Upvote Upvoted 0 Downvote Downvoted
1 2
stalemate timer
31
#31
0 Frags +

I've never observed in Competitive play where the "stalemate" timer in 5CP run down to zero. so honestly I'm not sure of the side effects of making it shorter would be.

There's a couple different options that can be done, it could be the stalemate (which nobody likes) or it can go to Sudden Death, which sends everybody back to their spawns based upon capped points (so if you own three you respawn at 1st forward). What might be interesting about that is, given that each player only has one life how it changes the playstyle of each class, and it also ensures a round win for one team or the other.

Alternatively we could take it away entirely, and just run off the half/match timer. Defenders could definitely try to hold out at last if they wanted but they'd face a losing fight, if it stalled out past 10 minutes it'd probably the attacking team's fault for not learning how to push.

I've never observed in Competitive play where the "stalemate" timer in 5CP run down to zero. so honestly I'm not sure of the side effects of making it shorter would be.

There's a couple different options that can be done, it could be the stalemate (which nobody likes) or it can go to Sudden Death, which sends everybody back to their spawns based upon capped points (so if you own three you respawn at 1st forward). What might be interesting about that is, given that each player only has one life how it changes the playstyle of each class, and it also ensures a round win for one team or the other.

Alternatively we could take it away entirely, and just run off the half/match timer. Defenders could definitely try to hold out at last if they wanted but they'd face a losing fight, if it stalled out past 10 minutes it'd probably the attacking team's fault for not learning how to push.
32
#32
-11 Frags +
brownymasterAmerican's rarely park the bus. And parking the bus has more to do with the map timer, not the stalemate timer. You have zero proof that lower the timer would even increase the pace of the game, just that you think teams will conform to your mindset when in fact they won't and instead will do the opposite of parking the bus, which is blockading the bus.

please reread, then stop posting

[quote=brownymaster]
American's rarely park the bus. And parking the bus has more to do with the map timer, not the stalemate timer. You have zero proof that lower the timer would even increase the pace of the game, just that you think teams will conform to your mindset when in fact they won't and instead will do the opposite of parking the bus, which is blockading the bus.[/quote]

please reread, then stop posting
33
#33
10 Frags +

please ignore kaki's aggression, he is an A grade shitposter
http://pastebin.com/4BG52waS

please ignore kaki's aggression, he is an A grade shitposter
http://pastebin.com/4BG52waS
34
#34
5 Frags +

can't wait for more great ideas from the turkster.

can't wait for more great ideas from the turkster.
35
#35
4 Frags +

why would we want to lower the stalemate timer and thus cause constant forced pushes because if teams play passive (which is fine) then the round just has to restart. you'd get constantly gayed because of it (like when you're about to cap last when the end of half timer goes)

why would we want to lower the stalemate timer and thus cause constant forced pushes because if teams play passive (which is fine) then the round just has to restart. you'd get constantly gayed because of it (like when you're about to cap last when the end of half timer goes)
36
#36
-7 Frags +

its not black and white. what you're saying might happen a lot if the timer was really low, but surely there is a good balance between the two.

again, i'm just saying that since its a part of the game, it should actually be a part of the game

its not black and white. what you're saying might happen a lot if the timer was really low, but surely there is a good balance between the two.

again, i'm just saying that since its a part of the game, it should actually be a part of the game
37
#37
6 Frags +
Kakiagain, i'm just saying that since its a part of the game, it should actually be a part of the game

Bring back 2fort, shipped with the game, it should be part of competitive TF2. Also random crits, since that's a part of the game. We should have never removed it.

I feel sorry for you Aussies and New Zealanders if you always have to deal with this guy.

[quote=Kaki]again, i'm just saying that since its a part of the game, it should actually be a part of the game[/quote]
Bring back 2fort, shipped with the game, it should be part of competitive TF2. Also random crits, since that's a part of the game. We should have never removed it.

I feel sorry for you Aussies and New Zealanders if you always have to deal with this guy.
38
#38
0 Frags +

The main incentive for people to push in ESEA, is that the quickest/easiest way to generally win is to capture 5 times. Not pushing on an advantage and parking the bus only gives the enemy team time to swing things in their favor.

What you are suggesting is a high risk, low reward situation. Is there a certain time lower than ten minutes that could make the game move faster, not force turtling and not fuck over the attacking team? Maybe. But that time would be so specific on every single map and on every single point that any stalemate timer which is too long would do nothing to change how we play now (not warranting the change) or too short where it can easily do the opposite of what you want. Now if you were to get that perfect timing, if it exists, the benefit would be so negligible in comparison to all the other reasons we do play aggressively and all the other things we could change to make the game better.

So, we have a massive chance of lowering the stalemate timer to do the opposite of what the change is intended to do or it isn't going to change a fucking thing and we have a small chance, if it even exists, to make the game better by a fraction on why it is already good.

The main incentive for people to push in ESEA, is that the quickest/easiest way to generally win is to capture 5 times. Not pushing on an advantage and parking the bus only gives the enemy team time to swing things in their favor.

What you are suggesting is a high risk, low reward situation. Is there a certain time lower than ten minutes that could make the game move faster, not force turtling and not fuck over the attacking team? Maybe. But that time would be so specific on every single map and on every single point that any stalemate timer which is too long would do nothing to change how we play now (not warranting the change) or too short where it can easily do the opposite of what you want. Now if you were to get that perfect timing, if it exists, the benefit would be so negligible in comparison to all the other reasons we do play aggressively and all the other things we could change to make the game better.

So, we have a massive chance of lowering the stalemate timer to do the opposite of what the change is intended to do or it isn't going to change a fucking thing and we have a small chance, if it even exists, to make the game better by a fraction on why it is already good.
39
#39
9 Frags +

teamfortress.tv, meet Kaki

teamfortress.tv, meet Kaki
40
#40
0 Frags +
snowblindteamfortress.tv, meet Kaki

http://youtu.be/9NZDwZbyDus?t=1m8s

[quote=snowblind]teamfortress.tv, meet Kaki[/quote]

http://youtu.be/9NZDwZbyDus?t=1m8s
41
#41
7 Frags +

Good attempt aussies but I think europe has the trump cards when it comes to shitposting. You think fraac is bad, you've never even seen pennyfarming get into full flow.

Good attempt aussies but I think europe has the trump cards when it comes to shitposting. You think fraac is bad, you've never even seen pennyfarming get into full flow.
42
#42
1 Frags +

I get that this guy is just stirring the poo, but this is seriously a dumb idea. Several people have already explained why it's a bad idea. I would venture to say that removing the 10 minute limit altogether and eliminating any possibility of a reset is a better idea than lowering the timer.

There is absolutely no reason why the defending team should get an "advantage". It is quite difficult to push out of last on some maps due to attacking spawn timers and such, but those issues could be fixed by altering spawn times rather than screwing with a timer that would effectively give the team who lost 2 control points the ability to reset by turtling. No team should ever get a reset.

I get that this guy is just stirring the poo, but this is seriously a dumb idea. Several people have already explained why it's a bad idea. I would venture to say that removing the 10 minute limit altogether and eliminating any possibility of a reset is a better idea than lowering the timer.

There is absolutely no reason why the defending team should get an "advantage". It is quite difficult to push out of last on some maps due to attacking spawn timers and such, but those issues could be fixed by altering spawn times rather than screwing with a timer that would effectively give the team who lost 2 control points the ability to reset by turtling. No team should ever get a reset.
43
#43
-1 Frags +
LKincheloe
There's a couple different options that can be done, it could be the stalemate (which nobody likes) or it can go to Sudden Death, which sends everybody back to their spawns based upon capped points (so if you own three you respawn at 1st forward).

This is probably the most interesting idea. Combined with a shorter round timer, it could make stalemating harder, and give the attacking team a chance to simply rush when the other team might not be set up yet. The no respawn thing would be pretty gay though. Would encourage stupid picks.

[quote=LKincheloe]

There's a couple different options that can be done, it could be the stalemate (which nobody likes) or it can go to Sudden Death, which sends everybody back to their spawns based upon capped points (so if you own three you respawn at 1st forward).[/quote]
This is probably the most interesting idea. Combined with a shorter round timer, it could make stalemating harder, and give the attacking team a chance to simply rush when the other team might not be set up yet. The no respawn thing would be pretty gay though. Would encourage stupid picks.
44
#44
0 Frags +

Smaka, y u bump this.

Smaka, y u bump this.
45
#45
0 Frags +

2 make u mad

2 make u mad
46
#46
0 Frags +
Kakiok then; how many games have u played where there was a stalemate out of your total?

it's honestly like some of u guys just can't read

Literally zero. ZERO.

[quote=Kaki]ok then; how many games have u played where there was a stalemate out of your total?

it's honestly like some of u guys just can't read[/quote]

Literally zero. ZERO.
1 2
Please sign in through STEAM to post a comment.