Hey, very exquisite article !
However, it's been a very long time since I wanted to say that but 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 first (neo/voxtec). I really liked this summary though, it adds a lot to the article.
You also sometimes put flags before a nickname, and sometimes not, it looks a little inconsistent.
This is still a very good viewer guide and I'll give it the rating very peng.
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It is pure theory crafting and probably bollocks but I had an idea to get rid of the "No team has an incentive to push".
You make 5cps with round limit to 3 or 4. You set round time to 5 or 4 minutes. If last is capped, team who caps gains 1 round. If no one caps, at the end of the round timer, whoever has mid wins 1 round.
The incentive to push is now on the defending team because if they sit on last they loose a round. The time isn't too high so you still have urgency to try but not too low so you can still try and think about strategies to push out.
The attacking team could use offlcasses like engie/heavy but they don't have the spawn to insta switch so they are more committed to that class and if they get pushed back they are "stuck" on that class.
Sure, pushing out of last is extremely difficult, but in this game mode, you are forced to do it every time so you might come up with more original strategies.
Actually, i just re read my post and it just emulates koth with a 5cps map...
doikuhttps://cdn.discordapp.com/attachments/459468230021480488/822186647462215690/prem.png
smack talk me like that one more time and i'll skin you to death u absolute minger
imo, the fact that the map pool stays the same from one season to another is more important than a slight improvement on one of the maps (assuming you rate clearcut higher than metal for instance). Once the same maps have been played consistently for a while (for some reasons, cups did not choose to keep it that way - not talking about cups which are intended to test maps of course), opinions on a possible map pool change can be discussed.
But I'd rather play a potentially less interesting map pool for a longer period of time, rather than experimenting with map changes every now and then.
Note that my statement doesn't stand if there is a map that is rated very very low in the map pool (thinking about that one season with cardinal where the map was rated significantly lower than any other maps). I don't think that it is the case here.
Oi, that is some absolute peng news if I've ever seen some. Cannot wait for me and me bruvs to bunk off work and show our unhinged tekkers during this event. I hope all the gormless spanners that have been chatting mad grease will not be acting the maggot nor will be causing hella mayhem there. Sincelery hoping the event stays mint innit.
Two's up on that monster Furkan !
Makthe pistol being rng is cope for noob scouts i get laser beamed on the regular by scouts who have learned the spray pattern
don't u think it has more to do with your gigantic batty being so wide that it's impossible to miss a single bullet on you ?
oh yeehaw, who will we ever find to replace you? ANYONE! hahahahaha
I legit had a dream last night about playing this official. We were on snakewater but I wasn't on soldier, I was on scout (flank iirc). I was playing with an xbox controller and was doing decent (or rather I thought I was doing decent). We ended up losing the map 2-1, coming back from a 2-0 with 1 minute 50 seconds on the clock, so pretty tight...
But the best thing is, when I checked the logs, I had 200 dpm and my k/d was 3:53.
absolute gi-lui...
Hello fellow gamers,
Just a quick PSA about how golden caps are supposed to be played in ETF2L.
“Golden Cap” rounds have a time limit of 15 minutes (mp_timelimit 15) and a win limit of 1 round (mp_winlimit 1). If neither team manages to win the round within the time limit, they must play a second “Golden Cap” round. Whoever captures the middle point first is then declared the winner.
So there is no "whoever owns mid at the end of the 15 minutes wins".
This scenario is not very likely to happen but I figured not many people know about this rule so better make this post.
Also, this has been in place for several seasons now and I can recall 1 game where the rule wasn't properly followed (S35 W1 egg vs Ora, Ora ended up getting the point for holding mid after the golden cap).