Glossary

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Please organize terms by category, and alphabetize within categories.

--Waldo (talk) 11:30, 1 July 2013 (WEST)


Combat terms

Airshot 
When a Soldier hits someone on the enemy team in midair with one of his rockets. Also known as a middie.
Airpipe 
When a Demoman hits someone on the enemy team in midair with one of his grenades.
Buff 
The excess health granted (up to 150% base hp) by a Medic's Medigun when he continues to heal a player after they already have full health.
Clutch 
Adjective used to describe plays that went well, but could've easily gone wrong. "Wow, that was such a clutch Medic pick!"
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.
Hurt, Lit, Destroyed, etc. 
Used to describe players who have taken varying amounts of damage.
Meatshot 
An up-close shot with a Shotgun or Scattergun where all pellets hit the target. Coined by ESEA-Invite Level Scout player carnage.
Middie
When a Soldier hits someone in midair with one of his rockets. Also known as an airshot.
Pill 
A Demoman's grenade.
Pipe 
A Demoman's grenade.
Roller 
A Demoman's grenade after it hits the ground/wall.
Uber pop(ped) 
When a Medic uses his ÜberCharge.
Uber Force 
When a player makes the Medic pop his uber earlier than he wanted to. This usually results in a significant advantage for the other team because if the team that was forced cannot immediately use that Uber to force the other Medic (which is very difficult if they aren't in a position to push already), then they cannot make a successful push and the other team will have an Uber Advantage.


Metagame terms

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], Pocket Soldier, and the Demo. In Highlander, the combo varies but is most often made up of the Medic, Heavy, Demo, and occasionally Pyro.
Drop 
When a Medic dies before using his fully charged Uber. A uber drop can change the course of a game.
Leapfrogging 
When the two Medics have Ubers out of sync, they can get free Uber pushes into each other without much risk because the other team can't stop invulnerable players without invulnerable players of their own. 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.
Pick(s)
Kill on player who is on the other team
Midfight 
The initial battle that takes place on the central control points in a 5CP match at the start of each round.
Pocket 
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. As a verb, it's the act of focusing heals onto a single player as a Medic.
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.
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.
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.
Push 
The act of a team moving forward onto the enemy team.


Map terms

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.
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.


Mid 
The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts.