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	<title>ETF2L &#8211; Latest activity in &#8220;Demoman Rollout CP_SUNSHINE_B2&#8221;</title>
	<link>https://staging.etf2l.org/forum/tactics/topic-27986/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
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    	    <title>Reply by Lorave</title>
    	    <link>https://staging.etf2l.org/forum/tactics/topic-27986/page-3/?recent=484624#post=484624</link>
    	    <description><![CDATA[I also uploaded the roamer rollout!
http://etf2l.org/forum/tactics/topic-27995/]]></description>
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    	    <pubDate>Tue, 28 Jan 2014 19:02:40 +0100</pubDate>
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    	    <title>Reply by Sideshow</title>
    	    <link>https://staging.etf2l.org/forum/tactics/topic-27986/page-3/?recent=484624#post=484605</link>
    	    <description><![CDATA[I can get there on granary and snakewater (not full hp but reasonable) before the scouts but the problem is, you don't have enough rockets to really bomb properly. Process is the only mid where that kind of tactic is really viable because you can bomb with 2 rockets loaded, a small buff and good sight on the demo.]]></description>
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    	    <pubDate>Tue, 28 Jan 2014 17:49:07 +0100</pubDate>
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    	    <title>Reply by Ekkelund</title>
    	    <link>https://staging.etf2l.org/forum/tactics/topic-27986/page-3/?recent=484624#post=484604</link>
    	    <description><![CDATA[<i>Quoted from Setsul</i>
		<blockquote>[...]
Well I haven't seen anyone do it either, but I have done it myself, so I guess that counts.</blockquote>
I'd love to see it.]]></description>
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    	    <pubDate>Tue, 28 Jan 2014 17:38:03 +0100</pubDate>
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    	    <title>Reply by Setsul</title>
    	    <link>https://staging.etf2l.org/forum/tactics/topic-27986/page-3/?recent=484624#post=484602</link>
    	    <description><![CDATA[<i>Quoted from ekkelund</i>
		<blockquote>[...] 
They might be full health, but I have personally never seen a roamer be on mid and jumping a demo before scouts get there on granary or snakewater.</blockquote>
Well I haven't seen anyone do it either, but I have done it myself, so I guess that counts.]]></description>
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    	    <pubDate>Tue, 28 Jan 2014 17:34:20 +0100</pubDate>
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    	    <title>Reply by Ekkelund</title>
    	    <link>https://staging.etf2l.org/forum/tactics/topic-27986/page-2/?recent=484624#post=484601</link>
    	    <description><![CDATA[<i>Quoted from Setsul</i>
		<blockquote>[...]
You know that gunboat rollouts are thing?
Granary and Snakewater have medium medpacks so you can get there with full health.</blockquote> 
They might be full health, but I have personally never seen a roamer be on mid and jumping a demo before scouts get there on granary or snakewater.]]></description>
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    	    <pubDate>Tue, 28 Jan 2014 17:28:31 +0100</pubDate>
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    	    <title>Reply by Setsul</title>
    	    <link>https://staging.etf2l.org/forum/tactics/topic-27986/page-2/?recent=484624#post=484599</link>
    	    <description><![CDATA[<i>Quoted from ekkelund</i>
		<blockquote>[...]
On those maps your team is there to support you. Process is the only map where a roamer can be faster than the whole team except demo and still have reasonable health.</blockquote>
You know that gunboat rollouts are thing?
Granary and Snakewater have medium medpacks so you can get there with full health.]]></description>
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    	    <pubDate>Tue, 28 Jan 2014 17:11:12 +0100</pubDate>
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    	    <title>Reply by Ekkelund</title>
    	    <link>https://staging.etf2l.org/forum/tactics/topic-27986/page-2/?recent=484624#post=484598</link>
    	    <description><![CDATA[<i>Quoted from Bona</i>
		<blockquote>[...]
Granary, badlands, Snakewater, but ok.</blockquote>
On those maps your team is there to support you. Process is the only map where a roamer can be faster than the whole team except demo and still have reasonable health.]]></description>
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    	    <pubDate>Tue, 28 Jan 2014 17:07:16 +0100</pubDate>
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    	    <title>Reply by Lorave</title>
    	    <link>https://staging.etf2l.org/forum/tactics/topic-27986/page-2/?recent=484624#post=484596</link>
    	    <description><![CDATA[<i>Quoted from ekkelund</i>
		<blockquote>[...]
Process is pretty much the only map where that happens.</blockquote>
Granary, badlands, Snakewater, but ok.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=tactics&#038;topic=27986&#038;post=484596</guid>
    	    <pubDate>Tue, 28 Jan 2014 16:45:31 +0100</pubDate>
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    	    <title>Reply by Ekkelund</title>
    	    <link>https://staging.etf2l.org/forum/tactics/topic-27986/page-2/?recent=484624#post=484592</link>
    	    <description><![CDATA[<i>Quoted from Bona</i>
		<blockquote>[...]
It is very situational, Because if the other team runs a suicide roamer you are pretty Much dead with medium/low Health on most maps.</blockquote>
Process is pretty much the only map where that happens.]]></description>
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    	    <pubDate>Tue, 28 Jan 2014 16:17:26 +0100</pubDate>
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    	    <title>Reply by Lorave</title>
    	    <link>https://staging.etf2l.org/forum/tactics/topic-27986/page-2/?recent=484624#post=484588</link>
    	    <description><![CDATA[<i>Quoted from ekkelund</i>
		<blockquote>[...]
But a fast rollout gives you an advantage right?

E: and i am aware that doing a fast rollout and having 10 health is bad.</blockquote>
It is very situational, Because if the other team runs a suicide roamer you are pretty Much dead with medium/low Health on most maps.]]></description>
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    	    <pubDate>Tue, 28 Jan 2014 15:49:26 +0100</pubDate>
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    	    <title>Reply by Lorave</title>
    	    <link>https://staging.etf2l.org/forum/tactics/topic-27986/page-2/?recent=484624#post=484587</link>
    	    <description><![CDATA[<i>Quoted from ash</i>
		<blockquote>[...]

That's not what 'reliability' means. See the TC guy above for that.

While you have a fair point you're missing the point still, rollouts are just a tool, every team needs to create its own gameplay around those tools - if they end up using the super-highspeed-but-super-fragile-tool that's because of their choice. I can't think of a single map where there is only ONE possible rollout for any jumping class, it always comes down to choices.

So instead of arguing about the point of a certain rollout, it would be far more helpful to just list different rollouts with health/time/final position and then teams can figure out what works best for them individually.</blockquote>
Go to page 1, I already Said, I am very psyched to see now fast/high Health rollouts! For different situations and strategies.]]></description>
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    	    <pubDate>Tue, 28 Jan 2014 15:47:16 +0100</pubDate>
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    	    <title>Reply by Ekkelund</title>
    	    <link>https://staging.etf2l.org/forum/tactics/topic-27986/page-2/?recent=484624#post=484583</link>
    	    <description><![CDATA[<i>Quoted from Bona</i>
		<blockquote>[...]
I explained Before, I mean this in the benefit of your team ;) your combo must be able to reach you on mid to "Keep dealin' dat dmg" people seem to forget rollouts are there to get an advantage and not just to be 'fast'</blockquote>
But a fast rollout gives you an advantage right?

E: and i am aware that doing a fast rollout and having 10 health is bad.]]></description>
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    	    <pubDate>Tue, 28 Jan 2014 15:38:10 +0100</pubDate>
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    	    <title>Reply by ashnazg</title>
    	    <link>https://staging.etf2l.org/forum/tactics/topic-27986/page-2/?recent=484624#post=484582</link>
    	    <description><![CDATA[<i>Quoted from Bona</i>
		<blockquote>[...]
I explained Before, I mean this in the benefit of your team ;) your combo must be able to reach you on mid to "Keep dealin' dat dmg" people seem to forget rollouts are there to get an advantage and not just to be 'fast'</blockquote>

That's not what 'reliability' means. See the TC guy above for that.

While you have a fair point you're missing the point still, rollouts are just a tool, every team needs to create its own gameplay around those tools - if they end up using the super-highspeed-but-super-fragile-tool that's because of their choice. I can't think of a single map where there is only ONE possible rollout for any jumping class, it always comes down to choices.

So instead of arguing about the point of a certain rollout, it would be far more helpful to just list different rollouts with health/time/final position and then teams can figure out what works best for them individually.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=tactics&#038;topic=27986&#038;post=484582</guid>
    	    <pubDate>Tue, 28 Jan 2014 15:38:05 +0100</pubDate>
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    	    <title>Reply by Lorave</title>
    	    <link>https://staging.etf2l.org/forum/tactics/topic-27986/page-2/?recent=484624#post=484581</link>
    	    <description><![CDATA[<i>Quoted from ekkelund</i>
		<blockquote>[...] 
Med should be able to reach you, you have around 110 health, you can even be a bit faster if you are good at jumping. There you go.</blockquote>
I Will test the jump this afternoon, see how Much raster it Actually is! I hope faster of course!]]></description>
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    	    <pubDate>Tue, 28 Jan 2014 15:36:14 +0100</pubDate>
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    	    <title>Reply by Lorave</title>
    	    <link>https://staging.etf2l.org/forum/tactics/topic-27986/page-2/?recent=484624#post=484580</link>
    	    <description><![CDATA[<i>Quoted from Spike Himself</i>
		<blockquote>What does "reliability of the jump" mean? It's a binary process; it either works or it doesn't, there are no random factors in TF2 that could stop a jump from succeeding besides your own ability to operate your mouse and keyboard.</blockquote>
I explained Before, I mean this in the benefit of your team ;) your combo must be able to reach you on mid to "Keep dealin' dat dmg" people seem to forget rollouts are there to get an advantage and not just to be 'fast']]></description>
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    	    <pubDate>Tue, 28 Jan 2014 15:33:25 +0100</pubDate>
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