is there a prize pool
| Account Details | |
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| SteamID64 | 76561198190170075 |
| SteamID3 | [U:1:229904347] |
| SteamID32 | STEAM_0:1:114952173 |
| Country | United States |
| Signed Up | January 19, 2020 |
| Last Posted | November 22, 2025 at 9:44 PM |
| Posts | 234 (0.1 per day) |
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I think the default scrim and match times should be rolled back by 30 minutes or an hour for next season. I know technically we can scrim whenever we want, but I feel like 9-11pm EST (or 9:30-11:30) would be a much better standard compared 10pm-12am.
Any thoughts? Have any east-coasters out there decided not to play because scrims are too late at night?
I know it would be even earlier for west-coasters, but IMO it would still be a net positive since (I think) most of the playerbase is towards the east coast anyways. I'd be interested to see what % of players are on the west, though.
segamwthe picking order will shift by one after each round of picking (1st -> 6th, 2nd ->1st, 3rd->2nd, etc.) Any questions or suggestions to better this idea are welcome
Should be snake method for picking, so 1, 2, 3, 4, 5, 6, 6, 5, 4, 3, 2, 1, 1, and so on. Not sure if that's what you meant
excited to see zbra play invite -- one of my favorite and most dedicated teammates!
The most important info for brand new players, in my experience, is gamestate knowledge stuff. So, when it is a good idea to push, hold, sac, countersac, play passively vs aggressively, and so on. It seems simple but there are a lot of different combinations depending on uber ad/disad, players alive, what point you're on, etc., which a lot of new players have a difficult time understanding
Jarrett000it's already in invite this season, invite just has 5 teams so good luck seeing particular maps get played since there are fewer matches overall
lol i had no idea
the point is bigger so it's easier to cap, the forward hold is good but not broken, you can shoot through the windows into the bunkers, and the sniper sightlines aren't broken -- a lot of the map's problems have been fixed.
the only remaining major issues for me are (1) how slow the point caps and (2) how hard it is to not telegraph uber exchanges (skill issue?). i think that if the rollout were slightly shorter and the point capped slightly faster, the map could approach mainstay koth status like bagel. i also think it could use a few more options for soldier.
i used to be a clearcut critic (too formulaic, slow, boring), but i am now a moderate fan (solid depth on defense & offense when ubers aren't in play). the creator also seems willing to make changes. why don't we try it out in invite next season?
I've reviewed NC and AM players in the past. definitely an NC team would win with this setup. an AM team would as well. round-losing mistakes like completely losing track of ubers, etc. are common in the low divs, so having a spectator who just says "hey, you should hold last instead of trying to push 3v6 on disad" would make a big difference. in IM it would still make a difference, but probably wouldn't be worth it anymore. in main it definitely wouldn't be possible to win the div without 6
Can anyone who has played on the subtick prototype explain how different it feels? Does the game feel snappier or less snappy? Any hitreg issues?
sighJwLOLSwitching up on your boy like this? Pathetic.
Should have been preaching the gospel to him instead you let him dwell in his filth.
segamwAnd it really is pathetic that a “man of god” didn’t recognize that and tried to help.
I don't really understand what you guys expect me to do. I evangelize to all of my teammates, answer their questions about my religion, & tell them about how great Christianity is, but I can't force a person to convert, not commit a sin, and so on. If someone is a sinful person, it's ultimately on him not to do bad stuff (because he has free will). I can't force somebody not to Break RGL's Player Code of Conduct.
lowkey at this point you might want to try reinstalling windows
pajaroJwCan you make all the doors into last bigger & make the grass on last nobuild?Which engineer hurt you
If the holding team is playing correctly & rotating heals, it feels basically impossible to destroy the gun. The attacking team has to push through a door before being able to spam (lower, dropdown), which makes it too difficult.
To fix this, the map should either (A) have bigger doors so that you can spam the common gun spots without having to walk through a doorway (like spamming from river to shutter on gully) or (B) change where guns can be placed to make them easier to spam. Sentries don't feel nearly as bad on gully or even process because the attacking team has some ability to spam the gun without pushing all the way through a door.
In my experience, snakewater's last pushes with uber ad feel pretty fair from the attacking side; it's mostly on even ubers where the sentry gun becomes near-impossible to destroy. If you do destroy the gun on evens, you've taken so much damage that the engineer has time to build another while you reheal, or you have to sac on half health. Making it easier to kill sentries would make attackers rely less on sniping (which is boring for both teams) and more on creative sacs.
Also we should ban the jag. Engineers should not be able to build another sentry 2 seconds after you spend 500 team health and 45 seconds of planning to kill his level 3.
Can you make all the doors into last bigger & make the grass on last nobuild?
ZufMajor thing first. Getting data on the level of game (i.e. invite vs advance etc) seems very important, but I dont know how / where to source it. If anyone knows that would be awesome!!!
If you mean using this data to train the model, this is easy with a little manual work. Just go to the RGL profiles of e.g. invite players, and then look through their logs for games where they're playing with their teammates (also listed on RGL). You could easily collect 500 invite-level "sample" logs in like a couple hours of doing this. Tedious but not that bad.
ZufVolume vs raw stats was a major issue I was considering. However, I am not 100% sure how I could address accounting for game pace without heavily biasing the model to favor short game impactful stats, vs long, drawn out match stats.
I think you could do this by grading players on a curve. Like, in both slow and fast games, someone still does the highest damage in the server. That's really what should count rather than the raw number, that is, a player's performance relative to his role counterpart on the other team. Fitting performance to a curve like this mostly solves the problem of people having worse-looking stats because the game was slow.