Competitive dynamics

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This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.

Patterns and protocols have emerged from the unique format and setting of competitive play, leading to a set of competitive dynamics distinct from standard public play.

Rollouts

A rollout, sometimes referred to as the mid-approach, is the process of getting from one's spawn point to the mid-point in a five-point map as quickly as possible. Winning the mid-fight determines which teams start with the advantage, therefore emphasis on rollouts is particularly important for teams to work on. The term is most often used to mean the sequence of rocket jumps (used by Soldiers) and sticky jumps (used by Demomen) to get to the mid-point as quickly as possible, while still retaining enough health to be effective at the mid-point. Classes that cannot utilize explosive jumps, such as the Scout and Medic, should just run to the point as normal, however, finding the optimal route for running is still required.

Example rollout videos

Soldier

Demoman

Mid Fights

The Mid Fight is when two teams approach the central point of the map. The mid fight winner consists of which team gets the most frags during the fight, as well as who caps the point first. The team who captures the central point has an advantage over the other team, because they get what is called a forward spawn, which is a spawn area that is not in your default spawn area. For example, if your team captures the central point and spire of Badlands, they will be spawning on their side of the train at mid. If a team loses a Demoman or Medic early in the mid fight, they are usually forced to move back, since the Demoman provides the most damage and area control of the mid fight and the Medic provides the heals and the uber for the fight. There are multiple instances where a team that wins the mid fight will not win the match.

Example of Mid Fights