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− | + | Placeholder for glossary page | |
− | + | Order terms alphabetically or by topic. Things like drop, uber popped, pick, choke etc, should be given a brief explanation here. | |
− | + | Feel free to edit | |
− | + | --[[User:Kaneco|Kaneco]] ([[User talk:Kaneco|talk]]) 10:36, 1 July 2013 (WEST) | |
− | + | ---- | |
− | + | ; 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. | |
− | When a [[ | + | ; Drop : When a [[Medic]] dies before using his fully charged Uber. A uber drop can change the course of a game. |
− | + | ; Meatshot : An up-close shot with a Shotgun or Scattergun that does max damage. Coined by [[ESEA]]-Invite Level [[Scout]] player [[carnage]]. | |
− | When | + | ; Middie: When a [[Soldier]] hits someone in midair with one of his rockets. Also known as an airshot. |
− | + | ; Pick(s): Kill on player who is on the other team | |
− | + | ; Pill : A [[Demoman]]'s grenade. | |
− | + | ; Pipe : A [[Demoman]]'s grenade. | |
− | + | ; Roller : A [[Demoman]]'s grenade after it hits the ground/wall. | |
− | + | ; Push : The act of a team moving forward onto the enemy team. | |
− | + | ; 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. | |
− | The | + | ; 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. |
− | + | ; Uber pop(ped) : When a [[Medic]] uses his ÜberCharge. | |
− | + | ; 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]]. | |
− | + | ; 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. | |
− | + | ; 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]]. | |
− | + | ; 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. | |
− | + | ; 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. | |
− | + | ; 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]]. | |
− | + | ; 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. | |
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− | 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 | ||
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