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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Waterhog91</id>
	<title>comp.tf - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/Waterhog91"/>
	<updated>2026-05-05T00:02:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.2</generator>
	<entry>
		<id>http://comp.tf/index.php?title=Movement&amp;diff=1273</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Movement&amp;diff=1273"/>
		<updated>2013-07-03T04:48:18Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: Created page with &amp;quot;== Speed ==  Speed is measured using hammer units / sec. The standard is 300 hu/sec, or 100%. This is the speed of the Pyro, Sniper, Engineer, and Spy. Note that speed while m...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Speed == &lt;br /&gt;
Speed is measured using hammer units / sec. The standard is 300 hu/sec, or 100%. This is the speed of the Pyro, Sniper, Engineer, and Spy. Note that speed while moving backwards is 90% of what it would be otherwise, and while crouched it becomes 33% &lt;br /&gt;
=== [[Scout]] === &lt;br /&gt;
Default: '''133%''' &lt;br /&gt;
&lt;br /&gt;
Baby Face's Blaster, uncharged: '''87%''' &lt;br /&gt;
&lt;br /&gt;
Baby Face's Blaster, charged: '''172%''' &lt;br /&gt;
&lt;br /&gt;
With Crit-A-Cola effect: '''167%'''&lt;br /&gt;
&lt;br /&gt;
=== [[Soldier]] === &lt;br /&gt;
Default: '''80%''' &lt;br /&gt;
&lt;br /&gt;
Escape Plan, 121-160 [[Health]]: '''88%''' &lt;br /&gt;
&lt;br /&gt;
Escape Plan, 81-120 Health: '''96%''' &lt;br /&gt;
&lt;br /&gt;
Escape Plan, 41-80 Health: '''112%''' &lt;br /&gt;
&lt;br /&gt;
Escape Plan, under 40 Health: '''128%''' &lt;br /&gt;
&lt;br /&gt;
=== [[Pyro]] === &lt;br /&gt;
Default: 100% &lt;br /&gt;
&lt;br /&gt;
With Gas Jockey's Gear set: '''110%'''&lt;br /&gt;
&lt;br /&gt;
=== [[Demoman]] === &lt;br /&gt;
Default: '''93%''' &lt;br /&gt;
&lt;br /&gt;
With Head-Taking Sword equipped and 1 head: '''101%''' &lt;br /&gt;
&lt;br /&gt;
With Head-Taking Sword equipped and 2 heads: '''108%''' &lt;br /&gt;
&lt;br /&gt;
With Head-Taking Sword equipped and 3 heads: '''116%''' &lt;br /&gt;
&lt;br /&gt;
With Head-Taking Sword equipped and 4+ heads: '''123% ''' &lt;br /&gt;
&lt;br /&gt;
With Scotsman's Skullcutter equiped: '''73%''' &lt;br /&gt;
&lt;br /&gt;
Charging with Chargin' Targe or Splendid Screen: '''250%''' &lt;br /&gt;
&lt;br /&gt;
=== [[Heavy]] === &lt;br /&gt;
Default: '''77%''' &lt;br /&gt;
&lt;br /&gt;
While Minigun is spun up: '''37%''' &lt;br /&gt;
&lt;br /&gt;
While Brass Beast is spun up: '''15%''' &lt;br /&gt;
&lt;br /&gt;
Wielding Gloves of Running Urgently: '''100%''' &lt;br /&gt;
&lt;br /&gt;
=== [[Engineer]] ===&lt;br /&gt;
Default: '''100%'''&lt;br /&gt;
&lt;br /&gt;
While hauling a [[building]]: '''75%'''&lt;br /&gt;
&lt;br /&gt;
=== [[Medic]] ===&lt;br /&gt;
Default: '''107%'''&lt;br /&gt;
&lt;br /&gt;
Wielding [[Overdose]] at 100% charge: '''117%'''&lt;br /&gt;
&lt;br /&gt;
Healing a Scout with Quick-Fix: '''133%'''&lt;br /&gt;
&lt;br /&gt;
=== [[Sniper]] ===&lt;br /&gt;
Default: ''100%'''&lt;br /&gt;
&lt;br /&gt;
With a Rifle zoomed in: '''27%'''&lt;br /&gt;
&lt;br /&gt;
With Huntsman drawn: '''53%'''&lt;br /&gt;
&lt;br /&gt;
=== [[Spy]] ===&lt;br /&gt;
Default: '''100%'''&lt;br /&gt;
&lt;br /&gt;
Disguised as Scout: '''100%'''&lt;br /&gt;
&lt;br /&gt;
Disguised as Heavy: '''77%'''&lt;br /&gt;
&lt;br /&gt;
Disguised as Soldier: '''80%'''&lt;br /&gt;
&lt;br /&gt;
Disguised as Demoman: '''93%'''&lt;br /&gt;
&lt;br /&gt;
== Other Movement Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Double Jump ===&lt;br /&gt;
When in the air as scout, Scouts can press jump again for an additional jump. This can go in any direction, and is extremely useful for maneuvering around maps or throwing off attacking opponents.&lt;br /&gt;
&lt;br /&gt;
=== Rocket Jump ===&lt;br /&gt;
''Main article: [[Rocket Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Soldiers can jump, crouch, and shoot a rocket near themselves to go flying through the air. This can be useful for running towards a battle, obtaining [[height advantage]], or fleeing to safety. [[Gunboats]] causes Soldiers to take 60% less damage while rocket jumping.&lt;br /&gt;
&lt;br /&gt;
=== Sticky Jump ===&lt;br /&gt;
''Main article: [[Sticky Jumping]]''&lt;br /&gt;
&lt;br /&gt;
Demomen can also jump, crouch, and detonate a sticky near their feet for a boost. This causes more self-damage than a Soldier's rocket jump, but also provides a bigger boost. A Demoman will almost always sticky jump during the [[rollout]] at the start of a round.&lt;br /&gt;
&lt;br /&gt;
=== Explosive Surfing ===&lt;br /&gt;
Any class is capable of timing a jump with an enemy's projectile and using it to their advantage. This is a common practice among Medics, who often surf away from damage and to the safety of their team.&lt;br /&gt;
&lt;br /&gt;
One particular example of this: http://youtu.be/2IcWmpkjMKo?t=4m5s&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier_(6v6)&amp;diff=1269</id>
		<title>Soldier (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier_(6v6)&amp;diff=1269"/>
		<updated>2013-07-03T03:51:34Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: /* Roaming Soldier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The soldier is a class that can do damage at both close and long ranges. Typically, a standard 6v6 lineup will include 2 soldiers; 1 roamer and 1 pocket. The pocket soldier tends to protect the team's medic while the roaming soldier watches the flanks and makes plays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pocket Soldier ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[Pocket]]''&lt;br /&gt;
&lt;br /&gt;
As a pocket soldier, your primary job is to keep your team's medic alive. The Pocket also has roles to fulfill in Mumble (or other communication program), because, in some teams, he is going to be the '''Main Caller''. Generally, the pocket soldier leads his team into battles; he soaks up damage while putting out his own damage. Most pocket soldiers equip a shotgun for the extra damage output to defend against enemy players. Remember, your job is to protect the medic, as his life is worth more than yours is. If saving your medic means sacrificing yourself, you should do it. To be a good pocket, you also need to have a very good understanding of 6v6, something the community commonly calls 'game sense'.&lt;br /&gt;
&lt;br /&gt;
== Roaming Soldier ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[Roamer]]''&lt;br /&gt;
&lt;br /&gt;
The roaming soldier typically has the Regular Rocket Launcher, Gunboats &amp;amp; Escape Plan equipped. Of course, there are different loadouts being used, but this one is the most popular one by far. The roamer has different roles to fulfill in 6v6. The first and most basic one is to create distractions for his team so that they can push or take an advantage of it. His second role is to be on the flank with the Scouts during stalemates to try to get a pick, or simply to just block the enemy flank. The Roamer's third role is quite similar to the first one. When his team is at a uber disadvantage, or simply during a stalemate, the roamer will often be buffed to 300 health and sent in to try to get the medic to pop his uber, or to kill the medic. In certain situations, the roamer may [[offclass]] to try to gain an advantage.&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Offclass&amp;diff=921</id>
		<title>Offclass</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Offclass&amp;diff=921"/>
		<updated>2013-07-01T21:31:44Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In 6v6, an Offclass is any class apart from the standard [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a [[Scout]] or [[Roamer]] when holding or pushing last in [[5CP]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pyro ==&lt;br /&gt;
&lt;br /&gt;
Once again, a class mostly used defensively. The Pyro has underwhelming damage, a very short range, and moderate mobility at best. His utility and usefulness come almost entirely from his airblast mechanic. He can be used in certain situations to flank and deal damage, but this ability is considerably weaker than a Scout's. Because of this, a Pyro is usually run only when defending a last point on 5-CP. The airblast is used to deflect projectiles and hold an uber push in place. This is most useful when at an uber disadvantage. The enemy team ubers in and the Pyro moves forward to airblast them backwards, stalling the push. The player may often die in this scenario, but it can be enough to delay the majority of their invulnerability, evening out the playing field considerably. Pyro isn't weak in and of itself; the other classes are simply stronger. If caught alone, a Pyro can easily be killed by a Scout or Soldier, making positioning very important.&lt;br /&gt;
&lt;br /&gt;
== Heavy ==&lt;br /&gt;
&lt;br /&gt;
The highest potential DPS (damage per second) class in the game. Heavy is best played in highly defensive situations. His lack of mobility, compounded with the fact that he is focused greatly once his presence is known, makes him difficult to utilize to great effect during offensive pushes. The best way to use him offensively requires great positioning so that the opposing team cannot run away. If a team is able to keep them all in one place and in the Heavy's line of sight, said Heavy can be highly effective. Places where he is best used include, but are not limited to, last points on 5 CP, defending on A/D maps, defending the point on KOTH maps, and pushing into certain last points. Additionally, having an ubercharge is almost necessary when using a Heavy to fight. Once a fight has begun, there is no way for a Heavy to disengage. His low mobility and large size make him an easy target. Once he is in, tanking him with the uber is almost a necessity. Scouts, Soldiers, and Demomen all have the ability to escape in some capacity. If played correctly, Heavy is one of the strongest offclasses.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&lt;br /&gt;
&lt;br /&gt;
Similar in use to the Heavy, but even more situational. He is run almost every single round on defense of Gravelpit, the primary A/D map, for his Sentry Gun, Dispenser, and Teleporter that can all be set up before the round even starts in order to hold one point. Being able to defend the buildings is crucial, and moving them as pushes begin is the only way to keep them from going down. If the Engineer works with his team, this can all be done smoothly. On an average, more often-played 5 CP and KOTH maps, effectiveness of an Engineer is limited. The time it takes to set up even a single Sentry Gun with only one Engineer often offsets its benefits. It can be used to guard the last point, but it is much easier to destroy than a Heavy, and has no mobility unless moved (taking away all of its firepower). The Engineer is the most situational of all the off-classes, and must be played at only the best times on the best maps.&lt;br /&gt;
&lt;br /&gt;
== Sniper ==&lt;br /&gt;
&lt;br /&gt;
One of the most commonly used utility classes. The Sniper's very long range and very high damage can be used to pick off important classes, lock down specific areas, and deny jumping/rushing/suiciding players with ease. Positioning is the most important thing on Sniper (besides being able to hit most of the shots). The Sniper has base movement speed, 125 HP, and poor close range capabilities. If caught out by any other combat class, the Sniper will usually die. The best places to stand are those in which there is as long a sightline as possible towards wherever it is that the enemy will be coming out of, and somewhere where the Sniper can either escape very quickly or can be protected by teammates. A sniper is not usually run at all times, so when switching to it, there is almost 0 threat of being countersniped for the first life. This allows the player to take certain actions and positioning decisions that would be harder if there were a long range threat. A Sniper can be run in many situations depending on the place the team holding on the map and the uber status. Snipers are most commonly run defending against an enemy with uber advantage, during an equal-uber stalemate, or defending/attacking a point with a particularly open sightline. There is no damage spread in competitive play, so a fully charged bodyshot will instantly kill a Medic and an unbuffed Scout. The primary target in 99% of situations will be the Medic. After that, there are few targets worth holding a shot for. The Demoman is the next most important, but wasting other potential shots and kills is not worth it in most situations. Knowing on what maps to snipe on and when the best time to switch is can win games for the team, so long as someone has the aim to backup the decision making.&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
Similar to the Sniper in his single-target killing power, the Spy is a highly situational &amp;quot;pick class&amp;quot; that excels during stalemates. The Spy lacks a lot of the utility that the Sniper provides, but can be more effective at times where a Sniper has little vision or killing capabilities. The Spy also has excellent scouting power through use of the Cloak and Dagger item. Choosing Spy at the right time is the most important part of the class. Once played him once in a game, the enemy will be much more careful for the rest of that game. The first stab is the most effective. In an ideal situation, the Spy won't even be seen by the enemies until an enemy player is killed. Because of the high levels of communication and low amount of players in a game, disguises are very unreliable and will not fool most players. Additionally, it is unwise to disguise as anything other than the main 6v6 classes (Scout, Soldier, Medic, Demo). The natural speed of a Scout and Medic will give the player away as a fake instantly, and disguising as Soldiers and Demos will cripple the Spy's movement speed. Due to all of this, the best watch to take when going for kills is the standard Invis Watch. It will get the Spy behind them the furthest and fastest. When trying to scout out the enemy position, attempt a back cap, or do anything that requires more than 15 or so seconds of invisibility, the Cloak and Dagger is best. This can be used to invade the last point on a map and simply watch, or wait for them to push out and attempt a cap. Going spy at the right time in a game is the primary deciding factor in its usefulness.&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier&amp;diff=751</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier&amp;diff=751"/>
		<updated>2013-07-01T18:15:19Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Soldier is a class played in both 6v6 and Highlander.  It is the most basic of the classes, and is a good all-around fighter.  The Soldier's weapon of choice is the Rocket Launcher, a projectile weapon with good damage spread and range.  The Soldier can adapt to many different situations and is a crucial class to have.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Soldier (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Soldier will usually fulfil two main roles: &amp;quot;Pocket&amp;quot; Soldier and &amp;quot;Roaming&amp;quot; Soldier. The Pocket Soldier focuses on keeping his medic alive and using heals to deal damage, take positioning on his enemies, and lead his team. The Roaming Soldier plays a fundamental role in initiating battles for his team by creating distractions and advantages, and supporting his team by controlling the flank, and in turn, the universe.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Soldier (Highlander)]]'' &lt;br /&gt;
&lt;br /&gt;
In Highlander, there is only one Soldier on each team.  This Soldier often functions like a Roaming Soldier would in 6v6.  As such, many 6v6 Roamer strategies can be applied to Highlander as well.&lt;br /&gt;
== Primary ==&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Rocket Launcher&lt;br /&gt;
| image = Backpack_Rocket_Launcher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = This is the default primary weapon for the soldier, due to its versatility. The combination of high splash and direct damage, four rocket clipsize, knockback and the ability to rocket jump make this the most popular choice for almost every soldier. &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier&amp;diff=747</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier&amp;diff=747"/>
		<updated>2013-07-01T18:14:28Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: /* Primary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Soldier is a class played in both 6v6 and Highlander.  It is the most basic of the classes, and is a good all-around fighter.  The Soldier's weapon of choice is the Rocket Launcher, a projectile weapon with good damage spread and range.  The Soldier can adapt to many different situations and is a crucial class to have.&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Soldier (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Soldier will usually fulfil two main roles: &amp;quot;Pocket&amp;quot; Soldier and &amp;quot;Roaming&amp;quot; Soldier. The Pocket Soldier focuses on keeping his medic alive and using heals to deal damage, take positioning on his enemies, and lead his team. The Roaming Soldier plays a fundamental role in initiating battles for his team by creating distractions and advantages, and supporting his team by controlling the flank, and in turn, the universe.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Soldier (Highlander)]]'' &lt;br /&gt;
&lt;br /&gt;
In Highlander, there is only one Soldier on each team.  This Soldier often functions like a Roaming Soldier would in 6v6.  As such, many 6v6 Roamer strategies can be applied to Highlander as well.&lt;br /&gt;
== Primary ==&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Rocket Launcher&lt;br /&gt;
| image = Backpack_Rocket_Launcher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = This is the default primary weapon for the soldier, due to its versatility. The combination of high splash and direct damage, four rocket clipsize, knockback and the ability to rocket jump make this the most popular choice for almost every soldier. &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier&amp;diff=743</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier&amp;diff=743"/>
		<updated>2013-07-01T18:13:49Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Soldier is a class played in both 6v6 and Highlander.  It is the most basic of the classes, and is a good all-around fighter.  The Soldier's weapon of choice is the Rocket Launcher, a projectile weapon with good damage spread and range.  The Soldier can adapt to many different situations and is a crucial class to have.&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Soldier (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Soldier will usually fulfil two main roles: &amp;quot;Pocket&amp;quot; Soldier and &amp;quot;Roaming&amp;quot; Soldier. The Pocket Soldier focuses on keeping his medic alive and using heals to deal damage, take positioning on his enemies, and lead his team. The Roaming Soldier plays a fundamental role in initiating battles for his team by creating distractions and advantages, and supporting his team by controlling the flank, and in turn, the universe.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Soldier (Highlander)]]'' &lt;br /&gt;
&lt;br /&gt;
In Highlander, there is only one Soldier on each team.  This Soldier often functions like a Roaming Soldier would in 6v6.  As such, many 6v6 Roamer strategies can be applied to Highlander as well.&lt;br /&gt;
== Primary ==&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Rocket Launcher&lt;br /&gt;
| image = Backpack_Rocket_Launcher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = This is the default primary weapon for the soldier, due to it's versatility. The combination of high splash and direct damage, four rocket clipsize, knockback and the ability to rocket jump make this the most popular choice for almost every soldier. &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic&amp;diff=738</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic&amp;diff=738"/>
		<updated>2013-07-01T18:11:15Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The medic is a maniacal German scientist who is capable of healing his teammates and making them invulnerable for short periods of time. In [[6v6]], the medic makes up a key component of the combo, along with the pocket [[soldier]]. In [[highlander]], the combo usually consists of a medic, [[heavy]], and [[demoman]]. As the medic does not need to focus on aim, medics generally act as callers for their teams. Medic duties generally include keeping the team fully buffed, timing and leading pushes, and tracking enemy ubers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
Medic is most commonly thought of as the most important class in all of TF2. He leads the pushes in order to cap more points, and in order to destroy the enemy team. His job is to give buffs to every class. Buffs are a health boost that all classes can receive. Soldier can be buffed from 200 to 300, Scout from 125 to 185, etc. etc. In 6's the medic usually uses two different types of medi-guns. The original medi gun, which makes the player that recieves the uber invincible, and the kritzkrieg, which gives 100% kritz to the player receiving the uber. The kritzkrieg is usually given to the demoman in order to drop the other teams medic and t gain a large advantage. The demoman receives the kritz because he has the largest damage output and has weapons that best suit the kritzkrieg. The medic has a pocket soldier who's main objective is to keep the medic alive. He receives most of the ubercharges from the medic. Keeping the medic alive is very iomportant and the team with the better medic usually has an advantage.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Medic (Highlander)]]''&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper&amp;diff=736</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=736"/>
		<updated>2013-07-01T18:11:02Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The sniper is a long-ranged class with the ability to one-shot any enemy in the game. They are valued for their ability to get key picks without directly engaging the enemy team. In a typical 6v6 format, the sniper is considered an [[offclass]], played only when a situation presents itself, most often when a team is at an uber disadvantage, or holding the last point. The main downfall for teams running a sniper, however, is that during an [[uber fight]] snipers are practically useless, and that they have very low direct combat abilities. Snipers primarily target the enemy [[Demoman]] and [[Medic]], due to the ability to change the direction of a game through key [[picks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Sniper (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, Sniper is considered an [[offclass]], however the Sniper is one of the most common offclasses you'll see in the game. Sniper's rely on map sightlines, and tend to lay behind the front lines, in an attempt to pick off enemy players from afar. Snipers are incredibly weak against close up scouts and roaming soldiers, which is why a team should work to protect their Sniper, should they have one.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Sniper (Highlander)]]''&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Spy&amp;diff=735</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Spy&amp;diff=735"/>
		<updated>2013-07-01T18:10:45Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The spy is a suave backstabbing rogue that has the ability to one-shot any class in the game with their knife.  Spies are valued in that they can get important [[picks]] through the manipulation and deception of the enemy team.  The spy arguably has the worst direct combat ability, as it is solely designed to only get one or two kills at a time.  As a pick class, the spy will usually target the enemy [[Demoman]], [[Heavy]] or [[Medic]] and either get the Medic to pop his uber or to drop his uber. Spy is capable of incapacitating and destroying the [[Engineer]]'s buildings.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Spy (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Spy is considered an [[offclass]].  It is most often run when one team has a disadvantage and they need to try and create an advantage (usually through dropping the enemy Medic's uber).&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Spy (Highlander)]]'' &lt;br /&gt;
&lt;br /&gt;
In highlander, the spy has the same role: it is often used to pick the enemy Medic, Heavy, Demoman, or other picks most valuable at certain moments (most often the [[Engineer]]).  Spies in Highlander must be aware that the enemy team has a full-time [[Pyro]] and is [[spychecking]] more often, leaving the Spy with less opportunities for picks.&lt;br /&gt;
&lt;br /&gt;
The spy also provides important information to better help your team.  As a spy you can read what medi gun the other team is running and also find out what percentage they may have.  You can also be a perfect surveillance tool, you can easily see where the combo and other classes are going, giving your team the advantage of knowing where they are moving along with knowing where to push toward.&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Scout&amp;diff=733</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Scout&amp;diff=733"/>
		<updated>2013-07-01T18:10:15Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ScoutIcon_small.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
A smack-talking Bostonian brat, the '''Scout''' boasts the greatest mobility of all the TF2 classes; two jumps and an 133% movement speed make him extremely difficult to track down, and even to kill once he's found. The Scout also carries a Scattergun, which does tremendous damage when very close to your opponent. When you run so damn fast, it isn't hard to get close to people; the only problem is staying alive once you're there. The Scout has only 125 base health, tied for the least out of all the classes. Becoming a skillful Scout is about learning how to use that measly 125 to its fullest extent: dodging, surfing, and meatshotting away while your foes shoot at the air around you.&lt;br /&gt;
==In Sixes==&lt;br /&gt;
''Main Article: [[Scout (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
The Scout is a highly mobile &amp;quot;clean up&amp;quot; class, used to capture points and move in and out of fights to deal and avoid as much damage as possible. In standard 6v6 play, a team will have 2 Scouts. When playing this class, one will be expected to successfully capture points, control the flank, and be able to clean up the damage put out by your heavy classes (Soldier and Demoman). Generally speaking, a Scout will have a high number of kills and a moderate amount of damage - diving in to kill already damaged players is the primary cause of this. Scouts are also often the best candidates for off-classing, depending on the situation. The secret to the Scout class is going into a fight while no one is looking at you.&lt;br /&gt;
&lt;br /&gt;
==In Highlander==&lt;br /&gt;
''Main Article: [[Scout (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
==Primary==&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Scattergun&lt;br /&gt;
| image = Backpack_Scattergun.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Scattergun info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Force-A-Nature&lt;br /&gt;
| image = Backpack_Force-A-Nature.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Force-A-Nature, or FaN, reduces your clip size to 2 shots, but lets you use the knockback from your gun to jump around extremely unpredictably and get to hard-to-reach places faster than with the stock Scattergun.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Shortstop&lt;br /&gt;
| image = Backpack_Shortstop.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Shortstop info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Soda Popper&lt;br /&gt;
| image = Backpack_Soda_Popper.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Soda Popper info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Baby Face's Blaster&lt;br /&gt;
| image = Backpack_Baby_Face's_Blaster.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Blaster info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Pistol&lt;br /&gt;
| image = Backpack_Pistol.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Pistol info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Bonk! Atomic Punch&lt;br /&gt;
| image = Backpack_Bonk!_Atomic_Punch.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Bonk info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Crit-a-Cola&lt;br /&gt;
| image = Backpack_Crit-a-Cola.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Critacola info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Mad Milk&lt;br /&gt;
| image = Backpack_Mad_Milk.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Milk info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Winger&lt;br /&gt;
| image = Backpack_Winger.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Winger info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Pretty Boy's Pocket Pistol&lt;br /&gt;
| image = Backpack_Pretty_Boy's_Pocket_Pistol.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Pocket Pistol info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Flying Guillotine&lt;br /&gt;
| image = Backpack_Flying_Guillotine.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Cleaver info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Bat and reskins&lt;br /&gt;
| image = Backpack_Bat.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Bat info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Sandman&lt;br /&gt;
| image = Backpack_Sandman.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Sandman info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Boston Basher / Three-Rune Blade&lt;br /&gt;
| image = Backpack_Boston_Basher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Basher info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Candy Cane&lt;br /&gt;
| image = Backpack_Candy_Cane.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Candy Cane info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Sun-on-a-Stick&lt;br /&gt;
| image = Backpack_Sun-on-a-Stick.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Sun-on-a-Stick info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Fan O'War&lt;br /&gt;
| image = Backpack_Fan_O'War.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Fan O'War info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Atomizer&lt;br /&gt;
| image = Backpack_Atomizer.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Atomizer info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Wrap Assassin&lt;br /&gt;
| image = Backpack_Wrap_Assassin.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Wrap Assassin info&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper&amp;diff=731</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=731"/>
		<updated>2013-07-01T18:09:36Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: /* In Sixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The sniper is a long-ranged class with the ability to one-shot any enemy in the game. They are valued for their ability to get key picks without directly engaging the enemy team. In a typical 6v6 format, the sniper is considered an [[offclass]], played only when a situation presents itself, most often when a team is at an uber disadvantage, or holding the last point. The main downfall for teams running a sniper, however, is that during an [[uber fight]] snipers are practically useless, and that they have very low direct combat abilities. Snipers primarily target the enemy [[Demoman]] and [[Medic]], due to the ability to change the direction of a game through key [[picks]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In Sixes==&lt;br /&gt;
''Main Article: [[Sniper (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, Sniper is considered an [[offclass]], however the Sniper is one of the most common offclasses you'll see in the game. Sniper's rely on map sightlines, and tend to lay behind the front lines, in an attempt to pick off enemy players from afar. Snipers are incredibly weak against close up scouts and roaming soldiers, which is why a team should work to protect their Sniper, should they have one.&lt;br /&gt;
&lt;br /&gt;
==In Highlander==&lt;br /&gt;
''Main Article: [[Sniper (Highlander)]]''&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy&amp;diff=727</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy&amp;diff=727"/>
		<updated>2013-07-01T18:06:01Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:HeavyIcon small.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
A portly Russian bear, the '''Heavy''' has the most health in the game, with a total of 300. Not only that, but his primary weapon, the Minigun, does potentially the most damage per second in the game. These come with the downside of having by far the lowest base movement speed in the game, 77% of the standard movement speed, which becomes 37% when his Minigun is deployed; this leaves the Heavy unable to chase down damaged enemies to finish off the kill, and makes it very difficult to dodge high-damage hits such as the [[Demoman|Demoman's]] grenades and stickybombs, the [[Soldier|Soldier's]] rockets, and headshots from the [[Sniper]]. A Heavy will most often be found near a Medic, as the extra 150 health buff helps the Heavy soak up more damage for his teammates, while simultaneously protecting the Medic from any [[Spy|Spies]] or jumping Soldiers that threaten him.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Heavy (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Heavy is considered an [[offclass]], used primarily holding last points in 5cp.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Heavy (Highlander)]]''&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy&amp;diff=721</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy&amp;diff=721"/>
		<updated>2013-07-01T18:03:54Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:HeavyIcon small.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
A portly Russian bear, the '''Heavy''' has the most health in the game, with a total of 300. Not only that, but his primary weapon, the Minigun, does potentially the most damage per second in the game. These come with the downside of having by far the lowest base movement speed in the game, 77% of the standard movement speed, which becomes 37% when his Minigun is deployed; this leaves the Heavy unable to chase down damaged enemies to finish off the kill, and makes it very difficult to dodge high-damage hits such as the [[Demoman|Demoman's]] grenades and stickybombs, the [[Soldier|Soldier's]] rockets, and headshots from the [[Sniper]]. A Heavy will most often be found near a Medic, as the extra 150 health buff helps the Heavy soak up more damage for his teammates, while simultaneously protecting the Medic from any [[Spy|Spies]] or jumping Soldiers that threaten him.&lt;br /&gt;
&lt;br /&gt;
==In Sixes==&lt;br /&gt;
''Main Article: [[Heavy (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Heavy is considered an [[offclass]], used primarily holding last points in 5cp.&lt;br /&gt;
&lt;br /&gt;
==In Highlander==&lt;br /&gt;
''Main Article: [[Heavy (Highlander)]]''&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer&amp;diff=716</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer&amp;diff=716"/>
		<updated>2013-07-01T18:02:49Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An invaluable defense tool, the Engineer's sentries, dispensers, and teleporters are very helpful to defend a point or cart.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
''Main Article: [[Engineer (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Engineer is considered an [[offclass]].  Most often used on the map [[cp_gravelpit]], the Engineer is only used to defend last on most maps.&lt;br /&gt;
The main purpose of the Engineer and his sentry in [[6v6]] is to soak up damage and waste uber to let his team pop later.  Occasionally, it may get a few kills as well, but for the most part the engineer waits for his sentry to die, then switches to his main class to get cleanup frags.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
''Main Article: [[Engineer (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
The Engineer's main job in [[Highlander]] is to defend points and deny areas to the other team.  Through the use of the sentry, the Engineer is easily able to defend and stall for a point in time.  However, Highlander presents a new risk in the form of the [[Spy]] whose Sapper can destroy the Engineer's buildings.  The Engineer can also use such tools as The Wrangler and The Gunslinger to be more effective on offense or to assist in defense.&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pyro&amp;diff=714</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pyro&amp;diff=714"/>
		<updated>2013-07-01T18:02:11Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Pyro is a maniac firebug who wields a Flamethrower as its main weapon.  Along with the ability to inflict burn damage and a relatively high damage output, the Pyro also has the [[airblast]] mechanic, which can neutralize an enemy's uber with ease and reflect projectiles like rockets and arrows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In Sixes==&lt;br /&gt;
''Main Article: [[Pyro (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Pyro is considered an [[offclass]].  Most commonly run when the defending team has uber disadvantage while defending last, the Pyro's job is to neutralize the enemy team's uber through the use of airblast mechanic.&lt;br /&gt;
&lt;br /&gt;
==In Highlander==&lt;br /&gt;
''Main Article: [[Pyro (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
In Highlander, the Pyro is considered a support class.  The Pyro's main job in Highlander is to protect the [[Medic]].  It also has the jobs of displacing and neutralizing enemy ubers, [[spychecking]] to neutralize the enemy [[Spy]], protecting your teams sentry gun by reflecting projectiles, and providing flank support when required.&lt;br /&gt;
&lt;br /&gt;
== Weapons == &lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Flame Thrower&lt;br /&gt;
| image = flamethrower.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Backburner&lt;br /&gt;
| image = Backburner.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Degreaser&lt;br /&gt;
| image = Degreaser.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Phlogistinator&lt;br /&gt;
| image = Phlogistinator.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = No&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Rainblower&lt;br /&gt;
| image = Rainblower.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''(can somebody format this horizontally its 5:30 am help me)'''&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman&amp;diff=687</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman&amp;diff=687"/>
		<updated>2013-07-01T17:02:54Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Demoman's role in competitive TF2 is area denial, choke spamming, and crowd control. He is also expected to take down sentry nests. With the Stickybomb Launcher, the Demoman can do the most damage in the game, and with multiple people in a small space, he is able to do large amounts of damage. A good demoman can hold off an entire team with well-timed spam. He is the first to the midfight because of the high damage he can do and is also the class used for most often for a kritzkrieg push because of the charge ability of the stickybomb launcher, the amount of damage he can deal without having to reload and because it does the most damage with a critical hit.&lt;br /&gt;
&lt;br /&gt;
==In Sixes==&lt;br /&gt;
''Main Article: [[Demoman (6v6)]]''&lt;br /&gt;
&lt;br /&gt;
In 6's, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his [http://comp.tf/wiki/Spamming spamming] abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can get him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demo is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
==In Highlander==&lt;br /&gt;
''Main Article: [[Demoman (Highlander)]]''&lt;br /&gt;
&lt;br /&gt;
In highlander, the Demoman's main job, is area denial. His weapons are great at dishing out high damage to numerous players at once, but fall short when it comes to accuracy. He serves a similar role as he does in 6's of damage dealing and crowd control, but he also is expected to deal with sentry nests.&lt;br /&gt;
&lt;br /&gt;
== Primary ==&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Grenade Launcher&lt;br /&gt;
| image = Backpack_Grenade_Launcher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Recommended for medium to close range. A single grenade (or &amp;quot;pill&amp;quot;) can do 102 damage when it is a direct hit. It can vary between 102 and 99 depending on how close of a direct hit the pill is. It is often used to spam chokes when the demo already has a sticky trap set up, and because pills are tangible they can roll across the ground if they have not hit someone directly before touching the wall or floor or ceiling (these are often called rollers). Rollers can do 35 to 70 damage depending on the distance from the person they are near.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Ali Baba's Wee Booties / Bootlegger&lt;br /&gt;
| image = Backpack_Ali_Baba's_Wee_Booties.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = The Ali Baba's Wee Booties increase the demoman's health from 175 to 200, allowing him to take more spam and survive for longer. Many demomen wear the item because their grenade aim is off or bad, or for kritzkrieg pushes in order to stay alive longer without invulnerability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Loch-n-Load&lt;br /&gt;
| image = Backpack_Loch-n-Load.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Most demomen do not use the Loch because of its required high-accuracy aim and also because of the heightened splash damage taken from a close range pill, but also because other players not hit by it do not take splash damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Loose Cannon&lt;br /&gt;
| image = Backpack_Loose_Cannon.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = The Loose Cannon is rarely used in competitive, it lacks the damage potential of a grenade launcher both up close and at long range. The cannonballs do 16-48 splash damage after they hit the ground, compared to 22-64 of the grenade launcher.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Secondary ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Stickybomb Launcher&lt;br /&gt;
| image = Backpack_Stickybomb_Launcher.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = This is the most versatile weapon for the demoman, and almost all upper-level competitive demomen swear by it. It can be used for almost any range, from close to medium to far, because of its charging ability. A single stickybomb (mostly referred to as a &amp;quot;sticky&amp;quot;) will do 135 damage maximum and 20 damage minimum depending on the distance of the enemy player. By holding down the left click button, you can charge a sticky in order to fire it farther for each second you charge. Many use this for area denial by spamming long-range stickies through a choke point that is too long for pills to reach. It is also used to plant a &amp;quot;stickytrap&amp;quot;, a small, packed together group of stickies on a wall outside of a choke point that is detonated when a team pushes through, dealing high amounts of damage. Some well-placed stickytraps can often go unseen and may even kill multiple enemy teammates. It is also used for sticky-jumps, where the player places a sticky under their feet and detonates it to propel them in a certain direction at high-speeds. The minimum damage from a successful stickyjump a player can take is 40, and can do around 100 damage max (often resulting in a failed stickyjump.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Sticky Jumper&lt;br /&gt;
| image = Backpack_Sticky_Jumper.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The sticky jumper sometimes used in combination with the ullapool caber to attempt [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=efQ_CJOLLuY#t=1094s a pick on the medic or other important class] at the start of payload maps on offense.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Chargin' Targe&lt;br /&gt;
| image = Backpack_Chargin'_Targe.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = A very small portion of high-level players still use this, as it denies them the ability to arrive at midfights first and a fraction of the damage that they could do before, and with many new updates disabling some charge [[scripts]], many find it harder to use without a clear path. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Splendid Screen&lt;br /&gt;
| image = Backpack_Splendid_Screen.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Splendid Screen info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Scottish Resistance&lt;br /&gt;
| image = Backpack_Scottish_Resistance.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = ScoRes info &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Bottle and reskins&lt;br /&gt;
| image = Backpack_Bottle.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Stock melee info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Pain Train&lt;br /&gt;
| image = Backpack_Pain_Train.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = Yes&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = The Pain Train lets you cap at 2x speed, but gives you a 10% vulnerability to bullets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Ullapool Caber&lt;br /&gt;
| image = Backpack_Ullapool_Caber.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| etf2l_hl_legal = Yes&lt;br /&gt;
| description = Caber info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Eyelander&lt;br /&gt;
| image = Backpack_Eyelander.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Often used in combination with booties as the 25 health reduction is debilitating for some, the Eyelander has one of the largest melee ranges in the game. It grants an extra 15 health with each kill with it. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Scotsman's Skullcutter&lt;br /&gt;
| image = Backpack_Scotsman's_Skullcutter.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = HEAVY AXE info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Claidheamh Mor&lt;br /&gt;
| image = Backpack_Claidheamh_Mòr.png&lt;br /&gt;
| 6s_legal = Yes&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = Claymore info&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon&lt;br /&gt;
| weapon_name = Persian Persuader&lt;br /&gt;
| image = Backpack_Persian_Persuader.png&lt;br /&gt;
| 6s_legal = No&lt;br /&gt;
| hl_legal = Yes&lt;br /&gt;
| etf2l_6s_legal = No&lt;br /&gt;
| description = While the ammo to health conversion may help in some situations, it becomes impossible to use stickies to spam chokes as you quickly run out.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Roamer&amp;diff=198</id>
		<title>Roamer</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Roamer&amp;diff=198"/>
		<updated>2013-06-30T23:58:48Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: Redirected page to Roaming Soldier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Roaming Soldier]]&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Roaming_Soldier&amp;diff=194</id>
		<title>Roaming Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Roaming_Soldier&amp;diff=194"/>
		<updated>2013-06-30T23:55:59Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: Created page with &amp;quot;In 6v6, the Roaming Soldier (roamer) is the more aggressive Soldier. The primary objective of a roamer is creating advantages for their team to push off of, typically ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[6v6]], the Roaming Soldier (roamer) is the more aggressive [[Soldier]]. The primary objective of a roamer is creating advantages for their team to push off of, typically wearing [[Gunboats]] in place of a [[Shotgun]] to aid in [[rocket jumps]].&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Offclass&amp;diff=181</id>
		<title>Offclass</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Offclass&amp;diff=181"/>
		<updated>2013-06-30T23:44:52Z</updated>

		<summary type="html">&lt;p&gt;Waterhog91: Created page with &amp;quot;In 6v6, an Offclass is any class apart from the standard Scout, Soldier, Medic, and Demoman. These are situational classes, most often switched to by a Scout o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In 6v6, an Offclass is any class apart from the standard [[Scout]], [[Soldier]], [[Medic]], and [[Demoman]]. These are situational classes, most often switched to by a Scout or [[Roamer]] when holding or pushing last in [[5cp]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pyro ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Heavy ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sniper ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spy ==&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Waterhog91</name></author>
		
	</entry>
</feed>