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==Healing Order== [[Demo]] to 260 (2x) > [[Roamer]] to 300 (1x) > [[Scout]]s > [[Pocket]] ===Scout=== You don't really do much stuff on rollout but crouch (to make medic beam [[Demoman]] faster) and escort medic to mid. ===Soldier=== [[Pocket]] When a round starts, the Pocket Soldier will usually shoots 3 rockets going out spawn then runs to mid with the Escape Plan and wait for the Medic to arrow/heal. [[Roamer]] You don't really do much on freeze time. [[Roamer]] makes their first jump when [[Medic]] is done healing Demo. ===Demo=== Wait for medic to beam you to 260 first before your first jump then 260 again for second jump. ===Medic=== [[Medic]] is the main fundamental in Rollout failing or succeeding and judge the whole game. ====Video Tutorials==== *[https://www.youtube.com/watch?v=hd0qIp1zF9U '''Medic Rollouts'''] *[https://www.youtube.com/watch?v=8IR4Am6vR6k '''Demoman Rollouts'''] *[http://www.youtube.com/watch?v=rr7oGRMKezk '''Demoman Rollouts2'''] *[http://www.youtube.com/watch?v=TjwgdaVmTDM&hd=1 '''Roamer Soldier(Gunboats) Rollouts'''] *[https://www.youtube.com/watch?v=d0jCHAw3gPQ '''Pocket Rollouts'''] ===Highlander=== Highlander rollouts in 5CP focus on getting the Demoman and [[Heavy]] to the fight as fast as possible because they are the core of a successful push into mid. The Soldier often equips the Disciplinary Action, as it can take a couple seconds off the rollout time for the entire team. The Demoman usually uses the map's respective 6v6 rollout, so he and the Scout reach mid about 2-3 seconds before the whipped players. Before reaching the midpoint (but not so early that the soldier is cut off from whip targets), the flanking classes split up from the combo and take a separate entrance into mid. This ensures that if the enemy Demoman was more successful in the first seconds of the midfight, he won't be rewarded with damage on the entire team funneling through one door. It also puts flankers in a position to ambush enemy players right from the start.
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