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    dt (@dt)

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    Information about dt

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    Best posts made by dt

    • CP changes to highlander

      @Teapot I didn’t really make this clear in the post, but what I intended to describe was that the attackers in pl maps both get a respawn advantage, meaning any trades they get are beneficial for the next push, AND get the advantage of not having anything to lose, besides maybe positioning at some points. This means the worst that can happen if you attack is nothing, just lost time. In 5cp, however, if you attack you can potentially lose your last point and the round.

      It is true that the respawn advantages are present in some 5cp maps, though not to the same degree. They are often: 1. only present at last (meaning if you decide to park the bus at any other point, respawn times are dead even) and 2. usually much less than the pl/steel respawn advantages.

      This is done for good reason- the main issue being giving “attackers” a sizeable respawn advantage is counterproductive when the “attackers” can simply decide to defend- in 5cp, if a team is up in round points, they may forfeit the opportunity to cap last and instead use their 2 second respawn advantage to defend much easier instead. This is related to the fundamental issue with 5cp in highlander- 5cp is designed to be fast paced, with both teams constantly switching between attacking and defending with very fluid gameplay, while highlander has multiple classes that slow down the game and encourage a static playstyle, making this fluid gameplay extremely difficult.

      posted in General
    • CP changes to highlander

      Successful payload defense can only be considered a stalemate if you consider the term to mean when neither team can successfully “push”, or when the objective doesn’t move. However, the term stalemate more accurately describes a situation in which neither team can accomplish their objective, but in the case of payload the objective of the defenders is to prevent the cart from being capped. Thus a true stalemate is impossible in stopwatch because one team is always succeeding, the cart is being capped or is not.

      The advantage of payload in making this static sort of gameplay still somewhat interesting is in giving the attackers a massive advantage in spawn wave timing, allowing them room to take risks. The same feature does not exist in 5cp, the attacking team is always putting themselves at a disadvantage, because unlike in payload they do have something to lose by taking risks: their last point.

      This change is effectively the same as decreasing the 10 minute in game cap timer, as both simply create more reset opportunities in case of stalemates. A lowered in game cap timer has also been discussed in 6s, mainly in the context of the euro config/playstyle, but I don’t remember where that ended up going.

      At the end of the day I don’t think reducing the time maps are played would make the gameplay any better beyond potentially creating more “oh shit we are down points we need to make something happen” moments, but the possibility of 3 potentially never ending golden caps as opposed to one could actually be far worse for the gametype.

      posted in General
    • dt lft s8

      s7 team is looking like its dying, so im looking to sub/possibly main depending on what happens with my 6s team. Would love to play for a team focused on improving and with a good attitude. A bit disappointed with me and my team’s performance this season, but still had a great time and feel ready to play again and improve even more 🙂

      soldier = demo > scout > engie/heavy/learning any other class
      hl exp:
      s2 im soldier
      s7 main demo for ralph
      https://rgl.gg/Public/PlayerProfile.aspx?p=76561198082295223

      https://steamcommunity.com/profiles/76561198082295223
      _dt#2285

      posted in Highlander
    • Mentoring HL Demoman Advanced - Amateur

      very knowledgeable player, and definitely a great resource for anyone trying to improve

      posted in Mentoring

    Latest posts made by dt

    • CP changes to highlander

      @Teapot I didn’t really make this clear in the post, but what I intended to describe was that the attackers in pl maps both get a respawn advantage, meaning any trades they get are beneficial for the next push, AND get the advantage of not having anything to lose, besides maybe positioning at some points. This means the worst that can happen if you attack is nothing, just lost time. In 5cp, however, if you attack you can potentially lose your last point and the round.

      It is true that the respawn advantages are present in some 5cp maps, though not to the same degree. They are often: 1. only present at last (meaning if you decide to park the bus at any other point, respawn times are dead even) and 2. usually much less than the pl/steel respawn advantages.

      This is done for good reason- the main issue being giving “attackers” a sizeable respawn advantage is counterproductive when the “attackers” can simply decide to defend- in 5cp, if a team is up in round points, they may forfeit the opportunity to cap last and instead use their 2 second respawn advantage to defend much easier instead. This is related to the fundamental issue with 5cp in highlander- 5cp is designed to be fast paced, with both teams constantly switching between attacking and defending with very fluid gameplay, while highlander has multiple classes that slow down the game and encourage a static playstyle, making this fluid gameplay extremely difficult.

      posted in General
    • CP changes to highlander

      Successful payload defense can only be considered a stalemate if you consider the term to mean when neither team can successfully “push”, or when the objective doesn’t move. However, the term stalemate more accurately describes a situation in which neither team can accomplish their objective, but in the case of payload the objective of the defenders is to prevent the cart from being capped. Thus a true stalemate is impossible in stopwatch because one team is always succeeding, the cart is being capped or is not.

      The advantage of payload in making this static sort of gameplay still somewhat interesting is in giving the attackers a massive advantage in spawn wave timing, allowing them room to take risks. The same feature does not exist in 5cp, the attacking team is always putting themselves at a disadvantage, because unlike in payload they do have something to lose by taking risks: their last point.

      This change is effectively the same as decreasing the 10 minute in game cap timer, as both simply create more reset opportunities in case of stalemates. A lowered in game cap timer has also been discussed in 6s, mainly in the context of the euro config/playstyle, but I don’t remember where that ended up going.

      At the end of the day I don’t think reducing the time maps are played would make the gameplay any better beyond potentially creating more “oh shit we are down points we need to make something happen” moments, but the possibility of 3 potentially never ending golden caps as opposed to one could actually be far worse for the gametype.

      posted in General
    • dt lft s8

      s7 team is looking like its dying, so im looking to sub/possibly main depending on what happens with my 6s team. Would love to play for a team focused on improving and with a good attitude. A bit disappointed with me and my team’s performance this season, but still had a great time and feel ready to play again and improve even more 🙂

      soldier = demo > scout > engie/heavy/learning any other class
      hl exp:
      s2 im soldier
      s7 main demo for ralph
      https://rgl.gg/Public/PlayerProfile.aspx?p=76561198082295223

      https://steamcommunity.com/profiles/76561198082295223
      _dt#2285

      posted in Highlander
    • dotwet lft advanced scout s8

      first season in main, best scout in main. sinple.

      posted in Highlander
    • LFT Main/Adv Engi/Scout

      this man hard carried our team. he will topfrag the server on payload engie

      posted in Highlander
    • LFP Spy to finish out S7

      please play for us 🕴 🙏 🐵

      posted in Highlander
    • Mentoring HL Demoman Advanced - Amateur

      very knowledgeable player, and definitely a great resource for anyone trying to improve

      posted in Mentoring
    • _dt demo LFM

      Im playing in main this season, and for my first season of demo/maincalling in hl and second season maining hl overall its going well, though I definitely have a lot to improve on and would appreciate if anyone could take the time to do some pov/map reviews and talk general strats and shit. Im usually free ~2 hrs before/after scrims though other times are available, add me on

      steam: https://steamcommunity.com/profiles/76561198082295223
      discord: _dt#2285

      posted in Mentoring