Sargent¥

Australian Skial God
Contributor
I've been playing ctf for this contest and I've noticed that the required amount of intels to cap has been changed to 5, not sure if this has something to do with EoTL or if it was a Skial change. I'm not to bothered by it but others say that it takes an incredibly long time and is significantly harder, especially on 32 player servers which at that point, I can agree with.

It would be much appreciated, thanks for the time.
 
  • Like
Reactions: Defibyoulater
If you go on a 32 player CTF to begin with you should it expect it to be long regardless of the cap limit. I don't really see why it's a problem upping the cap limit since most people hardly care about the objective to begin with and would rather just go around killing each other.
 
If you go on a 32 player CTF to begin with you should it expect it to be long regardless of the cap limit. I don't really see why it's a problem upping the cap limit since most people hardly care about the objective to begin with and would rather just go around killing each other.
I'm playing turbine right now and there's none of that, we're holding off L Hall while blue pushes ubers and it's still 1-1, imagining going to 5 on either side sounds dreadfully long and I think many will be bored waiting that long to have a fresh start attacking and defending.
 
To be clear, it is not a Valve thing or a map thing, it is controlled by the server variable tf_flag_caps_per_round.

Also, +1 from me.
 
Last edited:
I agree with Sarge. It's very common for games on the turbine sever to be 90 minutes or more when only 3 caps are needed. Even 2 hours isn't uncommon.

With five caps...
 
+1
I agree with Sarge and Munch. Sometimes capping the 3 intels could take 2hrs+... Now with 5 caps, really?! I've played two LONG games ever since the 5 caps thing and i left another one before the end of the round because it was taking too damn long to cap the last intel and i got bored...
 
This just makes 2fort more of a deathmatch-styled server.
It's only a hassle on ctf maps that aim at reaching the map objective.

-1 for 2fort, neutral for other servers.
 
StaticVoid and the Renegade, i don't think you've played much on Turbine lately to realize how long it can take to cap the 5 intels. They already got rid of the intel crits, now the 5 caps.. What's next?
 
StaticVoid and the Renegade, i don't think you've played much on Turbine lately to realize how long it can take to cap the 5 intels. They already got rid of the intel crits, now the 5 caps.. What's next?
It takes teamwork to cap the intel initially at all, and then it takes more skill and teamwork to fight off the retake from the defending team while you cap the intel again. However, for 3 caps, the offense can easily hold back the defending team while a scout runs back and forth across the map, but with 5, they gain enough time to have multiple ubers in that allotted time, usually opening up a margin where they can get defenses back up before the next defense.

TL;DR, better for defending team for there to be 5 intel cap, to allow for more efficient and less unfair retakes.