I wish they would just use their awesome auto-updating steam technology to have the server update without my intervention. No more pony videos. I've hit the bottom of the barrel on those.
We need to change the server over to scrim settings. I think people should be practicing for how the game will be when we play it during the scrim. Most importantly, that means standard weapons only and no random crits.
I don't know how people feel about crits on capture, but I reckon it would be too strong. If you get one cap and your team is organised, I think you'll be able to steamroll the other team rather easily by attacking hard every time you get the crits.
I also want to see how stopwatch changes the dynamic of asymmetric maps, and how having only a time limit and no cap limit changes CTF.
That is one fuckawesome video Neito. Good job abandoning the mediocre pony videos.
having only a time limit and no cap limit changes CTF.
I think there should be both. If it's 2-2 in caps, you have to do everything to stop that last cap from the enemy while getting it yourself. So I'd like to see, if possible, first to 3 caps OR the timer running out. Having both means you have to cap fast and hard to win. Also, no crits on capture, it only makes sense if you don't want random crits.
Side note - Jason chilled in my borderlands game for a bit, and from the better drops, I managed to get my hands on a ridiculously good Blast Sniper, which pretty much became my primary for a long time. I only replaced it when I came across a rifle that was far more accurate, and did more base damage than my rocket launcher.
Yeah, I need to apologize to you, Churba, because I was really tired and non-talkative during that game. I also had such bad lag that it was impossible to go more than a few feet without glitching.
Yeah, I need to apologize to you, Churba, because I was really tired and non-talkative during that game. I also had such bad lag that it was impossible to go more than a few feet without glitching.
Nah, it's cool, I have those days, and I was hosting, so you're going to get more lag on that than you're used to - from me to you is a little bit over a 400ms round trip. I'm much closer to you guys in level, now, in the high thirties. Since I've maxed out my Headshots=More experience skill as Mordacai and the hordes of enemies present currently, Zombie island of Dr Ned is giving me XP like it's going out of style.
Yeah, I need to apologize to you, Churba, because I was really tired and non-talkative during that game. I also had such bad lag that it was impossible to go more than a few feet without glitching.
Nah, it's cool, I have those days, and I was hosting, so you're going to get more lag on that than you're used to - from me to you is a little bit over a 400ms round trip. I'm much closer to you guys in level, now, in the high thirties. Since I've maxed out my Headshots=More experience skill as Mordacai and the hordes of enemies present currently, Zombie island of Dr Ned is giving me XP like it's going out of style.
Nah, The game is just shit like that when it comes to networking.
Nah, The game is just shit like that when it comes to networking.
It's not so bad - When I connected to Jason's host before that, it was good as gold. I'd say it's mostly my connection, in that case, because I'm in Australia, so I'm far away, with a much weaker connection - It's why I don't host servers, and for a long time, didn't play much Multiplayer outside of Australia. I'm on one of the better commercially available connections(at least, to an average consumer) and I'm still getting what many of the people on the forum would consider massive lag.
I think there should be both. If it's 2-2 in caps, you have to do everything to stop that last cap from the enemy while getting it yourself. So I'd like to see, if possible, first to 3 caps OR the timer running out. Having both means you have to cap fast and hard to win.
No cap limit is how CTF is done in pretty much every other game, and it makes things much more interesting if you ask me. If you're even in caps, both teams will still be trying to do everything to stop the enemies from capping while trying to cap it themselves, because being a single cap up is a solid advantage. Even if you do have a cap limit, the standard victory conditions in TF2 are unacceptable. If you're going by the standard TF2 rules, if the timer ends and the score is 2-0, the game is considered drawn and is typically settled by the highest total of individual scores, or by Sudden Death. By any reasonable standard 2 caps to 0 would be a solid victory.
In fact, by the standard TF2 rules you could go full turtle from square one. Then you're pretty much guaranteed to win if your enemies keep attacking while you defend, because the defenders are bound to be getting more kills due to the advantage of defending. This completely breaks CTF.
On the other hand, if you go with more normal CTF rules, what tends to happen is that if one team gets up 2-0, then the team with 2 points is the one to turtle up. But I don't see that as a problem, because that's how CTF is supposed to work. If you've obtained an advantage of 2 caps to 0 and proceed to win the game by turtling, you've earnt it. Also, one of the keys to a good game of CTF is the map design. That's the issue with 2Fort - it's just a poorly designed map, because it makes capping far too difficult, hence making turtling far too strong a strategy. Any decent CTF map avoids this problem.
Also, no crits on capture, it only makes sense if you don't want random crits.
Obviously you don't. No one (or at least I hope they don't) wants to see the game decided by a single crocket; that introduces far too much of an element of chance into the game, hence reducing the dependence on skill.
No cap limit is how CTF is done in pretty much every other game,
Not old CTF games. It was always to 10. Time limits were often an hour. If a team hit 10, they won immediately. If neither team hit ten, then points was the tiebreaker at the end of the timelimit.
Points were totaled from all the players' personal points on each team. Players generally earned:
1 point per frag 10 points per TEAM cap (regardless of who did it).
This generally meant that the team with the most caps won unless there was a huge disparity in kills. If caps were tied, kills tiebroke.
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In the meantime, we need to get in touch with open_sketchbook.
Water
No more pony videos. I've hit the bottom of the barrel on those.
I don't know how people feel about crits on capture, but I reckon it would be too strong. If you get one cap and your team is organised, I think you'll be able to steamroll the other team rather easily by attacking hard every time you get the crits.
I also want to see how stopwatch changes the dynamic of asymmetric maps, and how having only a time limit and no cap limit changes CTF.
I'm also not sure what my plans for next weekend are.
In fact, by the standard TF2 rules you could go full turtle from square one. Then you're pretty much guaranteed to win if your enemies keep attacking while you defend, because the defenders are bound to be getting more kills due to the advantage of defending. This completely breaks CTF.
On the other hand, if you go with more normal CTF rules, what tends to happen is that if one team gets up 2-0, then the team with 2 points is the one to turtle up. But I don't see that as a problem, because that's how CTF is supposed to work. If you've obtained an advantage of 2 caps to 0 and proceed to win the game by turtling, you've earnt it.
Also, one of the keys to a good game of CTF is the map design. That's the issue with 2Fort - it's just a poorly designed map, because it makes capping far too difficult, hence making turtling far too strong a strategy. Any decent CTF map avoids this problem. Obviously you don't. No one (or at least I hope they don't) wants to see the game decided by a single crocket; that introduces far too much of an element of chance into the game, hence reducing the dependence on skill.
Points were totaled from all the players' personal points on each team. Players generally earned:
1 point per frag
10 points per TEAM cap (regardless of who did it).
This generally meant that the team with the most caps won unless there was a huge disparity in kills. If caps were tied, kills tiebroke.