Glossary: Difference between revisions

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; Pipe : A Demoman's grenade.
; Pipe : A Demoman's grenade.
; Pocket : The player assigned to protect the [[Medic]]. Usually assigned to a [[Soldier]] or [[Heavy]].


; Roller : A Demoman's grenade after it hits the ground/wall.
; Roller : A Demoman's grenade after it hits the ground/wall.

Revision as of 18:10, 1 July 2013

Please organize terms by category, and alphabetize within categories.

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


Combat terms

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.
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 any of the Medic's Mediguns when he continues to heal a player after they already have full health.
Clutch
Adjective used to describe plays that went well, but could have 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.
Kritz
An abbreviation for the Medic's KritzKrieg's ability.
Meatshot
An 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.
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 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.

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.