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Opinion on stalling?
posted in Q/A Help
1
#1
0 Frags +

Let's say you're having a really close match (4-3/3-2/whatev) on a map with a notoriously hard to push last. Is it unsportsmanlike to try to stall for time until it runs out and you win? (E.G full time heavy,engi,etc)

Let's say you're having a really close match (4-3/3-2/whatev) on a map with a notoriously hard to push last. Is it unsportsmanlike to try to stall for time until it runs out and you win? (E.G full time heavy,engi,etc)
2
#2
84 Frags +

No, you play to win.

No, you play to win.
3
#3
6 Frags +

You can't really stop people from parking the bus unless you bring some changes to the game.

You can't really stop people from parking the bus unless you bring some changes to the game.
4
#4
50 Frags +

In matches it's completely understandable especially if the stakes are high. In scrims it's a different story imo

In matches it's completely understandable especially if the stakes are high. In scrims it's a different story imo
5
#5
22 Frags +

You need a timelimit of some sort in order to run cups or tournaments without the schedule being fucked, whether that's timelimit 60 for NA or timelimit 30 for EU. As the time goes down this is gonna be a valid strat. It's not unsportsmanlike, it's part of the game and something you should add to your repertoire.

You need a timelimit of some sort in order to run cups or tournaments without the schedule being fucked, whether that's timelimit 60 for NA or timelimit 30 for EU. As the time goes down this is gonna be a valid strat. It's not unsportsmanlike, it's part of the game and something you should add to your repertoire.
6
#6
6 Frags +

makes me feel dirty

makes me feel dirty
7
#7
3 Frags +

Stalling is essentially defending a lead, I think it's a perfectly valid tactic.

Having said that, I'm very curious as to how a timelimit 0 rule could work on 5cp maps...

Stalling is essentially defending a lead, I think it's a perfectly valid tactic.

Having said that, I'm very curious as to how a timelimit 0 rule could work on 5cp maps...
8
#8
40 Frags +
CraspStalling is essentially defending a lead, I think it's a perfectly valid tactic.

Having said that, I'm very curious as to how a timelimit 0 rule could work on 5cp maps...

6 hour snakewater games

[quote=Crasp]Stalling is essentially defending a lead, I think it's a perfectly valid tactic.

Having said that, I'm very curious as to how a timelimit 0 rule could work on 5cp maps...[/quote]
6 hour snakewater games
9
#9
0 Frags +

No, its a part of the 6's game.

No, its a part of the 6's game.
10
#10
9 Frags +

imagine a game being played for a billion dollars. no team would not park the bus when they are up rounds. it would devolve the game into a turtlefest. while games aren't being played for a billion dollars this thought experiment does reveal an inherent flaw and something the devs should address.

imagine a game being played for a billion dollars. no team would not park the bus when they are up rounds. it would devolve the game into a turtlefest. while games aren't being played for a billion dollars this thought experiment does reveal an inherent flaw and something the devs should address.
11
#11
15 Frags +

As much as I hate casting a team that's parking the bus, like blue said, you play to win. In a match, completely acceptable, but if you do it in a scrim please don't.

As much as I hate casting a team that's parking the bus, like blue said, you play to win. In a match, completely acceptable, but if you do it in a scrim please don't.
12
#12
0 Frags +
hooliimagine a game being played for a billion dollars. no team would not park the bus when they are up rounds. it would devolve the game into a turtlefest. while games aren't being played for a billion dollars this thought experiment does reveal an inherent flaw and something the devs should address.

MM has different round timers than ESEA in an attempt to fix this i think

[quote=hooli]imagine a game being played for a billion dollars. no team would not park the bus when they are up rounds. it would devolve the game into a turtlefest. while games aren't being played for a billion dollars this thought experiment does reveal an inherent flaw and something the devs should address.[/quote]
MM has different round timers than ESEA in an attempt to fix this i think
13
#13
1 Frags +

what happens when the round timer ends?

what happens when the round timer ends?
14
#14
3 Frags +

in many sports stalling, and playing around the timelimit is a valid tactic. Just look at a sport like football, where you have matches where teams like, the Italian football team was known to do, is defending a 1-0 lead in whatever way possible. The intenseness of such a match certainly get's raised, if they screw it up, and make it 1-1 in the 80'th minute, which snowballs into a really great thing to watch and experience. In tf2 it seems the same, you can for example have a game where you defend a 1-0 lead on granary for twenty minutes, followed by 1,5 minute rounds in the last ten minutes. It makes tf2 fun to play sometimes. Of course, it's a bit frustrating if you run into a wall like that with a disadvantage, but then again you shouldn't have given the first round away then.

in many sports stalling, and playing around the timelimit is a valid tactic. Just look at a sport like football, where you have matches where teams like, the Italian football team was known to do, is defending a 1-0 lead in whatever way possible. The intenseness of such a match certainly get's raised, if they screw it up, and make it 1-1 in the 80'th minute, which snowballs into a really great thing to watch and experience. In tf2 it seems the same, you can for example have a game where you defend a 1-0 lead on granary for twenty minutes, followed by 1,5 minute rounds in the last ten minutes. It makes tf2 fun to play sometimes. Of course, it's a bit frustrating if you run into a wall like that with a disadvantage, but then again you shouldn't have given the first round away then.
15
#15
10 Frags +

It's acceptable to park the bus in any sport, computer or irl. It's literally part of the sport. It's good defending. It's how Chelsea win titles.

It's acceptable to park the bus in any sport, computer or irl. It's literally part of the sport. It's good defending. It's how Chelsea win titles.
16
#16
1 Frags +
hooliwhat happens when the round timer ends?

i think it just resets the round so that teams will try to rebuild momentum

[quote=hooli]what happens when the round timer ends?[/quote]
i think it just resets the round so that teams will try to rebuild momentum
17
#17
0 Frags +
hooliwhat happens when the round timer ends?

I'm pretty sure the round ends in a stalemate, but bear in mind the round timer only ends if no point has been capped for 10 minutes.

[quote=hooli]what happens when the round timer ends?[/quote]
I'm pretty sure the round ends in a stalemate, but bear in mind the round timer only ends if no point has been capped for 10 minutes.
18
#18
25 Frags +

No sport is safe from this

http://i.imgur.com/6jOFI9t.png

No sport is safe from this [img]http://i.imgur.com/6jOFI9t.png[/img]
19
#19
4 Frags +

i've lost big games because people on my team don't want to be "gay" and call to push out when we're 4-2 ahead with 3 minutes remaining. It's infuriating and you should never let it happen, play to win not to be a good sport.

i've lost big games because people on my team don't want to be "gay" and call to push out when we're 4-2 ahead with 3 minutes remaining. It's infuriating and you should never let it happen, play to win not to be a good sport.
20
#20
0 Frags +

the only issue with stalling is if you do it in scrims

if you really feel that you've got to work on your 2nd point heavy positioning in a scrim setting as much as you do contributing to your team's pushes, you should just play HL

but if it's a league setting and you want to win then it's not like anyone can fault you for playing the clock

the only issue with stalling is if you do it in scrims

if you really feel that you've got to work on your 2nd point heavy positioning in a scrim setting as much as you do contributing to your team's pushes, you should just play HL

but if it's a league setting and you want to win then it's not like anyone can fault you for playing the clock
21
#21
20 Frags +

if you're gonna stall then please learn from what Jabronies did today and never do that ever, it's so much worse than just playing normally but conservatively

if you're gonna stall then please learn from what Jabronies did today and never do that ever, it's so much worse than just playing normally but conservatively
22
#22
15 Frags +

Depends on the size of your dick

Depends on the size of your dick
23
#23
-3 Frags +

I wish there was a server command in console that could change the round time and how much time you gain on cap. I would really love to see round timer being revamped for 5CP, because at the moment and forever, round timer means nothing, heck you can even remove it from the casting hud and keep only server timelimit, just because it doesn't affect gameplay in any way, you'll probably never going to see a team holding for 10 minutes and waiting til round timer runs out. What I want to suggest is quite game changing, but it's what I had in my mind for few months now.

What I would like to see is a round timer being reduced from 10 minutes to 4, but on Capture it doesn't reset back to 4 minutes, it adds up 1 minute, but it won't go further than 4 minutes. What if the timer runs out? Simple answer, round resets, none of the teams receive any points What does it potentially changes?

It makes stalemates less frequent, if lets say on mid both teams lost their medics, but team A won mid, they secure Mid and 2nd, now with the time they got with caps, it's roughly back to 4 minutes, during that time both teams have time to build an uber, get a pick, make a push. No more 8 minutes of waiting til something happens.
Of course defending team is heavily favoured by this, because they can just go full Highlander mode and do nothing, wait 4 minutes, round resets and they don't have to worry about backcaps or them failing, so if that happens, defending team who didn't attempt to push 2nd gets a penalty for the next round, their freeze time is extended by 2 seconds, BUT, that is only if Defending team is leading score wise, if the score is in Attacking team's favour, they get penalized instead.

This is what I had in my mind for a long time now and I know it might not sound too convincing, but I just wish 5CP maps were more focused around the Round timer, because at this very moment round timer is pointless and it doesn't do anything in 6s 5CP. The purpose is to reduce the amount of stalemates that happen nowadays and make matches much more interesting, and to some extent prevent casters from dying from boredom.

tl;dr: Give purpose to round timers, reduce from 10 minutes to 4. On cap adds 1 minute instead of full reset, can't go further than 4 minutes. Defending team (the one who doesn't control mid) who doesn't push will get penalized with additional 2 second of freeze time on next round start, as long as score is in their favour, if Attacking team won't push and they are leading, they get penalized instead.

I wish there was a server command in console that could change the round time and how much time you gain on cap. I would really love to see round timer being revamped for 5CP, because at the moment and forever, round timer means nothing, heck you can even remove it from the casting hud and keep only server timelimit, just because it doesn't affect gameplay in any way, you'll probably never going to see a team holding for 10 minutes and waiting til round timer runs out. What I want to suggest is quite game changing, but it's what I had in my mind for few months now.

What I would like to see is a round timer being reduced from 10 minutes to 4, but on Capture it doesn't reset back to 4 minutes, it adds up 1 minute, but it won't go further than 4 minutes. What if the timer runs out? Simple answer, round resets, none of the teams receive any points What does it potentially changes?

It makes stalemates less frequent, if lets say on mid both teams lost their medics, but team A won mid, they secure Mid and 2nd, now with the time they got with caps, it's roughly back to 4 minutes, during that time both teams have time to build an uber, get a pick, make a push. No more 8 minutes of waiting til something happens.
Of course defending team is heavily favoured by this, because they can just go full Highlander mode and do nothing, wait 4 minutes, round resets and they don't have to worry about backcaps or them failing, so if that happens, defending team who didn't attempt to push 2nd gets a penalty for the next round, their freeze time is extended by 2 seconds, BUT, that is only if Defending team is leading score wise, if the score is in Attacking team's favour, they get penalized instead.

This is what I had in my mind for a long time now and I know it might not sound too convincing, but I just wish 5CP maps were more focused around the Round timer, because at this very moment round timer is pointless and it doesn't do anything in 6s 5CP. The purpose is to reduce the amount of stalemates that happen nowadays and make matches much more interesting, and to some extent prevent casters from dying from boredom.

[b]tl;dr: Give purpose to round timers, reduce from 10 minutes to 4. On cap adds 1 minute instead of full reset, can't go further than 4 minutes. Defending team (the one who doesn't control mid) who doesn't push will get penalized with additional 2 second of freeze time on next round start, as long as score is in their favour, if Attacking team won't push and they are leading, they get penalized instead. [/b]
24
#24
0 Frags +

Don't mean to shit on your idea but the general reaction to that has been that whenever a team is about to lose last, they'll turtle hard as shit and focus on running down the timer so they have another chance at mid, and your solution to fix it doesn't seem to help. 2 secs late to mid with static jumps doesn't really do much

Don't mean to shit on your idea but the general reaction to that has been that whenever a team is about to lose last, they'll turtle hard as shit and focus on running down the timer so they have another chance at mid, and your solution to fix it doesn't seem to help. 2 secs late to mid with static jumps doesn't really do much
25
#25
7 Frags +

23, I think a more elegant fix would be to give ownership of the last capped point to the other team when the timer hits 0. That will deny turtlers forward spawns and forces someone to go back and cap giving the other team opportunity to gain ground. Resetting the entire round would disrupt the flow of the game.

grammar

23, I think a more elegant fix would be to give ownership of the last capped point to the other team when the timer hits 0. That will deny turtlers forward spawns and forces someone to go back and cap giving the other team opportunity to gain ground. Resetting the entire round would disrupt the flow of the game.

grammar
26
#26
0 Frags +
popcorpI wish there was a server command in console that could change the round time and how much time you gain on cap. I would really love to see round timer being revamped for 5CP, because at the moment and forever, round timer means nothing, heck you can even remove it from the casting hud and keep only server timelimit, just because it doesn't affect gameplay in any way, you'll probably never going to see a team holding for 10 minutes and waiting til round timer runs out. What I want to suggest is quite game changing, but it's what I had in my mind for few months now.

What I would like to see is a round timer being reduced from 10 minutes to 4, but on Capture it doesn't reset back to 4 minutes, it adds up 1 minute, but it won't go further than 4 minutes. What if the timer runs out? Simple answer, round resets, none of the teams receive any points What does it potentially changes?

It makes stalemates less frequent, if lets say on mid both teams lost their medics, but team A won mid, they secure Mid and 2nd, now with the time they got with caps, it's roughly back to 4 minutes, during that time both teams have time to build an uber, get a pick, make a push. No more 8 minutes of waiting til something happens.
Of course defending team is heavily favoured by this, because they can just go full Highlander mode and do nothing, wait 4 minutes, round resets and they don't have to worry about backcaps or them failing, so if that happens, defending team who didn't attempt to push 2nd gets a penalty for the next round, their freeze time is extended by 2 seconds, BUT, that is only if Defending team is leading score wise, if the score is in Attacking team's favour, they get penalized instead.

This is what I had in my mind for a long time now and I know it might not sound too convincing, but I just wish 5CP maps were more focused around the Round timer, because at this very moment round timer is pointless and it doesn't do anything in 6s 5CP. The purpose is to reduce the amount of stalemates that happen nowadays and make matches much more interesting, and to some extent prevent casters from dying from boredom.

tl;dr: Give purpose to round timers, reduce from 10 minutes to 4. On cap adds 1 minute instead of full reset, can't go further than 4 minutes. Defending team (the one who doesn't control mid) who doesn't push will get penalized with additional 2 second of freeze time on next round start, as long as score is in their favour, if Attacking team won't push and they are leading, they get penalized instead.

This was talked about ad nauseum and quite frankly, the round timer really rarely actually matters, and the full reset is not a mistake.
Sure, you get 5 ubers to push a point. Let's say the first team attacks last 4 times. On the 5th attempt (now looking at 232 seconds or 3 minutes and 52 seconds) the second team aggressively attacks and captures the second capture point (2 from their perspective, 4 from the other teams's perspective.) They now have 1 uber that they can use to push mid against what was likely a turtle strategy.
If you don't see how this would digress very quickly into gimmicks and trash, I'm not sure you could theory craft round timing.

[quote=popcorp]I wish there was a server command in console that could change the round time and how much time you gain on cap. I would really love to see round timer being revamped for 5CP, because at the moment and forever, round timer means nothing, heck you can even remove it from the casting hud and keep only server timelimit, just because it doesn't affect gameplay in any way, you'll probably never going to see a team holding for 10 minutes and waiting til round timer runs out. What I want to suggest is quite game changing, but it's what I had in my mind for few months now.

What I would like to see is a round timer being reduced from 10 minutes to 4, but on Capture it doesn't reset back to 4 minutes, it adds up 1 minute, but it won't go further than 4 minutes. What if the timer runs out? Simple answer, round resets, none of the teams receive any points What does it potentially changes?

It makes stalemates less frequent, if lets say on mid both teams lost their medics, but team A won mid, they secure Mid and 2nd, now with the time they got with caps, it's roughly back to 4 minutes, during that time both teams have time to build an uber, get a pick, make a push. No more 8 minutes of waiting til something happens.
Of course defending team is heavily favoured by this, because they can just go full Highlander mode and do nothing, wait 4 minutes, round resets and they don't have to worry about backcaps or them failing, so if that happens, defending team who didn't attempt to push 2nd gets a penalty for the next round, their freeze time is extended by 2 seconds, BUT, that is only if Defending team is leading score wise, if the score is in Attacking team's favour, they get penalized instead.

This is what I had in my mind for a long time now and I know it might not sound too convincing, but I just wish 5CP maps were more focused around the Round timer, because at this very moment round timer is pointless and it doesn't do anything in 6s 5CP. The purpose is to reduce the amount of stalemates that happen nowadays and make matches much more interesting, and to some extent prevent casters from dying from boredom.

[b]tl;dr: Give purpose to round timers, reduce from 10 minutes to 4. On cap adds 1 minute instead of full reset, can't go further than 4 minutes. Defending team (the one who doesn't control mid) who doesn't push will get penalized with additional 2 second of freeze time on next round start, as long as score is in their favour, if Attacking team won't push and they are leading, they get penalized instead. [/b][/quote]
This was talked about ad nauseum and quite frankly, the round timer really rarely actually matters, and the full reset is not a mistake.
Sure, you get 5 ubers to push a point. Let's say the first team attacks last 4 times. On the 5th attempt (now looking at 232 seconds or 3 minutes and 52 seconds) the second team aggressively attacks and captures the second capture point (2 from their perspective, 4 from the other teams's perspective.) They now have 1 uber that they can use to push mid against what was likely a turtle strategy.
If you don't see how this would digress very quickly into gimmicks and trash, I'm not sure you could theory craft round timing.
27
#27
6 Frags +
hooli23, I think a more elegant fix would be to give ownership to the last capped point to the other team when the timer hits 0. That will deny turtlers forward spawns and forces someone to go back and cap giving the other team opportunity to gain ground. Resetting the entire round would disrupt the flow of the game.

this is actually a really cool idea

is there some way to edit a current map / build a new map to playtest it?

[quote=hooli]23, I think a more elegant fix would be to give ownership to the last capped point to the other team when the timer hits 0. That will deny turtlers forward spawns and forces someone to go back and cap giving the other team opportunity to gain ground. Resetting the entire round would disrupt the flow of the game.[/quote]

this is actually a really cool idea

is there some way to edit a current map / build a new map to playtest it?
28
#28
1 Frags +

definitely possible with a sourcemod plugin and I think it wouldn't be too hard to make. could implement it in pugchamp or something

definitely possible with a sourcemod plugin and I [i]think[/i] it wouldn't be too hard to make. could implement it in pugchamp or something
29
#29
1 Frags +
the301stspartanNo sport is safe from this

that's where you employ the fried liver attack

[quote=the301stspartan]No sport is safe from this[/quote]

that's where you employ the fried liver attack
30
#30
3 Frags +
hooli23, I think a more elegant fix would be to give ownership of the last capped point to the other team when the timer hits 0. That will deny turtlers forward spawns and forces someone to go back and cap giving the other team opportunity to gain ground. Resetting the entire round would disrupt the flow of the game.

grammar

could be worth trying actually

[quote=hooli]23, I think a more elegant fix would be to give ownership of the last capped point to the other team when the timer hits 0. That will deny turtlers forward spawns and forces someone to go back and cap giving the other team opportunity to gain ground. Resetting the entire round would disrupt the flow of the game.

grammar[/quote]
could be worth trying actually
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