[iCTF.I] Quarter-finals Results (Week 4)

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[iCTF.I] Quarter-finals Results (Week 4)

Postby ttocston » Sun Nov 30, 2014 8:14 pm




Map 1: iCTF-MesmerizeLE14
Stats: http://www.ownedwell.com/utstats/?p=match&mid=4347



Map 2: iCTF-AcronyLE14
Stats: http://www.ownedwell.com/utstats/?p=match&mid=4348





Map 1: iCTF-MesmerizeLE14
Stats: http://www.ownedwell.com/utstats/?p=match&mid=4340



Map 2: iCTF-CommandLE14
Stats: http://www.ownedwell.com/utstats/?p=match&mid=4368



Map 3: iCTF-BrokenLimitsLE14
Stats: http://www.ownedwell.com/utstats/?p=match&mid=4344





Map 1: iCTF-KlondikeLE14
Stats: http://www.ownedwell.com/utstats/?p=match&mid=4361

Map 2: iCTF-DukuLE14
Stats:

Map 3: iCTF-CommandLE14
Stats: http://www.ownedwell.com/utstats/?p=match&mid=4360




Map 1: iCTF-MesmerizeLE14
Stats: http://www.ownedwell.com/utstats/?p=match&mid=4341



Map 2: iCTF-CommandLE14
Stats: http://www.ownedwell.com/utstats/?p=match&mid=4364

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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby Darkside » Sun Nov 30, 2014 10:28 pm

<3 :OWgrinsgasm:
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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby PACO » Mon Dec 01, 2014 12:09 am

Summary:

Rain took care of business while Angus was missing Nate. Respectable effort from Hodor.

AdapT won in 3. Mesmerize took 90 mins. It was ridiculous. Horrible to spectate and probably horrible to play in.

Haytch ended the Cinderella story for the Archangels. No gzt map one hurt and Arc was unable to seal the base on Command. Close game but Haytch came through.

LF vs PP was disgustingly close. I saw LF show some great sportsmanship by accepting a timeout request against the PP's and then extending it. I pointed out the irony since the team is called powerplay and kyle has a history of using the man advantage. When it came time for PP to reciprocate, they opted to cap and accept the timeout when Fisk returned to the server. Dirty play but not unexpected.

There were lots of boring overtimes and slow paced matches. We can do better than this but it won't be with the current structure.
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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby Morpheus » Mon Dec 01, 2014 12:26 am

Timeouts have to be within 3 seconds tops. I'd even put auto pause as it was previously discussed. It is like we are on the early stages of ut (and even then they had some autopause). This would be 100% avoided and there would be no sportsmanship needed. Very sad.

Also having a caster and in this case the head admin of this organization taunt and giggle over this situation is nothing but sad. This would be something to be dealt with and maybe with some kind of iron fist (to be avoid it next time).

Being happy and smug about confusion and flaming on the official pug channel is also not a reason to be proud.

These "little" things are the ones that drive away people from the community, and i know for a fact a few people that left to never come back for stuff like this.

Was it innocent? Ye probably, but this is the kind of stuff GU was known for and it shows 0 professionalism, the thing this new makeover was trying to claim so hard.

For the trolls? Amazing. For the people trying to win? Shitty attitude and enabling.

Personally i disliked it and shut down the stream immediately, but that is just me.

On other news, always good to see the powerplay back in action after 3/4? seasons after i vehemently discussed the benefits of auto-pause.

Props to kyle. You are tha man. :OWgrinsgasm:
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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby kud » Mon Dec 01, 2014 12:47 am

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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby PACO » Mon Dec 01, 2014 1:21 am

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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby fisk » Mon Dec 01, 2014 3:20 am

Well what can i say..

forgetting the fact that i drafted a bad team apparently, this war was the biggest jokewar i have had so far on GU/OW

Kud played with packet loss for 3 maps while they clearly had subs ready to hop in.. my team was crying on ts about him lagging around all the time

but this is just a small thing, the fun part starts now

we gave kylewins team a timeout on klondike + hold until their player came back

on command one of them dropped again while we had their flag out over mid already. so i decided to wait until we cap to accept the timeout.. i think this is pretty much self explanatory

for some magic reason(my ut did not crash once in the last 2 years) i crashed at some point, i think we were leading 3-1 - i told my team to call a timeout, then i came back in after like 40-50 seconds to find out the timeout was not accepted. of course they did not have the flag when i still was inside, so they just went ahead to cap 5vs4 while i was out. right after joining the server kylewins types !accept.

im not gonna blame our loss on that accident, we should have won the match by miles already at that point, nevertheless this is reality. this is what you can expect from some admins when playing them in oficial matches.

After the match i requested the demos from everyone that had dropped until that point from their team. The adminteam refused my request telling me i need a good reason to request a demo. I am not sure if this is a joke or something? Someone reconnecting is pretty much the best reason to request a demo, he could be cheating his ass off. And how the fuck am i as captain not entitled to request a fucking demo? This is ridiculous.

-> Bring in Autopause, you cant call a match competitive without that tool. Those american pugrules are not suited for oficial matches.
-> Give me every demo i requested, this game is full of convicted cheaters and suspicious people and i wanna see the demos i ask for, as would my team give the demos that are requested by the other team.

@kyle

Please stay at CSGO and dont come back, that community is perfectly suited for you, scum and dirt all over the place, im sure you will feel embraced.
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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby kud » Mon Dec 01, 2014 3:58 am

tl;dr both teams had a 5v4 cap. lobby for autopause if you like, but there's no grounds for calling people names.
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i'll reciprocate the sportsmanship shown by lf 1st map and upload my demos post-reconnect so that they can be combed for cheats
https://dl.dropboxusercontent.com/u/142 ... pp-kud.zip
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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby maestroLOQ » Mon Dec 01, 2014 4:28 am

GG, we were missing nate, but Rain was having the better team anyway. We tried to take the shot tho.

On Mesm we returned a flag closely to their flag and capped one ourselves quickly after. Couldn't hold base and with 3 minutes on the clock they tied it up and made 2-1 in OT.
Acrony we couldn't rly break thru and after they capped the 1-0 it was more or less over, until then it was pretty equal.

I gotta say honestly I didn't really enjoy playing, with biggest issue the maps.
Staff managed to have a maplist of 11 maps, only 5 were played 80% of the time. And all in a turtle way which is just utterly boring.

Duku/Mesm/Command/Klondike/Broken were played 80% of the time.
Acrony as some backup, few times Pryx/Grudge.
DS/rune/Complex were not played, easy delete for next cups.

I think there is a big chance in improving the cup mapwise. I'm quite used in a cup that the team which caps first wins (total lockdown), but still a chance there.

Why not forcing per week the maplist, f.e. Week 1 : every war consists of Rune/Command/Pryx, Week 2 : X/Y/Z etc.
Have played some leagues in that format and it was nice!

Anyway GL for other teams, but I still feel there's a lot of ways to improve.
Loque0000000000000000000000000000000reineo0000000000000000000000000000000maestroLOQ
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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby Morpheus » Mon Dec 01, 2014 10:37 am

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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby SunnY » Mon Dec 01, 2014 11:12 am

why is it mandatory for the other team to accept a timeout? thats so stupid. your allowed a timeout but not able to use it when you want LOL. what a fucking useless rule. oh and the admins were there watching it all happen. pretty much no point in joining leagues here. afk
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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby ramdrop » Mon Dec 01, 2014 11:43 am

To recap the results from ScReaM - Pun.

Last night didn't go well for us in a number of ways, we were not lucky, without luck on our side a lot of the stuff we did just failed.

Map1:
We played an 85 minute game, yes thats right, 85 minutes. The funny thing is, just before they capped, we did say, lets just ask PACO for a draw and move on, because it could have gone on for a while. I should probably frap the return that Kengzta made, but when Sponge was shot, the way in which he was shot propelled the flag up and into the path of a dodging blue not even dodging towards the flag, very lucky idd, this was with 50 seconds left on the clock.

Map 2:
Command, snky was lagging out and first the first 2 minutes, we had 4 men, tried to timeout, but the stupid thing took so long to even come into effect, ++ to adapt for holding for us so we could play properly. First and only cap resulted in a cross steal to which MP/5 slimed himself?? We had a few chances after that, but imo, adapt had none.

Map3:
A tricky map against adapt, we tried a position switch, it didn't work, after 2-0, we decided to just run public, after playing for 110 MINUTES, we had kinda lost the will to live.

GG's and thanks to ScReaM for the firstpick, had a lot of fun this season with our team, highly underrated! Hope I didn;t disappoint.
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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby Sens » Mon Dec 01, 2014 12:08 pm

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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby MP/5 » Mon Dec 01, 2014 12:28 pm

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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby HUMPTY » Mon Dec 01, 2014 12:30 pm

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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby Junkyardboy » Mon Dec 01, 2014 12:45 pm

A Negative Attitude in my books is the worst thing that you can bring to any community.

Shit talking and taunting is fun when it's done in a light-hearted way, but when you get malicious and your intent is to piss off another person, it completely sabotages and ruins it for the whole community and gives reason enough to walk away and not want to come back. There's a line you shouldn't be crossing when you are shit talking and that line gets crossed very often.

The most important thing to me is seeing that input from players in our community is taken seriously especially if they have suggestions on how to improve the league.

Very big topic to dive into that I won't but I just wanted to get some of my 2 cents off my chest.
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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby fisk » Mon Dec 01, 2014 1:11 pm

nvm

i wont comment that match anymore, what is done is done
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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby PACO » Mon Dec 01, 2014 3:20 pm

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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby kud » Mon Dec 01, 2014 4:16 pm

15 seconds is a long time when 1 cap can be/usually is the end of a game, not to mention it can be 10-15 seconds before it's obvious someone has lagged out. A delay of 10-15 seconds on the timer is simply engineering against the primary function of the mod, and why? A 5 second delay should be plenty of time to prevent abuse (as it's been mentioned 5 seconds is 1/3 of the distance flag to flag) while maintaining the utility. It's also absurd for the other team to have to type !accept to initialize the timeout (case and point: last night). Obviously that's to prevent abuse or whatever, but the delayed pause is already preventing abuse. imo PP and LF were VERY lucky last night that there were disconnects on both sides so there can at least be the argument that the integrity of the map was maintained.
Also, I can't really think of a map that pause glitches can be abused. EC2 was the biggest target when it was on the list, but there's no lava/slime hazards on any of the current maps.

Obviously it's hard to find a perfect solution, but given my experiences I think the current solution could be improved.
Last edited by kud on Mon Dec 01, 2014 4:32 pm, edited 1 time in total.
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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby kE- » Mon Dec 01, 2014 4:26 pm

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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby risus` » Mon Dec 01, 2014 5:38 pm

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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby Morpheus » Mon Dec 01, 2014 6:40 pm

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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby miracle » Mon Dec 01, 2014 6:50 pm

ok first i want to quote loque
Why not forcing per week the maplist, f.e. Week 1 : every war consists of Rune/Command/Pryx, Week 2 : X/Y/Z etc.
Have played some leagues in that format and it was nice!

ive played in a league with that, and I enjoyed it. tbh it gets every team out of their comfort zone and plays a map that challenges 1 or both teams. granted 1 team might have an adavantage 1 week, but i like that system. 1. it makes sure all maps are played, and 2. it gives advantages and disadvantages and some of the maps may b neutral maps for both teams It gives a team a reason to practice a map. Hell, i saw ppl on the servers practicing complex rune and all the maps they didnt know.. And I didn't play 1 of them this season. But, the thing is, they are great maps just a lot of new ppl dont know or care to know them as much, a lot of teams werent ready for them so they picked other maps. I like both methods but i mean that idea is a great way to get maps out their and some ppl may discover a new fav map. I'm sure if u asked rev when rune was introduced, if he thought it would b his fav map, he probably would of said no... no way. and now look hes 70-0 on it (apparently) lol.

About Kyles and fisk's game and the autopause feature

I agree with paco i dont like autopause, ive fallen in slime, ive fallen into the lava on ec2. I've had so much bs happen to me during that shit I rage just thinking about it. I like the 15 second idea. Yes 15 seconds is kind of long, you can still cap on a map like command in like 8 seconds. BUT, when you know ur teammate is lagging 15 seconds is more then enough time to 4 d it out if you have to to hold the base until the timeout gets in effect. I personally dont see any problem with that idea. The only issue is if someone just lags out and doesnt say anything or was lagging out for like 2 mins before u realized he was actually leaving and out of the server there implies the issue. If their was a way to figure that part out then 15 seconds would workout great. but that still comes into affect if your teammate doesnt know hes lagging or if theirs a storm that disconnects him what ever the reason, that 15 seconds wont matter much cus he could b in the process of lagging out before you realize it.
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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby HUMPTY » Mon Dec 01, 2014 7:42 pm

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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby kylewins » Mon Dec 01, 2014 7:56 pm

week 4 was a lot of fun, can't wait for semis, good luck to everyone!
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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby ramdrop » Tue Dec 02, 2014 3:54 am

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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby fisk » Tue Dec 02, 2014 4:01 am

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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby HUMPTY » Tue Dec 02, 2014 4:33 am

I did, I'll upload the avi when I'm home np

Kud was inactive for the lead up and the entirety of one of your caps.. You were for one of ours ..
Regardless of what happened or however much you don't want to admit it both teams capped 4v5.. We came out winners so naturally you're the more upset about it.
You want to talk about sportsmanship.. How about asking for demos of everyone that reconnected in hope of getting a forfeit.. Just accept the loss and move on instead of being a baby over it.
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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby fisk » Tue Dec 02, 2014 4:53 am

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Re: [iCTF.I] Quarter-finals Results (Week 4)

Postby kylewins » Tue Dec 02, 2014 5:43 am

round 4 was a lot of fun, looking forward to semi's, good luck everyone!
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