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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. | 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== | ==5CP Rollouts== | ||
===6v6=== | ===6v6=== | ||
− | In [[6v6]], one reason that Scouts, | + | 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. |
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====Video Tutorials==== | ====Video Tutorials==== | ||
− | + | *[http://www.youtube.com/watch?v=rr7oGRMKezk '''Demoman Rollouts'''] | |
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− | *[http://www.youtube.com/watch?v=rr7oGRMKezk '''Demoman | ||
*[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=== | ===Highlander=== | ||
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==Stopwatch Rollouts== | ==Stopwatch Rollouts== | ||
===6v6=== | ===6v6=== | ||
− | + | mainly gravelpit, varies from team to team: traps, engy spots, etc. | |
===Highlander=== | ===Highlander=== | ||
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Many teams have a few designated players (2-4 non-Engineer, non-Medic classes) kill themselves in the setup time when defending on Payload maps and Attack/Defend maps. The metal that the [[Engineer]] gains by picking up their dropped weapons allows him to build level 3 buildings more quickly so that he is prepared by the time setup ends. The Soldier and Scout often watch the flank, with occasional support from pick classes ([[Spy]] and [[Sniper]]), so those classes tend to look for good positions to hold the flank during setup time. Also during setup, the combo walks to wherever the first major hold position is. The Demoman can lay sticky traps at choke points between BLU Spawn and their position to try to kill a major class before the first push. If he can't find opportunities to get backstabs, the Spy can use the Cloak and Dagger in a position that allows him to call out information about the attackers, or he can cloak near a sticky trap that is out of his demo's field of view to call out when to detonate it. | Many teams have a few designated players (2-4 non-Engineer, non-Medic classes) kill themselves in the setup time when defending on Payload maps and Attack/Defend maps. The metal that the [[Engineer]] gains by picking up their dropped weapons allows him to build level 3 buildings more quickly so that he is prepared by the time setup ends. The Soldier and Scout often watch the flank, with occasional support from pick classes ([[Spy]] and [[Sniper]]), so those classes tend to look for good positions to hold the flank during setup time. Also during setup, the combo walks to wherever the first major hold position is. The Demoman can lay sticky traps at choke points between BLU Spawn and their position to try to kill a major class before the first push. If he can't find opportunities to get backstabs, the Spy can use the Cloak and Dagger in a position that allows him to call out information about the attackers, or he can cloak near a sticky trap that is out of his demo's field of view to call out when to detonate it. | ||
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