Actually, it might happen...
KalkinThis match is late enough that it might not be affected, but we'll have to see what happens. God only knows they'll update on me again.
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SteamID64 | 76561198043850090 |
SteamID3 | [U:1:83584362] |
SteamID32 | STEAM_0:0:41792181 |
Country | United States |
Signed Up | April 15, 2013 |
Last Posted | September 28, 2019 at 8:12 AM |
Posts | 862 (0.2 per day) |
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Actually, it might happen...
KalkinThis match is late enough that it might not be affected, but we'll have to see what happens. God only knows they'll update on me again.
Two things I don't think were mentioned here:
1) weapon reskins. It wouldn't be fair for a captain to ban the Homewrecker and then see the Maul being used because he didn't know that the Maul was a reskin, or for a captain to have to ban each reskin and thus not have bans for more diverse items. As a corollary, if the no-stock-ban rule is enforced (which it should be), stock reskins shouldn't be allowed to be banned either. Keep in mind that any consideration of reskins also has to come with a determination on what's a reskin and what's not (Original -?> RL, Holy Mackerel -?> Bat, etc.).
2) bans as compared to the pool of weapons. One of the issues that might come up with enforcing a set number of bans per captain per class is that some classes have drastically more unlocks than others. What happens when the medic gets all of his medigun and melee (or primary) unlocks banned because he doesn't have very many of them? Granted, stock medic is pretty good without unlocks, but the point is you're not going to be able to see the same level of dynamism if one class is unable to have much choice in what he can equip. The same point can be generalized to class weapon slots with not many unique unlocks.
I'm not saying these are problems, but definitely considerations in the design of a lobby system.
Roster shifting... looks like we have a roamer and (probably) demo(s?), and it now looks like we'll need a pocket, scout or medic to complete the lineup.
Something strikes me about the idea of trashing the current banlist and starting afresh. If people played a decent amount of games in the system and rated the effectiveness of each weapon as they see it used, it would become apparent pretty quickly what weapons are over-effective or under-effective.
Heck, I'd be willing to design such a system if it would be used and not ignored by the competitive community at large because of the disrupted metagame.
The source is available via his GitHub project for AdvSpec.
Hey all, I'm trying to form a 6v6 team for the upcoming CEVO season.
All of us on the team are pretty new and just learning the ropes, but we all have an idea about how to play 6v6.
We're looking for a demo or roamer to fill out our roster, and would hope to have some backups. Plan is to conduct at least two weekly practices/scrims Tuesdays and Wednesdays before Thursday night CEVO games.
If anyone's interested, please feel free to add me on Steam to talk.
Once upon a time, at a simpler time of the game... where there was no store, no trading, no item qualities, no crates and keys, and basically almost nothing that earned the game the name of "war-themed hat simulator"... all melees were created equal, limited to one class and all used as last resorts (well, for the most part).
Then the Mann-Conomy update came, and brought with it the beginning of the modern era. One of the key things that floated in with the flood... a melee that was not created equal, one that would rule over the others. It was known as the Frying Pan.
For eternities it would hold allure among awed fans of TF2. Several times Valve did attempt to unseat it and bring some equity among the greater melees, but each time the Frying Pan continued to prove popular.
Until almost two and a half years later. Then came the fifth (or seventh, if you're really counting those others) iteration of the many-class melee. It was known as the Ham Shank, and it would attract many people. It began posing a threat to the Frying Pan.
Encouraged by the success of the Ham Shanks, the other melees would declare their quest to unseat the Frying Pan, and they all now battle for the privilege of being called the premier greater melee of TF2.
Which fabled melee will you take up and advance the cause of? Which one will win the battle? Let's find out.
Hey, I'm thesupremecommander, and I'm proud to present to you a fun competitive cup: the MASSIVE MELEE MASHUP!
This cup won't be like traditional cups... there are only five teams in this competition, the champions of each melee:
- PANZERSCHRECK (Frying Pan)
- HALE'S HIPPIES (Conscientious Objector)
- MOUNT CRUSHMORE (Freedom Staff)
- HEADROLLERS (Bat Outta Hell)
- BREAK A LEG (Ham Shank)
And they're akin to all-star teams, so you can't really just let people sign up in what may be the most critical battle we may ever see! No, we must have... trials.
Accordingly, this competition has three stages:
- the Trial by Fire - all-day event(s) where you can show off your melee skills and prove your superiority against other people in MGE and PUG matches
- the Induction - a community voting stage where the players to represent each melee team are selected by your vote
- the Showdown - a round-robin tournament in which one team will prove themselves worthy of being named defenders of the crown melee
This competition will be run during the summer. We will hold the (possibly only first?) Trial of Fire as a marathon event occurring on the weekend of May 25th and 26th (timeframe unknown, depends on support) in order to give all worthy participants a chance to show off their skills.
Interested in participating? Interested in helping to make sure this is a successful event? Please join the Massive Melee Mashup Steam group for more details and announcements as events happen.
Are you on one of the new maps, either mge_training_v8_beta4a or mge_dueling_v1? If not, MGEMod says it's failed because the map's not supported.
What's the default match time for CEVO? Hoping it's not Monday night like all of the other leagues I can't play in.
Cprice-You will be killed at the end of every 2v2/koth round if you are still alive.
This is to prevent medics ubercharge from carrying over between rounds. Unfortunately
this also means that your k:d stats will be skewed, but its mge so why do you care about k:d?
This should be changeable such that the medic's UberCharge is simply reset, I'll get working on that fix soon.
Cprice-Paintrain doesn't let you cap at 2x speed, (scouts do) because I haven't been able to find a way to check if a player is using that specific
weapon with sourcemod, anyone knows a way please let me know.
I believe I fixed this (am on a roll today), but my fixes haven't been tested and may very well be broken since I completely redid the function. I opened up a pull request anyway.
Cprice-You cannot drop the flag in bball, due to the fact it isn't an actual intel, but an ammopack. I may be able to code in a command for this if
enough people want it, but currently there's no way to drop the flag.
I believe I've implemented this and have opened a pull request to merge in the changes.