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quick question
1
#1
0 Frags +

What the fuck does the round timer do? I know every time someone caps time is added, but I've never seen that little timer go down to zero. I din't mean the actual map timer either.

What the fuck does the round timer do? I know every time someone caps time is added, but I've never seen that little timer go down to zero. I din't mean the actual map timer either.
2
#2
9 Frags +

the round resets and you do mid again

the round resets and you do mid again
3
#3
21 Frags +
rongolWhat the fuck does the round timer do? I know every time someone caps time is added, but I've never seen that little timer go down to zero. I din't mean the actual map timer either.

In my 3 years of competitive tf2 it’s happened once for me on a badlands last stalemate

[quote=rongol]What the fuck does the round timer do? I know every time someone caps time is added, but I've never seen that little timer go down to zero. I din't mean the actual map timer either.[/quote]
In my 3 years of competitive tf2 it’s happened once for me on a badlands last stalemate
4
#4
-1 Frags +

what if the round timer was shorter for stalemate prone maps like sunshine and badlands

what if the round timer was shorter for stalemate prone maps like sunshine and badlands
5
#5
9 Frags +

It's been talked about before, problem is that it encourages teams to just hold last until the round resets and they get to play mid again.

It's been talked about before, problem is that it encourages teams to just hold last until the round resets and they get to play mid again.
6
#6
0 Frags +
JojoIt's been talked about before, problem is that it encourages teams to just hold last until the round resets and they get to play mid again.

Yeah but the offending team has nothing to lose by going all in if the timer is short enough so stalemates still wouldn't be a problem

[quote=Jojo]It's been talked about before, problem is that it encourages teams to just hold last until the round resets and they get to play mid again.[/quote]
Yeah but the offending team has nothing to lose by going all in if the timer is short enough so stalemates still wouldn't be a problem
7
#7
4 Frags +

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8
#8
1 Frags +

Correct me if im wrong but isnt the problem that map makers cant change those values its something valve has to do?

Correct me if im wrong but isnt the problem that map makers cant change those values its something valve has to do?
9
#9
7 Frags +

there is currently no in game command that does this. Valve would have to add it, or people would need to make a plugin for it and then people would have to add this plugin to their server assuming we were going to test it. Honestly, I believe round timer being at 4 minutes for 5cp is like the perfect spot, maybe a minute more or less, but I know in the past invite meetings, it's been discussed and people seem open to the idea of it.

there is currently no in game command that does this. Valve would have to add it, or people would need to make a plugin for it and then people would have to add this plugin to their server assuming we were going to test it. Honestly, I believe round timer being at 4 minutes for 5cp is like the perfect spot, maybe a minute more or less, but I know in the past invite meetings, it's been discussed and people seem open to the idea of it.
10
#10
2 Frags +

The only time I really saw it in action with any regularity was when we still played cp_ashville - some teams go-to strat was to time out the round if you ended up on last because it was so hard to push out to second and not lose by team death or back cap, so you would just sit there for 10 minutes - it worked especially well because last was really hard to push, so it was fairly reliable that you could weather 5+ pushes and redo mid as a reward.

The only time I really saw it in action with any regularity was when we still played cp_ashville - some teams go-to strat was to time out the round if you ended up on last because it was so hard to push out to second and not lose by team death or back cap, so you would just sit there for 10 minutes - it worked especially well because last was really hard to push, so it was fairly reliable that you could weather 5+ pushes and redo mid as a reward.
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