https://clips.twitch.tv/EntertainingThirstyNikudonChefFrank-RHPdL25Y-Pn93IFN
Account Details | |
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SteamID64 | 76561198050806384 |
SteamID3 | [U:1:90540656] |
SteamID32 | STEAM_0:0:45270328 |
Country | United Kingdom |
Signed Up | January 15, 2015 |
Last Posted | March 18, 2025 at 7:51 AM |
Posts | 94 (0 per day) |
Game Settings | |
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In-game Sensitivity | 1.73 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
800 |
Resolution |
1920x1080 |
Refresh Rate |
60 |
Hardware Peripherals | |
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Mouse | Razer Deathadder Essential |
Keyboard | Redragon K530 |
Mousepad | Corsair MM100 |
Headphones | Razer Nari Essential |
Monitor | ASUS VP228 |
My immediate thoughts are that it takes away a lot of the rhythm - like everyone else is saying, it's constant DM, and while a lot of people watching the stream were enjoying that, and I would agree that pushing should be incentivised over holding, having breaks in that action is important. In the few games I watched I didn't see a single spy play, for instance, because there just isn't time to set it up. I agree with #22 that the stalemate problem it's purporting to fix isn't really happening in 2022 at the top level, and maybe it's still common in lower divs but teams there just aren't as good as breaking them.
Having said all that, one event isn't enough to draw conclusions, and if teams practised this more they'd get better at playing it to its limits and maximising that 3min timer. It's possible that a good middle ground would be at 4 or 5 mins, as some people suggested, but I don't think we can say already that it's objectively good or bad, and tbh the best thing we can do is experiment with an open mind.
hannahSteviepotentially infinitely long golden cap rounds.This can happen with the current ruleset. Gully week I played 2 full halves + 37 minute golden cap. Theoretically a golden cap could last until the end of time (or when one team decides they want to sleep).
EU fixes this by adding a 15min limit to golden caps, and if this expires going to a golden mid (ie new round and whoever wins the midfight)
obs will not eat my internet
obs will not eat my internet
obs will not eat my internet
Forty-BotThis will give incorrect results. You need to use respawns and not deaths, since you always respawn at the start of each round. Unfortunately, this is not recorded by logs.tf. Really, the only way to fix this would be to use an alternative parser.
Just had a look at a log file (link, vod) and it turns out neither of us are right - it almost measures the time between spawning and healing damage (ie not just buffing someone on rollout) but that doesn't seem to be what it's actually doing. Looking for
"4.T Domo<3><[U:1:96525192]><Blue>" triggered "first_heal_after_spawn"
and working backwards, we see that on the first mid, it took Domo 20.1s to trigger this (healing toemas). Before that happened, he buffed players from full health to rollout, healed papi from his pocket rollout, then at mid papi took damage and was healed (though not enough damage to remove his buff). Finally, toemas took damage from the other team, taking him below full health, and was healed by Domo to trigger the log event.
I've not checked in this detail on other logs, but this suggests "Average time before healing" is time before healing damage done by the other team to take a player below full health, and as such is not only difficult to reverse engineer but also mildly pointless.
Forty-BotSome stats are not displayed. Medic stats like "average time before healing" are not displayed because it is impossible to display them accurately for multiple logs.
Fwiw you can get this by multiplying avg time before healing by deaths for each log, to get total time, then add this up and divide by total deaths.
that fifth map is one to be rewatching for a long long time
ETF2L's API accepts ID1, so you can convert ID3 to that using 24's link then get (some) player names from that
GazbruhGazy of FAINThttps://i.imgur.com/5roMnJk.gif
u saw nothing ;)
mimkybsiani think i just filtered for 6s matches
So for some reason in log files certain medigun names are listed as "unknown". Could be a logs.tf API bug, might happen whenever someone is using a modified medigun (re-skin, australium, festive, etc.). Every medigun in your log files was named "unknown" so there was no way of differentiating between uber and kritz. The bug has been fixed now, but unfortunately uber and kritz charges have been merged into one number.
Download link updated.
FWIW all "unknown" mediguns are ubers, it was a problem with certain medigun skins
edit: now fixed but that doesn't help past logs
TFNew are also running a team drive - for more info see their thread
Zolakdont know if that's a conscious decision on your part or not but i think instead of downloading and extracting the logfile you could just have just made a request to the logstf api to retrieve the needed info
the api doesn't give you times for anything, it's the pre-parsed data that you see on screen
to get ticks you need the raw file with events, which is what you get when you DL it
After the group stage we will be doing another article so if we missed any team that's doing well they'll be covered there
Opti_you should probably specify which scout is pocket and which is flank when you are listing the lineups. You're doing it for the soldiers and the scout differentiation is probably as important.
Probably related but the order in which you list the scouts on the beautiful stats summary picture isn't consistent since 2 flank scouts are listed first (ixy/yeehaw) and 2 pocket ones are listed second (neo/voxtec). I really liked this summary though, it adds a lot to the article.
this will come when we roll out our new and improved stats system, which should have happened last month