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rollout demo?
1
#1
0 Frags +

What do you think about this rollout. Its pretty shit since I had some flaws like bumping on walls and going to far, taking fall damage. But if those are reduced and a pretty decent demo in comp does this rollout what would you say?

btw got inspired by the legendary muma rollout. also i have some extra footage because i messed up on pausing quick time :).

here you go

https://www.youtube.com/watch?v=Qo4DJvd6kYk&feature=youtu.be

help

What do you think about this rollout. Its pretty shit since I had some flaws like bumping on walls and going to far, taking fall damage. But if those are reduced and a pretty decent demo in comp does this rollout what would you say?

btw got inspired by the legendary muma rollout. also i have some extra footage because i messed up on pausing quick time :).

here you go [youtube]https://www.youtube.com/watch?v=Qo4DJvd6kYk&feature=youtu.be[/youtube]

help
2
#2
12 Frags +

Not a good rollout. You are much slower than the regular one even if you fuck the stairsurf on regular blands rollout.

Not a good rollout. You are much slower than the regular one even if you fuck the stairsurf on regular blands rollout.
3
#3
-8 Frags +

It may not be the best rollout but its certainly much easier for newer players with a lower skill set

It may not be the best rollout but its certainly much easier for newer players with a lower skill set
4
#4
5 Frags +
aurahIt may not be the best rollout but its certainly much easier for newer players with a lower skill set

not as fun to learn

[quote=aurah]It may not be the best rollout but its certainly much easier for newer players with a lower skill set[/quote]
not as fun to learn
5
#5
-10 Frags +

optimal blands rollout is ~8-10 seconds from the end of freeze time from memory (9:47 out the door onto mid is the fastest i'm pre sure), this one was 14 and at best you can cut it to like 12. Nuff said. A long time ago people used to rollout through gray door and do a double sticky jump up to choke iirc (it was before my time) but people probably stopped for health reasons, it's also still way slower.

just practice the default rollout

optimal blands rollout is ~8-10 seconds from the end of freeze time from memory (9:47 out the door onto mid is the fastest i'm pre sure), this one was 14 and at best you can cut it to like 12. Nuff said. A long time ago people used to rollout through gray door and do a double sticky jump up to choke iirc (it was before my time) but people probably stopped for health reasons, it's also still way slower.

just practice the default rollout
6
#6
-6 Frags +
jnubtw got inspired by the legendary muma rollout.

>muma

[quote=jnu]btw got inspired by the legendary muma rollout.[/quote]
>muma
7
#7
9 Frags +

health pack at 9:47 is considered fast, 9:45 = window. you're getting there at 9:40ish.

health pack at 9:47 is considered fast, 9:45 = window. you're getting there at 9:40ish.
8
#8
12 Frags +

Originally the badlands rollout was a lot like this - in that you wouldn't do the strafe into the hallway on the ground, but just blast yourself to the first upper doorway, and then again, through lobby (optional) and then, either drop to the ground from dropdown and then jump up from there, or do the strafe if you could. That's also a fine enough rollout if you wish to go choke if you skip the second sticky and save it to double sticky jump out of shutter to choke (a viable strat if the other team is really committed to going your shithouse all the time).

There are probably demos of SolidSnake doing the badlands rollout in a way similar to this from the earlier seasons of tf2.

The best policy though, is just to keep trying to do it the right (fastest) way, and if you screw it up, just have your team go shithouse/clubhouse and call it a day.

Originally the badlands rollout was a lot like this - in that you wouldn't do the strafe into the hallway on the ground, but just blast yourself to the first upper doorway, and then again, through lobby (optional) and then, either drop to the ground from dropdown and then jump up from there, or do the strafe if you could. That's also a fine enough rollout if you wish to go choke if you skip the second sticky and save it to double sticky jump out of shutter to choke (a viable strat if the other team is really committed to going your shithouse all the time).

There are probably demos of SolidSnake doing the badlands rollout in a way similar to this from the earlier seasons of tf2.

The best policy though, is just to keep trying to do it the right (fastest) way, and if you screw it up, just have your team go shithouse/clubhouse and call it a day.
9
#9
13 Frags +

u could prob make it at 44/43 if you never messed up your strafes and sticky placements however:
- its still slower
- its more prone to error
- ITS STILL SLOWER

u could prob make it at 44/43 if you never messed up your strafes and sticky placements however:
- its still slower
- its more prone to error
-[b] [u] ITS STILL SLOWER[/u] [/b]
10
#10
0 Frags +

There are 3 maps where getting to mid earlier than the other demo matters a lot.

Badlands Granary and Metalworks.

Even if you hit every jump perfectly your still be 2-e seconds slower than the other demo

There are 3 maps where getting to mid earlier than the other demo matters a lot.

Badlands Granary and Metalworks.

Even if you hit every jump perfectly your still be 2-e seconds slower than the other demo
11
#11
0 Frags +
Max_On all maps getting to mid earlier than the other demo matters

FTFY

[quote=Max_][u][b]On all maps[/b][/u] getting to mid earlier than the other demo matters[/quote]
FTFY
12
#12
2 Frags +
KonceptMax_On all maps getting to mid earlier than the other demo mattersFTFY

Getting to mid earlier than their demo doesn't matter much at all on Process, Gullywash, Snakewater, or Sunshine because of how open the mids are as well as you generally never shooting thr enemy demo on those maps vs Metalworks, badlands, or granary where most of the timr your first sticky is on the enemy demo

[quote=Koncept][quote=Max_][u][b]On all maps[/b][/u] getting to mid earlier than the other demo matters[/quote]
FTFY[/quote]
Getting to mid earlier than their demo doesn't matter much at all on Process, Gullywash, Snakewater, or Sunshine because of how open the mids are as well as you generally never shooting thr enemy demo on those maps vs Metalworks, badlands, or granary where most of the timr your first sticky is on the enemy demo
13
#13
1 Frags +
Max_KonceptMax_On all maps getting to mid earlier than the other demo mattersFTFYGetting to mid earlier than their demo doesn't matter much at all on Process, Gullywash, Snakewater, or Sunshine because of how open the mids are as well as you generally never shooting thr enemy demo on those maps vs Metalworks, badlands, or granary where most of the timr your first sticky is on the enemy demo

You're right, but I feel like our definitions of "getting to mid earlier than the other demo" were different. No harm no foul. But to me gully is the only real exception to the maps you had mentioned. I can understand if both demos are going to choke that there isn't much point in shooting at the other demo, but if one goes big door while the other goes choke can sometimes see an advantage if a team decides to rush their side off of decent damage from the first sticky or 2

The only other map that I feel would benefit from really arriving early is on process. And since I rarely see other NA demos do the fast rollout I feel like there's something there that can be occasionally used as a mixup/surprise tactic if both the demo and roamer do the fast rollout. It could end up being something that the other team isn't expecting it but I've never really gotten to test the effectiveness of this and don't know of many teams that have thought about doing something like this. I might also be looking into this far too much but I haven't really been able to find any examples of high level teams doing something like this and it being effective (or ineffective)

[quote=Max_][quote=Koncept][quote=Max_][u][b]On all maps[/b][/u] getting to mid earlier than the other demo matters[/quote]
FTFY[/quote]
Getting to mid earlier than their demo doesn't matter much at all on Process, Gullywash, Snakewater, or Sunshine because of how open the mids are as well as you generally never shooting thr enemy demo on those maps vs Metalworks, badlands, or granary where most of the timr your first sticky is on the enemy demo[/quote]
You're right, but I feel like our definitions of "getting to mid earlier than the other demo" were different. No harm no foul. But to me gully is the only real exception to the maps you had mentioned. I can understand if both demos are going to choke that there isn't much point in shooting at the other demo, but if one goes big door while the other goes choke can sometimes see an advantage if a team decides to rush their side off of decent damage from the first sticky or 2

The only other map that I feel would benefit from really arriving early is on process. And since I rarely see other NA demos do the fast rollout I feel like there's something there that can be occasionally used as a mixup/surprise tactic if both the demo and roamer do the fast rollout. It could end up being something that the other team isn't expecting it but I've never really gotten to test the effectiveness of this and don't know of many teams that have thought about doing something like this. I might also be looking into this far too much but I haven't really been able to find any examples of high level teams doing something like this and it being effective (or ineffective)
14
#14
1 Frags +

thanks! :)

thanks! :)
15
#15
-7 Frags +

dont demos in mid do like 60 damage put some stickies and die

dont demos in mid do like 60 damage put some stickies and die
16
#16
4 Frags +
cp_process_final1dont demos in mid do like 60 damage put some stickies and die

u have 3 pages of posts all from today

[quote=cp_process_final1]dont demos in mid do like 60 damage put some stickies and die[/quote]
u have 3 pages of posts all from today
17
#17
10 Frags +

https://www.youtube.com/watch?v=58ipSX1Lh5I

[youtube]https://www.youtube.com/watch?v=58ipSX1Lh5I[/youtube]
18
#18
-8 Frags +
Vulcancp_process_final1dont demos in mid do like 60 damage put some stickies and dieu have 3 pages of posts all from today

did u seriously go through 3 pages of posts

[quote=Vulcan][quote=cp_process_final1]dont demos in mid do like 60 damage put some stickies and die[/quote]
u have 3 pages of posts all from today[/quote]

did u seriously go through 3 pages of posts
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