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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=109.231.200.164</id>
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	<updated>2026-05-05T14:05:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://comp.tf/index.php?title=Rollout&amp;diff=2967</id>
		<title>Rollout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Rollout&amp;diff=2967"/>
		<updated>2013-07-08T08:52:40Z</updated>

		<summary type="html">&lt;p&gt;109.231.200.164: /* Highlander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Rollout''' is the actions or paths taken by players before fighting begins each round. In [[5CP]] maps, the rollout is the series of jumps and routes that reach the middle point fastest. In [[Stopwatch]] maps, the rollout is the positions and precautions taken by the defense during setup time. &lt;br /&gt;
&lt;br /&gt;
==5CP Rollouts==&lt;br /&gt;
===6v6===&lt;br /&gt;
In [[6v6]], one reason that Scouts, Demomen, and Soldiers are the main classes is their ability to perform a rollout extremely efficiently. [[Scout]]s run quickly enough to just run to mid through the shortest path. The [[Demoman]](s) and [[Soldier]]s have to sticky jump/rocket jump to reach mid quickly while also building uber for the [[Medic]]. The Medic must make sure that his whole team, especially the Soldiers and Demoman, is at full health/buffed by the time they reach to the middle point. Usually the Medic begins the round by buffing the Demoman because he will jump away the fastest and won't receive any more heals. Once the Demoman is out of his range, he will give overheals to the Scouts. The rest of the rollout is spent healing the roaming soldier as he jumps to mid. Meanwhile, the pocket soldier is able to run with the Escape Plan and receive &amp;quot;crit-heals&amp;quot; near mid (sometimes roles are reversed with the Pocket running with the Medic and the Roamer jumping quickly to mid). This ensures everyone has full/almost-full overheal when the team reaches the middle point and minimizes time spent running to mid.&lt;br /&gt;
&lt;br /&gt;
====Video Tutorials====&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=rr7oGRMKezk '''Demoman Rollouts''']&lt;br /&gt;
*[http://www.youtube.com/watch?v=TjwgdaVmTDM&amp;amp;hd=1 '''Roamer Soldier(Gunboats) Rollouts''']&lt;br /&gt;
&lt;br /&gt;
===Highlander===&lt;br /&gt;
Depending on the map, there are a variety of tactics that can be used on rollouts. However, two of the most useful tips are to make sure that your soldier is running the disciplinary action, as it allows your heavy and medic to get to mid a few seconds earlier than the enemy combo if used effectively. Additionally, it's not always worthwhile for your engineer to place a teleporter when the round starts on a 6v6 map - the four or five seconds extra it takes for him to get to mid will often shut him out, and as a result seriously hamper your team's midfight. Given that spawns shift when mid is captured, his teleporter will be useless if you win mid in any case; so getting him into the fight early, particularly if he's running minisentries, is often a good plan, and can put you at an initial player advantage.&lt;br /&gt;
&lt;br /&gt;
==Stopwatch Rollouts==&lt;br /&gt;
===6v6===&lt;br /&gt;
mainly gravelpit, varies from team to team: traps, engy spots, etc.&lt;br /&gt;
&lt;br /&gt;
===Highlander===&lt;br /&gt;
Suicides, engy spots, flank vs combo positioning, etc.&lt;/div&gt;</summary>
		<author><name>109.231.200.164</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Rollout&amp;diff=2966</id>
		<title>Rollout</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Rollout&amp;diff=2966"/>
		<updated>2013-07-08T08:51:50Z</updated>

		<summary type="html">&lt;p&gt;109.231.200.164: Highlander changes for rollout to make it actually helpful.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Rollout''' is the actions or paths taken by players before fighting begins each round. In [[5CP]] maps, the rollout is the series of jumps and routes that reach the middle point fastest. In [[Stopwatch]] maps, the rollout is the positions and precautions taken by the defense during setup time. &lt;br /&gt;
&lt;br /&gt;
==5CP Rollouts==&lt;br /&gt;
===6v6===&lt;br /&gt;
In [[6v6]], one reason that Scouts, Demomen, and Soldiers are the main classes is their ability to perform a rollout extremely efficiently. [[Scout]]s run quickly enough to just run to mid through the shortest path. The [[Demoman]](s) and [[Soldier]]s have to sticky jump/rocket jump to reach mid quickly while also building uber for the [[Medic]]. The Medic must make sure that his whole team, especially the Soldiers and Demoman, is at full health/buffed by the time they reach to the middle point. Usually the Medic begins the round by buffing the Demoman because he will jump away the fastest and won't receive any more heals. Once the Demoman is out of his range, he will give overheals to the Scouts. The rest of the rollout is spent healing the roaming soldier as he jumps to mid. Meanwhile, the pocket soldier is able to run with the Escape Plan and receive &amp;quot;crit-heals&amp;quot; near mid (sometimes roles are reversed with the Pocket running with the Medic and the Roamer jumping quickly to mid). This ensures everyone has full/almost-full overheal when the team reaches the middle point and minimizes time spent running to mid.&lt;br /&gt;
&lt;br /&gt;
====Video Tutorials====&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=rr7oGRMKezk '''Demoman Rollouts''']&lt;br /&gt;
*[http://www.youtube.com/watch?v=TjwgdaVmTDM&amp;amp;hd=1 '''Roamer Soldier(Gunboats) Rollouts''']&lt;br /&gt;
&lt;br /&gt;
===Highlander===&lt;br /&gt;
Depending on the map, there are a variety of tactics that can be used on rollouts. However, two of the most useful tips are to make sure that your soldier is running the disciplinary action, as it allows your heavy and medic to get to mid a few seconds earlier than the enemy combo if used effectively. Additionally, it's not always worthwhile for your engineer to place a teleporter when the round starts on a 6v6 map - the four or five seconds extra it takes for him to get to mid will often shut him out, and as a result seriously hamper your team's midfight. Given that spawns shift when mid is captured, his teleporter will be useless if you win mid in any case; so getting him into the fight early, particularly if he's running minisentries, is often a good plan, and can put you at an initial player advantage.&lt;br /&gt;
&lt;br /&gt;
In addition, make sure that your players (barring the medic and engineer) are ready to kill themselves in the setup time when defending on payload maps and attack/defence maps. While you should be sure of the respawn times in order to ensure that you can get your whole team into position again before the round starts, the ability for your engineer to have a level 2 dispenser and teleporter in addition to a level 3 sentry is very valuable.&lt;br /&gt;
&lt;br /&gt;
==Stopwatch Rollouts==&lt;br /&gt;
===6v6===&lt;br /&gt;
mainly gravelpit, varies from team to team: traps, engy spots, etc.&lt;br /&gt;
&lt;br /&gt;
===Highlander===&lt;br /&gt;
Suicides, engy spots, flank vs combo positioning, etc.&lt;/div&gt;</summary>
		<author><name>109.231.200.164</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Competitive_Formats&amp;diff=2555</id>
		<title>Competitive Formats</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Competitive_Formats&amp;diff=2555"/>
		<updated>2013-07-05T13:12:00Z</updated>

		<summary type="html">&lt;p&gt;109.231.200.164: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== 6v6 ==&lt;br /&gt;
{{Hatnote|See [[6v6]].}}&lt;br /&gt;
&lt;br /&gt;
6v6 is considered by most to be the most highly competitive format, being [[ESEA]]'s favored format, and as the playerbase is arguably more structured. The format utilizes class limits of 2 on all classes save for [[Demo]], [[Medic]], [[Heavy]], and [[Engineer]], which have a class limit of 1. 6v6 is mostly played on 5cp maps.&lt;br /&gt;
&lt;br /&gt;
== Highlander ==&lt;br /&gt;
{{Hatnote|See [[Highlander]].}}&lt;br /&gt;
&lt;br /&gt;
Highlander (Also known as 9v9) is another popular form of TF2. The format is mostly played in [[UGC]] and [[ETF2L]], though [[IGL]] and [[ESA]] have shown interest in it. The game is played with class limits of 1 for all classes, with far more lenient weapon bans than 6v6 in most cases. Highlander is played on payload, [[King of the Hill|KOTH]], [[5CP]], and A/D maps.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
4v4, 7v7, 8v8, and ADS game modes should be fleshed out here.&lt;br /&gt;
&lt;br /&gt;
=== Offclass 6v6 ===&lt;br /&gt;
A format popularised by the Kritzkast Lo-fi Offclass Cup, where a 6v6 format game is played, but with the Scout, Soldier &amp;amp; Demoman classes being banned from competition.[http://www.youtube.com/watch?v=bXVLOQA9BK0]&lt;br /&gt;
&lt;br /&gt;
=== Prolander ===&lt;br /&gt;
Prolander is a 6v6 gamemode where each team has, at most, one of any particular class. The gamemode promotes prolific switching between classes as certain situations call for certain resources. Most commonly, a team will run one each of Scout, Soldier, Demoman, Medic, and have two extra players switching between utility classes.&lt;br /&gt;
&lt;br /&gt;
=== Ultiduo ===&lt;br /&gt;
Ultiduo is a competitive format consisting of two players on each team, usually a Soldier and a Medic. The objective is similar to King of the Hill, capture and defend the point from the opposing team. To win, you must run down the timer, which is done so by capturing the point. Since this gamemode consists of only a Soldier and Medic, it is heavily reliant on deathmatch skills.&lt;br /&gt;
&lt;br /&gt;
=== BBall ===&lt;br /&gt;
&lt;br /&gt;
BBall is often considered the &amp;quot;bar pool&amp;quot; of TF2, as many high and low level players across different leagues play it, and little infrastructure is needed to start games or tournaments in it. The game is played on a replication of a basketball court, with the intel being used as a ball. Players must use a combination of rocket jumping and DM to take the ball from their opponents, and jump into (on top of) their hoop while holding it. The ball initially spawns in the center of the court. When a side scores a point, the intel spawns near the opposite sides hoop, giving the team (to most recently lose a point) an advantage in the next play. The majority of weapons are banned in Bball, usually save for the Original, and in some cases the Escape Plan and Gunboats. There is usually a two-second respawn timer to encourage faster paced gameplay.&lt;br /&gt;
&lt;br /&gt;
=== MGE ===&lt;br /&gt;
&lt;br /&gt;
The only established form of one vs. one competition in TF2, MGE is a mod created by Lange that offers players the chance to play 1vs1 games where the first to twenty frags is the winner. In particular, the format is popular among soldiers, and, to a lesser extent, scouts. It is used both as a common form of practice (the nickname of one of the best 6v6 soldiers in the game is &amp;quot;MGE Mike&amp;quot;, for his skill at MGE, for example), and as a competitive format in and of itself; as of July 2013, ETF2L runs a monthly MGE cup powered by AVerMedia. There are multiple populated MGE servers in all regions where players can practice their skills for use in various other competitive formats.&lt;/div&gt;</summary>
		<author><name>109.231.200.164</name></author>
		
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