Matchmaking:
Added cp_granary and cp_badlands
Disabled cp_snakewater and cp_foundry
hey they got rid of foundry
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SteamID64 | 76561198076446853 |
SteamID3 | [U:1:116181125] |
SteamID32 | STEAM_0:1:58090562 |
Country | United States |
Signed Up | June 24, 2016 |
Last Posted | November 20, 2019 at 7:01 PM |
Posts | 1226 (0.4 per day) |
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Matchmaking:
Added cp_granary and cp_badlands
Disabled cp_snakewater and cp_foundry
hey they got rid of foundry
b4nnyThe ruleset was created as a compromise between the timelimit playstyle of EU and the winlimit playstyle of NA. We play first to 5 in ESEA in NA, so that's what the winlimit was set to. Having a winlimit incentives closing out matches rather than turtling. I find it much more exciting to be fighting for map point than winning as many rounds as possible then just waiting for time to expire and winning that way. It also allows for rolls to be ended promptly rather than being extended forever due to mercy rules.
Take a look at these stats from both the most recent ETF2L grand finals and ESEA grand finals:
http://logs.tf/1579407
http://logs.tf/1579421
http://logs.tf/1579447
https://play.esea.net/index.php?s=stats&d=match&id=8441285
https://play.esea.net/index.php?s=stats&d=match&id=8441286
Interestingly, if you look at the ETF2L matches, two of them ended with 5 wins. In the one game that ended at 4 wins, the losing team was actually coming back, but was unfortunately cut short due to time pressure. If you look at both of the ESEA matches, they both ended with 5 wins, and also interestingly were both almost exactly 45 minutes long (but you weren't asking about timelimit, I could elaborate about that if desired). The ESEA finals were great matches that were allowed to fully develop and those wouldn't have been possible without both a longer game time and a winlimit of 5.
haha fuck c9