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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Yfy</id>
	<title>comp.tf - User contributions [en]</title>
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	<updated>2026-05-05T01:14:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://comp.tf/index.php?title=Lansky&amp;diff=7425</id>
		<title>Lansky</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Lansky&amp;diff=7425"/>
		<updated>2013-10-03T13:33:07Z</updated>

		<summary type="html">&lt;p&gt;Yfy: &lt;/p&gt;
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{{Player infobox&lt;br /&gt;
| alias = Lansky&lt;br /&gt;
| image = lansky.jpg&lt;br /&gt;
| fullname = Dave Polansky&lt;br /&gt;
| age = 17&lt;br /&gt;
| country = USA&lt;br /&gt;
| formats = 6v6&lt;br /&gt;
| class = Soldier&lt;br /&gt;
| currentteam = [[High Rollers Gaming]]&lt;br /&gt;
| previousteams = GOIN HEAVY, Pinball Wizards, Classic Mixup&lt;br /&gt;
| achievements = &lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*[[Insomnia49]] 3rd Place&lt;br /&gt;
*ESEA Season 14 Invite Champion &lt;br /&gt;
*ESEA Season 13 Invite Champion&lt;br /&gt;
*ESEA Season 11 Invite Second Place&lt;br /&gt;
*ESEA Season 10 IM Champion&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| steam = lansky&lt;br /&gt;
| twitch = lansky&lt;br /&gt;
| otherlinks = [http://play.esea.net/users/391030 ESEA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dave '''&amp;quot;Lansky&amp;quot;''' Polansky is the [[Pocket]] Soldier for [[High Rollers Gaming]] who are the current top [[ESEA-I (Invite)]] team and the winners of [[ESEA-I Season 13]] and ESEA-I Season 14. &lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]][[Category:Players]][[Category:United States]]&lt;/div&gt;</summary>
		<author><name>Yfy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Engineer_(6v6)&amp;diff=5044</id>
		<title>Engineer (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Engineer_(6v6)&amp;diff=5044"/>
		<updated>2013-08-19T13:57:46Z</updated>

		<summary type="html">&lt;p&gt;Yfy: &lt;/p&gt;
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==Overview==&lt;br /&gt;
&lt;br /&gt;
The Engineer is considered an [[offclass]] in the [[6v6]] [[metagame]].  While the Sentry's poor mobility makes Engineer weak in transition plays, the sentry's aim neuters Scouts, its regeneration allows it to waste a lot of Uber, and once the sentry goes down, the Engineer can switch back to their main, acting as a disposable player. In large maps such as cp_warmfront, the Engineer's teleporters can be used to better hold second after a failed last push.&lt;br /&gt;
&lt;br /&gt;
Usually, a team only runs Engineer only when they are pushed all the way back into last, and even that is rare. This is so as building a Sentry takes up a long time. However, a good side of this is that the opposing team will first have to focus their fire on the Sentry to get rid of it, thereby wasting a lot of the ubercharge.&lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*Sentries are especially powerful against Kritzkrieg, as they are immune to critical hits. And players under the effect of a Kritzkrieg ubercharge are not invulnerable.&lt;br /&gt;
&lt;br /&gt;
*If the Demoman is individually airbursting stickies at your sentry, you can Wrench your sentry until you're in danger of dying to the next sticky.  If he's laying down multiple stickies, try to shoot them off, but get out of their explosion range.&lt;br /&gt;
&lt;br /&gt;
*Don't be afraid to abandon the Sentry and go back to your main.  As long as it's stalled for a bit of time, you've done your job.&lt;br /&gt;
&lt;br /&gt;
*Make sure you have enough time to get at least a level 2 if you're going Engineer.  Level 1s are too weak.&lt;br /&gt;
&lt;br /&gt;
*If your sentry doesn't go down, you can push out with all six people and leave the Sentry to guard last, leaving you with more numbers pushing out, better able to win the fight on second, while keeping a guard on last.&lt;br /&gt;
&lt;br /&gt;
*Forward holds with Sentries can be useful if you get into position in time.  A Sentry can alert the Engineer to players with its perfectly accurate senses.  Combined with a stickytrap, you can get stickytrap kills while remaining far away, perfectly safe.&lt;br /&gt;
&lt;br /&gt;
*Try baiting your Sentry.  People underestimate Engineers, prioritizing the Sentry, and often don't expect an Engineer to do anything but run.  While the Engineer is fragile, the Shotgun is very powerful and you can get kills on distracted enemies, especially if they're softened from your Sentry.&lt;br /&gt;
&lt;br /&gt;
*Try hiding stickytraps inside Dispensers.  Dispensers are extremely low priority targets and people usually ignore them.&lt;br /&gt;
&lt;br /&gt;
*When holding last, once you have a sentry upgraded, you can try using a teleporter system.  Build an entrance near where the Medic is, but not so near that he'll accidentally walk into it.  Put the exit on the other side of the point.  When the enemy jumps in, the Medic can teleport and the rest of the people can jump to him, allowing him to milk or escape a No Uber vs Uber situation.  &lt;br /&gt;
&lt;br /&gt;
*On [[Control_Points_(Attack-Defend)|Attack / Defend]] maps, setup time mitigates the Sentry's build time.  Have all non-essential classes suicide to give you metal.  &lt;br /&gt;
&lt;br /&gt;
*Be sure to get at least a Level 2 Sentry before worrying about Dispensers and Teleporters, unless setup time is involved.&lt;br /&gt;
&lt;br /&gt;
*If it's allowed, use the Jag.  It builds sentries around a second faster than the Stock, which can be a lifesaver, while hitting enemies is never important when you have a Shotgun and 200 ammo Pistol.&lt;br /&gt;
&lt;br /&gt;
*When attacking with Engineer, keep your Sentry at Level 1, 175 upgraded.  The more a sentry levels, the longer it takes to deploy, and with this setup you can deploy a level 2 as fast as possible.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*Try and spam down a Sentry before you push.  This is not always possible because of placement, but because buildings always take base damage, two well-placed stickies or three rockets can snipe it before the push even starts.&lt;br /&gt;
&lt;br /&gt;
*If you can't do that, focus the Sentry immediately.  Sentries hard counter Scouts and you need your Scouts in the thick of the fight to win it.&lt;br /&gt;
&lt;br /&gt;
*When Ubering to take down a Sentry, you don't have to Uber the Demoman.  Because the Sentry always focuses the closest target, you can Uber your pocket Soldier instead while the Demo safely spams behind, not taking flashes.&lt;br /&gt;
&lt;br /&gt;
*If you're running a Sniper, time your fully-charged bodyshot to hit as soon as a Soldier spam rocket does, and you can take it down without giving the Engineer a chance to repair.&lt;br /&gt;
&lt;br /&gt;
When attacking a Sentry tanked by an Engineer, if you focus the Engineer, he'll either die or be forced to retreat, leaving the sentry vulnerable and maybe preventing a Scout or roamer from re-entering the fight.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Engineer]]&lt;br /&gt;
*[[Engineer (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Yfy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=5043</id>
		<title>Heavy (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy_(6v6)&amp;diff=5043"/>
		<updated>2013-08-19T13:48:02Z</updated>

		<summary type="html">&lt;p&gt;Yfy: &lt;/p&gt;
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==Overview==&lt;br /&gt;
&lt;br /&gt;
The Heavy is considered an [[offclass]] in the [[6v6]] [[metagame]]. The Heavy is used most of the time as a last resort when defending a point, be it last or 2nd. What the Heavy lacks in speed he makes up for in terms of firepower and damage with his powerful hitscan primary, the Minigun. The Heavy is the class with the highest base health at 300 and also the highest buff health at 450. As a result, when a team pushes into a point, they have to focus their main attention on the Heavy who, if not properly taken care of, will deal large amounts of damage to the opposing team. When the opposing team focuses their attention on the Heavy, it allows for the Combo and the Demoman to retreat. As such, running the Heavy is considered a distraction play.&lt;br /&gt;
&lt;br /&gt;
==Strategies + Tips==&lt;br /&gt;
&lt;br /&gt;
*When holding last, the Heavy can sit on the high ground and deny jumpers with the Minigun and his health, even if they're Ubered.  &lt;br /&gt;
&lt;br /&gt;
*When holding last, you can put your Heavy on the point so the enemy team is unable to win until they finish off his 450 HP, wasting a lot of time.&lt;br /&gt;
&lt;br /&gt;
*When defending against an Uber, you can deny jumpers or hurt people that aren't Ubered with the Minigun, but otherwise, jump and crouch around to waste as much of the enemy's Uber as you can.&lt;br /&gt;
&lt;br /&gt;
*When pushing last, the Heavy can come in at the tail end of an Uber, receive [[Glossary#Combat_terms|Critheals]], clean up the damage made by the Uber with powerful hitscan, and walk onto the point, difficult to dislodge due to his large amount of health.  &lt;br /&gt;
&lt;br /&gt;
*When pushing with Kritz, especially on points like Granary last with large sightlines, the Heavy can be useful to flash, or take the full Kritz if the Demo goes down, because of the unrivaled hitscan power of the Minigun, although his mobility limits him on smaller points.  &lt;br /&gt;
&lt;br /&gt;
*Heavy is one of the best classes to use when hiding in forward spawn, because they are often close to points, allowing the Heavy to use his health and close-ranged power while mitigating his mobility. &lt;br /&gt;
&lt;br /&gt;
*If you can, try not to be seen by the enemy team before their push, and try not to rev unless there's something to shoot, so as to not alert the other team and allow them to formulate a plan to counter you.  Rev noise also obscures important sounds like Medic calls and Spy uncloaks.&lt;br /&gt;
&lt;br /&gt;
*Get critheals.  A 450 HP Heavy is a gigantic wall, a 300 HP Heavy is easy pickings.  Getting critheals means you minimize the amount of time your Medic isn't healing the rest of your team.&lt;br /&gt;
&lt;br /&gt;
*Try not to get healed when at low health.  It takes too long to heal a lit Heavy to full.  Get health packs instead, the Heavy's large HP means it's the most efficient class to take health packs.&lt;br /&gt;
&lt;br /&gt;
*Switch off Heavy when pushing out of last.  The Heavy's weakness is its speed, and it's difficult to push out when it takes so long to travel between points.  This is somewhat less of a problem on small maps like cp_gullywash.&lt;br /&gt;
&lt;br /&gt;
*Don't forget the Shotgun.  While very weak compared to the Minigun, in some cases it can be used to chase lit targets and it's faster to respond to surprises without the rev speed of the Minigun.  &lt;br /&gt;
&lt;br /&gt;
*If you suspect that there's something to shoot around the corner, jump and rev in midair, this allows you to be more prepared for the enemy without losing speed.&lt;br /&gt;
&lt;br /&gt;
*To dodge headshots while revved, rapidly crouch and uncrouch.  While unrevved, you can also jump around and wave your crosshairs around to move your head's position, but the best way is to take cover behind a prop.&lt;br /&gt;
&lt;br /&gt;
*On [[KOTH]] maps, the Heavy is great for countering 4-man suicides when holding the point.&lt;br /&gt;
&lt;br /&gt;
*On [[Control_Points_(Attack-Defend)|Attack / Defend]] maps, setup time mitigates the Heavy's slow speed.&lt;br /&gt;
&lt;br /&gt;
== Counters ==&lt;br /&gt;
&lt;br /&gt;
*Focus fire is the most reliable way to kill a Heavy.  Once you get the Heavy down, the rest of the team, probably unbuffed because of the Heavy's insatiable need for heals, will go down relatively quickly.&lt;br /&gt;
&lt;br /&gt;
*Snipers can abuse the Heavy's large hitbox and slow movement to easily get a fully-charged headshot to take it down.&lt;br /&gt;
&lt;br /&gt;
*Kritzkrieg makes it easy to cut through the Heavy's bulk.&lt;br /&gt;
&lt;br /&gt;
*Scout Ubers and their high DPS make it easy to focus down a Heavy.&lt;br /&gt;
&lt;br /&gt;
*Run your own Heavy.  In a Heavy vs Heavy fight, whoever revs first wins, so if you catch him by surprise with your own Heavy, you can mow his large hitbox down with your Minigun.&lt;br /&gt;
&lt;br /&gt;
*Pick off the flankers.  Heavy absorbs a lot of heals, so your team's flank will have an advantage and you can use those heals to outnumber their team.&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Heavy]]&lt;br /&gt;
*[[Heavy (Highlander)]]&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Yfy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Competitive_Formats&amp;diff=5042</id>
		<title>Competitive Formats</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Competitive_Formats&amp;diff=5042"/>
		<updated>2013-08-19T13:42:37Z</updated>

		<summary type="html">&lt;p&gt;Yfy: &lt;/p&gt;
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== 6v6 ==&lt;br /&gt;
{{Main|6v6}}&lt;br /&gt;
&lt;br /&gt;
6v6 is considered by most to be the most highly competitive format, being [[ESEA]]'s favored format, and as the playerbase is arguably more structured. The format utilizes class limits of 2 on all classes save for [[Demo]], [[Medic]], [[Heavy]], and [[Engineer]], which have a class limit of 1. 6v6 is mostly played on 5CP maps,as well as King of the Hill (KOTH) and Attack/Defence (A/D).&lt;br /&gt;
&lt;br /&gt;
== Highlander ==&lt;br /&gt;
{{Main|Highlander}}&lt;br /&gt;
&lt;br /&gt;
Highlander, also known as 9v9, is another popular form of TF2. The format is mostly played in [[UGC]] and [[ETF2L]], though [[IGL]] and [[ESA]] have shown interest in it. The game is played with class limits of 1 for all classes, with far more lenient weapon bans than 6v6 in most cases. Highlander is played on payload, [[King of the Hill|KOTH]], [[5CP]], and A/D maps.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
4v4, 7v7, 8v8, and ADS game modes should be fleshed out here.&lt;br /&gt;
&lt;br /&gt;
=== Offclass 6v6 ===&lt;br /&gt;
A format popularised by the Kritzkast Lo-fi Offclass Cup, where a 6v6 format game is played, but with the Scout, Soldier &amp;amp; Demoman classes being banned from competition. ([http://www.youtube.com/watch?v=bXVLOQA9BK0 Video])&lt;br /&gt;
&lt;br /&gt;
=== Prolander ===&lt;br /&gt;
Prolander is a 6v6 gamemode where each team has, at most, one of any particular class. The gamemode promotes prolific switching between classes as certain situations call for certain resources. Most commonly, a team will run one each of Scout, Soldier, Demoman, Medic, and have two extra players switching between utility classes.&lt;br /&gt;
&lt;br /&gt;
=== Ultiduo ===&lt;br /&gt;
{{Main|Ultiduo}}&lt;br /&gt;
Ultiduo is a competitive format consisting of two players on each team, usually a Soldier and a Medic. The objective is similar to King of the Hill, capture and defend the point from the opposing team. To win, you must run down the timer, which is done so by capturing the point. Since this gamemode consists of only a Soldier and Medic, it is heavily reliant on deathmatch skills.&lt;br /&gt;
&lt;br /&gt;
=== BBall ===&lt;br /&gt;
&lt;br /&gt;
BBall is often considered the &amp;quot;bar pool&amp;quot; of TF2, as many high and low level players across different leagues play it, and little infrastructure is needed to start games or tournaments in it. The game is played on a replication of a basketball court, with the intel being used as a ball. Players must use a combination of rocket jumping and DM to take the ball from their opponents, and jump into (on top of) their hoop while holding it. The ball initially spawns in the center of the court. When a side scores a point, the intel spawns near the opposite sides hoop, giving the team (to most recently lose a point) an advantage in the next play. The majority of weapons are banned in Bball, usually save for the Original, and in some cases the Escape Plan and Gunboats. There is usually a two-second respawn timer to encourage faster paced gameplay.&lt;br /&gt;
&lt;br /&gt;
=== MGE ===&lt;br /&gt;
{{Main|MGEMod}}&lt;br /&gt;
The only established form of 1v1 competition in TF2, MGE is a mod created by Lange that offers players the chance to play 1v1 games where the first to twenty frags is the winner. In particular, the format is popular among Soldiers, and, to a less commonly, Scouts and Demoman. It is used both as a common form of practice, and as a competitive format in and of itself; as of July 2013, ETF2L runs a monthly MGE cup powered by AVerMedia. There are multiple populated MGE servers in all regions where players can practice their skills for use in various other competitive formats. Also as of May 4th Cprice has edited MGE to allow 2v2. This adds a new dimension to MGE and simulates more of a 6v6 environment.&lt;br /&gt;
&lt;br /&gt;
=== Ready Steady Pan ===&lt;br /&gt;
Ready Steady Pan '''(RSP)''' is a derivative of 6v6. It is played like any normal match, but with the players on each side using only the [[Frying Pan]], among some secondary weapons. [[Heavy|Heavies]], [[Engineer|Engineers]], [[Medic|Medics]], and [[Spy|Spies]] are disallowed in this game format. For more information about this competitive type, visit Ready Steady Pan's official [http://pan.tf website].&lt;/div&gt;</summary>
		<author><name>Yfy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Configs_(CFG)&amp;diff=5041</id>
		<title>Configs (CFG)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Configs_(CFG)&amp;diff=5041"/>
		<updated>2013-08-19T13:40:44Z</updated>

		<summary type="html">&lt;p&gt;Yfy: &lt;/p&gt;
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Configs refer to the configuration files which are used by the game to quickly change game parameters, such as graphics options. Many configs are designed to improve game performance through lowering graphics settings, as well as providing extra functionality through use of client commands, such as viewmodel_fov and interp settings.&lt;br /&gt;
&lt;br /&gt;
== FPS Configs ==&lt;br /&gt;
&lt;br /&gt;
FPS configs strive to lower game graphics as much as possible in order to increase the framerate (FPS) of the game. Popular graphics configs include Chris's Highframes, Maxframes, and Dx9frames, while configs such as m0reframes have been used in the past.&lt;br /&gt;
&lt;br /&gt;
[http://clugu.com/tf2mate/ TF2Mate] - TF2Mate is the most popular config generator amongst the TF2 community. It allows players to configure their graphics settings, binds, and also comes with a crosshair switcher that allows the user to pick their own crosshair for each weapon slot on each class.&lt;br /&gt;
&lt;br /&gt;
[http://chrisdown.name/tf2/ Chris' Configurations] - Chris' Configurations, or, simply &amp;quot;Chris' Configs,&amp;quot; are FPS configurations of which, up until recently, was maintained by Chris. This config is highly popular and is used most of the time by TF2 competitive players. Chris' Configs come in several different versions, the most popular of which is the &amp;quot;maxframes config&amp;quot;, which gives the maximum framerate possible while at the same time reducing the quality of the textures and the overall look of TF2. Alternatively, players can go for the &amp;quot;Highframes config&amp;quot;, which makes TF2 look a little better compared to &amp;quot;Maxframes&amp;quot; but at the expense of not getting the maximum possible framerate. &lt;br /&gt;
&lt;br /&gt;
[http://m0re.fi/ m0re FPS Configurations] - m0re FPS Configurations is the FPS config which pales in comparison to Chris' Configs due to performance but is a healthy alternative to Chris' Configs.&lt;/div&gt;</summary>
		<author><name>Yfy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=5040</id>
		<title>Medic (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic_(6v6)&amp;diff=5040"/>
		<updated>2013-08-19T13:36:20Z</updated>

		<summary type="html">&lt;p&gt;Yfy: &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 medic's 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>Yfy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Soldier&amp;diff=5039</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Soldier&amp;diff=5039"/>
		<updated>2013-08-19T13:34:55Z</updated>

		<summary type="html">&lt;p&gt;Yfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SoldierIcon.png|200px|right]]&lt;br /&gt;
&lt;br /&gt;
The '''Soldier''' is a class played in both 6v6 and Highlander.  It is the most basic of the classes, and is a good all-around fighter.  The Soldier's weapon of choice is the [[Rocket Launcher]], a projectile weapon with good damage spread and range.  The Soldier can adapt to many different situations and is very mobile. He has the second highest base health in the game (200), but is also the second slowest class behind the Heavy. However, the ability of the Soldier to rocket jump makes him more highly mobile as compared to other classes, but it comes at the expense of some health. &lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{Main|Soldier (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Soldier will usually fulfill two main roles: &amp;quot;Pocket&amp;quot; Soldier and [[Roaming Soldier|&amp;quot;Roaming&amp;quot; Soldier]]. The Pocket Soldier focuses on keeping his [[Medic]] alive and using heals to deal damage, take positioning on his enemies, and lead his team. The Roaming Soldier plays a fundamental role in initiating battles for his team by creating distractions and advantages, and supporting his team by controlling the flank, and in turn, the universe.&lt;br /&gt;
&lt;br /&gt;
The most basic role of the Pocket Soldier is keeping the medic alive and using his abundant heals to deal damage, get kills and lead the team. The Pocket along with the Medic and [[Demoman]] form the core &amp;quot;combo&amp;quot; of any 6v6 team. He will usually be the target of an [[ÜberCharge]], if not the Demoman. The Pocket is usually the third biggest pick behind the Medic and Demoman, however since he is usually at a fearsome three hundred health, it is not easy to frag him. The standard or &amp;quot;meta&amp;quot; loadout for the Pocket Soldier is the Rocket Launcher/Original, the Shotgun and the Escape Plan. But you can change this up to the gunboats for your team to be more mobile in fights although it is not the best choice for most people and or teams.&lt;br /&gt;
&lt;br /&gt;
The [[Roaming Soldier]]'s main job is to help one of his [[Scout|Scouts]] on the flank, and create openings in the other team so that his team can push. The Roamer is most often the player that will suicide into the other team in hopes of getting a Medic pick or to force the Medic to Übercharge. The Roamer also wants to know the ins and outs of a map so that he knows all of its hiding spots and flanks. He wants to hide so that he can easily get a jump on the enemy team and hopefully get a pick or two. Hiding also provides the advantage of knowing exactly what the enemy team is doing, allowing the Roamer to relay information back to his team and gaining an advantage over the opposition. He is basically the most &amp;quot;disposable&amp;quot; unit of the team. The standard loadout for a Roaming Soldier is the Rocket Launcher/Original, the Gunboats and the Escape Plan.&lt;br /&gt;
&lt;br /&gt;
Once you start moving away from lobby's the pocket will usually become the main caller this means that you will be calling as the plays such as the push's or when to fall back. another thing you want to call is when to &amp;quot;pop&amp;quot; the ubercharge because it can be your call to pop early, flash other people.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{Main|Soldier (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
In Highlander, there is only one Soldier on each team.  This Soldier often functions like a Roaming Soldier would in 6v6.  As such, many 6v6 Roamer strategies can be applied to Highlander as well. Often used as a roaming pick class, the Soldier is mostly run with Gunboats and the stock Rocket Launcher, or the Black Box. A well coordinated team can organize pick classes to work together for a common goal, like forcing a Medic to use his [[ÜberCharge]] or taking out an Engineer nest. In most maps, the Soldier is used to control the flank. He is used to defend the flank of his own team and in turn harass his opponents. Some teams will run the Soldier closer to the combo, so that he can use his splash damage to protect the combo.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
{{Hatnote| Note: Weapon images link to their corresponding page at the Official Team Fortress 2 Wiki.}}&lt;br /&gt;
===Primary weapons===&lt;br /&gt;
{{Template:Class Soldier Primary Table}}&lt;br /&gt;
===Secondary weapons===&lt;br /&gt;
{{Template:Class soldier secondary table}}&lt;br /&gt;
===Melee weapons===&lt;br /&gt;
{{Template:Class soldier melee table}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Soldier (6v6)]]&lt;br /&gt;
*[[Soldier (Highlander)]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Yfy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper&amp;diff=4953</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper&amp;diff=4953"/>
		<updated>2013-08-18T10:33:39Z</updated>

		<summary type="html">&lt;p&gt;Yfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SniperIcon.png|200px|right]]&lt;br /&gt;
The '''Sniper''' is a long-ranged class with the ability to one-shot any enemy in the game (except an overhealed Heavy with the Fists of Steel active, any ubercharged player, a Spy with Dead Ringer active, and Bonked Scouts). They are valued for their ability to get key picks without directly engaging the enemy team. In a typical 6v6 format, the Sniper is considered an [[offclass]], played only when a situation presents itself, most often when a team is at an Ubercharge disadvantage, or holding the last point. The main downfall for teams running a Sniper, however, is that during an [[uber fight]] Snipers are practically useless, and that they have very low direct combat abilities. Snipers primarily target the enemy [[Medic]] due to Uber's importance during the game. However depending on what their team needs, Snipers may change focus to other classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Sniper (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In 6v6, the Sniper is considered an [[offclass]], and is one of the most common offclasses to be used in a match. Snipers rely on map sightlines, and tend to lay behind the front lines while attempting to pick off enemy players from afar. Snipers, having low health and poor close-combat abilities, are susceptible to Scouts and roaming Soldiers. Teams should work together to protect their sniper as he attempts to get a pick. This can also be an opportunity to get a pick, as enemies may rush in to try and pick the Sniper and by baited into the combo. Most of the time, Snipers are used to defend or attack the last point of a map. When attacking a last point, a Sniper attempts to pick any player available to give his team a number advantage with which to push into last. When defending a last point, Snipers are essential in either picking off random players to delay a push or sniping the attacking medic to negate the impending Ubercharge.&lt;br /&gt;
&lt;br /&gt;
==6v6 Strategy==&lt;br /&gt;
{{main|Sniper (6v6)}}&lt;br /&gt;
&lt;br /&gt;
Playing sniper in a 6v6 is a lot different than playing 9v9 or pub sniper, as you are significantly more prone to flanking by enemy scouts, bombing soldiers and the enemy’s player’s movement is a lot harder to predict.  &lt;br /&gt;
&lt;br /&gt;
Guidelines to follow while sniping in 6v6:&lt;br /&gt;
&lt;br /&gt;
 - Appropriately distance yourself from the enemy core and still be in a position to provide support to your team, actively think &amp;quot;is this a good spot to sit in if they push? Can I survive in this location if they push? Does this position help my team if they push?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 - Keep hidden and hide your Laser sight.&lt;br /&gt;
&lt;br /&gt;
 - Your core should be your safety net, if they are engaged in a fight close to your location, give support while retreating. You do not want to be any ware close to the enemy’s team as the enemy players will kill you very quickly&lt;br /&gt;
&lt;br /&gt;
Sniping last on 5 CP map:&lt;br /&gt;
As a general rule, never snipe on a 5cp map where you do not have good line-of-site to at least 2 entry points. This rule can be dismissed if the map has a spawn in which you can snipe from (e.g. Badlands). Before the enemy team pushes, charge the rifle up and go for 1 shot kill or no kill, immediately change back to your core class and get back into the fight. (Tip, bind a key to change to your core class)&lt;br /&gt;
&lt;br /&gt;
It is much easier to kill the enemy players when they are not focused on you, a top sniper can read the situation and move into the correct position without any need to be told. The easiest way to ensure picks for your team is to not let the enemy team know you are playing sniper. Do not run sniper over and over again as the enemy team will find a way to exploit the missing core class. Again this has the opposite effect if you are dominating as sniper keep running it until they find an exploit.&lt;br /&gt;
&lt;br /&gt;
The competitive hit list, usually, as sniper:&lt;br /&gt;
&lt;br /&gt;
# Enemy Sniper&lt;br /&gt;
# Medic&lt;br /&gt;
# Any class out of position.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Sniper (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
The Sniper is considered a pick class in Highlander, used to support his teammates while sitting back away from the battle. The Sniper's main job is to kill the enemy combo and the other sniper, while taking out unsuspecting enemies in the process. He is very important for holding positions and denying area from enemies; a skilled Sniper can pick off any careless players venturing into his sights, and thus can hold a team back from pushing. However, he does need protection, which usually comes in the form of a Pyro or Gunslinger Engineer. The Sniper can also use Jarate to assist in pushes, or to force pushing enemies to retreat. The Sniper is often a target for the enemy team's Spy.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{{Hatnote| Note: Weapon images link to their corresponding page at the Official Team Fortress 2 Wiki.}}&lt;br /&gt;
{{Template:Class_Sniper_Primary_Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class_Sniper_Secondary_Table}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Class_Sniper_Melee_Table}}&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Sniper (6v6)]]&lt;br /&gt;
*[[Sniper (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Yfy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=B4nny&amp;diff=4952</id>
		<title>B4nny</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=B4nny&amp;diff=4952"/>
		<updated>2013-08-18T10:26:00Z</updated>

		<summary type="html">&lt;p&gt;Yfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player infobox&lt;br /&gt;
| alias = b4nny&lt;br /&gt;
| image = &lt;br /&gt;
| fullname = Grant Vincent&lt;br /&gt;
| age = 20&lt;br /&gt;
| country = USA&lt;br /&gt;
| formats = 6v6&lt;br /&gt;
| class = Demoman&lt;br /&gt;
| currentteam = High Rollers Gaming&lt;br /&gt;
| previousteams = eMazing Gaming, Quantic Gaming, Leviathan Gaming&lt;br /&gt;
| achievements =&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
* ESEA Season 13 Invite Champion&lt;br /&gt;
* ESEA Season 12 Invite 2nd Place&lt;br /&gt;
* 2nd Place - Insomnia46 LAN&lt;br /&gt;
* ESEA Season 11 Invite Champion&lt;br /&gt;
* ESEA Season 10 Invite 2nd Place&lt;br /&gt;
* ESEA Season 9 Invite Champion&lt;br /&gt;
* ESEA Season 8 Invite 2nd Place&lt;br /&gt;
* ESEA Season 7 Invite Champion&lt;br /&gt;
* ESEA Season 5 Open Champion&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| steam = b4nny&lt;br /&gt;
| twitch = b4nny&lt;br /&gt;
| otherlinks = {{ESEA|361802|text}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''b4nny''' is a competitive TF2 player, known for playing [[Demoman]] for the ESEA-I teams [[eMazing Gaming]], [[Leviathan Gaming]] and [[High Rollers Gaming]].&lt;br /&gt;
&lt;br /&gt;
He is widely acknowledged to be the best Demoman with numlocked from ETF2L giving him a run for his money.&lt;/div&gt;</summary>
		<author><name>Yfy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=MGE_Mod&amp;diff=4951</id>
		<title>MGE Mod</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=MGE_Mod&amp;diff=4951"/>
		<updated>2013-08-18T10:19:50Z</updated>

		<summary type="html">&lt;p&gt;Yfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''MGEMod''' My Gaming Edge Mod, developed by [[My Gaming Edge]], is a training mod which puts two players in a small arena, usually cut out from a popular competitive map, such as the [[Badlands|cp_badlands]] spire. Players spawn with a buff, and fight until one player reaches a set number of kills, usually 20. On killing an enemy, health and ammo are restored and given a buff to the player again. The mod itself allows for any map to be used, so long as there are spawn locations for it, though a popular mge_training map is usually used. It is usually the method of choice for many players to practice raw DM ability, mostly used by scouts and soldiers.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* A variety of different 1v1 and 2v2 arenas&lt;br /&gt;
* In-game ELO rating system.&lt;br /&gt;
* In-game menu system with arena queuing.&lt;br /&gt;
* Per-arena class restrictions, configurable via mgemod_spawns.cfg.&lt;br /&gt;
* Highly customizable and configurable. For example, you could use MGEMod to play BBall on cp_badlands, using the spires as hoops if you configured mgemod_spawns.cfg to do so.&lt;br /&gt;
* Voluntary handicap system to even out unfair fights.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
The mod has a variety of commands, they can be used through the chat, whether by prefixing any given command with '''!''' (ex '''!add 5''') which shows the command in chat or prefixing it with '''/''' (ex '''/add 5''') which doesn't display the command in chat.&lt;br /&gt;
* '''add''' OR '''mgemod''' '''''[arena number/arena name]''''' - Show the menu of arenas [or directly join an arena]&lt;br /&gt;
* '''remove''' - Leave your current arena or queue.&lt;br /&gt;
* '''top5''' - Display the Top 5 rated players.&lt;br /&gt;
* '''hud''' OR '''hidehud''' - Toggle the display of the text hud overlay&lt;br /&gt;
* '''rank''' OR '''stats''' '''''[player name]''''' - View your rank [or view another player's rank]&lt;br /&gt;
* '''first''' - Join the first available arena.&lt;br /&gt;
* '''handicap''' '''''[number]''''' - Reduce your maximum health to a given number, to give a lower skilled opponent a fairer fight. Use &amp;quot;handicap off&amp;quot; to disable.&lt;br /&gt;
&lt;br /&gt;
== Arenas ==&lt;br /&gt;
While the mod supports a variety of maps the one mostly used with the mod is '''[[mge_training]]''', as of the latest map version '''mge_training_v8_beta4a''' there are 18 arenas as listed below:&lt;br /&gt;
&lt;br /&gt;
* Viaduct&lt;br /&gt;
* Granary Middle&lt;br /&gt;
* Granary Last&lt;br /&gt;
* Badlands Middle&lt;br /&gt;
* Badlands Spire&lt;br /&gt;
* Gullywash Middle&lt;br /&gt;
* Waste Middle&lt;br /&gt;
* Snakewater Middle&lt;br /&gt;
* Gravelpit C&lt;br /&gt;
* Process Middle&lt;br /&gt;
* Trainyard&lt;br /&gt;
* Turris 1&lt;br /&gt;
* Turris 2&lt;br /&gt;
* Ammomod&lt;br /&gt;
* Ammomod [MGE]&lt;br /&gt;
* No Splash&lt;br /&gt;
* Endif&lt;br /&gt;
* BBall (2v2, 3v3)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
[https://github.com/Langeh/MGEMod Official GitHub page]&lt;br /&gt;
&lt;br /&gt;
[[Category:Competitive Formats]]&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Yfy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Glossary&amp;diff=4950</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Glossary&amp;diff=4950"/>
		<updated>2013-08-18T08:39:45Z</updated>

		<summary type="html">&lt;p&gt;Yfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
* Please organize terms by category, and alphabetize within categories.&lt;br /&gt;
* If you want to link to something on the Wiki (Medigun, for example), put the link on that particular word when it shows up for the first time.&lt;br /&gt;
* Keep descriptions concise&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat terms ==&lt;br /&gt;
&lt;br /&gt;
; Airburst/Airdet : When a [[Demoman]] detonates his stickies while they are in mid-flight.&lt;br /&gt;
&lt;br /&gt;
; Amby : Another name for the Ambassador.&lt;br /&gt;
&lt;br /&gt;
; Airpipe/Airpill : When a Demoman hits someone on the enemy team in midair with one of his grenades.&lt;br /&gt;
&lt;br /&gt;
; Airshot : When a player hits someone on the enemy team in midair with a projectile. Usually used to refer to a [[Soldier]] hitting someone in midair with one of his rocket. Also known as a middie.&lt;br /&gt;
&lt;br /&gt;
; Buff : The excess health granted (up to 150% base hp) by any of the [[Medic]]'s Mediguns when he continues to heal a player after they already have full health. &lt;br /&gt;
&lt;br /&gt;
; Bomb : The act of using explosive jumps in order to propel yourself towards the enemy. The resulting speed and height advantage is then usually used in an attempt to take out key targets such as the Medic or Demoman. Bombing is generally done by the (roaming) [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
; Clutch : Adjective used to describe risky plays that save a team from certain round or match loss. &lt;br /&gt;
&lt;br /&gt;
; Crit Heals: Term used to describe the [[Medic#Secondary|Medigun]]'s mechanic of healing faster based on how long it has been since a player has taken damage; after not taking damage for 15 seconds or more, the target will be healed at the max heal rate (72 hp/s) thus being healed to max health in no-time.&lt;br /&gt;
&lt;br /&gt;
; DH : Direct Hit.&lt;br /&gt;
&lt;br /&gt;
; Drop : A drop occurs when the Medic dies with his ÜberCharge ready.&lt;br /&gt;
&lt;br /&gt;
; Focusing : As a combat class, focusing means intentionally targeting a single player to prioritize kills on the most important players.  Usually, multiple players focus targets together to kill them faster.&lt;br /&gt;
&lt;br /&gt;
; Gun : An Engineer's sentry.&lt;br /&gt;
&lt;br /&gt;
; Hardscope: When a [[Sniper]] stays scoped for enough time to fully charge his shot.&lt;br /&gt;
&lt;br /&gt;
; Hurt, Lit, Destroyed, Hit, Tagged: Used to describe players who have taken a lot of damage.&lt;br /&gt;
&lt;br /&gt;
; Juke : A dodge &lt;br /&gt;
&lt;br /&gt;
; Kritz : An abbreviation for the Medic's [[Kritzkrieg]]'s ability.&lt;br /&gt;
&lt;br /&gt;
; Meatshot : A close range shot with a Shotgun or Scattergun where all pellets hit the target. The term was popularized by [[ESEA]]-Invite [[Scout]] player [[carnage]].&lt;br /&gt;
&lt;br /&gt;
; Middie: When a Soldier hits someone in midair with one of his rockets. Also known as an airshot.  &lt;br /&gt;
&lt;br /&gt;
; Peeking : When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning.&lt;br /&gt;
&lt;br /&gt;
; Pill : A Demoman's grenade.&lt;br /&gt;
&lt;br /&gt;
; Pipe : A Demoman's grenade.&lt;br /&gt;
&lt;br /&gt;
; Pop  : A Medic's ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
; Quickscope : When a [[Sniper]] scopes in and fires without charging his shot.&lt;br /&gt;
&lt;br /&gt;
; Roller : A Demoman's grenade after it hits the ground/wall.&lt;br /&gt;
&lt;br /&gt;
; Spam : Repeated shooting at chokes for the purpose of area denial, usually by Soldiers and Demomen due to the splash damage property of their projectiles. &lt;br /&gt;
&lt;br /&gt;
; Splash : The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile.&lt;br /&gt;
&lt;br /&gt;
; Trickstab : A term used to describe maneuvers in which a spy gets behind an enemy that is aware of his presence. (ex. stairstab, cornerstab)&lt;br /&gt;
&lt;br /&gt;
; Über pop(ped) : When a Medic activates his ÜberCharge.&lt;br /&gt;
&lt;br /&gt;
; Über Force : When a player forces an enemy Medic to activate his ÜberCharge earlier than desired by presenting an immediate threat to the Medic's life.&lt;br /&gt;
&lt;br /&gt;
; Wipe : A wipe occurs when the entire team dies in a single fight.&lt;br /&gt;
&lt;br /&gt;
== Metagame terms ==&lt;br /&gt;
&lt;br /&gt;
; Backcap : When a player, mostly a [[Scout]], gets behind enemy lines and starts capping a point behind the front line thus forcing some members from the team to go back or, if the backcapped point is last, winning the round.&lt;br /&gt;
&lt;br /&gt;
; Combo : The [[Medic]] and the players that play near him. Their job is to use Uber to spearhead pushes and secure main areas to control objectives on offense and to deny access to the objectives and shut down Ubers on defense. In 6v6, the combo is usually a [[Medic]], the Pocket [[Soldier]], and the [[Demoman]].  In [[Highlander]], the combo varies but is most often made up of the Medic, [[Heavy]], [[Demoman]], and sometimes [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
; Core Team: 2 players in 6's, consisting of the demoman and commonly the scout who plays a defensive role. They work together, the demoman putting out damage while the scout protects him from other scouts and roamers.&lt;br /&gt;
&lt;br /&gt;
; Distraction : When one or more players openly present themselves to/engage on the enemy in an attempt to draw their attention away from key targets,objectives or positions.&lt;br /&gt;
&lt;br /&gt;
; Domino Cap : When a point is lost because the previous point was taken with such force that a defense of the next could not be set up in time (ex. after a wipe on a 5CP map, a team is likely to lose two control points before they are spawned and ready to fight back).&lt;br /&gt;
&lt;br /&gt;
; Double Overtime : In King of the Hill, when both teams have dropped their timers to 0 and the attacking team has capture time on the point, triggering Overtime.&lt;br /&gt;
&lt;br /&gt;
; Leapfrogging : When the two [[Medic|Medics]] have [[überCharge|übers]] out of sync, the medic who has full über first can get a free push into the other [[Medic]] without much risk since the enemy doesn't have full charge.  However, if the push doesn't result in an enemy Medic pick, then the other team will have advantage and can push back in the same manner. This is called Leapfrogging. The occurs commonly on midpoints of [[5CP]] maps when the team that loses their Medic wins the Midfight. &lt;br /&gt;
&lt;br /&gt;
; Pick(s): Kill on a player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard.&lt;br /&gt;
&lt;br /&gt;
; Main Caller : The person who decides, communicates, and organizes, or calls, all the team's plays. In lower levels, the task is often delegated to the [[Medic]] but higher level play usually is the Pocket or [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
; Medigun Checking : When one player on a team changes class to Spy and disguises as the enemy Medic to determine whether the Medic is running the Kritzkrieg or the stock Medi Gun. Many Medics now rename their secondary weapons making it impossible to tell.&lt;br /&gt;
&lt;br /&gt;
; Midfight : The initial battle that takes place on the central control point in a 5CP or King of the Hill match at the start of each round.&lt;br /&gt;
&lt;br /&gt;
; Pocket &lt;br /&gt;
: As a noun, it's the player (usually a Soldier in [[6v6]] or a Heavy/Demoman in [[Highlander]]) who protects the Medic and gets the most heals.  &lt;br /&gt;
: As a verb, it's the act of focusing heals onto a single player as a Medic.&lt;br /&gt;
&lt;br /&gt;
; Push : The act of a team moving forward onto the enemy team.&lt;br /&gt;
&lt;br /&gt;
; Trade : When one person from each team kills each other; also when an offclass such as a [[Spy]] or [[Sniper]] kill a class of equal value like a [[Scout]] or [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
; Tunnel Vision : Originally a reference to camping snipers who look down their scope too much and have no peripheral vision (as if looking through a tunnel), in Team Fortress 2 it usually just refers to a player who focuses too much on an objective or player and fails to notice other players around him, which usually results in death to ambushers or flankers.&lt;br /&gt;
&lt;br /&gt;
; Uber Advantage : When a Medic is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's Medic.&lt;br /&gt;
&lt;br /&gt;
== Map terms ==&lt;br /&gt;
&lt;br /&gt;
; Choke : General term applied to several maps referring to narrow hallways, rooms, or entrances.&lt;br /&gt;
&lt;br /&gt;
; Flank(ers) : The Flank is any area where the combo isn't.  The Flank can also refer to the players who watch those areas.  They are the players that don't rely on their [[Medic]] for heals and who prevent enemy flankers from getting into any positional advantage from which they can ambush the [[Medic]].  They tend to spark pushes by forcing Uber or securing significant picks.&lt;br /&gt;
&lt;br /&gt;
; Last : The final control point. Used to refer to the 1st control point on either side of a 5CP map, or the bomb site in payload.&lt;br /&gt;
&lt;br /&gt;
; Mid : The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts.&lt;br /&gt;
&lt;br /&gt;
; Rollout : The sequence of jumps and paths each class takes to the mid point. While there are many different strategies and rollouts employed for each map, the general objective is for each team to have the fastest rollout to the middle point that leaves everyone with a full buff, as that gives immediate point presence and area advantage to the faster team.&lt;br /&gt;
&lt;br /&gt;
; Spire : A control point with a large height advantage (ex. Badlands 2nd). Gives jumping classes an advantage and is usually the second control point on a 5cp map.&lt;br /&gt;
&lt;br /&gt;
== General Terms and Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
; DM : Short for &amp;quot;deathmatch&amp;quot;, a term used to describe a player's individual ability to kill enemy players.&lt;br /&gt;
&lt;br /&gt;
; Fatkidded : Commonly used term to describe not being picked in a PUG.&lt;br /&gt;
&lt;br /&gt;
; GG : Good Game&lt;br /&gt;
&lt;br /&gt;
; GL HF : Good Luck Have Fun&lt;br /&gt;
&lt;br /&gt;
; GR : Good Round&lt;br /&gt;
&lt;br /&gt;
; LAN dodger : A term referring to someone who is unable to attend their team's LAN matches.&lt;br /&gt;
&lt;br /&gt;
; LFT : An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team.&lt;br /&gt;
&lt;br /&gt;
; LFP : An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players.&lt;br /&gt;
&lt;br /&gt;
; Lobby : A lobby is a semi-competitive game played on [http://www.tf2lobby.com tf2lobby]. Lobbies are often not taken seriously, and PUG's are generally better for practicing.&lt;br /&gt;
&lt;br /&gt;
; MGE : A gameplay mod which allows for 1v1 matches, typically on 6v6 classes, often used to practice DM.&lt;br /&gt;
&lt;br /&gt;
; Mix : A match in which the teams consist of friends.&lt;br /&gt;
&lt;br /&gt;
; PCW : An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see '''Scrim'''.&lt;br /&gt;
&lt;br /&gt;
; Pub : Commonly used term to describe public games and/or servers.&lt;br /&gt;
&lt;br /&gt;
; PUG : An abbreviation for '''P'''ick-'''U'''p '''G'''ame. A semi-competitive format in which players sign up for classes they wish to play. Two players are then assigned as &amp;quot;Captains&amp;quot; and pick their teams.&lt;br /&gt;
&lt;br /&gt;
; Scrim : An abbreviation for scrimmage match. A practice match between two teams.&lt;br /&gt;
&lt;br /&gt;
; VOD : An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match.&lt;br /&gt;
&lt;br /&gt;
; Ringer/Merc/Sub : A name used to describe players who are playing as a substitute for a team due to missing players, while not actually being on that teams roster.&lt;br /&gt;
&lt;br /&gt;
{{Popular topics navbox}}&lt;/div&gt;</summary>
		<author><name>Yfy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Sniper_(6v6)&amp;diff=4899</id>
		<title>Sniper (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper_(6v6)&amp;diff=4899"/>
		<updated>2013-08-17T15:30:54Z</updated>

		<summary type="html">&lt;p&gt;Yfy: /* Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
Snipers are usually an offclass; generally, if a team wants a sniper, one scout will go sniper.&lt;br /&gt;
&lt;br /&gt;
As one of the most potentially dangerous classes in the game, the Sniper relies heavily on sight lines in a map, and their own team's ability to call the positions of enemies. This combined with the inability to protect itself in direct combat with a [[Scout]] or roaming [[Soldier]] forces Snipers to play defensively, usually staying as far away from a choke point in between pushes as possible, and waiting for the chance to punish enemies who over extend. &lt;br /&gt;
&lt;br /&gt;
Who you target as a Sniper in 6v6 is dependent on the situation. If you're pushing a point or waiting for the enemy team to push a point, killing a medic who has Ubercharge or is close to having Uberchage can significantly weigh the odds in your teams favor, forcing the enemy team to fight against an Uber without one of their own. High damage classes such as the roaming Soldier and the Demoman are also vital picks. &lt;br /&gt;
&lt;br /&gt;
Try to get picks when you can. It is good in some situations to wait for a Medic pick if the opportunity arises, but if you have a sight of a Soldier or Scout, the number advantage alone can assist your team. Keep track of both the scoreboard and what you see while playing. If one of their Scouts is doing exceptionally well, then killing him is something that would be beneficial to your team. &lt;br /&gt;
&lt;br /&gt;
A Sniper can provide extremely high damage output that give enemies little choice other than to retreat to cover or countersnipe. His biggest disadvantages though are his long transit times compared to Scout, his poor capping capacity, and his vulnerability when alone. As such, snipers should not focus on capping but instead on picking of targets. A sniper should stay back from the main fight and attempt to pick off long-distance targets. A good sniper can easily turn the tide of the game, by killing the opposing medic or demoman. &lt;br /&gt;
&lt;br /&gt;
In 6v6, Sniper is, most of the time, used when a team is trying to push into last. When the sniper gets a good pick, that will be the basis for the entire team to push.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Sniper]]&lt;br /&gt;
*[[Sniper (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Yfy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Roaming_Soldier&amp;diff=4898</id>
		<title>Roaming Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Roaming_Soldier&amp;diff=4898"/>
		<updated>2013-08-17T15:27:03Z</updated>

		<summary type="html">&lt;p&gt;Yfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:25Roamer gullywash mid.jpg|framed|The Roaming Soldier [http://comp.tf/images/3/3b/Roamer_gullywash_mid.jpg (Full Size)] ]]&lt;br /&gt;
== &amp;lt;big&amp;gt;General&amp;lt;/big&amp;gt; ==&lt;br /&gt;
The Roaming Soldier (&amp;quot;roamer&amp;quot;) is the more aggressive Soldier in 6v6. The primary objectives of a roamer are creating advantages off of which their team can push, aiding the Scouts defending the flank and getting behind the enemy as a decoy, to hide for a pick or to relay information about the enemy's location. Being the most &amp;quot;disposable&amp;quot; unit of the team, a roamer is free to jump into the enemy, trying to get a important pick (e.g. the Demo or the Medic) to prevent (delay) a hostile push and/or enable the own teams push. The roamer usually tries not to stay with his team's own medic, preferably leaving the heals to the pocket and the rest of the team. Roamers mostly rely on health kits to maintain their Health.&lt;br /&gt;
If the enemy Medic is 100% charged, a roamer wants to either kill him or force him to use his uber in a safe distance from the own team, typically as the enemy Medic passes through a chokepoint. Roamers mostly rely on health kits to maintain their Health.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Loadouts&amp;lt;/big&amp;gt; ==&lt;br /&gt;
The standard loadout for a Roaming Soldier is the Rocket Launcher/Original, the Gunboats and the Escape Plan. This set gives the roamer a huge amount of mobility:&lt;br /&gt;
The Gunboats reduce the self-damage taken from rocket jumping, and the Escape Plan can ensure easier getaways. Some roamers prefer to run the Shotgun over the Gunboats. This greatly decreases potential mobility and therefore the unpredictability of a roamer's aggression, since a buff is required to jump without losing too much health. Additionally running the Shotgun forces the Medic to spread healing to the roamer more often, decreasing the amount of healing the other players get. The big upside to the Shotgun is the additional firepower, which is a great relief in combat against Scouts while defending the flank and in general combat.&lt;br /&gt;
Another common choice is the Pain Train. With this item, the Roaming Soldier can be used as &amp;quot;a third Scout&amp;quot;. The double cap speed allows the roamer to stay behind and cap a point, while the scouts are free to advance forward. More aggressive roamers using this item get rewarded with easier backcaps and the ability to put a lot of pressure on enemy points.&lt;br /&gt;
Due to the recent update that nerfed the Escape Plan, some roamers were seen using the Market Gardener. If the soldier is rocket jumping, he is guaranteed a critical hit, which is effective in taking out the opposing team, and most notably, the medic. Roamers using this weapon to great advantage usually get rewarded with picks such as medics which, most of the time, will change the tide of the game.  &lt;br /&gt;
Generally, the stock Rocket Launcher/Original is the best primary choice for the roamer since it has very reliable splash damage (remember, without the Shotgun it is more difficult to kill scouts)  and 4 rockets (allowing the user a double rocket jump whilst still having enough rockets loaded to kill a Medic).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:25Roamer gullywash shotgun.jpg|framed|left|Additional Firepower: Shotgun [http://comp.tf/images/3/3f/Roamer_gullywash_shotgun.jpg (Full Size)]]] [[File:25Roamer badlands escape.jpg|framed|center|Escaping [http://comp.tf/images/9/99/Roamer_badlands_escape.jpg (Full Size)]]]&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Mid Fights&amp;lt;/big&amp;gt; ==&lt;br /&gt;
[[File:25Roamer badlands mid jump.jpg|framed|Jumping the Demo through Valley [http://comp.tf/images/b/b1/Roamer_badlands_mid_jump.jpg (Full Size)]]]&lt;br /&gt;
During Mid fights the goals of a roamer are either:&lt;br /&gt;
# To kill the enemy Medic&lt;br /&gt;
# To kill the enemy Demoman&lt;br /&gt;
# To deal as much damage to the enemy combo as possible&lt;br /&gt;
# To distract the enemy.&lt;br /&gt;
As the main &amp;quot;weapon&amp;quot; of a roamer on mid is unpredictability, using different rollouts is recommended. When choosing which rollout to take each round, consider the following:&lt;br /&gt;
# What did the enemy do last mid?&lt;br /&gt;
# What gave you the most trouble?&lt;br /&gt;
# Why did your team win/lose the mid?&lt;br /&gt;
# What might the enemy Team try differently this time?&lt;br /&gt;
A roamer should be constantly surveying the current situation and deciding on the best possible thing to do, and whether there are any good alternatives.&lt;br /&gt;
Sometimes helping one of your Scouts in a Scout vs Scout fight is better than trying to force a way through the enemy Pocket, the Demo and possibly a Scout, dealing only 50 Damage to the Medic.&lt;br /&gt;
As a rule of thumb, the following applies:&lt;br /&gt;
&lt;br /&gt;
[http://rocketrails.blogspot.ca/2013/04/stop-looking-at-tf2-as-black-white.html &amp;quot;if it's a team-fight, ignore the Medic and go for the fragging classes, and only go for the Demo if there's nothing in the way. If it's a stalemate and you need an advantage, go for the Medic kill/uber force.&amp;quot;] - Ziggy Shea&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Defending Last&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Whilst defending the last point of most 5cp maps, a roamer is often restricted to how mobile they are, due to the often enclosed spaces of the point. Because of this, the roamer will usually be charged with the job of assisting scouts in covering flanks. On certain points, like process last, in which a good scout can be much more effective, a roaming soldier may wish to offclass to heavy or pyro in order to deal out much more damage or counter the enemy team's uber. If the enemy is attacking last with a kritzkreig, then it should often be the job of the roamer to immediately focus the medic or demoman, in order to minimize their damage capabilities.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Hiding Spots&amp;lt;/big&amp;gt; ==&lt;br /&gt;
Hiding spots are not-easily-visible, mostly elevated spots in maps.&lt;br /&gt;
Using one of these without being seen creates a huge advantage and helps in getting close to the Medic and/or behind the enemy Team. Generally a roamer should know every hiding spot, for usage and for checking.&lt;br /&gt;
[[File:25Roamer badlands hiding stone.jpg|framed|left|&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;Hiding to get behind the enemy Team or to kill the Medic [http://comp.tf/images/9/92/Roamer_badlands_hiding_stone.jpg (Full Size)]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;]]&lt;br /&gt;
[[File:25Roamer gullywash hiding.jpg|framed|center|&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;Hiding to help the Scout defending the flank by surprising the enemy [http://comp.tf/images/0/01/Roamer_gullywash_hiding.jpg (Full Size)]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>Yfy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Roaming_Soldier&amp;diff=4897</id>
		<title>Roaming Soldier</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Roaming_Soldier&amp;diff=4897"/>
		<updated>2013-08-17T15:25:15Z</updated>

		<summary type="html">&lt;p&gt;Yfy: Added a section on the Market Gardener&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:25Roamer gullywash mid.jpg|framed|The Roaming Soldier [http://comp.tf/images/3/3b/Roamer_gullywash_mid.jpg (Full Size)] ]]&lt;br /&gt;
== &amp;lt;big&amp;gt;General&amp;lt;/big&amp;gt; ==&lt;br /&gt;
The Roaming Soldier (&amp;quot;roamer&amp;quot;) is the more aggressive Soldier in 6v6. The primary objectives of a roamer are creating advantages off of which their team can push, aiding the Scouts defending the flank and getting behind the enemy as a decoy, to hide for a pick or to relay information about the enemy's location. Being the most &amp;quot;disposable&amp;quot; unit of the team, a roamer is free to jump into the enemy, trying to get a important pick (e.g. the Demo or the Medic) to prevent (delay) a hostile push and/or enable the own teams push.&lt;br /&gt;
If the enemy Medic is 100% charged, a roamer wants to either kill him or force him to use his uber in a safe distance from the own team, typically as the enemy Medic passes through a chokepoint. Roamers mostly rely on health kits to maintain their Health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Loadouts&amp;lt;/big&amp;gt; ==&lt;br /&gt;
The standard loadout for a Roaming Soldier is the Rocket Launcher/Original, the Gunboats and the Escape Plan. This set gives the roamer a huge amount of mobility:&lt;br /&gt;
The Gunboats reduce the self-damage taken from rocket jumping, and the Escape Plan can ensure easier getaways. Some roamers prefer to run the Shotgun over the Gunboats. This greatly decreases potential mobility and therefore the unpredictability of a roamer's aggression, since a buff is required to jump without losing too much health. Additionally running the Shotgun forces the Medic to spread healing to the roamer more often, decreasing the amount of healing the other players get. The big upside to the Shotgun is the additional firepower, which is a great relief in combat against Scouts while defending the flank and in general combat.&lt;br /&gt;
Another common choice is the Pain Train. With this item, the Roaming Soldier can be used as &amp;quot;a third Scout&amp;quot;. The double cap speed allows the roamer to stay behind and cap a point, while the scouts are free to advance forward. More aggressive roamers using this item get rewarded with easier backcaps and the ability to put a lot of pressure on enemy points.&lt;br /&gt;
Due to the recent update that nerfed the Escape Plan, some roamers were seen using the Market Gardener. If the soldier is rocket jumping, he is guaranteed a critical hit, which is effective in taking out the opposing team, and most notably, the medic. Roamers using this weapon to great advantage usually get rewarded with picks such as medics which, most of the time, will change the tide of the game.  &lt;br /&gt;
Generally, the stock Rocket Launcher/Original is the best primary choice for the roamer since it has very reliable splash damage (remember, without the Shotgun it is more difficult to kill scouts)  and 4 rockets (allowing the user a double rocket jump whilst still having enough rockets loaded to kill a Medic).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:25Roamer gullywash shotgun.jpg|framed|left|Additional Firepower: Shotgun [http://comp.tf/images/3/3f/Roamer_gullywash_shotgun.jpg (Full Size)]]] [[File:25Roamer badlands escape.jpg|framed|center|Escaping [http://comp.tf/images/9/99/Roamer_badlands_escape.jpg (Full Size)]]]&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Mid Fights&amp;lt;/big&amp;gt; ==&lt;br /&gt;
[[File:25Roamer badlands mid jump.jpg|framed|Jumping the Demo through Valley [http://comp.tf/images/b/b1/Roamer_badlands_mid_jump.jpg (Full Size)]]]&lt;br /&gt;
During Mid fights the goals of a roamer are either:&lt;br /&gt;
# To kill the enemy Medic&lt;br /&gt;
# To kill the enemy Demoman&lt;br /&gt;
# To deal as much damage to the enemy combo as possible&lt;br /&gt;
# To distract the enemy.&lt;br /&gt;
As the main &amp;quot;weapon&amp;quot; of a roamer on mid is unpredictability, using different rollouts is recommended. When choosing which rollout to take each round, consider the following:&lt;br /&gt;
# What did the enemy do last mid?&lt;br /&gt;
# What gave you the most trouble?&lt;br /&gt;
# Why did your team win/lose the mid?&lt;br /&gt;
# What might the enemy Team try differently this time?&lt;br /&gt;
A roamer should be constantly surveying the current situation and deciding on the best possible thing to do, and whether there are any good alternatives.&lt;br /&gt;
Sometimes helping one of your Scouts in a Scout vs Scout fight is better than trying to force a way through the enemy Pocket, the Demo and possibly a Scout, dealing only 50 Damage to the Medic.&lt;br /&gt;
As a rule of thumb, the following applies:&lt;br /&gt;
&lt;br /&gt;
[http://rocketrails.blogspot.ca/2013/04/stop-looking-at-tf2-as-black-white.html &amp;quot;if it's a team-fight, ignore the Medic and go for the fragging classes, and only go for the Demo if there's nothing in the way. If it's a stalemate and you need an advantage, go for the Medic kill/uber force.&amp;quot;] - Ziggy Shea&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Defending Last&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Whilst defending the last point of most 5cp maps, a roamer is often restricted to how mobile they are, due to the often enclosed spaces of the point. Because of this, the roamer will usually be charged with the job of assisting scouts in covering flanks. On certain points, like process last, in which a good scout can be much more effective, a roaming soldier may wish to offclass to heavy or pyro in order to deal out much more damage or counter the enemy team's uber. If the enemy is attacking last with a kritzkreig, then it should often be the job of the roamer to immediately focus the medic or demoman, in order to minimize their damage capabilities.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Hiding Spots&amp;lt;/big&amp;gt; ==&lt;br /&gt;
Hiding spots are not-easily-visible, mostly elevated spots in maps.&lt;br /&gt;
Using one of these without being seen creates a huge advantage and helps in getting close to the Medic and/or behind the enemy Team. Generally a roamer should know every hiding spot, for usage and for checking.&lt;br /&gt;
[[File:25Roamer badlands hiding stone.jpg|framed|left|&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;Hiding to get behind the enemy Team or to kill the Medic [http://comp.tf/images/9/92/Roamer_badlands_hiding_stone.jpg (Full Size)]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;]]&lt;br /&gt;
[[File:25Roamer gullywash hiding.jpg|framed|center|&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;Hiding to help the Scout defending the flank by surprising the enemy [http://comp.tf/images/0/01/Roamer_gullywash_hiding.jpg (Full Size)]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>Yfy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=4893</id>
		<title>Demoman (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=4893"/>
		<updated>2013-08-17T15:14:09Z</updated>

		<summary type="html">&lt;p&gt;Yfy: /* Rollouts */  Just changed the wording on the sub-article.&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;
* Getting to the midpoint early to dish out damage to the opposing team.&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. On many maps, the demoman can arrive at the middle before even the scouts. As such, a demoman is the player who will lead the initial attack. He should focus on killing the enemy demoman, or, if the demoman's team's scouts can kill the enemy demoman, then he should simply spam the enemy with both grenades and stickies.&lt;br /&gt;
&lt;br /&gt;
== Rollouts ==&lt;br /&gt;
[[Glossary|Rollouts]] are an important aspect of a Demoman's play, and they usually 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 advantages for his team. Practicing rollouts is essential for a Demoman as it comes down to muscle memory. Demoman rollouts are also usually very punishing and demanding as a simple mistake can completely ruin a team's mid fight and strategy, therefore it is 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>Yfy</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=4892</id>
		<title>Demoman (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=4892"/>
		<updated>2013-08-17T15:12:00Z</updated>

		<summary type="html">&lt;p&gt;Yfy: Added a point for &amp;quot;Main Roles&amp;quot; for demoman.&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;
* Getting to the midpoint early to dish out damage to the opposing team.&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. On many maps, the demoman can arrive at the middle before even the scouts. As such, a demoman is the player who will lead the initial attack. He should focus on killing the enemy demoman, or, if the demoman's team's scouts can kill the enemy demoman, then he should simply spam the enemy with both grenades and stickies.&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>Yfy</name></author>
		
	</entry>
</feed>