Having 2 tac pauses per map is fine, however as a viewer it's quite annoying to see teams pause after ever round loss so early in the match. I thought about it yesterday watching grands and I think:
- Reduce the length of pauses. 5min is way too long
- Teams should start with 1 pause, and if the match goes into b4nny time they get an extra pause. This way you still get the benefit of 2 pauses when the match gets dragged out without ruining the viewer experience.
Not really sure how it'd work out on KoTH, but since matches tend to be shorter I think limiting to 1 pause should be fine.
Having 2 tac pauses per map is fine, however as a viewer it's quite annoying to see teams pause after ever round loss so early in the match. I thought about it yesterday watching grands and I think:
[list]
[*] Reduce the length of pauses. 5min is way too long
[*] Teams should start with 1 pause, and if the match goes into b4nny time they get an extra pause. This way you still get the benefit of 2 pauses when the match gets dragged out without ruining the viewer experience.
[/list]
Not really sure how it'd work out on KoTH, but since matches tend to be shorter I think limiting to 1 pause should be fine.
DivineAT
What did the half-time used to be when there was a second-half config? It's been awhile since I've played in a 6's league (and even then, only played in lower divs) and I remember the half-time wait lasting around 10 to 20 min depending on the team. I'm trying to look up old configs and getting mixed results of 5min to 15min limits during a half-time break.
Physical sports are allowed multiple time-outs, but they vary from time limits depending on the sport (as short as 30 seconds to as long as two minutes). I feel like a single time-out would just not be enough for any competitive team environment. Would a better solution be multiple tac pauses are allowed, but they can only be around two minutes? Is that enough time for higher level play to discuss strategy at the start of a new round? I thought that the way tac pauses were supposed to work is that you were allowed a maximum amount of time total to use them and once you exceeded 5 minutes, you could no longer pause. I have no idea if they changed this for grand finals to "# of tac pauses" instead of "# of min total used for tac pauses".
I think there were also a few technical tac pauses that happened, so it did compound.
[quote=DivineAT][/quote]
What did the half-time used to be when there was a second-half config? It's been awhile since I've played in a 6's league (and even then, only played in lower divs) and I remember the half-time wait lasting around 10 to 20 min depending on the team. I'm trying to look up old configs and getting mixed results of 5min to 15min limits during a half-time break.
Physical sports are allowed multiple time-outs, but they vary from time limits depending on the sport (as short as 30 seconds to as long as two minutes). I feel like a single time-out would just not be enough for any competitive team environment. Would a better solution be multiple tac pauses are allowed, but they can only be around two minutes? Is that enough time for higher level play to discuss strategy at the start of a new round? I thought that the way tac pauses were supposed to work is that you were allowed a maximum amount of time total to use them and once you exceeded 5 minutes, you could no longer pause. I have no idea if they changed this for grand finals to "# of tac pauses" instead of "# of min total used for tac pauses".
I think there were also a few technical tac pauses that happened, so it did compound.
https://imgur.com/a/QgKUzkm
[img]https://i.imgur.com/uVTp6vj.png[/img]
nurfu
Heartbreaking that the stream audio was delayed so that moment wasn't properly captured.
[quote=nurfu][/quote]
Heartbreaking that the stream audio was delayed so that moment wasn't properly captured.