These three were pretty good to scrim against when they were on treason. I'd say with a good off-season together they'll build on last season's 8-8 mark and cruise into the postseason.
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SteamID64 | 76561198007246812 |
SteamID3 | [U:1:46981084] |
SteamID32 | STEAM_0:0:23490542 |
Country | United States |
Signed Up | August 3, 2012 |
Last Posted | July 16, 2017 at 10:26 PM |
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Wonderful person to have in mumble and play with. I haven't needed him to ring in about a month, but I'd say that he was mid open back then. He's probably better than that now.
Good luck.
Rang for them once or twice. They're good people to play with that seem to have a decent balance between being serious and being fun.
I feel that they'd be in the Top 16 of Open had they not been stripped of so many wins.
koth_ashville next season, please.
I personally think that koth is a GREAT format for the neutral to watch. It's straightforward, fun to play, and offers up a wide variety of attacking options (you can easily use snipers/spies/pyros/heavies on certain pushes). It gives us a little bit of everything - including a decent number of close matches.
Everyone that I ask seems to take really well to viaduct - so why not bring back koth_ashville?
He was a good player whenever I came up against him. Good luck, man.
milehighmilitiaI think its really important to establish mutual understanding within the team about where the team is headed and what people should expect. When shwan and i started vector in season 9 open we did so with the intention of setting up for the long haul and making the progression to where we are now and beyond.
Unrelated: I remember when you and Shwan would run pugs many moons ago.
My situation is weird - I didn't exactly have a 3-4 season plan in mind when I first drafted up the team. It kind of dawned on me though - if my team can climb from a 2-5 start to be in the position we're in (which is just 1 game back of the postseason), why not just turn the team into a long-term project?
The season has been far less than perfect, but it has taught me two things:
1. My teammates have good character. It would have been easy to bail out and kill an Open team after a 2-5 start, but they didn't. I know that to some people it's a very minor point, but to me that really does mean a lot. I'm appreciative of every single one of my teammates - and I would have no reservations to play with any of them in the future for this reason.
2. What my inherent flaws are as a player. I know what needs to improve within my game this off-season, and I'll have about 2 months to correct it.
Sorry if I come off as emotionally soft. :P
Hello everyone.
Right now, I'm the captain of a team that is in the middle of open - we will most likely finish with 8-9 wins and a placement between 15th-20th.
I'm more interested in keeping as many of the existing players as feasible for S13 than I am in killing the team and playing roulette with 4-6 people that I've never met before. I have some good existing relationships and would like to develop them further with a FULL TEAM off-season.
My previous ESEA team that I captained went a decent 8-8 (back before I took a hiatus for college graduation, etc.). The team stuck the whole season out, but then peacefully died after the season due to mutual differences. I'd like to think that had I done a better job of keeping it together that more could have happened in the following season.
I've always loved to run teams - and most had minor success - but entering a full 2nd season is a bit of new ground for me. I know that TF2 has had some teams that stuck together for multiple seasons (Disposable Heroes, Vector, THPS, Marxist's team, MooseFortress, etc.) and were able to cope in year 2.
There is a lot at stake here since the right decisions (and hard work on my part) could take this team to 12-4 and IM consideration by the end of S13. The wrong moves would have this team tire out and either break up and/or finish 6-10.
I have three questions to ask the community on this topic:
1. What warnings would you give a team (and it's "captain") in season 2?
2. What do you do to keep everyone interested? Six+ months is a LONG time to play with someone.
3. What do you focus on in the offseason?
To everyone who reads this - thanks.
Love, radium
Hey there everyone. Right now, my team has a few key issues to resolve when it comes to playing the early stage of gullywash mid - what would you all suggest for the following problems:
1. The demo is taking choke, and quickly getting assaulted as he enters the fight by a spare roamer or a w+m1 scout. We immediately get outspammed as a result and are wiped off of the midpoint.
2. When our soldiers jump, we are getting focused quickly and are failing to do any real damage at the midfight. Should we be waiting to jump? Should there be a focus called early by the demoman? It seems that other teams are generating 2v1s on gully mid - and we don't do likewise.
3. Where the hell do you move your medic to after both sollies take height? Ours keeps getting victimized by a jumper during our jumps.
4. Should our scouts be generally playing on the bridge, or under? Should they consider coming from choke to help the demoman?
5. What are people's thoughts on rolling out the demo through flank (and with the combo)?
6. Is it worth it to control the nipple with one of your soldiers? I can't help but think that it would allow you to counter a push from the opposing team towards either side.