will vanquish 8k once more
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SteamID64 | 76561197986989021 |
SteamID3 | [U:1:26723293] |
SteamID32 | STEAM_0:1:13361646 |
Country | United States |
Signed Up | August 29, 2015 |
Last Posted | December 28, 2023 at 5:53 PM |
Posts | 138 (0 per day) |
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I am trying to reform dexters lab for the up and coming season but since I am not sure who from the previous roster will be returning (besides speedy) we will need tryouts for all classes.
add me here.
http://steamcommunity.com/id/Ey1tdsLQ/
scout: jynx
scout: ?
solly: speedy
solly: ?
demo: ?
med: ?
doesn't tilt and has played on multiple high im level teams, I think he is ready for low invite if he gets back on the grind. also a+ memer
sacrificed playing overwatch to save us from ryans computer blue screening god bless this man definitely invite level demo
probably one of the most level headed players I have been on a team with/good calling he can definitely play at a high level just needs to devote a bit more time to grinding out mechanics and getting a bit more comfortable on med (if thats the class he ends up playing).
solid mechanics and a very well rounded player just needs to work on confidence/being a bit more vocal
also took on the burden of scheduling/paying up a billion people. is an esea hero
one of the best playmakers in im this last season and very chill
I'm not sure if I have the motivation to build a team/lead/schedule for dexter's lab (I'd like to keep the team together) but in case things don't work out I am looking for invite tryouts on scout. I've played flank scout for the last season and a half (would prefer to stay on flank) but I can play heals as well if needed.
DirtyMortin cs there aren't any health packs, healing characters or respawns so that definitely plays a role in rounds not needing to be as long. Also a lot of push strats involve simply having 2 terrorists peek the same guy with a flash and going for trade kills to gain advantages. You can't really just double peek someone in tf2 and kill them because scouts can run and soldiers can jump away, meanwhile any damage that you do to them can be restored through a medic or health pack. This makes it A LOT harder to get picks and give yourself an advantage. It's not really a fair comparison.
It wasn't meant to be I was just pointing out that under time constraints teams can accomplish quite a lot and in 5cp there is no pressure from the clock at all. The games are completely different in how you output damage/get picks but the idea that in 5cp you need a third of the map time per capture point seems bogus to me. Also just to be clear I'm not arguing that this will somehow fix all of the stalemates in 5cp, moreso that shorter round timers might *maybe* prevent the long stalemates and add a bit more pressure to matches like this https://logs.tf/1620016#76561198044459507 (this might be a bad example I didn't see how long the time was spent on each cp but you get my point).
KonceptShorter rounds don't entirely make sense because while it doesn't directly encourage parking the bus, the benefits of stalemating until a new round would simply begin to outweigh the downsides of not pushing as the round timer got closer and closer to expiring, given that both teams are stuck in an uber v uber stalemate
The argument to shortened round timers is that teams will just turtle and wait for the round to expire so the game will reset to mid but I don't think is true at all if you only shaved off a few minutes. Sure if you made the round timers really short (like 2-3minutes) this would probably become a viable strat. But if teams had something like 5 minutes per point both teams would have plenty of time to push and counter push and experiment with different strats. The only difference is that the clock is a bit more punishing if both teams fail to coordinate a push and honestly for the really stalematey games resetting back to mid might be a good thing.
It's kind of funny how creative teams can be with their strats/executes in a comparatively much slower game like csgo with only 1:45 but somehow in 5cp teams need a full 10 minutes per point to execute a push.
lucrativethe 5cp meta is fine and everyone who thinks that stalemates are a result of the game mode you're just wrong. Trying to force stalemates out of the meta is a lost cause considering it is a strategy that was developed by players, not by the design of he gamemode (this is why 10 minute stalemate timer is included in the gamemode).
5cp isn't inherently stalematey but it is very poorly balanced. The way the gamemode functions now is that it heavily favors team sitting on a round advantage and making low risk high reward plays. This results in the game stalemating for a vast majority of the map. Dry pushing/making aggressive flanks and sacks are not incentivized at all until near the end the map when the team with a round deficit is forced to push. It's pretty silly that if you have a round advantage you can just choose to jerk off on cloak and dagger for a third of the map. Time is running out? Just give up the point and let the game stalemate more or go for a last minute push before time runs out. Doesn't seem like a very balanced gamemode to me.
I feel like shorter round timers would be better overall but 5cp will always be comparatively slower to koth (which is fine) 5cp is fun to play but not very balanced in the current meta imo.