Add in the KOTH clock, of 5mins per team instead of 3, to the mid point.
Defending teaming will be pressured to push onto mid, and take fights more often
Attacking teams will want to secure fights by capturing last, so they take fights more often
well in theory anyway; thoughts?
Add in the KOTH clock, of 5mins per team instead of 3, to the mid point.
Defending teaming will be pressured to push onto mid, and take fights more often
Attacking teams will want to secure fights by capturing last, so they take fights more often
well in theory anyway; thoughts?
Do you only score rounds by capping last like normal? If so this would encourage progressively more passive midfights from both teams and eventually just turtle up on your own second to try again next mid once you lose 1 player
If you score a round by running the 5 mins when holding mid then that becomes a literal koth game with 4 added useless cap points
Do you only score rounds by capping last like normal? If so this would encourage progressively more passive midfights from both teams and eventually just turtle up on your own second to try again next mid once you lose 1 player
If you score a round by running the 5 mins when holding mid then that becomes a literal koth game with 4 added useless cap points
dude im gonna be real here: the solution to solving stalemates in 5cp is to not suck donkey dick at the game.
get your team involved in sack plays. a solo roamer bomb has like a 10% chance of making something happen. take space. pressure. get the other soldier to be a distraction and shoot rockets at the gamers. get your demo to walk forward and bait soldier bombs for free kills. ANYTHING other than saying to your roamer "alright buddy, time to die :)"
if youre running a sniper (Not Recommended because this SLows The Game Down - AKA a Stale Mate) change angles constantly. if you're spotted a good team will cover that angle and make sure you cant peek it without being blown to bits in half a second (or be pressured out n live by the skin of your teeth, forced to get healthy, etc which is SLOW and keeps the stalemate stale).
if youre counter sacking do the same shit i said in the first paragraph. stickies on process choke? get ur demo to air det the corner and clear the stickes so your roamer doesnt insta die. get your pocket to peek sewer and draw eyes and shoot rockets at em. ANYTHING other than telling your roamer "alright their roamer died now its time for you to do die too :)"
when you have mid (or enemy 2nd) the game is played at YOUR speed. if you have mid (or enemy 2nd) you do NOT get to complain about stalemates.
thank you for coming to my TED talk
dude im gonna be real here: the solution to solving stalemates in 5cp is to not suck donkey dick at the game.
get your team involved in sack plays. a solo roamer bomb has like a 10% chance of making something happen. take space. pressure. get the other soldier to be a distraction and shoot rockets at the gamers. get your demo to walk forward and bait soldier bombs for free kills. ANYTHING other than saying to your roamer "alright buddy, time to die :)"
if youre running a sniper (Not Recommended because this SLows The Game Down - AKA a Stale Mate) change angles constantly. if you're spotted a good team will cover that angle and make sure you cant peek it without being blown to bits in half a second (or be pressured out n live by the skin of your teeth, forced to get healthy, etc which is SLOW and keeps the stalemate stale).
if youre counter sacking do the same shit i said in the first paragraph. stickies on process choke? get ur demo to air det the corner and clear the stickes so your roamer doesnt insta die. get your pocket to peek sewer and draw eyes and shoot rockets at em. ANYTHING other than telling your roamer "alright their roamer died now its time for you to do die too :)"
when you have mid (or enemy 2nd) the game is played at YOUR speed. if you have mid (or enemy 2nd) you do NOT get to complain about stalemates.
thank you for coming to my TED talk
Most/all of these "whoever holds mid" and timer ideas blow because for every punishment you give a team for promoting a stalemate, you give incentive for the other team to force said punishment upon them by continuing the stalemate. There's not really a way to force 5cp to play faster fundamentally without practically morphing it into KOTH.
Half of the deal is teams aren't going to play super fast and reckless in certain situations when stakes are high, and your opponents are really good/can punish your tiny little mistakes. The other half is pretty much what grape juice said; if both teams suck at breaking stalemates the games not gonna go anywhere.
Most/all of these "whoever holds mid" and timer ideas blow because for every punishment you give a team for promoting a stalemate, you give incentive for the other team to force said punishment upon them by continuing the stalemate. There's not really a way to force 5cp to play faster fundamentally without practically morphing it into KOTH.
Half of the deal is teams aren't going to play super fast and reckless in certain situations when stakes are high, and your opponents are really good/can punish your tiny little mistakes. The other half is pretty much what grape juice said; if both teams suck at breaking stalemates the games not gonna go anywhere.
you got an ego off this fucking rahSHIT?
you got an ego off this fucking rahSHIT?
If you can't push second or last then the problem isn't that 5cp sucks, it's that you suck at 5cp.
If your solution to every problem you encounter is to stall until you get a new midfight it means you just want to play koth 24/7 because you suck at everything else.
The solution isn't to make 5cp more like koth, the solution is to suck less at the parts of 5cp that aren't like koth.
If you can't push second or last then the problem isn't that 5cp sucks, it's that you suck at 5cp.
If your solution to every problem you encounter is to stall until you get a new midfight it means you just want to play koth 24/7 because you suck at everything else.
The solution isn't to make 5cp more like koth, the solution is to suck less at the parts of 5cp that aren't like koth.
I think people have slowed it down for sure themselves with the playstile and with the "meta", but from a game developer point of perspective, if something has a tendency to act a certain way, it is very likely caused by the system of rules which it is bound by and by changing the rules and parameters, even slightly, you could potentially redirect the course immensely.
I have no clue what to change in the system however to fix it and from a developers point of view, I would start with incremental test changes to see what effect they have and with actual real time data, adjust accordingly.
However the problem here is that the tf2 community, thanks to its own environment, is super conservative and would rather theory craft theoreticals and come to conclusions they 'think' to be true, rather than to actually make changes and see how it would affect the gameplay. Most of the time, if a change is made by the community and it has negative effects, the change is then reverted and the idea neglected and everyone goes back to their old comfort zone they were so use to, even tho the more healthier thing to do, if u actually want to make a change, is to adjust the parameters of the adjustment. The tf2 community claims to want to grow and fix problems, but essentially we don't, because growth to us is only acceptable if everything stays the same - contradictory? Yes!
I think people have slowed it down for sure themselves with the playstile and with the "meta", but from a game developer point of perspective, if something has a tendency to act a certain way, it is very likely caused by the system of rules which it is bound by and by changing the rules and parameters, even slightly, you could potentially redirect the course immensely.
I have no clue what to change in the system however to fix it and from a developers point of view, I would start with incremental test changes to see what effect they have and with actual real time data, adjust accordingly.
However the problem here is that the tf2 community, thanks to its own environment, is super conservative and would rather theory craft theoreticals and come to conclusions they 'think' to be true, rather than to actually make changes and see how it would affect the gameplay. Most of the time, if a change is made by the community and it has negative effects, the change is then reverted and the idea neglected and everyone goes back to their old comfort zone they were so use to, even tho the more healthier thing to do, if u actually want to make a change, is to adjust the parameters of the adjustment. The tf2 community claims to want to grow and fix problems, but essentially we don't, because growth to us is only acceptable if everything stays the same - contradictory? Yes!
GrapeJuiceIIIgreat stuff
Very happy that more people are starting to see da real issue. Fact is a lot of the comp playerbase do not have the attention spam or capability to play this part of the game, they'd rather the game just be mindless fragging for 30 minutes.
[quote=GrapeJuiceIII]great stuff[/quote]
Very happy that more people are starting to see da real issue. Fact is a lot of the comp playerbase do not have the attention spam or capability to play this part of the game, they'd rather the game just be mindless fragging for 30 minutes.
I've been content with playing 5cp for the last 5 years and I will be happy to play it for another 5. I never understood the popular rhetoric when I was learning the game and I'm happy to see people expressing that in this thread.
I've been content with playing 5cp for the last 5 years and I will be happy to play it for another 5. I never understood the popular rhetoric when I was learning the game and I'm happy to see people expressing that in this thread.
MakGrapeJuiceIIIgreat stuff
Very happy that more people are starting to see da real issue. Fact is a lot of the comp playerbase do not have the attention spam or capability to play this part of the game, they'd rather the game just be mindless fragging for 30 minutes.
Hard agree. Personally as a play and a caller when the game slows down and stalemates it’s honestly always been one of the more interesting aspects of the game for me. Trying to come up with team plays to break stalemates I really do think is the most underrated team skill in tf2. (Or even having good patience and discipline on holds)
[quote=Mak][quote=GrapeJuiceIII]great stuff[/quote]
Very happy that more people are starting to see da real issue. Fact is a lot of the comp playerbase do not have the attention spam or capability to play this part of the game, they'd rather the game just be mindless fragging for 30 minutes.[/quote]
Hard agree. Personally as a play and a caller when the game slows down and stalemates it’s honestly always been one of the more interesting aspects of the game for me. Trying to come up with team plays to break stalemates I really do think is the most underrated team skill in tf2. (Or even having good patience and discipline on holds)
What's the obsession with constant action?
Imo the slower moments make the action more interesting by way of contrast and rarity, both as a player and spectator.
Sure, some games have a few too many stalemates to be fun, but that's bound to happen.
What's the obsession with constant action?
Imo the slower moments make the action more interesting by way of contrast and rarity, both as a player and spectator.
Sure, some games have a few too many stalemates to be fun, but that's bound to happen.
I think the pace of the game fluctuating is a fine mechanic and stalemates aren't inherently bad. Most games are running at an arguably OK pace because the players employ themselves to push the pace forward.
However, the system doesn't exert enough pressure and there isn't any emphasis or reward for good tempo and thus, any game can be slowed down to a point where as both teams are content to stalemate on their respective points and jerk off until the timer runs out so they can do it all over again.
This makes for very boring games to play and spectate which is a huge problem if tf2 was an actual ESport. Imagine funding a million dollar prize pool, world stage tf2 tournament and each game would be a 30 minute 1-0 game where nothing is happening. If you were a professional caster or a new player just discovering tf2, why would you want to cast or play this game after what you just witnessed.
The problem isn't that sometimes games have stalemates, the problem is that every game has the potential to stalemate for 30 minutes. That is a flaw, but also something we are so used to today and that we just ignore it and live with it because that is what the tf2 community has had to do. Tf2 competitive scene became something because of its potential but hasn't become anything because of its flaws. It is still alive, after (8, 9?) years of failing, because people stick around whiter it be for Stockholm Syndrome or because through rose colored glasses, red flags, just look like regular flags.
I think the pace of the game fluctuating is a fine mechanic and stalemates aren't inherently bad. Most games are running at an arguably OK pace because the players employ themselves to push the pace forward.
However, the system doesn't exert enough pressure and there isn't any emphasis or reward for good tempo and thus, any game can be slowed down to a point where as both teams are content to stalemate on their respective points and jerk off until the timer runs out so they can do it all over again.
This makes for very boring games to play and spectate which is a huge problem if tf2 was an actual ESport. Imagine funding a million dollar prize pool, world stage tf2 tournament and each game would be a 30 minute 1-0 game where nothing is happening. If you were a professional caster or a new player just discovering tf2, why would you want to cast or play this game after what you just witnessed.
The problem isn't that sometimes games have stalemates, the problem is that every game has the potential to stalemate for 30 minutes. That is a flaw, but also something we are so used to today and that we just ignore it and live with it because that is what the tf2 community has had to do. Tf2 competitive scene became something because of its potential but hasn't become anything because of its flaws. It is still alive, after (8, 9?) years of failing, because people stick around whiter it be for Stockholm Syndrome or because through rose colored glasses, red flags, just look like regular flags.
chiefdogHowever, the system doesn't exert enough pressure and there isn't any emphasis or reward for good tempo and thus, any game can be slowed down to a point where as both teams are content to stalemate on their respective points and jerk off until the timer runs out so they can do it all over again.
this is just not true. if you're DOWN any number of rounds you DO NOT want to stalemate cuz then you just fucking lose.
the only time you want to slow the game down (not even necessarily stalemate) when you are UP rounds (in my opinion) is when you are up 3+ rounds early in the match, or 2+ rounds late in the match. every single time i have played on a team and we go "hey we are up 1-2 rounds we can slow it down :)" we INSTANTLY get fucked by that false sense of security and get snowballed back to a tie game or worse. and when i say every time, i mean EVERY time. i honest to god cannot think of a situation in this game where you would want to stalemate other than if you're up like 4-1 with 5 minutes left in the match.
i know the purpose of your post is that "in theory it can happen", which is true, but when you get down to an actual in-game scenario i dont think any team should be content to "stalemate on their respective points and jerk off until the timer runs out so they can do it all over again."
[quote=chiefdog]
However, the system doesn't exert enough pressure and there isn't any emphasis or reward for good tempo and thus, any game can be slowed down to a point where as both teams are content to stalemate on their respective points and jerk off until the timer runs out so they can do it all over again. [/quote]
this is just not true. if you're DOWN any number of rounds you DO NOT want to stalemate cuz then you just fucking lose.
the only time you want to slow the game down (not even necessarily stalemate) when you are UP rounds (in my opinion) is when you are up 3+ rounds early in the match, or 2+ rounds late in the match. every single time i have played on a team and we go "hey we are up 1-2 rounds we can slow it down :)" we INSTANTLY get fucked by that false sense of security and get snowballed back to a tie game or worse. and when i say every time, i mean EVERY time. i honest to god cannot think of a situation in this game where you would want to stalemate other than if you're up like 4-1 with 5 minutes left in the match.
i know the purpose of your post is that "in theory it can happen", which is true, but when you get down to an actual in-game scenario i dont think any team should be content to "stalemate on their respective points and jerk off until the timer runs out so they can do it all over again."
there would be no stalemates if people played cp_orange_x3 the way god intended
there would be no stalemates if people played cp_orange_x3 the way god intended
sorry to bump this thread and push my agenda from post #14 but the exact scenario I described in that post happened tonight, and since i talked about it here already this is probably the best place to put it
https://cdn.discordapp.com/attachments/459957763741843459/847367207453589504/unknown.png
[11:15 PM]
vanxi:
we were up 4-1 and got sweeped
[11:16 PM]
grape juice:
question for science
did your team decide to slow it down becasue u were up rounds
[11:16 PM]
vanxi:
yeah half the team were joking around about building sentries
on 2nd
[11:21 PM]
grape juice:
how much time left when you went up 4-1
[11:22 PM]
vanxi:
it was like
15 minutes
sorry to bump this thread and push my agenda from post #14 but the exact scenario I described in that post happened tonight, and since i talked about it here already this is probably the best place to put it [img]https://cdn.discordapp.com/attachments/459957763741843459/847367207453589504/unknown.png[/img]
[11:15 PM]
vanxi:
we were up 4-1 and got sweeped
[11:16 PM]
grape juice:
question for science
did your team decide to slow it down becasue u were up rounds
[11:16 PM]
vanxi:
yeah half the team were joking around about building sentries
on 2nd
[11:21 PM]
grape juice:
how much time left when you went up 4-1
[11:22 PM]
vanxi:
it was like
15 minutes
chiefdogif tf2 was an actual ESport. Imagine funding a million dollar prize pool, world stage tf2 tournament
love this argument
[quote=chiefdog]if tf2 was an actual ESport. Imagine funding a million dollar prize pool, world stage tf2 tournament[/quote]
love this argument
I remember people complaining that seven played really slow and i thought they were the best team in europe or something. Did people just get better at sacking or what?
I remember people complaining that seven played really slow and i thought they were the best team in europe or something. Did people just get better at sacking or what?
engi is just a bad class besides last lol if u want to slow it down and run single sacks that's fine, otherwise if u run sniper they can solo into u or engi/heavy they can kill the rest of your team super easily cuz ur so slow
edit: seven and old HRG played very slow and methodically which is a good way to play in high pressure matches, now teams are generally more coordinated and the meta has developed to do 2 man sacks regularly
engi is just a bad class besides last lol if u want to slow it down and run single sacks that's fine, otherwise if u run sniper they can solo into u or engi/heavy they can kill the rest of your team super easily cuz ur so slow
edit: seven and old HRG played very slow and methodically which is a good way to play in high pressure matches, now teams are generally more coordinated and the meta has developed to do 2 man sacks regularly
Normalize favorable uber exchanges.
Normalize favorable uber exchanges.