We will start try-outs probably around Feb 10th
Account Details | |
---|---|
SteamID64 | 76561197969505978 |
SteamID3 | [U:1:9240250] |
SteamID32 | STEAM_0:0:4620125 |
Country | United States |
Signed Up | November 5, 2012 |
Last Posted | August 1, 2019 at 2:15 AM |
Posts | 353 (0.1 per day) |
Game Settings | |
---|---|
In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | |
DPI |
|
Resolution |
|
Refresh Rate |
Hardware Peripherals | |
---|---|
Mouse | |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
london_callingammo888The open grand final will be between who?
Budsquad vs Quantum Flux
Powah vs Tictack*
The dream is dead. GG
Meat Market is looking for new people to join the team, including backups. We plan to stay together as long as possible and prefer to play aggressively. We are looking into getting new players that will play for the long haul. We take improvement very seriously. We scrim/demo review very often.
If you are not playing after S16, or you plan on a new team. Do not apply.
General requirements: Desire to improve. Dedication. Open to criticism. Pay league fees.
Requirements for backup: beat yeeegz in mge. EDIT: nvm we will end up with 600 back ups
We are mainly looking for roamers and meds
Roamer: ???
Requirements: Strong dm. Coordination. No baiting. No constant bombing.
Medic: ???
Requirements: Heal scouts. Willing to demo review(playing medic for our teams playstyle is much more punishing to bad position and healing wrong targets). Call the team's health on transition fights.
S15: 16-0 Open 3rd Place
We almost never use snipers/engineers. We will forward hold and attempt to execute other high coordination plays.
We play sunday-thurs---(2-3 scrims, 3-4 nights a week) Team is mostly central/west coast.
We are playing ESEA and Cevo(this is subject to change).
We also like to play dayz,csgo,hearthstone,and quake.
Add me to talk about try-outs or if you have any questions about the team.
http://steamcommunity.com/id/broKing/
Tidy and shocka have biceps
Most people I have talked to will play where the competition is. If a lot of strong competition signs up for CEVO, my team will play in CEVO. Otherwise, we will stay in ESEA. I think it is as simple as that for most teams. I guess no one wants to commit to CEVO first because if it doesn't work out they basically sit out a season of good games?
Better stats, the current logs.tf with accurate healspread is really nice. I think that's an easy way to improve the league.
Strong scout, nice guy, terrible csgo player
Paul_McCartneyflippersbut seriously though nice video, i'd be a proponent of this idea. again we were doing everything to win.
Flippers... to be completely honest, WE didn't do anything we could to win. That was all you, sauce6 and I attempted to push in but you constantly said no. YOU wanted to win, personally I didn't even want to kick Freestate's team out of playoffs. I want him to keep going.
Please do not derail this thread. The teams in the video slin made are irrelevant to the discussion.
On the topic of banning classes, I would like some thoughts/reasons from experienced players as to why keeping heavy and engineer in the game makes it more fun or more enjoyable.
GrImpartialI feel like if there were to be a 3-5 minute timer, it'd have to reward the team that has a disadvantage with only one control point win. If you're holding last, why take the risk of pushing out possibly getting 2 or possibly getting backcapped, when you could turtle out for ~4 more minutes and start fresh on mid?
Because turtling without heavy/engi (if they were banned)is difficult and a competent team will take your last in the first few attempts, unless you outplay them. I think shot-clock and offclass bans reward a team for aggression instead of rewarding a team for having a sentry. Taking back second point resets the timer and you are still at risk of losing the round, but turtling without sentries and heavies put you at an even greater risk of losing the round imo.
trogmilehighmilitiaimplementing a "shot clock", as you describe it, encourages the team with the upper hand to push (as you say) however it discourages the defending team to push and to simply park the bus to force a new midfight. Unlike in basketball, the defending tf2 team can essentially force the shot clock to expire by not taking possession of the ball (not pushing / parking the bus) at which point a new midfight will occur. this gives the defending team no incentive to push off of last points in particular as it gives them a better chance at attaining middle directly, rather than having to capture the 2nd point on their way to middle.^^^^exactly right.
If you encourage offence it forces the other team to play more defensively to compensate, and that sucks too. A shot clock works in basketball because you can't turn your players into giant walls that block the hoop whenever you're on d, in tf2 you have a lot of ways to turtle hard if you really want to.
That's why if a shotclock was implemented heavy and engineer would have to be banned to prevent turtling. Engineer is entirely defense based and shouldn't be in 6s. Engineer doesnt "add dynamic" as most people would argue, i think it slows the game and its a crutch. Why not plop down a level 3 in stalemate at your last to force the other team to waste resources to destroy then you swap back to scout/soldier immediately. It takes no skill or practice to accomplish wasting the other teams resources because of offclassing(engineer specifically) The part of the game I dislike most is pushing gully/metal last against a team with 3 offclasses that are completely relying on you to wipe in a push to even have a chance of pushing out, and if shotclock and class bans were implemented that would never happen. I think if heavy/engi were banned pushing last on maps notorious for easily defended last points(gully/metalworks) would be more exciting and involve more actual "strategy" than sitting around.
Strong dm high open/im easily
nice guy, good player, fun to be around
Strong dm
Nice guy