reerotrains is one of my favorite people in tf2. he has insanely good demo dm and suprisingly good scout dm. hes a really nice level headed gamer.
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SteamID64 | 76561198069861760 |
SteamID3 | [U:1:109596032] |
SteamID32 | STEAM_0:0:54798016 |
Country | Pirate |
Signed Up | July 22, 2014 |
Last Posted | August 5, 2019 at 4:58 PM |
Posts | 796 (0.2 per day) |
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the team didnt end up working out, but thanks to everyone who tried out and/or showed interest, and good luck on finding a team :D
if anyone has mw2 and wants to play snd pugs join the steam group!
teams are 4v4 and will play a Bo3.
Never tell your password to anyone.
Saturday, March 25, 2017
5:18 PM - fig in leather: yes
5:19 PM - Captain Insano: nvm i just read your post. too narotic for my team
5:19 PM - Captain Insano is now Offline.
http://i3.kym-cdn.com/entries/icons/original/000/018/489/nick-young-confused-face-300x256_nqlyaa.png
really nice dude. nothing but great interactions with him. pretty solid soldier dm too.
gg to the team we just played you guys are nuts
great calls great dm great person
if i understand correctly, your idea is that each round in the game is 10 mins and if a team doesnt cap last they start a new mid after the 10 mins regardless of whether a team is in the middle of pushing out or into last.
currently when you cap a point the timer resets to 10 mins to push the next point and if no point gets capped the round resets. hes saying the time should be 5 mins instead of 10 which i think is a good idea. it gives enough time for teams to get 2-3 decent pushes into a point in without having these prolonged stalemates.
lysol is talking about round times when they reset after a cap being 5 mins (which isnt a new idea but ive never seen it tested), not your idea of having 5 minutes for a round.
also stalemates dont have to be slow. the only time stalemates are slow are when the attacking team is either running a pick class or recycling roamer bombs. theres a lot more active and creative ways to play stalemates like coordinated spam, baiting for picks, taking your heals to fight their flank, getting players behind, running 2 or 3 mans or even doing the old euro way of taking a solo to get ubers out of the way and trying to win the ensuing team fight. but most teams seem to default to the former.
i think this would ruin the flow of the game and also ruin really close games where teams are trading points back and forth and grinding team fights and pulling off clutch defenses.
also what happens if a team (in this hypothetical close game) finally gets a good second push in after trading points back and forth and are setting up to push last and the round timer just runs out. they shouldnt be punished just because theyve been leap frogging back and forth.
from a spectating standpoint, prolonged stalemates arent fun to watch. if you wanted to have a better gamemode to watch, personally, i believe koth is the better option (more fights, less down time, easier to explain to newer players/spectators) but its a mess to cast because more team fights and action and less down time to analyze previous fights.
edit: i personally think 5cp is fine where it is + this
lucrativeSome teams stalemate more than others, that is true. But the way I see it if you can't get creative enough or have enough strats in mind to try and break a solid defense by an opposing team, do you really deserve to win anyways