Difference between revisions of "Rollout"

From comp.tf
Jump to navigation Jump to search
(Redesigned the page, added room for highlander and stopwatch rollout discussion)
m (→‎6v6: added an introductory sentence)
Line 3: Line 3:
 
==5CP Rollouts==
 
==5CP Rollouts==
 
===6v6===
 
===6v6===
[[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.
+
In [[6v6]], one reason that Scouts, Demomen, and Soldiers are the main classes is their ability to perform a rollout extremely efficiently. [[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.
  
 
====Video Tutorials====
 
====Video Tutorials====

Revision as of 18:08, 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

In 6v6, one reason that Scouts, Demomen, and Soldiers are the main classes is their ability to perform a rollout extremely efficiently. 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.