I've been practicing some rollouts, and I have been wondering how many stickies should be used while still in spawn at the start of a rollout? Sometimes you get a poor spawn and great sticky placement to get to the shutter quickly isn't always manageable, do you sacrifice some health and use another sticky for better positioning or just leave it?
Just practice the placement and timing of the detonation of your first sticky. I haven't had an experience where I couldn't get into place with one stick. Experiment for a while and get used to the various timings and placements, and you should be able to get to where you need to be.
As long as you get 260 when you jump out of spawn. Also, walking a bit isn't bad either. Spawns are generally small. The ones that are big (process and metalworks): you don't want to jump all the way to shutter anyway because the medic won't be able to heal you.
i just leave it
rarely is there enough time to use another sticky and leave with 260 (and then set up the next sticky jump like on spawn door in badlands), maybe except granary since the health closet is on the way
rarely is there enough time to use another sticky and leave with 260 (and then set up the next sticky jump like on spawn door in badlands), maybe except granary since the health closet is on the way
It depends on the map. On badlands, you're best off using one sticky in spawn (initial sticky when round starts). If you mess up your jump and hit the part of the ceiling, then throw your next sticky on the wall that collides with the spawn door. If you don't mess up, put it on the outside of the spawn door.
For a map like Granary, you don't necessarily NEED to make it to the staircase, you can "mess up" and make it near the computer chair and be perfectly fine.
For a map like Granary, you don't necessarily NEED to make it to the staircase, you can "mess up" and make it near the computer chair and be perfectly fine.
The heals are worth the 2 more meters you need to walk.
Don't use more than 1 sticky. The minimum damage on a sticky jump is 45. So even if you position and time your two dets perfectly you'll be at around 170-200 hp leaving spawn. More likely on the low side.