Geknaiirjanedoewhy change a weapon that has had a clip size of 8 since release?
pipes had a clip size of 6 at release and now it's at 4 check mate boy
no they didn't
https://wiki.teamfortress.com/wiki/Grenade_Launcher
[quote=Geknaiir][quote=janedoe]why change a weapon that has had a clip size of 8 since release?[/quote]
pipes had a clip size of 6 at release and now it's at 4 check mate boy[/quote]
no they didn't
https://wiki.teamfortress.com/wiki/Grenade_Launcher
i do not know how to read please disregard
i do not know how to read please disregard
"pipes had a clip size of 6 at release and now it's at 4 check mate boy"
"release"
"pre-release beta"
r u retarded?
"pipes had a clip size of 6 at release and now it's at 4 check mate boy"
"release"
"pre-release beta"
r u retarded?
That is interesting, what is considered pre-release beta? Because they sure released pipes with 6 on the PS3 and 360.
That is interesting, what is considered pre-release beta? Because they sure released pipes with 6 on the PS3 and 360.
xbox has 4 pipes iirc, but ps3 has 6 its dumb
xbox has 4 pipes iirc, but ps3 has 6 its dumb
PAPASTAIN"why change [stock weapon] when we've known it for so long" isn't really a viable argument anymore, now that it's clear that valve is okay with fiddling with whatever in the name of freshness. I mean, the uber game as we knew it is currently all up in the air after gun mettle let you take opponents' uber %, they're not just unafraid of messing with stock weapons, they're cool with changing entire core mechanics
I like the idea that demoman's old major flaw was that he was kind of an ammo sponge that constantly needed more ammo due to using them up so quickly, basing his problems around that could be neat
Why are leagues banning the medigun switch? We're literally telling valve "fuck you, we want you to support us, but if you make a change we don't like, we aren't gonna keep it." We're screwed if we keep this mentality
[quote=PAPASTAIN]"why change [stock weapon] when we've known it for so long" isn't really a viable argument anymore, now that it's clear that valve is okay with fiddling with whatever in the name of freshness. I mean, the uber game as we knew it is currently all up in the air after gun mettle let you take opponents' uber %, they're not just unafraid of messing with stock weapons, they're cool with changing [i]entire core mechanics[/i]
I like the idea that demoman's old major flaw was that he was kind of an ammo sponge that constantly needed more ammo due to using them up so quickly, basing his problems around that could be neat[/quote]
Why are leagues banning the medigun switch? We're literally telling valve "fuck you, we want you to support us, but if you make a change we don't like, we aren't gonna keep it." We're screwed if we keep this mentality
in their defense, it doesn't really matter if it's a good change or not, a major change mid-season should be quick-banned regardless. figuring out changes is for between seasons, not while people are already going through one
in their defense, it doesn't really matter if it's a good change or not, a major change mid-season should be quick-banned regardless. figuring out changes is for between seasons, not while people are already going through one
Good point. I don't know for some reason I don't see the leagues undoing it after the season which would be awful.
Good point. I don't know for some reason I don't see the leagues undoing it after the season which would be awful.
Knuckles_
Why are leagues banning the medigun switch? We're literally telling valve "fuck you, we want you to support us, but if you make a change we don't like, we aren't gonna keep it." We're screwed if we keep this mentality
Allowing major changes (that can be worked around) midseason / during playoffs is shitty at best.
Also I don't see why complacency should be the attitude to aim for when we finally seem to have an actual dialogue with valve.
[quote=Knuckles_]
Why are leagues banning the medigun switch? We're literally telling valve "fuck you, we want you to support us, but if you make a change we don't like, we aren't gonna keep it." We're screwed if we keep this mentality[/quote]
Allowing major changes (that can be worked around) midseason / during playoffs is shitty at best.
Also I don't see why complacency should be the attitude to aim for when we finally seem to have an actual dialogue with valve.
I personally wouldn't mind the medic thing too much if it worked like the vita saw i.e. you swap but only keep 20%.
I'd honestly prefer if the hat switching to keep uber thing was deleted - that pisses me off more to be honest.
I personally wouldn't mind the medic thing too much if it worked like the vita saw i.e. you swap but only keep 20%.
I'd honestly prefer if the hat switching to keep uber thing was deleted - that pisses me off more to be honest.
I'll be honest, I'm not playing on a team right now so I've not scrimmed with the changes, only played a handful of pugs. But the medigun thing, while it's pretty broken is fairly unused. Most of the time if you are able to grab the gun it give you maybe 10%. It also solves a major tf2 problem that people have been complaining about for all time. It can make pushing out of last MUCH easier. If they enemy team pushes, your med dies at 50% but you still hold last, you now have advantage when your med spawns. In my opinion that's a bonus
edit:
yukiI personally wouldn't mind the medic thing too much if it worked like the vita saw i.e. you swap but only keep 20%.
I'd honestly prefer if the hat switching to keep uber thing was deleted - that pisses me off more to be honest.
This would make the same affect with pushing out of last that we have right now so I support this
I'll be honest, I'm not playing on a team right now so I've not scrimmed with the changes, only played a handful of pugs. But the medigun thing, while it's pretty broken is fairly unused. Most of the time if you are able to grab the gun it give you maybe 10%. It also solves a major tf2 problem that people have been complaining about for all time. It can make pushing out of last MUCH easier. If they enemy team pushes, your med dies at 50% but you still hold last, you now have advantage when your med spawns. In my opinion that's a bonus
edit:
[quote=yuki]I personally wouldn't mind the medic thing too much if it worked like the vita saw i.e. you swap but only keep 20%.
I'd honestly prefer if the hat switching to keep uber thing was deleted - that pisses me off more to be honest.[/quote]
This would make the same affect with pushing out of last that we have right now so I support this
The main concern with pushing out of last is your spawns vs the other teams spawns, and whether you are going to get back capped. Uber percentage is lower than that tbh
With the exception of some maps, I suppose.
The main concern with pushing out of last is your spawns vs the other teams spawns, and whether you are going to get back capped. Uber percentage is lower than that tbh
With the exception of some maps, I suppose.
I'd rather not repeat myself from topic to topic but: valve will likely remove picking up uber when they realize the group that's affected most negatively from it is newer competitive players, and that really isn't something they want when trying to show off their official competitive play to the general public
like, the handful of situations it'll matter at the top level isn't that big of a number, but I'm looking out more for the low-level novice medics that will get chewed out by their team because a single uber drop just made them lose the round while they were pushing towards last, all because they forgot to switch to slot1/3 in time and now their opponent got an uber push for free
I'd rather not repeat myself from topic to topic but: valve will likely remove picking up uber when they realize the group that's affected most negatively from it is newer competitive players, and that really isn't something they want when trying to show off their official competitive play to the general public
like, the handful of situations it'll matter at the top level isn't that big of a number, but I'm looking out more for the low-level novice medics that will get chewed out by their team because a single uber drop just made them lose the round while they were pushing towards last, all because they forgot to switch to slot1/3 in time and now their opponent got an uber push for free
i just want the scorch shot jumps to go back to what they were before this patch. they're useless now and weren't overpowered before the fix.
i just want the scorch shot jumps to go back to what they were before this patch. they're useless now and weren't overpowered before the fix.
I hope valve consider some of the switching uber stuff a bug, I've emailed them about it.
I think they'd just want medics to be able to pickup medigun skins without worrying about a significant advantage or disadvantage as it would be with picking up a skin of the same weapon. Picking up other weapons in CS is also kind of a different kettle of fish as some are just objectively better/more expensive than others and you'll keep them between rounds which rewards you for killing a player with a better gun than you. With mediguns, it's not really the medic's fault that he's died to a player when he's close to uber as opposed to a csgo player dying with an expensive gun.
People say it kind of adds an extra layer to the game or allows meds to think about their positioning more but I feel like it's something that's kind of random and rewards passive positioning more than it does smart positioning.
I hope valve consider some of the switching uber stuff a bug, I've emailed them about it.
I think they'd just want medics to be able to pickup medigun skins without worrying about a significant advantage or disadvantage as it would be with picking up a skin of the same weapon. Picking up other weapons in CS is also kind of a different kettle of fish as some are just objectively better/more expensive than others and you'll keep them between rounds which rewards you for killing a player with a better gun than you. With mediguns, it's not really the medic's fault that he's died to a player when he's close to uber as opposed to a csgo player dying with an expensive gun.
People say it kind of adds an extra layer to the game or allows meds to think about their positioning more but I feel like it's something that's kind of random and rewards passive positioning more than it does smart positioning.
I think the best would be if the medigun kept 50% of it's uber when dropped and also despawned after 10 seconds. This means you can't have two ubercharges at once, medics can't pick up their own medigun after they respawened, but the whole depth of picking up other people's mediguns would still be there.
I think the best would be if the medigun kept 50% of it's uber when dropped and also despawned after 10 seconds. This means you can't have two ubercharges at once, medics can't pick up their own medigun after they respawened, but the whole depth of picking up other people's mediguns would still be there.
the worst thing about the medigun switching thing, which I don't see enough people talking about, is how difficult it makes it for a caller to keep track of the other team's charge
I don't care if you're fuckin rain man, there are too many variables to account for to actually know what their uber is atm
the worst thing about the medigun switching thing, which I don't see enough people talking about, is how difficult it makes it for a caller to keep track of the other team's charge
I don't care if you're fuckin rain man, there are too many variables to account for to actually know what their uber is atm
mustardoverlordthe worst thing about the medigun switching thing, which I don't see enough people talking about, is how difficult it makes it for a caller to keep track of the other team's charge
I don't care if you're fuckin rain man, there are too many variables to account for to actually know what their uber is atm
I don't think it is that big of a deal. It would only be difficult if the medic died with an uber advantage and did not deny the medigun drop. You can count ubers just like you did before as long as you do not drop your medigun.
[quote=mustardoverlord]the worst thing about the medigun switching thing, which I don't see enough people talking about, is how difficult it makes it for a caller to keep track of the other team's charge
I don't care if you're fuckin rain man, there are too many variables to account for to actually know what their uber is atm[/quote]
I don't think it is that big of a deal. It would only be difficult if the medic died with an uber advantage and did not deny the medigun drop. You can count ubers just like you did before as long as you do not drop your medigun.
im actually really glad they turned medic into a huge game of find-it
i was a champ at those back in 4th grade
im actually really glad they turned medic into a huge game of find-it
i was a champ at those back in 4th grade
I agree with ondkaja. You are in control almost every time of whether you drop your medigun or not, you know what % you dropped on, you know whether you dropped it in a safe place for them to get it or not, and you know the spawn timers and drop timers. It's all predictable - more difficult, but predictable.
I agree with ondkaja. You are in control almost every time of whether you drop your medigun or not, you know what % you dropped on, you know whether you dropped it in a safe place for them to get it or not, and you know the spawn timers and drop timers. It's all predictable - more difficult, but predictable.
can someone make a yt highlight of the discussion from fully charged about the medigun that was pretty accurate in terms of pro/cons and send it to someone who matters (idk how)
the way it is implemented currently it doesn't really add anything interesting or fun but I def think it could be improved
can someone make a yt highlight of the discussion from fully charged about the medigun that was pretty accurate in terms of pro/cons and send it to someone who matters (idk how)
the way it is implemented currently it doesn't really add anything interesting or fun but I def think it could be improved
Mumahow about instead of nerfing scout we just put demo stickies back to when they were good and decrease the clip to 6 and then one class wont be the strongest by a massive margin and another class wont be completely awful and unfun
My experience from playing etf2l couple months back and watching prem games (like s21 finals) isnt that scouts dominate the game. I'm under the impression that soldiers more often top damage and are just as likely to get frags. Granted, scouts can avoid more damage in general, but cant push through a choke or initiate a fight anywhere near as effectively. Both classes have different positive and negative attributes and are also evenly matched in a 1v1 overall.
Now, before the radius nerf, scouts had trouble going aggressive and having impact because of how much easier sticks where to hit. One of them hitting hurts a scout more than a soldier. Low frag counts and pretty damn passive play is how i remember it, except for occations of clockwork going ham :)
Demos still have impact on the game, they have the best mid range damage potential (i think?), perform excellently against height-advantage and their traps are crucial for defence. Just from watching some matches i think its pretty obvious that no class has a massive advantage. Great players of any of the 3 can have huge game impact and destroy teams seemingly singlehandedly. Ive never seen anyone rape a team as hard as shadowburn did on some process game against one of the good eu teams couple months back holy shit. Cant remember specifics though, maybe someone knows the one?
Right so apologies for the massive post and whatever, it's an interesting topic and i couldnt resist. This is all my impression and opinion btw, and i wouldnt want anyone to think im trying to state facts.
[quote=Muma]how about instead of nerfing scout we just put demo stickies back to when they were good and decrease the clip to 6 and then one class wont be the strongest by a massive margin and another class wont be completely awful and unfun[/quote]
My experience from playing etf2l couple months back and watching prem games (like s21 finals) isnt that scouts dominate the game. I'm under the impression that soldiers more often top damage and are just as likely to get frags. Granted, scouts can avoid more damage in general, but cant push through a choke or initiate a fight anywhere near as effectively. Both classes have different positive and negative attributes and are also evenly matched in a 1v1 overall.
Now, before the radius nerf, scouts had trouble going aggressive and having impact because of how much easier sticks where to hit. One of them hitting hurts a scout more than a soldier. Low frag counts and pretty damn passive play is how i remember it, except for occations of clockwork going ham :)
Demos still have impact on the game, they have the best mid range damage potential (i think?), perform excellently against height-advantage and their traps are crucial for defence. Just from watching some matches i think its pretty obvious that no class has a massive advantage. Great players of any of the 3 can have huge game impact and destroy teams seemingly singlehandedly. Ive never seen anyone rape a team as hard as shadowburn did on some process game against one of the good eu teams couple months back holy shit. Cant remember specifics though, maybe someone knows the one?
Right so apologies for the massive post and whatever, it's an interesting topic and i couldnt resist. This is all my impression and opinion btw, and i wouldnt want anyone to think im trying to state facts.
TomSSI'm under the impression that soldiers more often top damage and are just as likely to get frags. Granted, scouts can avoid more damage in general, but cant push through a choke or initiate a fight anywhere near as effectively.
Stopped reading here. Damage stats are pretty useless in this context given that large chunks of soldier damage is from spam between fights that just gets healed back. Also scouts can push through chokes by just running through them like 20x easier than soldiers rofl.
[quote=TomSS]I'm under the impression that soldiers more often top damage and are just as likely to get frags. Granted, scouts can avoid more damage in general, but cant push through a choke or initiate a fight anywhere near as effectively.[/quote]
Stopped reading here. Damage stats are pretty useless in this context given that large chunks of soldier damage is from spam between fights that just gets healed back. Also scouts can push through chokes by just running through them like 20x easier than soldiers rofl.
Spam damage isnt completely irrelevant, it does serve a purpose. It deters players from getting aggresive or pushing through. Without that pressure they can just walk through. But you are right, the best way to meassure game impact isnt through logs, but by watching a game and analyzing fights etc.
Also, shouldnt there be people holding the choke? You cant really dodge splash in such a confined space. Like even in uber pushes, you can pop much later on a soldier because they have much more health. That + easily accessible aoe damage was why a pocket usually leads a push i thought?
Spam damage isnt completely irrelevant, it does serve a purpose. It deters players from getting aggresive or pushing through. Without that pressure they can just walk through. But you are right, the best way to meassure game impact isnt through logs, but by watching a game and analyzing fights etc.
Also, shouldnt there be people holding the choke? You cant really dodge splash in such a confined space. Like even in uber pushes, you can pop much later on a soldier because they have much more health. That + easily accessible aoe damage was why a pocket usually leads a push i thought?
people aren't perfect and make mistakes
that's where good scouts who hit every shot and know their timings come into play
a scout can shoot stickies and play around heals while avoiding as much damage as possible to cause a problem for teams, but they also deal a ton of damage in the process by just 2-3 shotting someone which is why teams can do a scout uber push while they have slight advantage to immediately kill the other medic
since scouts don't have as much hp they are usually used to clean up any of the kills from any of the other classes the higher you go in division, since people usually play tighter and have much better aim
the main advantage scouts have is their movement, and since they are fast, they can take advantage of a teams mistake by not covering a flank at a certain time or looking away from an entrance even for a split second, a scout can get in a huge damage shot and just get in the face of explosive classes and make them kill themselves by getting them into splash damage range
idk from all the games i have played, it's really irritating to go against really good soldiers but it feels completely hopeless going against a team with good scouts
people aren't perfect and make mistakes
that's where good scouts who hit every shot and know their timings come into play
a scout can shoot stickies and play around heals while avoiding as much damage as possible to cause a problem for teams, but they also deal a ton of damage in the process by just 2-3 shotting someone which is why teams can do a scout uber push while they have slight advantage to immediately kill the other medic
since scouts don't have as much hp they are usually used to clean up any of the kills from any of the other classes the higher you go in division, since people usually play tighter and have much better aim
the main advantage scouts have is their movement, and since they are fast, they can take advantage of a teams mistake by not covering a flank at a certain time or looking away from an entrance even for a split second, a scout can get in a huge damage shot and just get in the face of explosive classes and make them kill themselves by getting them into splash damage range
idk from all the games i have played, it's really irritating to go against really good soldiers but it feels completely hopeless going against a team with good scouts