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Why do so many people bash 9v9?
121
#121
eXtelevision
-7 Frags +

The thread was pretty innocuous when I made my first post, there were some good posts after mine, but also a lot of people who got really angry misunderstanding what I said. I'm not trying to point a finger back at them, it's my fault for being unclear with my words.

Stalin's post seemed eXtravagantly angry about the whole thing, hope he calmed down.

The thread was pretty innocuous when I made my first post, there were some good posts after mine, but also a lot of people who got really angry misunderstanding what I said. I'm not trying to point a finger back at them, it's my fault for being unclear with my words.

Stalin's post seemed eXtravagantly angry about the whole thing, hope he calmed down.
122
#122
17 Frags +

this damage control

this damage control
123
#123
eXtelevision
-16 Frags +

yeah... didn't imagine I'd need to do it when I hit post, but oh wells. my bad.

yeah... didn't imagine I'd need to do it when I hit post, but oh wells. my bad.
124
#124
15 Frags +
eXtiney-y-you m-mad?

That's pretty much what you said.

I don't have to be angry to say that you made a baseless assumption and it's ridiculous that you assumed it was simply because people legitimately thought that Highlander is THE CHANGE THAT'S COMIN' and all 6s players who don't like it just can't appreciate it.

[quote=eXtine]y-y-you m-mad?[/quote]
That's pretty much what you said.

I don't have to be angry to say that you made a baseless assumption and it's ridiculous that you assumed it was simply because people legitimately thought that Highlander is THE CHANGE THAT'S COMIN' and all 6s players who don't like it just can't appreciate it.
125
#125
3 Frags +
PythooonWhy i don't like highlander anymore is because of the community. Usually in lower divs you get zainy trolls trying to look good spamming binds and generally being annoying.

Don't get me wrong, I hate these trolls with a passion too, but every community has its asshats and shitheads who try and get a rise out of their opponents, 6s included. Generally though, you only get those in the really low-level pub teams, who are just there for the shits and giggles, and summer season medals, and really, if you're worth a damn at TF2, it won't take your team very long before you can compete in the higher levels.

At any rate, if you run into people like this, hud_saytext_time 0 will be your best friend.

[quote=Pythooon]Why i don't like highlander anymore is because of the community. Usually in lower divs you get zainy trolls trying to look good spamming binds and generally being annoying.[/quote]

Don't get me wrong, I hate these trolls with a passion too, but every community has its asshats and shitheads who try and get a rise out of their opponents, 6s included. Generally though, you only get those in the really low-level pub teams, who are just there for the shits and giggles, and summer season medals, and really, if you're worth a damn at TF2, it won't take your team very long before you can compete in the higher levels.

At any rate, if you run into people like this, hud_saytext_time 0 will be your best friend.
126
#126
-7 Frags +
SteveCMr_PerfectIf your going to -Frag me please just leave a post as to why. I would like to know you disagree with me.
You're trying to teach a Plat+ demo/sniper(whatever smaka plays nowadays) your shitty version of the gold metagame.

Not trying to teach him how to play. Just disagreeing with his opinions and stating my own so that others can see different views.

[quote=SteveC][quote=Mr_Perfect]
If your going to -Frag me please just leave a post as to why. I would like to know you disagree with me.[/quote]

You're trying to teach a Plat+ demo/sniper(whatever smaka plays nowadays) your shitty version of the gold metagame.[/quote]

Not trying to teach him how to play. Just disagreeing with his opinions and stating my own so that others can see different views.
127
#127
17 Frags +

basically smaka says a lot of mechanical things about hl are dumb/dont have much skill involved and youre arguing that "well both teams can do it so it makes sense" which while it creates a "balanced" game doesnt create a fun/interesting/skill rewarding one

basically smaka says a lot of mechanical things about hl are dumb/dont have much skill involved and youre arguing that "well both teams can do it so it makes sense" which while it creates a "balanced" game doesnt create a fun/interesting/skill rewarding one
128
#128
16 Frags +

Plat+ demo/sniper(whatever smaka plays nowadays) obviously cannot be wrong in his arguments (/s) but since I wrote this might as well post it anyways.

A player will get a backstab by stabbing an enemy in the face.

Not a fault of highlander but game engine.

A pseudo-random mini-crit will occur at some point which will either trigger or stifle a push.

Even without going into debate that no mini-crit is random, going off advantage is how pushes work.

A pyro will ignite a cloaked or disguised spy by pure accident.

Spychecking is not an accident, if spy tries to push though spamfest choke and expects to not get revealed it's entirely his fault.

A perfect flank will be spoiled because one of the 9 players on the other team will be out of position.

So enemy team watching flanks is a bad thing.

Is it fun to play heavy and get headshot by a sniper when there is absolutely nothing you can do to prevent him from shooting you?

So this is where "heavy has no skill" is coming from. How about not parading yourself in sniper lines? Positioning is a big part of heavy play.

Is it fun to play scout and push only to find a sentry is in some random place which either kills you, weakens you, or gives away your otherwise perfect flank?

Sentry in random place probably means is not located in "meta" slot and should be easier to take down with team play when you communicate its location. Why has every scout the mindset "I am scout, I shouldn't have counters" is beyond me.

Is it fun to play medic and get cabered by a demo being an idiot?

Demo being idiot means he is not doing stickybomb damage. Caber does 149 dmg, and also I was not aware that bombing medics is something exclusive to HL.

Is it fun to play sniper and get focused by the enemy spy?

You mean spy playing team game and focusing something that makes trouble to your team? Also, let's not act like sniper has no defense, razorback wearing sniper playing close to team is very hard to take down. Max plays that way for example.

Is it fun to play engineer and have your buildings harassed by the spy?

Again, team work. Engie should call for help from team and not try to go into 1v1 battle with instakill class.

Is it fun to play medic and get killed because your demo or soldier fired an explosive and a pyro intentionally or accidentally reflected it?

If your demo and soldier are dumb and enemy pyro can capitalize on that, I fail to see something wrong.

Is it fun to be a cloaked spy and get set on fire because you happened to walk around a corner where a pyro randomly walks through and clicks anywhere on his screen?

Or he can wait (technique so foreign to spies) / take another route if possible / destroy flanks instead of combo protected by pyro.

Is it fun to play soldier and be reflected/airblasted constantly by a pyro who then gets free criticals with any weapon he selects?

Soldier vs. pyro is 1v1 encounter as every in the game. Being dumb gets you killed, baiting pyro to airblast and immediately shoot after that gets you free damage, not that hard really.

Is it fun to play medic and get stunned by a scout who accidentally hits a baseball at the right moment, then throws a guillotine causing you to drop the uber you couldn't even deploy due to the stun?

Short ranged ball does not stun, long ranged direct hit projectile is "accident". Plus, scouts makes himself more squishy than he already is in addition to losing ability for building ubers and dps from pistol.

One of the required classes in HL has the role: "spin around randomly while holding m1 every 3 seconds to negate one of the other required classes."
One of the required classes in HL has the role which consists of going invisible and get instant kills on people who happen to be looking the other direction at that instant.

Spy is OP, but class that can keep him in check and requires strategic thinking from spy is bad. k

One of the required classes in HL has the role: "right-click furiously to negate incoming explosive damage and to hopefully get critical damage with reflects."
One of the required classes in HL has the role: "run around building machines with 3 button presses (or less if you script it) that have autoaim and a potential for having 650hp).

Airblast is not continuous thing. Unless pyro has good timing it won't do a thing.
Again, not even touching the fact that you can't have autoaim + hp at same time and that in the game with direct hit is wrangler necessary, engie has a role of area denial and it's the heart of defensive hold. Making lvl3 sentry requires around 530 metal and takes a long time. If your team gives enemy engie that space and time, they deserve defense with turret.

Plat+ demo/sniper(whatever smaka plays nowadays) obviously cannot be wrong in his arguments (/s) but since I wrote this might as well post it anyways.

[quote]A player will get a backstab by stabbing an enemy in the face.[/quote]

Not a fault of highlander but game engine.

[quote]A pseudo-random mini-crit will occur at some point which will either trigger or stifle a push.[/quote]

Even without going into debate that no mini-crit is random, going off advantage is how pushes work.

[quote]A pyro will ignite a cloaked or disguised spy by pure accident.[/quote]

Spychecking is not an accident, if spy tries to push though spamfest choke and expects to not get revealed it's entirely his fault.

[quote]A perfect flank will be spoiled because one of the 9 players on the other team will be out of position.[/quote]

So enemy team watching flanks is a bad thing.

[quote]Is it fun to play heavy and get headshot by a sniper when there is absolutely nothing you can do to prevent him from shooting you?[/quote]

So this is where "heavy has no skill" is coming from. How about not parading yourself in sniper lines? Positioning is a big part of heavy play.

[quote]Is it fun to play scout and push only to find a sentry is in some random place which either kills you, weakens you, or gives away your otherwise perfect flank?[/quote]

Sentry in random place probably means is not located in "meta" slot and should be easier to take down with team play when you communicate its location. Why has every scout the mindset "I am scout, I shouldn't have counters" is beyond me.

[quote]Is it fun to play medic and get cabered by a demo being an idiot?[/quote]

Demo being idiot means he is not doing stickybomb damage. Caber does 149 dmg, and also I was not aware that bombing medics is something exclusive to HL.

[quote]Is it fun to play sniper and get focused by the enemy spy?[/quote]

You mean spy playing team game and focusing something that makes trouble to your team? Also, let's not act like sniper has no defense, razorback wearing sniper playing close to team is very hard to take down. Max plays that way for example.

[quote]Is it fun to play engineer and have your buildings harassed by the spy?[/quote]

Again, team work. Engie should call for help from team and not try to go into 1v1 battle with instakill class.

[quote]Is it fun to play medic and get killed because your demo or soldier fired an explosive and a pyro intentionally or accidentally reflected it?[/quote]

If your demo and soldier are dumb and enemy pyro can capitalize on that, I fail to see something wrong.

[quote]Is it fun to be a cloaked spy and get set on fire because you happened to walk around a corner where a pyro randomly walks through and clicks anywhere on his screen?[/quote]

Or he can wait (technique so foreign to spies) / take another route if possible / destroy flanks instead of combo protected by pyro.

[quote]Is it fun to play soldier and be reflected/airblasted constantly by a pyro who then gets free criticals with any weapon he selects?[/quote]

Soldier vs. pyro is 1v1 encounter as every in the game. Being dumb gets you killed, baiting pyro to airblast and immediately shoot after that gets you free damage, not that hard really.

[quote]Is it fun to play medic and get stunned by a scout who accidentally hits a baseball at the right moment, then throws a guillotine causing you to drop the uber you couldn't even deploy due to the stun?[/quote]

Short ranged ball does not stun, long ranged direct hit projectile is "accident". Plus, scouts makes himself more squishy than he already is in addition to losing ability for building ubers and dps from pistol.

[quote]One of the required classes in HL has the role: "spin around randomly while holding m1 every 3 seconds to negate one of the other required classes."
One of the required classes in HL has the role which consists of going invisible and get instant kills on people who happen to be looking the other direction at that instant.[/quote]

Spy is OP, but class that can keep him in check and requires strategic thinking from spy is bad. k

[quote]One of the required classes in HL has the role: "right-click furiously to negate incoming explosive damage and to hopefully get critical damage with reflects."
One of the required classes in HL has the role: "run around building machines with 3 button presses (or less if you script it) that have autoaim and a potential for having 650hp).[/quote]

Airblast is not continuous thing. Unless pyro has good timing it won't do a thing.
Again, not even touching the fact that you can't have autoaim + hp at same time and that in the game with direct hit is wrangler necessary, engie has a role of area denial and it's the heart of defensive hold. Making lvl3 sentry requires around 530 metal and takes a long time. If your team gives enemy engie that space and time, they deserve defense with turret.
129
#129
-11 Frags +

While I agree with you about some weapons, your ability to disregard their downsides is bad. You may be also the first person in universe including stuff like Diamondback in OP weapons list, so props to you.

Scout
1) Soda popper - while scout is giving up continuous and reliable damage of scatter, I agree that great scouts will make great use of that weapon. I would personally whitelist it as well.
2) Bonk - 8 seconds of immunity - which has to recharge and you can't attack while using it. It's a great distraction for sentries and you dont like sentries, why are you not glad?
3) Crit-a-cola - gives guaranteed mini-critical hits and 25% speed boost. - again : recharge, pistol DPS, taking more damage...
4) Mad-Milk - Gives 60% of damage dealt back as health - Team weapon. You know... TEAM fortress 2?
5) Pocket pistol - 140 base/210 buffed HP on a scout who is immune to falling damage - fall damage is bane of all scouts in the world since forever I guess. It's not that good, I don't see scouts running it unless payload offense where it doesn't matter anyway.
6) Flying Guillotine - precise based throwing weapon which doesn't even come close to dps that can be done with pistol.
7) Sandman - We've been over it, higher.
8) Atomizer - Definitely not that good, but I'd whitelist it as well.

Soldier
9) Cow Mangler - Unlimited ammo that has guaranteed mini-criticals. - And can't touch minisentries or normal sentries without charged shot which makes soldier vulnerable. Long range damage to buildings > disabling sentries and hoping team can get close to them in those few seconds to destroy them. Unlimited ammo also doesn't mean unlimited clip.
10) Beggar's Bazooka - Fires 3 rockets almost simultaneously. - And since nerf it's not used at all. Wonder why.
11) Battallion's Backup - 35% damage resistance, full critical damage resistance.
12) Concheror - 35% of damage dealt returns as heals, 35% speed boost to teammates.
Both take skill to recharge, cant have shotgun or boats and if you die it's wasted.
13) Reserve Shooter - Guaranteed mini-criticals. - Equipped by exactly 0% of soldiers.

Pyro
14) Pyro is a specifically short ranged class in a game where every class excels in shot range combat. If you get close, you should die.
16) Backburner gives guaranteed criticals. - yeah, if you get behind enemy like a spy without cloak or disguise. Happens all the time.
19) Detonator sets anyone on fire even if your aim is worse than terrible. - straight up not true, the aoe of detonator is laughable.
20) Third degree gives guaranteed criticals. - well that's just news to me.
21) Phlogistinator gives guaranteed criticals and health. - and is also banned. Since you hate airblast, you should be glad weapon like this exists though.
22) Manmelter sets people on fire from across the map... even faster... and takes no ammo. - no ammo argument is pointless. It's not hitscan even when you try to act like it is, takes precise shot to hit and nobody will ever equip it over flare.
23) Scorch shot knocks players back and sets multiple players on fire by shooting the ground. - This one is way too funny to point out.
24) Reserve shooter gives guaranteed criticals. - and is still worse than stock shotgun or flare gun. go figure.

Demo
25) Loch n Load - one-hits 125hp classes. - and yet you didn't include direct hit that is way more broken and allowed in ESEA along with Loose Cannon that is even worse than Loch and is also allowed.
26) Ullapool Caber - Higher.

Heavy
27) Natascha - Slows players. - And takes 3 years to spin up. Valve overnerfed it because even they know it's a bad weapon and nobody uses it.
28) Sandvich - team play weapon. we have been over it.
29) GRU - Heavy is no longer speed penalized. - and if you catch him off-guard he is dead. Just like he should be.
30) Fists of Steel - even FoS heavy won't escape everything, has a longer switch time so he won't be able to defend himself easily.

Engineer
31) Sentry guns - Heart of defense. Stupidly easy to take down.
32) Frontier Justice - Guarantees criticals. - frontier justice is worse than stock unless you are already winning in which case you won't need it anyway.
33) Rescue Ranger - Heals auto-aim weapons from anywhere on the map. - weapon that raises skill ceiling of engie, gives new an unique capabilities and opens new ways of playing... bad. k
34) Short circuit - timing + losing better secondaries + taking away ammo pool.
35) Gunslinger - if you thing that minis are bad, especially after rebalance update, go ahead and build lvl1 sentries in heat of battle with jag (speed bonus) - it's basically the same, right? Gunslinger is necessary for offensive play.
36) Wrangler - Although you don't think so, sentries are stupidly easy to take down in team play, wrangler gives at least slight chance against bad weapons like direct hit.

Sniper
37) Sydney Sleeper - no headshots. Heavy doesn't have to fear anything and while it has big downside i would whitelist it as well.
38) Machina - penetrate only for full charge hits. also, it's one of the secret dreams of every sniper to have line pointing at him ("here I am, come shoot me please?") every time he shoots.
39) Jarate - All around bad weapon.
40) Darwin's Danger Shield - 25 extra health as well as 15% damage resistance. Quick headshots don't kill you. - let's forget +20% damage vulnerability on wearer? banned anyway.
41) Cleaner's Carbine - Gives criticals. - yeah, on kill with worse and less powerfull smg for 3 seconds. Straight up fantastic.

Spy
42) Enforcer - Tons of damage. - and banned
43) Diamondback - Guaranteed criticals after sapping a building. - shooting candy if you don't have anything sapped. Rewards spy for doing team work...
44) Spy-cicle - Silent kills, immune to fire for 2 seconds after initial fire damage. - but gives ability to cross chokes where pyro is spychecking. You should like that based on what is written higher, or?
45) Dead Ringer - You already have invisibility based on a timer and invisibility based on movement. You even have a million percent extra invisiblity by using the le'tranger. Do you really need unlimited feigning and 300 health? - L'tranger doesn't extend supercloak of DR. It's also wonderfully balanced since last update, and gives spy ability to cross spamfest. You should read up on guns if you want to comment on them.

It's not fun to lose a push in 6v6 because the other team had a heavy, engineer, and pyro; why would it be fun to play against them full-time?

Secret of HL - you have those classes as well.

Want to make HL less chaotic and introduce a more standard type of skill? Ban all the mini-crit weapons and all crit weapons that don't require something special (ie. backburner, spy knives, stock sniper rifle). Ban every pyro secondary other than shotgun. Ban the 45 weapons listed above. Make HL more about hitting shots and less about using gimmicky weapons to deal extra damage.

Backburner listed above between those 45 guns, listed as "keep" as well... Ban every pyro secondary because screw variety and adapting to the situation.

Hell, while you're at it, ban sentry guns. Make engineer about aiming and keeping teleporters alive. He has 200 pistol shots, dammit. He should use 'em.

Yeah, screw defense.

You have this mindset that every class should be a free pick for you and contradicting yourself from sentence to sentence...

While I agree with you about some weapons, your ability to disregard their downsides is bad. You may be also the first person in universe including stuff like Diamondback in OP weapons list, so props to you.

Scout
1) Soda popper - while scout is giving up continuous and reliable damage of scatter, I agree that great scouts will make great use of that weapon. I would personally whitelist it as well.
2) Bonk - 8 seconds of immunity - which has to recharge and you can't attack while using it. It's a great distraction for sentries and you dont like sentries, why are you not glad?
3) Crit-a-cola - gives guaranteed mini-critical hits and 25% speed boost. - again : recharge, pistol DPS, taking more damage...
4) Mad-Milk - Gives 60% of damage dealt back as health - Team weapon. You know... TEAM fortress 2?
5) Pocket pistol - 140 base/210 buffed HP on a scout who is immune to falling damage - fall damage is bane of all scouts in the world since forever I guess. It's not that good, I don't see scouts running it unless payload offense where it doesn't matter anyway.
6) Flying Guillotine - precise based throwing weapon which doesn't even come close to dps that can be done with pistol.
7) Sandman - We've been over it, higher.
8) Atomizer - Definitely not that good, but I'd whitelist it as well.

Soldier
9) Cow Mangler - Unlimited ammo that has guaranteed mini-criticals. - And can't touch minisentries or normal sentries without charged shot which makes soldier vulnerable. Long range damage to buildings > disabling sentries and hoping team can get close to them in those few seconds to destroy them. Unlimited ammo also doesn't mean unlimited clip.
10) Beggar's Bazooka - Fires 3 rockets almost simultaneously. - And since nerf it's not used at all. Wonder why.
11) Battallion's Backup - 35% damage resistance, full critical damage resistance.
12) Concheror - 35% of damage dealt returns as heals, 35% speed boost to teammates.
Both take skill to recharge, cant have shotgun or boats and if you die it's wasted.
13) Reserve Shooter - Guaranteed mini-criticals. - Equipped by exactly 0% of soldiers.

Pyro
14) Pyro is a specifically short ranged class in a game where every class excels in shot range combat. If you get close, you should die.
16) Backburner gives guaranteed criticals. - yeah, if you get behind enemy like a spy without cloak or disguise. Happens all the time.
19) Detonator sets anyone on fire even if your aim is worse than terrible. - straight up not true, the aoe of detonator is laughable.
20) Third degree gives guaranteed criticals. - well that's just news to me.
21) Phlogistinator gives guaranteed criticals and health. - and is also banned. Since you hate airblast, you should be glad weapon like this exists though.
22) Manmelter sets people on fire from across the map... even faster... and takes no ammo. - no ammo argument is pointless. It's not hitscan even when you try to act like it is, takes precise shot to hit and nobody will ever equip it over flare.
23) Scorch shot knocks players back and sets multiple players on fire by shooting the ground. - This one is way too funny to point out.
24) Reserve shooter gives guaranteed criticals. - and is still worse than stock shotgun or flare gun. go figure.

Demo
25) Loch n Load - one-hits 125hp classes. - and yet you didn't include direct hit that is way more broken and allowed in ESEA along with Loose Cannon that is even worse than Loch and is also allowed.
26) Ullapool Caber - Higher.

Heavy
27) Natascha - Slows players. - And takes 3 years to spin up. Valve overnerfed it because even they know it's a bad weapon and nobody uses it.
28) Sandvich - team play weapon. we have been over it.
29) GRU - Heavy is no longer speed penalized. - and if you catch him off-guard he is dead. Just like he should be.
30) Fists of Steel - even FoS heavy won't escape everything, has a longer switch time so he won't be able to defend himself easily.

Engineer
31) Sentry guns - Heart of defense. Stupidly easy to take down.
32) Frontier Justice - Guarantees criticals. - frontier justice is worse than stock unless you are already winning in which case you won't need it anyway.
33) Rescue Ranger - Heals auto-aim weapons from anywhere on the map. - weapon that raises skill ceiling of engie, gives new an unique capabilities and opens new ways of playing... bad. k
34) Short circuit - timing + losing better secondaries + taking away ammo pool.
35) Gunslinger - if you thing that minis are bad, especially after rebalance update, go ahead and build lvl1 sentries in heat of battle with jag (speed bonus) - it's basically the same, right? Gunslinger is necessary for offensive play.
36) Wrangler - Although you don't think so, sentries are stupidly easy to take down in team play, wrangler gives at least slight chance against bad weapons like direct hit.

Sniper
37) Sydney Sleeper - no headshots. Heavy doesn't have to fear anything and while it has big downside i would whitelist it as well.
38) Machina - penetrate only for full charge hits. also, it's one of the secret dreams of every sniper to have line pointing at him ("here I am, come shoot me please?") every time he shoots.
39) Jarate - All around bad weapon.
40) Darwin's Danger Shield - 25 extra health as well as 15% damage resistance. Quick headshots don't kill you. - let's forget +20% damage vulnerability on wearer? banned anyway.
41) Cleaner's Carbine - Gives criticals. - yeah, on kill with worse and less powerfull smg for 3 seconds. Straight up fantastic.

Spy
42) Enforcer - Tons of damage. - and banned
43) Diamondback - Guaranteed criticals after sapping a building. - shooting candy if you don't have anything sapped. Rewards spy for doing team work...
44) Spy-cicle - Silent kills, immune to fire for 2 seconds after initial fire damage. - but gives ability to cross chokes where pyro is spychecking. You should like that based on what is written higher, or?
45) Dead Ringer - You already have invisibility based on a timer and invisibility based on movement. You even have a million percent extra invisiblity by using the le'tranger. Do you really need unlimited feigning and 300 health? - L'tranger doesn't extend supercloak of DR. It's also wonderfully balanced since last update, and gives spy ability to cross spamfest. You should read up on guns if you want to comment on them.

[quote]It's not fun to lose a push in 6v6 because the other team had a heavy, engineer, and pyro; why would it be fun to play against them full-time?[/quote]

Secret of HL - you have those classes as well.

[quote]Want to make HL less chaotic and introduce a more standard type of skill? Ban all the mini-crit weapons and all crit weapons that don't require something special (ie. backburner, spy knives, stock sniper rifle). Ban every pyro secondary other than shotgun. Ban the 45 weapons listed above. Make HL more about hitting shots and less about using gimmicky weapons to deal extra damage.[/quote]

Backburner listed above between those 45 guns, listed as "keep" as well... Ban every pyro secondary because screw variety and adapting to the situation.

[quote]Hell, while you're at it, ban sentry guns. Make engineer about aiming and keeping teleporters alive. He has 200 pistol shots, dammit. He should use 'em.[/quote]

Yeah, screw defense.

You have this mindset that every class should be a free pick for you and contradicting yourself from sentence to sentence...
130
#130
2 Frags +
mansfield7Every time I've played it always seems like a glorified pub compared to sixes.

if it seems like a glorified pub, you're probably playing in mix, steel or any non high level divisions where people aren't immature folk. at high levels like platinum, most people take it seriously and comms are clear, for the most part.

[quote=mansfield7]Every time I've played it always seems like a glorified pub compared to sixes.[/quote]
if it seems like a glorified pub, you're probably playing in mix, steel or any non high level divisions where people aren't immature folk. at high levels like platinum, most people take it seriously and comms are clear, for the most part.
131
#131
31 Frags +

ok im starting to think that a lot of you hl guys posting in this thread arent really understanding the point

somebody asked 6s players why they didnt like hl
6s players then said why they didnt like hl
hl players then said that the reasons 6s players dont like hl are invalid

play the mode you want to fucking play, its a matter of opinion

youre not going to sit there and convince somebody who doesnt like anything about hl that hes wrong and vice versa

heres an example "i prefer apples to pears because i dont like the texture of pears"

this doesnt mean you have to spend 10 pages of a forum telling me that im wrong for not liking pears, its just how im wired

ok im starting to think that a lot of you hl guys posting in this thread arent really understanding the point

somebody asked 6s players why they didnt like hl
6s players then said why they didnt like hl
hl players then said that the reasons 6s players dont like hl are invalid

play the mode you want to fucking play, its a matter of opinion

youre not going to sit there and convince somebody who doesnt like anything about hl that hes wrong and vice versa

heres an example "i prefer apples to pears because i dont like the texture of pears"

this doesnt mean you have to spend 10 pages of a forum telling me that im wrong for not liking pears, its just how im wired
132
#132
9 Frags +

Did you really just suggest that the gunslinger is balanced now? Qualifying a broken item as necessary to promote a certain type of play is moronic.

Actually pretty much all of your counter arguments are fallacious, nevermind. At this point in the thread I think we can just refer back to what stalin said initially.

gr8stalinI mostly don't like HL because of the community that surrounds it - HL pyro/engineer/heavy/spy mains posting here with ill-informed one-dimensional opinions on how the game should be balanced around them reflects badly for the HL community
Did you really just suggest that the gunslinger is balanced now? Qualifying a broken item as necessary to promote a certain type of play is moronic.

Actually pretty much all of your counter arguments are fallacious, nevermind. At this point in the thread I think we can just refer back to what stalin said initially.

[quote=gr8stalin]I mostly don't like HL because of the community that surrounds it - HL pyro/engineer/heavy/spy mains posting here with ill-informed one-dimensional opinions on how the game should be balanced around them reflects badly for the HL community[/quote]
133
#133
4 Frags +

Correct me if I

Correct me if I
134
#134
-5 Frags +

itt people almost entirely fail to communicate with eachother because they have similar but distinct jargon languages and are unnaturally opinionated in the first place

itt people almost entirely fail to communicate with eachother because they have similar but distinct jargon languages and are unnaturally opinionated in the first place
135
#135
1 Frags +

The reason I don't like it is 100% opinion.
I'm not really sure why I don't I just prefer 6s as I feel like its a lot less to do deal with (ie a sniper and spy full time).
But I'm bad so it doesn't matter ;)

The reason I don't like it is 100% opinion.
I'm not really sure why I don't I just prefer 6s as I feel like its a lot less to do deal with (ie a sniper and spy full time).
But I'm bad so it doesn't matter ;)
136
#136
15 Frags +

soldier fucking blows in HL jeeesus

soldier fucking blows in HL jeeesus
137
#137
-8 Frags +

Possimpible downfragged for speaking truth

tftv

Possimpible downfragged for speaking truth

tftv
138
#138
7 Frags +

This post says it all
http://teamfortress.tv/forum/thread/12771-why-do-so-many-people-bash-9v9/4#post-100

forget the conspiracy theories like "6s players feel threatened and 6s players feel superior"

PUB tf2 is just garbage (I pub all the time). Its unfortunate that Valve opted to continually degrade the quality of the game.

This post says it all
http://teamfortress.tv/forum/thread/12771-why-do-so-many-people-bash-9v9/4#post-100

forget the conspiracy theories like "6s players feel threatened and 6s players feel superior"

PUB tf2 is just garbage (I pub all the time). Its unfortunate that Valve opted to continually degrade the quality of the game.
139
#139
-3 Frags +
kirbyDarkNecridkirby just because Engineer has the lowest skill ceiling doesn't mean it takes literally no skill/no strategy like you said previously. There's still an enormous difference between an Engineer capable of playing on a top team and a low div Engineer. Just like every other class you got some top Engineers who are REAL good, even if sometimes it is more subtle why they are better, and then the higher level Engineers who are very good but not the best by just a little bit, and then you got good, mediocre, bad, and awful players on the class. If it took no skill or no strategy then there wouldn't be a wide skill disparity and everyone would be capable of being a Platinum engineer (they definitely aren't).

All low skill ceiling means is if it were possible to flawlessly master a class (it isn't) Engineer would be the first one mastered. Engineer is more difficult than you give it credit for - not that isn't easy in the grand scheme of the game, but it's not THAT easy.

I didn't say it took no skill. (Yes, I realized I said in an earlier post that "it doesn't take any actual skill", but I worded that poorly, which I corrected in the below quote)
I don't see any legitimate reason to believe the class requires any actual skill beyond the first few steps of learning how to play this game.
My point here was that the class, at most, requires little knowledge of how to play it. It comes with the basic package. This involves how the engineer plays with his buildings, not general things such as DM, movement, etc. Every class requires those (on the exception of medic DM, which doesn't 100% matter), but that doesn't mean an engineer who can aim his shotty automatically takes the engineer class and places it on top of the "top skilled classes" list.

Side note: Positioning is different for almost every class. Positioning in this conversation comes with the common sense factor for the engineer. If you know how people play the map, then you're set on where you can put your stuff.

Yes, there is a difference between a low leveled engineer and a high leveled engineer. The reasons bastid gave me for what makes a good engineer is common sense that the high leveled engineer players have. However, the keyword there is "common sense". Have that and you're gold.

It is my opinion that the more "subtle" differences between good engineer players and bad engineer players can usually be applied to almost any class. Then again, these subtle differences you mentioned could be something other than what I'm imagining.

I kind of feel like this discussion went a lot deeper than it really needed to. My entire reason for having this talk was to get the point across that the class doesn't take as much skill as bastid is giving it credit for.

Kirby, pretty much everything in this game is common sense at surface level. You push when you have an advantage, stick together as a team, communicate, watch flanks, and you try not to die for no reason. Knowing what to do is the easy part of this game. Executing it properly is the hard part.
,
IMO the engineers skill ceiling is higher than a lot of people think. It's just that people who want to spend hours and hours DMing and mgeing aren't the players that tend to get into playing engie, If there was an engineer in platinum that had the clockwork's aim I would be scared to 1v1 him as a scout. In fact an engineer that good probably shit on people in 6v6 even without using his buildings. What I'm trying to say is that the engineer's skill ceiling is just as high as the scouts when it comes to aim,

[quote=kirby][quote=DarkNecrid]kirby just because Engineer has the lowest skill ceiling doesn't mean it takes literally no skill/no strategy like you said previously. There's still an [i]enormous [/i]difference between an Engineer capable of playing on a top team and a low div Engineer. Just like every other class you got some top Engineers who are REAL good, even if sometimes it is more subtle why they are better, and then the higher level Engineers who are very good but not the best by just a little bit, and then you got good, mediocre, bad, and awful players on the class. If it took no skill or no strategy then there wouldn't be a wide skill disparity and everyone would be capable of being a Platinum engineer (they definitely aren't).

All low skill ceiling means is if it were possible to flawlessly master a class (it isn't) Engineer would be the first one mastered. Engineer is more difficult than you give it credit for - not that isn't easy in the grand scheme of the game, but it's not THAT easy.[/quote]

I didn't say it took [i]no skill[/i]. (Yes, I realized I said in an earlier post that "it doesn't take any actual skill", but I worded that poorly, which I corrected in the below quote)

[quote]I don't see any legitimate reason to believe the class requires any actual skill beyond the first few steps of learning how to play this game.[/quote]

My point here was that the class, at most, requires little knowledge of how to play it. It comes with the basic package. This involves how the engineer plays with his buildings, not general things such as DM, movement, etc. Every class requires those (on the exception of medic DM, which doesn't 100% matter), but that doesn't mean an engineer who can aim his shotty automatically takes the engineer class and places it on top of the "top skilled classes" list.

Side note: Positioning is different for almost every class. Positioning in this conversation comes with the common sense factor for the engineer. If you know how people play the map, then you're set on where you can put your stuff.

Yes, there is a difference between a low leveled engineer and a high leveled engineer. The reasons bastid gave me for what makes a good engineer is common sense that the high leveled engineer players have. However, the keyword there is "common sense". Have that and you're gold.

It is my opinion that the more "subtle" differences between good engineer players and bad engineer players can usually be applied to almost any class. Then again, these subtle differences you mentioned could be something other than what I'm imagining.

I kind of feel like this discussion went a lot deeper than it really needed to. My entire reason for having this talk was to get the point across that the class doesn't take as much skill as bastid is giving it credit for.[/quote]

Kirby, pretty much everything in this game is common sense at surface level. You push when you have an advantage, stick together as a team, communicate, watch flanks, and you try not to die for no reason. Knowing what to do is the easy part of this game. Executing it properly is the hard part.
,
IMO the engineers skill ceiling is higher than a lot of people think. It's just that people who want to spend hours and hours DMing and mgeing aren't the players that tend to get into playing engie, If there was an engineer in platinum that had the clockwork's aim I would be scared to 1v1 him as a scout. In fact an engineer that good probably shit on people in 6v6 even without using his buildings. What I'm trying to say is that the engineer's skill ceiling is just as high as the scouts when it comes to aim,
140
#140
0 Frags +

i thought engis didnt have to aim because they can just place Portable Aimbots

i thought engis didnt have to aim because they can just place Portable Aimbots
141
#141
-9 Frags +

I'm gonna highlight items that are legit.

smakersScout
1) Soda popper - walking around for 13 seconds gives guaranteed mini-critical hits that have no damage falloff over distance. Gaining free crits can be controlled and can be transferred to secondary weapon as well. Run out? Run in circles for 13 seconds.
2) Bonk - 8 seconds of immunity (hello ubercharge?).
3) Crit-a-cola - gives guaranteed mini-critical hits and 25% speed boost.
4) Mad-Milk - Gives 60% of damage dealt back as health.
5) Pocket pistol - 140 base/210 buffed HP on a scout who is immune to falling damage.
6) Flying Guillotine - Gives guaranteed mini critical hits to players at long distances. Gives guaranteed hits to players who are stunned. Causes bleed in addition to the critical hits.
7) Sandman - Stuns enemies.
8) Atomizer - 3 jumps on a scout.

as far as i know, atomizer and guillotine aren't really used, nor is the sandman.
I could be wrong, but even WITH how bullshit they are, they come up subpar

Soldier
9) Cow Mangler - Unlimited ammo that has guaranteed mini-criticals.
10) Beggar's Bazooka - Fires 3 rockets almost simultaneously.
11) Battallion's Backup - 35% damage resistance, full critical damage resistance.
12) Concheror - 35% of damage dealt returns as heals, 35% speed boost to teammates.
13) Reserve Shooter - Guaranteed mini-criticals.
Pyro
14) Right clicking causes enemies to lose 100% of their momentum and forces them into an upward arc that is identical 100% of the time.
15) Axtinguisher gives guaranteed criticals.
16) Backburner gives guaranteed criticals. (heh)
17) Flare gun gives guaranteed criticals.
18) Degreaser gives faster weapon swap making guaranteed criticals easier.
19) Detonator sets anyone on fire even if your aim is worse than terrible.
20) Third degree gives guaranteed criticals.
21) Phlogistinator gives guaranteed criticals and health. (it's also banned)
22) Manmelter sets people on fire from across the map... even faster... and takes no ammo.
23) Scorch shot knocks players back and sets multiple players on fire by shooting the ground.
24) Reserve shooter gives guaranteed MINI-criticals.

nobody uses MOST of those unlocks. since they're generally outclassed.

Demo
25) Loch n Load - one-hits 125hp classes.
26) Ullapool Caber - Instantly kills medics (and anyone under 184 health) with no aim required.

at least you don't get rollers with the LnL, and the caber likely kills the demo too

Heavy
27) Natascha - Slows players.
28) Sandvich - Medic got hurt due to poor positioning? Give him free health! Heavy got hurt? Give him free health! ____ got hurt?! Give him free health!
29) GRU - Heavy is no longer speed penalized.
30) Fists of Steel - Bad positioning? No problem! Pull these out and retreat for free! Even a fully charged headshot will only do 270 damage.

Natascha IS bad, but you don't see it at high levels because it's a shitty choice.

Engineer
31) Sentry guns - Auto aim. Auto aim. Auto aim. Auto aim. Auto aim.
32) Frontier Justice - Guarantees criticals. How do you get criticals? Via the incredibly difficult task of deploying auto-aim machines of course!
33) Rescue Ranger - Heals auto-aim weapons from anywhere on the map.
34) Short circuit - negates explosives.
35) Gunslinger - Makes auto-aim machines build in 1 second. Makes auto-aim machine take 100 metal instead of 125. Gives engineer 25 extra health as well.
36) Wrangler - Makes auto-aim machine have double fire rate. Makes auto-aim machine have 300-650 health.

In general Engie unlocks are garbage.

Sniper
37) Sydney Sleeper - Zoom for one second and hit an enemy, guarantee 8 seconds of mini-criticals on them (also nullifies spy cloak).
38) Machina - 173 damage for fully charged body shot that also penetrates enemies.
39) Jarate - Guaranteed mini-criticals with minimal aim.
40) Darwin's Danger Shield - 25 extra health as well as 15% damage resistance. Quick headshots don't kill you.
41) Cleaner's Carbine - Gives guaranteed criticals.

I don't see jarate as that much of an issue, or the carbine. The other ones are rewarding either a lack of skill or punishing the other players skill.

Spy
42) Enforcer - Tons of damage.
43) Diamondback - Guaranteed criticals after sapping a building.
44) Spy-cicle - Silent kills, immune to fire for 2 seconds after initial fire damage.
45) Dead Ringer - You already have invisibility based on a timer and invisibility based on movement. You even have a million percent extra invisiblity by using the le'tranger. Do you really need unlimited feigning and 300 health? No. Just no.

Diamondback is a niche, and spycicle is just saying "i don't want my knife near the combo"

The highlighted items i totally agree with you, they're bullshit and should either be thrown out, or modified by valve. But the odds of that are pretty low.

I'm gonna highlight items that are legit.

[quote=smakers]
Scout
1)[b] Soda popper - walking around for 13 seconds gives guaranteed mini-critical hits that have no damage falloff over distance. Gaining free crits can be controlled and can be transferred to secondary weapon as well. Run out? Run in circles for 13 seconds.[/b]
2) Bonk - 8 seconds of immunity (hello ubercharge?).
3) Crit-a-cola - gives guaranteed mini-critical hits and 25% speed boost.
4) [b]Mad-Milk - Gives 60% of damage dealt back as health.[/b]
5)[b] Pocket pistol - 140 base/210 buffed HP on a scout who is immune to falling damage.[/b]
6) Flying Guillotine - Gives guaranteed mini critical hits to players at long distances. Gives guaranteed hits to players who are stunned. Causes bleed in addition to the critical hits.
7) Sandman - Stuns enemies.
8) Atomizer - 3 jumps on a scout. [/quote]
as far as i know, atomizer and guillotine aren't really used, nor is the sandman.
I could be wrong, but even WITH how bullshit they are, they come up subpar
[quote]
Soldier
9) Cow Mangler - Unlimited ammo that has guaranteed mini-criticals.
10) Beggar's Bazooka - Fires 3 rockets almost simultaneously.
11) Battallion's Backup - 35% damage resistance, full critical damage resistance.
12) Concheror - 35% of damage dealt returns as heals, 35% speed boost to teammates.
13) Reserve Shooter - Guaranteed mini-criticals.
Pyro
14) Right clicking causes enemies to lose 100% of their momentum and forces them into an upward arc that is identical 100% of the time.
15) Axtinguisher gives guaranteed criticals.
16) [i]Backburner gives guaranteed criticals[/i]. (heh)
17) Flare gun gives guaranteed criticals.
18) Degreaser gives faster weapon swap making guaranteed criticals easier.
19) Detonator sets anyone on fire even if your aim is worse than terrible.
20) Third degree gives guaranteed criticals.
[b]21) Phlogistinator gives guaranteed criticals and health.[/b] (it's also banned)
22) Manmelter sets people on fire from across the map... even faster... and takes no ammo.
23) Scorch shot knocks players back and sets multiple players on fire by shooting the ground.
24) Reserve shooter gives guaranteed [u]MINI[/u]-criticals.[/quote]
nobody uses MOST of those unlocks. since they're generally outclassed.
[quote]Demo
25) Loch n Load - one-hits 125hp classes.
26) Ullapool Caber - Instantly kills medics (and anyone under 184 health) with no aim required. [/quote]
at least you don't get rollers with the LnL, and the caber likely kills the demo too
[quote]
Heavy
27) Natascha - Slows players.
28) Sandvich - Medic got hurt due to poor positioning? Give him free health! Heavy got hurt? Give him free health! ____ got hurt?! Give him free health!
[b]29) GRU - Heavy is no longer speed penalized.
30) Fists of Steel - Bad positioning? No problem! Pull these out and retreat for free! Even a fully charged headshot will only do 270 damage.[/b][/quote]
Natascha IS bad, but you don't see it at high levels because it's a shitty choice.
[quote]
Engineer
31) Sentry guns - Auto aim. Auto aim. Auto aim. Auto aim. Auto aim.
[b]32) Frontier Justice - Guarantees criticals. How do you get criticals? Via the incredibly difficult task of deploying auto-aim machines of course!
33) Rescue Ranger - Heals auto-aim weapons from anywhere on the map.
34) Short circuit - negates explosives.
35) Gunslinger - Makes auto-aim machines build in 1 second. Makes auto-aim machine take 100 metal instead of 125. Gives engineer 25 extra health as well.
36) Wrangler - Makes auto-aim machine have double fire rate. Makes auto-aim machine have 300-650 health. [/b][/quote]
In general Engie unlocks are garbage.
[quote]
Sniper
[b]37) Sydney Sleeper - Zoom for one second and hit an enemy, guarantee 8 seconds of mini-criticals on them (also nullifies spy cloak).[/b]
[b]38) Machina - 173 damage for fully charged body shot that also penetrates enemies.[/b]
39) Jarate - Guaranteed mini-criticals with minimal aim.
[b]40) Darwin's Danger Shield - 25 extra health as well as 15% damage resistance. Quick headshots don't kill you.[/b]
41) Cleaner's Carbine - Gives guaranteed criticals. [/quote]
I don't see jarate as that much of an issue, or the carbine. The other ones are rewarding either a lack of skill or punishing the other players skill.
[quote]
Spy
[b]42) Enforcer - Tons of damage.[/b]
43) Diamondback - Guaranteed criticals after sapping a building.
44) Spy-cicle - Silent kills, immune to fire for 2 seconds after initial fire damage.
[b]45) Dead Ringer - You already have invisibility based on a timer and invisibility based on movement. You even have a million percent extra invisiblity by using the le'tranger. Do you really need unlimited feigning and 300 health? No. Just no.[/b]
[/quote]
Diamondback is a niche, and spycicle is just saying "i don't want my knife near the combo"

The highlighted items i totally agree with you, they're bullshit and should either be thrown out, or modified by valve. But the odds of that are pretty low.
142
#142
8 Frags +

Holy shit can you guys stop full quoting? 3/4ths your post shouldn't be a fucking quote if you're going to talk about a single line somebody else said.

#139 (capnfapn):
Engineer doesn't have the same aim skill ceiling as scout. Scouts move faster, can double jump, etc. Because of Scouts vastly higher movement skill ceiling, the aim skill ceiling is also increased to account for the much greater variation in movement.

Also most of a HL's engy's "skill" is just knowing sentry and teleporter placement. That's very easy to learn and if you really cared you could always watch a few STVs/demos of games and pretty much be up to date (or ask someone else on your team to do it for you). It's something that will definitely be a knowledge advantage for better engies, but it's not a very advanced or ability/skill based thing.

Holy shit can you guys stop full quoting? 3/4ths your post shouldn't be a fucking quote if you're going to talk about a single line somebody else said.

#139 (capnfapn):
Engineer doesn't have the same aim skill ceiling as scout. Scouts move faster, can double jump, etc. Because of Scouts vastly higher movement skill ceiling, the aim skill ceiling is also increased to account for the much greater variation in movement.

Also most of a HL's engy's "skill" is just knowing sentry and teleporter placement. That's very easy to learn and if you really cared you could always watch a few STVs/demos of games and pretty much be up to date (or ask someone else on your team to do it for you). It's something that will definitely be a knowledge advantage for better engies, but it's not a very advanced or ability/skill based thing.
143
#143
-4 Frags +
trngli thought engis didnt have to aim because they can just place Portable Aimbots
[quote=trngl]i thought engis didnt have to aim because they can just place Portable Aimbots
144
#144
-4 Frags +

I love my mad milk. Please don't take it away from me

I love my mad milk. Please don't take it away from me
145
#145
35 Frags +

The essay to post ratio in this thread is astounding.

The essay to post ratio in this thread is astounding.
146
#146
2 Frags +

I started off playing HL and then quickly moved to 6s because I felt like I had a tiny impact on the team as a whole in 9v9 and wanted to have more effect.

I started off playing HL and then quickly moved to 6s because I felt like I had a tiny impact on the team as a whole in 9v9 and wanted to have more effect.
147
#147
2 Frags +
brownymasterAlso most of a HL's engy's "skill" is just knowing sentry and teleporter placement. That's very easy to learn and if you really cared you could always watch a few STVs/demos of games and pretty much be up to date (or ask someone else on your team to do it for you). It's something that will definitely be a knowledge advantage for better engies, but it's not a very advanced or ability/skill based thing.

Cookie cutter placements only get you so far...a good Engineer gets creative or recognizes when the situational spots are better than the cookie cutter spots.

[quote=brownymaster]
Also most of a HL's engy's "skill" is just knowing sentry and teleporter placement. That's very easy to learn and if you really cared you could always watch a few STVs/demos of games and pretty much be up to date (or ask someone else on your team to do it for you). It's something that will definitely be a knowledge advantage for better engies, but it's not a very advanced or ability/skill based thing.[/quote]

Cookie cutter placements only get you so far...a good Engineer gets creative or recognizes when the situational spots are better than the cookie cutter spots.
148
#148
17 Frags +

wow too much stuff to read

Anyhow the main point I wanted to develop and get across is that 9v9 isn't really just an organized pub (anymore) unless you're playing in lesser divisions. There is a division anywhere from Iron to Platinum that just about everyone here fits into properly if they were to join a team right now, unlike in early seasons where one could just stack a team of random invite players and expect to win. I can understand having a bad aftertaste left from playing in older seasons or in lesser divisions, but 9v9 in its current state is much different (and much more enjoyable) from how it was several seasons ago and I'd like it if people that didn't enjoy it before, gave it another try now. I also wish people would respect the talents of players that play nonstandard 6v6 classes; yeah you might dislike Engineer, Pyro, Heavy, and Spy mains but someone has to play them and I hope that people realize it still takes skill and dedication to play those classes at the highest level of 9v9 and still remain relevant. Teams and players are still getting better; compare the difference between 6v6 now and 6v6 five years ago, very different.

Regarding items, that's not really a problem with the gamemode, that's more a problem with the league and I'd wish they'd at least do divisional bans and keep all the dumb stuff in Steel.

wow too much stuff to read

Anyhow the main point I wanted to develop and get across is that 9v9 isn't really just an organized pub (anymore) unless you're playing in lesser divisions. There is a division anywhere from Iron to Platinum that just about everyone here fits into properly if they were to join a team right now, unlike in early seasons where one could just stack a team of random invite players and expect to win. I can understand having a bad aftertaste left from playing in older seasons or in lesser divisions, but 9v9 in its current state is much different (and much more enjoyable) from how it was several seasons ago and I'd like it if people that didn't enjoy it before, gave it another try now. I also wish people would respect the talents of players that play nonstandard 6v6 classes; yeah you might dislike Engineer, Pyro, Heavy, and Spy mains but someone has to play them and I hope that people realize it still takes skill and dedication to play those classes at the highest level of 9v9 and still remain relevant. Teams and players are still getting better; compare the difference between 6v6 now and 6v6 five years ago, very different.

Regarding items, that's not really a problem with the gamemode, that's more a problem with the league and I'd wish they'd at least do divisional bans and keep all the dumb stuff in Steel.
149
#149
1 Frags +

I don't like playing HL because individual accomplishment isn't rewarded nearly as highly as in 6s. Winning a 1v1 on the flank doesn't really matter, because it takes a major pick (or multiple picks) to create enough of a firepower disparity that pushing is worth it.

Also dying to things you or your team have little chance of defending against isn't fun.

I don't like playing HL because individual accomplishment isn't rewarded nearly as highly as in 6s. Winning a 1v1 on the flank doesn't really matter, because it takes a major pick (or multiple picks) to create enough of a firepower disparity that pushing is worth it.

Also dying to things you or your team have little chance of defending against isn't fun.
150
#150
1 Frags +

In my opinion, it's just too many people. Pubs work because at any point in time only 1/4 of your team will actually be laying the objective.

In HL, you have 18 people all focusing on the objective, which is just too many people. 12 people in 6's on one point is hectic enough as it is. If you add in 6 more people, plus a bunch of gimmicky weapons then it becomes a clusterfuck. Instead of being a game of skill and coordination, it devolves into a game of random chance as both teams attempt to out-spam each other.

In my opinion, it's just too many people. Pubs work because at any point in time only 1/4 of your team will actually be laying the objective.

In HL, you have 18 people all focusing on the objective, which is just too many people. 12 people in 6's on one point is hectic enough as it is. If you add in 6 more people, plus a bunch of gimmicky weapons then it becomes a clusterfuck. Instead of being a game of skill and coordination, it devolves into a game of random chance as both teams attempt to out-spam each other.
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