https://i.imgur.com/6wcdZY5.png
responsible for the first good The Onion post in years (from last month)
Account Details | |
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SteamID64 | 76561198036391020 |
SteamID3 | [U:1:76125292] |
SteamID32 | STEAM_0:0:38062646 |
Country | Virgin Islands, U.S. |
Signed Up | January 8, 2014 |
Last Posted | October 5, 2025 at 8:50 PM |
Posts | 3922 (0.9 per day) |
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https://i.imgur.com/6wcdZY5.png
responsible for the first good The Onion post in years (from last month)
i dont have any. sorry :(
THEBILLDOZERYou probably won't get arrested for it IANAL
you heard it here first folks, he anals
Waldo827049372409856218375609324857209834650198347650239845
https://i.imgur.com/pxviWVN.png
blu owns i guess (second set of percentages removes ties from the total, for a more direct red vs blu comparison)
ireJWBhttps://twitter.com/Hafficool/status/1377364163274629120 looks like the haffi/raymon/gink team is doing pretty alrighthttps://www.vlr.gg/team/3082/lasagna-beam if you want to keep up, unfortunately seems they lost the ro16 :(
edit: as lupus pointed out kaidus is the coach of this team too
Looks like they made it as far as Liquid (ScreaM & Jamppi) and Fnatic (tsack lol). The team they lost to (Opportunists, with Happy and some shit French cs rejects) 2-0'd the team that 2-0'd Liquid (Guild Esports with Draken)
EU Valorant mostly looks like a crapshoot so far—there's only 5 good or smart ex-CS players who've moved over (speaking generously), so the Haffi team probably has just a good a chance of signing with a decent to good org as anyone else here.
In the meantime don't forget to cheer nukkye on Heretics
Opti_You make 5cps with round limit to 3 or 4. You set round time to 5 or 4 minutes. If last is capped, team who caps gains 1 round. If no one caps, at the end of the round timer, whoever has mid wins 1 round.
this incentivizes pushing out from last but de-incentivizes pushing 2nd or mid. it doesn't really fix the "problem" that a team playing defensively has the advantage, it just makes the team that wins mid the defensive team instead of the team that loses it.
catwifi think the primary stalemate problem can be solved by setting the round timer to 3 (maybe even 2) minutes instead of 10. this incentivizes the attacking team to keep up the offense if they dont want to be reset back to a midfight.
i feel like this benefits the defensive team more than the offensive. if you lose mid you have like 1-2 minutes to push out of your own 2nd/last and win, so it's a much better plan to just turtle last and give it another go next midfight. the reason people don't turtle mid with 10 minute timer is because it's hard to hold last for like 8-9 minutes.
i turtled Gully last for like 20 minutes one time but it required their med dropping like 3 times, them constantly losing players without trading, and 10 of their pushes in a row being 100% grass-fed beef. turtling for like 1-2 minutes though would be completely viable.
det-JoesMonkeyLandI couldn't really tell them that they are wrong to think long stalemates followed by short periods of intense activity are common.I might just be dumb but isn't this the case in a ton of FPS's? Main one that comes to mind is CSGO, where over a minute can elapse with teams sneaking slowly to the bombsite and the actual aim duels being over in a few seconds?
CS downtime:
A) isn't a stalemate
B) still has things happening, position being taken, info gained, spam damage traded etc
C) can only last for about a minute at a time
TF2 downtime:
A) is usually a stalemate
B) generally has nothing important happening. maps are segmented enough that you can't really take any position without a push, positional info is readily available and largely useless, spam damage can be healed away—even on a pick you can just kill the counter sack/play passive and wait for respawn
C) can last as long as both teams keep playing passively without making major mistakes
Take 2 minutes to listen to a CSGO cast and you can hear the casters talking through what's happening in the first 40 seconds of a round—this player's smoking here so these players can cross to here, they're checking this position, they're baiting a CT push, they're setting up nades for the B execute. The "passive" gameplay here is, even in the slowest and most procedural games, actually pretty active and important
In TF2 anything with permanent impact on a stalemate is immediately followed by the push—i.e. the passive gameplay is only important when it immediately leads to active gameplay
And btw viewers still complain all the time when teams like Astralis or Na`Vi play slow or procedural rounds
lucrative5cp is a good gamemode in 6s. Similar to botmode's comment, the community will never allow for new 5cp maps to be made so the maps we play now are just overplayed and stale, no one ever gives new maps a chance that are remotely different from current meta and thus the game will pretty much always be at a standstill.
this is why we should bring back blands and gran :D
they're both very different from Processcore maps but people are also used to them
KevinIsPwnpeople just don't because it's boring as hell and the stakes are so low
also something i've always thought—people play this game for fun, so why ruin your opponents fun + your own just to win an excruciating $20 or something
Rahmedrewatching sideshow's old video on the subject at hand: https://www.youtube.com/watch?v=LDM5ThcDRiQ
Feels like Sideshow is showing early signs of Overwatch Brain in that, favoring strategies that are intricate mostly due to the number of major varying factors (mentioning class composition here is the big one), vs due to micro-level positioning/target selection decisions (best exemplified in games like Quake or Halo).
Of course I'm not saying such a preference is invalid (it's a shame things like Overwatch or Prolander never quite delivered on those conceptual promises), but I don't think most people in the community would really agree with it, or find playing the game based on it enjoyable.
5cp sucks to spectate but it fuckin owns to play. a little bit of downtime here and there is really nice honestly and if you're having too much of it then you're not playing properly.
At this point most people play this game because of the way it's "supposed" to be played, the community's too small IMO to really sink investment into massive shakeup experiments (see 4s, Arena Respawn, Prolander, NR 6s). People have played with the flaws for years now and it hasn't really gotten more noticeable, so why try to fix them when almost every idea people (at least people with influence) have had for change has been bad?
I have a theory that highlander-brained type people cant stand 6s because they need something to be happening constantly, every single second, even if its meaningless. When there's a bit of a lull in the "action"—maybe even ubers, just took mid, both teams waiting for respawns—they can't just sit and assess the situation, poke the flank, talk through next moves, or just take a sip of water.
Feels sort of like how people used to big modern blockbusters can't stand to watch slower or older movies, where there's not constant action, music, snarky dialogue, fat guys farting, whatever
You can submit an unban request here: https://forums.tf2center.com/forum/11-unban-requests/.
Usually takes a while to get through but they'll get to it eventually