https://www.youtube.com/watch?v=GFXGwko225k
Now this is a topic I would very much like to see experimented in 6s and HL.
[youtube]https://www.youtube.com/watch?v=GFXGwko225k[/youtube]
Now this is a topic I would very much like to see experimented in 6s and HL.
this channel is the ultimate proof that whatever you say can be as asinine as you can make it but people will listen to you and take you seriously as long as you know how to use aftereffects
"yeah in less than a hundred pub games with wildly different skill levels i have deduced that people push chokes more aggro without a class that serves to lock down chokes but nothing else really changed except for that. btw did you know that sniper has the longest kill range?" bravo
this channel is the ultimate proof that whatever you say can be as asinine as you can make it but people will listen to you and take you seriously as long as you know how to use aftereffects
"yeah in less than a hundred pub games with wildly different skill levels i have deduced that people push chokes more aggro without a class that serves to lock down chokes but nothing else really changed except for that. btw did you know that sniper has the longest kill range?" bravo
Hey when i play theres no such thing as sniper, cuz i got that super skill as spy. ill always sneak behind enemy lines and stab that bitch. even if he has razorback ill shoot him
Hey when i play theres no such thing as sniper, cuz i got that super skill as spy. ill always sneak behind enemy lines and stab that bitch. even if he has razorback ill shoot him
i find it weird he said it "didn't change much" when it very clearly did change the way teamfights were being taken which seems pretty major to me. i guess he discounts it because stats remained similar and people didn't say it felt really different
i find it weird he said it "didn't change much" when it very clearly did change the way teamfights were being taken which seems pretty major to me. i guess he discounts it because stats remained similar and people didn't say it felt really different
for me the biggest impact removing the sniper could have would be the freedom given to map makers
crackbabydumpsteri find it weird he said it "didn't change much" when it very clearly did change the way teamfights were being taken which seems pretty major to me. i guess he discounts it because stats remained similar and people didn't say it felt really different
looked to me like the feedback at the end pointed to players feeling freer too.
Richarrrrdthis channel is the ultimate proof that whatever you say can be as asinine as you can make it but people will listen to you and take you seriously as long as you know how to use aftereffects
"yeah in less than a hundred pub games with wildly different skill levels i have deduced that people push chokes more aggro without a class that serves to lock down chokes but nothing else really changed except for that. btw did you know that sniper has the longest kill range?" bravo
you're not wrong on the form but I found it a good opportunity to start a fun 'what if..' thread
for me the biggest impact removing the sniper could have would be the freedom given to map makers
[quote=crackbabydumpster]i find it weird he said it "didn't change much" when it very clearly did change the way teamfights were being taken which seems pretty major to me. i guess he discounts it because stats remained similar and people didn't say it felt really different[/quote]
looked to me like the feedback at the end pointed to players feeling freer too.
[quote=Richarrrrd]this channel is the ultimate proof that whatever you say can be as asinine as you can make it but people will listen to you and take you seriously as long as you know how to use aftereffects
"yeah in less than a hundred pub games with wildly different skill levels i have deduced that people push chokes more aggro without a class that serves to lock down chokes but nothing else really changed except for that. btw did you know that sniper has the longest kill range?" bravo[/quote]
you're not wrong on the form but I found it a good opportunity to start a fun 'what if..' thread
Richarrrrdthis channel is the ultimate proof that whatever you say can be as asinine as you can make it but people will listen to you and take you seriously as long as you know how to use aftereffects
"yeah in less than a hundred pub games with wildly different skill levels i have deduced that people push chokes more aggro without a class that serves to lock down chokes but nothing else really changed except for that. btw did you know that sniper has the longest kill range?" bravo
sniper hands typed this post
[quote=Richarrrrd]this channel is the ultimate proof that whatever you say can be as asinine as you can make it but people will listen to you and take you seriously as long as you know how to use aftereffects
"yeah in less than a hundred pub games with wildly different skill levels i have deduced that people push chokes more aggro without a class that serves to lock down chokes but nothing else really changed except for that. btw did you know that sniper has the longest kill range?" bravo[/quote]
sniper hands typed this post
Twiggyfor me the biggest impact removing the sniper could have would be the freedom given to map makers
mappers could do so much cool shit with vision and spotting but unfortunately there a class where vision = death so they just cant
[quote=Twiggy]for me the biggest impact removing the sniper could have would be the freedom given to map makers
[/quote]
mappers could do so much cool shit with vision and spotting but unfortunately there a class where vision = death so they just cant
sniper is not fun to play against. sniper is not fun to watch.
as a medic main, please ban sniper
sniper is not fun to play against. sniper is not fun to watch.
as a medic main, please ban sniper
sniper is not fun to play against.
as a medic main, please ban sniper
sniper is not fun to play against.
as a medic main, please ban sniper
Wild_RumpusTwiggyfor me the biggest impact removing the sniper could have would be the freedom given to map makers
mappers could do so much cool shit with vision and spotting but unfortunately there a class where vision = death so they just cant
there are so many weapons revolving around countering stickies or projectiles but nothing to manipulate vision :/
[quote=Wild_Rumpus][quote=Twiggy]for me the biggest impact removing the sniper could have would be the freedom given to map makers
[/quote]
mappers could do so much cool shit with vision and spotting but unfortunately there a class where vision = death so they just cant[/quote]
there are so many weapons revolving around countering stickies or projectiles but nothing to manipulate vision :/
time to add smokes to tf2, or better yet a big mirror so the sniper main gets confused like a 2 month old
time to add smokes to tf2, or better yet a big mirror so the sniper main gets confused like a 2 month old
Wild_RumpusTwiggyfor me the biggest impact removing the sniper could have would be the freedom given to map makers
mappers could do so much cool shit with vision and spotting but unfortunately there a class where vision = death so they just cant
I propose a solution
https://wiki.teamfortress.com/w/images/thumb/7/72/RED_Vaccinator.png/250px-RED_Vaccinator.png
[quote=Wild_Rumpus][quote=Twiggy]for me the biggest impact removing the sniper could have would be the freedom given to map makers
[/quote]
mappers could do so much cool shit with vision and spotting but unfortunately there a class where vision = death so they just cant[/quote]
I propose a solution
[img]https://wiki.teamfortress.com/w/images/thumb/7/72/RED_Vaccinator.png/250px-RED_Vaccinator.png[/img]
some kind of choke-sized smoke grenade would be an interesting way to fix it
or maybe a "smoke grenade" that is see-through for everyone except scoped-in snipers
actually they could just make the gas passer do that. have it work as it is does now except it messes up the vision of snipers who are scoped in. would fix a bad weapon and provide fair counterplay to long angles
some kind of choke-sized smoke grenade would be an interesting way to fix it
or maybe a "smoke grenade" that is see-through for everyone except scoped-in snipers
actually they could just make the gas passer do that. have it work as it is does now except it messes up the vision of snipers who are scoped in. would fix a bad weapon and provide fair counterplay to long angles
Jw
This, except instead of a smoke grenade it was the fertilizer bomb I made and instead of "blocking line of sight" it was "mailed to the home of a sniper main and remotely detonated."
[quote=Jw][/quote]
This, except instead of a smoke grenade it was the fertilizer bomb I made and instead of "blocking line of sight" it was "mailed to the home of a sniper main and remotely detonated."
dave2Jw
Come on man he just died have some respect
[quote=dave2][quote=Jw][/quote][/quote]
Come on man he just died have some respect
Jwsome kind of choke-sized smoke grenade would be an interesting way to fix it
or maybe a "smoke grenade" that is see-through for everyone except scoped-in snipers
actually they could just make the gas passer do that. have it work as it is does now except it messes up the vision of snipers who are scoped in. would fix a bad weapon and provide fair counterplay to long angles
you can also go around the sniper
[quote=Jw]some kind of choke-sized smoke grenade would be an interesting way to fix it
or maybe a "smoke grenade" that is see-through for everyone except scoped-in snipers
actually they could just make the gas passer do that. have it work as it is does now except it messes up the vision of snipers who are scoped in. would fix a bad weapon and provide fair counterplay to long angles[/quote]
you can also go around the sniper
think about it though, someone during development, of this fast paced movement based class shooter, thought it a good idea to keep a class that has limited movement options, and can be most effective in open areas with long sightlines, which ruins the same areas where fun fights in the game can be had, and no one else thought to delete him.
think about it though, someone during development, of this fast paced movement based class shooter, thought it a good idea to keep a class that has limited movement options, and can be most effective in open areas with long sightlines, which ruins the same areas where fun fights in the game can be had, and no one else thought to delete him.
EoNvaccinator
it's allowed in hl yet very rarely used though.
EnzoDBthink about it though, someone during development, of this fast paced movement based class shooter, thought it a good idea to keep a class that has limited movement options, and can be most effective in open areas with long sightlines, which ruins the same areas where fun fights in the game can be had, and no one else thought to delete him.
your argument could also apply to the engineer and with that logic you quickly remove more classes than just the sniper
[quote=EoN]
vaccinator
[/quote]
it's allowed in hl yet very rarely used though.
[quote=EnzoDB]think about it though, someone during development, of this fast paced movement based class shooter, thought it a good idea to keep a class that has limited movement options, and can be most effective in open areas with long sightlines, which ruins the same areas where fun fights in the game can be had, and no one else thought to delete him.[/quote]
your argument could also apply to the engineer and with that logic you quickly remove more classes than just the sniper
can we ban engie while we're at it as well
can we ban engie while we're at it as well
heavy is the only acceptable offclass and we all know it
heavy is the only acceptable offclass and we all know it
Twiggyyour argument could also apply to the engineer and with that logic you quickly remove more classes than just the sniper
The "slippery slope" fallacy just does not make sense here. Engineer is and will never be as strong as sniper is except in very specific situations and is actually counterable by other classes.
[quote=Twiggy]
your argument could also apply to the engineer and with that logic you quickly remove more classes than just the sniper[/quote]
The "slippery slope" fallacy just does not make sense here. Engineer is and will never be as strong as sniper is except in very specific situations and is actually counterable by other classes.
Twiggyyour argument could also apply to the engineer and with that logic you quickly remove more classes than just the sniper
https://i.imgur.com/w5QvOZZ.gif
[quote=Twiggy]
your argument could also apply to the engineer and with that logic you quickly remove more classes than just the sniper[/quote]
[img]https://i.imgur.com/w5QvOZZ.gif[/img]
MiG-21bisTwiggyyour argument could also apply to the engineer and with that logic you quickly remove more classes than just the sniper
The "slippery slope" fallacy just does not make sense here. Engineer is and will never be as strong as sniper is except in very specific situations and is actually counterable by other classes.
my point was more like why would the devs make what enzo called a "fast paced shooter" and then include a dude who places automated stationary guns in it?
but anyway back to the topic:
in starcraft maps are often balanced by making some terrain unbuildable.
in TF2 the original intent seemed to be to force close quarters fighting.
But what if there was an other way using vscript SecondaryAttack() to make the sniper not able to scope ? or use BleedPlayer() in combination with whatever can replace a weapon (the cozy camper) ? Both these techniques could be used to arbitrarily remove sightlines and AFAIK would not require server plugins.
[quote=MiG-21bis][quote=Twiggy]
your argument could also apply to the engineer and with that logic you quickly remove more classes than just the sniper[/quote]
The "slippery slope" fallacy just does not make sense here. Engineer is and will never be as strong as sniper is except in very specific situations and is actually counterable by other classes.[/quote]
my point was more like why would the devs make what enzo called a "fast paced shooter" and then include a dude who places automated stationary guns in it?
but anyway back to the topic:
in starcraft maps are often balanced by making some terrain unbuildable.
in TF2 the original intent seemed to be to force close quarters fighting.
But what if there was an other way using vscript [url=https://developer.valvesoftware.com/wiki/Team_Fortress_2/Scripting/Script_Functions#CBaseCombatWeapon]SecondaryAttack()[/url] to make the sniper not able to scope ? or use BleedPlayer() in combination with whatever can replace a weapon (the cozy camper) ? Both these techniques could be used to arbitrarily remove sightlines and AFAIK would not require server plugins.