Difference between revisions of "Competitive dynamics"

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(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.)
m (Removed unavailable videos, added Needvideo notice, removed excessive bolding (common in males, happens with age))
 
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{{Needvideo|Video of several rollouts condensed into one, preferably with YouTube's chapter feature.}}
 
{{competitive}}
 
{{competitive}}
  
Patterns and protocols have emerged from the unique format and setting of [[Competitive|competitive play]], leading to a set of gameplay dynamics distinct from standard public play.  
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Patterns and protocols have emerged from the unique format and setting of [[Competitive|competitive play]], leading to a set of '''competitive dynamics''' distinct from standard public play.  
  
 
== Rollouts ==
 
== 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 jump]]s, used by [[Soldier (competitive)|Soldiers]], and [[sticky jump]]s, used by [[Demoman (competitive)|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 [[Scout (competitive)|Scouts]] and [[Medic (competitive)|Medics]], should just run to the point as normal, however finding the optimal route for running is still required.
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A '''rollout''', sometimes referred to as the '''mid-approach''', is the process of getting from one's [[spawn]] point to the first main battle, such as the mid-point in a five-point map, as quickly as possible. Winning the mid-fight determines which team starts 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 jump]]s (used by [[Soldier (competitive)|Soldiers]]) and [[sticky jump]]s (used by [[Demoman (competitive)|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 (competitive)|Scout]] and [[Medic (competitive)|Medic]], should just run to the point as normal, however, finding the optimal route for running is still required.
  
=== Example Rollout Videos ===
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=== Example rollout videos ===
 
====Soldier====
 
====Soldier====
*[http://www.youtube.com/watch?v=zN2LQbvcN_Y Badlands & Granary by Platinum]
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* [http://www.youtube.com/watch?v=zN2LQbvcN_Y Badlands & Granary by Platinum]
*[http://www.youtube.com/watch?v=RnvcXZY3BZ4 Granary by nsk]
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* [http://www.youtube.com/watch?v=lmJ203b_lOQ Badlands with Gunboats Valley by Jaeger]
*[http://www.youtube.com/watch?v=S5zezCk-oHU Well by nsk]
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* [http://www.youtube.com/watch?v=YW1UhNnn1ss Badlands with Gunboats Yard by Jaeger]
*[http://www.youtube.com/watch?v=O010SUZ5Hv4 Badlands with Gunboats]
 
*[http://www.youtube.com/watch?v=lmJ203b_lOQ Badlands with Gunboats Valley by Jaeger]
 
  
 
====Demoman====
 
====Demoman====
*[http://www.youtube.com/watch?v=VOXSlBzQBZ8 Badlands by Nerfed]
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* [http://www.youtube.com/watch?v=VOXSlBzQBZ8 Badlands by Nerfed]
*[http://www.youtube.com/watch?v=9i_z0JVLeLY Granary by Nerfed]
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* [http://www.youtube.com/watch?v=9i_z0JVLeLY Granary by Nerfed]
*[http://www.youtube.com/watch?v=9pI1fsL_wQg Gullywash by nlessvenom]
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* [http://www.youtube.com/watch?v=9pI1fsL_wQg Gullywash by nlessvenom]
*[http://www.youtube.com/watch?v=NLO7XU9tQ0Y Coldfront]
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* [http://www.youtube.com/watch?v=AmNPHrjeOQI Freight by nlessvenom]
*[http://www.youtube.com/watch?v=AmNPHrjeOQI Freight by nlessvenom]
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== Mid Fights ==
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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 enemy spire of [[Badlands]], they will be spawning on their side of mid. If a team loses a [[Demoman]] or [[Medic]] early in the mid fight, they are usually forced to retreat, since the Demoman provides the most damage and area control of the mid fight and the Medic provides the heals and the Über for the fight. However, there are multiple instances where a team that wins the mid fight does not win the match.
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=== Example of Mid Fights ===
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* [http://www.youtube.com/watch?v=de1RzfEc4Ac Badlands Mid Fight Strategy by Wanderrful]
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* [http://www.youtube.com/watch?v=VOjRCegKWFc Scout Mid Fights by Yz50]
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* [http://www.youtube.com/watch?v=aQw-djIaemM Snakewater Mid Fight by Kalkin]
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* [http://www.youtube.com/watch?v=KfXAUssTlO0 Complexity Mid Fight Analysis by Bloodsire]
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== Über Advantages ==
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Unlike public servers, where [[Medic]]s are not chosen all of the time, [[Übercharge]] rates are kept in mind throughout the entire match, whether in [[6v6]] play or [[Highlander]] play. At the start of the match and into the approaching '''Mid Fight''', both Medics should virtually have the same amount of '''Übercharge''' ready. When one of the Medics go down, the team that killed that Medic will note that so they are able to keep track of their advantage. When a team has an Über Advantage, also referred to as '''Über ad''' or simply '''ad''', they have a significantly larger charge percentage compared to the other team's Medic. With this knowledge available, they are able to push into the next area with their '''Übercharge''' without having to worry about the other team getting the same charge. This also makes it easier for a team to kill the enemy Medic once more so they have a better chance of winning the round as a whole.
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=== Videos and readings ===
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* [http://www.youtube.com/watch?v=8jB7n0lf7tI Creating an Uber Advantage by 0nti]
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{{Competitive nav}}

Latest revision as of 13:36, 9 June 2023

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 first main battle, such as the mid-point in a five-point map, as quickly as possible. Winning the mid-fight determines which team starts 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 enemy spire of Badlands, they will be spawning on their side of mid. If a team loses a Demoman or Medic early in the mid fight, they are usually forced to retreat, since the Demoman provides the most damage and area control of the mid fight and the Medic provides the heals and the Über for the fight. However, there are multiple instances where a team that wins the mid fight does not win the match.

Example of Mid Fights

Über Advantages

Unlike public servers, where Medics are not chosen all of the time, Übercharge rates are kept in mind throughout the entire match, whether in 6v6 play or Highlander play. At the start of the match and into the approaching Mid Fight, both Medics should virtually have the same amount of Übercharge ready. When one of the Medics go down, the team that killed that Medic will note that so they are able to keep track of their advantage. When a team has an Über Advantage, also referred to as Über ad or simply ad, they have a significantly larger charge percentage compared to the other team's Medic. With this knowledge available, they are able to push into the next area with their Übercharge without having to worry about the other team getting the same charge. This also makes it easier for a team to kill the enemy Medic once more so they have a better chance of winning the round as a whole.

Videos and readings