Difference between revisions of "Rollout"
(Wrote about the rollout and gave few examples) |
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− | '''Rollout''' reffers to approaching to the middle point of a map (5CP) as fast as possible. The scouts have already the speed advantage over other classes so for them is enough to find the quickest route, while the demoman and soldiers have to make the rollout quick by rocket jumping/sticky jumping. The medic must make sure that everyone, especially soldiers and demoman have as much health as possible by the time they reach to the middle point.Usually the medic begins the round by healing the demoman to maximum health points(260) as the demoman will get out of his reach pretty quick. Once the demoman is out of his range, he will give overheals to the scouts then he will stick healing both soldiers along their way to mid | + | '''Rollout''' reffers to approaching to the middle point of a map (5CP) as fast as possible. The scouts have already the speed advantage over other classes so for them is enough to find the quickest route, while the demoman and soldiers have to make the rollout quick by rocket jumping/sticky jumping. The medic must make sure that everyone, especially soldiers and demoman have as much health as possible by the time they reach to the middle point.Usually the medic begins the round by healing the demoman to maximum health points(260) as the demoman will get out of his reach pretty quick. Once the demoman is out of his range, he will give overheals to the scouts then he will stick healing both soldiers along their way to mid. The roamer soldier can use gunboats whereas the pocket soldier is able to run with the equalizer at a safe place close to middle point where he will be healed at a full rate(The american unlocks were allowed as well into the european competitive scene). This ensures everyone has almost full overheal when the team reaches the middle point.) |
Here are some examples of how rollouts should be on jumping classes, the demoman and the soldier: | Here are some examples of how rollouts should be on jumping classes, the demoman and the soldier: |
Revision as of 17:34, 7 July 2013
Rollout reffers to approaching to the middle point of a map (5CP) as fast as possible. The scouts have already the speed advantage over other classes so for them is enough to find the quickest route, while the demoman and soldiers have to make the rollout quick by rocket jumping/sticky jumping. The medic must make sure that everyone, especially soldiers and demoman have as much health as possible by the time they reach to the middle point.Usually the medic begins the round by healing the demoman to maximum health points(260) as the demoman will get out of his reach pretty quick. Once the demoman is out of his range, he will give overheals to the scouts then he will stick healing both soldiers along their way to mid. The roamer soldier can use gunboats whereas the pocket soldier is able to run with the equalizer at a safe place close to middle point where he will be healed at a full rate(The american unlocks were allowed as well into the european competitive scene). This ensures everyone has almost full overheal when the team reaches the middle point.)
Here are some examples of how rollouts should be on jumping classes, the demoman and the soldier: