Competitive dynamics

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Revision as of 11:21, 25 November 2010 by Leftism (talk | contribs) (Engineers don't specifically need to be covered with regards to rollouts -- they're mostly aimed at Demos and Sollys. With regards to ammo packs, Demos will usually pick them up as they jump along.)
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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 Some or all info may be outdated.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 gameplay 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 and so 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 retaining enough health to be effective at the mid-point. Classes that cannot utilize explosive jumps, such as the Scouts and Medics, should just run to the point as normal, however finding the optimal route for running is still required.

Example Rollout Videos

Soldier

Demoman