Upvote Upvoted 13 Downvote Downvoted
1 2 3 4
CEVO Community Meeting #2
61
#61
2 Frags +

Another brief question.

What will CEVO management do/handle things that have plague leagues like UGC? Such acts like racism, sexism, inappropriate behavior and unsportsmanlike conduct? I know this is a very difficult thing to tackle, but is there any sort of disciplinary rules to prevent such acts from becoming frequent?

Another brief question.

What will CEVO management do/handle things that have plague leagues like UGC? Such acts like racism, sexism, inappropriate behavior and unsportsmanlike conduct? I know this is a very difficult thing to tackle, but is there any sort of disciplinary rules to prevent such acts from becoming frequent?
62
#62
0 Frags +
What will CEVO management do/handle things that have plague leagues like UGC? Such acts like racism, sexism, inappropriate behavior and unsportsmanlike conduct? I know this is a very difficult thing to tackle, but is there any sort of disciplinary rules to prevent such acts from becoming frequent?

All of what you listed are covered under section 8 of our rules. If teams encounter this type of behavior file a dispute and the offenders will be punished. We can do nothing unless a dispute is filed and it is brought to our attention. My apologies for posting in this thread but since we were specifically named I wanted to clear the misconception.

[quote]What will CEVO management do/handle things that have plague leagues like UGC? Such acts like racism, sexism, inappropriate behavior and unsportsmanlike conduct? I know this is a very difficult thing to tackle, but is there any sort of disciplinary rules to prevent such acts from becoming frequent?[/quote]

All of what you listed are covered under [url=http://www.ugcleague.com/rules_tf2h.cfm#8]section 8[/url] of our rules. If teams encounter this type of behavior file a dispute and the offenders will be punished. We can do nothing unless a dispute is filed and it is brought to our attention. My apologies for posting in this thread but since we were specifically named I wanted to clear the misconception.
63
#63
3 Frags +
joddblazedunno if this was already discussed, but it would probably be a good idea if cevo copied esea's map schedule or at least had a few of them that would sync up for the first season. I think the main reason most people don't play in 2 or more leagues is because they cant find the time to practice different maps and have 4+ matches a week. (is cevo doing 2 matches a week?)
(re-quoting from trog)

i was a bit disappointed that this post wasn't touched on. it is sort of a loaded question, but i was hoping to find the information of: will CEVO try to mirror ESEA's map list for this first real season?

reason being that, if there were hypothetically 1 match a week for CEVO this season, teams who are weary about moving away from what is known/comfortable (ESEA) would probably have a bit more of an interest (and time) to participate in both leagues.

We reached out to ESEA to attempt to coordinate our map lists, but they were uncooperative. As a result, we will be sticking with our current map list barring any unforeseen events.

On the issue of number of matches per week, the poll was inconclusive. The end numbers were extremely close, so we've made a judgement call. We believe that one match a week is not a good value for the $15 entry fee we are asking. As such, we have decided that this season will have two matches per week. I realize that this is not what everyone wanted, but with a poll split nearly 50/50 we had to make a call, and I think that this will encourage more serious competitive play in CEVO in the long run.

[quote=jodd][quote=blaze]dunno if this was already discussed, but it would probably be a good idea if cevo copied esea's map schedule or at least had a few of them that would sync up for the first season. I think the main reason most people don't play in 2 or more leagues is because they cant find the time to practice different maps and have 4+ matches a week. (is cevo doing 2 matches a week?)[/quote]

(re-quoting from trog)

i was a bit disappointed that this post wasn't touched on. it is sort of a loaded question, but i was hoping to find the information of: will CEVO try to mirror ESEA's map list for this first [i]real[/i] season?

reason being that, if there were hypothetically 1 match a week for CEVO this season, teams who are weary about moving away from what is known/comfortable (ESEA) would probably have a bit more of an interest (and time) to participate in both leagues.[/quote]

We reached out to ESEA to attempt to coordinate our map lists, but they were uncooperative. As a result, we will be sticking with our current map list barring any unforeseen events.

On the issue of number of matches per week, the poll was inconclusive. The end numbers were extremely close, so we've made a judgement call. We believe that one match a week is not a good value for the $15 entry fee we are asking. As such, we have decided that this season will have two matches per week. I realize that this is not what everyone wanted, but with a poll split nearly 50/50 we had to make a call, and I think that this will encourage more serious competitive play in CEVO in the long run.
64
#64
-2 Frags +
LangeWe reached out to ESEA to attempt to coordinate our map lists, but they were uncooperative. As a result, we will be sticking with our current map list barring any unforeseen events.

I'm not surprised tbh...CEVO is taking away some of their business.

If you really wanted to copy their map list you'd have to wait til the very end of preseason at least.

LangeOn the issue of number of matches per week, the poll was inconclusive. The end numbers were extremely close, so we've made a judgement call. We believe that one match a week is not a good value for the $15 entry fee we are asking. As such, we have decided that this season will have two matches per week. I realize that this is not what everyone wanted, but with a poll split nearly 50/50 we had to make a call, and I think that this will encourage more serious competitive play in CEVO in the long run.

Thanks Lange. <3
Does this include preseason? Edit: Spoiler: It doesn't.

Edit: FYI coalplant was voted out of the ESEA map list
Edit 2: and cp_sunshine was voted in.

[quote=Lange]We reached out to ESEA to attempt to coordinate our map lists, but they were uncooperative. As a result, we will be sticking with our current map list barring any unforeseen events.[/quote]I'm not surprised tbh...CEVO is taking away some of their business.

If you really wanted to copy their map list you'd have to wait til the very end of preseason at least.

[quote=Lange]On the issue of number of matches per week, the poll was inconclusive. The end numbers were extremely close, so we've made a judgement call. We believe that one match a week is not a good value for the $15 entry fee we are asking. As such, we have decided that this season will have two matches per week. I realize that this is not what everyone wanted, but with a poll split nearly 50/50 we had to make a call, and I think that this will encourage more serious competitive play in CEVO in the long run.[/quote]Thanks Lange. <3
Does this include preseason? Edit: Spoiler: It doesn't.


Edit: FYI coalplant was voted out of the ESEA map list
Edit 2: and cp_sunshine was voted in.
65
#65
0 Frags +

So my team was lucky enough to play the first cevo match with stats..
http://cevo.com/event/tf2-6v6/match/17748/

There are a few bugs with CEVO atm, but they aren't too bad atm and the season looks like its gonna be good. Heres my list of cevo suggestions: http://cevo.com/forums/topic/6009/team-fortress-2/s4-suggestions-site-server/

Edit: Also what about configs/whitelist/rules? I haven't seen any news on this..

So my team was lucky enough to play the first cevo match with stats..
http://cevo.com/event/tf2-6v6/match/17748/


There are a few bugs with CEVO atm, but they aren't too bad atm and the season looks like its gonna be good. Heres my list of cevo suggestions: http://cevo.com/forums/topic/6009/team-fortress-2/s4-suggestions-site-server/


Edit: Also what about configs/whitelist/rules? I haven't seen any news on this..
66
#66
10 Frags +

PLEASE uber charges and ubers dropped

PLEASE uber charges and ubers dropped
67
#67
eXtelevision
0 Frags +

Stats are off to a good start. Demo uploads/downloads still otw?

<3

Stats are off to a good start. Demo uploads/downloads still otw?

<3
68
#68
0 Frags +

how many people are projected to participate this season?
and will there ever be a f2p league?

(sorry if they've already been asked, i just skimmed through.)

how many people are projected to participate this season?
and will there ever be a f2p league?

(sorry if they've already been asked, i just skimmed through.)
69
#69
CEVO
3 Frags +
Alderhow many people are projected to participate this season?
and will there ever be a f2p league?

As of this moment there are 15 completely "ready" teams and 76 teams registered in total. There are still 6 days remaining in the registration period, so it's unclear at this point how many teams are going to play.

eXtineStats are off to a good start. Demo uploads/downloads still otw?

Demo uploads are coming soon, should hopefully be in place before the start of the regular season.

AJEdit: Also what about configs/whitelist/rules? I haven't seen any news on this..

Updated rules, configs, and whitelists coming no later than Sunday!

[quote=Alder]how many people are projected to participate this season?
and will there ever be a f2p league?[/quote]
As of this moment there are 15 completely "ready" teams and 76 teams registered in total. There are still 6 days remaining in the registration period, so it's unclear at this point how many teams are going to play.

[quote=eXtine]Stats are off to a good start. Demo uploads/downloads still otw?[/quote]
Demo uploads are coming soon, should hopefully be in place before the start of the regular season.

[quote=AJ]Edit: Also what about configs/whitelist/rules? I haven't seen any news on this..[/quote]
Updated rules, configs, and whitelists coming no later than Sunday!
70
#70
-1 Frags +

Many teams such as ours for example are just trying to finalize payments so I hope that around half of those 76 teams would also finish paying up.

Many teams such as ours for example are just trying to finalize payments so I hope that around half of those 76 teams would also finish paying up.
71
#71
0 Frags +
AJSo my team was lucky enough to play the first cevo match with stats..
http://cevo.com/event/tf2-6v6/match/17748/

Do they update during the game?

Also, having the columns be sortable would be nice.

[quote=AJ]So my team was lucky enough to play the first cevo match with stats..
http://cevo.com/event/tf2-6v6/match/17748/[/quote]

Do they update during the game?

Also, having the columns be sortable would be nice.
72
#72
0 Frags +
synchroAJSo my team was lucky enough to play the first cevo match with stats..
http://cevo.com/event/tf2-6v6/match/17748/

Do they update during the game?

Also, having the columns be sortable would be nice.

It was broken when we played, but should be fixed for tonight's matches.

AJ-Ingame .ss does not function properlyCEVO|Stevens1) Cleaning this up today, will be functional/correct by the time all of the matches happen tonight

And sorting is being added sometime today as well.

Source: http://cevo.com/forums/topic/6009/team-fortress-2/s4-suggestions-site-server/

[quote=synchro][quote=AJ]So my team was lucky enough to play the first cevo match with stats..
http://cevo.com/event/tf2-6v6/match/17748/[/quote]

Do they update during the game?

Also, having the columns be sortable would be nice.[/quote]It was broken when we played, but should be fixed for tonight's matches.
[quote=AJ]-Ingame .ss does not function properly[quote=CEVO|Stevens]1) Cleaning this up today, will be functional/correct by the time all of the matches happen tonight
[/quote][/quote]

And sorting is being added sometime today as well.

Source: http://cevo.com/forums/topic/6009/team-fortress-2/s4-suggestions-site-server/
73
#73
CEVO
1 Frags +
synchroAJSo my team was lucky enough to play the first cevo match with stats..
http://cevo.com/event/tf2-6v6/match/17748/

Do they update during the game?

Also, having the columns be sortable would be nice.

They update on the website during the match at the end of each round. The column sorting will be live later this afternoon.

[quote=synchro][quote=AJ]So my team was lucky enough to play the first cevo match with stats..
http://cevo.com/event/tf2-6v6/match/17748/[/quote]

Do they update during the game?

Also, having the columns be sortable would be nice.[/quote]
They update on the website during the match at the end of each round. The column sorting will be live later this afternoon.
74
#74
-6 Frags +
CEVOPiphersynchroAJSo my team was lucky enough to play the first cevo match with stats..
http://cevo.com/event/tf2-6v6/match/17748/

Do they update during the game?

Also, having the columns be sortable would be nice.
They update on the website during the match at the end of each round. The column sorting will be live later this afternoon.

very nice, and very exciting. I like how the stats look right now

[quote=CEVOPipher][quote=synchro][quote=AJ]So my team was lucky enough to play the first cevo match with stats..
http://cevo.com/event/tf2-6v6/match/17748/[/quote]

Do they update during the game?

Also, having the columns be sortable would be nice.[/quote]
They update on the website during the match at the end of each round. The column sorting will be live later this afternoon.[/quote]

very nice, and very exciting. I like how the stats look right now
75
#75
7 Frags +

Ignore me I'm wrong.

See this for the facts and not a non-finalized whitelist
http://teamfortress.tv/forum/thread/16054-cevo-registration-reminder

Ignore me I'm wrong.

See this for the facts and not a non-finalized whitelist
http://teamfortress.tv/forum/thread/16054-cevo-registration-reminder
76
#76
0 Frags +

Question, why in general is the lib launcher and cow mangler banned? I don't see them as really overpowered (underpowered if anything). Not arguing against it, just curious.

Also, I personally I like the idea of the rescue ranger being legal. Might make sentries on last stay up longer then a couple of seconds, maybe even zap it away and quickly reposition it. Could end up being more of an issue then its worth but then it can just be banned next season.

Question, why in general is the lib launcher and cow mangler banned? I don't see them as really overpowered (underpowered if anything). Not arguing against it, just curious.

Also, I personally I like the idea of the rescue ranger being legal. Might make sentries on last stay up longer then a couple of seconds, maybe even zap it away and quickly reposition it. Could end up being more of an issue then its worth but then it can just be banned next season.
77
#77
9 Frags +

the booties are banned and the rescue ranger is LEGAL...
valentine's day ruined.

the booties are banned and the rescue ranger is LEGAL...
valentine's day ruined.
78
#78
-1 Frags +

isnt the cow mangler the gun where u right click and get a tactical nuclear strike

i dont think i want that gun in matches

isnt the cow mangler the gun where u right click and get a tactical nuclear strike

i dont think i want that gun in matches
79
#79
0 Frags +

Kind of, you slow down to Heavy-firing-brass-beast speeds for a couple of seconds when you fire it though, and I don't think its too much stronger then any direct rocket, it just sets people on fire too. Not something you can bomb a medic with or anything.

EDIT: I'm mistaken, the charged shot is a minicrit, the wiki list it as a 122-151 direct shot. Downside to the gun is its absolutely useless against sentries, 18 damage per shot to buildings.

Kind of, you slow down to Heavy-firing-brass-beast speeds for a couple of seconds when you fire it though, and I don't think its too much stronger then any direct rocket, it just sets people on fire too. Not something you can bomb a medic with or anything.

EDIT: I'm mistaken, the charged shot is a minicrit, the wiki list it as a 122-151 direct shot. Downside to the gun is its absolutely useless against sentries, 18 damage per shot to buildings.
80
#80
5 Frags +

Cow manglers secondary effect isn't what matters, it's the fact that it has infinite ammo and they got rid of the damage nerf.

Cow manglers secondary effect isn't what matters, it's the fact that it has infinite ammo and they got rid of the damage nerf.
81
#81
8 Frags +

Are people happy with the quickfix? This was voted in by the community or was it just decided by admins?

Sorry if this was answered before

Are people happy with the quickfix? This was voted in by the community or was it just decided by admins?

Sorry if this was answered before
82
#82
11 Frags +

bl4nk and slin decided on the quickfix

bl4nk and slin decided on the quickfix
83
#83
-2 Frags +

AFAIK, Quick Fix has always been allowed in CEVO.

I don't see any harm in keeping it unless teams insist on running cheesy off-classes out of spite of it being allowed.

AFAIK, Quick Fix has always been allowed in CEVO.

I don't see any harm in keeping it unless teams insist on running cheesy off-classes out of spite of it being allowed.
84
#84
5 Frags +

I think the thing with the Quick-Fix is by now people are a little more used to it, and will now have a whole season to figure it out. It got a super bad showing at ESEA LAN by being allowed in mid season, giving people no time to figure it out. Now with offseason time, and an entire season to use and play with it, we'll get a real example on if its shit, overpowered or completely viable.

S'what I'm hoping anyway.

I [b]think[/b] the thing with the Quick-Fix is by now people are a little more used to it, and will now have a whole season to figure it out. It got a super bad showing at ESEA LAN by being allowed in mid season, giving people no time to figure it out. Now with offseason time, and an entire season to use and play with it, we'll get a real example on if its shit, overpowered or completely viable.

S'what I'm hoping anyway.
85
#85
4 Frags +
LKincheloeAFAIK, Quick Fix has always been allowed in CEVO.

I don't see any harm in keeping it unless teams insist on running cheesy off-classes out of spite of it being allowed.

That's how teams dealt with it. there was no spite. if you want to win then you run whatever gives you the best opportunity.

r4ptureI think the thing with the Quick-Fix is by now people are a little more used to it, and will now have a whole season to figure it out. It got a super bad showing at ESEA LAN by being allowed in mid season, giving people no time to figure it out. Now with offseason time, and an entire season to use and play with it, we'll get a real example on if its shit, overpowered or completely viable.

S'what I'm hoping anyway.

Teams had spent weeks before lan scrimming with quickfix, to the point where every team ran it full time in scrims and the lan matches themselves.

The showing you saw at esea lan is what it is. there isn't a magical metagame shift that would have made quickfix not boring to follow/watch.

[quote=LKincheloe]AFAIK, Quick Fix has always been allowed in CEVO.

I don't see any harm in keeping it unless [u]teams insist on running cheesy off-classes out of spite[/u] of it being allowed.[/quote]

That's how teams dealt with it. there was no spite. if you want to win then you run whatever gives you the best opportunity.

[quote=r4pture]I [b]think[/b] the thing with the Quick-Fix is by now people are a little more used to it, and will now have a whole season to figure it out. It got a super bad showing at ESEA LAN by being allowed in mid season, giving people no time to figure it out. Now with offseason time, and an entire season to use and play with it, we'll get a real example on if its shit, overpowered or completely viable.

S'what I'm hoping anyway.[/quote]

Teams had spent weeks before lan scrimming with quickfix, to the point where every team ran it full time in scrims and the lan matches themselves.

The showing you saw at esea lan is what it is. there isn't a magical metagame shift that would have made quickfix not boring to follow/watch.
86
#86
-2 Frags +
CaspianThat's how teams dealt with it. there was no spite. if you want to win then you run whatever gives you the best opportunity.

You misunderstand, I'm saying if they cheese during the CEVO season with the Quick Fix it's out of spite for the medigun and not the ESEA LAN Instance of "We didn't think our strats through all the way".

The lesson I took from that LAN is that teams will play safe when the stakes are high and confidence isn't. "Magical" meta shifts only occur on innovation and there was nothing innovative really showcased outside of a few "What the hell why not?" plays (see: The Mixup Engie/Conch).

[quote=Caspian]
That's how teams dealt with it. there was no spite. if you want to win then you run whatever gives you the best opportunity.
[/quote]

You misunderstand, I'm saying if they cheese during the CEVO season with the Quick Fix it's out of spite for the medigun and not the ESEA LAN Instance of "We didn't think our strats through all the way".

The lesson I took from that LAN is that teams will play safe when the stakes are high and confidence isn't. "Magical" meta shifts only occur on innovation and there was nothing innovative really showcased outside of a few "What the hell why not?" plays (see: The Mixup Engie/Conch).
87
#87
7 Frags +

Quick fix was a cool idea. To be properly balanced, it needs to have a more useful ubercharge but simultaneously less healing power when not ubered. The problem with quick fix in its current state is that it dishes out heals so fast that when two evenly matched teams are playing, a team running it to middle will beat a team not running it to middle just on sheer healing points. This is obviously negated if you focus fire targets or manage to pick the medic early in the fight, but all four invite teams figured out that it's incredibly strong for mids, but very mediocre beyond that.

I don't think anyone thought it was overpowered in a general sense--it was just so incredibly strong for mids that anyone not running it was instantly at a disadvantage, which introduced the whole "do we push with quick fix into last and hope we can take down a sentry and a heavy before getting stickied to death, or do we waste a bunch of time and walk back to spawn to switch mediguns, giving the enemy uber when they wouldn't have had a chance at having uber otherwise" debacle.

While I think most teams will reserve it for last holds, I do very much think it should be banned to prevent a CEVO occurrence of fixgate.

Quick fix was a cool idea. To be properly balanced, it needs to have a more useful ubercharge but simultaneously less healing power when not ubered. The problem with quick fix in its current state is that it dishes out heals so fast that when two evenly matched teams are playing, a team running it to middle will beat a team not running it to middle just on sheer healing points. This is obviously negated if you focus fire targets or manage to pick the medic early in the fight, but all four invite teams figured out that it's incredibly strong for mids, but very mediocre beyond that.

I don't think anyone thought it was overpowered in a general sense--it was just so incredibly strong for mids that anyone not running it was instantly at a disadvantage, which introduced the whole "do we push with quick fix into last and hope we can take down a sentry and a heavy before getting stickied to death, or do we waste a bunch of time and walk back to spawn to switch mediguns, giving the enemy uber when they wouldn't have had a chance at having uber otherwise" debacle.

While I think most teams will reserve it for last holds, I do very much think it should be banned to prevent a CEVO occurrence of fixgate.
88
#88
0 Frags +

can we fuck with how long it takes mediguns to charge

i know we could mess with all kinds of tank/infected related cvars in l4d

maybe make qf take like 90% of the time of uber instead of having it just as fast as kritz fulltime

that still doesnt really solve the problem of mids, though

can we fuck with how long it takes mediguns to charge

i know we could mess with all kinds of tank/infected related cvars in l4d

maybe make qf take like 90% of the time of uber instead of having it just as fast as kritz fulltime

that still doesnt really solve the problem of mids, though
89
#89
2 Frags +
LKincheloeCaspianThat's how teams dealt with it. there was no spite. if you want to win then you run whatever gives you the best opportunity.
You misunderstand, I'm saying if they cheese during the CEVO season with the Quick Fix it's out of spite for the medigun and not the ESEA LAN Instance of "We didn't think our strats through all the way".

The lesson I took from that LAN is that teams will play safe when the stakes are high and confidence isn't. "Magical" meta shifts only occur on innovation and there was nothing innovative really showcased outside of a few "What the hell why not?" plays (see: The Mixup Engie/Conch).

Teams did think it through. What you saw were the best options to deal with quickfix.

The only strat I don't recall seeing is opting to not go to mid and charging kritz in yard (w/a heavy for added effect). real entertaining and wacky!

How is running an engineer an innovative and entertaining solution to quickfix? lmao

Also the concheror will probably be banned next season.

[quote=LKincheloe][quote=Caspian]
That's how teams dealt with it. there was no spite. if you want to win then you run whatever gives you the best opportunity.
[/quote]

You misunderstand, I'm saying if they cheese during the CEVO season with the Quick Fix it's out of spite for the medigun and not the ESEA LAN Instance of "We didn't think our strats through all the way".

The lesson I took from that LAN is that teams will play safe when the stakes are high and confidence isn't. "Magical" meta shifts only occur on innovation and there was nothing innovative really showcased outside of a few "What the hell why not?" plays (see: The Mixup Engie/Conch).[/quote]

Teams did think it through. What you saw were the best options to deal with quickfix.

The only strat I don't recall seeing is opting to not go to mid and charging kritz in yard (w/a heavy for added effect). real entertaining and wacky!

How is running an engineer an innovative and entertaining solution to quickfix? lmao

Also the concheror will probably be banned next season.
90
#90
-4 Frags +
LKincheloe(see: The Mixup Engie/Conch).

On that topic, I'm happy to see the Conch is whitelisted. I'm really hoping to see pockets start using it more often. Harder to protect the medic without a shotgun, but perhaps keep a scout around the combo. That may give up some flank, but would give them the ability to bust through chokepoints/holds with a popped conch. /theorycraft

As for the Quick-fix, I feel like its in a real limbo as a weapon itself. I feel like any nerf to it (remove the half overheal for example) would instantly put it in the same category as the Vaccinator (Side note, Valve please fix this gun, its too much fun to suck) and no one would even think about using it.

[quote=LKincheloe](see: The Mixup Engie/Conch).[/quote]

On that topic, I'm happy to see the Conch is whitelisted. I'm really hoping to see pockets start using it more often. Harder to protect the medic without a shotgun, but perhaps keep a scout around the combo. That may give up some flank, but would give them the ability to bust through chokepoints/holds with a popped conch. /theorycraft


As for the Quick-fix, I feel like its in a real limbo as a weapon itself. I feel like any nerf to it (remove the half overheal for example) would instantly put it in the same category as the Vaccinator (Side note, Valve please fix this gun, its too much fun to suck) and no one would even think about using it.
1 2 3 4
Please sign in through STEAM to post a comment.