Editing Rollout
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
This page supports semantic in-text annotations (e.g. "[[Is specified as::World Heritage Site]]") to build structured and queryable content provided by Semantic MediaWiki. For a comprehensive description on how to use annotations or the #ask parser function, please have a look at the getting started, in-text annotation, or inline queries help pages.
Latest revision | Your text | ||
Line 5: | Line 5: | ||
==5CP Rollouts== | ==5CP Rollouts== | ||
− | + | ==6v6== | |
In [[6v6]], one reason that Scouts, Demoman, 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]] 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 Roamer to 300 then switch to scouts. The rest of the rollout is spent healing the Scouts as they runs to mid. Meanwhile, the pocket soldier is able to run with the Escape Plan and receive arrow and "crit-heals" near mid (sometimes roles are reversed with the Roamer running with the Medic and the Pocket 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, Demoman, 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]] 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 Roamer to 300 then switch to scouts. The rest of the rollout is spent healing the Scouts as they runs to mid. Meanwhile, the pocket soldier is able to run with the Escape Plan and receive arrow and "crit-heals" near mid (sometimes roles are reversed with the Roamer running with the Medic and the Pocket 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. | ||