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− | {{ | + | {{stub}} |
− | + | * Please organize terms by category, and alphabetize within categories. | |
+ | * Link only the first instance of a word to a page. | ||
+ | * Keep descriptions concise | ||
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− | + | == Combat terms == | |
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− | + | ; Airburst/Airdet : When a [[Demoman]] detonates his stickies while they are in mid-flight. | |
− | + | ; Amby : The ambassador. | |
− | + | ; Airpipe/Airpill : When a Demoman hits someone on the enemy team in midair with one of his grenades. | |
− | 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 | + | ; 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. |
− | + | ; 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. | |
− | + | ; 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]]. | |
− | + | ; Clutch : Adjective used to describe risky plays that save a team from certain round or match loss. | |
− | + | ; 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. | |
− | + | ; DH : Direct Hit. | |
− | + | ; Drop : When a Medic died and had uber, that's called a drop. | |
− | + | ; 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. | |
− | + | ; Gun : An Engineer's sentry. | |
− | + | ; Hardscope: When a [[Sniper]] stays scoped for enough time to fully charge his shot. | |
− | + | ; Hurt, Lit, Destroyed, Hit, Tagged: Used to describe players who have taken a lot of damage. | |
− | + | ; Juke : A dodge | |
− | + | ; Kritz : An abbreviation for the Medic's [[KritzKrieg]]'s ability. | |
− | + | ; Meatshot : A close range shot with a Shotgun or Scattergun where all pellets hit the target. Popularized 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. | |
− | + | ; Peeking : When someone looks into an area but is not planning on pushing into it, usually to gain information on the enemy's positioning. | |
− | A | + | ; Pill : A Demoman's grenade. |
− | + | ; Pipe : A Demoman's grenade. | |
− | + | ; Pop : A Medic's ubercharge. | |
− | + | ; Quickscope : When a [[Sniper]] scopes in and fires very quickly. | |
− | A | + | ; Roller : A Demoman's grenade after it hits the ground/wall. |
− | + | ; 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. | |
− | + | ; Splash : The property of the explosion of rockets and grenades to damage players near the explosion without making physical contact with the projectile. | |
− | + | ; Trickstab : A term used to describe maneuvers in which a spy gets behind an enemy that is aware of his presence. (ex. stairstab, cornerstab) | |
− | When a | + | ; Uber pop(ped) : When a Medic activates his ÜberCharge. |
− | + | ; Uber 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. | |
− | + | ; Wipe : A wipe is when an entire team dies in a single fight. | |
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− | == | + | == terms == |
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== Metagame terms == | == Metagame terms == | ||
− | + | ; 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. | |
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− | + | ; 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]]. | |
− | + | ; 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. | |
− | + | ; 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. | |
− | + | ; 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). | |
− | + | ; 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. | |
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− | + | ; Drop : When a [[Medic]] dies before using his fully charged Uber. A uber drop can change the course of a game. | |
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− | + | ; Leapfrogging : When the two [[medic |medics]] have [[übercharge | Ubers]] out of sync, the medic who has full uber 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. | |
− | + | ; Pick(s): Kill on player who is on the other team. Generally used to indicate the kill obtained when the enemy team was off guard. | |
− | The | + | ; 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]]. |
− | + | ; Medigun Checking : When one player on a team switches Spy and disguises as the enemy Medic to determine whether the Medic is running Kritz or standard Uber. Many Medics now rename their mediguns making it impossible to tell. | |
− | + | ; Midfight : The initial battle that takes place on the central control points in a 5CP match at the start of each round. | |
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− | + | ; 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. | ||
− | + | ; Push : The act of a team moving forward onto the enemy team. | |
− | + | ; 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. | |
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== Map terms == | == Map terms == | ||
− | + | ; Choke : General term applied to several maps referring to narrow hallways, rooms, or entrances. | |
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− | General term applied to several maps referring to narrow hallways, rooms, or entrances. | ||
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− | + | ; 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. | |
− | + | ; 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. | |
− | + | ; Mid : The 3rd (or center) point. Usually where the fighting begins at the start of a round after players complete their rollouts. | |
− | + | ; 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. | |
− | + | ; 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. | |
− | == | + | == General Terms == |
− | + | ; DM : Short for "deathmatch", a term used to describe a player's individual ability to kill enemy players. | |
− | + | ; Fatkidded : Commonly used term to describe not being picked in a PUG. | |
− | + | ; GG : Good Luck | |
− | + | ; GL HF : Good Luck Have Fun | |
− | + | ; GR : Good Round | |
− | + | ; LAN dodger : A term referring to someone who is unable to attend their team's LAN matches. | |
− | A | + | ; LFT : An abbreviation for '''L'''ooking '''F'''or '''T'''eam. A person who wishes to join a currently active team. |
− | + | ; LFP : An abbreviation for '''L'''ooking '''F'''or '''P'''layers. A person whose team is in need of players. | |
− | + | ; 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. | |
− | + | ; MGE : A gameplay mod which allows for 1v1 matches, typically on 6v6 classes, often used to practice DM. | |
− | A | + | ; Mix : A match in which the teams consist of friends. |
− | + | ; PCW : An initialism for '''P'''ractice '''C'''lan '''W'''ar. A practice match between two teams. A European term; see '''Scrim'''. | |
− | + | ; Pub : Commonly used term to describe public games and/or servers. | |
− | + | ; 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 "Captains" and pick their teams. | |
− | A | + | ; Scrim : An abbreviation for scrimmage match. A practice match between two teams. |
+ | ; VOD : An abbreviation for '''V'''ideo-'''O'''n-'''D'''emand. An uploaded recording of a match. | ||
− | + | ; 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. |