Are coaches allowed?
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MarxistWhats wrong with stalemates exactly? It's lame when the other team are big weenies or trying to park the bus on you, but it's up to you to figure out what to do - it's not impossible to push out it's just something most teams pry don't practice a lot and so they get scared and a vicious cycle of weeniedom ensues.
You are completely right but I feel some situations weren't meant to happen in the mind of the devs : people camping on top of blands spire with better spawns AND better position for example is quite lame because the team that has to push has everything against it.
Or, a 100% charged medigun overcharges, and is emptied after some minutes staying at 100%. It's radical, but teams get forced to pop.
My idea involves playing on spawn times to give a team a usable advantage and go basketball style, where the team attacking usually scores but has limited time.
Team A wins mid. Team A gets forward spawns (as usual), but also faster spawns (like 2 times faster). Team B has normal spawn times.
Now, Team A gets 2 minutes to use this spawn advantage and cap a point. If they do not cap a point during these 2 minutes, Team A loses faster spawns and Team B gets faster spawns.
Now Team B has 2 minutes to cap a point, etc, etc....
SetletMy reaction when I saw Crowns failing a 100% uber advantage push, which would have won them the map.
don't forget they once were Saints.
i predict full tilt
LeTekkuHi, Phi is super cool, but no, I am still the owner of this map, just the etf2l post didn't mention me as the map author for some unknown reason?
I'm glad to hear that you've enjoyed the map in your scrim though, It definitely is going to be interesting to see how it ends up playing. :)
Yeah I think you should contact etf2l staff to correct the mistake :)
bumping this thread since etf2l preseason cup is going to feature it.
Is phi the actual owner of the map nowadays?
I played it on a scrim, and we didn't have big problems with it.
Compared to viaduct, it is a welcomed change. Sniper is weaker (thank god), soldiers have flat ground and corners to work with, scouts have some props and some roofs and demoman is the king of middle point.
A lot of holds can work : behind point, 2 or 3 different forward holds to try, and ammo/health is scattered around which requires careful resource management ( a very good thing IMO).
Protecting the medic from soldier bombs is quite tricky, as there isa lot of jumps or routes to take to dosuicides,
I look forward to seeing it played in da cup (and possibly the season)!
It definitely comes from the servers.
I think the game checks every couple seconds for your loadout, or refreshes instantly when you hit a cabinet. If your life depends on a loadout change you could have a script to change class to random then back to your intended class to force a refresh. However if you play demo you'd lose your trap that way.
Best bet is walking to the cabinet, or switching while you're dead.
On the other hand, in that same tough break update, vaccinator build rate has been increased.
While it's a shame how valve works, the vaccinator is strong enough as is and could become way too strong if that feature was working ;)
micspamlain5cpI wish people would understand stalemates are a SYMPTOM, not the actual problem with 5cp. 5cp has stalemates because the design of the format requires you to have a team that is average at attacking and at defending, rather than being great at one or bad at the other. When you excel at nothing, the optimal play is to do nothing. Compare this to A/D and KoTH, where you can tailor your composition and strategy to either attacking or defending.
your reasoning isnt right. You should read the old sigma guide. You will read that when no team has a clear advantage (picks/uber, i'm talking about +2 advs not +1s), making a move is a risky business. Therefore teams do low risk plays such as suicide 1 dude, or they do nothing at all.
So the solution is to give a clear reason for one team to make a move. koth/ad does it with a timer, and in 5cp it has to be done with assymetrical zones where one team has a positional advantage so big they can afford to push at a very low risk. Therefore, pushing and capping would be the norm, and a successful defense would be an exceptional play worth to be praised. A bit like basketball.
yttriumFubarAll the information that we have about how ctf plays out competitively is super dated. One thing that comes to mind is the player outline valve has added to flag carriers, it's probably not a big deal but I do wonder if that now gives out too much information for the game mode to be compelling in a competitive setting. picking up the flag puts you at a fairly large disadvantage.As long as it's made to be faster paced, with smaller, more open maps and with short despawn times, I think it could make for a fairly interesting spectator sport. We'd get a lot of clutch cap or intel steal moments similar to what happened with bird noises and 8K, except for capping intel. Hell of a lot better than Valve's A/D that they're pushing on everyone in matchmaking.
The other question that's always at the back of my mind is "would this map make for a good spectator sport?". I don't know that tf2 ctf can be that. Ctf is definitively one of the modes that can drag on and I'm not sure how to address that... not to mention that caper outlines probably makes it harder to cap than in the early days of ctf_turbine.
We just need a new map that does it correctly, because pretty much none of the other CTF maps (even community ones) are catered towards 6s.
Tried ctf_mach4?
Also, CTF without standoffs :/
I would like to see a koth map in 6s that isn't viaduct. Just try to make one with a spire as the cap point.
But first, people would have to agree to scrim other things than 5CPs. I remember when turbine or gravelpit were allowed I could never get a game on these unless they were the maps of the week in etf2l.
MR_SLINThat's the medic. Scout is more like the pawn. A basic building block for the game, underappreciated, but can completely dominate and win you games if you know how to use them correctly.
funny, the sacrifice and opening the pawn gives would suit solly better IMO :>
yeah what you describe makes sense. The way casts work (at least when i was involved) was the standard play-by-play dude + the analyst who doesn't talk as much. We try not to interrupt too much what one says to avoid constant chaos and we rely on what the cameraman says to us off-stream about plays about to happen.
As it's the default set up anything different such as what you propose requires firstly an established duo used to this 'style' but also what is the flank caster going to say when no backcaps or roamer bombs/anything else funky happens? Not saying it can't be done but it definitely requires more preparation than for the current set up. It's already a bit difficult sometimes to find 2 casters on time, so applying this seems even harder.