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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TomRuto</id>
	<title>comp.tf - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TomRuto"/>
	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/TomRuto"/>
	<updated>2026-05-04T23:53:39Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://comp.tf/index.php?title=User_talk:TomRuto&amp;diff=4617</id>
		<title>User talk:TomRuto</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=User_talk:TomRuto&amp;diff=4617"/>
		<updated>2013-08-10T19:58:39Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: Quick-Fix Charge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello Merchant. I will remember the editing guidelines for in the future. I also thought the Quick-Fix healing rate lowered to half on overhealed healing targets but it doesn't, this was brought up by a friend of mine after reading the page. At first I referred him to the official wiki as well, as you did with me, where it says it builds slower but he wouldn't believe me. We went on a server and started timing how long it took to get each charge, comparing Kritzkrieg and Quick-Fix, and the Quick-Fix charge time was the same no matter if the healing target was low or overhealed. TomRuto ([[User talk:TomRuto|talk]])&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4614</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4614"/>
		<updated>2013-08-10T14:44:08Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritzkrieg beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritzkrieg because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target's health is at 142.5% of their base health the building speed is reduced to only half. The minimum time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the class(es) on the receiving end of the healbeam will flash in their respective team color and will be invincible for up to 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible. However that will reduce the total time of the ubercharge as the original target will retain the uber in addition to the new target for a short period.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic and their healing target are safe from any kind of damage.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated classes that are being healed can not capture control points, including the Medic. Even though the ubered classes might not take damage, knock back will still apply and explosives, airblasts and sentry guns can prevent the ubered players from entering an area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The Kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target is above 142.5% of their base health  the building speed is reduced by half. The minimum time it takes to get a kritzkrieg charge is 32.25 seconds.&lt;br /&gt;
The Kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge, his or her most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible. If needed then Soldiers can also be kritzed. Scouts are generally considered bad to kritz as they cannot put out the same high amounts of damage with it. &lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The Kritzkrieg builds faster allowing the team with it to increase a potential advantage or even create one. Kritz allows for killing the enemy team quickly.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make the medic or their target invincible thus they will still need protection against incoming damage and planned attacks from the enemy team. Sentry guns will not take critical hits which makes Kritz hard to push into lasts with as the enemy team will likely have enough time to build one. The inability to become invincible means that the enemy players can easily ambush and kill the medic at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick-Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second even if the healing target is fully overhealed. The time it takes to get a Quick-Fix charge is 32.25 seconds, the same as the Kritzkrieg when building at the maximum rate. The Quick-Fix heals 40% faster then the medigun and the Kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and air blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic will take the movement done by explosions to their heal target. This allows them to stickyjump and rocketjump with their team as well. The medic will also move at the same movement speed as his healing target. The Medic can heal players at roughly 100 hp per second or up to 300 with critheals when ubered. The medic is also buffed during the uber to 188 and receives the same heal rate as his target. &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, damage that is dealt at the same time or within a short period of time will kill the Medic quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Combo==&lt;br /&gt;
The medic usually has a soldier assigned to protect them because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to protecting the medic is called the [[Pocket]] [[Soldier]]. The pocket and medic together are called the combo. The combo is generally joined by the [[Demoman]]. Together these 3 classes are the main source of damage for their team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Healing Order==&lt;br /&gt;
The general heal order of the medic is to heal the [[Demoman]] first, then their soldiers, especially the [[Pocket]] [[Soldier]] and last but not least heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Flank===&lt;br /&gt;
The flank consists of both scouts and the roaming soldier. Whenever the medic has the chance he or she should heal and preferably overheal the flank classes so they can continue what they were doing and you can continue healing the combo. When holding control points the medic will often call the flank to come get an overheal if their overheal is gone or the enemy team is going to push. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Rollout===&lt;br /&gt;
During the rollout to middle on [[5CP]] maps the Medic will often buff the Demoman first to let him jump to middle. As he will arrive first these will be the only heals that he will receive before entering the fight. The Medic will then buff the [[Roamer]] who he will be healing for most of the rollout as the Roamer jumps towards middle with the Medic. During the early rollout the Medic should buff the scouts to 185 so that they will have some overheal at middle. Lastly the [[Pocket]] [[Soldier]] who likely has Escape Planned to middle should receive his crit heal overheal to 300.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Positioning==&lt;br /&gt;
Knowing where to position yourself is vital to staying alive and successfully keeping your team healed. When entering an area the Medic should never be the class to enter first. The Pocket, or any other class for that matter, should go up front and check if their are sticky traps or people hiding. The Medic should always be behind his teammates protected from incoming damage or players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4613</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4613"/>
		<updated>2013-08-10T14:19:17Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritzkrieg beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritzkrieg because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target's health is at 142.5% of their base health the building speed is reduced to only half. The minimum time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the class(es) on the receiving end of the healbeam will flash in their respective team color and will be invincible for up to 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible. However that will reduce the total time of the ubercharge as the original target will retain the uber in addition to the new target for a short period.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic and their healing target are safe from any kind of damage.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated classes that are being healed can not capture control points, including the Medic. Even though the ubered classes might not take damage, knock back will still apply and explosives, airblasts and sentry guns can prevent the ubered players from entering an area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The Kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target is above 142.5% of their base health  the building speed is reduced by half. The minimum time it takes to get a kritzkrieg charge is 32.25 seconds.&lt;br /&gt;
The Kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge, his or her most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible. If needed then Soldiers can also be kritzed. Scouts are generally considered bad to kritz as they cannot put out the same high amounts of damage with it. &lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The Kritzkrieg builds faster allowing the team with it to increase a potential advantage or even create one. Kritz allows for killing the enemy team quickly.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make the medic or their target invincible thus they will still need protection against incoming damage and planned attacks from the enemy team. Sentry guns will not take critical hits which makes Kritz hard to push into lasts with as the enemy team will likely have enough time to build one. The inability to become invincible means that the enemy players can easily ambush and kill the medic at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick-Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second even if the healing target is fully overhealed. The time it takes to get a Quick-Fix charge is 32.25 seconds, the same as the Kritzkrieg when building at the maximum rate. The Quick-Fix heals 40% faster then the medigun and the Kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and air blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic will take the movement done by explosions to their heal target. This allows them to stickyjump and rocketjump with their team as well. The medic will also move at the same movement speed as his healing target. The Medic can heal players at roughly 100 hp per second or up to 300 with critheals when ubered. The medic is also buffed during the uber to 188 and receives the same heal rate as his target. &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, damage that is dealt at the same time or within a short period of time will kill the Medic quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Combo==&lt;br /&gt;
The medic usually has a soldier assigned to protect them because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to protecting the medic is called the [[Pocket]] [[Soldier]]. The pocket and medic together are called the combo. The combo is generally joined by the [[Demoman]]. Together these 3 classes are the main source of damage for their team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Healing Order==&lt;br /&gt;
The general heal order of the medic is to heal the [[Demoman]] first, then their soldiers, especially the [[Pocket]] [[Soldier]] and last but not least heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Flank===&lt;br /&gt;
The flank consists of both scouts and the roaming soldier. Whenever the medic has the chance he or she should heal and preferably overheal the flank classes so they can continue what they were doing and you can continue healing the combo. When holding control points the medic will often call the flank to come get an overheal if their overheal is gone or the enemy team is going to push. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Rollout===&lt;br /&gt;
During the rollout to middle on [[5CP]] maps the Medic will often buff the Demoman first to let him jump to middle. As he will arrive first these will be the only heals that he will receive before entering the fight. The Medic will then buff the [[Roamer]] who he will be healing for most of the rollout as the Roamer jumps towards middle with the Medic. During the early rollout the Medic should buff the scouts to 185 so that they will have some overheal at middle. Lastly the [[Pocket]] [[Soldier]] who likely has Escape Planned to middle should receive his crit heal overheal to 300.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4612</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4612"/>
		<updated>2013-08-10T14:08:12Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: Clarify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritzkrieg beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritzkrieg because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target's health is at 142.5% of their base health the building speed is reduced to only half. The minimum time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the class(es) on the receiving end of the healbeam will flash in their respective team color and will be invincible for up to 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible. However that will reduce the total time of the ubercharge as the original target will retain the uber in addition to the new target for a short period.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic and their healing target are safe from any kind of damage.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated classes that are being healed can not capture control points, including the Medic. Even though the ubered classes might not take damage, knock back will still apply and explosives, airblasts and sentry guns can prevent the ubered players from entering an area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The Kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target is above 142.5% of their base health  the building speed is reduced by half. The minimum time it takes to get a kritzkrieg charge is 32.25 seconds.&lt;br /&gt;
The Kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge, his or her most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible. If needed then Soldiers can also be kritzed. Scouts are generally considered bad to kritz as they cannot put out the same high amounts of damage with it. &lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The Kritzkrieg builds faster allowing the team with it to increase a potential advantage or even create one. Kritz allows for killing the enemy team quickly.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make the medic or their target invincible thus they will still need protection against incoming damage and planned attacks from the enemy team. Sentry guns will not take critical hits which makes Kritz hard to push into lasts with as the enemy team will likely have enough time to build one. The inability to become invincible means that the enemy players can easily ambush and kill the medic at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick-Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second even if the healing target is fully overhealed. The time it takes to get a Quick-Fix charge is 32.25 seconds, the same as the Kritzkrieg when building at the maximum rate. The Quick-Fix heals 40% faster then the medigun and the Kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and air blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic will take the movement done by explosions to their heal target. This allows them to stickyjump and rocketjump with their team as well. The medic will also move at the same movement speed as his healing target. The Medic can heal players at roughly 100 hp per second or up to 300 with critheals when ubered. The medic is also buffed during the uber to 188 and receives the same heal rate as his target. &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, damage that is dealt at the same time or within a short period of time will kill the Medic quickly!&lt;br /&gt;
&lt;br /&gt;
==The Combo==&lt;br /&gt;
The medic usually has a soldier assigned to protect them because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to protecting the medic is called the [[Pocket]] [[Soldier]]. The pocket and medic together are called the combo. The combo is generally joined by the [[Demoman]]. Together these 3 classes are the main source of damage for their team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Healing Order==&lt;br /&gt;
The general heal order of the medic is to heal the [[Demoman]] first, then their soldiers, especially the [[Pocket]] [[Soldier]] and last but not least heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Flank===&lt;br /&gt;
The flank consists of both scouts and the roaming soldier. Whenever the medic has the chance he or she should heal and preferably overheal the flank classes so they can continue what they were doing and you can continue healing the combo. When holding control points the medic will often call the flank to come get an overheal if their overheal is gone or the enemy team is going to push. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Rollout===&lt;br /&gt;
During the rollout to middle on [[5CP]] maps the Medic will often buff the Demoman first to let him jump to middle. As he will arrive first these will be the only heals that he will receive before entering the fight. The Medic will then buff the [[Roamer]] who he will be healing for most of the rollout as the Roamer jumps towards middle with the Medic. During the early rollout the Medic should buff the scouts to 185 so that they will have some overheal at middle. Lastly the [[Pocket]] [[Soldier]] who likely has Escape Planned to middle should receive his crit heal overheal to 300.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Calling&amp;diff=4610</id>
		<title>Calling</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Calling&amp;diff=4610"/>
		<updated>2013-08-10T12:01:34Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Calling in TF2 is communicating with your team to relay information so that everyone knows what's going on. Calling is arguably the most important skill that a team can have, next to deathmatch skill and positioning.&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;
=== Main Calling in 6v6 ===&lt;br /&gt;
The main caller is usually the Pocket, the Medic or the Demoman.  This is because most 6v6 teams will focus their play around their medic to make use of über and general health advantages.&lt;br /&gt;
&lt;br /&gt;
=== Main Calling in Highlander ===&lt;br /&gt;
The main caller is usually the Heavy, Medic or Demo.&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pocket&amp;diff=4609</id>
		<title>Pocket</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pocket&amp;diff=4609"/>
		<updated>2013-08-10T11:50:20Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
The pocket is the [[Soldier]] assigned to protect the [[Medic]] for the duration of the round. In [[6v6]], the pocket is almost always a [[Soldier]] with the shotgun as his secondary, but in [[Highlander]] it can be the [[Soldier]], [[Demoman]], or [[Heavy]].&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
The three main goals of the Pocket are as follows:&lt;br /&gt;
&lt;br /&gt;
1 - Protecting the medic &lt;br /&gt;
&lt;br /&gt;
2 - Lead pushes&lt;br /&gt;
&lt;br /&gt;
3 - Effectively use übers&lt;br /&gt;
&lt;br /&gt;
There are a lot of other roles the Pocket has to fulfill, these are just the main ones.&lt;br /&gt;
&lt;br /&gt;
== The Combo ==&lt;br /&gt;
The Pocket is a very important part of the combo, as it is an effective bodyguard for the Demoman and Medic. The Pocket's job is also to watch main choke points with the combo, and to punish any enemies who overextend near choke points.&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
The Pocket, being one of the most versatile 6v6 class, has a number of ways to approach midfights. Usually, this involves protecting the medic from bombing soldiers and scouts, while putting out consistent damage on the other team. In some cases it is known for both Soldiers on a team to bomb the opposing Medic in a mid fight rather than staying to protect their own. The Medic will often be left to the Demo during this period, however this is largely a team preference as they may be using a strategy that requires higher aggression than normal.&lt;br /&gt;
&lt;br /&gt;
== 6v6 Pocket Unlocks ==&lt;br /&gt;
The Pocket Soldier, being heavily attached to the Medic, will usually use a rather stock like loadout due to the lesser need of the Gunboats unlock. This loadout would commonly include the Rocket Launcher or The Original together with The Shotgun and The Escape Plan.&lt;br /&gt;
&lt;br /&gt;
The use of The Original or Rocket Launcher is a common usage by all soldiers due to it's reliability of 4 shots which is capable of killing almost all targets when hit for rather large amounts of damage, the Heavy is largely excluded from this due to the ability of 450HP through overheal. The Solider on occasions may run The Direct Hit this is often to spam out a Sentry nest locations on maps such as cp_gravelpit as it is an effective use for the unlock with the lower splash and higher damage. The Direct Hit also may be used due to preference of the Soldier but this is rarely seen.&lt;br /&gt;
&lt;br /&gt;
The use of The Shotgun on a Pocket is often used simply because the Gunboats are not required. The shotgun is a very well rounded weapon for a pocket to use due to a good damage output and 6 shells that can be loaded making it effective at taking out many targets both alone or after using rockets. The shotgun is also very good at helping to defend the medic as the role of Pocket as it will cause jumpers or bombers of the opposing team to be slowed if hit while in the air and is a safer alternative to airshots with rockets.&lt;br /&gt;
&lt;br /&gt;
The use of the Escape Plan rather than a stock Shovel will often be due to Rollouts as the Soldier can cause enough damage to themselves easier than a Soldier with gunboats allowing them to be granted the movement speed bonus and reach the midfight along side the rest of the team members easier. After 10 seconds this Soldier would then be able to take &amp;quot;Crit heals&amp;quot; from their Medic and be restored to full health upon arriving at the midfight.&lt;br /&gt;
&lt;br /&gt;
This loadout is well rounded and allows a Pocket to protect the Medic in a number of ways, give out damage in a number of ways and also a possible escape should they become to injured to stay in a fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== POV's ==&lt;br /&gt;
[https://www.youtube.com/watch?v=SBKfASNXNoY Zebbosai - Pocket - ETF2L Prem - broder vs BFF - cp_badlands] Includes Team Comms&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=VP3TijvV_gE Shwan - Pocket - Vector vs Rando - cp_warmfront] Includes Team Comms&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pocket&amp;diff=4608</id>
		<title>Pocket</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pocket&amp;diff=4608"/>
		<updated>2013-08-10T11:49:32Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
The pocket is the [[Soldier]] assigned to protect the [[Medic]] for the duration of the round. In [[6v6]], the pocket is almost always a [[Soldier]] with the shotgun as his secondary, but in [[Highlander]] it can be the [[Soldier]], [[Demoman]], or [[Heavy]].&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
The three main goals of the Pocket are as follows:&lt;br /&gt;
&lt;br /&gt;
1 - Protecting the medic &lt;br /&gt;
&lt;br /&gt;
2 - Lead pushes&lt;br /&gt;
&lt;br /&gt;
3 - Effectively use übers&lt;br /&gt;
&lt;br /&gt;
There are a lot of other roles the Pocket has to fulfill, these are just the main ones.&lt;br /&gt;
&lt;br /&gt;
== The Combo ==&lt;br /&gt;
The Pocket is a very important part of the combo, as it is an effective bodyguard for the Demoman and Medic. The Pocket's job is also to watch main choke points with the combo, and to punish any enemies who overextend near choke points.&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
The Pocket, being one of the most versatile 6v6 class, has a number of ways to approach midfights. Usually, this involves protecting the medic from bombing soldiers and scouts, while putting out consistent damage on the other team. In some cases it is known for both Soldiers on a team to bomb the opposing Medic in a mid fight rather than staying to protect their own. The Medic will often be left to the Demo during this period, however this is largely a team preference as they may be using a strategy that requires higher aggression than normal.&lt;br /&gt;
&lt;br /&gt;
== Pocket Unlocks 6v6 ==&lt;br /&gt;
The Pocket Soldier, being heavily attached to the Medic, will usually use a rather stock like loadout due to the lesser need of the Gunboats unlock. This loadout would commonly include the Rocket Launcher or The Original together with The Shotgun and The Escape Plan.&lt;br /&gt;
&lt;br /&gt;
The use of The Original or Rocket Launcher is a common usage by all soldiers due to it's reliability of 4 shots which is capable of killing almost all targets when hit for rather large amounts of damage, the Heavy is largely excluded from this due to the ability of 450HP through overheal. The Solider on occasions may run The Direct Hit this is often to spam out a Sentry nest locations on maps such as cp_gravelpit as it is an effective use for the unlock with the lower splash and higher damage. The Direct Hit also may be used due to preference of the Soldier but this is rarely seen.&lt;br /&gt;
&lt;br /&gt;
The use of The Shotgun on a Pocket is often used simply because the Gunboats are not required. The shotgun is a very well rounded weapon for a pocket to use due to a good damage output and 6 shells that can be loaded making it effective at taking out many targets both alone or after using rockets. The shotgun is also very good at helping to defend the medic as the role of Pocket as it will cause jumpers or bombers of the opposing team to be slowed if hit while in the air and is a safer alternative to airshots with rockets.&lt;br /&gt;
&lt;br /&gt;
The use of the Escape Plan rather than a stock Shovel will often be due to Rollouts as the Soldier can cause enough damage to themselves easier than a Soldier with gunboats allowing them to be granted the movement speed bonus and reach the midfight along side the rest of the team members easier. After 10 seconds this Soldier would then be able to take &amp;quot;Crit heals&amp;quot; from their Medic and be restored to full health upon arriving at the midfight.&lt;br /&gt;
&lt;br /&gt;
This loadout is well rounded and allows a Pocket to protect the Medic in a number of ways, give out damage in a number of ways and also a possible escape should they become to injured to stay in a fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== POV's ==&lt;br /&gt;
[https://www.youtube.com/watch?v=SBKfASNXNoY Zebbosai - Pocket - ETF2L Prem - broder vs BFF - cp_badlands] Includes Team Comms&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=VP3TijvV_gE Shwan - Pocket - Vector vs Rando - cp_warmfront] Includes Team Comms&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pocket&amp;diff=4607</id>
		<title>Pocket</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pocket&amp;diff=4607"/>
		<updated>2013-08-10T11:48:35Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
The pocket is the [[Soldier]] assigned to protect the [[Medic]] for the duration of the round. In [[6v6]], the pocket is almost always a [[Soldier]] with the shotgun as his secondary, but in [[Highlander]] it can be the [[Soldier]], [[Demoman]], or [[Heavy]].&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
The three main goals of the Pocket are as follows:&lt;br /&gt;
&lt;br /&gt;
1 - Protecting the medic &lt;br /&gt;
&lt;br /&gt;
2 - Lead pushes&lt;br /&gt;
&lt;br /&gt;
3 - Effectively use übers&lt;br /&gt;
&lt;br /&gt;
There are a lot of other roles the Pocket has to fulfill, these are just the main ones.&lt;br /&gt;
&lt;br /&gt;
== The Combo ==&lt;br /&gt;
The Pocket is a very important part of the combo, as it is an effective bodyguard for the Demoman and Medic. The Pocket's job is also to watch main choke points with the combo, and to punish any enemies who overextend near choke points.&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
The Pocket, being one of the most versatile 6v6 class, has a number of ways to approach midfights. Usually, this involves protecting the medic from bombing soldiers and scouts, while putting out consistent damage on the other team. In some cases it is known for both Soldiers on a team to bomb the opposing Medic in a mid fight rather than staying to protect their own. The Medic will often be left to the Demo during this period, however this is largely a team preference as they may be using a strategy that requires higher aggression than normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pocket Unlocks 6v6 ==&lt;br /&gt;
The Pocket Soldier, being heavily attached to the Medic, will usually use a rather stock like loadout due to the lesser need of the Gunboats unlock. This loadout would commonly include the Rocket Launcher or The Original together with The Shotgun and The Escape Plan.&lt;br /&gt;
&lt;br /&gt;
The use of The Original or Rocket Launcher is a common usage by all soldiers due to it's reliability of 4 shots which is capable of killing almost all targets when hit for rather large amounts of damage, the Heavy is largely excluded from this due to the ability of 450HP through overheal. The Solider on occasions may run The Direct Hit this is often to spam out a Sentry nest locations on maps such as cp_gravelpit as it is an effective use for the unlock with the lower splash and higher damage. The Direct Hit also may be used due to preference of the Soldier but this is rarely seen.&lt;br /&gt;
&lt;br /&gt;
The use of The Shotgun on a Pocket is often used simply because the Gunboats are not required. The shotgun is a very well rounded weapon for a pocket to use due to a good damage output and 6 shells that can be loaded making it effective at taking out many targets both alone or after using rockets. The shotgun is also very good at helping to defend the medic as the role of Pocket as it will cause jumpers or bombers of the opposing team to be slowed if hit while in the air and is a safer alternative to airshots with rockets.&lt;br /&gt;
&lt;br /&gt;
The use of the Escape Plan rather than a stock Shovel will often be due to Rollouts as the Soldier can cause enough damage to themselves easier than a Soldier with gunboats allowing them to be granted the movement speed bonus and reach the midfight along side the rest of the team members easier. After 10 seconds this Soldier would then be able to take &amp;quot;Crit heals&amp;quot; from their Medic and be restored to full health upon arriving at the midfight.&lt;br /&gt;
&lt;br /&gt;
This loadout is well rounded and allows a Pocket to protect the Medic in a number of ways, give out damage in a number of ways and also a possible escape should they become to injured to stay in a fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== POV's ==&lt;br /&gt;
[https://www.youtube.com/watch?v=SBKfASNXNoY Zebbosai - Pocket - ETF2L Prem - broder vs BFF - cp_badlands] Includes Team Comms&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=VP3TijvV_gE Shwan - Pocket - Vector vs Rando - cp_warmfront] Includes Team Comms&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pocket&amp;diff=4606</id>
		<title>Pocket</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pocket&amp;diff=4606"/>
		<updated>2013-08-10T11:48:27Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
The pocket is the [[Soldier]] assigned to protect the [[Medic]] for the duration of the round. In [[6v6]], the pocket is almost always a [[Soldier]] with the shotgun as his secondary, but in [[Highlander]] it can be the [[Soldier]], [[Demoman]], or [[Heavy]].&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
The three main goals of the Pocket are as follows:&lt;br /&gt;
&lt;br /&gt;
1 - Protecting the medic &lt;br /&gt;
&lt;br /&gt;
2 - Lead pushes&lt;br /&gt;
&lt;br /&gt;
3 - Effectively use übers&lt;br /&gt;
&lt;br /&gt;
There are a lot of other roles the Pocket has to fulfill, these are just the main ones.&lt;br /&gt;
&lt;br /&gt;
== The Combo' ==&lt;br /&gt;
The Pocket is a very important part of the combo, as it is an effective bodyguard for the Demoman and Medic. The Pocket's job is also to watch main choke points with the combo, and to punish any enemies who overextend near choke points.&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
The Pocket, being one of the most versatile 6v6 class, has a number of ways to approach midfights. Usually, this involves protecting the medic from bombing soldiers and scouts, while putting out consistent damage on the other team. In some cases it is known for both Soldiers on a team to bomb the opposing Medic in a mid fight rather than staying to protect their own. The Medic will often be left to the Demo during this period, however this is largely a team preference as they may be using a strategy that requires higher aggression than normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pocket Unlocks 6v6 ==&lt;br /&gt;
The Pocket Soldier, being heavily attached to the Medic, will usually use a rather stock like loadout due to the lesser need of the Gunboats unlock. This loadout would commonly include the Rocket Launcher or The Original together with The Shotgun and The Escape Plan.&lt;br /&gt;
&lt;br /&gt;
The use of The Original or Rocket Launcher is a common usage by all soldiers due to it's reliability of 4 shots which is capable of killing almost all targets when hit for rather large amounts of damage, the Heavy is largely excluded from this due to the ability of 450HP through overheal. The Solider on occasions may run The Direct Hit this is often to spam out a Sentry nest locations on maps such as cp_gravelpit as it is an effective use for the unlock with the lower splash and higher damage. The Direct Hit also may be used due to preference of the Soldier but this is rarely seen.&lt;br /&gt;
&lt;br /&gt;
The use of The Shotgun on a Pocket is often used simply because the Gunboats are not required. The shotgun is a very well rounded weapon for a pocket to use due to a good damage output and 6 shells that can be loaded making it effective at taking out many targets both alone or after using rockets. The shotgun is also very good at helping to defend the medic as the role of Pocket as it will cause jumpers or bombers of the opposing team to be slowed if hit while in the air and is a safer alternative to airshots with rockets.&lt;br /&gt;
&lt;br /&gt;
The use of the Escape Plan rather than a stock Shovel will often be due to Rollouts as the Soldier can cause enough damage to themselves easier than a Soldier with gunboats allowing them to be granted the movement speed bonus and reach the midfight along side the rest of the team members easier. After 10 seconds this Soldier would then be able to take &amp;quot;Crit heals&amp;quot; from their Medic and be restored to full health upon arriving at the midfight.&lt;br /&gt;
&lt;br /&gt;
This loadout is well rounded and allows a Pocket to protect the Medic in a number of ways, give out damage in a number of ways and also a possible escape should they become to injured to stay in a fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== POV's ==&lt;br /&gt;
[https://www.youtube.com/watch?v=SBKfASNXNoY Zebbosai - Pocket - ETF2L Prem - broder vs BFF - cp_badlands] Includes Team Comms&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=VP3TijvV_gE Shwan - Pocket - Vector vs Rando - cp_warmfront] Includes Team Comms&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pocket&amp;diff=4605</id>
		<title>Pocket</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pocket&amp;diff=4605"/>
		<updated>2013-08-10T11:48:08Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
The pocket is the [[Soldier]] assigned to protect the [[Medic]] for the duration of the round. In [[6v6]], the pocket is almost always a [[Soldier]] with the shotgun as his secondary, but in [[Highlander]] it can be the [[Soldier]], [[Demoman]], or [[Heavy]].&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
The three main goals of the Pocket are as follows:&lt;br /&gt;
&lt;br /&gt;
1 - Protecting the medic &lt;br /&gt;
&lt;br /&gt;
2 - Lead pushes&lt;br /&gt;
&lt;br /&gt;
3 - Effectively use übers&lt;br /&gt;
&lt;br /&gt;
There are a lot of other roles the Pocket has to fulfill, these are just the main ones.&lt;br /&gt;
&lt;br /&gt;
== The 'combo' ==&lt;br /&gt;
The Pocket is a very important part of the combo, as it is an effective bodyguard for the Demoman and Medic. The Pocket's job is also to watch main choke points with the combo, and to punish any enemies who overextend near choke points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
The Pocket, being one of the most versatile 6v6 class, has a number of ways to approach midfights. Usually, this involves protecting the medic from bombing soldiers and scouts, while putting out consistent damage on the other team. In some cases it is known for both Soldiers on a team to bomb the opposing Medic in a mid fight rather than staying to protect their own. The Medic will often be left to the Demo during this period, however this is largely a team preference as they may be using a strategy that requires higher aggression than normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pocket Unlocks 6v6 ==&lt;br /&gt;
The Pocket Soldier, being heavily attached to the Medic, will usually use a rather stock like loadout due to the lesser need of the Gunboats unlock. This loadout would commonly include the Rocket Launcher or The Original together with The Shotgun and The Escape Plan.&lt;br /&gt;
&lt;br /&gt;
The use of The Original or Rocket Launcher is a common usage by all soldiers due to it's reliability of 4 shots which is capable of killing almost all targets when hit for rather large amounts of damage, the Heavy is largely excluded from this due to the ability of 450HP through overheal. The Solider on occasions may run The Direct Hit this is often to spam out a Sentry nest locations on maps such as cp_gravelpit as it is an effective use for the unlock with the lower splash and higher damage. The Direct Hit also may be used due to preference of the Soldier but this is rarely seen.&lt;br /&gt;
&lt;br /&gt;
The use of The Shotgun on a Pocket is often used simply because the Gunboats are not required. The shotgun is a very well rounded weapon for a pocket to use due to a good damage output and 6 shells that can be loaded making it effective at taking out many targets both alone or after using rockets. The shotgun is also very good at helping to defend the medic as the role of Pocket as it will cause jumpers or bombers of the opposing team to be slowed if hit while in the air and is a safer alternative to airshots with rockets.&lt;br /&gt;
&lt;br /&gt;
The use of the Escape Plan rather than a stock Shovel will often be due to Rollouts as the Soldier can cause enough damage to themselves easier than a Soldier with gunboats allowing them to be granted the movement speed bonus and reach the midfight along side the rest of the team members easier. After 10 seconds this Soldier would then be able to take &amp;quot;Crit heals&amp;quot; from their Medic and be restored to full health upon arriving at the midfight.&lt;br /&gt;
&lt;br /&gt;
This loadout is well rounded and allows a Pocket to protect the Medic in a number of ways, give out damage in a number of ways and also a possible escape should they become to injured to stay in a fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== POV's ==&lt;br /&gt;
[https://www.youtube.com/watch?v=SBKfASNXNoY Zebbosai - Pocket - ETF2L Prem - broder vs BFF - cp_badlands] Includes Team Comms&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=VP3TijvV_gE Shwan - Pocket - Vector vs Rando - cp_warmfront] Includes Team Comms&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pocket&amp;diff=4604</id>
		<title>Pocket</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pocket&amp;diff=4604"/>
		<updated>2013-08-10T11:47:43Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
The pocket is the [[Soldier]] assigned to protect the [[Medic]] for the duration of the round. In [[6v6]], the pocket is almost always a [[Soldier]] with the shotgun as his secondary, but in [[Highlander]] it can be the [[Soldier]], [[Demoman]], or [[Heavy]].&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
The three main goals of the pocket are as follows:&lt;br /&gt;
&lt;br /&gt;
1 - Protecting the medic &lt;br /&gt;
&lt;br /&gt;
2 - Lead pushes&lt;br /&gt;
&lt;br /&gt;
3 - Effectively use übers&lt;br /&gt;
&lt;br /&gt;
There are a lot of other roles the Pocket has to fulfill, these are just the main ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The 'combo' ==&lt;br /&gt;
The Pocket is a very important part of the combo, as it is an effective bodyguard for the Demoman and Medic. The Pocket's job is also to watch main choke points with the combo, and to punish any enemies who overextend near choke points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
The Pocket, being one of the most versatile 6v6 class, has a number of ways to approach midfights. Usually, this involves protecting the medic from bombing soldiers and scouts, while putting out consistent damage on the other team. In some cases it is known for both Soldiers on a team to bomb the opposing Medic in a mid fight rather than staying to protect their own. The Medic will often be left to the Demo during this period, however this is largely a team preference as they may be using a strategy that requires higher aggression than normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pocket Unlocks 6v6 ==&lt;br /&gt;
The Pocket Soldier, being heavily attached to the Medic, will usually use a rather stock like loadout due to the lesser need of the Gunboats unlock. This loadout would commonly include the Rocket Launcher or The Original together with The Shotgun and The Escape Plan.&lt;br /&gt;
&lt;br /&gt;
The use of The Original or Rocket Launcher is a common usage by all soldiers due to it's reliability of 4 shots which is capable of killing almost all targets when hit for rather large amounts of damage, the Heavy is largely excluded from this due to the ability of 450HP through overheal. The Solider on occasions may run The Direct Hit this is often to spam out a Sentry nest locations on maps such as cp_gravelpit as it is an effective use for the unlock with the lower splash and higher damage. The Direct Hit also may be used due to preference of the Soldier but this is rarely seen.&lt;br /&gt;
&lt;br /&gt;
The use of The Shotgun on a Pocket is often used simply because the Gunboats are not required. The shotgun is a very well rounded weapon for a pocket to use due to a good damage output and 6 shells that can be loaded making it effective at taking out many targets both alone or after using rockets. The shotgun is also very good at helping to defend the medic as the role of Pocket as it will cause jumpers or bombers of the opposing team to be slowed if hit while in the air and is a safer alternative to airshots with rockets.&lt;br /&gt;
&lt;br /&gt;
The use of the Escape Plan rather than a stock Shovel will often be due to Rollouts as the Soldier can cause enough damage to themselves easier than a Soldier with gunboats allowing them to be granted the movement speed bonus and reach the midfight along side the rest of the team members easier. After 10 seconds this Soldier would then be able to take &amp;quot;Crit heals&amp;quot; from their Medic and be restored to full health upon arriving at the midfight.&lt;br /&gt;
&lt;br /&gt;
This loadout is well rounded and allows a Pocket to protect the Medic in a number of ways, give out damage in a number of ways and also a possible escape should they become to injured to stay in a fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== POV's ==&lt;br /&gt;
[https://www.youtube.com/watch?v=SBKfASNXNoY Zebbosai - Pocket - ETF2L Prem - broder vs BFF - cp_badlands] Includes Team Comms&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=VP3TijvV_gE Shwan - Pocket - Vector vs Rando - cp_warmfront] Includes Team Comms&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=4603</id>
		<title>ÜberCharge</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=4603"/>
		<updated>2013-08-10T11:36:57Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: /* Deploying übers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Charge rates ===&lt;br /&gt;
All of the Medic's Medi Guns have different charge rates, depending on the type of Medi Gun and the healed players' health.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Healing tool&lt;br /&gt;
! Health of target&lt;br /&gt;
! % gained per second&lt;br /&gt;
! Seconds to 100% über&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Medi Gun&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 2.5% / s&lt;br /&gt;
| 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.25% / s&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Kritzkrieg&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Quick-Fix&lt;br /&gt;
| &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 comp play but CAN happen with powerjacks overhealing pyros or spys being overhealed by the enemy med.&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 patients by putting the healbeam on them. It has however a negative effect on the ÜberCharge's duration. For every target under the effect of an ÜberCharge, the available über time is decreased by 1 second. A split uber, or a ''flash'', lasts no less than a second.&lt;br /&gt;
&lt;br /&gt;
When on 0% ÜberCharge, the Medic and his currently healed patient receive a one-second flash.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The ÜberCharge is usually deployed when a team is trying to capture an objective by means of killing the enemy players, creating an exploitable player advantage that can be converted to a point capture.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge exchanges ===&lt;br /&gt;
When pushing into a team that has an ÜberCharge of their own, each team's aim is to damage the non-ubered players, so that the Medic has to flash them. That leads to the decrease in the opposing ÜberCharge's duration, which allows for the team that didn't split the Über to stay invulnerable for longer and kill the remaining enemies.&lt;br /&gt;
&lt;br /&gt;
=== Kritzkrieg ===&lt;br /&gt;
The Kritzkrieg's aim is to exploit the advantage in charge rates by killing the enemy Medic before he gets a Medi Gun ÜberCharge and either cap the final control point, or to keep exploiting the Kritzkrieg by keeping the opposing Medic down. It is a strategy usually run on the last point of a [[5CP]] map.&lt;br /&gt;
&lt;br /&gt;
It is not advisable however to choose the Kritzkrieg when the enemy using the Medi Gun has more than 25% ÜberCharge, as it is likely that it will be ready by the time the Kritzkrieg is. A Medi Gun ÜberCharge completely nullifies the effect of a Kritzkrieg, as it blocks all incoming damage, critical or not.&lt;br /&gt;
&lt;br /&gt;
Once the Kritzkrieg ÜberCharge is ready, a team should aim to use it as soon as possible, as not to lose the window of opportunity in which it is most useful.&lt;br /&gt;
&lt;br /&gt;
=== Targets ===&lt;br /&gt;
Medi Gun ÜberCharges are usually taken by a team's Pocket Soldier or Demoman. The Pocket Soldier spearheads all pushes, staying on high health, absorbing incoming damage and exploiting dealt damage. He is also very mobile, which enables him to move quickly. On the other side, the Demoman has potentially the biggest damage output per second, and many opportunities for area denial and control, using his Stickybomb Launcher. Because of that, he is very important to keep alive.&lt;br /&gt;
&lt;br /&gt;
The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=4602</id>
		<title>ÜberCharge</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=4602"/>
		<updated>2013-08-10T11:35:22Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: /* Über Flashing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Charge rates ===&lt;br /&gt;
All of the Medic's Medi Guns have different charge rates, depending on the type of Medi Gun and the healed players' health.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Healing tool&lt;br /&gt;
! Health of target&lt;br /&gt;
! % gained per second&lt;br /&gt;
! Seconds to 100% über&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Medi Gun&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 2.5% / s&lt;br /&gt;
| 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.25% / s&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Kritzkrieg&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Quick-Fix&lt;br /&gt;
| &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 comp play but CAN happen with powerjacks overhealing pyros or spys being overhealed by the enemy med.&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 patients by putting the healbeam on them. It has however a negative effect on the ÜberCharge's duration. For every target under the effect of an ÜberCharge, the drain rate increases by 6.25% per second. A split uber, or a ''flash'', lasts no less than a second.&lt;br /&gt;
&lt;br /&gt;
When on 0% ÜberCharge, the Medic and his currently healed patient receive a one-second flash.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The ÜberCharge is usually deployed when a team is trying to capture an objective by means of killing the enemy players, creating an exploitable player advantage that can be converted to a point capture.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge exchanges ===&lt;br /&gt;
When pushing into a team that has an ÜberCharge of their own, each team's aim is to damage the non-ubered players, so that the Medic has to flash them. That leads to the decrease in the opposing ÜberCharge's duration, which allows for the team that didn't split the Über to stay invulnerable for longer and kill the remaining enemies.&lt;br /&gt;
&lt;br /&gt;
=== Kritzkrieg ===&lt;br /&gt;
The Kritzkrieg's aim is to exploit the advantage in charge rates by killing the enemy Medic before he gets a Medi Gun ÜberCharge and either cap the final control point, or to keep exploiting the Kritzkrieg by keeping the opposing Medic down. It is a strategy usually run on the last point of a [[5CP]] map.&lt;br /&gt;
&lt;br /&gt;
It is not advisable however to choose the Kritzkrieg when the enemy using the Medi Gun has more than 25% ÜberCharge, as it is likely that it will be ready by the time the Kritzkrieg is. A Medi Gun ÜberCharge completely nullifies the effect of a Kritzkrieg, as it blocks all incoming damage, critical or not.&lt;br /&gt;
&lt;br /&gt;
Once the Kritzkrieg ÜberCharge is ready, a team should aim to use it as soon as possible, as not to lose the window of opportunity in which it is most useful.&lt;br /&gt;
&lt;br /&gt;
=== Targets ===&lt;br /&gt;
Medi Gun ÜberCharges are usually taken by a team's Pocket Soldier or Demoman. The Pocket Soldier spearheads all pushes, staying on high health, absorbing incoming damage and exploiting dealt damage. He is also very mobile, which enables him to move quickly. On the other side, the Demoman has potentially the biggest damage output per second, and many opportunities for area denial and control, using his Stickybomb Launcher. Because of that, he is very important to keep alive.&lt;br /&gt;
&lt;br /&gt;
The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=4601</id>
		<title>ÜberCharge</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=4601"/>
		<updated>2013-08-10T11:32:45Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Charge rates ===&lt;br /&gt;
All of the Medic's Medi Guns have different charge rates, depending on the type of Medi Gun and the healed players' health.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Healing tool&lt;br /&gt;
! Health of target&lt;br /&gt;
! % gained per second&lt;br /&gt;
! Seconds to 100% über&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Medi Gun&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 2.5% / s&lt;br /&gt;
| 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.25% / s&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Kritzkrieg&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Quick-Fix&lt;br /&gt;
| &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 comp play but CAN happen with powerjacks overhealing pyros or spys being overhealed by the enemy med.&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 patients by putting the healbeam on them. It has however a negative effect on the ÜberCharge's duration. For every target under the effect of an ÜberCharge, the drain rate increases by 6.25% per second. A split uber, or a ''flash'', lasts no less than a second.&lt;br /&gt;
&lt;br /&gt;
When on 0% ÜberCharge, the Medic and his currently healed patient receive a one-second flash.&lt;br /&gt;
&lt;br /&gt;
=== Über Flashing ===&lt;br /&gt;
&lt;br /&gt;
Flashing über is the term used to say that the Medic, being yours or the enemies, has ubered more then 1 class around him. Every extra class that is being ubered by the Medic takes 1 second of über time away from the übercharge. If the Medic is healing 1 class for the full duration of the über the charge last 8 seconds, this time is not reduced if the medic does not heal any class and only übers himself.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The ÜberCharge is usually deployed when a team is trying to capture an objective by means of killing the enemy players, creating an exploitable player advantage that can be converted to a point capture.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge exchanges ===&lt;br /&gt;
When pushing into a team that has an ÜberCharge of their own, each team's aim is to damage the non-ubered players, so that the Medic has to flash them. That leads to the decrease in the opposing ÜberCharge's duration, which allows for the team that didn't split the Über to stay invulnerable for longer and kill the remaining enemies.&lt;br /&gt;
&lt;br /&gt;
=== Kritzkrieg ===&lt;br /&gt;
The Kritzkrieg's aim is to exploit the advantage in charge rates by killing the enemy Medic before he gets a Medi Gun ÜberCharge and either cap the final control point, or to keep exploiting the Kritzkrieg by keeping the opposing Medic down. It is a strategy usually run on the last point of a [[5CP]] map.&lt;br /&gt;
&lt;br /&gt;
It is not advisable however to choose the Kritzkrieg when the enemy using the Medi Gun has more than 25% ÜberCharge, as it is likely that it will be ready by the time the Kritzkrieg is. A Medi Gun ÜberCharge completely nullifies the effect of a Kritzkrieg, as it blocks all incoming damage, critical or not.&lt;br /&gt;
&lt;br /&gt;
Once the Kritzkrieg ÜberCharge is ready, a team should aim to use it as soon as possible, as not to lose the window of opportunity in which it is most useful.&lt;br /&gt;
&lt;br /&gt;
=== Targets ===&lt;br /&gt;
Medi Gun ÜberCharges are usually taken by a team's Pocket Soldier or Demoman. The Pocket Soldier spearheads all pushes, staying on high health, absorbing incoming damage and exploiting dealt damage. He is also very mobile, which enables him to move quickly. On the other side, the Demoman has potentially the biggest damage output per second, and many opportunities for area denial and control, using his Stickybomb Launcher. Because of that, he is very important to keep alive.&lt;br /&gt;
&lt;br /&gt;
The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=4600</id>
		<title>ÜberCharge</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=4600"/>
		<updated>2013-08-10T11:32:24Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Charge rates ===&lt;br /&gt;
All of the Medic's Medi Guns have different charge rates, depending on the type of Medi Gun and the healed players' health.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Healing tool&lt;br /&gt;
! Health of target&lt;br /&gt;
! % gained per second&lt;br /&gt;
! Seconds to 100% über&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Medi Gun&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 2.5% / s&lt;br /&gt;
| 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.25% / s&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Kritzkrieg&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Quick-Fix&lt;br /&gt;
| &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 comp play but CAN happen with powerjacks overhealing pyros or spys being overhealed by the enemy med.&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 patients by putting the healbeam on them. It has however a negative effect on the ÜberCharge's duration. For every target under the effect of an ÜberCharge, the drain rate increases by 6.25% per second. A split uber, or a ''flash'', lasts no less than a second.&lt;br /&gt;
&lt;br /&gt;
When on 0% ÜberCharge, the Medic and his currently healed patient receive a one-second flash.&lt;br /&gt;
&lt;br /&gt;
=== Über Flashing ===&lt;br /&gt;
&lt;br /&gt;
Flashing über is the term used to say that the Medic, being yours or the enemies, has ubered more then 1 class around him. Every extra class that is being ubered by the Medic takes 1 second of über time away from the übercharge. If the Medic is healing 1 class for the full duration of the über the charge last 8 seconds, this time is not reduced if the medic does not heal any class and only übers himself.&lt;br /&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-ubered players, so that the Medic has to flash them. That leads to the decrease in the opposing ÜberCharge's duration, which allows for the team that didn't split the Über to stay invulnerable for longer and kill the remaining enemies.&lt;br /&gt;
&lt;br /&gt;
=== Kritzkrieg ===&lt;br /&gt;
The Kritzkrieg's aim is to exploit the advantage in charge rates by killing the enemy Medic before he gets a Medi Gun ÜberCharge and either cap the final control point, or to keep exploiting the Kritzkrieg by keeping the opposing Medic down. It is a strategy usually run on the last point of a [[5CP]] map.&lt;br /&gt;
&lt;br /&gt;
It is not advisable however to choose the Kritzkrieg when the enemy using the Medi Gun has more than 25% ÜberCharge, as it is likely that it will be ready by the time the Kritzkrieg is. A Medi Gun ÜberCharge completely nullifies the effect of a Kritzkrieg, as it blocks all incoming damage, critical or not.&lt;br /&gt;
&lt;br /&gt;
Once the Kritzkrieg ÜberCharge is ready, a team should aim to use it as soon as possible, as not to lose the window of opportunity in which it is most useful.&lt;br /&gt;
&lt;br /&gt;
=== Targets ===&lt;br /&gt;
Medi Gun ÜberCharges are usually taken by a team's Pocket Soldier or Demoman. The Pocket Soldier spearheads all pushes, staying on high health, absorbing incoming damage and exploiting dealt damage. He is also very mobile, which enables him to move quickly. On the other side, the Demoman has potentially the biggest damage output per second, and many opportunities for area denial and control, using his Stickybomb Launcher. Because of that, he is very important to keep alive.&lt;br /&gt;
&lt;br /&gt;
The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=4599</id>
		<title>ÜberCharge</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=%C3%9CberCharge&amp;diff=4599"/>
		<updated>2013-08-10T11:25:23Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: /* Building */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Charge rates ===&lt;br /&gt;
All of the Medic's Medi Guns have different charge rates, depending on the type of Medi Gun and the healed players' health.&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Healing tool&lt;br /&gt;
! Health of target&lt;br /&gt;
! % gained per second&lt;br /&gt;
! Seconds to 100% über&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Medi Gun&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 2.5% / s&lt;br /&gt;
| 40 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.25% / s&lt;br /&gt;
| 80 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Kritzkrieg&lt;br /&gt;
| &amp;lt; 142.5% of base health&lt;br /&gt;
| 3.125% / s&lt;br /&gt;
| 32 seconds&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt; 142.5% of base health&lt;br /&gt;
| 1.5625% / s&lt;br /&gt;
| 64 seconds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 2 | Quick-Fix&lt;br /&gt;
| &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 comp play but CAN happen with powerjacks overhealing pyros or spys being overhealed by the enemy med.&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 patients by putting the healbeam on them. It has however a negative effect on the ÜberCharge's duration. For every target under the effect of an ÜberCharge, the drain rate increases by 6.25% per second. A split uber, or a ''flash'', lasts no less than a second.&lt;br /&gt;
&lt;br /&gt;
When on 0% ÜberCharge, the Medic and his currently healed patient receive a one-second flash.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The ÜberCharge is usually deployed when a team is trying to capture an objective by means of killing the enemy players, creating an exploitable player advantage that can be converted to a point capture.&lt;br /&gt;
&lt;br /&gt;
=== ÜberCharge exchanges ===&lt;br /&gt;
When pushing into a team that has an ÜberCharge of their own, each team's aim is to damage the non-ubered players, so that the Medic has to flash them. That leads to the decrease in the opposing ÜberCharge's duration, which allows for the team that didn't split the Über to stay invulnerable for longer and kill the remaining enemies.&lt;br /&gt;
&lt;br /&gt;
=== Kritzkrieg ===&lt;br /&gt;
The Kritzkrieg's aim is to exploit the advantage in charge rates by killing the enemy Medic before he gets a Medi Gun ÜberCharge and either cap the final control point, or to keep exploiting the Kritzkrieg by keeping the opposing Medic down. It is a strategy usually run on the last point of a [[5CP]] map.&lt;br /&gt;
&lt;br /&gt;
It is not advisable however to choose the Kritzkrieg when the enemy using the Medi Gun has more than 25% ÜberCharge, as it is likely that it will be ready by the time the Kritzkrieg is. A Medi Gun ÜberCharge completely nullifies the effect of a Kritzkrieg, as it blocks all incoming damage, critical or not.&lt;br /&gt;
&lt;br /&gt;
Once the Kritzkrieg ÜberCharge is ready, a team should aim to use it as soon as possible, as not to lose the window of opportunity in which it is most useful.&lt;br /&gt;
&lt;br /&gt;
=== Targets ===&lt;br /&gt;
Medi Gun ÜberCharges are usually taken by a team's Pocket Soldier or Demoman. The Pocket Soldier spearheads all pushes, staying on high health, absorbing incoming damage and exploiting dealt damage. He is also very mobile, which enables him to move quickly. On the other side, the Demoman has potentially the biggest damage output per second, and many opportunities for area denial and control, using his Stickybomb Launcher. Because of that, he is very important to keep alive.&lt;br /&gt;
&lt;br /&gt;
The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Ultiduo&amp;diff=4598</id>
		<title>Ultiduo</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Ultiduo&amp;diff=4598"/>
		<updated>2013-08-10T11:22:19Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Ultiduo is a competitive format consisting of two players on each team, a Soldier and a Medic. &amp;lt;br/&amp;gt;&lt;br /&gt;
This gamemode is played on small KOTH maps that are specifically made for it. Ultiduo is often played by the [[6v6]] combo, containing the Medic and Pocket Soldier, to build up synergy between each other. &amp;lt;br/&amp;gt;&lt;br /&gt;
==Weapons==&lt;br /&gt;
ETF2L has a whitelist for Ultiduo allowing the default loadout for both Medic and Soldier with few unlocks for both. &amp;lt;br/&amp;gt;&lt;br /&gt;
Naturally reskins of stock weapons (e.g. strange weapons, festive weapons, botkiller weapons, the Frying Pan, Conscientious Objector, ...)  are allowed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Soldier]] &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
The Disciplinary Action &amp;lt;br/&amp;gt;&lt;br /&gt;
The Original &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Medic]]&amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
The Blutsauger &amp;lt;br/&amp;gt;&lt;br /&gt;
The Ubersaw &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
[[ultiduo_baloo]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[koth_ultiduo]]_r_b7 &amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Ultiduo&amp;diff=4597</id>
		<title>Ultiduo</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Ultiduo&amp;diff=4597"/>
		<updated>2013-08-10T11:21:17Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Ultiduo is a competitive format consisting of two players on each team, a Soldier and a Medic. &amp;lt;br/&amp;gt;&lt;br /&gt;
This gamemode is played on small KOTH maps that are specifically made for it. Ultiduo is often played by the [[6v6]] combo, containing the Medic and Pocket Soldier, to build up synergy between each other. &amp;lt;br/&amp;gt;&lt;br /&gt;
==Weapons==&lt;br /&gt;
ETF2L has a whitelist for Ultiduo allowing the default loadout for both medic and soldier with few unlocks for both. &amp;lt;br/&amp;gt;&lt;br /&gt;
Naturally reskins of stock weapons (e.g. strange weapons, festive weapons, botkiller weapons, the Frying Pan, Conscientious Objector, ...)  are allowed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Soldier]] &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
The Disciplinary Action &amp;lt;br/&amp;gt;&lt;br /&gt;
The Original &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Medic]]&amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
The Blutsauger &amp;lt;br/&amp;gt;&lt;br /&gt;
The Ubersaw &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
[[ultiduo_baloo]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[koth_ultiduo]]_r_b7 &amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=4596</id>
		<title>Demoman (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=4596"/>
		<updated>2013-08-10T11:18:43Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== 6v6 Demoman ==&lt;br /&gt;
In 6v6, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his spamming abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can net him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demoman is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
* The Demoman's main role is mostly about area control and dealing damage.&lt;br /&gt;
* Hold choke areas by spamming them.&lt;br /&gt;
* Provide initial damage with the Pocket Soldier so that Scouts can follow up the damage with clean-up kills.&lt;br /&gt;
* Slowing the enemy team down while your team is falling back.&lt;br /&gt;
* Trapping chokes or other routes that the other team may push through in an attempt to stall a push or get a free kill.&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
Compared to all the other 6v6 classes, the Demoman's role has a big impact on the conclusion of the mid fight. It usually is the class that deals the initial damage, and who's damage can affect the whole middle fight. Who the Demoman focuses at the beginning of the middle fight is usually the [[Scout]]s and the other team's Demoman.&lt;br /&gt;
&lt;br /&gt;
== Rollouts ==&lt;br /&gt;
[[Glossary|Rollouts]] are an important aspect of Demoman's play, they have a big effect on the outcome of the midfight, usually the first Demoman that gets to mid and deals initial damage to the other Demoman and/or Scouts gains positional and heal advantage for his team. Practicing rollouts is essential for a Demoman as it comes down from muscle memory. Demoman rollouts are also usually very punishing and demanding as a simple mistake can completely ruin a team mid fight and strategy, so it's also advised to have a backup rollout plan if something happens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rollout Tutorials ===&lt;br /&gt;
*[http://www.youtube.com/watch?v=6L30_coSIuw Gullywash demo rollout tutorial by b4nny] &lt;br /&gt;
*[http://www.youtube.com/watch?v=EuUgjydRiew Badlands demo rollout tutorial by b4nny]&lt;br /&gt;
*[http://www.youtube.com/watch?v=wBxobGj_JoM Coldfront demo rollout tutorial by b4nny]&lt;br /&gt;
*[http://www.youtube.com/watch?v=1bny8efUidA Process demo/solly rollout POV by MightyMe]&lt;br /&gt;
*[http://www.youtube.com/watch?v=O2xQpCedi-s ETF2L S13 official map list demoman rollout POV]&lt;br /&gt;
**Includes&lt;br /&gt;
***Badlands - 0:26&lt;br /&gt;
***Granary - 1:19&lt;br /&gt;
***Gullywash - 2:28&lt;br /&gt;
***Snakewater - 3:20&lt;br /&gt;
***Turbine - 4:16&lt;br /&gt;
***Process -﻿ 4:38&lt;br /&gt;
&lt;br /&gt;
==Playstyles==&lt;br /&gt;
&lt;br /&gt;
=== The Demoknight ===&lt;br /&gt;
The Demoknight loadout is a viable strategy in 6's, but it relies on having a strong pocket Soldier as the Demoman will not be able to pocket effectively.  This setup is good for getting clutch Medic picks and creating advantages, but it is sparingly used because it can be easily countered by the opposite team. When playing the Demoknight role you will also lose your main source of damage dealing (the Sticky Launcher) thus completely changing the playstyle of the class.&lt;br /&gt;
&lt;br /&gt;
Instead of relying on high damage dealing as your main goal, it's much more efficient to play a more roaming role and use it to flank or pick off lone enemies.&lt;br /&gt;
&lt;br /&gt;
The item loadout when playing this role should be as follows&lt;br /&gt;
* Grenade Launcher&lt;br /&gt;
* Chargin' Targe&lt;br /&gt;
* Eyelander&lt;br /&gt;
&lt;br /&gt;
This role has a few limitations, one of them is the lack of dodge movement or strafing, that can be fixed with a [http://www.reddit.com/r/tf2/comments/v98mz/charge_turning_script_for_keyboard_users script].&lt;br /&gt;
&lt;br /&gt;
==== Notable players and examples ====&lt;br /&gt;
&lt;br /&gt;
SoLID SnaKE is one of the most notable players that have played as a demoknight at a high level competitive.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Sx7D7X6hY5w] - Example of a medic pick in a ESEA match while playing as a demoknight&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Demoman]]&lt;br /&gt;
*[[Demoman (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=4595</id>
		<title>Demoman (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=4595"/>
		<updated>2013-08-10T11:10:10Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== 6s Demoman ==&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his spamming abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can net him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demoman is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
* The Demoman's main roles are mostly about area control / dealing damage&lt;br /&gt;
* Hold choke areas by spamming them&lt;br /&gt;
* Provide initial damage with the pocket so that Scouts can follow up the damage with clean-up kills&lt;br /&gt;
* Slowing the enemy team down while your team is falling back&lt;br /&gt;
* Trapping chokes or other routes that the other team may push through in an attempt to stall a push or get a free pick&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
Compared to all the other 6s classes, Demoman's role has a big impact on the conclusion of the mid fight. It usually is the class that deals the initial damage, and who he shoots at can affect the whole mid fight. Who the Demoman focuses at the beginning of the mid fight is usually the [[Scout]]s and the other team's Demoman.&lt;br /&gt;
&lt;br /&gt;
== Rollouts ==&lt;br /&gt;
[[Glossary|Rollouts]] are an important aspect of Demoman's play, they have a big effect on the outcome of the midfight, usually the first Demoman that gets to mid and deals initial damage to the other Demoman and/or Scouts gains positional and heal advantage for his team. Practicing rollouts is essential for a Demoman as it comes down from muscle memory. Demoman rollouts are also usually very punishing and demanding as a simple mistake can completely ruin a team mid fight and strategy, so it's also advised to have a backup rollout plan if something happens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rollout Tutorials ===&lt;br /&gt;
*[http://www.youtube.com/watch?v=6L30_coSIuw Gullywash demo rollout tutorial by b4nny] &lt;br /&gt;
*[http://www.youtube.com/watch?v=EuUgjydRiew Badlands demo rollout tutorial by b4nny]&lt;br /&gt;
*[http://www.youtube.com/watch?v=wBxobGj_JoM Coldfront demo rollout tutorial by b4nny]&lt;br /&gt;
*[http://www.youtube.com/watch?v=1bny8efUidA Process demo/solly rollout POV by MightyMe]&lt;br /&gt;
*[http://www.youtube.com/watch?v=O2xQpCedi-s ETF2L S13 official map list demoman rollout POV]&lt;br /&gt;
**Includes&lt;br /&gt;
***Badlands - 0:26&lt;br /&gt;
***Granary - 1:19&lt;br /&gt;
***Gullywash - 2:28&lt;br /&gt;
***Snakewater - 3:20&lt;br /&gt;
***Turbine - 4:16&lt;br /&gt;
***Process -﻿ 4:38&lt;br /&gt;
&lt;br /&gt;
==Playstyles==&lt;br /&gt;
&lt;br /&gt;
=== The Demoknight ===&lt;br /&gt;
The Demoknight loadout is a viable strategy in 6's, but it relies on having a strong pocket Soldier as the Demoman will not be able to pocket effectively.  This setup is good for getting clutch Medic picks and creating advantages, but it is sparingly used because it can be easily countered by the opposite team. When playing the Demoknight role you will also lose your main source of damage dealing (the Sticky Launcher) thus completely changing the playstyle of the class.&lt;br /&gt;
&lt;br /&gt;
Instead of relying on high damage dealing as your main goal, it's much more efficient to play a more roaming role and use it to flank or pick off lone enemies.&lt;br /&gt;
&lt;br /&gt;
The item loadout when playing this role should be as follows&lt;br /&gt;
* Grenade Launcher&lt;br /&gt;
* Chargin' Targe&lt;br /&gt;
* Eyelander&lt;br /&gt;
&lt;br /&gt;
This role has a few limitations, one of them is the lack of dodge movement or strafing, that can be fixed with a [http://www.reddit.com/r/tf2/comments/v98mz/charge_turning_script_for_keyboard_users script].&lt;br /&gt;
&lt;br /&gt;
==== Notable players and examples ====&lt;br /&gt;
&lt;br /&gt;
SoLID SnaKE is one of the most notable players that have played as a demoknight at a high level competitive.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Sx7D7X6hY5w] - Example of a medic pick in a ESEA match while playing as a demoknight&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Demoman]]&lt;br /&gt;
*[[Demoman (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Ultiduo&amp;diff=4594</id>
		<title>Ultiduo</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Ultiduo&amp;diff=4594"/>
		<updated>2013-08-10T11:09:20Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Ultiduo is a competitive format consisting of two players on each team, a Soldier and a Medic. &amp;lt;br/&amp;gt;&lt;br /&gt;
This gamemode is played on small KOTH maps that are specifically made for it. Ultiduo is often played by the [[6v6]] combo to build up synergy between each other. &amp;lt;br/&amp;gt;&lt;br /&gt;
==Weapons==&lt;br /&gt;
ETF2L has a whitelist for Ultiduo allowing the default loadout for both medic and soldier with few unlocks for both. &amp;lt;br/&amp;gt;&lt;br /&gt;
Naturally reskins of stock weapons (e.g. strange weapons, festive weapons, botkiller weapons, the Frying Pan, Conscientious Objector, ...)  are allowed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Soldier]] &amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
The Disciplinary Action &amp;lt;br/&amp;gt;&lt;br /&gt;
The Original &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[Medic]]&amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
The Blutsauger &amp;lt;br/&amp;gt;&lt;br /&gt;
The Ubersaw &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
[[ultiduo_baloo]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[koth_ultiduo]]_r_b7 &amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4592</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4592"/>
		<updated>2013-08-10T10:22:08Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritzkrieg beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritzkrieg because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target's health is at 142.5% of their base health the building speed is reduced to only half. The minimum time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the class(es) on the receiving end of the healbeam will flash in their respective team color and will be invincible for up to 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible. However that will reduce the total time of the ubercharge as the original target will retain the uber in addition to the new target for a short period.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic and their healing target are safe from any kind of damage.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated classes that are being healed can not capture control points, including the Medic. Even though the ubered classes might not take damage, knock back will still apply and explosives, airblasts and sentry guns can prevent the ubered players from entering an area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The Kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target is above 142.5% of their base health  the building speed is reduced by half. The minimum time it takes to get a kritzkrieg charge is 32.25 seconds.&lt;br /&gt;
The Kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge, his or her most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible. If needed then Soldiers can also be kritzed. Scouts are generally considered bad to kritz as they cannot put out the same high amounts of damage with it. &lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The Kritzkrieg builds faster allowing the team with it to increase a potential advantage or even create one. Kritz allows for killing the enemy team quickly.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make the medic or their target invincible thus they will still need protection against incoming damage and planned attacks from the enemy team. Sentry guns will not take critical hits which makes Kritz hard to push into lasts with as the enemy team will likely have enough time to build one. The inability to become invincible means that the enemy players can easily ambush and kill the medic at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick-Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second even if the healing target is fully overhealed. The time it takes to get a Quick-Fix charge is 32.25 seconds, the same as the Kritzkrieg when building at the maximum rate. The Quick-Fix heals 40% faster then the medigun and the Kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and air blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic will take the movement done by explosions to their heal target. This allows them to stickyjump and rocketjump with their team as well. The medic will also move at the same movement speed as his healing target. The Medic can heal players at roughly 100 hp per second or up to 300 with critheals when ubered. The medic is also buffed during the uber to 188 and receives the same heal rate as his target. &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, damage that is dealt at the same time or within a short period of time will kill the Medic quickly!&lt;br /&gt;
&lt;br /&gt;
==The Combo==&lt;br /&gt;
The medic usually has a soldier assigned to protect them because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to protecting the medic is called the [[Pocket]] [[Soldier]]. The pocket and medic together are called the combo. The combo is generally joined by the [[Demoman]]. Together these 3 classes are the main source of damage for their team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Healing Order==&lt;br /&gt;
The general heal order of the medic is to heal the [[Demoman]] first, then their soldiers, especially the [[Pocket]] [[Soldier]] and last but not least heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Flank===&lt;br /&gt;
The flank consists of both scouts and the roaming soldier. Whenever the medic has the chance he or she should heal and preferably overheal the flank classes so they can continue what they were doing and you can continue healing the combo. When holding control points the medic will often call the flank to come get an overheal if their overheal is gone or the enemy team is going to push. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Rollout===&lt;br /&gt;
During the rollout to middle on [[5CP]] maps the Medic will often buff the Demoman first to let him jump to middle. As he will arrive first these will be the only heals that he will receive. The Medic will then buff the [[Roamer]] who he will be healing for most of the rollout as the Roamer jumps towards middle with the Medic. During the early rollout the Medic should buff the scouts to 185&lt;br /&gt;
so that they will have some overheal at mid. Lastly the [[Pocket]] [[Soldier]] who has likely Escape Planned to mid should receive his crit heal buff to 300.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4591</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4591"/>
		<updated>2013-08-10T10:21:27Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritzkrieg beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritzkrieg because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target's health is at 142.5% of their base health the building speed is reduced to only half. The minimum time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the class(es) on the receiving end of the healbeam will flash in their respective team color and will be invincible for up to 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible. However that will reduce the total time of the ubercharge as the original target will retain the uber in addition to the new target for a short period.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic and their healing target are safe from any kind of damage.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated classes that are being healed can not capture control points, including the Medic. Even though the ubered classes might not take damage, knock back will still apply and explosives, airblasts and sentry guns can prevent the ubered players from entering an area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The Kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target is above 142.5% of their base health  the building speed is reduced by half. The minimum time it takes to get a kritzkrieg charge is 32.25 seconds.&lt;br /&gt;
The Kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge, his or her most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible. If needed then Soldiers can also be kritzed. Scouts are generally considered bad to kritz as they cannot put out the same high amounts of damage with it. &lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The Kritzkrieg builds faster allowing the team with it to increase a potential advantage or even create one. Kritz allows for killing the enemy team quickly.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make the medic or their target invincible thus they will still need protection against incoming damage and planned attacks from the enemy team. Sentry guns will not take critical hits which makes Kritz hard to push into lasts with as the enemy team will likely have enough time to build one. The inability to become invincible means that the enemy players can easily ambush and kill the medic at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick-Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second even if the healing target is fully overhealed. The time it takes to get a Quick-Fix charge is 32.25 seconds, the same as the Kritzkrieg when building at the maximum rate. The Quick-Fix heals 40% faster then the medigun and the Kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and air blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic will take the movement done by explosions to their heal target. This allows them to stickyjump and rocketjump with their team as well. The medic will also move at the same movement speed as his healing target. The Medic can heal players at roughly 100 hp per second or up to 300 with critheals when ubered. The medic is also buffed during the uber to 188 and receives the same heal rate as his target. &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, damage that is dealt at the same time or within a short period of time will kill the Medic quickly!&lt;br /&gt;
&lt;br /&gt;
==The Combo==&lt;br /&gt;
The medic usually has a soldier assigned to protect them because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to protecting the medic is called the [[Pocket]] [[Soldier]]. The pocket and medic together are called the combo. The combo is generally joined by the [[Demoman]]. Together these 3 classes are the main source of damage for their team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Healing Order==&lt;br /&gt;
The general heal order of the medic is to heal the [[Demoman]] first, then their soldiers, especially the [[Pocket|Pocket]] and last but not least heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Flank===&lt;br /&gt;
The flank consists of both scouts and the roaming soldier. Whenever the medic has the chance he or she should heal and preferably overheal the flank classes so they can continue what they were doing and you can continue healing the combo. When holding control points the medic will often call the flank to come get an overheal if their overheal is gone or the enemy team is going to push. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Rollout===&lt;br /&gt;
During the rollout to middle on [[5CP]] maps the Medic will often buff the Demoman first to let him jump to middle. As he will arrive first these will be the only heals that he will receive. The Medic will then buff the [[Roamer]] who he will be healing for most of the rollout as the Roamer jumps towards middle with the Medic. During the early rollout the Medic should buff the scouts to 185&lt;br /&gt;
so that they will have some overheal at mid. Lastly the [[Pocket]] [[Soldier]] who has likely Escape Planned to mid should receive his crit heal buff to 300.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4590</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4590"/>
		<updated>2013-08-10T10:19:34Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritzkrieg beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritzkrieg because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target's health is at 142.5% of their base health the building speed is reduced to only half. The minimum time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the class(es) on the receiving end of the healbeam will flash in their respective team color and will be invincible for up to 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible. However that will reduce the total time of the ubercharge as the original target will retain the uber in addition to the new target for a short period.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic and their healing target are safe from any kind of damage.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated classes that are being healed can not capture control points, including the Medic. Even though the ubered classes might not take damage, knock back will still apply and explosives, airblasts and sentry guns can prevent the ubered players from entering an area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The Kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target is above 142.5% of their base health  the building speed is reduced by half. The minimum time it takes to get a kritzkrieg charge is 32.25 seconds.&lt;br /&gt;
The Kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge, his or her most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible. If needed then Soldiers can also be kritzed. Scouts are generally considered bad to kritz as they cannot put out the same high amounts of damage with it. &lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The Kritzkrieg builds faster allowing the team with it to increase a potential advantage or even create one. Kritz allows for killing the enemy team quickly.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make the medic or their target invincible thus they will still need protection against incoming damage and planned attacks from the enemy team. Sentry guns will not take critical hits which makes Kritz hard to push into lasts with as the enemy team will likely have enough time to build one. The inability to become invincible means that the enemy players can easily ambush and kill the medic at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick-Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second even if the healing target is fully overhealed. The time it takes to get a Quick-Fix charge is 32.25 seconds, the same as the Kritzkrieg when building at the maximum rate. The Quick-Fix heals 40% faster then the medigun and the Kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and air blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic will take the movement done by explosions to their heal target. This allows them to stickyjump and rocketjump with their team as well. The medic will also move at the same movement speed as his healing target. The Medic can heal players at roughly 100 hp per second or up to 300 with critheals when ubered. The medic is also buffed during the uber to 188 and receives the same heal rate as his target. &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, damage that is dealt at the same time or within a short period of time will kill the Medic quickly!&lt;br /&gt;
&lt;br /&gt;
==The Combo==&lt;br /&gt;
The medic usually has a soldier assigned to protect them because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to protecting the medic is called the [[Pocket|Pocket]]. The pocket and medic together are called the combo. The combo is generally joined by the [[Demoman]]. Together these 3 classes are the main source of damage for their team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Healing Order==&lt;br /&gt;
The general heal order of the medic is to heal the [[Demoman]] first, then their soldiers, especially the [[Pocket|Pocket]] and last but not least heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Flank===&lt;br /&gt;
The flank consists of both scouts and the roaming soldier. Whenever the medic has the chance he or she should heal and preferably overheal the flank classes so they can continue what they were doing and you can continue healing the combo. When holding control points the medic will often call the flank to come get an overheal if their overheal is gone or the enemy team is going to push. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Rollout===&lt;br /&gt;
During the rollout to middle on [[5CP]] maps the Medic will often buff the Demoman first to let him jump to middle. As he will arrive first these will be the only heals that he will receive. The Medic will then buff the [[Roamer]] who he will be healing for most of the rollout as the Roamer jumps towards middle with the Medic. During the early rollout the Medic should buff the scouts to 185&lt;br /&gt;
so that they will have some overheal at mid. Lastly the [[Pocket]] [[Soldier]] who has likely Escape Planned to mid should receive his crit heal buff to 300.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4589</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4589"/>
		<updated>2013-08-10T10:13:16Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: /* Medigun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritzkrieg beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritzkrieg because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target's health is at 142.5% of their base health the building speed is reduced to only half. The minimum time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the class(es) on the receiving end of the healbeam will flash in their respective team color and will be invincible for up to 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible. However that will reduce the total time of the ubercharge as the original target will retain the uber in addition to the new target for a short period.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic and their healing target are safe from any kind of damage.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated classes that are being healed can not capture control points, including the Medic. Even though the ubered classes might not take damage, knock back will still apply and explosives, airblasts and sentry guns can prevent the ubered players from entering an area.&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The Kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target is above 142.5% of their base health  the building speed is reduced by half. The minimum time it takes to get a kritzkrieg charge is 32.25 seconds.&lt;br /&gt;
The Kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge, his or her most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible. If needed then Soldiers can also be kritzed. Scouts are generally considered bad to kritz as they cannot put out the same high amounts of damage with it. &lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The Kritzkrieg builds faster allowing the team with it to increase a potential advantage or even create one. Kritz allows for killing the enemy team quickly.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make the medic or their target invincible thus they will still need protection against incoming damage and planned attacks from the enemy team. Sentry guns will not take critical hits which makes Kritz hard to push into lasts with as the enemy team will likely have enough time to build one. The inability to become invincible means that the enemy players can easily ambush and kill the medic at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick-Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second even if the healing target is fully overhealed. The time it takes to get a Quick-Fix charge is 32.25 seconds, the same as the Kritzkrieg when building at the maximum rate. The Quick-Fix heals 40% faster then the medigun and the Kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and air blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic will take the movement done by explosions to their heal target. This allows them to stickyjump and rocketjump with their team as well. The medic will also move at the same movement speed as his healing target. The Medic can heal players at roughly 100 hp per second or up to 300 with critheals when ubered. The medic is also buffed during the uber to 188 and receives the same heal rate as his target. &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, damage that is dealt at the same time or within a short period of time will kill the Medic quickly!&lt;br /&gt;
&lt;br /&gt;
==The Combo==&lt;br /&gt;
The medic usually has a soldier assigned to protect them because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to protecting the medic is called the [[Pocket|Pocket]]. The pocket and medic together are called the combo. The combo is generally joined by the [[Demoman]]. Together these 3 classes are the main source of damage for their team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Healing Order==&lt;br /&gt;
The general heal order of the medic is to heal the [[Demoman]] first, then their soldiers, especially the [[Pocket|Pocket]] and last but not least heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Flank===&lt;br /&gt;
The flank consists of both scouts and the roaming soldier. Whenever the medic has the chance he or she should heal and preferably overheal the flank classes so they can continue what they were doing and you can continue healing the combo. When holding control points the medic will often call the flank to come get an overheal if their overheal is gone or the enemy team is going to push. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Rollout===&lt;br /&gt;
During the rollout to middle on [[5CP]] maps the Medic will often buff the Demoman first to let him jump to middle. As he will arrive first these will be the only heals that he will receive. The Medic will then buff the [[Roamer]] who he will be healing for most of the rollout as the Roamer jumps towards middle with the Medic. During the early rollout the Medic should buff the scouts to 185&lt;br /&gt;
so that they will have some overheal at mid. Lastly the [[Pocket]] [[Soldier]] who has likely Escape Planned to mid should receive his crit heal buff to 300.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4588</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4588"/>
		<updated>2013-08-10T10:00:32Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritzkrieg beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritzkrieg because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target's health is at 142.5% of their base health the building speed is reduced to only half. The minimum time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the player(s) on the receiving end of the healbeam will flash in their respective team color and will be invincible for up to 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible. However that will reduce the total time of the ubercharge as the original target will retain the uber in addition to the new target for a short period.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic and their healing target are safe from any kind of damage.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated classes that are being healed can not capture control points, including the Medic. Even though the ubered classes might not take damage, knock back will still apply and explosives, airblasts and sentry guns can prevent the ubered players from entering an area.&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The Kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target is above 142.5% of their base health  the building speed is reduced by half. The minimum time it takes to get a kritzkrieg charge is 32.25 seconds.&lt;br /&gt;
The Kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge, his or her most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible. If needed then Soldiers can also be kritzed. Scouts are generally considered bad to kritz as they cannot put out the same high amounts of damage with it. &lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The Kritzkrieg builds faster allowing the team with it to increase a potential advantage or even create one. Kritz allows for killing the enemy team quickly.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make the medic or their target invincible thus they will still need protection against incoming damage and planned attacks from the enemy team. Sentry guns will not take critical hits which makes Kritz hard to push into lasts with as the enemy team will likely have enough time to build one. The inability to become invincible means that the enemy players can easily ambush and kill the medic at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick-Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second even if the healing target is fully overhealed. The time it takes to get a Quick-Fix charge is 32.25 seconds, the same as the Kritzkrieg when building at the maximum rate. The Quick-Fix heals 40% faster then the medigun and the Kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and air blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic will take the movement done by explosions to their heal target. This allows them to stickyjump and rocketjump with their team as well. The medic will also move at the same movement speed as his healing target. The Medic can heal players at roughly 100 hp per second or up to 300 with critheals when ubered. The medic is also buffed during the uber to 188 and receives the same heal rate as his target. &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, damage that is dealt at the same time or within a short period of time will kill the Medic quickly!&lt;br /&gt;
&lt;br /&gt;
==The Combo==&lt;br /&gt;
The medic usually has a soldier assigned to protect them because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to protecting the medic is called the [[Pocket|Pocket]]. The pocket and medic together are called the combo. The combo is generally joined by the [[Demoman]]. Together these 3 classes are the main source of damage for their team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Healing Order==&lt;br /&gt;
The general heal order of the medic is to heal the [[Demoman]] first, then their soldiers, especially the [[Pocket|Pocket]] and last but not least heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Flank===&lt;br /&gt;
The flank consists of both scouts and the roaming soldier. Whenever the medic has the chance he or she should heal and preferably overheal the flank classes so they can continue what they were doing and you can continue healing the combo. When holding control points the medic will often call the flank to come get an overheal if their overheal is gone or the enemy team is going to push. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Rollout===&lt;br /&gt;
During the rollout to middle on [[5CP]] maps the Medic will often buff the Demoman first to let him jump to middle. As he will arrive first these will be the only heals that he will receive. The Medic will then buff the [[Roamer]] who he will be healing for most of the rollout as the Roamer jumps towards middle with the Medic. During the early rollout the Medic should buff the scouts to 185&lt;br /&gt;
so that they will have some overheal at mid. Lastly the [[Pocket]] [[Soldier]] who has likely Escape Planned to mid should receive his crit heal buff to 300.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4587</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4587"/>
		<updated>2013-08-10T09:58:15Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: Grammer, use of words&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritzkrieg beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritzkrieg because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target's health is at 142.5% of their base health the building speed is reduced to only half. The minimum time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the player(s) on the receiving end of the healbeam will flash in their respective team color and will be invincible for up to 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible. However that will reduce the total time of the ubercharge as the original target will retain the uber in addition to the new target for a short period.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic and their healing target are safe from any kind of damage.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated players that are being healed can not capture control points, including the Medic. Even though the ubered players might not take damage, knock back will still apply and explosives, airblasts and sentry guns can prevent the ubered players from entering an area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The Kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target is above 142.5% of their base health  the building speed is reduced by half. The minimum time it takes to get a kritzkrieg charge is 32.25 seconds.&lt;br /&gt;
The Kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge, his or her most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible. If needed then Soldiers can also be kritzed. Scouts are generally considered bad to kritz as they cannot put out the same high amounts of damage with it. &lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The Kritzkrieg builds faster allowing the team with it to increase a potential advantage or even create one. Kritz allows for killing the enemy team quickly.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make the medic or their target invincible thus they will still need protection against incoming damage and planned attacks from the enemy team. Sentry guns will not take critical hits which makes Kritz hard to push into lasts with as the enemy team will likely have enough time to build one. The inability to become invincible means that the enemy players can easily ambush and kill the medic at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick-Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second even if the healing target is fully overhealed. The time it takes to get a Quick-Fix charge is 32.25 seconds, the same as the Kritzkrieg when building at the maximum rate. The Quick-Fix heals 40% faster then the medigun and the Kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and air blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic will take the movement done by explosions to their heal target. This allows them to stickyjump and rocketjump with their team as well. The medic will also move at the same movement speed as his healing target. The Medic can heal players at roughly 100 hp per second or up to 300 with critheals when ubered. The medic is also buffed during the uber to 188 and receives the same heal rate as his target. &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, damage that is dealt at the same time or within a short period of time will kill the Medic quickly!&lt;br /&gt;
&lt;br /&gt;
==The Combo==&lt;br /&gt;
The medic usually has a soldier assigned to protect them because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to protecting the medic is called the [[Pocket|Pocket]]. The pocket and medic together are called the combo. The combo is generally joined by the [[Demoman]]. Together these 3 classes are the main source of damage for their team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Healing Order==&lt;br /&gt;
The general heal order of the medic is to heal the [[Demoman]] first, then their soldiers, especially the [[Pocket|Pocket]] and last but not least heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Flank===&lt;br /&gt;
The flank consists of both scouts and the roaming soldier. Whenever the medic has the chance he or she should heal and preferably overheal the flank classes so they can continue what they were doing and you can continue healing the combo. When holding control points the medic will often call the flank to come get an overheal if their overheal is gone or the enemy team is going to push. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Rollout===&lt;br /&gt;
During the rollout to middle on [[5CP]] maps the Medic will often buff the Demoman first to let him jump to middle. As he will arrive first these will be the only heals that he will receive. The Medic will then buff the [[Roamer]] who he will be healing for most of the rollout as the Roamer jumps towards middle with the Medic. During the early rollout the Medic should buff the scouts to 185&lt;br /&gt;
so that they will have some overheal at mid. Lastly the [[Pocket]] [[Soldier]] who has likely Escape Planned to mid should receive his crit heal buff to 300.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4586</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4586"/>
		<updated>2013-08-10T09:53:37Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: Quick-Fix build at max rate no matter if the healing target is fully overhealed or not.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritzkrieg beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritzkrieg because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target's health is at 142.5% of their base health the building speed is reduced to only half. The minimum time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the player(s) on the receiving end of the healbeam will flash in their respective team color and will be invincible for up to 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible. However that will reduce the total time of the ubercharge as the original target will retain the uber in addition to the new target for a short period.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic and their healing target are safe from any kind of damage.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated players that are being healed can not capture control points, including the Medic. Even though the ubered players might not take damage, knock back will still apply and explosives, airblasts and sentry guns can prevent the ubered players from entering an area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The Kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target is above 142.5% of their base health  the building speed is reduced by half. The minimum time it takes to get a kritzkrieg charge is 32.25 seconds.&lt;br /&gt;
The Kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge, his or her most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible. If needed then Soldiers can also be kritzed. Scouts are generally considered bad to kritz as they cannot put out the same high amounts of damage with it. &lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The Kritzkrieg builds faster allowing the team with it to increase a potential advantage or even create one. Kritz allows for killing the enemy team quickly.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make the medic or their target invincible thus they will still need protection against incoming damage and planned attacks from the enemy team. Sentry guns will not take critical hits which makes Kritz hard to push into lasts with as the enemy team will likely have enough time to build one. The inability to become invincible means that the enemy players can easily ambush and kill the medic at any point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick-Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second even if the healing target is fully overhealed. The time it takes to get a Quick-Fix charge is 32.25 seconds, the same as the Kritzkrieg when building at the maximum rate. The Quick-Fix heals 40% faster then the medigun and the Kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and air blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic will take the movement done by explosions to their heal target. This allows them to stickyjump and rocketjump with their team as well. The medic will also move at the same movement speed as his healing target. The Medic can heal players at roughly 100 hp per second or up to 300 with critheals when ubered. The medic is also buffed during the uber to 188 and receives the same heal rate as his target. &lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, damage that is dealt at the same time or within a short period of time will kill the Medic quickly!&lt;br /&gt;
&lt;br /&gt;
==The Combo==&lt;br /&gt;
The medic usually has a soldier assigned to protect them because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to protecting the medic is called the [[Pocket|Pocket]]. The pocket and medic together are called the combo. The combo is generally joined by the [[Demoman]]. Together these 3 classes are the main source of damage for their team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Healing Order==&lt;br /&gt;
The general heal order of the medic is to heal the [[Demoman]] first, then their soldiers, especially the [[Pocket|Pocket]], last to heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Flank===&lt;br /&gt;
The flank consists of both scouts and the roaming soldier. Whenever the medic has the chance he or she should heal and preferably overheal the flank classes so they can continue what they were doing and you can continue healing the combo. Medics holding control points will also often call the flank to come get an overheal if their overheal is gone or the enemy team is going to push. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Rollout===&lt;br /&gt;
During the rollout to middle on [[5CP]] maps the Medic will often buff the Demoman first to let him jump to middle. As he will arrive first these will be the only heals that he will receive. The Medic will then buff the [[Roamer]] who he will be healing for most of the rollout as the Roamer jumps towards middle with the Medic. During the early rollout the Medic will often buff the scouts to 185&lt;br /&gt;
so that they will have some overheal at mid. Lastly the [[Pocket]] [[Soldier]] who has likely Escape Planned to mid should receive his crit heal buff to 300.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4557</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4557"/>
		<updated>2013-08-09T21:14:06Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==The Medic==&lt;br /&gt;
The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the general medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritzkrieg beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritzkrieg because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the player on the receiving end of the healbeam will flash in their respective team color and will both be invincible for 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': You and the healing target are save from any kind of damage that might be inflicted onto you.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated players that are being healed can not capture control points, including yourself. Even though you might not take damage the knock back the sentry gun, especially at level 3, will force you back and keep you at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get a kritzkrieg charge is 32 seconds.&lt;br /&gt;
The kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge on him, his most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': When the kritzkrieg charge gets used it is not as easily visible as a Medigun, Quick-Fix or Vaccinator charge.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible thus you will still need protection against incoming damage and planned attacks from the enemy team. The perfect counter to a kritzkrieg charge is building a sentry gun, the sentry gun does not take extra damage from the kritzkrieg charge making your charge close to useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick-Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get a Quick-Fix charge is 32 seconds, the same as kritzkrieg. The Quick-Fix heals 40% faster then the medigun and the kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and compression blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic can rocketjump with the soldier and stickyjump with the demoman. The medic will also move at the same movement speed as his healing target.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, stickytraps, multiple rockets and coordinated spam will kill you quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Combo==&lt;br /&gt;
The medic usually has a soldier assigned to protect him because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to proctecting the medic is called the [[Pocket|Pocket]]. The pocket and medic together are called the combo. The combo is generally joined by the [[Demoman]]. Together these 3 classes are the main source of damage for your team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Healing Order==&lt;br /&gt;
The general heal order of the medic is to heal the [[Demoman]] first, then to keep his soldiers, especially the [[Pocket|Pocket]], healthy and last but not least to heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Flank===&lt;br /&gt;
The flank consists of both scouts and the roaming soldier. Whenever the medic has the chance he or she should heal and preferably overheal the flank classes so they can continue what they were doing and you can continue healing the combo. Whenever you are holding control points you as medic should call the flank to come get an overheal whenever you think their overheal is gone or the enemy team is going to push. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Rollout===&lt;br /&gt;
This is a crucial moment in every round even for medics although it might not seem that way. Making sure the [[Demoman]] has good health on middle, the scouts have a good overheal and the roaming soldier can do his jumps and still have an overheal will give your team a good start for the upcoming middle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Demoman''': The medic should overheal the [[Demoman]] to 260 before his initial jump to the spawn door.  The [[Demoman]] should keep getting healed by the medic untill he is out of the range of the healing beam. Overhealing the [[Demoman]] at the start of the round is crucial to getting him to middle with good health.&lt;br /&gt;
&lt;br /&gt;
'''The Roaming Soldier''': The medic should overheal the roaming soldier before he does his first jump out of spawn. If this is not possible or you aren't able to heal him before his first jump you still have time to make up for it during the rollout itself by healing him a little bit longer then usual. During the rollout the medic should be healing the roaming soldier untill he either jumps away to do his rollout or the medic catches up to the [[Pocket|Pocket]].&lt;br /&gt;
&lt;br /&gt;
'''The scouts''': After the [[Demoman]] is successfully on his way to middle and the roaming soldier received his overheal there will be a split second where you can overheal the scouts quickly. Overhealing the scouts takes no longer then 2 seconds to do and will keep them alive at middle considerably longer. If you do a good job at overhealing all the other classes at the start of the round you might have the chance to heal the scouts once more on the rollout to give them a bigger overheal at middle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4556</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4556"/>
		<updated>2013-08-09T21:13:12Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==The Medic==&lt;br /&gt;
The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the general medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritzkrieg beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritzkrieg because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the player on the receiving end of the healbeam will flash in their respective team color and will both be invincible for 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': You and the healing target are save from any kind of damage that might be inflicted onto you.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated players that are being healed can not capture control points, including yourself. Even though you might not take damage the knock back the sentry gun, especially at level 3, will force you back and keep you at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get a kritzkrieg charge is 32 seconds.&lt;br /&gt;
The kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge on him, his most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': When the kritzkrieg charge gets used it is not as easily visible as a Medigun, Quick-Fix or Vaccinator charge.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible thus you will still need protection against incoming damage and planned attacks from the enemy team. The perfect counter to a kritzkrieg charge is building a sentry gun, the sentry gun does not take extra damage from the kritzkrieg charge making your charge close to useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get a Quick-Fix charge is 32 seconds, the same as kritzkrieg. The Quick-Fix heals 40% faster then the medigun and the kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and compression blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic can rocketjump with the soldier and stickyjump with the demoman. The medic will also move at the same movement speed as his healing target.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, stickytraps, multiple rockets and coordinated spam will kill you quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Combo==&lt;br /&gt;
The medic usually has a soldier assigned to protect him because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to proctecting the medic is called the [[Pocket|Pocket]]. The pocket and medic together are called the combo. The combo is generally joined by the [[Demoman]]. Together these 3 classes are the main source of damage for your team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Healing Order==&lt;br /&gt;
The general heal order of the medic is to heal the [[Demoman]] first, then to keep his soldiers, especially the [[Pocket|Pocket]], healthy and last but not least to heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Flank===&lt;br /&gt;
The flank consists of both scouts and the roaming soldier. Whenever the medic has the chance he or she should heal and preferably overheal the flank classes so they can continue what they were doing and you can continue healing the combo. Whenever you are holding control points you as medic should call the flank to come get an overheal whenever you think their overheal is gone or the enemy team is going to push. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Rollout===&lt;br /&gt;
This is a crucial moment in every round even for medics although it might not seem that way. Making sure the [[Demoman]] has good health on middle, the scouts have a good overheal and the roaming soldier can do his jumps and still have an overheal will give your team a good start for the upcoming middle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Demoman''': The medic should overheal the [[Demoman]] to 260 before his initial jump to the spawn door.  The [[Demoman]] should keep getting healed by the medic untill he is out of the range of the healing beam. Overhealing the [[Demoman]] at the start of the round is crucial to getting him to middle with good health.&lt;br /&gt;
&lt;br /&gt;
'''The Roaming Soldier''': The medic should overheal the roaming soldier before he does his first jump out of spawn. If this is not possible or you aren't able to heal him before his first jump you still have time to make up for it during the rollout itself by healing him a little bit longer then usual. During the rollout the medic should be healing the roaming soldier untill he either jumps away to do his rollout or the medic catches up to the [[Pocket|Pocket]].&lt;br /&gt;
&lt;br /&gt;
'''The scouts''': After the [[Demoman]] is successfully on his way to middle and the roaming soldier received his overheal there will be a split second where you can overheal the scouts quickly. Overhealing the scouts takes no longer then 2 seconds to do and will keep them alive at middle considerably longer. If you do a good job at overhealing all the other classes at the start of the round you might have the chance to heal the scouts once more on the rollout to give them a bigger overheal at middle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4555</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4555"/>
		<updated>2013-08-09T21:11:55Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==The Medic==&lt;br /&gt;
The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the general medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritzkrieg beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritzkrieg because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the player on the receiving end of the healbeam will flash in their respective team color and will both be invincible for 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': You and the healing target are save from any kind of damage that might be inflicted onto you.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated players that are being healed can not capture control points, including yourself. Even though you might not take damage the knock back the sentry gun, especially at level 3, will force you back and keep you at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get a kritzkrieg charge is 32 seconds.&lt;br /&gt;
The kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge on him, his most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': When the kritzkrieg charge gets used it is not as easily visible as a Medigun, Quick-Fix or Vaccinator charge.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible thus you will still need protection against incoming damage and planned attacks from the enemy team. The perfect counter to a kritzkrieg charge is building a sentry gun, the sentry gun does not take extra damage from the kritzkrieg charge making your charge close to useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get a Quick-Fix charge is 32 seconds, the same as kritzkrieg. The Quick-Fix heals 40% faster then the medigun and the kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and compression blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic can rocketjump with the soldier and stickyjump with the demoman. The medic will also move at the same movement speed as his healing target.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, stickytraps, multiple rockets and coordinated spam will kill you quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Combo==&lt;br /&gt;
The medic usually has a soldier assigned to protect him because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to proctecting the medic is called the [[Pocket|Pocket]]. The pocket and medic together are called the combo. The combo is generally joined by the [[Demoman]]. Together these 3 classes are the main source of damage for your team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Healing Order==&lt;br /&gt;
The general heal order of the medic is to heal the [[Demoman]] first, then to keep his soldiers, especially the [[Pocket|Pocket]], healthy and last but not least to heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Flank===&lt;br /&gt;
The flank consists of both scouts and the roaming soldier. Whenever the medic has the chance he or she should heal and preferably overheal the flank classes so they can continue what they were doing and you can continue healing the combo. Whenever you are holding control points you as medic should call the flank to come get an overheal whenever you think their overheal is gone or the enemy team is going to push. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Rollout===&lt;br /&gt;
This is a crucial moment in every round even for medics although it might not look that way. Making sure the [[Demoman]] has good health on middle, the scouts have a good overheal and the roaming soldier can do his jumps and still have an overheal will give your team a good start for the upcoming middle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Demoman''': The medic should overheal the [[Demoman]] to 260 before his initial jump to the spawn door.  The [[Demoman]] should keep getting healed by the medic untill he is out of the range of the healing beam. Overhealing the [[Demoman]] at the start of the round is crucial to getting him to middle with good health.&lt;br /&gt;
&lt;br /&gt;
'''The Roaming Soldier''': The medic should overheal the roaming soldier before he does his first jump out of spawn. If this is not possible or you aren't able to heal him before his first jump you still have time to make up for it during the rollout itself by healing him a little bit longer then usual. During the rollout the medic should be healing the roaming soldier untill he either jumps away to do his rollout or the medic catches up to the [[Pocket|Pocket]].&lt;br /&gt;
&lt;br /&gt;
'''The scouts''': After the [[Demoman]] is successfully on his way to middle and the roaming soldier received his overheal there will be a split second where you can overheal the scouts quickly. Overhealing the scouts takes no longer then 2 seconds to do and will keep them alive at middle considerably longer. If you do a good job at overhealing all the other classes at the start of the round you might have the chance to heal the scouts once more on the rollout to give them a bigger overheal at middle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4554</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4554"/>
		<updated>2013-08-09T21:11:29Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==The Medic==&lt;br /&gt;
The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the general medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritzkrieg beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritzkrieg because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the player on the receiving end of the healbeam will flash in their respective team color and will both be invincible for 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': You and the healing target are save from any kind of damage that might be inflicted onto you.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated players that are being healed can not capture control points, including yourself. Even though you might not take damage the knock back the sentry gun, especially at level 3, will force you back and keep you at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get a kritzkrieg charge is 32 seconds.&lt;br /&gt;
The kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge on him, his most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': When the kritzkrieg charge gets used it is not as easily visible as a Medigun, Quick-Fix or Vaccinator charge.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible thus you will still need protection against incoming damage and planned attacks from the enemy team. The perfect counter to a kritzkrieg charge is building a sentry gun, the sentry gun does not take extra damage from the kritzkrieg charge making your charge close to useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get a Quick-Fix charge is 32 seconds, the same as kritzkrieg. The Quick-Fix heals 40% faster then the medigun and the kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and compression blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic can rocketjump with the soldier and stickyjump with the demoman. The medic will also move at the same movement speed as his healing target.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, stickytraps, multiple rockets and coordinated spam will kill you quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Combo==&lt;br /&gt;
The medic usually has a soldier assigned to protect him because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to proctecting the medic is called the [[Pocket|Pocket]]. The pocket and medic together are called the combo. The combo is generally joined by the [[Demoman]]. Together these 3 classes are the main source of damage for your team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Healing Order==&lt;br /&gt;
The general heal order of the medic is to heal the [[Demoman]] first, then to keep his soldiers, especially the [[Pocket|Pocket]], healthy and last but not least to heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Flank===&lt;br /&gt;
The flank consists of both scouts and the roaming soldier. Whenever the medic has the chance he or she should heal and preferably overheal the flank classes so they can continue what they were doing and you can continue healing the combo. Whenever you are holding control points you as medic should call the flank to come get an overheal whenever you think their overheal is gone or the enemy team is going to push. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Rollout===&lt;br /&gt;
This is a crucial moment in every round even for medics although it might not look that way. Making sure the [[Demoman]] has good health on middle, the scouts have a good overheal and the roaming soldier can do his jumps and still have an overheal will give your team a good start for the upcoming middle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Demoman''': The medic should overheal the [[Demoman]] to 260 before his initial jump to the spawn door.  The [[Demoman]] should keep getting healed by the medic untill he is out of the range of the healing beam. Overhealing the [[Demoman]] at the start of the round is crucial to getting him to middle with good health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Roaming Soldier''': The medic should overheal the roaming soldier before he does his first jump out of spawn. If this is not possible or you aren't able to heal him before his first jump you still have time to make up for it during the rollout itself by healing him a little bit longer then usual. During the rollout the medic should be healing the roaming soldier untill he either jumps away to do his rollout or the medic catches up to the [[Pocket|Pocket]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The scouts''': After the [[Demoman]] is successfully on his way to middle and the roaming soldier received his overheal there will be a split second where you can overheal the scouts quickly. Overhealing the scouts takes no longer then 2 seconds to do and will keep them alive at middle considerably longer. If you do a good job at overhealing all the other classes at the start of the round you might have the chance to heal the scouts once more on the rollout to give them a bigger overheal at middle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4547</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4547"/>
		<updated>2013-08-09T15:14:53Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==The Medic==&lt;br /&gt;
The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the general medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritzkrieg beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritzkrieg because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the player on the receiving end of the healbeam will flash in their respective team color and will both be invincible for 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': You and the healing target are save from any kind of damage that might be inflicted onto you.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated players that are being healed can not capture control points, including yourself. Even though you might not take damage the knock back the sentry gun, especially at level 3, will force you back and keep you at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get a kritzkrieg charge is 32 seconds.&lt;br /&gt;
The kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge on him, his most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': When the kritzkrieg charge gets used it is not as easily visible as a Medigun, Quick-Fix or Vaccinator charge.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible thus you will still need protection against incoming damage and planned attacks from the enemy team. The perfect counter to a kritzkrieg charge is building a sentry gun, the sentry gun does not take extra damage from the kritzkrieg charge making your charge close to useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get a Quick-Fix charge is 32 seconds, the same as kritzkrieg. The Quick-Fix heals 40% faster then the medigun and the kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and compression blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic can rocketjump with the soldier and stickyjump with the demoman. The medic will also move at the same movement speed as his healing target.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, stickytraps, multiple rockets and coordinated spam will kill you quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Combo==&lt;br /&gt;
The medic usually has a soldier assigned to protect him because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to proctecting the medic is called the [[Pocket|Pocket]]. The pocket and medic together are called the combo. The combo is generally joined by the [[Demoman]]. Together these 3 classes are the main source of damage for your team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Healing Order==&lt;br /&gt;
The general heal order of the medic is to heal the [[Demoman (6v6)|Demoman]] first, then to keep his soldiers, especially the [[Pocket|Pocket]], healthy and last but not least to heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.&lt;br /&gt;
&lt;br /&gt;
Whenever the medic gets the chance he or she should be giving full overheals to the scouts and the roaming soldier, these 3 together are known as the flank, so that they can do their jobs without having to worry about their health or asking for heals in tense situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4546</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4546"/>
		<updated>2013-08-09T15:13:26Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the general medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritzkrieg beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritzkrieg because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the player on the receiving end of the healbeam will flash in their respective team color and will both be invincible for 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': You and the healing target are save from any kind of damage that might be inflicted onto you.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated players that are being healed can not capture control points, including yourself. Even though you might not take damage the knock back the sentry gun, especially at level 3, will force you back and keep you at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get a kritzkrieg charge is 32 seconds.&lt;br /&gt;
The kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge on him, his most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': When the kritzkrieg charge gets used it is not as easily visible as a Medigun, Quick-Fix or Vaccinator charge.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible thus you will still need protection against incoming damage and planned attacks from the enemy team. The perfect counter to a kritzkrieg charge is building a sentry gun, the sentry gun does not take extra damage from the kritzkrieg charge making your charge close to useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get a Quick-Fix charge is 32 seconds, the same as kritzkrieg. The Quick-Fix heals 40% faster then the medigun and the kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and compression blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic can rocketjump with the soldier and stickyjump with the demoman. The medic will also move at the same movement speed as his healing target.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, stickytraps, multiple rockets and coordinated spam will kill you quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Combo==&lt;br /&gt;
The medic usually has a soldier assigned to protect him because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to proctecting the medic is called the [[Pocket|Pocket]]. The pocket and medic together are called the combo. The combo is generally joined by the [[Demoman]]. Together these 3 classes are the main source of damage for your team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Healing Order==&lt;br /&gt;
The general heal order of the medic is to heal the [[Demoman (6v6)|Demoman]] first, then to keep his soldiers, especially the [[Pocket|Pocket]], healthy and last but not least to heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.&lt;br /&gt;
&lt;br /&gt;
Whenever the medic gets the chance he or she should be giving full overheals to the scouts and the roaming soldier, these 3 together are known as the flank, so that they can do their jobs without having to worry about their health or asking for heals in tense situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4545</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4545"/>
		<updated>2013-08-09T15:11:13Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the general medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritz beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritz because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the player on the receiving end of the healbeam will flash in their respective team color and will both be invincible for 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': You and the healing target are save from any kind of damage that might be inflicted onto you.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated players that are being healed can not capture control points, including yourself. Even though you might not take damage the knock back the sentry gun, especially at level 3, will force you back and keep you at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get a kritzkrieg charge is 32 seconds.&lt;br /&gt;
The kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge on him, his most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': When the kritzkrieg charge gets used it is not as easily visible as a Medigun, Quick-Fix or Vaccinator charge.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible thus you will still need protection against incoming damage and planned attacks from the enemy team. The perfect counter to a kritzkrieg charge is building a sentry gun, the sentry gun does not take extra damage from the kritzkrieg charge making your charge close to useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get a Quick-Fix charge is 32 seconds, the same as kritzkrieg. The Quick-Fix heals 40% faster then the medigun and the kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and compression blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic can rocketjump with the soldier and stickyjump with the demoman. The medic will also move at the same movement speed as his healing target.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, stickytraps, multiple rockets and coordinated spam will kill you quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Combo==&lt;br /&gt;
The medic usually has a soldier assigned to protect him because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to proctecting the medic is called the [[Pocket|Pocket]]. The pocket and medic together are called the combo. The combo is generally joined by the [[Demoman]]. Together these 3 classes are the main source of damage for your team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Healing Order==&lt;br /&gt;
The general heal order of the medic is to heal the [[Demoman (6v6)|Demoman]] first, then to keep his soldiers, especially the [[Pocket|Pocket]], healthy and last but not least to heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.&lt;br /&gt;
&lt;br /&gt;
Whenever the medic gets the chance he or she should be giving full overheals to the scouts and the roaming soldier, these 3 together are known as the flank, so that they can do their jobs without having to worry about their health or asking for heals in tense situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4544</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4544"/>
		<updated>2013-08-09T15:00:27Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mediguns==&lt;br /&gt;
In 6v6 the general medic will only switch between 3 mediguns, the Medigun, Quick-Fix and the Kritzkrieg. The relation between the effects of each's ubercharge and building rates creates a rock-paper-scissors effect that keeps each balanced. Kritz beats the Quick-Fix because it puts out burst damage. The Quick-Fix, arguably, beats the Medigun because of the speed it can build at and because it helps a team stay alive for the post uber exchange fight. Medigun meanwhile beats Kritz because you take no damage while ubered but does build the slowest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Medigun===&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the player on the receiving end of the healbeam will flash in their respective team color and will both be invincible for 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': You and the healing target are save from any kind of damage that might be inflicted onto you.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Once the uber charge has been activated players that are being healed can not capture control points, including yourself. Even though you might not take damage the knock back the sentry gun, especially at level 3, will force you back and keep you at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kritzkrieg===&lt;br /&gt;
The kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get a kritzkrieg charge is 32 seconds.&lt;br /&gt;
The kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge on him, his most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': When the kritzkrieg charge gets used it is not as easily visible as a Medigun, Quick-Fix or Vaccinator charge.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible thus you will still need protection against incoming damage and planned attacks from the enemy team. The perfect counter to a kritzkrieg charge is building a sentry gun, the sentry gun does not take extra damage from the kritzkrieg charge making your charge close to useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Fix===&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second on a healing target without a full overheal, once the healing target has an almost full overheal the building speed is reduced to only half. The general time it takes to get a Quick-Fix charge is 32 seconds, the same as kritzkrieg. The Quick-Fix heals 40% faster then the medigun and the kritzkrieg which makes the Quick-Fix very useful after the initial uber fight has ended. Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and compression blasts.&lt;br /&gt;
&lt;br /&gt;
'''Benefits''': The medic can rocketjump with the soldier and stickyjump with the demoman. The medic will also move at the same movement speed as his healing target.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses''': Activating the charge will not make you invincible, stickytraps, multiple rockets and coordinated spam will kill you quickly!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Combo==&lt;br /&gt;
The medic usually has a soldier assigned to protect him because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The soldier that is assigned to proctecting the medic is called the [[Pocket|pocket]]. The pocket and medic together are called the combo. The combo is generally joined by the [[Demoman]]. Together these 3 classes are the main source of damage for your team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Healing Order==&lt;br /&gt;
The general heal order of the medic is to heal the [[Demoman (6v6)|demoman]] first, then to keep his soldiers, especially the [[Pocket|pocket]], healthy and last but not least to heal the scouts. The pocket will be spending most of his time near the medic so he will be getting the biggest part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge into the fight.&lt;br /&gt;
&lt;br /&gt;
Whenever the medic gets the chance he or she should be giving full overheals to the scouts and the roaming soldier, these 3 together are known as the flank, so that they can do their jobs without having to worry about their health or asking for heals in tense situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4536</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=4536"/>
		<updated>2013-08-09T02:53:14Z</updated>

		<summary type="html">&lt;p&gt;TomRuto: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
'''The Medic'''&lt;br /&gt;
&lt;br /&gt;
The medic is most commonly thought of as the most important class in TF2. He leads the pushes in order to cap more control points and to kill the enemy team. The medics job is to provide heals to his teammates as well as provide them with overheals, also known as buffs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mediguns'''&lt;br /&gt;
&lt;br /&gt;
In 6v6 the general medic will only switch between 2 mediguns, the Medigun and the Kritzkrieg.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Medigun&lt;br /&gt;
The medigun has the ability to overheal the healing target to 150% of their normal health. The charge builds at 2.5% uber per second, once a player goes over 140% of their health this building percentage is lowered to 1.25% per second. The general time it takes to get the medigun charge is 40 seconds. &lt;br /&gt;
Once the medigun charge has been activated the medic and the player on the receiving end of the healbeam will flash in their respective team color and will both be invincible for 8 seconds. The medic can switch his ubercharge to as many targets as he or she would see fit to make them invincible.&lt;br /&gt;
Benefits, you and your uber charge target are completely safe from any kind of damage you might take.&lt;br /&gt;
Weaknesses, ubered targets will not be able to cap control points. Even though you might not take damage the knock back the sentry gun, especially at level 3, will force you back and keep you at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Kritzkrieg&lt;br /&gt;
The kritzkrieg has the ability to overheal the healing target to 150% of their normal health just as the medigun. The charge builds at 3.1% per second, once a player goes over 140% of their health this building percentage is lowered to 1.5% per second. The general time it takes to get a kritzkrieg charge is 32 seconds.&lt;br /&gt;
The kritzkrieg charge grants critical hits to all attacks done by the player who is being healed. The medic's preferred Kritzkrieg target is the [[Demoman]] because of his ability to cover large distances by charging his sticky launcher, big splash damage radius, big clip size and his high damage potential. During the time that the [[Demoman]] has the Kritzkrieg charge on him, his most important target is to kill the enemy teams medic and after that to kill as many of the enemy team as possible.&lt;br /&gt;
Benefits, when the kritzkrieg charge gets used it is not as easily visible as a medigun, quick-fix or vaccinator charge.&lt;br /&gt;
Weaknesses, activating the charge will not make you invincible thus you will still need protection against incoming damage and planned attacks from the enemy team. The perfect counter to a kritzkrieg charge is building a sentry gun, the sentry gun does not take extra damage from the kritzkrieg charge making your charge close to useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Quick Fix&lt;br /&gt;
The Quick-Fix has the ability to overheal the healing target to 125% of their normal health. The charge builds at 3.1% per second, once a player goes over 110% of their health the percentage is lowered to 1.5% per second. The general time it takes to get a Quick-Fix charge is 32 seconds, the same as kritzkrieg. The Quick-Fix heals 40% faster then the medigun and the kritzkrieg.&lt;br /&gt;
Once the Quick-Fix charge is activated the medic and the healing target heal 3x as fast as normal. The medic and healing target will also be invulnerable to knock back, stun, slow down and compression blasts.&lt;br /&gt;
Benefits, the medic can jump with the soldier or demoman as they either rocketjump or stickyjump and the medic moves at the same movement speed as the healing target.&lt;br /&gt;
Weaknesses, activating the charge will not make you invincible. Stickytraps, multiple rockets and coordinated spam will kill you quickly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The medic usually has a soldier assigned to protect him because of the combination of splash damage from his rocket launcher and bullet damage from his shotgun. The assigned soldier to protect the medic is called a pocket. The general heal order of the medic is to heal the demoman first, then to keep his soldiers, especially the pocket, healthy and last but not least to heal the scouts. The pocket will be spending most of his time near the medic so he will be getting a big part of the heals. During the Medigun ubercharge the pocket and the demoman will be taking most of the charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
placeholder from the main med page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Medic]]&lt;br /&gt;
&lt;br /&gt;
* [[Medic (Highlander)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>TomRuto</name></author>
		
	</entry>
</feed>