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#241
-5
Juunee  Steam
high
Medium_ce37e900429f56cfdf1a9d7402bc083d
Registered: September 2011
Posts: 1964

Platinum wrote:

June, how the fuck is it backcapping when there is no LAST point? It's just capping, STFU with the fucking backcapping argument.

Are you fucking serious?

http://i.imgur.com/hlEGt.jpg

Hold up, I'll humor you. Even if the semantics were REALLY that important, it's back-capping because you are deliberately going where the action isn't for the sake of capping a point.


fou/nd/you forever

Thu, 15 Dec 2011, 01:03am
#242
-3
Juunee  Steam
high
Medium_ce37e900429f56cfdf1a9d7402bc083d
Registered: September 2011
Posts: 1964

Shows over guys, everyone go home. The now agreed upon point that running scouts to the opposite side of the map is way too effective on this map is now completely irrelevant because we've been calling it back-capping when in reality there's no last point so it can't be back-capping!


fou/nd/you forever

Thu, 15 Dec 2011, 01:10am
#243
1
scorpiouprising  Steam
mid+
Medium_704d0f8b0fec7f6ba65d2516a93519f4
Registered: September 2011
Posts: 389

Platinum wrote:

I think it favors scouts/soldiers way too much because of how quickly both of those classes can get vertical on many different levels. As a demo or medic if you take one wrong step on B and fall down to ground level, you're pretty much screwed unless you hit miracle pipes or somehow surf away. That being said I think it has potential if the balance between the 4 main classes is found. But right now it kind of feels like scouts/soldiers dominate. It could just be that I haven't found the best positioning as demo yet, but that's my take on it.

Good points. I'll keep that in mind. B is the obvious candidate for changes, and I have some things in mind for making the area a bit bigger (maybe allowing demo to not have to fall so frequently), and also making the lower area a bit more friendly to some other classes.

Thu, 15 Dec 2011, 01:18am
#244
0
drdonutman  Steam
mid+
Registered: September 2011
Posts: 454

scorpiouprising wrote:

Platinum wrote:

I think it favors scouts/soldiers way too much because of how quickly both of those classes can get vertical on many different levels. As a demo or medic if you take one wrong step on B and fall down to ground level, you're pretty much screwed unless you hit miracle pipes or somehow surf away. That being said I think it has potential if the balance between the 4 main classes is found. But right now it kind of feels like scouts/soldiers dominate. It could just be that I haven't found the best positioning as demo yet, but that's my take on it.

Good points. I'll keep that in mind. B is the obvious candidate for changes, and I have some things in mind for making the area a bit bigger (maybe allowing demo to not have to fall so frequently), and also making the lower area a bit more friendly to some other classes.

It's not friendly to any classes.

Thu, 15 Dec 2011, 01:27am
#245
0
prestige  Steam
mid+
Medium_06478f86b3bfc2cb77f22ffd23cf7671
Registered: September 2011
Posts: 318

slightly increased spawn times would probably make it so you can't just cap forever and make it stalemate. though not sure if that's a problem. mp_showrespawntimes say's the min at the start is 6 seconds. i think that's the norm for a normal koth map, perhaps a bit higher cuz domination.

Thu, 15 Dec 2011, 01:28am
#246
-4
Juunee  Steam
high
Medium_ce37e900429f56cfdf1a9d7402bc083d
Registered: September 2011
Posts: 1964

Juunee wrote:

Lock A and C until B is capped, possible B terrain adjustments, fix the A-B connector so you can't put sticks in the pipes, possibly make it less efficient for scouts to run from A to C through spawn, and speed up recap by a significant amount.

http://i.imgur.com/z2TJT.gif


fou/nd/you forever

Thu, 15 Dec 2011, 01:32am
#247
1
Fog  Steam
Administrator
Registered: September 2011
Posts: 911

With this map, there is a lot of things going for this map. The main thing that people should realize is that this map is still in beta. I'm pretty sure that there will be changes made to this map in the future, and scorpio is definitely keeping note on people opinions. I mean for gods sake he reviews all the esea pug logs to find out if his map is working the way he wants it to. If that doesn't show that he its committed to making Standin a better map, I don't know what will.

Was this map introduced too early into the rotation? it could have, but this is a new game mode, this will be a learning experiment for everyone involved.


Rest In Peace Dad
Chicago DM Server: dm.mediocrity.ca:27015
Dallas DM Server: dm2.mediocrity.ca:27015
Ammomod Server: ammomod.mediocrity.ca:27015

Thu, 15 Dec 2011, 01:34am
#248
0
scorpiouprising  Steam
mid+
Medium_704d0f8b0fec7f6ba65d2516a93519f4
Registered: September 2011
Posts: 389

prestige wrote:

slightly increased spawn times would probably make it so you can't just cap forever and make it stalemate. though not sure if that's a problem. mp_showrespawntimes say's the min at the start is 6 seconds. i think that's the norm for a normal koth map, perhaps a bit higher cuz domination.

Yah, the problem with upping respawn times is that you run into the problem of not being able to ever stop a final cap. If you get wiped and the enemy team has any real advantage in terms of points, you'd pretty much just lose.

I will be rethinking spawn bonuses a bit, as it stands now a team gets a 1-2 increase in their spawn time when they cap a point, and the enemy team gets a 1-2 decrease. I might just change it to a straight decrease for a team that caps, and with no negative for a team that has less points (probably putting the initial spawn up to 7, to compensate for the lack of increasing spawns).

Thu, 15 Dec 2011, 01:36am
#249
-4
vile  Steam
high-
Medium_94ee35175ab6be58d2f71d0eeace5376
Registered: November 2011
Posts: 870

Shitty map imo. Remove along with granary and shitwater.

Thu, 15 Dec 2011, 01:41am
#250
0
breloom  Steam
high
Registered: September 2011
Posts: 1405

here's an idea. in the beginning, only the B side spawn doors are open. if you cap A, your A side door opens. if you cap C, your C side doors open. when you lose those points, they close again

Thu, 15 Dec 2011, 01:42am
#251
-3
Juunee  Steam
high
Medium_ce37e900429f56cfdf1a9d7402bc083d
Registered: September 2011
Posts: 1964

Juunee wrote:

Lock A and C until B is capped, possible B terrain adjustments, fix the A-B connector so you can't put sticks in the pipes, possibly make it less efficient for scouts to run from A to C through spawn, and speed up recap by a significant amount.

http://i.imgur.com/Dps25.jpg


fou/nd/you forever

Thu, 15 Dec 2011, 01:42am
#252
1
Fog  Steam
Administrator
Registered: September 2011
Posts: 911

I've never seen a person so butthurt over a map beta


Rest In Peace Dad
Chicago DM Server: dm.mediocrity.ca:27015
Dallas DM Server: dm2.mediocrity.ca:27015
Ammomod Server: ammomod.mediocrity.ca:27015

Thu, 15 Dec 2011, 01:44am
#253
1
Platinum  Steam
mid
Registered: September 2011
Posts: 205

Lol June, clearly I was trolling you. But I don't understand how a team can lose when they have 6 vs 4 the whole game if the 2 scouts are running to a different point? Just stay as a team and there's no way they can beat you. You'll have faster respawns at one point left, so when they try and take the last point, you kill them and roll to a win?

Thu, 15 Dec 2011, 01:44am
#254
0
drdonutman  Steam
mid+
Registered: September 2011
Posts: 454

breloom wrote:

here's an idea. in the beginning, only the B side spawn doors are open. if you cap A, your A side door opens. if you cap C, your C side doors open. when you lose those points, they close again
That's a pretty good idea, it gives incentive to cap the points instead of leaving them at 90% sigma.

Thu, 15 Dec 2011, 01:45am
#255
1
boomer  Steam
mid+
Registered: September 2011
Posts: 356

stop trying to use logic with june, it doesn't work

Thu, 15 Dec 2011, 01:45am
#256
1
Platinum  Steam
mid
Registered: September 2011
Posts: 205

They call that CP steel...

Thu, 15 Dec 2011, 01:45am
#257
0
drdonutman  Steam
mid+
Registered: September 2011
Posts: 454

I like steel, and anyways bad idea, would be gay to push a point knowing you only have 1 way to back out.

Thu, 15 Dec 2011, 01:47am
#258
1
Juunee  Steam
high
Medium_ce37e900429f56cfdf1a9d7402bc083d
Registered: September 2011
Posts: 1964

boomer wrote:

stop trying to use logic with june, it doesn't work

So I propose why the map is fucking busted, it gets agreed upon, proven in match play, I suggest the changes that would immediately fix the problems and even say to keep it in rotation, and instead I run into you and trekkie dismissing IM teams as even knowing how to play the map.

Logic is completely worthless in a community that is so intent on blowing invite players that they vote a map in beta into match rotation.

Of course I'm fucking mad over this, I and everyone else who voted against it are forced to play the rest of the week on a map that never should have been voted in and is now widely recognized as being broken as fuck even by those who voted for it in the first place. I'm sure the teams that are sitting on play-off deciding matches are happy that they have to play standin this week too.

http://i.imgur.com/g4ANt.jpg

How about in the future we don't have maps tested by pugs and instead organize a group of teams to actually play the god damn thing and test it.

Last edited: Thu, 15 Dec 2011, 02:06am by Juunee


fou/nd/you forever

Thu, 15 Dec 2011, 01:52am
#259
2
fredwardo  Steam
mid
Medium_dd76ede1e7656c94af0dbf7fb16586a1
Registered: September 2011
Posts: 137

How about having B spawn doors open 2-way all the time while having A and C doors One way from spawn to point like cp_well 2nd spawn doors. You can still choose which ever point you want to rush, you would be forced to go through B point to dm because you cant go back through A/C doors and you wouldn't be able to spawn camp.

Thu, 15 Dec 2011, 01:56am
#260
0
milehighmilitia  Steam
mid+
Registered: September 2011
Posts: 398

waxpax theres clearly a way to WIN the map but just saying ex should have done this this and this and then they would have won is complete theory crafting nonsense. If ex would have done everything you say it seems just as logical that i could say that because of reasons x,y,z if ex did everything you suggest that they would have lost just as badly, and then you could come back with solutions to the new problems and we'd go on forever.

Its impossible to keep track of all 6 enemy players on this map and still do the vital things like, you know, making a push and cap points. On EVERY other map that is played this is possible, except standin.....

Thu, 15 Dec 2011, 02:10am
#261
0
scorpiouprising  Steam
mid+
Medium_704d0f8b0fec7f6ba65d2516a93519f4
Registered: September 2011
Posts: 389

milehighmilitia wrote:

god damnit waxpax theres clearly a way to WIN the map but just saying ex should have done this this and this and then they would have won is complete theory crafting nonsense. If ex would have done everything you say it seems just as logical that i could say that because of reasons x,y,z if ex did everything you suggest that they would have lost just as badly, and then you could come back with solutions to the new problems and we'd go on forever.

Its impossible to keep track of all 6 enemy players on this map and still do the vital things like, you know, making a push and cap points. On EVERY other map that is played this is possible, except standin.....

We do it all the time in pugs? I watched xensity's scrims against you with comms, and they managed it just fine. They commed your locs most of the time with little to no problem, and when they did have an issue they dealt with it accordingly.

Thu, 15 Dec 2011, 02:12am
#262
0
ukm  Steam
high
Registered: September 2011
Posts: 1056

oh no you don't know that the other team is on the other side of a tiny chokepoint that you've been standing behind for 10 minutes

however will you cope, tf2 is doomed

Thu, 15 Dec 2011, 02:13am
#263
-1
CrissCross  Steam
high-
Medium_04d58fe1304d5c32fd12d5e5a53cd3f2
Registered: September 2011
Posts: 698

I've never heard of anyone being so furious a out a video game before as June is over having to Play standing. This thread is pretty hilarious.

Thu, 15 Dec 2011, 02:18am
#264
0
CHE  Steam
mid+
Medium_650cad106923c6ee8de1273b309e7adf
Registered: September 2011
Posts: 460

http://movies.yahoo.com/news/miley-cyrus-didnt-boob-job-173950546.html


6:03 PM - mustardoverlord: "I'm as good as banny"

Thu, 15 Dec 2011, 02:30am
#265
2
Trekkie  Steam
high-
Registered: September 2011
Posts: 713

A team had trouble with a strat the other team ran holy shit


Thu, 15 Dec 2011, 05:08am
#266
0
kuza  Steam
high-
Medium_0214c7a46902155e2c96ff1d8601e87d
Registered: September 2011
Posts: 571

I like the map so far. The circular pattern fits the game mode. You really have to communicate well.

Thu, 15 Dec 2011, 05:13am
#267
-3
NeoRussia  Steam
high
Medium_cf1ed25eebc2ef8adb43538d3b8d6dcf
Registered: September 2011
Posts: 1067

this map is so bad it made tragic leave open


conductor wrote:

ironic shitposting is still shitposting

Thu, 15 Dec 2011, 05:17am
#268
5
Captain_Obvious  Steam
mid-
Registered: September 2011
Posts: 53

Obviously you should do the same.

Thu, 15 Dec 2011, 06:36am
#269
1
LtCrumpet  Steam
high
Registered: September 2011
Posts: 1031

CrissCross wrote:

I've never heard of anyone being so furious a out a video game before as June is over having to Play standing. This thread is pretty hilarious.

are you a native english speaker?

Thu, 15 Dec 2011, 07:11am
#270
1
God  Steam
mid+
Medium_855b2091d78ea16395a715087e3ade74
Registered: September 2011
Posts: 310

LtCrumpet wrote:

CrissCross wrote:

I've never heard of anyone being so furious a out a video game before as June is over having to Play standing. This thread is pretty hilarious.

are you a native english speaker?


most likely a phone...


- God.

Thu, 15 Dec 2011, 07:29am