very skilled fragger, needs to work on his comms a bit but has great potential for such a new player.
Account Details | |
---|---|
SteamID64 | 76561197994364738 |
SteamID3 | [U:1:34099010] |
SteamID32 | STEAM_0:0:17049505 |
Country | Canada |
Signed Up | August 24, 2012 |
Last Posted | February 10, 2025 at 10:32 AM |
Posts | 1204 (0.3 per day) |
Game Settings | |
---|---|
In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | |
DPI |
|
Resolution |
|
Refresh Rate |
Hardware Peripherals | |
---|---|
Mouse | G407 Hyperion |
Keyboard | G710+ |
Mousepad | PureTrak Talent |
Headphones | |
Monitor | HP shitstain (but i love it) |
Just posting what i posted in the other 5cp thread cause this is exactly the same.
the 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). It is simply the safest and easiest way to play at high levels as top level players can turn any pick into a winning push. Its not the greatest to watch or the funnest way to play, but is effective at what it does and teams shouldn't be forced to turn away from that just because people find it boring to look at.
If you change the rules, or change the gamemode, players will develop another strategy equally as "unfun" to play against and people will complain about that too, like they always do.
Some teams stalemate more than others, that is true. But the way I see it if you can't get creative enough or have enough strats in mind to try and break a solid defense by an opposing team, do you really deserve to win anyways? Why would a team ever push against an offense they know won't win. In terms of actually winning games, there is no point.
its been said in here before, change the maps and the 5cp ruleset as much as you like, the things that are creating the problems are the mechanics of the games and mentality of the players, not the design of the gamemode.
I would say people would be better served in here trying to suggest mechanical changes as opposed to map or gamemode changes, but obviously those things are hard to implement/impossible because valve wouldn't do it. I always thought the best thing ever to make the game more fast paced would be to make uber half the duration (5 seconds) but increase the speed of the charge time by like 50% or something. Changes to the uber mechanic would be huge when it comes to this discussion as stalemating almost solely revolves around even uber situations and a huge percentage of the time breaking stalemates is about popping the other medic (obviously there are other routes, but they are far less frequently used.)
nazara and hedge are monsters, crazy potential on this team
Starry_NebulaeAlthough I agree that there are ways to break any stalemate if you play your team and advantages right. the problem is even the best players sometimes suffer to break stalemates because of nerves and the game itself with it's classes and weapons (weapons can be balanced but it's much harder for classes to be balanced).
Pretty sure top level games are slowed down a lot and stalemate is because top level players are extremely good and can turn any advantage into a win and it makes it risky to make plays when big games are on the line.
Nerves are not really a relevant argument on this topic, and nether is weapon balance.
PontI think if we put in a 10 minute round timer, teams will just turtle up on last if they lose mid and refuse to push until the round ends. 10 minute timers could actually have a reverse effect on what we're trying to accomplish?
the 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). It is simply the safest and easiest way to play at high levels as top level players can turn any pick into a winning push. Its not the greatest to watch or the funnest way to play, but is effective at what it does and teams shouldn't be forced to turn away from that just because people find it boring to look at.
If you change the rules, or change the gamemode, players will develop another strategy equally as "unfun" to play against and people will complain about that too, like they always do.
Some teams stalemate more than others, that is true. But the way I see it if you can't get creative enough or have enough strats in mind to try and break a solid defense by an opposing team, do you really deserve to win anyways? Why would a team ever push against an offense they know won't win. In terms of actually winning games, there is no point.
https://youtu.be/zRCmUui6Uu4?t=175 this is dylan
beel is a great dude, amazing attitude towards the game and will improve fast. great guy to shoot the shit with in mumble. I could see him developing into a great in game leader one day.
I had similar experiences because I broke a lot of fingers in rugby. I can tell you for a fact that given your age, unless something dramatic has happened to your arms or fingers, that what your experiencing most likely isn't carpal tunnel. Reason 1 being, symptoms DO NOT come up that fast out of no where, the pain is caused by the slow and steady pinching of the nerves near your carpal bones in the hand, 3 days is wayyyy too fast for this pain to develop in a significant way. Secondly, Pain is your arm is extremely rare as a bi-product of carpel tunnel, your condition would have to be pretty severe to feel pain in between your hand and your elbow. the regions pain from carpal tunnel occurs most commonly is in your upper carpals just below your finger tips, and you can feel it alot on the underside of your palm and stuff.
people are missing the major detail that esea runs the rotation with 8 maps so increasing the map pool size isn't a thing
dev was honestly a fucking beast, we just didn't mesh as teammates. you're making a mistake if you overlook this guy for your IM team he has really good comms and a big brain, also great dm.
Snakewater
Gullywash
Process
Viaduct
Metalworks
Sunshine
Granary
Badlands
SpriteI think the idea of adding more maps is a good idea but they need to be added overtime, putting 5 new maps into the rotation next season would be stupid, teams would have to create a new "meta" for how to play the map 5 times over and whilst it sounds good in theory "oh we'll get interesting strats and things people didn't consider" really it'll just be a DM shitfest where people aren't quite sure what to do as we saw in the livestreamed cup
personally i think this is a lame cop out.
The teams that wont care to go over the maps or try to make strats for it are the ones that will try to turn it into a dm shitfest and will be the ones that eventually lose to another team who took the time to figure the map out and learn the holds, best mids, etc. Also literally nothing what you said changes the "meta" of the game, that's done within the balancing of the classes, weapon bans and what people find strong etc. The maps don't change the meta. there are meta's within certain maps but those are entirely different and don't reflect the overall metagame
botmodein theory this sounds nice, but in reality most of the maps available (that have been listed) are not ready for league play / have already been tried and disliked
snakewater and process when they were both inserted into the rotation had the exact same thing said about them and they were in early states as well. they were developed over time and are way different from the originals and people ended up liking them just fine, enough to be a stable in the rotation for over 15 seasons. whats to say these maps do not have the potential to do the same?
Daggerkeep badlands in the rotation
playtest the new maps more, maybe have another cup, and do a poll or a vote
Im not really sure I trust the voting system considering the last 15 seasons.
saamTwiggysince there is multiple seasons per year both in esea and etf2l it would be cool to have 'themed' map pools, like 1 season with regular maps, one season with 2 koth maps and one season with something else (1 A/D map and one upcoming map for example).
If $$$ or cups.jpg become an issue playoffs/lans can still be played with the consensual map pool.
Highlander has this obsession with changing maps every season and it's super dumb. It also means almost every season has a map so bad people won't even try on it.
Map list should be the 8 best maps available and it shouldn't be changed until a better one comes along.
I agree that maps shouldn't be inserted into the rotation that aren't objectively "good" maps, like what was happening before when horrible maps were getting voted into the rotation. That being said, I think these 4 maps barring some slight tweaking (maybe warmfront a little more) are more than playable in the rotation. what makes these maps "good" for the most part i think comes down to preference, I know tons of people who love badlands and just as many that absolutely loathe it and its been in rotation since day 1. Sometimes I think it should be considered that adding in new things that teams need to adapt to and learn is a good asset to creating good competition, not just keeping what is objectively "the best" and what every team is comfortable with playing. by forcing teams to become masters at something new, or giving other teams who maybe aren't great with the current rotation a chance to also become good on a map that another team hasn't, I think you're adding a really healthy and solid situation to competitive play in general.
plus it would just be fucking fun to play some new maps :)