.2C_Pickup | PUGs]] or [[Glossary#Mix | Mixes]] channels/websites will enforce it, so it is an essential piece of software to the competitive scene. Another program that has recently started to be adopted by the competitive community is [https://discordapp.com/ '''Discord'''], which is also a very lightweight and in-browser app that allows for easy and convenient communication.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Configs_(CFG)&amp;diff=66664</id>
		<title>Configs (CFG)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Configs_(CFG)&amp;diff=66664"/>
		<updated>2021-10-20T12:48:15Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Class Configs */ Updated the link. If anyone has a better one please update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{needimage}}&lt;br /&gt;
Configs refer to the configuration files which are used by the game to quickly change game settings, such as graphics and gameplay options. Many configs are designed to improve game performance through lowering graphics settings, as well as providing extra functionality through the use of other client commands, such as viewmodel tweaks and network settings.&lt;br /&gt;
&lt;br /&gt;
== FPS Configs ==&lt;br /&gt;
&lt;br /&gt;
FPS configs strive to lower game graphics as much as possible in order to increase the framerate (FPS) of the game. Popular graphics configs include Comanglia's and mastercomfig, while configs such as m0reframes and Chris's config have been used in the past.&lt;br /&gt;
&lt;br /&gt;
[https://cfg.tf/ CFG.TF] - is a config generator which includes well known and updated graphics configs. You can automatically install custom configs such as offline rocket jumping config, automatically record games, custom files such as remove bullet-hole dust, viewmodel settings, crosshair switcher, damage indicators, network settings, custom binds, HUDs and a lot of other things.&lt;br /&gt;
&lt;br /&gt;
[https://mastercomfig.com/ mastercomfig] - The latest config available, with a focus on optimizing the game with a modern approach. Gets new updates frequently and has many customization options. Along with mastercomfig comes the [https://raw.githubusercontent.com/mastercoms/mastercomfig/release/config/mastercomfig/cfg/comfig/mm_override.cfg mm_override.cfg file], which changes some settings to comply with the commands that are changed in Competitive matches.&lt;br /&gt;
&lt;br /&gt;
[http://www.teamfortress.tv/25328/comanglias-config-fps-guide/ Comanglia's FPS Config] - Historically the go-to config for most competitive TF2 players who need more frames. It's considered by many to be one of the most effective configs currently available.&lt;br /&gt;
&lt;br /&gt;
[http://rhapsodysl.github.io/perfconfig/ Rhapsody's Performance Config] - An updated version of Chris' dx9frames config created by RhapsodySL. Gives higher frames than Chris' version did and also has some extra features such as in-game config setting managing, among other things.&lt;br /&gt;
&lt;br /&gt;
[http://chrisdown.name/tf2/ Chris' Configurations] - FPS configs maintained by Chris until 2012. This config is used to be the most popular and is still used by a number of TF2 competitive players. Chris' Configs come in several different versions, the most popular of which is the &amp;quot;maxframes config&amp;quot;, which gives the maximum framerate possible while at the same time reducing the quality of the textures and the overall look of TF2. Alternatively, players can go for the &amp;quot;Highframes config&amp;quot;, which makes TF2 look a little better compared to &amp;quot;Maxframes&amp;quot; but at the expense of not getting the maximum possible framerate. &lt;br /&gt;
&lt;br /&gt;
[http://m0re.fi/ m0re FPS Configurations] - m0re FPS Configurations is the FPS config which pales in comparison to Chris' Configs due to performance but is a healthy alternative to Chris' Configs.&lt;br /&gt;
&lt;br /&gt;
== Class Configs ==&lt;br /&gt;
&lt;br /&gt;
'''All Class'''&lt;br /&gt;
&lt;br /&gt;
[http://teamfortress.tv/thread/21928/transparent-viewmodels-in-any-hud/ Transparent Viewmodels] - Makes your weapon viewmodel's transparent&lt;br /&gt;
&lt;br /&gt;
[https://gamebanana.com/scripts/9842 Null-Cancelling Script] - This script prevents you from pressing two opposing directions, which causes you to stop moving.&lt;br /&gt;
&lt;br /&gt;
'''Scout:'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Soldier'''&lt;br /&gt;
&lt;br /&gt;
[https://gamebanana.com/scripts/2499 Improved Crouch Jump Script] - a simple script that lets you press space once to jump then keep holding space to crouch.&lt;br /&gt;
&lt;br /&gt;
'''Pyro'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Demoman'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Heavy'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Engineer'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Medic'''&lt;br /&gt;
&lt;br /&gt;
[https://gist.github.com/marcinof/2981918 Comp Medic Config] - A fleshed out Medic Config with the essentials for playing Medic at a higher level.&lt;br /&gt;
&lt;br /&gt;
'''Sniper'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Spy'''&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/tf2/comments/3ca8b1/some_good_spy_scripts/ Helpful Spy Scripts by Stabby Stabby] - A set of scripts created by Competitive Spy Stabby Stabby for spy.&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Configs_(CFG)&amp;diff=66663</id>
		<title>Configs (CFG)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Configs_(CFG)&amp;diff=66663"/>
		<updated>2021-10-20T12:45:37Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Class Configs */ Most of the links were broken, I have updated them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{needimage}}&lt;br /&gt;
Configs refer to the configuration files which are used by the game to quickly change game settings, such as graphics and gameplay options. Many configs are designed to improve game performance through lowering graphics settings, as well as providing extra functionality through the use of other client commands, such as viewmodel tweaks and network settings.&lt;br /&gt;
&lt;br /&gt;
== FPS Configs ==&lt;br /&gt;
&lt;br /&gt;
FPS configs strive to lower game graphics as much as possible in order to increase the framerate (FPS) of the game. Popular graphics configs include Comanglia's and mastercomfig, while configs such as m0reframes and Chris's config have been used in the past.&lt;br /&gt;
&lt;br /&gt;
[https://cfg.tf/ CFG.TF] - is a config generator which includes well known and updated graphics configs. You can automatically install custom configs such as offline rocket jumping config, automatically record games, custom files such as remove bullet-hole dust, viewmodel settings, crosshair switcher, damage indicators, network settings, custom binds, HUDs and a lot of other things.&lt;br /&gt;
&lt;br /&gt;
[https://mastercomfig.com/ mastercomfig] - The latest config available, with a focus on optimizing the game with a modern approach. Gets new updates frequently and has many customization options. Along with mastercomfig comes the [https://raw.githubusercontent.com/mastercoms/mastercomfig/release/config/mastercomfig/cfg/comfig/mm_override.cfg mm_override.cfg file], which changes some settings to comply with the commands that are changed in Competitive matches.&lt;br /&gt;
&lt;br /&gt;
[http://www.teamfortress.tv/25328/comanglias-config-fps-guide/ Comanglia's FPS Config] - Historically the go-to config for most competitive TF2 players who need more frames. It's considered by many to be one of the most effective configs currently available.&lt;br /&gt;
&lt;br /&gt;
[http://rhapsodysl.github.io/perfconfig/ Rhapsody's Performance Config] - An updated version of Chris' dx9frames config created by RhapsodySL. Gives higher frames than Chris' version did and also has some extra features such as in-game config setting managing, among other things.&lt;br /&gt;
&lt;br /&gt;
[http://chrisdown.name/tf2/ Chris' Configurations] - FPS configs maintained by Chris until 2012. This config is used to be the most popular and is still used by a number of TF2 competitive players. Chris' Configs come in several different versions, the most popular of which is the &amp;quot;maxframes config&amp;quot;, which gives the maximum framerate possible while at the same time reducing the quality of the textures and the overall look of TF2. Alternatively, players can go for the &amp;quot;Highframes config&amp;quot;, which makes TF2 look a little better compared to &amp;quot;Maxframes&amp;quot; but at the expense of not getting the maximum possible framerate. &lt;br /&gt;
&lt;br /&gt;
[http://m0re.fi/ m0re FPS Configurations] - m0re FPS Configurations is the FPS config which pales in comparison to Chris' Configs due to performance but is a healthy alternative to Chris' Configs.&lt;br /&gt;
&lt;br /&gt;
== Class Configs ==&lt;br /&gt;
&lt;br /&gt;
'''All Class'''&lt;br /&gt;
&lt;br /&gt;
[http://teamfortress.tv/thread/21928/transparent-viewmodels-in-any-hud/ Transparent Viewmodels] - Makes your weapon viewmodel's transparent&lt;br /&gt;
&lt;br /&gt;
[https://gamebanana.com/scripts/9842 Null-Cancelling Script] - This script prevents you from pressing two opposing directions, which causes you to stop moving.&lt;br /&gt;
&lt;br /&gt;
'''Scout:'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Soldier'''&lt;br /&gt;
&lt;br /&gt;
[https://gamebanana.com/scripts/2499 Improved Crouch Jump Script] - a simple script that lets you press space once to jump then keep holding space to crouch.&lt;br /&gt;
&lt;br /&gt;
'''Pyro'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Demoman'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Heavy'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Engineer'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Medic'''&lt;br /&gt;
&lt;br /&gt;
[https://gist.github.com/marcinof/2981918 Comp Medic Config] - A fleshed out Medic Config with the essentials for playing Medic at a higher level.&lt;br /&gt;
&lt;br /&gt;
'''Sniper'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Spy'''&lt;br /&gt;
&lt;br /&gt;
[http://forums.steampowered.com/forums/showthread.php?t=1591457 Helpful Spy Scripts by Stabby Stabby] - A set of scripts created by Competitive Spy Stabby Stabby for spy.&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Configs_(CFG)&amp;diff=66662</id>
		<title>Configs (CFG)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Configs_(CFG)&amp;diff=66662"/>
		<updated>2021-10-20T12:18:56Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Class Configs */ It's all class&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{needimage}}&lt;br /&gt;
Configs refer to the configuration files which are used by the game to quickly change game settings, such as graphics and gameplay options. Many configs are designed to improve game performance through lowering graphics settings, as well as providing extra functionality through the use of other client commands, such as viewmodel tweaks and network settings.&lt;br /&gt;
&lt;br /&gt;
== FPS Configs ==&lt;br /&gt;
&lt;br /&gt;
FPS configs strive to lower game graphics as much as possible in order to increase the framerate (FPS) of the game. Popular graphics configs include Comanglia's and mastercomfig, while configs such as m0reframes and Chris's config have been used in the past.&lt;br /&gt;
&lt;br /&gt;
[https://cfg.tf/ CFG.TF] - is a config generator which includes well known and updated graphics configs. You can automatically install custom configs such as offline rocket jumping config, automatically record games, custom files such as remove bullet-hole dust, viewmodel settings, crosshair switcher, damage indicators, network settings, custom binds, HUDs and a lot of other things.&lt;br /&gt;
&lt;br /&gt;
[https://mastercomfig.com/ mastercomfig] - The latest config available, with a focus on optimizing the game with a modern approach. Gets new updates frequently and has many customization options. Along with mastercomfig comes the [https://raw.githubusercontent.com/mastercoms/mastercomfig/release/config/mastercomfig/cfg/comfig/mm_override.cfg mm_override.cfg file], which changes some settings to comply with the commands that are changed in Competitive matches.&lt;br /&gt;
&lt;br /&gt;
[http://www.teamfortress.tv/25328/comanglias-config-fps-guide/ Comanglia's FPS Config] - Historically the go-to config for most competitive TF2 players who need more frames. It's considered by many to be one of the most effective configs currently available.&lt;br /&gt;
&lt;br /&gt;
[http://rhapsodysl.github.io/perfconfig/ Rhapsody's Performance Config] - An updated version of Chris' dx9frames config created by RhapsodySL. Gives higher frames than Chris' version did and also has some extra features such as in-game config setting managing, among other things.&lt;br /&gt;
&lt;br /&gt;
[http://chrisdown.name/tf2/ Chris' Configurations] - FPS configs maintained by Chris until 2012. This config is used to be the most popular and is still used by a number of TF2 competitive players. Chris' Configs come in several different versions, the most popular of which is the &amp;quot;maxframes config&amp;quot;, which gives the maximum framerate possible while at the same time reducing the quality of the textures and the overall look of TF2. Alternatively, players can go for the &amp;quot;Highframes config&amp;quot;, which makes TF2 look a little better compared to &amp;quot;Maxframes&amp;quot; but at the expense of not getting the maximum possible framerate. &lt;br /&gt;
&lt;br /&gt;
[http://m0re.fi/ m0re FPS Configurations] - m0re FPS Configurations is the FPS config which pales in comparison to Chris' Configs due to performance but is a healthy alternative to Chris' Configs.&lt;br /&gt;
&lt;br /&gt;
== Class Configs ==&lt;br /&gt;
&lt;br /&gt;
'''All Class'''&lt;br /&gt;
&lt;br /&gt;
[http://teamfortress.tv/thread/21928/transparent-viewmodels-in-any-hud/ Transparent Viewmodels] - Makes your weapon viewmodel's transparent&lt;br /&gt;
&lt;br /&gt;
[https://gamebanana.com/scripts/9842 Null-Cancelling Script] - This script prevents you from pressing two opposing directions, which causes you to stop moving.&lt;br /&gt;
&lt;br /&gt;
'''Scout:'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Soldier'''&lt;br /&gt;
&lt;br /&gt;
[http://tf2.gamebanana.com/scripts/7982 Improved Crouch Jump Script] - a simple script that lets you press space once to jump then keep holding space to crouch.&lt;br /&gt;
&lt;br /&gt;
'''Pyro'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Demoman'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Heavy'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Engineer'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Medic'''&lt;br /&gt;
&lt;br /&gt;
[http://tf2.gamebanana.com/scripts/8011 Semi Comp Medic Config] - A bare-bones Medic Config with the essentials for playing medic at a higher level.&lt;br /&gt;
&lt;br /&gt;
[http://ozfortress.com/showthread.php?t=36957 Chris' Medic Config] - A advanced Medic Config designed for a mouse with multiple buttons. It is mostly outdated.&lt;br /&gt;
&lt;br /&gt;
'''Sniper'''&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
'''Spy'''&lt;br /&gt;
&lt;br /&gt;
[http://forums.steampowered.com/forums/showthread.php?t=1591457 Helpful Spy Scripts by Stabby Stabby] - A set of scripts created by Competitive Spy Stabby Stabby for spy.&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66661</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66661"/>
		<updated>2021-10-20T11:55:30Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Overtime */  Clearing it up a little. Still not 100% happy with it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|Medic's]] Mediguns when he continues to heal a player after they already have full health.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage. This effect scales up, and after not taking damage for 15 seconds or more the target will be healed at the maximum rate of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
A Medic's self heal rate also increases based on the time since damage was taken. This starts at a rate of 3 hp/s, scaling up over 10 seconds to a maximum of 6 hp/s. This rate is doubled while the Medic is healing a player who is below full health, to a maximum of 12hp/s.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Frag, Fragged===&lt;br /&gt;
&lt;br /&gt;
To kill a player.&lt;br /&gt;
A Frag movie refers to an edited video completion of kills or good plays.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Faked, Faking Uber===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually triggers the 'Ubercharge ready' voiceline to fool the enemy team into thinking they have Uber. This is done for strategic purposes, often to disguise the fact they are at an Uber disadvantage or to trick the enemy into thinking they are using The Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Mask, Masking===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually uses a random voiceline to override their automatic 'Fully charged' voiceline that is triggered when they get Uber. This is done for strategic purposes to confuse the enemy and potentially take them by surprise with an Uber/Kritz.&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped the point, the time has run out, but the point is contested or semi-captured by the opposing team. If the semi-capture recedes fully then the first team wins.&lt;br /&gt;
In [[King of The Hill]], overtime occurs once the timer has been run all the way down by one team, but the other team is contesting or has some cap time on the point. In [[Attack/Defend]] if the opposing team successfully captures the point, overtime ends, time is added to the timer, and that team must then capture the next point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]]. Can also be referred to as just 'ad'.&lt;br /&gt;
&lt;br /&gt;
===Über Counting===&lt;br /&gt;
&lt;br /&gt;
When a team (often the Medic) calculates or predicts the enemy Medic's Uber levels allowing them to be aware of potential Uber advantage/disadvantage. This can be done in several ways including calculating the time since the enemy Medic has spawned, and noting the difference in time between your Medic spawning and theirs. Knowing which team has Uber advantage/disadvantage has a large impact on the immediate strategy of the team.&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground. Also may be referred to as Track.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[Roamer]] and a [[Scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Sightline===&lt;br /&gt;
&lt;br /&gt;
An angle or area that a [[Sniper]] might be commonly be watching. Often long distance stretches where a Sniper can sit safely back and cover. They are areas to be avoided or approached cautiously, especially by Medics.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The Medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===Pencil jump===&lt;br /&gt;
&lt;br /&gt;
When a player, usually a [[Soldier]], jumps straight up in the air. It is common amongst less experienced rocket jumpers and new players.&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=66660</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=66660"/>
		<updated>2021-10-20T11:54:53Z</updated>

		<summary type="html">&lt;p&gt;Starach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewInfobox Map&lt;br /&gt;
|name=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=&lt;br /&gt;
&lt;br /&gt;
|maptype=ad&lt;br /&gt;
|filename=cp_steel&lt;br /&gt;
|version=Official Release&lt;br /&gt;
|author1=Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
|author1steam=76561197961877926&lt;br /&gt;
|author2=&lt;br /&gt;
|author2steam=&lt;br /&gt;
|author3=&lt;br /&gt;
|author3steam=&lt;br /&gt;
|released=19 August 2008&lt;br /&gt;
|updated=10 July 2013&lt;br /&gt;
|official=1&lt;br /&gt;
&lt;br /&gt;
|gamemode1=hl&lt;br /&gt;
|gamemode2=&lt;br /&gt;
|gamemode3=&lt;br /&gt;
|adapted=&lt;br /&gt;
|pro=&lt;br /&gt;
|popularity=staple&lt;br /&gt;
|lpleague=ugchl&lt;br /&gt;
|lpseason=20&lt;br /&gt;
&lt;br /&gt;
|download=http://fakkelbrigade.eu/maps/cp_steel.bsp&lt;br /&gt;
|workshop=&lt;br /&gt;
|tf2maps=&lt;br /&gt;
|gamebanana=&lt;br /&gt;
|tftv=&lt;br /&gt;
|tftv2=&lt;br /&gt;
|etf2l=&lt;br /&gt;
|ugc=&lt;br /&gt;
|officialwiki=Steel&lt;br /&gt;
|officialwiki2=Steel_(competitive)&lt;br /&gt;
&lt;br /&gt;
|footnotes=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is a non-linear [[Attack/Defend]] map consisting of 5 points. &lt;br /&gt;
&lt;br /&gt;
Steel centres around point E, the site of a rocket launch. BLU must capture E by standing on it to win, while RED must defend it from being captured until the round timer counts down to zero.&lt;br /&gt;
&lt;br /&gt;
BLU can capture point E at any time, but this is very difficult as the point requires certain classes to reach, and it is a slow point to capture and very exposed. To assist them in taking E, BLU may choose to attempt to capture the other four points instead, which reshape the map and extend the round timer to make it harder for RED to defend. These points, A through D, must be captured in order. &lt;br /&gt;
&lt;br /&gt;
Capturing any point will extend the timer. Point A will open doors to point B, D, and E for BLU. Point B will open a door to point C, and move RED's spawn quite far away to point E. Capturing C makes bridges slowly extend to point E, so all classes can capture it. Capturing D puts railings on these bridges, and blocks off some of RED's spawn exits so they must travel the long way around to reach point E.&lt;br /&gt;
&lt;br /&gt;
The large amount of potential choices to be made on this map, for both RED and BLU teams, makes it an excellent arena for skilled strategists and good team players.&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
{{Steel/MapLeagueInclusionTable}}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening slowly&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* There is a currently a map exploit where a Pyro can shoot flames through Big Door. It only works from the Lobby side. Flames cannot be shot back from the Point A side. This may or may not be considered legal in your league, so just be aware of it and don't stand near the door. As an attacker, do not send your Pyro to shoot through the door. The Pyro is more useful in the fight, rather than trying to get cheap kills using a map exploit. &lt;br /&gt;
* Keep in mind that stickies (or even a sentry) can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening slowly.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. This also allows easy access to Point E.&lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
* When defending, stickies can be placed on the grate ceiling of Lower, and when detonated, they will harm people in both Beck and Lower. This may or may not be considered legal in your league.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the red team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
&lt;br /&gt;
* When defending, the Engineer will typically try to build on Balcony. Wrangler is required to reach Platform, Blu Batts, and Lobby. &lt;br /&gt;
* When defending, if the Engineer can't get a sentry up before the spawn doors lock, consider using Gunslinger. &lt;br /&gt;
* When defending, try setting up a teleporter in Lime. With the spawn doors locked, a teleporter can be very handy. &lt;br /&gt;
* As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret. &lt;br /&gt;
* Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers.&lt;br /&gt;
* If a player falls off, they can sometimes save themselves by trying to land on Pipe. Pipe will lead to Lower, which can then lead to Point C or Beck.&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Active Maps Navbox}}{{All Maps Navbox|y}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=King_of_the_Hill&amp;diff=66659</id>
		<title>King of the Hill</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=King_of_the_Hill&amp;diff=66659"/>
		<updated>2021-10-20T11:53:55Z</updated>

		<summary type="html">&lt;p&gt;Starach: That is, in fact, Product not Viaduct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{NewInfobox_GameMode&lt;br /&gt;
&lt;br /&gt;
|image= Viaduct.png&lt;br /&gt;
|caption= [[Product]], one of the staple koth maps&lt;br /&gt;
&lt;br /&gt;
|released= August 13, 2009&lt;br /&gt;
|official= 1&lt;br /&gt;
&lt;br /&gt;
|gamemode1= 6v6&lt;br /&gt;
|gamemode2= 4v4&lt;br /&gt;
|gamemode3= Hl&lt;br /&gt;
|popularity= staple&lt;br /&gt;
&lt;br /&gt;
|officialwiki= King_of_the_Hill}}&lt;br /&gt;
&lt;br /&gt;
King of the Hill, also known as KOTH or KotH, is a standard competitive gamemode that functions similarly to [[5CP]].&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In a King of The Hill map, there is one central point on the map.  Each team must try to capture that point.  When one team does capture the point, their 3:00 timer will begin to count down and their respawn time is increased.  When the other team captures the point, the other team's timer stops, their timer starts to tick down, and their respawn times are increased.  The first team whose clock reaches 0:00 wins the round.  However, if the point has capture time on it when one team's timer reaches 0, the game will go into [[overtime]], where the defending team must reverse the capture fully or the attacking team must capture the point completely to advance their timer.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Payload|Payload]]&lt;br /&gt;
* [[5CP|Control Point]]&lt;br /&gt;
* [[Attack/Defend|Attack/Defend]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| title = [[Maplist|List of King of the Hill maps commonly played in competitive TF2]]&lt;br /&gt;
| group1 = [[4v4]]&lt;br /&gt;
| list1 = [[Badlands]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{md}}[[Product]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{md}}[[Airfield]]&lt;br /&gt;
&lt;br /&gt;
| group2 = [[6v6]]&lt;br /&gt;
| list2 = [[Coalplant]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{md}}[[Product]]&lt;br /&gt;
&lt;br /&gt;
| group3 = [[Highlander]]&lt;br /&gt;
| list3 = [[Ashville]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Lakeside]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Product]]&amp;lt;!--&lt;br /&gt;
 --&amp;gt;{{md}}[[Ramjam]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66658</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66658"/>
		<updated>2021-10-20T11:39:09Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Über Advantage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|Medic's]] Mediguns when he continues to heal a player after they already have full health.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage. This effect scales up, and after not taking damage for 15 seconds or more the target will be healed at the maximum rate of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
A Medic's self heal rate also increases based on the time since damage was taken. This starts at a rate of 3 hp/s, scaling up over 10 seconds to a maximum of 6 hp/s. This rate is doubled while the Medic is healing a player who is below full health, to a maximum of 12hp/s.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Frag, Fragged===&lt;br /&gt;
&lt;br /&gt;
To kill a player.&lt;br /&gt;
A Frag movie refers to an edited video completion of kills or good plays.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Faked, Faking Uber===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually triggers the 'Ubercharge ready' voiceline to fool the enemy team into thinking they have Uber. This is done for strategic purposes, often to disguise the fact they are at an Uber disadvantage or to trick the enemy into thinking they are using The Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Mask, Masking===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually uses a random voiceline to override their automatic 'Fully charged' voiceline that is triggered when they get Uber. This is done for strategic purposes to confuse the enemy and potentially take them by surprise with an Uber/Kritz.&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]]. Can also be referred to as just 'ad'.&lt;br /&gt;
&lt;br /&gt;
===Über Counting===&lt;br /&gt;
&lt;br /&gt;
When a team (often the Medic) calculates or predicts the enemy Medic's Uber levels allowing them to be aware of potential Uber advantage/disadvantage. This can be done in several ways including calculating the time since the enemy Medic has spawned, and noting the difference in time between your Medic spawning and theirs. Knowing which team has Uber advantage/disadvantage has a large impact on the immediate strategy of the team.&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground. Also may be referred to as Track.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[Roamer]] and a [[Scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Sightline===&lt;br /&gt;
&lt;br /&gt;
An angle or area that a [[Sniper]] might be commonly be watching. Often long distance stretches where a Sniper can sit safely back and cover. They are areas to be avoided or approached cautiously, especially by Medics.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The Medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===Pencil jump===&lt;br /&gt;
&lt;br /&gt;
When a player, usually a [[Soldier]], jumps straight up in the air. It is common amongst less experienced rocket jumpers and new players.&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66657</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66657"/>
		<updated>2021-10-20T11:38:18Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* General Terms and Abbreviations */  Added Pencil jumping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|Medic's]] Mediguns when he continues to heal a player after they already have full health.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage. This effect scales up, and after not taking damage for 15 seconds or more the target will be healed at the maximum rate of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
A Medic's self heal rate also increases based on the time since damage was taken. This starts at a rate of 3 hp/s, scaling up over 10 seconds to a maximum of 6 hp/s. This rate is doubled while the Medic is healing a player who is below full health, to a maximum of 12hp/s.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Frag, Fragged===&lt;br /&gt;
&lt;br /&gt;
To kill a player.&lt;br /&gt;
A Frag movie refers to an edited video completion of kills or good plays.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Faked, Faking Uber===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually triggers the 'Ubercharge ready' voiceline to fool the enemy team into thinking they have Uber. This is done for strategic purposes, often to disguise the fact they are at an Uber disadvantage or to trick the enemy into thinking they are using The Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Mask, Masking===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually uses a random voiceline to override their automatic 'Fully charged' voiceline that is triggered when they get Uber. This is done for strategic purposes to confuse the enemy and potentially take them by surprise with an Uber/Kritz.&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Über Counting===&lt;br /&gt;
&lt;br /&gt;
When a team (often the Medic) calculates or predicts the enemy Medic's Uber levels allowing them to be aware of potential Uber advantage/disadvantage. This can be done in several ways including calculating the time since the enemy Medic has spawned, and noting the difference in time between your Medic spawning and theirs. Knowing which team has Uber advantage/disadvantage has a large impact on the immediate strategy of the team.&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground. Also may be referred to as Track.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[Roamer]] and a [[Scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Sightline===&lt;br /&gt;
&lt;br /&gt;
An angle or area that a [[Sniper]] might be commonly be watching. Often long distance stretches where a Sniper can sit safely back and cover. They are areas to be avoided or approached cautiously, especially by Medics.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The Medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===Pencil jump===&lt;br /&gt;
&lt;br /&gt;
When a player, usually a [[Soldier]], jumps straight up in the air. It is common amongst less experienced rocket jumpers and new players.&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66656</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66656"/>
		<updated>2021-10-20T11:35:26Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Über Counting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|Medic's]] Mediguns when he continues to heal a player after they already have full health.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage. This effect scales up, and after not taking damage for 15 seconds or more the target will be healed at the maximum rate of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
A Medic's self heal rate also increases based on the time since damage was taken. This starts at a rate of 3 hp/s, scaling up over 10 seconds to a maximum of 6 hp/s. This rate is doubled while the Medic is healing a player who is below full health, to a maximum of 12hp/s.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Frag, Fragged===&lt;br /&gt;
&lt;br /&gt;
To kill a player.&lt;br /&gt;
A Frag movie refers to an edited video completion of kills or good plays.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Faked, Faking Uber===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually triggers the 'Ubercharge ready' voiceline to fool the enemy team into thinking they have Uber. This is done for strategic purposes, often to disguise the fact they are at an Uber disadvantage or to trick the enemy into thinking they are using The Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Mask, Masking===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually uses a random voiceline to override their automatic 'Fully charged' voiceline that is triggered when they get Uber. This is done for strategic purposes to confuse the enemy and potentially take them by surprise with an Uber/Kritz.&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Über Counting===&lt;br /&gt;
&lt;br /&gt;
When a team (often the Medic) calculates or predicts the enemy Medic's Uber levels allowing them to be aware of potential Uber advantage/disadvantage. This can be done in several ways including calculating the time since the enemy Medic has spawned, and noting the difference in time between your Medic spawning and theirs. Knowing which team has Uber advantage/disadvantage has a large impact on the immediate strategy of the team.&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground. Also may be referred to as Track.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[Roamer]] and a [[Scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Sightline===&lt;br /&gt;
&lt;br /&gt;
An angle or area that a [[Sniper]] might be commonly be watching. Often long distance stretches where a Sniper can sit safely back and cover. They are areas to be avoided or approached cautiously, especially by Medics.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The Medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66654</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66654"/>
		<updated>2021-10-19T12:19:35Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Über Counting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|Medic's]] Mediguns when he continues to heal a player after they already have full health.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage. This effect scales up, and after not taking damage for 15 seconds or more the target will be healed at the maximum rate of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
A Medic's self heal rate also increases based on the time since damage was taken. This starts at a rate of 3 hp/s, scaling up over 10 seconds to a maximum of 6 hp/s. This rate is doubled while the Medic is healing a player who is below full health, to a maximum of 12hp/s.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Frag, Fragged===&lt;br /&gt;
&lt;br /&gt;
To kill a player.&lt;br /&gt;
A Frag movie refers to an edited video completion of kills or good plays.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Faked, Faking Uber===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually triggers the 'Ubercharge ready' voiceline to fool the enemy team into thinking they have Uber. This is done for strategic purposes, often to disguise the fact they are at an Uber disadvantage or to trick the enemy into thinking they are using The Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Mask, Masking===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually uses a random voiceline to override their automatic 'Fully charged' voiceline that is triggered when they get Uber. This is done for strategic purposes to confuse the enemy and potentially take them by surprise with an Uber/Kritz.&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Über Counting===&lt;br /&gt;
&lt;br /&gt;
When a team (often the Medic) calculates or predicts the enemy Medic's Uber levels allowing them to be aware of potential Uber advantage/disadvantage. This can be done in several ways including calculating the time since the enemy Medic has spawned, the difference in time between your Medic spawning and theirs. Knowing which team has Uber advantage/disadvantage has a large impact on the immediate strategy of the team.&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground. Also may be referred to as Track.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[Roamer]] and a [[Scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Sightline===&lt;br /&gt;
&lt;br /&gt;
An angle or area that a [[Sniper]] might be commonly be watching. Often long distance stretches where a Sniper can sit safely back and cover. They are areas to be avoided or approached cautiously, especially by Medics.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The Medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66653</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66653"/>
		<updated>2021-10-19T12:19:09Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Metagame terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|Medic's]] Mediguns when he continues to heal a player after they already have full health.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage. This effect scales up, and after not taking damage for 15 seconds or more the target will be healed at the maximum rate of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
A Medic's self heal rate also increases based on the time since damage was taken. This starts at a rate of 3 hp/s, scaling up over 10 seconds to a maximum of 6 hp/s. This rate is doubled while the Medic is healing a player who is below full health, to a maximum of 12hp/s.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Frag, Fragged===&lt;br /&gt;
&lt;br /&gt;
To kill a player.&lt;br /&gt;
A Frag movie refers to an edited video completion of kills or good plays.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Faked, Faking Uber===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually triggers the 'Ubercharge ready' voiceline to fool the enemy team into thinking they have Uber. This is done for strategic purposes, often to disguise the fact they are at an Uber disadvantage or to trick the enemy into thinking they are using The Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Mask, Masking===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually uses a random voiceline to override their automatic 'Fully charged' voiceline that is triggered when they get Uber. This is done for strategic purposes to confuse the enemy and potentially take them by surprise with an Uber/Kritz.&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Über Counting===&lt;br /&gt;
&lt;br /&gt;
When a team (Often the Medic) calculates or predicts the enemy Medic's Uber levels allowing them to be aware of potential Uber advantage/disadvantage. This can be done in several ways including calculating the time since the enemy Medic has spawned, the difference in time between your Medic spawning and theirs. Knowing which team has Uber advantage/disadvantage has a large impact on the immediate strategy of the team.&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground. Also may be referred to as Track.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[Roamer]] and a [[Scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Sightline===&lt;br /&gt;
&lt;br /&gt;
An angle or area that a [[Sniper]] might be commonly be watching. Often long distance stretches where a Sniper can sit safely back and cover. They are areas to be avoided or approached cautiously, especially by Medics.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The Medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66652</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66652"/>
		<updated>2021-10-19T12:13:24Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Metagame terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|Medic's]] Mediguns when he continues to heal a player after they already have full health.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage. This effect scales up, and after not taking damage for 15 seconds or more the target will be healed at the maximum rate of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
A Medic's self heal rate also increases based on the time since damage was taken. This starts at a rate of 3 hp/s, scaling up over 10 seconds to a maximum of 6 hp/s. This rate is doubled while the Medic is healing a player who is below full health, to a maximum of 12hp/s.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Frag, Fragged===&lt;br /&gt;
&lt;br /&gt;
To kill a player.&lt;br /&gt;
A Frag movie refers to an edited video completion of kills or good plays.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Faked, Faking Uber===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually triggers the 'Ubercharge ready' voiceline to fool the enemy team into thinking they have Uber. This is done for strategic purposes, often to disguise the fact they are at an Uber disadvantage or to trick the enemy into thinking they are using The Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Mask, Masking===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually uses a random voiceline to override their automatic 'Fully charged' voiceline that is triggered when they get Uber. This is done for strategic purposes to confuse the enemy and potentially take them by surprise with an Uber/Kritz.&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground. Also may be referred to as Track.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[Roamer]] and a [[Scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Sightline===&lt;br /&gt;
&lt;br /&gt;
An angle or area that a [[Sniper]] might be commonly be watching. Often long distance stretches where a Sniper can sit safely back and cover. They are areas to be avoided or approached cautiously, especially by Medics.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The Medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66651</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66651"/>
		<updated>2021-10-19T12:10:17Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Metagame terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|Medic's]] Mediguns when he continues to heal a player after they already have full health.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage. This effect scales up, and after not taking damage for 15 seconds or more the target will be healed at the maximum rate of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
A Medic's self heal rate also increases based on the time since damage was taken. This starts at a rate of 3 hp/s, scaling up over 10 seconds to a maximum of 6 hp/s. This rate is doubled while the Medic is healing a player who is below full health, to a maximum of 12hp/s.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Frag, Fragged===&lt;br /&gt;
&lt;br /&gt;
To kill a player.&lt;br /&gt;
A Frag movie refers to an edited video completion of kills or good plays.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Faked, Faking Uber===&lt;br /&gt;
&lt;br /&gt;
When a Medic manually triggers the 'Ubercharge ready' voiceline to fool the enemy team into thinking they have Uber. This is done for strategic purposes, often to disguise the fact they are at an Uber disadvantage or to trick the enemy into thinking they are using The Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground. Also may be referred to as Track.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[Roamer]] and a [[Scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Sightline===&lt;br /&gt;
&lt;br /&gt;
An angle or area that a [[Sniper]] might be commonly be watching. Often long distance stretches where a Sniper can sit safely back and cover. They are areas to be avoided or approached cautiously, especially by Medics.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The Medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66650</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66650"/>
		<updated>2021-10-19T12:06:48Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Mix */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|Medic's]] Mediguns when he continues to heal a player after they already have full health.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage. This effect scales up, and after not taking damage for 15 seconds or more the target will be healed at the maximum rate of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
A Medic's self heal rate also increases based on the time since damage was taken. This starts at a rate of 3 hp/s, scaling up over 10 seconds to a maximum of 6 hp/s. This rate is doubled while the Medic is healing a player who is below full health, to a maximum of 12hp/s.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Frag, Fragged===&lt;br /&gt;
&lt;br /&gt;
To kill a player.&lt;br /&gt;
A Frag movie refers to an edited video completion of kills or good plays.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground. Also may be referred to as Track.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[Roamer]] and a [[Scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Sightline===&lt;br /&gt;
&lt;br /&gt;
An angle or area that a [[Sniper]] might be commonly be watching. Often long distance stretches where a Sniper can sit safely back and cover. They are areas to be avoided or approached cautiously, especially by Medics.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The Medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66649</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66649"/>
		<updated>2021-10-19T12:06:26Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Cart Path */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|Medic's]] Mediguns when he continues to heal a player after they already have full health.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage. This effect scales up, and after not taking damage for 15 seconds or more the target will be healed at the maximum rate of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
A Medic's self heal rate also increases based on the time since damage was taken. This starts at a rate of 3 hp/s, scaling up over 10 seconds to a maximum of 6 hp/s. This rate is doubled while the Medic is healing a player who is below full health, to a maximum of 12hp/s.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Frag, Fragged===&lt;br /&gt;
&lt;br /&gt;
To kill a player.&lt;br /&gt;
A Frag movie refers to an edited video completion of kills or good plays.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground. Also may be referred to as Track.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[Roamer]] and a [[Scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Sightline===&lt;br /&gt;
&lt;br /&gt;
An angle or area that a [[Sniper]] might be commonly be watching. Often long distance stretches where a Sniper can sit safely back and cover. They are areas to be avoided or approached cautiously, especially by Medics.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66648</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66648"/>
		<updated>2021-10-19T12:05:42Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Map terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|Medic's]] Mediguns when he continues to heal a player after they already have full health.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage. This effect scales up, and after not taking damage for 15 seconds or more the target will be healed at the maximum rate of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
A Medic's self heal rate also increases based on the time since damage was taken. This starts at a rate of 3 hp/s, scaling up over 10 seconds to a maximum of 6 hp/s. This rate is doubled while the Medic is healing a player who is below full health, to a maximum of 12hp/s.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Frag, Fragged===&lt;br /&gt;
&lt;br /&gt;
To kill a player.&lt;br /&gt;
A Frag movie refers to an edited video completion of kills or good plays.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[Roamer]] and a [[Scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Sightline===&lt;br /&gt;
&lt;br /&gt;
An angle or area that a [[Sniper]] might be commonly be watching. Often long distance stretches where a Sniper can sit safely back and cover. They are areas to be avoided or approached cautiously, especially by Medics.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66647</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66647"/>
		<updated>2021-10-19T12:02:07Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Combat terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|Medic's]] Mediguns when he continues to heal a player after they already have full health.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage. This effect scales up, and after not taking damage for 15 seconds or more the target will be healed at the maximum rate of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
A Medic's self heal rate also increases based on the time since damage was taken. This starts at a rate of 3 hp/s, scaling up over 10 seconds to a maximum of 6 hp/s. This rate is doubled while the Medic is healing a player who is below full health, to a maximum of 12hp/s.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Frag, Fragged===&lt;br /&gt;
&lt;br /&gt;
To kill a player.&lt;br /&gt;
A Frag movie refers to an edited video completion of kills or good plays.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[Roamer]] and a [[Scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66646</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66646"/>
		<updated>2021-10-19T11:49:01Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Crit Heals */  Clarification and addition of Medic's own crit heals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|Medic's]] Mediguns when he continues to heal a player after they already have full health.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage. This effect scales up, and after not taking damage for 15 seconds or more the target will be healed at the maximum rate of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
A Medic's self heal rate also increases based on the time since damage was taken. This starts at a rate of 3 hp/s, scaling up over 10 seconds to a maximum of 6 hp/s. This rate is doubled while the Medic is healing a player who is below full health, to a maximum of 12hp/s.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[Roamer]] and a [[Scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=66645</id>
		<title>ÜberCharge</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=66645"/>
		<updated>2021-10-19T11:11:49Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Deploying Übers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needimage}}&lt;br /&gt;
&lt;br /&gt;
In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Charge rates ===&lt;br /&gt;
All of the Medic's Medi Guns have different charge rates, depending on the type of Medi Gun and the healed players' health.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Healing tool&lt;br /&gt;
! Health of target&lt;br /&gt;
! % gained per second&lt;br /&gt;
! Seconds to 100% über&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Medi Gun&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 2.5% / s&lt;br /&gt;
| 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.25% / s&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Kritzkrieg&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Quick-Fix&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health*&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Please note, the slow Quick-Fix heal rate is extremely rare in competitive play but CAN happen with pyros with Powerjack overheal or spies being overhealed by the enemy medic.&lt;br /&gt;
&lt;br /&gt;
==== Advantages and Disadvantages ====&lt;br /&gt;
&lt;br /&gt;
Because of the ÜberCharge's long charge rate, it is the most important factor when deciding whether to push in or not. An advantage is having a higher percentage of the ÜberCharge than the enemy, and vice versa; a disadvantage is having a smaller percentage of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
The effects of the ÜberCharge, regardless of whether it is the Medi Gun or the Kritzkrieg, make it so that trying to retake any ground when in a disadvantageous ÜberCharge position will result in a failure. A particularly bad situation is a &amp;quot;full advantage&amp;quot;, which refers to one medic having their ÜberCharge ready, and the other being at a low percentage (0%-20%).&lt;br /&gt;
&lt;br /&gt;
Over the course of the match, Medics will &amp;quot;count&amp;quot; ÜberCharges. &amp;quot;Counting übers&amp;quot; refers to the practice of calculating the other Medic's percentage based on both Medics' respawn times and past ÜberCharges. For example, a surviving Medic can check the scoreboard after the opposing Medic's death and observe the moment in which he respawns. The Medic's percentage at that point is his advantage percentage.&lt;br /&gt;
&lt;br /&gt;
==== Kritzkrieg ====&lt;br /&gt;
&lt;br /&gt;
The Kritzkrieg is sometimes used to create an advantage for a team. When both Medics die and respawn roughly at the same time, one of the teams' (usually the attacking one) Medic selects the Kritzkrieg. Because of its shorter charge rate, assuming perfect building, the Kritzkrieg will be ready eight seconds before the Medi Gun ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
==== Building ====&lt;br /&gt;
&lt;br /&gt;
Building is the process of having one class damaging itself, so as to get ÜberCharge faster, due to a mechanic that makes ÜberCharge charge faster if the person being healed is not fully overhealed. This is usually done by a [[Scout]] with the Boston Basher, due to its self-damaging and ammo saving attacks, or by a [[Pocket|Pocket Soldier]] or [[Demoman]] with explosives.&lt;br /&gt;
&lt;br /&gt;
Sometimes, on [[5CP]] maps, when defending the last point with a disadvantage and knowing the other team has an ÜberCharge of their own, teams will abandon building in favour of the Medic overhealing players, to keep them in shape in case of an incoming push and to somewhat accelerate the charge rate of the ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
=== Deploying Übers ===&lt;br /&gt;
&lt;br /&gt;
An ÜberCharge is ready when the Medic's percentage reaches 100%. This is connected with an automatically activated voice response and a spark on the Medi Gun. The ÜberCharge is deployed using the secondary fire button. It drains at a rate of 12.5% per second, regardless of the secondary weapon used.&lt;br /&gt;
&lt;br /&gt;
The Medic can split the ÜberCharge between players by putting the healbeam on them; in addition, übered players do not immediately lose their invulnerability when the Medic takes the beam off them or reaches 0% ÜberCharge, but ''flash'' for one second while the invulnerability remains in effect. Übercharge drains only 50% faster for every additional player which is currently made invulnerable by the über, rather than 100%.&amp;lt;ref&amp;gt;http://teamfortress.tv/thread/3374/?page=1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The ÜberCharge is usually deployed when a team is trying to capture an objective by means of killing the enemy players, creating an exploitable player advantage that can be converted to a point capture.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge exchanges ===&lt;br /&gt;
When pushing into a team that has an ÜberCharge of their own, each team's aim is to damage the non-übered players, so that the Medic has to flash them. That leads to the decrease in the opposing ÜberCharge's duration, which allows for the team that didn't split the Über to stay invulnerable for longer and kill the remaining enemies.&lt;br /&gt;
&lt;br /&gt;
=== Kritzkrieg ===&lt;br /&gt;
The Kritzkrieg's aim is to exploit the advantage in charge rates by killing the enemy Medic before he gets a Medi Gun ÜberCharge and either cap the final control point, or to keep exploiting the Kritzkrieg by keeping the opposing Medic down. It is a strategy usually run on the last point of a [[5CP]] map.&lt;br /&gt;
&lt;br /&gt;
It is not advisable however to choose the Kritzkrieg when the enemy using the Medi Gun has more than 25% ÜberCharge, as it is likely that it will be ready by the time the Kritzkrieg is. A Medi Gun ÜberCharge completely nullifies the effect of a Kritzkrieg, as it blocks all incoming damage, critical or not.&lt;br /&gt;
&lt;br /&gt;
Once the Kritzkrieg ÜberCharge is ready, a team should aim to use it as soon as possible, as not to lose the window of opportunity in which it is most useful.&lt;br /&gt;
&lt;br /&gt;
=== Targets ===&lt;br /&gt;
Medi Gun ÜberCharges are usually taken by a team's Pocket Soldier or Demoman. The Pocket Soldier spearheads all pushes, staying on high health, absorbing incoming damage and exploiting dealt damage. He is also very mobile, which enables him to move quickly. On the other side, the Demoman has potentially the biggest damage output per second, and many opportunities for area denial and control, using his Stickybomb Launcher. Because of that, he is very important to keep alive.&lt;br /&gt;
&lt;br /&gt;
The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies.&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Getting_Started&amp;diff=66644</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Getting_Started&amp;diff=66644"/>
		<updated>2021-10-19T11:09:30Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Watching competitive */  Added KritzKast&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Competitive Team Fortress 2 can be an extremely rewarding and enriching experience, but if a player is starting from scratch, it can be also a bit difficult to grasp the amount of information you will come across. This page aims to help you being integrated into the competitive community and knowing the basics of the game.&lt;br /&gt;
&lt;br /&gt;
== Where to start ==&lt;br /&gt;
First of all, consider choosing a primary '''[[Competitive_Formats|competitive format]]''' or '''[[:Category:Classes|class]]''' you want to start learning. While it is not obligatory to stick to one format or class, and there are numerous players that play different classes and formats, it is advised for a beginner to stick with one until you grasp the basics of the game.&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
It is recommended to be familiar with the metagame, how it works, what you should do and why you should do it, you can consult our '''[[:Category:Mechanics|Mechanics]]''' page which has a very comprehensive explanation of these. Our '''[[glossary]]''' page also has a very detailed compendium of expressions used commonly in the game.&lt;br /&gt;
&lt;br /&gt;
== Watching competitive ==&lt;br /&gt;
Competitive matches at the top level are often casted by organizations such as '''[[TeamFortressTV]]''', '''[[RGL]]''' or '''[[eXtv]]'''&lt;br /&gt;
&lt;br /&gt;
These casts provide a valuable resource for newbies eager to learn the game, so it is also recommended you watch VODs or casts of high level games.&lt;br /&gt;
&lt;br /&gt;
Some popular channels that cover matches are:&lt;br /&gt;
* {{Twitch|TeamFortressTV}} {{YouTube|TeamFortressTV}} '''TeamFortress.TV''' &lt;br /&gt;
* {{Twitch|extvesports}} {{YouTube|CommFT}} '''eXtv'''&lt;br /&gt;
* {{Twitch|rglgg}} {{YouTube|RGLgg}} '''RGL'''&lt;br /&gt;
* {{Twitch|kritzkast}} {{YouTube|KritzKast}} '''KritzKast'''&lt;br /&gt;
* {{Twitch|firesidecasts}} {{YouTube|UC3CLpVfEJcuthCXSbxxnSBA}} '''FiresideCasts'''&lt;br /&gt;
&lt;br /&gt;
== Leagues and Tournaments ==&lt;br /&gt;
Depending on your location, there are various different leagues, even for the different formats. Some areas even have as many as 2 or 3 leagues, with choices between free to play or pay to play leagues, as well as community run leagues (i.e.: [[ETF2L]]) or professional leagues (i.e.: [[ESEA]]). Some of these organizations also run periodic cups for these gamemodes or even for other gamemodes such as [[Competitive_Formats#BBall|bball]] or [[ultiduo]]. Currently [[RGL]] has a newcomer division for both HL and 6v6 specifically targeted towards newer players. They also host prolander pugs within their discord.&lt;br /&gt;
&lt;br /&gt;
=== Europe ===&lt;br /&gt;
* [[ETF2L]] — Highlander / 6v6&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4&lt;br /&gt;
&lt;br /&gt;
=== North America ===&lt;br /&gt;
* [[RGL]] — Highlander / 6v6 / 7v7&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4&lt;br /&gt;
&lt;br /&gt;
=== South America ===&lt;br /&gt;
* [[UGC]] — Highlander / 6v6 / 4v4&lt;br /&gt;
* [[LBTF2]] — Highlander / 6v6&lt;br /&gt;
&lt;br /&gt;
=== Asia ===&lt;br /&gt;
* [[AsiaFortress]] — 6v6&lt;br /&gt;
* [[UGC]] — 6v6 / 4v4&lt;br /&gt;
* [[Asia Team Fortress 2 League|ATF2L]] — Highlander&lt;br /&gt;
* [[Respawn League]] — Highlander&lt;br /&gt;
&lt;br /&gt;
=== Oceania ===&lt;br /&gt;
* [[ozfortress]] — Highlander / 6v6&lt;br /&gt;
* [[Respawn League]] — Highlander&lt;br /&gt;
&lt;br /&gt;
== Game Customization / Optimization ==&lt;br /&gt;
Competitive players often customize their game to get the most out of it and to fit it to their playstyle — this includes '''[[Custom HUD|Custom HUDs]]''', '''[[Configs (CFG)|Configs]]''', and even other kinds of '''[[Third-party programs|third-party tools]]'''.&lt;br /&gt;
&lt;br /&gt;
If you want to adjust the game to your needs, you should take a look at those pages.&lt;br /&gt;
&lt;br /&gt;
== Other Guides ==&lt;br /&gt;
There are some existing guides made by other community members or organizations that also cover some of the basics of competitive TF2. They also contain very relevant information, so it would be wise to take a look at these:&lt;br /&gt;
* [http://www.cadred.org/News/Article/157101/ Cadred Getting Started Guide]&lt;br /&gt;
* [http://forums.steampowered.com/forums/showthread.php?t=2610054 Noob's Guide to Finding Competitive Teams]&lt;br /&gt;
* [http://etf2l.org/help/new/ ETF2L 6v6 Newcomer Guide]&lt;br /&gt;
* [http://asiafortress.com/forum/index.php?/topic/1492-getting-started-in-competitive-tf2-a-complete-guide/ AsiaFortress Getting Started Guide]&lt;br /&gt;
* [http://asiafortress.com/forum/index.php?/topic/2154-setting-up-and-customisation/ AsiaFortress Setting Up and Game Costumization Guide]&lt;br /&gt;
* [http://steamcommunity.com/sharedfiles/filedetails/?id=163882605 Introduction to European Highlander] &lt;br /&gt;
* [http://tfscribbles.wordpress.com/2012/02/02/getting-into-competitive-tf2/ Guide to getting into competitive TF2 by Cocktorpedo]&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic&amp;diff=66643</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic&amp;diff=66643"/>
		<updated>2021-10-19T11:06:34Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* 6v6 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Medic]]&lt;br /&gt;
The Medic is a maniacal German scientist who is capable of healing his teammates and making them invulnerable for short periods of time. In [[6v6]], the Medic makes up a key component of the combo, along with the pocket [[Soldier]]. In [[Highlander]], the combo usually consists of a Medic, [[Heavy]], and [[Demoman]]. As the Medic does not need to focus on aim, Medics generally act as [[callers]] for their teams. However, in higher-level play, Medics who maincall aren't as common, mostly because they aren't as aware of the other team's position.  A [[Demoman]] or [[Heavy]] may serve as a more accurate caller.  Medic duties generally include keeping the team fully buffed, timing and leading pushes, and tracking enemy Übers.  Skills required from a Medic differ from division to division.  Generally, Medics are expected to die less, heal hurt teammates, and Über at the appropriate times.  At higher levels, Medics who can surf, position themselves well, and defend themselves with their primary and melee are more common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Medic (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] there is a restriction of 1 Medic per team.&lt;br /&gt;
&lt;br /&gt;
The '''Medic''' is a vital part of any [[6v6]] team, with his ability to use ÜberCharges or KritzCharges on teammates for pushes from point to point or for saving teammates. Due to this, he is usually the most targeted player by the enemy team. If a team loses a Medic they are posed with a large disadvantage of no heals, and may be pushed back to another point or even lose the game. As the Medics ÜberCharge is an important part of a match, they will usually be protected well by the pocket [[Scout]] - In some cases, the Medic may have to be escorted by their pocket [[Scout]] while he gets a health pack. Medics will usually communicate their ÜberCharge percentage as well as their position to their team so they can prepare pushes and defenses, and be ready for an enemy push. Because of the importance of the ÜberCharge, the common phrase ''''Pop it, don't drop it'''' is used.&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] the more commonly used Medi Guns are the stock [http://wiki.teamfortress.com/wiki/Medigun Medigun] and the [http://wiki.teamfortress.com/wiki/Kritzkrieg Kritzkrieg], but in [[ESEA]] the [http://wiki.teamfortress.com/wiki/Vaccinator Vaccinator] is also allowed. Most Medics usually use the default Medi Gun or the Kritzkrieg. The Quick-Fix was occasionally used before the July 11, 2013 patch which buffed it. As a result of the buff, it has banned in every 6v6 league, including UGC and RGL. The Vaccinator is banned in every 6v6 league. Some Medics will switch Medi Gun depending on the situation, sometimes surprising enemies with a KritzCharge usually done with the [[Demoman]] for maximum damage output. &lt;br /&gt;
&lt;br /&gt;
There are multiple Medic melees that can be used. The most common melee is the [http://wiki.teamfortress.com/wiki/Ubersaw Ubersaw], which has a powerful attribute that gives 25% Ubercharge per hit with the downside of slower swing speed. However, the situations in which this can be used can be fringe and its benefit can sometimes never come up within a match. The [http://wiki.teamfortress.com/wiki/Solemn_Vow Solemn Vow] was unbanned in Mid 2020, and has still not been fully explored. It allows the Medic to be able to view the enemy Medic's Ubercharge and enemy player's health. However, the Medic has to be in full-sight of the player in order to make use of it. Due to its stats, it can allow for Medics to call-out players who are weak and even help the Medic see if they have Uber advantage. Due to the fact that the Medic has to be in direct sightline of the enemy, it can sometimes only be useful when the Medic is in poor positioning. Both the [http://wiki.teamfortress.com/wiki/Vitasaw Vitasaw] and the [http://wiki.teamfortress.com/wiki/Amputator Amputator], have very situational uses and are thus rarely used in competitive gameplay&lt;br /&gt;
&lt;br /&gt;
'''Famous 6v6 Medics include:'''&lt;br /&gt;
* [[Mirelin]]   - Previously in [[Broder]]   ([[ETF2L]])&lt;br /&gt;
* [[F2]]        - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
* [[Shade]]     - [[froyotech]] ([[ESEA]])&lt;br /&gt;
* [[Whiteglow]] - [[Last Man Standing]], msh ([[ETF2L]])&lt;br /&gt;
* [[Bonobo]] - [[Team Immunity]] ([[ozfortress]])&lt;br /&gt;
* [[Harbleu]]   - [[Classic Mixup]] ([[ESEA]])&lt;br /&gt;
* [[Byte]]      - ([[ETF2L]])&lt;br /&gt;
* [[Pyyyour]]   - ([[ESEA]])&lt;br /&gt;
* [[KnoxXx]]     - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Medic (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
The Medic has nearly the same role as he does in 6v6; healing his teammates and using his ÜberCharges to turn the tide of a match. Instead of a soldier, the medic has a heavy and/or Demoman as his pocket.&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 = Syringe Gun&lt;br /&gt;
|link = Syringe_Gun&lt;br /&gt;
|description = The '''Syringe Gun''' is the Medic's default primary, shooting syringes, or &amp;quot;needles&amp;quot; at it's target. The syringes fired are projectiles, which means that the player will have to lead their target in order to hit them consistently. The Syringe Gun is a mediocre self-defense weapon, with each syringe doing 5-12 damage, and should only be used when absolutely necessary.&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 = Overdose&lt;br /&gt;
|description = The '''Overdose''' is an alternate primary for the Medic, and functions similarly to the default Syringe Gun. The Overdose's needles do 15% less damage compared to that of the default and likewise, should only be used in very extreme situations. The upside to the Overdose is that it grants an active (the player needs to have the Overdose out) movement speed bonus based on how much ÜberCharge the Medic has. For every 10% of ÜberCharge that the Medic has, the Overdose will grant a 2% movement bonus. At full ÜberCharge, the medic moves at 127% movement speed, which is second only to the Scout, moving at 133%.&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 = Crusader's Crossbow&lt;br /&gt;
|link = Crusader's_Crossbow&lt;br /&gt;
|description = The '''Crusader's Crossbow''' is an alternate primary weapon for the Medic, and functions completely different from any of the other primaries. It shoots a large syringe, and only one at a time. It is the worst option for self-defense and as such should almost never be used in life or death situations, and the Medic should instead resort to his melee. The large syringes that the Crusader's Crossbow fires, however, are very unique and can allow for very clutch moments if the Medic knows how to aim properly. The large syringes do damage based on distance traveled (reverse falloff), up to 75 damage at maximum range. However, if the Medic hits a teammate, the damage that would have been dealt will turn into health. The health scale is much larger, however, with the minimum health able to be received is 75, and the maximum 150. The healing mechanic can provide teammates with instant healing, and often times can save a teammates life. Healing a teammate with the Crusader's Crossbow builds ÜberCharge upon hit. The Crusader's Crossbow eventually got buffed so that it passively reloads, even if you instantly switch to another weapon.&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 = Blutsauger&lt;br /&gt;
|description = The '''Blutsauger''' is an alternate primary for the Medic. Its damage, ammunition, and firing speed are all identical to the default Syringe Gun. However, whenever a player is hit with a Blutsauger needle, the Medic will get 3 additional health. The drawback is that the Medic's passive regen is decreased by 2 HP/second. This means that, instead of regenerating 3 health after being damaged, the Medic will only be given 1 health back, up to a maximum of 4 HP/second, instead of the default maximum of 6 HP/second.&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 = Medi Gun&lt;br /&gt;
|link = Medi_Gun&lt;br /&gt;
|description = The '''Medi Gun''' is the Medic's default primary that heals damage dealt to teammates and can heal a player to 150% of their health. This extra 50% is known as overheal or buff. The Medi Gun heals at 24 health per second. If a patient has not taken damage for 10 seconds, the heal rate will increase linearly with time up to a maximum of 72 heal per second at 15 seconds. Newly spawned teammates will also be healed at 72 health per second. The ÜberCharge will be fully charged in 40 seconds at maximum (healing damaged teammates, not at 150% health) and 80 seconds at the minimum (healing only buffed teammates).&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 = Kritzkrieg&lt;br /&gt;
|description = The '''Kritzkrieg''' is an unlockable secondary for the Medic. Its healing rate is identical to the default Medi Gun. However, the Kritzkrieg charges 25% faster than the default Medi Gun, or in 32 seconds at maximum rate rather than 40 seconds. The invulnerability ÜberCharge is replaced by a charge bestowing the patient with a 100% critical chance. Due to this fast charge rate, the Kritzkrieg is usually used when both Medics die within close timing (to get an advantage in ÜberCharge) or on small maps, such as King of the Hill.&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 = Quick-Fix&lt;br /&gt;
|description = The '''Quick-Fix''' is a very unique secondary for the Medic. It not only has a faster healing rate but a very unique ÜberCharge.  Its ÜberCharge prevents movement-altering attacks and increases the rate of healing on any selected healtarget. The Quick-Fix can only heal teammates to 125% of their health. The Quick-Fix isn't used very often in competitive play. It's mostly used in times where the server's map time is too low to build a normal ÜberCharge. It is most commonly used on King of the Hill maps when the team is pinched for time, and the Medic needs to deliver heals to the point quickly. It can no longer be used on Payload and Capture Point maps for clutch last-minute plays to fling the Medic toward the desired capture point to stall for time or capture a point due to the Tough Break Update.&lt;br /&gt;
|ugc4s = false&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 = Vaccinator&lt;br /&gt;
|description = The '''Vaccinator''' is one of the most interesting secondaries for the Medic. It gives an incredibly slow overheal (66% slower), with three distinct Übers that each last two seconds.  You can access one, two, or three, Übers at once, ÜberCharging the Medic and his patient for two, four, six, or the full eight seconds. With The Vaccinator, you can build Über in just ten seconds. Its Über allows the Medic and his healtarget to block 75% of any incoming damage of the selected damage type as well as substantially less damage from crits. If the patient takes damage from the selected type of attack, a small percentage of health will go to the Medic during the Über, healing him for the duration of the Über. Matching the type of incoming damage will also build über faster. The Vaccinator has been used mostly on Control Point maps and is perfect for blocking and withstanding an enemy Medic's Über while defending the last Control Point. After blocking the enemy Medic's incoming Über, the Medic can then go back into spawn and switch out for a different Medigun, and begin building for a more even Über advantage. The Vaccinator is used very rarely even in comparison to the Quick-Fix.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|rgl6s = false&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 = Bonesaw&lt;br /&gt;
|description = The '''Bonesaw''' is the default medic melee weapon. It is rarely used, due to the utility of the other melee unlocks.&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 = Ubersaw&lt;br /&gt;
|description = The '''Ubersaw''' is the most widely used medic melee in competitive TF2, because it allows medics to gain 25% uber from each saw. This puts their team at an immediate build advantage for their uber. It is often featured in fragmovies, as it is possible to save last by getting a kill with it and blocking the point with uber. A known bug is cloaked or disguise spies give no uber charge percentile.&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 = Amputator&lt;br /&gt;
|description = The '''Amputator''' was once a direct upgrade of the bonesaw, but has been patched and now has a 20% damage penalty. It gives +3 health per second when active and it also has a special taunt, which is an area-of-effect heal, which is useful when large numbers of teammates require heals. However, the taunt heals quite slowly. Of course, when taunting the Medic is left with no movement for a number of seconds and the healing does build ubercharge.&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 = Vita-Saw&lt;br /&gt;
|description = Running the '''Vita-Saw''' means that the medic sacrifices 10 points of his max health in exchange for the ability to keep uber upon death if he has hit an enemy with a melee swing. Each successful swing will let him retain 15% of his uber meter in his next life up to a total of 60% if the medic lands 4 successful swings and has at least 60% uber filled when dying. The successful swings the medic has hit are counted on the screen as organs. The damage output and swing speed are identical to the stock Bonesaw.&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 = Solemn Vow&lt;br /&gt;
|link = Solemn_Vow&lt;br /&gt;
|description = Due to the '''Solemn Vow''''s ability to view the enemy health points and ubercharge percentage, it can be very useful for coordinating pushes and focus firing hurt players. In highlander, the role it plays is not as important, as all information obtained could easily be discovered by a spy. Not only that, but it promotes the Medic being in the sightline of the other Medic.  Not only is this dangerous, but promotes individual aggressive behavior, which often leads to death. The Solemn Vow has -10% swing 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 End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Medic (6v6)]]&lt;br /&gt;
*[[Medic (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66642</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66642"/>
		<updated>2021-10-19T11:01:06Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Buff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|Medic's]] Mediguns when he continues to heal a player after they already have full health.&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage; after not taking damage for 10 seconds or more, the target will be healed at a quicker rate up to a maximum of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[Roamer]] and a [[Scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66641</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66641"/>
		<updated>2021-10-19T10:58:43Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Flank(ers) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|medic's]] Mediguns when he continues to heal a player after they already have full health. &lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage; after not taking damage for 10 seconds or more, the target will be healed at a quicker rate up to a maximum of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[Roamer]] and a [[Scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66640</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66640"/>
		<updated>2021-10-19T10:56:59Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Dry Push */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|medic's]] Mediguns when he continues to heal a player after they already have full health. &lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage; after not taking damage for 10 seconds or more, the target will be healed at a quicker rate up to a maximum of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area without an Ubercharge. Commonly used when there is not enough time to charge an Uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[roamer]] and a [[scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66639</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66639"/>
		<updated>2021-10-19T10:54:32Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Pocket */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|medic's]] Mediguns when he continues to heal a player after they already have full health. &lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage; after not taking damage for 10 seconds or more, the target will be healed at a quicker rate up to a maximum of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area with out an Ubercharge. Commonly used when there is not enough time to charge an uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]]/[[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[roamer]] and a [[scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
&lt;br /&gt;
A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
&lt;br /&gt;
===Whitelist===&lt;br /&gt;
&lt;br /&gt;
A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Starach</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=66638</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=66638"/>
		<updated>2021-10-19T10:54:13Z</updated>

		<summary type="html">&lt;p&gt;Starach: /* Pocket */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ContentsRight}}&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
===Airdet===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
===Amby===  &lt;br /&gt;
&lt;br /&gt;
Another name for the [[Spy#Primary|Ambassador]].&lt;br /&gt;
&lt;br /&gt;
===Airpipe===&lt;br /&gt;
&lt;br /&gt;
When a [[Demoman]] hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
===Airshot=== &lt;br /&gt;
&lt;br /&gt;
When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rockets.&lt;br /&gt;
&lt;br /&gt;
===Baiting===&lt;br /&gt;
&lt;br /&gt;
When a player, either intentionally or unintentionally tricks another player to take a fight. When the bait is intentional, generally an opponent will be tricked into fighting a fight that is not in his/her favor. When the bait is unintentional, a teammate will generally suffer, as he/she was tricked into committing to a fight with a low chance of winning.&lt;br /&gt;
&lt;br /&gt;
Players might bait their own teammates if, for example, a call is made to commit to a fight but they fail to do so without letting their teammates know.&lt;br /&gt;
&lt;br /&gt;
===Buff===&lt;br /&gt;
&lt;br /&gt;
The excess health granted (up to 150% base hp) by any of the [[medic|medic's]] Mediguns when he continues to heal a player after they already have full health. &lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
&lt;br /&gt;
The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the [[Medic]] or [[Demoman]]. Bombing is generally done by the [[roamer|roaming soldier]].&lt;br /&gt;
&lt;br /&gt;
===Clutch===&lt;br /&gt;
&lt;br /&gt;
Adjective used to describe risky plays that save a team from certain round or match loss.&lt;br /&gt;
&lt;br /&gt;
===Crit Heals===&lt;br /&gt;
&lt;br /&gt;
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage; after not taking damage for 10 seconds or more, the target will be healed at a quicker rate up to a maximum of 72 hp/s. Crit heals apply for buffs as well.&lt;br /&gt;
&lt;br /&gt;
===DH===&lt;br /&gt;
&lt;br /&gt;
The [[Soldier]]'s unlockable item, the [[Direct Hit]].&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
&lt;br /&gt;
A drop is when the [[Medic]] dies with ÜberCharge ready. It also refers to a Medic with his ÜberCharge ready or currently deployed letting a nearby teammate die by not flashing or using Über to save the player.&lt;br /&gt;
&lt;br /&gt;
===Focusing, Focus Damage===&lt;br /&gt;
&lt;br /&gt;
As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players. Usually, multiple players focus targets together to kill them faster instead of spreading out the damage dealt by teammates across multiple enemies.&lt;br /&gt;
&lt;br /&gt;
===Gun, Mini, Level 1/2/3 ===&lt;br /&gt;
&lt;br /&gt;
An [[engineer|Engineer's]] sentry. Players often refer to them by their level. '''Eg:''' ''&amp;quot;Level 3 on cliff&amp;quot;'' Or by type of sentry (mini/normal). '''Eg:''' ''&amp;quot;Mini on left, behind the point&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
===Hardscope===&lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] stays scoped for enough time to fully charge his shot. It also refers to a Sniper locking down a single sightline.&lt;br /&gt;
&lt;br /&gt;
===Hurt, Lit, Destroyed, Hit, Tagged, Fucked===&lt;br /&gt;
&lt;br /&gt;
Used to describe players who have taken a lot of damage. The ambiguity of these terms emphasized the importance of calling the specific amount of health a player has.&lt;br /&gt;
&lt;br /&gt;
===Juggle===&lt;br /&gt;
&lt;br /&gt;
To use damage (usually explosive) aimed at an enemy's feet to knock them up by a small distance, preventing effective movement and making a follow-up hit easier.&lt;br /&gt;
&lt;br /&gt;
===Juke===&lt;br /&gt;
&lt;br /&gt;
A dodge.&lt;br /&gt;
&lt;br /&gt;
===Kite===&lt;br /&gt;
&lt;br /&gt;
A universal gaming term for dictating the range and engaging from a distance (when an enemy may want to bring the fight closer). Usually in the context of Über fights, the defending team may kite an offensive Über by running away and staying out of the optimal range of the offensive Über.&lt;br /&gt;
&lt;br /&gt;
===Kritz===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for the [[Medic]]'s weapon [[Kritzkrieg]]. Often used as a verb to mean using the uber of this weapon.&lt;br /&gt;
&lt;br /&gt;
===Meatshot===&lt;br /&gt;
&lt;br /&gt;
A close range shot with a Shotgun or Scattergun where all pellets hit the target, doing 90 damage (Shotgun) or 105 damage (Scattergun). The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Holding out using an Ubercharge in the face of large amounts of damage, to maximize the potential of the Ubercharge, when it is used.&lt;br /&gt;
&lt;br /&gt;
===Peeking===&lt;br /&gt;
&lt;br /&gt;
When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
===Pipe===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade. When used as a verb, '''eg:''' ''&amp;quot;Medic's piped&amp;quot;'', it refers to said player taking a direct grenade, or 100 damage.&lt;br /&gt;
&lt;br /&gt;
===Pop===&lt;br /&gt;
&lt;br /&gt;
The act of deploying an ÜberCharge or Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
===Quickscope=== &lt;br /&gt;
&lt;br /&gt;
When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
===Roller===&lt;br /&gt;
&lt;br /&gt;
A [[Demoman]]'s grenade after it hits the ground / wall.&lt;br /&gt;
&lt;br /&gt;
===Spam===&lt;br /&gt;
&lt;br /&gt;
Repeated shooting at chokes for the purpose of area denial, usually by [[Soldier|Soldiers]] and [[Demoman|Demomen]] due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
===Splash===&lt;br /&gt;
&lt;br /&gt;
The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
===Trickstab===&lt;br /&gt;
&lt;br /&gt;
A term used to describe maneuvers in which a [[Spy]] backstabs an enemy using a set of movement tactics to kill players that are aware of his presence and who are actively trying to avoid getting backstabed.&lt;br /&gt;
&lt;br /&gt;
===Übered===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that has been Übercharged by a [[Medic]] ('''Eg: Demo’s Übered''') or used to signify that a [[Medic]] used their Übercharge. ('''Eg: Medic Übered''')&lt;br /&gt;
&lt;br /&gt;
===Force===&lt;br /&gt;
&lt;br /&gt;
When a player forces an enemy [[Medic]] to activate his ÜberCharge earlier than desired by presenting an immediate threat to the [[Medic]]'s life or that of his teammates.&lt;br /&gt;
&lt;br /&gt;
===Wipe=== &lt;br /&gt;
&lt;br /&gt;
A wipe occurs when the entire team dies at once.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
===Backcap===&lt;br /&gt;
&lt;br /&gt;
When a player, typically a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
===Called===&lt;br /&gt;
&lt;br /&gt;
The act of using the voice command &amp;quot;Ubercharge Ready!&amp;quot; This voice command is automatically called when a Medic gains full Ubercharge if another voice command is not already in use. This command can also be called manually by a Medic in an attempt to trick the enemy team into thinking that he has full Ubercharge. For this reason, it is important to differentiate between hearing the enemy Medic &amp;quot;Call&amp;quot; and seeing that the Medic has Ubercharge.&lt;br /&gt;
&lt;br /&gt;
===Callout===&lt;br /&gt;
&lt;br /&gt;
A term attributed to a particular area of a map to quickly communicate location.&lt;br /&gt;
&lt;br /&gt;
===Coast to Coast Push===&lt;br /&gt;
&lt;br /&gt;
The term referring to the process where the team that was pushed to their last point pushes all the way to the opposing team's last point, subsequently resulting in a capture and round win. &lt;br /&gt;
&lt;br /&gt;
===Combo===&lt;br /&gt;
&lt;br /&gt;
The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In [[6v6]], the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]]. In [[Highlander]], the combo varies but is most often made up of the [[Medic]], [[Heavy]], [[Demoman]], and sometimes [[Pyro]]. &lt;br /&gt;
In [[4v4]], the combo usually consists of a [[Scout]], a [[Soldier]] switching between Roamer and Pocket when needed, a [[Demoman]] and a [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Dry Push===&lt;br /&gt;
&lt;br /&gt;
When a team pushes a point or an area with out an Ubercharge. Commonly used when there is not enough time to charge an uber, or when there are other factors that make the push viable (Player/ammo/health advantage, etc.)&lt;br /&gt;
&lt;br /&gt;
===Distraction===&lt;br /&gt;
&lt;br /&gt;
When one or more players openly present themselves to engage on the enemy in an attempt to draw their attention away from key targets, objectives or positions.&lt;br /&gt;
&lt;br /&gt;
===Domino Cap===&lt;br /&gt;
&lt;br /&gt;
When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
===Double Overtime===&lt;br /&gt;
&lt;br /&gt;
In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
===Golden Cap===&lt;br /&gt;
&lt;br /&gt;
When the time limit has expired and both teams have the same number of rounds, a Golden Cap determines the winner in a winner takes all round.&lt;br /&gt;
&lt;br /&gt;
===Flank===&lt;br /&gt;
&lt;br /&gt;
In 6's, the flank consists of the roaming Soldier and the flank Scout, who coordinate with one another to secure kills. For example, in many situations, the roamer uses his Scouts as bait to lure the enemy into the roamer's hiding spot for an easy pick. If plays are made on the flank and the team secures a positional or number advantage (in 6s and Highlander) the flank classes can push forward to hold territory and create a buffer for the combo classes to push in and capture points. &lt;br /&gt;
&lt;br /&gt;
In Highlander, the flank composition can vary between teams, but generally consists of the Soldier, Scout, Engineer, Pyro and Sniper (both occasionally) and the Spy. Soldier plays a roaming role to distract the enemy and secure picks. Spy attacks with the help of a distraction, such as a bombing Soldier or Über push. When the Scout is not pushing the Payload cart, he watches the flanks and ensures no one flanks his own team, by putting out damage and/or getting key picks, for instance, shutting down the enemy Sniper. Ocassionally, Pyro may choose to make flanking plays if he does not stick to the combo, and the Engineer can choose to patrol a flank on maps with his sentry guns. In addition, the Sniper normally hangs far back behind friendly lines to get picks (or with the combo) but if he chooses, he may roam around on the flank to secure better sightlines on enemy players, especially the enemy Medic who is building Über. &lt;br /&gt;
&lt;br /&gt;
In 4s, the flank is consisted of a Scout and a Soldier/Pyro. The roles of the Scout and the Soldier are the same as in 6s, but because the teams are smaller than in 6s, flanks are easier to control and as such, allow for a more fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
Focus, or also known as Focus-Fire, is when most classes on a team all attack the same player, usually a target of high value, or a target that is very aggressive. &lt;br /&gt;
&lt;br /&gt;
===Leapfrogging===&lt;br /&gt;
&lt;br /&gt;
When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
===Pick(s)=== &lt;br /&gt;
&lt;br /&gt;
Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
===Main===&lt;br /&gt;
&lt;br /&gt;
The Class somebody almost always plays in a competitive team (e.g. Roamer Soldier, Scout, Medic, Sniper). The class one mainly plays in public servers and other non-competitive formats does not contribute towards the concept of a main, although PUGs and Matches that one has merced/rung for would.&lt;br /&gt;
&lt;br /&gt;
===Main Caller===&lt;br /&gt;
&lt;br /&gt;
The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Medigun Checking=== &lt;br /&gt;
&lt;br /&gt;
When one player on a team changes class to Spy and disguises as the enemy [[Medic]] to determine whether the Medic is running the [[Kritzkrieg]] or the stock [[Medi Gun]]. Many [[Medic|Medics]] now rename their secondary weapons making it harder to tell, but using 3D disguise viewmodels will circumvent this.&lt;br /&gt;
&lt;br /&gt;
===Midfight===&lt;br /&gt;
&lt;br /&gt;
The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
===[[Offclass]]===&lt;br /&gt;
&lt;br /&gt;
In 6v6, an offclass is a player of any class apart from the standard line-up of [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding, pushing last, or in stalemate situations that often occur in [[5CP]] to acquire a pick.&lt;br /&gt;
&lt;br /&gt;
===Overtime===&lt;br /&gt;
Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.&lt;br /&gt;
&lt;br /&gt;
===[[Pocket]]=== &lt;br /&gt;
As a noun, it's the player (usually a [[Soldier]]/[[Scout]] in [[6v6]] or a [[Heavy]] / [[Demoman]] in [[Highlander]]) who protects the [[Medic]] and gets the most heals.  However the role of pocket can be applied to most classes depending on the situation.&lt;br /&gt;
&lt;br /&gt;
As a verb, it's the act of taking lots of heals from the medic and protecting him from any threats.&lt;br /&gt;
&lt;br /&gt;
===[[Push]]===&lt;br /&gt;
&lt;br /&gt;
The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
===Sac===&lt;br /&gt;
&lt;br /&gt;
Short for sacrifice, when you purposely get yourself killed to help your team. For example getting yourself killed to touch payload cart or jumping into their entire team to force their Medic to use Uber.&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
&lt;br /&gt;
Stock weapons are the vanilla weapons available in the game, which were present in the game at launch. The opposite of [[Glossary#Unlocks|unlocks]].&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
===Tunnel Vision===&lt;br /&gt;
&lt;br /&gt;
Originally a reference to camping [[Sniper|Snipers]] who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
===Über Advantage===&lt;br /&gt;
&lt;br /&gt;
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].&lt;br /&gt;
&lt;br /&gt;
===Über Exchange===&lt;br /&gt;
When one Medic uses an Uber to force the other Medic to also use Uber. Both teams will try to make the enemy Medic flash more or drop players (not save them with the uber) to give them an advantage. It is a tactic commonly used to break stalemates and bust through choke points.&lt;br /&gt;
&lt;br /&gt;
===Unlocks===&lt;br /&gt;
&lt;br /&gt;
Unlocks are the non-vanilla weapons available in the game, which were added to the game after its launch. The opposite of [[Glossary#Stock|stock weapons]].&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
===Cart Path===&lt;br /&gt;
&lt;br /&gt;
The part of the map on which the cart runs, and tracks are visible on the ground.&lt;br /&gt;
&lt;br /&gt;
===Choke=== &lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
===Flank(ers)===&lt;br /&gt;
&lt;br /&gt;
The Flank is any area where the combo isn't. The Flank can also refer to the players who watch those areas. They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]]. They tend to spark pushes by forcing Über or securing significant picks. In [[6v6]], the flank typically consists of the [[roamer]] and a [[scout]].&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
&lt;br /&gt;
The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
===Mid===&lt;br /&gt;
&lt;br /&gt;
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. Can also refer to the point in KOTH.&lt;br /&gt;
&lt;br /&gt;
===Rollout===&lt;br /&gt;
&lt;br /&gt;
The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
===Shutter===&lt;br /&gt;
&lt;br /&gt;
General term applied to several maps referring to areas with grey doors that open when players are near them.&lt;br /&gt;
&lt;br /&gt;
===Spire===&lt;br /&gt;
&amp;lt;!-- I don't know if Process second counts since in game it is referenced as a &amp;quot;mini-spire&amp;quot; --&amp;gt;&lt;br /&gt;
A control point with a large height advantage (ex. Process 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
Spire is also a callout referring to the second and fourth points of badlands respectively.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
===Alien===&lt;br /&gt;
&lt;br /&gt;
Used to describe a player that utilizes unconventional or nonsensical movement, tactics, etc. to their benefit. These strategies are often utilized when facing opponents who lack experience outside of the meta, causing confusion. The target of this label may or may not be aware that they are using these tactics.&lt;br /&gt;
&lt;br /&gt;
===Big===&lt;br /&gt;
&lt;br /&gt;
A common verbal response to a game/match-winning kill such as a medic dropping Uber/Kritz or an important kill is made.&lt;br /&gt;
&lt;br /&gt;
===Comms===&lt;br /&gt;
&lt;br /&gt;
An abbreviated name for your teams' communications. The term is often used in phrases such as &amp;quot;Clear comms!&amp;quot; which means a call to stop unnecessary talking in your voice chat that could be found distracting.&lt;br /&gt;
&lt;br /&gt;
===DM===&lt;br /&gt;
&lt;br /&gt;
Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
===Demo===&lt;br /&gt;
&lt;br /&gt;
A person's perspective from a game. Demos are recorded in a few different ways. The most common and hassle-free method is PREC, a plugin used by many players. This program records demos automatically and has many features such as bookmarks. Demos can also be recorded manually through the console commands &amp;quot;record &amp;lt;demo name&amp;gt;&amp;quot;. You can stop recording with the command &amp;quot;Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Recording a demo is also known to fix some glitches, such as invisible player models.&lt;br /&gt;
&lt;br /&gt;
Demo is also used as a shortening of [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
===Fatkidded===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe not being picked in a PUG, referring to playground pickup sports, where the fat kid is always picked last (or not at all).&lt;br /&gt;
&lt;br /&gt;
===GG===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GH===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Half.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===GL HF===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Luck, Have Fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===GR===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Round&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===LAN dodger===&lt;br /&gt;
&lt;br /&gt;
A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
===LFT===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
===LFP===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
===LFS===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''L'''ooking '''F'''or '''S'''crims. A person who wishes to find another team to scrim with.&lt;br /&gt;
&lt;br /&gt;
===Lobby===&lt;br /&gt;
&lt;br /&gt;
A lobby is a semi-competitive game played on a matchmaking website such as [http://www.tf2center.com tf2center]. Lobbies are often not taken seriously, and PUGs are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
&lt;br /&gt;
A gameplay mod that allows for 1v1 matches, typically on 6v6 classes, is often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
&lt;br /&gt;
A match in which the teams consist of friends. The medic is usually chosen at random or with a &amp;quot;Last to spec&amp;quot; call if there are no volunteers. In Europe the term &amp;quot;Doublemix&amp;quot; is used for in-house PUGs.&lt;br /&gt;
&lt;br /&gt;
===Roach===&lt;br /&gt;
&lt;br /&gt;
Derogatory for an annoying, toxic, or otherwise undesirable player.&lt;br /&gt;
&lt;br /&gt;
===RUP===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ready Up&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===PCW===&lt;br /&gt;
&lt;br /&gt;
An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see [[Glossary#Scrim|'''Scrim''']].&lt;br /&gt;
&lt;br /&gt;
===[[P-REC]]=== &lt;br /&gt;
&lt;br /&gt;
A demo recording plugin for TF2.&lt;br /&gt;
&lt;br /&gt;
===Pub===&lt;br /&gt;
&lt;br /&gt;
Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
===PUG, Pickup===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''P'''ick-'''U'''p '''G'''ame. Usually employed as a way to practice in a competitive environment as close as possible to an official competitive game, in which players sign up for classes they wish to play. Some pickup systems/sites also have a captain system in which two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
===Scrim===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for scrimmage match. A practice match between two teams or two people.&lt;br /&gt;
&lt;br /&gt;
===STV===&lt;br /&gt;
&lt;br /&gt;
Source Television. A server plugin that can be used by casters to watch a game with a default 90 second delay. STVs make watching matches possible, as a caster or viewer does not have to be connected to the game server to watch, just the stv server.&lt;br /&gt;
&lt;br /&gt;
===Solly===&lt;br /&gt;
&lt;br /&gt;
A commonly used term referring the Soldier.&lt;br /&gt;
&lt;br /&gt;
===VOD===&lt;br /&gt;
&lt;br /&gt;
An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. Also sometimes used as a term referencing the archiving of a live stream.&lt;br /&gt;
&lt;br /&gt;
===Ringer / Merc / Sub===&lt;br /&gt;
&lt;br /&gt;
A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
===Waddle===&lt;br /&gt;
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A term used to describe Soldier players who rarely utilize rocket-jumping, thus resorting to Soldier's slow walking speed as their sole means of locomotion.&amp;lt;br&amp;gt;The term is also used in a more broad sense to describe any sort of movement along the ground as Soldier; Particularly when rocket-jumping isn't possible due to low health, or a lack of ammo.&lt;br /&gt;
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===Whitelist===&lt;br /&gt;
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A whitelist is a list of allowed items used mainly in competitive. The items not in the whitelist will not be equipable and will reset players to stock.&lt;br /&gt;
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		<author><name>Starach</name></author>
		
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