KanecoRegarding your first part I also don't think stalemates are inherently bad, I think they are a natural part of the game where the more experienced and organized team usually comes on top.
One interesting thing to point out (and this is not an in-your-face iNg thing) is that while the first half ended 1-0 iNg > UP, the final score for the match was 5-2 UP > iNg. If we assume that the final score reflects the better team coming out on top, do you think that we simply played the stalemates incorrectly? If the game never had halftime, I suspect that we would have lost the match.
miblik...a tighter time window kind of gives an incentive to pushing, right?
@Miblik/Ducky#6: A tighter time window seems to encourage the offensive team (team holding middle) to stalemate the match while encouraging the defensive team to push into a disadvantageous situation. I would rather see the offensive team be incentivized to push when they have an advantage, and the defensive team be incentivized to hold when they are at a disadvantage. Doesn't that make the most sense to you? If the defensive team is encouraged to push when at a disadvantage, that sounds to me like poor game design -- which is the reason why I am bringing this up in a video.
According to the Quake Bible (haha yeah I know),
"Once you have accurate awareness of the enemy's status, this is where the Art of War comes in. (<3 Sun Tzu) Now you can constantly balance your status against the enemy status, and move accordingly. If you have the advantage, you attack. At the disadvantage, you wait for your opponent to make a mistake or you retreat in order to gain more resources than your opponent."
In TF2, much like in Basketball, there is a limit to how many resources that you can gain while in this situation where you no longer have control over the game -- in Basketball, they decided that there needs to be a mechanic that helps out the defensive team: the shot clock. It would be extremely boring if, in the first quarter, the team winning 10-7 decided to hold the ball and never let go until the quarter ended. Thanks to the shot clock, we get to see exciting, full Basketball games where teams are constantly trying to push and score and I think that is what makes the game fun and interesting to watch/play. A shot clock penalizes the team who has control of the game if they decide to not use that control to try to score.
Ducky I'm not asking "what should I have done given this ruleset". What I'm asking is, "Does this ruleset need to be changed?"