alba
Account Details
SteamID64 76561198058193878
SteamID3 [U:1:97928150]
SteamID32 STEAM_0:0:48964075
Country Sweden
Signed Up May 12, 2013
Last Posted March 3, 2026 at 12:47 PM
Posts 559 (0.1 per day)
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240Hz
Hardware Peripherals
Mouse Razer Deathadder V3 with 4khz dongle
Keyboard Fnatic Streak Silent Red
Mousepad Lethal Gaming Gear Venus Pro
Headphones Hifiman Sundara
Monitor BenQ XL2546
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#16 Stalemates in TF2 General Discussion
GazJust ban the crossbow and you can finally push off damage again because the medics cant just heal everyone to full health in a matter of seconds.

This is actually a big thing, good damage in chokes doesnt really matter anymore becausw of the crossbow. But valves change might fix that. The crossbow will have crit heals and heal less (from my understanding) if someone took damage recently

Edit: My bad, healing isnt being changed, only ubercharge building

Edit2: reducing fire/reload and draw speed could be an intresting change. Or just nerf the healing of the crossbow.

posted about 8 years ago
#13 Stalemates in TF2 General Discussion
YeeHawwell I think it's some part 5cp. the format encourages playing the clock but there is no good alternative format. i think another part of it is teams afraid to take risks and copying 7, even though they may play better if they play aggressively. everyone (especially in officials) is terrified of making mistakes, which ironically leads to them losing because you don't play stalematey style in scrims or it's not your 'optimal' playstyle

I totally agree, also its somewhat in peoples mind that you have to play like that these days

posted about 8 years ago
#12 Stalemates in TF2 General Discussion
b4nnyYou could mitigate some of the pain of long stalemates by reducing the round timer. While it would produce more urgency to push on advantages, it simultaneously eases the ability to turtle so it's tricky. You'd definitely have more round resets, which means more midfights, which might be worth it compared to how things are now tbh. I would love for Valve to add that as an option so we could experiment with it. In my eyes, the only way to currently truly eliminate stalemates is to run KOTH maps only, though they are shallower tactically than 5CP unfortunately.

I agree fully on this. Allthough it could make teams not push out of last to reset into another midfight it would be very intresting to experiment on different roundtimers. Isnt there a command like mp_roundtime? In that case it could be tested in a 1 night cup or something

posted about 8 years ago
#11 Stalemates in TF2 General Discussion
Caelinerf scattergun's knockback so soldiers can actually jump in and make space

Maybe a 50% knockback nerf for hit scan weapons could be intresting. Very drastic change though

posted about 8 years ago
#9 Stalemates in TF2 General Discussion

Im definately pro more koth maps. The 7 lowpandee game was an example. Generally tf2 overall has grown way more stalematey the last 2 years or so.

I guess you are right that people dont practise stalemate breaking properly.

Sure there was stalemates in 2014 but not as much as now. Just makes me wonder if thats something that people has just adapted to and decided is the way to play tf2 or if it is because of the medic movespeed buff, crossbow buff?

In my opinion as scout it is not fun with stalemates unless you offclass. And its definately very boring to watch

posted about 8 years ago
#5 Stalemates in TF2 General Discussion
ellislow level games tend to be chaotic feeding, but having less stalematey games casted would probably help grow the player base, especially lans which tend to get a lot more exposure then normal matches

Prem games tend to be alot more stalematey than high games for instance

posted about 8 years ago
#4 Stalemates in TF2 General Discussion
SleshMake badlands last fast to cap (again)

That doesnt solve the issue. Longer spawn times when you are attacking last is a better solution in that case so its easier to push out from last. I'm thinking about all maps thoigh so not only badlands

posted about 8 years ago
#1 Stalemates in TF2 General Discussion

What do we do to reduce stalemates?

In my opinion to get tf2 to grow further and prevent people from getting bored and quit we need to have exciting games being played and casted. I don't think it helps when the game being casted is so slow and stalematey that even the casters are bored. An example is the game between 7 and lowpander yesterday where on badlands lowpander held last for 30 minutes or something crazy including full time and golden cap. They managed to push out and cap spire a few times but then having to retreat to last again

Maybe its just me missing the old aggressive era of tf2 but I really think it makes games alot more intresting to watch and also to play.

My question is, how to we reward aggressive plays and make stalemates less rewarding? Is that even something people would want? Is it a map issue or an issue with the 5cp format with round timers etc or maybe even an issue with the class balancing. Would changing the roundtime in the etf2l config help?

Let me know what you guys think!

posted about 8 years ago
#3293 stream highlights in Videos

Http://clips.twitch.tv/MoistBloodyBeefPeanutButterJellyTime

posted about 8 years ago
#144 Overwatch HUD in Customization

Fixed, info.vdf was missing. Thanks to Zen and degu <3

posted about 8 years ago
#21 Tacos or Hamburgers in Off Topic

Tacos, so many ways you can do it

posted about 8 years ago
#9 ETF2L S27 W7: top5rocket vs. the absolute nuts in Matches

CONGOD

https://clips.twitch.tv/TenaciousFurtiveHerdNerfRedBlaster

posted about 8 years ago
#8 ETF2L S27 W7: top5rocket vs. the absolute nuts in Matches

GOD GINK

https://clips.twitch.tv/ObliviousSillyPancakeHeyGuys

posted about 8 years ago
#7 ETF2L S27 W7: top5rocket vs. the absolute nuts in Matches

GOD YLLEN

https://clips.twitch.tv/BrainyFilthyWolverineBrokeBack

posted about 8 years ago
#5 Team SVIFT - i61 Announcement/Fundraiser in TF2 General Discussion

Best of luck!

posted about 8 years ago
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