Polar-The gist of his solution to stalemates:
"The shockclock timer ticks down to 0, and instead of having another midfight, what happens is two ramps like descend down from heavens. The ramps come down and then the teams can choose to walk up the ramps, and at the top of the ramp is a heavy. It's like a mechanical heavy, like Mann vs Machine, cuz I'm trying to be thematically correct for TF2 - but you have this like robot heavy at the top of the ramp, and it's a pretty strong heavy but it's 1v1able, like barely, just barely 1v1able like if you're trying really hard to -- eh maybe like later in the game -- eh maybe it's like 2v1able or 3v1able or something like that. So it requires your team to go up there and contest that neutral objective. If you don't do it, well, that heavy is either going to, either you kill the heavy and it gives you like a huge buff, like crits or something, or it gives you -- it'll like drop intel like Roshan, and suddenly your team has this huge buff."
^Yeah I'm sorry I gotta be a bit rude but this is honestly the stupidest thing I've heard anyone come up with with regards to solving the stalemate problem, and I'd rather play 6s at it's slowest than have this ridiculous idea ruin whatever flow and momentum there is left in the game.
Edit: I've said this in a different thread, but I'll repeat here just because I feel this idea actually tackles the root of the problem instead of adding unnecessary gimmicks that only make things more confusing: The reason smart teams won't push is because the chances of failing a push are greater than the chances of failing a hold. The stalemate issue will be solved when the chances of failing a hold are greater than the chances of failing a push. A lot of this is in the hands of how Valve balance and design each class' statistics and mechanics, but as a community we can also do things to help our gamemode by making defending much harder to do, for example:
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banning heavy, engi and banning unlocks that make defending easier.