- Please note that random POV demo checks will occur during the season. Here is a quick video guide explaining how to record, view, and use the TF2 demo feature.

- If you are missing a medal from Sixes Season 5 and 4 or Highlander Season 7 and 8, please head over to #medal-requests channel in the RGL Discord.

Glossary of Competitive Terms

   yogrrt   - 2/25/2021

League and Rules Terms



  • Roster - The players registered as members of a given team, listed on that team’s page, and allowed to play matches with that team without ringer rules applying

  • Roster Lock - The point in each season after which new players cannot be added to a team’s roster, except under extenuating circumstances

  • Division - A skill-based group of teams; member teams play matches against other teams in the same division and compete against them for playoffs and placement spots

  • Class Restrictions - Restrictions applied to players playing in divisions lower than their highest, forbidding them from playing certain classes in matches

  • Main / Starter - A rostered player who plays their role full time for their team

  • Substitute / Sub - A rostered player who serves as a backup if a main is missing

  • Ringer - An unrostered player, subject to special rules if playing in a match, who plays if no rostered player for a certain role is available

  • Pub - Public servers, referred to as “casual” in matchmaking

  • MGE - Short for “My Gaming Edge,” a format for 1v1 fights intended to improve players’ ability to take 1v1 fights in a real game

  • DM Server - A format for up to 4v4 fights with the objective disabled, intended to improve players’ ability to take team fights

  • Pickup Game (PUG) - A no-commitment game in a competitive format where players join, are matched to or picked on teams, and play a quick competitive game

  • Lobby - A no-commitment game in a competitive format where players join to specific roles on specific teams and play a quick competitive game

  • Scrim - A practice game scheduled between two teams that does not count for league standing

  • Match - An official game scheduled by the league and that counts for league standing

  • Match Points - In formats other than Traditional 6s, a measure of how well teams have done in their matches in the regular season

  • Playoffs - The final part of every season, where the top teams from each division fight in some sort of elimination bracket until one champion remains

  • Looking For Team (LFT) - Used by players who are looking for a team to play on

  • Looking For Player (LFP) - Used by team leaders who are looking for players to fill their empty roster slots

  • Newcomer (NC) - The skill division for teams made up of players new to competitive TF2 or without enough experience to play in higher divisions, for the most part learning the basics of competitive play

  • Amateur (AM) - The skill division for teams made up mostly of inexperienced players, for the most part learning to apply their basic competitive knowledge

  • Intermediate (IM) - The skill division for teams who have a general sense of how competitive TF2 is played, but still need to develop upon those skills

  • Main (M) - The skill division for teams who have a solid grasp on competitive TF2, and have developed a higher level of gameplay than players in Intermediate

  • Advanced (Adv) - The skill division for teams who are just below invite in 6s, or below Challenger in Highlander

  • Challenger (Chal) - The skill division for teams in Highlander who are almost ready for invite level play, but could be lacking in refinement of their skills

  • Invite (Inv) - The highest skill division in any given event, made up of the most talented players and featuring prize pools in Highlander as well as Traditional 6s

  • Seasons - Seven-to-twelve-week events for a given format of competitive TF2, with one to two matches per week depending on the division and format

  • Cups - Short events, usually one to two days and two weeks at most, usually playing less-played formats of competitive TF2 or experimenting with changes to the major formats



Gamemodes and Gamemode Mechanics



  • 5CP (5 Control Points) - A symmetric game mode in which, out of five control points in a linear order, both teams start with two points captured and the middle point uncaptured, and in order to win the round, a team must capture the opponent team’s last point - played exclusively in Traditional 6s, in which the first team to win five rounds or win more rounds than their opponents within two halves of 30 minutes wins, going to a golden cap if teams are tied then

  • KoTH (King of The Hill) - A symmetric game mode in which there is a single control point which starts uncaptured, and in order to win, a team must hold the middle point for a set amount of time, almost always 3 minutes - played in all competitive formats, in which the first team to win four rounds in halves of up to two rounds (regular season matches) or three rounds in a single half (playoffs matches) wins

  • Payload - An asymmetric game mode in which teams take turns attacking and defending, where the attacking team must push a cart along a fixed track past control points up to the last control point - played exclusively in Highlander and Prolander, in which stopwatch rules are used for each half, and the first team to win two halves wins

  • AD (Attack/Defend) - An asymmetric game mode in which teams take turns attacking and defending, where the attacking team must capture control points up to the last control point - played exclusively in Highlander and Prolander, in which stopwatch rules are used for each half, and the first team to win two halves wins

  • Stopwatch - A set of rules used to play asymmetrical gamemodes in competitive play, in which in order to win, a team must either capture more points total than their opponents per the game’s built-in timer, or they must capture the same number of points faster (before the stopwatch timer runs out)

  • Overtime - A game mechanic on King of the Hill, Payload, and Attack/Defend maps, where if the objective is being actively captured while the round timer (but not the stopwatch timer) runs out, the game does not end instantly as long as the objective is near-continuously being captured, giving teams the opportunity to make a last-minute play

  • Golden Cap - If, on 5CP maps, teams are tied after two halves, one final round with no time limit is played to break the tie and determine the winner



Game Mechanics



  • Crit Heals - Whereby immediately when spawning, or after 10 seconds of not taking damage (including self-damage or environmental damage such as fall damage), the rate at which a player gets healed ramps up to a maximum of 3x normal heal rate after 15 seconds or immediately when spawning

  • Overheal / Buff - Whereby a player can have up to 150% (or 125% if the Medic using the Quick-Fix) of their standard maximum health due to being healed past 100% by a Medic, decaying back to 100% unless being constantly healed

  • Building Über - Whereby a Medic’s ÜberCharge will build at maximum rate as long as their current heal target is not close to full overheal, being over 142.5% of standard maximum health, and their heal target is not being healed by another Medic (this second part not applicable in currently played formats of competitive TF2)

  • Über Call - By default, a Medic will sound a voice line when they have full ÜberCharge - this can be masked or faked



Segments of the Game



  • Rollout - Getting from spawn to the midfight on 5CP or KOTH maps, or from spawn to the first hold on payload maps

  • Midfight - The fight for control of the middle point (5CP) or point (KOTH), in which teams who take better area control and get better picks usually win the point

  • Last Hold - Defending the last point on a 5CP, A/D, or Payload map
  • Actions, Events, and Skills
    Push - A coordinated effort by one team to take control of a certain area from their opponents for the purposes of either capturing or defending the objective

  • Über Push - A push in which the pushing team uses ÜberCharge

  • Dry Push - A push in which the pushing team does not use ÜberCharge, typically either because they do not have it but must push due to time constraints, or because they have other advantages by which they know they can win the fight

  • Pinch / Pincer - A team attacking their opponents from multiple angles so as to force them to split their attention when fighting and/or deny them a safe escape route

  • Wrap - A team cutting off their opponents’ escape routes so as to catch them in a bad situation or deny their respawners access to the fight

  • Über Exchange - A fight in which both teams use ÜberCharge, trying to optimize their positions and health and kill non-Übered players in order to win the post-Über fight

  • Flash - A Medic giving an additional teammate part of their ÜberCharge in exchange for reduced charge duration, allowing them to save more players for the post-Über fight

  • Post-Über Fight - The fight that begins after an Über exchange after the ÜberCharges end

  • Kite / Live - A team’s effort to avoid losing more players, especially their Medic, to a fight they know they can’t win, by retreating in order to preserve their lives, perhaps to re-fight once certain circumstances are met

  • Sac - A team’s effort to make the most of “dead time” in which they are not holding on to the objective and in which they won’t be able to push by sacrificing players for a pick that will give them an advantage, often the Medic for Über advantage, but also sometimes for numbers or respawn advantage

  • Bomb - A play made by classes that can make special jumps, such as the Soldier, Demoman, or Pyro blast jumping, or the Pyro using the Thermal Thruster (but not necessarily all three) where they jump either directly into the opponent team or onto a position where they can do much greater damage to the opponent team, for the purposes of either getting picks or forcing the Medic to use ÜberCharge - often, but not always, a type of sac

  • Hold - Keeping control of a certain area

  • Forward/Aggressive Hold - Holding an area close to the area ahead of it, usually done by a team that has advantage to deny opponent pushes and/or is preparing a push

  • Passive Hold - Holding an area far back in a position where the team holding can easily kite, usually done by a team that has disadvantage and won’t be able to resist

  • Playing Heals - A team’s players conserving their health and using heals optimally to win a fight

  • Pick - A kill on a certain class, putting the opponent team down a player and temporarily leaving that class’s role unfulfilled

  • Spy Time - A time Spy is likely to go for a pick, determined generally by Spy’s respawn time and travel time to the front lines, and when that Spy’s team starts being more aggressive

  • Über Counting - Keeping track of the two team’s ÜberCharge percentages

  • Focus fire - Everyone aiming at a certain person or area in order to neutralize high value targets

  • Demo Review - Looking over a demo to identify places to improve gameplay



Categories of classes



  • Power Class - A class whose primary utility to their team is their ability to do large amounts of damage to opponent classes

  • Pick Class - A class whose primary utility to their team is their ability to get specific, important picks that other classes may not be able to reach

  • Support Class - A class whose primary utility to their team is their capacity to support the team as a whole by rounding out weaknesses

  • Bombing Class - A class that can bomb

  • Combo Class - A class that tends to play around the Medic and take the main fights

  • Flank Class - A class that tends to play away from the Medic, though occasionally returning for heals or buffs, and control the flank, preventing opponent players from getting behind team lines and trying to get behind opponent team names themselves

  • Cart Pushers - A class on Payload offense that is typically tasked with pushing the cart as their team makes space for them



Advantage



  • Ad (Advantage) - Something one team has that the opponent team doesn’t, making that team temporarily more likely to win a fight or control of an area - in comms, usually refers to Uber Advantage

  • Über Advantage - The state where one team has ÜberCharge or will have it very soon while the opponent team does not, allowing this team to use either the ÜberCharge or the threat of ÜberCharge to take an objective - in comms, usually referred to simply as “ad,” often accompanied with a number representing a percentage, i.e. “50 ad”

  • Player Advantage / Numbers - The state where one team has more players than the opponent team in or close to a team fight, allowing them to win this team fight with the extra damage output - in comms, usually referred to as “numbers,” i.e. “we have numbers”

  • Morale Advantage - The state where one team’s expectations for the outcome of the match are better than the other’s, so their play is more focused and coordinated

  • Positioning Advantage - The state where one team has better positions, such as the high ground over an objective, than the opponent team, heavily dependent on map design - in comms, usually referred to as “better positions”

  • Respawn Advantage - The state where one team’s dead players will respawn faster or closer to the fight than the other team’s - especially used in KoTH, Payload, and Attack/Defend, where the team attacking the objective will almost always spawn faster than the team defending it



Scripting / Technical Terms



  • Über Mask - A script that masks the Medic’s Über call, replacing it with another less conspicuous voice command

  • HUD (Heads Up Display) - The information visible in front of the game view, such as health, ammo, charges of any sort, and capture information

  • Null-Cancelling Movement Script - A script that will prevent holding movement keys for opposite directions - such as left and right, or front and backwards - simultaneously from bringing the user to a stop in that direction

  • Fake Über Script - A script that will make an Über call even when the Medic using it doesn’t necessarily have ÜberCharge, possibly to throw off the opponents’ Über counting

  • Demo - A recording of a game in a format viewable from within TF2

  • POV Demo - A demo from the point of view of the player who recorded it, with no free camera movement and only information the player could see stored

  • STV Demo - A demo from the point of view of the server, viewable as if spectating a game, in first or third person or free camera movement

  • STV - A server people may join to spectate an ongoing match, by competitive configs usually on a delay



Communications/Callouts



  • Discord - A relatively modern text and voice chat application that is used by many teams to communicate both outside of and in game, known for medium latency and moderate CPU overhead

  • Mumble - A simple old-school voice chat application that is used by many old-time players to communicate and is usually self-hosted, known for low latency and low CPU overhead

  • Comms - Every important thing said in voice chat during a competitive game

  • Calls - Comms that direct teammates to do something

  • Callouts - Comms that alert teammates to helpful information

  • Clear Comms - Comms made for people to stop making useless callouts or calls

  • Maincalls - Calls that direct a team’s movements, made by a dedicated maincaller, telling certain players, or the whole team, to do something

  • Shot calls - Calls that direct whom teammates focus fire based on health and value



Map Areas



  • Flank - The area not directly guarded by the combo classes that are holding or pushing the objective that, if they are not covered, allow players to get behind their opponents

  • Sightline - The area a player, especially Sniper, can easily watch without getting too aggressive

  • Chokepoint - A small area connecting major map sections, easily spammable or watchable

  • Peeking - Entering a sightline or chokepoint without committing far enough to die

  • Spam - Splash damage from repeated rockets or pipes

  • Feed - Dying without accomplishing anything useful


Guide written by - Vibeisveryo