Competitive dynamics/fr

From Team Fortress Wiki
< Competitive dynamics
Revision as of 12:46, 3 January 2011 by Sonic4Ever (talk | contribs) (Created page with '{{Trans}} {{competitive}} Patterns and protocols have emerged from the unique format and setting of competitive play, leading to a set of gameplay dynamics disti…')
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
Cet article porte sur le Jeu de compétition basé sur le Format standard de compétition.
Les articles sur la compétition dans TF2 sont actuellement en cours de développement. Si vous avez des questions, n'hésitez pas à demandez.

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