History UsefulNotes / ProfessionalGaming

17th Mar '17 3:24:48 AM KEEP_IN
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A very recent addition to UGC's official team format type, an extremely fast paced and intense game mode that combines the elements of 6v6 and highlander.

It has highlander elements by limiting each class to one and banning the Heavy-Medic combo by not allowing both of them in one team due to its extremely high health and close ranged firepower, that means they can have a higher variety of team composition than 6v6 in that, while you can bet that Demoman and Medic will most likely be picked since they are still powerful, the other two can pick whatever suits their skills. The 6v6 elements came from the fact that it's a small team comp and every member of the team has more importance since they are carrying other duties as well, such as a soldier who should alternates between a pocket and a roamer, so if that Soldier dies, the team's has lost its main pocket ''and'' roamer, which the enemy team will exploit such disadvantage.

Each class has the same roles that they have in 6v6 or highlander. Unless a new meta can topple that since, after all, this is a recent game type.

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A very recent addition to UGC's official team format type, 4v4 is an extremely fast paced and intense game mode that combines the elements of 6v6 and highlander.

It has highlander elements by limiting The Highlander element comes from the limits of each class to one and banning one, however with a ban on the Heavy-Medic combo due being hard to counter by not allowing both of them in one a 4-man team due (well, without also having to its extremely high health and close ranged firepower, that go with a Heavy-Medic combo themselves). This means that they can have a higher variety of team composition than 6v6 in that, while you can bet that Demoman and Medic will most likely be picked since they are still powerful, the other two team members can pick whatever suits their skills. they feel is best for the situation. The 6v6 elements came come from the fact that it's a small team comp composition, and every member of the team has more importance since they are carrying other duties as well, such as a soldier who should alternates between a pocket weight in both their actions and a roamer, so if that Soldier dies, the team's has lost its main pocket ''and'' roamer, which the enemy team will exploit such disadvantage.

mistakes.

Each class has the same roles that they have in 6v6 or highlander. Unless a new meta can topple that since, after all, As this is a recent newer game type.
mode, strategies may be subject to experimentation and evolution over time.



It is fitting for a small team format to be placed in a small map type like KOTH maps though this mode being new, we could be seeing other maps as well.

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It is fitting for a small team format to be placed in a small map type like KOTH maps though this mode being new, we could be seeing maps. However, other maps as well.
map types may or may not become more viable over time.



For more information on competitive [=TF2=], check out [[www.ugcleague.com UGC League]] for general details. If you're interested in joining the scene, there are websites and communities that will help you get into the competitive scene. Don't worry if you're bad, they won't bite(usually), just follow the rules and use Mumble. Remember, No Mumble, No Rumble.

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For more information on competitive [=TF2=], check out [[www.ugcleague.com UGC League]] for general details. If you're interested in joining the scene, there are websites and communities that will help you get into the competitive scene. Don't worry if you're bad, they won't bite(usually), bite (usually), just follow the rules and use Mumble. Remember, Remember: No Mumble, No Rumble.



For Asian players, check out [[http://asiafortress.com/index.php/index.html Asiafortress]] and their [[http://steamcommunity.com/groups/asiafortress Steam group]], they also have in-depth tutorials as well as a good place to look for teams if you haven't got in one and here's [[http://steamcommunity.com/groups/r890server# r890's server groups]] for Southeast Asia players. While he does own a pub server, he has a secondary competitive server as well.

There is also a Pay-To-Play league run by [[http://news.esea.net ESEA]] which offers the highest level of competition in 6v6, with the top teams competing for cash prizes at a LAN in Dallas.

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For Asian players, check out [[http://asiafortress.com/index.php/index.html Asiafortress]] and their [[http://steamcommunity.com/groups/asiafortress Steam group]], they group]]. They also have in-depth tutorials as well as a good place to look for teams if you haven't got in one gotten into one, and here's [[http://steamcommunity.com/groups/r890server# r890's server groups]] for Southeast Asia players. While he does own a pub server, he has a secondary competitive server as well.

There is also a Pay-To-Play league run by [[http://news.esea.net ESEA]] which offers the highest level of competition in 6v6, with the top teams competing for cash prizes at a LAN in Dallas.
Dallas!
17th Mar '17 3:14:26 AM KEEP_IN
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THERE CAN BE ONLY ONE... player per class. Each team has nine players, each playing each of the nine unique classes. Due to every class being up for grabs, this mode is more accessible to those who would like to play a class that isn't often used in 6v6, thus acting as a gateway into the competitive scene. This is the scene where it can get experimental as well because it has all nine classes and and thus having a larger variety of weapons to use with, with the exception of banned weapons of course.

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THERE ''THERE CAN BE ONLY ONE...ONE''... player per class. Each team has nine players, each playing each of the nine unique classes. Due to every class being up for grabs, this mode is more accessible to those who would like to play a class that isn't often used in 6v6, thus acting as a gateway into the competitive scene. This is the scene where it can get experimental as well because it has all nine classes and and thus having a larger variety of weapons to use with, with the exception of banned weapons of course.



Since the Heavy has the pocket role, Soldier is almost always the roamer and should be attempting to bomb the enemies in any opportunity he could take.

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Since the Heavy has the pocket role, Soldier is almost always the roamer and should be attempting to bomb the enemies in any opportunity he could can take.



Pyro's job varies greatly depending on the team composition and their weapons, the map types and whether he is on offensive or defensive. With his ability to spycheck easily and reflect projectiles, he is usually a bodyguard for the heavy-medic combo against spies and projectiles, same goes with defending his team's sentry nest, even more so if he has a Homewrecker to desap while the engineer is not available. Of course, with a Flare Gun and/or Axtinguisher crits, he can be a close ranged pick class as well.

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Pyro's job varies greatly depending on the team composition and their weapons, the map types types, and whether he is on offensive or defensive. With his ability to spycheck easily and reflect deflect projectiles, he is usually a bodyguard for the heavy-medic Heavy-Medic combo against spies Spies and projectiles, same projectiles. Same goes with for defending his team's sentry nest, even more so if he has a Homewrecker to desap while destroy enemy sappers if the engineer Engineer is not available. available to do so. Of course, with a Flare Gun and/or Axtinguisher crits, he can be a close ranged close-ranged pick class as well.



While the Demoman is essentially the same that he does in 6v6, he also has the burden of getting rid of sentries, either level 3 or a mini, as he has the best arsenal to take them out.
Though this can be problematic since now he has to decide how he use his stickies for deathmatching, traps or sentry busting on a fly.

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While the Demoman is essentially the same that he does in 6v6, he also has the burden of getting rid of sentries, either level 3 or a mini, as he has the best arsenal to take them out.
Though this can be problematic since now he has to decide how he use his stickies for deathmatching, traps traps, or sentry busting sentry-busting on a the fly.



Becomes a very good candidate for a pocket as he is very tanky and his minigun can mow down enemies or suppress them away from a route, plus his sandvich can be used to heal his teammates, especially his Medic, as well as himself should the source of health be inaccessible for some reason.

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Becomes a very good candidate for a pocket as he is very tanky and his minigun can mow down enemies or suppress them away from a route, plus his sandvich ''Sandvich'' can be used to heal his teammates, especially his Medic, as well as himself should the main source of health be inaccessible unavailable for some reason.



With the introduction of the Wrangler and Gunslinger, the Engineer has become more versatile in his movements as he does not need to sit down with the sentry and level it or even wait for the sentry to set-up as the mini sentry's set-up time is halved, making the Engineer more relevant in a fast paced game type like KOTH or 5CP. The Wrangler allows the Engineer to control his sentry manually to poke or clean up enemies which is beyond the sentry's range and also allows the Engineer to set it up in places that are otherwise not viable. Sometimes some Engineers prefer to switch that one out to pistol on several maps for a more deathmatch emphasized style.

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With the introduction of the Wrangler and Gunslinger, the Engineer has become more versatile in his movements as he does not need to sit down with the sentry and level it or up, nor even wait for the sentry to set-up as the mini sentry's set-up time is halved, halved by default, making the Engineer more relevant in a fast paced fast-paced game type mode like KOTH or 5CP. The Wrangler allows the Engineer to control his sentry manually to poke or clean up enemies which is that would normally be beyond the sentry's range and also allows the Engineer to set it up in places that are otherwise not viable. Sometimes some Engineers prefer to switch that one out to pistol on several maps for a more deathmatch emphasized deathmatch-emphasized style.



The two major pick classes, making plays by assassinating the enemy players, creating opportunities for their mates to take. Harder than it sounds since they are usually up against better players who knows which area to shelter in and move in ways that are unpredictable to make it hard to get a clear headshots and knows most trickstabs the Spies usually do and usually coordinated enough to track him down. Regardless, with enough skills and knowledge, they can cripple the enemy team effectively.

They can also recon the enemies and calling out their positions that their allies could exploit, with snipers using their scope to take a peak at his opponents that he could not sniped or spies with their ability to go invisible for a moment, or forever if he's using the cloak and dagger, and going behind the enemy lines.

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The two major pick classes, making plays by assassinating the enemy players, players and creating opportunities for their mates to take. Harder than it sounds since they are usually up against better players who knows which area to shelter in and in, move in ways that are unpredictable ways to make it hard to get a clear headshots and knows headshot, know most trickstabs the Spies usually do are capable of doing, and are usually coordinated enough to track him down. Regardless, with enough skills and knowledge, they can cripple the enemy team effectively.

They can also recon the enemies and calling call out their positions that their allies could exploit, with snipers Snipers using their scope to take a peak at his opponents that he could not sniped or spies opponents, and Spies with their ability to go invisible for a moment, or while (or forever if he's using the cloak Cloak and dagger, Dagger) and going behind the enemy lines.
lines. The Spy can also see the health meters of enemy team members, allowing him to relay useful information.



Since there are more players in this format, Payload is a pretty good choice to play on as a more structured slow paced games, like pl_upward and pl_badwater basin along with KOTH and 5CP maps.

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Since there are more players in this format, Along with 5CP and KOTH, Payload is a pretty good choice to play on maps such as a more structured slow paced games, like pl_upward Upward and pl_badwater basin along with KOTH and 5CP maps.
Badwater Basin are often played since the larger team sizes makes it viable for Highlander.
17th Mar '17 2:59:30 AM KEEP_IN
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Those two guys help support the rest of the team with whatever their class can offer. On rollout and on offensive, they usually go for scouts, as the class has the highest running speed and double jumps which offers wide variety of utility such as clean up of low health enemies, ambush, able to deathmatch against Demoman and soldier with their double jump jukes and backcap, so on and so forth. However, since they are there for utilities and not straight up frontline damage class like Soldier or Demoman and have no obligation to switch to those classes since it already reached its class limits, they have the most freedom to offclass among them all. The most common off class is Sniper, since playing scouts requires moderate amount of skill in aiming with a hitscan weapon, this skill can transfer well to sniper. Snipers are useful in breaking the offensive or defensive enemy team by picking off targets from afar. The second most picked offclass is heavy, for the same reason why pocket switch to the class. Of course, they do not have to conform to these two classes, they can switch however they want as long as they do not exceeds the class limit. Engineers and Pyros are generally used situationally in defensive holds, and spies are used as an unexpected trick play to try and get a kill on a priority class such as the Medic.

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Those These two guys help support the rest of the team with whatever their class can offer. On rollout and on offensive, they usually go for scouts, as Scouts, as the class has the highest running speed and possess double jumps which offers wide variety of utility such as clean up of low health enemies, ambush, able jumps, making them hard to deathmatch against Demoman hit and soldier with their double jump jukes and backcap, so on and so forth. effective at ambushing. However, since they are there for utilities and not straight up straight-up frontline damage class classes like Soldier or Demoman Demoman, and have no obligation to switch to those classes since it those classes have already reached its their class limits, they have the most freedom to offclass off-class among them all. The most common off class off-class is Sniper, since playing scouts requires moderate amount of skill in aiming with a hitscan weapon, this skill can transfer well to sniper.Sniper. Snipers are useful in breaking the offensive or defensive enemy team by picking off targets from afar. The second most picked offclass off-class is heavy, Heavy, for the same reason why a pocket would switch to the that class. Of course, they do not have to conform to just these two classes, classes; they can switch however to whatever they want as long as they do not exceeds exceed the class limit. limits. Engineers and Pyros are generally used situationally in defensive holds, and spies Spies are used as an unexpected trick play to try and get a kill on a priority class such as the Medic.



5 control point maps are the most used and most popular map types among the 6v6 community due to most of the map designs encouraging advanced strategy and numerous flanks, like cp_granary, cp_badlands and cp_gullywash. It's not limited to that, though, as leagues tend to mix the formula up by using King of the Hill Map like KOTH_viaduct_pro for its similarity with 5cp and even attack/defend map like cp_gravelpit because, while a very different change of pace and hence why some team does not favor it, the map is still well designed anyways.

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5 control point (often shortened to 5CP) maps such as Granary, Badlands, and Gullywash are the most used and most popular map types among the 6v6 community due to most of the map designs encouraging advanced strategy and numerous flanks, like cp_granary, cp_badlands and cp_gullywash. It's not limited to that, though, as leagues tend to mix the formula up by using flanks. Leagues may also commonly play on King of the Hill Map like KOTH_viaduct_pro (usually shortened to KOTH) maps such as an altered version of Viaduct, for its their similarity with 5cp and even attack/defend map to the 5CP gamemode. Even less commonly seen are Attack/Defense maps like cp_gravelpit because, while Gravelpit, which are somewhat like Payload without having to push a very different change of pace and hence why really slow cart, although some team does may not favor it, these maps due to their difference in pace from the map is still well designed anyways.
5CP and KOTH maps.



THERE CAN BE ONLY ONE... player per class. Each team has nine players, each playing each of the nine unique classes, allowing a unique role, diversity and tactics to each of them. Due to every class being up for grabs, this mode is more accessible to those who are good at some class (Heavy, Spy, Pyro) but not good at the main staple of 6v6, thus acting as a gateway into the competitive scene. This is the scene where it can get experimental as well because it has all nine classes and and thus having a larger variety of weapons to use with, without the banned weapons of course.

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THERE CAN BE ONLY ONE... player per class. Each team has nine players, each playing each of the nine unique classes, allowing a unique role, diversity and tactics to each of them. classes. Due to every class being up for grabs, this mode is more accessible to those who are good at some would like to play a class (Heavy, Spy, Pyro) but not good at the main staple of that isn't often used in 6v6, thus acting as a gateway into the competitive scene. This is the scene where it can get experimental as well because it has all nine classes and and thus having a larger variety of weapons to use with, without with the exception of banned weapons of course.
17th Mar '17 2:44:15 AM KEEP_IN
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Demoknights are rare in competitive, as the loss of a sticky launcher robs him of his long-range potential, trap-laying capability, and effectiveness against fighting multiple enemies at once. A few teams have included Demoknights, though, where they take a role similar to a pick class and [[https://www.youtube.com/watch?v=Znsnm7aXXJ0 hunt down the enemy Medic]].

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Demoknights are rare in competitive, as the loss of a sticky launcher robs him of his long-range potential, trap-laying capability, and effectiveness against fighting multiple enemies at once. A few teams have included Demoknights, though, where they take a role similar to a pick "pick" class and [[https://www.youtube.com/watch?v=Znsnm7aXXJ0 hunt down the enemy Medic]].



At first, it is somewhat straightforward: heal all teammates, do not let them die, do not get yourself killed, uber or kritz every once in a while, but there are depths that are deeper than that. Since you are not wholly invested into killing the enemy team, he should be the main shotcaller, even more so if you have solemn vow and able to see to opponent's health (although almost every 6v6 league bans this weapon). As stated above, you should be focus your heals onto your pocket but remember to give overheals, something that most pubbers overlooked and you should not, extra health is always helpful.

Medic has two main choices for his types of ubers: regular or kritz. Kritz has a lot more kill potential when his patient played properly and has a faster ubercharge rate than the stock's, allowing the team to kill the enemy without a full protection to deter it and already having a higher ubercharge advantage. Henceforth, it is good as a surprise tactic. If the medic decided to keep the medigun, however, he has to be on his toes because the enemy team will know and will attempt to adapt to their strategy. For one thing, the kritz does not matter much if the medic either did not pop it by the time the enemy medic has his uber ready or managed to get away during a kritz and keeping his ubercharge progress, it's pretty much rendered useless as now the enemy Medic has uber advantage. Also, it's a kritz, not an uber, the medic is still vulnerable and his livelihood lies on his patient's skills and awareness. So pick at your own risk. The two other Medic healing guns are seen less often in this format. The Quick Fix allows the Medic extra mobility and quicker healing rate at the cost of lessened overheals and an uber that heals the target at 300% the normal rate but does not grant invulnerability. The weapon is controversial in the community due to its nature to cause stalemates and has been banned in some leagues. Finally, The Vaccinator allows the medic's pocket to be resistant to a certain damage type, but the weapon is almost never seen in any level of competitive since the overheals are much slower and the uber does little to protect teammates from focus fire.

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At first, it the Medic is somewhat straightforward: heal all teammates, do not let them die, do everything you can to not get yourself killed, uber deploy Ubercharge or kritz every once in a while, Kritzkrieg where appropriate, but there are depths that are go deeper than that. Since you are not wholly invested into killing the enemy team, he should be the main shotcaller, even more so if you have solemn vow and able equipped the Solemn Vow which allows you to see to opponent's health (although almost every 6v6 league bans this weapon). weapon is widely banned in competitive leagues). As stated above, you should be focus focusing your heals onto your pocket but remember to give overheals, something that most pubbers overlooked and you should not, overheals to your other teammates; extra health is always helpful.

can be vital, especially to the roamer and Demoman when they are rolling out, due to rocket-jumping and sticky-jumping inflicting significant amounts of self-damage.

For their secondary weapons, Medics most often use either the stock Medigun or the Kritzkrieg. The stock Medigun can heal and overheal patients, and doing so fills the Uber meter. When full, the
Medic has two main choices can deploy Ubercharge, which makes himself and his patient invulnerable for his types of ubers: regular or kritz. Kritz eight seconds (although they can still be pushed around by enemy explosions and airblasts, as well as "body-blocked" by enemies). On the other hand, the Kritzkrieg, while it heals and overheals exactly like the stock Medigun, has a lot more kill offensive potential when his patient played properly and has a builds Ubercharge faster ubercharge rate than the stock's, allowing stock Medigun. The difference is that instead of Ubercharge, the team Kritzkrieg deploys ''Kritzkrieg'', which means eight seconds of guranteed critical hits against enemies instead of invulnerability to kill the enemy without a full damage. However, it does not offer any invulnerability nor damage protection outside of continuing to deter it and already having a higher ubercharge advantage. Henceforth, it is good as a surprise tactic. If heal the medic decided to keep the medigun, however, he has to be on his toes because the enemy team will know and will attempt to adapt to their strategy. For one thing, the kritz does not matter much if the medic either did not pop it by the time the enemy medic has his uber ready or managed to get away during a kritz and keeping his ubercharge progress, it's pretty much rendered useless as now the enemy Medic has uber advantage. Also, it's a kritz, not an uber, the medic is still vulnerable and his livelihood lies on his patient's skills and awareness. So pick patient at your own risk. its normal rate.

The two other Medic healing guns are seen less often in this format. 6v6. The Quick Fix allows gives the Medic extra mobility (it lets him mirror the blast jumps of whoever he is healing, and quicker upon Ubercharge makes him and his patient resistant to knockbacks by the enemy team) and faster healing rate at the cost of lessened overheals and an uber Uber that heals boosts the target at healing rate to 300% of the normal rate rate, but does not grant invulnerability. The weapon is controversial in the community due to its nature to cause stalemates and has been banned in some leagues. Finally, The Vaccinator allows the medic's Medic's pocket to be resistant to take reduced damage from a certain damage type, but the weapon is almost never seen in any level of competitive since the overheals are much slower and the uber does little to protect teammates from focus fire.
17th Mar '17 2:21:54 AM KEEP_IN
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The most common and serious team format, tw opposing teams, each consisting of one demo, one medic, a pocket (usually Soldier), a roamer (usually Soldier as well), and two utilities (both usually Scouts), play on maps handpicked by the league of their choice, usually 5 control points map like Badlands or Gullywash, whoever gets all 5 control points gets a score and the team with the most score by the end of the time limit is the winner.

You may be thinking to yourself “Why these team set-up? I don't want to play any of the classes, screw the meta, I'm breaking it!” There's a reason for it. In the beginning of the match, the middle point, or mid, have to be captured and the team who arrived there first has positional advantages, among other things, so naturally teams want to arrive there first using various methods called 'Rollout'. While Scouts and Medic are straightforward enough (just run up to the point), Soldiers (more so for the roamer than the pocket as the latter needs to stay with the Medic) and Demomen used both mechanical skills of rocket and sticky jumping respectively and map knowledge to arrive to mid quickly, it's harder than it sounds but considering that this can transfer classes with a lot of firepower to mid quickly, the practice is worth it.

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The most common and serious team format, tw format: two opposing teams, each most commonly consisting of one demo, Demoman, one medic, Medic (whose primary healing target is their "pocket[[note]]A player whose role is mainly to support another player[[/note]]"), a pocket (usually Soldier), a roamer (usually a Soldier as well), and two utilities (both usually Scouts), play Scouts). They are pitted against each other on maps handpicked by the league of their choice, usually on a 5 control points map like Badlands or Gullywash, whoever Gullywash. Whoever gets all 5 control points gets a score and the team with the most score by the end of the time limit is the winner.

You may be thinking to yourself “Why these team set-up? I don't want to play any of the classes, screw the meta, I'm breaking it!” There's a reason for it. this setup. In the beginning of the match, the middle point, or mid, AKA the "mid", have to be captured and the team who arrived arrives there first has positional advantages, among other things, the advantage, so naturally teams want to arrive there first using various methods called 'Rollout'. for their "rollout". While Scouts and Medic are straightforward enough (just run up to the point), Soldiers (more so for the roamer than the pocket as the latter needs to stay with the Medic) and Demomen used both mechanical skills of rocket rocket- and sticky jumping sticky-jumping respectively and map knowledge to arrive to mid quickly, it's harder than it sounds but considering that this can transfer classes with a lot of firepower to mid quickly, quickly.

As
the practice healer, the Medic is worth it.
an essential piece for any team. As for the others? The Scout, Soldier, and Demomen all possess both high mobility and high damage output without sacrificing one or the other, so the standard team roster naturally fell into place.



Defines the frontline of the battlefield along with medic and demo, he is essentially a tank for the team, receiving more attention from his medic than anyone else, his job is to get to the point and protect his Medic. The pocket is usually Soldier for his damage output, flexibility and mobility and swift positional advantage with his rocket jumps, though if any of them is not a priority compare to more tankiness and more power in hitscan weapon like, for example, his team is defending their last point, he can offclass to heavy to solve such problems.

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Defines Defending the frontline of the battlefield along with medic Medic and demo, Demoman, he is essentially a the tank for the team, receiving team. Receiving more attention from his medic Medic than anyone else, his job is to get to the point and protect his Medic. The pocket is usually Soldier for his damage output, flexibility flexibility, and mobility and swift positional advantage with his rocket jumps, mobility, though if any of them there is not a priority compare to need for more tankiness defense and more power in hitscan weapon like, less need for example, his team is defending their last point, mobility, he can offclass may off-class to heavy to solve such problems.
a Heavy.



His role is to get into the enemy team, either by flanking, camping or just straight up jumping into them and cause as much damage as possible (known as bombing). His main target should be Demoman and the Medic, the former for his huge damage output, the largest out of all the classes in fact, and the ability to set sticky traps at key positions and the latter for healing his teammates back to full health plus overheal and the ability to uber or kritz. If he gets either of them, no matter if he lives or dies, the entire enemy team have to pull back because they do not have a main source of damage or/and heals. In order to perform this role more effectively, generally the roamer will use the "Gunboats" as his secondary weapon rather than the shotgun, sacrificing potential damage output for reduced self damage from rocket jumps, allowing for greater mobility.

Note that since both the pocket and the roamer are usually soldiers, they can interchange the role however they see fit, offering more flexibility in their strategy should the situation called for it. For example, if the original pocket goes down, so the roamer should get back to his Medic, defend him, attack the assailant and be a temp pocket till the original one came back.

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His role is to get into the enemy team, either by flanking, camping or just straight up jumping into them and cause as much damage as possible (known as bombing). His main target targets should be the enemy Demoman and the Medic, [[ShootTheMedicFirst Medic]], the former for his huge damage output, the output (the largest out of all the classes in fact, fact) and the ability to set sticky traps at key positions positions, and the latter for healing his ability to heal and overheal his teammates back to full health plus overheal and the ability to uber deploy Ubercharge[[note]]Eight seconds of invulnerability[[/note]] or kritz. Kritzkrieg[[note]]Eight seconds of critical hits (triple damage)[[/note]]. If he gets either of them, no matter if he lives or dies, the entire enemy team have to pull back will be at a disadvantage because they do not have a main source of damage or/and and/or heals. In order to perform this role more effectively, generally the roamer will use the "Gunboats" as his secondary weapon rather than the shotgun, sacrificing potential damage output his only hitscan weapon for reduced self damage from rocket jumps, allowing for greater mobility.

Note that since both the pocket and the roamer are usually soldiers, Soldiers, they can interchange the role however they see fit, offering more flexibility in their strategy should the situation called for it. For example, if the original pocket goes down, so the roamer should get back to his Medic, can defend him, attack the assailant and be Medic as a temp temporary pocket till until the original one came back.
main pocket returns from respawning.



As stated above, he deals the most amount of damage to the enemy team with both his grenade launcher (direct hit or lobbed) and his sticky bomb launcher (detonation in mid air or well laid traps), making him a very valuable member of his team. He is also one of the hardest classes to play as none of his weapons, sans the melee, are hitscans and follows an arc path, meaning that he will have a difficult time dealing with scouts with their small hitbox and their double jump unpredictability if the scouts are decent.

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As stated above, he deals the most amount of damage to the enemy team with both his grenade launcher (direct hit or lobbed) and his sticky bomb launcher (detonation (can be detonated in mid air mid-air or well be laid out as traps), making him a very valuable member of his team. He is also one of the hardest classes to play as since none of his weapons, sans the melee, are hitscans and follows and are instead projectiles thrown in an arc path, arc, meaning that he will have a difficult time dealing with scouts with their small hitbox and their double jump unpredictability if the scouts Scouts who are decent.
already difficult to "lead" if they are competent.
17th Mar '17 2:00:23 AM KEEP_IN
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The competitive scene, on the other hand, offers a much more structured gameplay. For starters, the servers have lower player count, depending on the team format; class limit restrictions (specific restrictions depend on the league[[note:"Highlander" teams have exactly one of each character on each team; 6v6 allows up to two of each class on each team with the exception of Engineers, Medics, Demomen, and Heavies, who are limited to up to one being allowed on each team; 4v4 allows up to one of each class on each team, but may not run with a Heavy and a Medic on the same team at the same time]]); and a weapon blacklist for items that are deemed unbalanced. They also disable random critical hits and random damage spreads, like shotgun pellets, to prevent the RandomNumberGod from interfering with an otherwise fair match. Additionally, they implement plugins so that it emulates a pickup game, hence why some competitive servers are called PUG servers. Maps are picked for their strategic value and flexibility, though some are edited to be viable, like the 'banana' corridor in CTF_turbine_pro that connects the outer stairs to the inside of the intel for additional path for flanking.

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The competitive scene, on the other hand, offers a much more structured gameplay. For starters, the servers have lower player count, depending on the team format; class limit restrictions (specific restrictions depend on the league[[note:"Highlander" league[[note]]"Highlander" teams have exactly one of each character on each team; 6v6 allows up to two of each class on each team with the exception of Engineers, Medics, Demomen, and Heavies, who are limited to up to one being allowed on each team; 4v4 allows up to one of each class on each team, but may not run with a Heavy and a Medic on the same team at the same time]]); time[[/note]]); and a weapon blacklist for items that are deemed unbalanced. They also disable random critical hits and random damage spreads, like shotgun pellets, to prevent the RandomNumberGod from interfering with an otherwise fair match. Additionally, they implement plugins so that it emulates a pickup game, hence why some competitive servers are called PUG servers. Maps are picked for their strategic value and flexibility, though some are edited to be viable, like the 'banana' corridor in CTF_turbine_pro that connects the outer stairs to the inside of the intel for additional path for flanking.
17th Mar '17 1:59:50 AM KEEP_IN
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Team Fortress 2's competitive scene is unique in a sense that their match set-up is vastly different from regular public (or pub) servers. Pub servers usually have 24 player caps with 12 players on each team max on with no class limits with any maps, so things can get chaotic, which is good for casual players who just wants to do what they want in a variety of maps with a simple yet fun objective. However, that also means strategies and tactics took a backseat and the skills and knowledge of some of the players can be...[[SturgeonsLaw questionable]]. As a result, very skilled and smart players (dubbed 'pub stars' or 'pub stompers') can crush the enemy team easily and rise to the top of the scoreboard.

to:

Team Fortress 2's competitive scene is unique in a sense that their match set-up is vastly different from regular public (or pub) servers. Pub servers usually have 24 player caps with up to 12 players on each team max on with team, no class limits with any maps, so things limits, no item restrictions, and all maps available. They can get chaotic, which is good for casual players who just wants want to do what they want in a variety of maps with a simple yet fun objective. However, that also means strategies and tactics took commonly take a backseat backseat, and the skills and knowledge of some of the players can be...[[SturgeonsLaw questionable]]. As a result, very skilled and smart players (dubbed 'pub stars' or 'pub stompers') can crush the enemy team easily and rise to the top of the scoreboard.
17th Mar '17 1:57:13 AM KEEP_IN
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Team Fortress 2's competitive scene is unique in a sense that their match set-up is vastly different from regular public (or pub) servers. Pub servers usually have 24 player caps with 12 players on each team max on with no class limits with any maps, so things can get chaotic, which is good for casual players who just wants to do what he wants with a variety of maps with a simple yet fun objective. However, that also means strategies and tactics took a backseat and the skills and knowledge of some of the players are...[[SturgeonsLaw questionable]], as a result, very skilled and smart players (dubbed 'pub stars' or 'pub stompers') can crush them easily and rise to the top of the scoreboard.

The competitive scene, on the other hand, offer a much structured gameplay. For starters, the server have lower player count, down to 12, 18 or 8, depending on the team format, restrict most, if not all, class selection to 2 and, depending on the league, and restricted Medic, Engineer, Heavy, and Demoman to one to prevent turtling and certain weapons were banned, though again it varies between league. They also turned off random crit and random damage spreads, like shotgun pellets, to prevent RandomNumberGod from interfering an otherwise fair match and implemented plugins so that it emulates a pickup game, hence why some competitive servers are called PUG servers. Maps are picked for their strategic value and flexibility, though some are edited to be viable, like the 'banana' corridor in CTF_turbine_pro that connects the outer stairs to the inside of the intel for additional path for flanking.

The above allow coordination, teamwork, game knowledge and skills to shine while also challenging (usually) much more competent opponents, giving [=TF2=] a fresh restart for seasoned veterans.

While there is a voice-comm implemented into the game, players use external voice programs anyways, most commonly Mumble.

to:

Team Fortress 2's competitive scene is unique in a sense that their match set-up is vastly different from regular public (or pub) servers. Pub servers usually have 24 player caps with 12 players on each team max on with no class limits with any maps, so things can get chaotic, which is good for casual players who just wants to do what he wants with they want in a variety of maps with a simple yet fun objective. However, that also means strategies and tactics took a backseat and the skills and knowledge of some of the players are...can be...[[SturgeonsLaw questionable]], as questionable]]. As a result, very skilled and smart players (dubbed 'pub stars' or 'pub stompers') can crush them the enemy team easily and rise to the top of the scoreboard.

The competitive scene, on the other hand, offer offers a much more structured gameplay. For starters, the server servers have lower player count, down to 12, 18 or 8, depending on the team format, restrict most, if not all, format; class selection to 2 and, depending limit restrictions (specific restrictions depend on the league, league[[note:"Highlander" teams have exactly one of each character on each team; 6v6 allows up to two of each class on each team with the exception of Engineers, Medics, Demomen, and restricted Medic, Engineer, Heavy, and Demoman Heavies, who are limited to up to one being allowed on each team; 4v4 allows up to prevent turtling one of each class on each team, but may not run with a Heavy and certain weapons were banned, though again it varies between league. a Medic on the same team at the same time]]); and a weapon blacklist for items that are deemed unbalanced. They also turned off disable random crit critical hits and random damage spreads, like shotgun pellets, to prevent the RandomNumberGod from interfering with an otherwise fair match and implemented match. Additionally, they implement plugins so that it emulates a pickup game, hence why some competitive servers are called PUG servers. Maps are picked for their strategic value and flexibility, though some are edited to be viable, like the 'banana' corridor in CTF_turbine_pro that connects the outer stairs to the inside of the intel for additional path for flanking.

The alterations above allow allows coordination, teamwork, game knowledge knowledge, and skills skill to shine while also challenging (usually) much more competent opponents, giving [=TF2=] a fresh restart option for seasoned veterans.

While there is a voice-comm implemented into the game, players often use external voice programs anyways, instead for their lower latency, the most commonly common choice being Mumble.
17th Mar '17 1:45:32 AM KEEP_IN
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Team Fortress 2's competitive scene is unique in a sense that their match set-up is vastly different from regular public (or pub) servers. Pub servers usually have 24 player caps with 12 players max on with no class limits with any maps, so things can get chaotic, which is good for casual players who just wants to do what he wants with a variety of maps with a simple yet fun objective. However, that also means strategies and tactics took a backseat and the skills and knowledge of some of the players are...[[SturgeonsLaw questionable]], as a result, very skilled and smart players (dubbed 'pub stars' or 'pub stompers') can crush them easily and rise to the top of the scoreboard.

to:

Team Fortress 2's competitive scene is unique in a sense that their match set-up is vastly different from regular public (or pub) servers. Pub servers usually have 24 player caps with 12 players on each team max on with no class limits with any maps, so things can get chaotic, which is good for casual players who just wants to do what he wants with a variety of maps with a simple yet fun objective. However, that also means strategies and tactics took a backseat and the skills and knowledge of some of the players are...[[SturgeonsLaw questionable]], as a result, very skilled and smart players (dubbed 'pub stars' or 'pub stompers') can crush them easily and rise to the top of the scoreboard.
2nd Mar '17 4:56:03 PM OldBen
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* Virtus.Pro



''Counter-Strike: Global Offensive'' games consist of thirty two-minute (1:45 in pro leagues) rounds (including 15 seconds of time to buy weapons and gear) with each team playing 15 rounds (max) as each side. The game ends when a team reaches 16 points. Ties are possible in online competitive play, but tournaments usually disable ties, and 15-15 results go into a first-to-4-points 6-round overtime period where teams play 3 rounds each as each side.

Competitive games are played in 5v5 format in Bomb Scenario maps (whose map filename prefix is "de_"). Some matches let the teams get first pick of a side (Counter-terrorist/Terrorist) by playing a knife-only round first, others use seeding or flipping a coin.

As of October 2016, the competitive map rotation includes Dust 2, Nuke, Mirage, Cache, Train, Overpass and Cobblestone. In best of 3 matches, teams are allowed to ban 2 maps each, with the three games being played on the remaining maps.

In the game's first round(or "Eco Pistol Round"), pro teams usually buy a either body armor or a selection of grenades.

The losing team in the pistol round usually opts to enter a "save" or "eco" round where they only buy pistols (and maybe body armor) against the winning team (who should have full body armor and helmet, grenades, and an assault rifles/[=SMGs=]/shotgun). The purpose of an Eco Round is to be able to buy better weapons 2-3 rounds later. This can make Counter-Strike matches feel like a see-saw battle, where a team gets 3 wins in a row, the opponent comes back with rifles and then takes 3 wins to tie, for example.

to:

''Counter-Strike: Global Offensive'' games consist of thirty two-minute (1:45 in pro leagues) rounds (including lasting 1 minute and 55 seconds each (with 15 seconds of time before each round to buy weapons and gear) gear), with each team playing 15 rounds (max) as each side.side (Counter-terrorist/Terrorist). The game ends when a team reaches 16 points. Ties are possible in online competitive play, but tournaments usually disable ties, and 15-15 results go into a first-to-4-points 6-round overtime period where teams play 3 rounds each as each side.

Competitive games are played in 5v5 format in Bomb Scenario maps (whose map filename prefix is "de_"). Some matches let the teams get first pick of a side (Counter-terrorist/Terrorist) by playing a knife-only round first, others use seeding or flipping a coin.

As of October 2016, February 2017, the competitive map rotation includes Dust 2, Inferno, Nuke, Mirage, Cache, Train, Overpass and Cobblestone. For standard games, the teams usually alternate banning maps until only one remains. In best of 3 best-of-3 or best-of-5 matches, teams are allowed to ban respectively 2 maps and 1 map each, with the three games being played on the remaining maps.

Depending on the tournament rules, teams pick their first side based on seeding, result of a knife-only round played before match, or flipping a coin. In majority of best-of-3 and best-of-5 series, team gets to pick side on the map they haven't chosen, and the knife round is reserved for the final map.

In the game's first round(or "Eco Pistol "Pistol Round"), pro teams usually buy a either body armor or a selection of grenades.

grenades. The losing team in the pistol round usually opts to enter a "save" or "eco" round where they only buy pistols (and maybe body armor) against the winning team (who should have full body armor and helmet, grenades, and an assault rifles/[=SMGs=]/shotgun). The purpose of an Eco Round is to be able to buy better weapons 2-3 rounds later. This can make Counter-Strike matches feel like a see-saw battle, where a team gets 3 wins in a row, the opponent comes back with rifles and then takes 3 wins to tie, for example.



** '''Jaroslaw "pashaBiceps" Jarzabkowski:''' Joined the team in the only lineup change in 1.6 era (whether they were still Golden 5 after that depends on who you're talking to). In ''Global Offensive'' he became a star player in his own right, with 2014 being his best year ever. Very popular in the scene for his {{Keet}} tendencies and kindness, which combined with his imperfect grasp of English made him a FountainOfMemes in the community. For Starcraft fans, imagine [=WhiteRa=], except Polish and way more muscular.
** '''Pawel "byali" Bielinski:''' First of the two new players that joined in ''Global Offensive'' era. Initially got recognition as very aggressive entry fragger, but with time he became very adept at more passive, defensive play.

to:

** '''Jaroslaw '''Jarosław "pashaBiceps" Jarzabkowski:''' Jarząbkowski:''' Joined the team in the only lineup change in 1.6 era (whether they were still Golden 5 after that depends on who you're talking to). In ''Global Offensive'' he became a star player in his own right, with 2014 being his best year ever. Very popular in the scene for his {{Keet}} tendencies and kindness, which combined with his imperfect grasp of English made him a FountainOfMemes in the community. For Starcraft fans, imagine [=WhiteRa=], except Polish and way more muscular.
** '''Pawel '''Paweł "byali" Bielinski:''' Bieliński:''' First of the two new players that joined in ''Global Offensive'' era. Initially got recognition as very aggressive entry fragger, but with time he became very adept at more passive, defensive play.



* '''Luminosity (formerly Keyd Stars) (Brazil):''' First South American to make an impact in CS: GO. Despite not having many occasions to play against more established teams, their tactical approach allowed them to regularly scare top teams and get some upsets. After getting out of the group stage in ESL One Katowice 2015 and getting a map off Virtus.Pro in quarterfinals, they started playing in North American leagues. Late 2015 and early 2016 saw them consistently able to beat the best teams in the world. Won the MLG Columbus 2016 major.

to:

* '''Luminosity '''SK Gaming (formerly Luminosity, Keyd Stars) (Brazil):''' First South American to make an impact in CS: GO. Despite not having many occasions to play against more established teams, their tactical approach allowed them to regularly scare top teams and get some upsets. After getting out of the group stage in ESL One Katowice 2015 and getting a map off Virtus.Pro in quarterfinals, they started playing in North American leagues. Late 2015 and early 2016 saw them consistently able to beat the best teams in the world. Won the MLG Columbus 2016 major.
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