Looking to play demo or soldier in IM+
As long as there aren't any personality conflicts, which shouldn't be too hard. I'd like to think i'm pretty easy going.
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SteamID64 | 76561198044449955 |
SteamID3 | [U:1:84184227] |
SteamID32 | STEAM_0:1:42092113 |
Country | United States |
Signed Up | May 19, 2013 |
Last Posted | June 29, 2015 at 3:35 PM |
Posts | 115 (0 per day) |
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Looking to play demo or soldier in IM+
As long as there aren't any personality conflicts, which shouldn't be too hard. I'd like to think i'm pretty easy going.
RikachuYou guys
that would be relevant if you weren't quoting me
Rikachuim so upset right now
you're upset?
http://static-cdn.jtvnw.net/jtv_user_pictures/chansub-global-emoticon-3d9b59b17687288c-33x30.png
= Mr Slin(no space)
blinKThere you go with your racist remarks Plat. How dare you! ;)
2sy_morphiendBlinky if you're going to have a fucking ego at least own up to it you spineless shit
Enjoyed the cover, it's an interesting take on the song
IceCrystalIf you're defending second you'll be as far back from mid as the first forward spawn, so that's about even. If you're defending last you have a longer walk back to mid than the other team, but you can anticipate it since the timer will be running out and maybe get a scout ahead. It's also arguably fair since they were on the defense. It'll obviously need to be played to see how it pans out.
The point is to make the game much more entertaining to spectate and play.
I think most people would agree when I say that the mid fight is one of the most, if not the most, entertaining aspect(s).
Spawning them back to their forward instead of resetting the round is unnecessary and brings up issues like "Well do they keep the uber charge they had?" and "Are we talking about just holding mid, or second as well? If that's the case, then it depends on the map, really."
If you just reset the round and revert back to a mid fight, there is no argument as to whether or not it's fair. It is, that's the nature of a mid fight.
IceCrystalHiveMindClose, but the round would reset. As in you would have to rollout again and have another mid fight, not just go back to the mid point to cap it.
What if the team previously holding mid gets transported back to their first forward spawn while the defending team is left alone? I feel like sending both teams back to the beginning 5 minutes after every cap would get redundant.
What you're suggesting is that one team get a clear advantage instead of both teams starting on equal footing again
The point is that if nobody caps a point within a set amount of time(I personally like 4 minutes, but this can be expounded upon) both teams get reset, so you can't just sit around and do nothing, because then you'll be reset to a mid fight. Giving both teams an equal chance to get the advantage that the attacking team didn't act on.
This makes it so stalemating isn't an issue, and also makes sure that the better team will win.
IceCrystalIs this what a couple people had in mind?
the point can also be disabled for a few seconds after going neutral, I just didn't bother
http://www.youtube.com/watch?v=BKZ5DyQOFNI
Close, but the round would reset. As in you would have to rollout again and have another mid fight, not just go back to the mid point to cap it.
pretty big biceps for a girl
I feel like the point of this thread is being missed by a lot of people.
That point being that tf2 (specifically 6s format) can be, and often is, boring to play/watch.
"Why is that?"
Well, affected thread viewer, that's because when both the attacking or defending team has no incentive to push in/out, they will 9 times out of 10 opt not to because it's just too risky.
"Well, how do we give incentive to people to push?"
I'm so glad you asked, a popular idea that's been passed around is implementing a shot clock where if neither team caps a point withing a certain amount of time, the round is then reset. Making both teams fight at mid once again, giving each team an equal opportunity to create an advantage for themselves.
"Okay, well can't the team that loses the mid fight just bring up classes like heavy, engineer, and/or pyro to hold last and wait for the round to reset?"
Well that's why disallowing those classes is so important, it would make 'turtling' an impossible thing to do against a team that's better or equal skill level to you.
I think implementing these ideas would make our beloved 6s format more spectator friendly, and much more fun to play. As well as keeping "the better team is going to win" aspect.
In order: Deer, Cyansnow, Soup8, dom3r, Tih, Dakrah, broKing, Yeeegz, Twinweapons, crbnfbre_, Cheeseymacgyver, Zambler, killemdeader, Kost.
It's so important to find a group of guys you like playing with rather than making exceptions, if your goal is to improve.
I don't see myself taking the game half as seriously if I hadn't played with/am playing with the guys I am now
the lesson learned here is don't wear underwear unless you want to die to the atomic wedgie
jake_I can throw in a 2 hour (120 minute) mentoring session on the strongest class in the game[Heavy] into the prize pot for this battle.