Difference between revisions of "Rollout"

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(Wrote about the rollout and gave few examples)
(Redesigned the page, added room for highlander and stopwatch rollout discussion)
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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. 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.)
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The '''Rollout''' is the actions or paths taken by players before fighting begins each round. In [[5CP]] maps, the rollout is the series of jumps and routes that reach the middle point fastest. In [[Stopwatch]] maps, the rollout is the positions and precautions taken by the defense during setup time.  
  
Here are some examples of how rollouts should be on jumping classes, the demoman and the soldier:
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==5CP Rollouts==
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===6v6===
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[[Scout]]s run quickly enough to just run to mid through the shortest path. The [[Demoman]](s) and [[Soldier]]s have to sticky jump/rocket jump to reach mid quickly while also building uber for the Medic. The Medic must make sure that his whole team, especially the Soldiers and Demoman, is at full health/buffed by the time they reach to the middle point. Usually the Medic begins the round by buffing the Demoman because he will jump away the fastest and won't receive any more heals. Once the Demoman is out of his range, he will give overheals to the Scouts. The rest of the rollout is spent healing the roaming soldier as he jumps to mid. Meanwhile, the pocket soldier is able to run with the Escape Plan and receive "crit-heals" near mid (sometimes roles are reversed with the Pocket running with the Medic and the Roamer jumping quickly to mid). This ensures everyone has full/almost-full overheal when the team reaches the middle point and minimizes time spent running to mid.
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====Video Tutorials====
  
 
*[http://www.youtube.com/watch?v=rr7oGRMKezk '''Demoman Rollouts''']
 
*[http://www.youtube.com/watch?v=rr7oGRMKezk '''Demoman Rollouts''']
 
*[http://www.youtube.com/watch?v=TjwgdaVmTDM&hd=1 '''Roamer Soldier(Gunboats) Rollouts''']
 
*[http://www.youtube.com/watch?v=TjwgdaVmTDM&hd=1 '''Roamer Soldier(Gunboats) Rollouts''']
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===Highlander===
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blah blah whip + demo jumps
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==Stopwatch Rollouts==
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===6v6===
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mainly gravelpit, varies from team to team: traps, engy spots, etc.
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===Highlander===
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Suicides, engy spots, flank vs combo positioning, etc.

Revision as of 18:06, 7 July 2013

The Rollout is the actions or paths taken by players before fighting begins each round. In 5CP maps, the rollout is the series of jumps and routes that reach the middle point fastest. In Stopwatch maps, the rollout is the positions and precautions taken by the defense during setup time.

5CP Rollouts

6v6

Scouts run quickly enough to just run to mid through the shortest path. The Demoman(s) and Soldiers have to sticky jump/rocket jump to reach mid quickly while also building uber for the Medic. The Medic must make sure that his whole team, especially the Soldiers and Demoman, is at full health/buffed by the time they reach to the middle point. Usually the Medic begins the round by buffing the Demoman because he will jump away the fastest and won't receive any more heals. Once the Demoman is out of his range, he will give overheals to the Scouts. The rest of the rollout is spent healing the roaming soldier as he jumps to mid. Meanwhile, the pocket soldier is able to run with the Escape Plan and receive "crit-heals" near mid (sometimes roles are reversed with the Pocket running with the Medic and the Roamer jumping quickly to mid). This ensures everyone has full/almost-full overheal when the team reaches the middle point and minimizes time spent running to mid.

Video Tutorials

Highlander

blah blah whip + demo jumps

Stopwatch Rollouts

6v6

mainly gravelpit, varies from team to team: traps, engy spots, etc.

Highlander

Suicides, engy spots, flank vs combo positioning, etc.