yes, i love hitting 2-3 speedshots every rollout and ending up on the enemy's side with 0 rockets and 50 hp
dipp_tfyes, i love hitting 2-3 speedshots every rollout and ending up on the enemy's side with 0 rockets and 50 hp
Don’t think the point is to show off rollouts viable for competitive play as much as it is to exhibit the creativity and skill of the creator
Don’t think the point is to show off rollouts viable for competitive play as much as it is to exhibit the creativity and skill of the creator
I posted this here because you can grind and use in comp some of these
dipp_tfyes, i love hitting 2-3 speedshots every rollout and ending up on the enemy's side with 0 rockets and 50 hp
you'd be lucky to be a tenth as talented
you'd be lucky to be a tenth as talented
hoolidipp_tfyes, i love hitting 2-3 speedshots every rollout and ending up on the enemy's side with 0 rockets and 50 hpyou'd be lucky to be a tenth as talented
dipp is pretty good at jumping I'm not sure that one was it (https://www.youtube.com/watch?v=GGGaxkLlsdI)
though I agree feevz probably knows most of these rollouts are rarely worth going for, so if he still posted here it's definitely because he wants to make a point that some of them at least still may be of interest in 6s, so that first comment was likely unnecessary
you'd be lucky to be a tenth as talented[/quote]
dipp is pretty good at jumping I'm not sure that one was it (https://www.youtube.com/watch?v=GGGaxkLlsdI)
though I agree feevz probably knows most of these rollouts are rarely worth going for, so if he still posted here it's definitely because he wants to make a point that some of them at least still may be of interest in 6s, so that first comment was likely unnecessary
Really sweet video, enjoyable to watch.
I saw maybe 1 jump applicable to actually fighting mid and even that didn't look really reliable. Possibly something to catch a demo by surprise once.
I would say the biggest application to 6's play for some of these jumps is for getting back into the fight quicker and catching up with your team after you have respawned from an early death. Still risky with such low health and so many RJ's but if you go to the right healthpacks and some medic arrows it could be efficient in the right circumstances.
I saw maybe 1 jump applicable to actually fighting mid and even that didn't look really reliable. Possibly something to catch a demo by surprise once.
I would say the biggest application to 6's play for some of these jumps is for getting back into the fight quicker and catching up with your team after you have respawned from an early death. Still risky with such low health and so many RJ's but if you go to the right healthpacks and some medic arrows it could be efficient in the right circumstances.
if a roamer had the audacity to take my gully pack to mid i would literally put a bullet in his head
can't wait to try that metalworks rollout every scrim and then get kicked from the team for griefing my teammates
man every1 is so mad that this guy is better at jumping than them
this video proves that source is the best and worst engine simultaneously
did you need a full buff or even more than a full buff to do any of these?
RoLdid you need a full buff or even more than a full buff to do any of these?
bagel -140hp
clearcut -140hp
gullywash (to choke) -110hp then +100hp medpack
gullywash (to big door) -120hp
logjam (faster one) -160hp; if you land on enemy pack on mid -150hp +100hp medpack
logjam (slower one) -170hp; if you land on enemy pack on mid -150hp +100hp medpack
metalworks -170hp
process (slide on the rock) -170hp +100hp medpack
process (slide in choke) -180hp +100hp medpack
product -110hp
propaganda -195hp; if you land on enemy pack on mid -100hp then +100hp medpack
reckoner (from left spawn to cargo) -200hp +100hp medpack if you survive (need full buff cause its gonna fade till you get in start position)
reckoner (from right spawn to toxic) -230hp +100hp medpack if you survive (need full buff)
snakewater (faster and shorter one to catwalk) -170hp; if you land in choke -180hp +100hp medpack in choke if its not taken
snakewater (slower and longer one) -190hp +100hp medpack in choke if its not taken
sultry -240hp; if you go for some pack in left or in right then -140hp + 100hp medpack
sunshine (to above cafe) -110hp
sunshine (to enemy choke) -140hp; if you fly into enemy cafe instead of choke -140hp + 100hp medpack in cafe
should've added damage taken counters in the video but decided its nicer without them
added to description
uploaded demos so you can see ammo management and health yourself - https://www.dropbox.com/sh/ppk1zw2d86joumh/AACD6bwuQivz-EdSXKmNoVi9a?dl=0
[b]bagel[/b] -140hp
[b]clearcut[/b] -140hp
[b]gullywash (to choke)[/b] -110hp then +100hp medpack
[b]gullywash (to big door)[/b] -120hp
[b]logjam (faster one)[/b] -160hp; if you land on enemy pack on mid -150hp +100hp medpack
[b]logjam (slower one)[/b] -170hp; if you land on enemy pack on mid -150hp +100hp medpack
[b]metalworks[/b] -170hp
[b]process (slide on the rock)[/b] -170hp +100hp medpack
[b]process (slide in choke)[/b] -180hp +100hp medpack
[b]product[/b] -110hp
[b]propaganda[/b] -195hp; if you land on enemy pack on mid -100hp then +100hp medpack
[b]reckoner (from left spawn to cargo)[/b] -200hp +100hp medpack if you survive (need full buff cause its gonna fade till you get in start position)
[b]reckoner (from right spawn to toxic)[/b] -230hp +100hp medpack if you survive (need full buff)
[b]snakewater (faster and shorter one to catwalk)[/b] -170hp; if you land in choke -180hp +100hp medpack in choke if its not taken
[b]snakewater (slower and longer one)[/b] -190hp +100hp medpack in choke if its not taken
[b]sultry[/b] -240hp; if you go for some pack in left or in right then -140hp + 100hp medpack
[b]sunshine (to above cafe)[/b] -110hp
[b]sunshine (to enemy choke)[/b] -140hp; if you fly into enemy cafe instead of choke -140hp + 100hp medpack in cafe
should've added damage taken counters in the video but decided its nicer without them
added to description
uploaded demos so you can see ammo management and health yourself - https://www.dropbox.com/sh/ppk1zw2d86joumh/AACD6bwuQivz-EdSXKmNoVi9a?dl=0
Practical or not, it would be cool to see more jump videos like this
These one jump rollouts are really cool and not to take away from your video or anything but I've already gone a step further and innovated zero jump rollouts for all of these maps.
weve already seen soldiers use rocket jumper or airstrike for fast rollout trades on mid but seeing how many of these only work with regen makes me wonder if liberty launchers 5th rocket gives some usable, and otherwise unobtainable, rollout bombs
Wild_Rumpus makes me wonder if liberty launchers 5th rocket gives some usable, and otherwise unobtainable, rollout bombs
health or the viability of being able to kill the demo consistently usually comes into play before running out of rockets but there's certainly some places you could use liberty launcher to be slightly faster or if you just want to be creative. I think I remember villa rollout with liberty launcher could be 1 rocket faster by not having to reload the extra, though that's not in map pool anymore.
health or the viability of being able to kill the demo consistently usually comes into play before running out of rockets but there's certainly some places you could use liberty launcher to be slightly faster or if you just want to be creative. I think I remember villa rollout with liberty launcher could be 1 rocket faster by not having to reload the extra, though that's not in map pool anymore.