Kaki
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SteamID64 76561198031041077
SteamID3 [U:1:70775349]
SteamID32 STEAM_0:1:35387674
Country New Zealand
Signed Up December 12, 2012
Last Posted October 16, 2013 at 6:37 PM
Posts 29 (0 per day)
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#16 stalemate timer in TF2 General Discussion

most of you seem to be caught up on the fact i suggested 3mins, but my intent is that you realise the 10minute timer is clearly not perfect, and each map could have a 'better' timer.

the timer being lower should increase incentive for the attacking team to move on small advantages, which is what i think the game should be more about.

posted about 10 years ago
#12 stalemate timer in TF2 General Discussion

lol that's not what i'm suggesting. only that the attacking team should have an actual time constraint, as opposed to none.

would be interested in what the ppl who play euro rules had to say

posted about 10 years ago
#8 stalemate timer in TF2 General Discussion

u are taking the 3minute suggestion too far, like i said, each point on each map should have a timer best suited to it.

defenders should be rewarded tho imo.

posted about 10 years ago
#3 stalemate timer in TF2 General Discussion

surely if the community feels that way it shouldn't be hard to implement, or "make" new maps for comp, like cp_pro_badlands or w/e, so pubbers can still use the original maps "as they were intended"

posted about 10 years ago
#1 stalemate timer in TF2 General Discussion

i couldn't think of a better term for the "clock" that once run down resets the 6v6 map, and a new mid is started..

i believe it is 10minutes for every control point on 5cp amd different on A/D

i feel atm it is nearly irrelevant - i.e: 10min is basically infinite time, but it is a good idea which just needs some adjustment.

should the timer be reduced to say 3minutes, it would put pressure on the attacking team to continue attacking, since they have more control points, and want to protect that advantage. at the moment, it is pretty tough for teams to deal with well executed suicide plays considering the "attacking" team has so much time to make these plays.

example: team A holds 4 control points on granary, and is attacking into team B's last point, each team has 6 players up and ubercharge.
team A can easily sticky defensively and sacrifice 1 player, or use 1 player to snipe aggressively, as losing 1 player while defensively positioned with equal ubers will be quite hard for team B to capatalise on.

if the 'stalemate timer' was smaller (3mins again, for example), perhaps 1 or 2 plays like this could be made, but it wouldn't be overly unfair for the defending team.

using 1 global time would probably be a bad idea however, and each maps' points should be considered when setting the stalemate timers. for instance a small timer on snakewater last may allow the defending team to get easy resets (especially with heavy engie etc..).

thoughts?

posted about 10 years ago
#104 Post a link to your youtube channel in Off Topic

http://www.youtube.com/user/K4kitee/videos?flow=grid&view=0

sample

http://www.youtube.com/watch?v=q2gY6YTKLvw

mostly fragvids tho

posted about 11 years ago
#14 waiting seconds not ticks in Q/A Help

cool, good to know

posted about 11 years ago
#9 waiting seconds not ticks in Q/A Help

i've seen one before in a pug.

team: TAKEN HEALTH/AMMO

team: HEALTH/AMMO up in 5

team: HEALTH/AMMO RESPAWNED

something like that. was thinking of making one to keep loose tabs on enemy uber

posted about 11 years ago
#7 waiting seconds not ticks in Q/A Help

oh really? i thought ppl have binds for taking ammo/health packs already..

posted about 11 years ago
#1 waiting seconds not ticks in Q/A Help

i'm trying to make a script at the moment that involves waiting, but using the command: "wait X" is inconsistant since my framerate bounces around a bit (is that how is works?)

is there a way to wait in seconds not ticks?

posted about 11 years ago
#456 Frag Clips Thread in Videos

http://www.youtube.com/watch?v=fTZjKDUw9p8

posted about 11 years ago
#378 Frag Clips Thread in Videos

http://www.youtube.com/watch?v=-kmWIC_lDa0

posted about 11 years ago
#36 A rollout trainer I made in Map Discussion

nice idea, hope more maps get involved :)

posted about 11 years ago
#5 cp_metalworks rollout videos in Map Discussion

http://www.youtube.com/watch?v=2bOg_FZ6QW8&feature=youtu.be

posted about 11 years ago
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