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why tf2 needs more hot artsy asian girls
31
#31
5 Frags +

This is longer than the maximum word limit for my history project that includes me AND 2 other people....

This is longer than the maximum word limit for my history project that includes me AND 2 other people....
32
#32
0 Frags +
capnnofapnMy proposition is to increase the medic’s movement speed so that he is always moving as fast as a scout, change his base health to 125, give him the ability to double jump, and replace his medigun with the scattergun. Thank you for reading this.

So this new medic would still have the xbow then?
sounds p cool

[quote=capnnofapn]My proposition is to increase the medic’s movement speed so that he is always moving as fast as a scout, change his base health to 125, give him the ability to double jump, and replace his medigun with the scattergun. Thank you for reading this.[/quote]

So this new medic would still have the xbow then?
sounds p cool
33
#33
1 Frags +

Did you go through the essay writing process or did you write this all in one sitting

Did you go through the essay writing process or did you write this all in one sitting
34
#34
6 Frags +
s1kewhere's my "TL;DR"

http://usotsuki.s-ul.eu/LiCuyXDX.png

[quote=s1ke]where's my "TL;DR"[/quote]

[img]http://usotsuki.s-ul.eu/LiCuyXDX.png[/img]
35
#35
25 Frags +

change medic model to a cute anime girl and get 10 times more people playing medic

http://i.imgur.com/7a4KAZ7.png

change medic model to a cute anime girl and get 10 times more people playing medic [img]http://i.imgur.com/7a4KAZ7.png[/img]
36
#36
2 Frags +
PendjiGo back and read the reactions to forced public matchmaking. 'This isn't fun anymore' 'I don't want to try hard to win'. These are people who want to be a minority in an fps game, where they can still get to shoot people and have an impact without being at risk for helping you lose.

I've seen a lot of friends get into OW, enjoy it, then slowly realize it's like any other moba. You play the wrong class, you don't perform as expected of the average player. The same goes for matchmaking. You go from being 1 of 12 to 1 of 6, you have to do twice as well and in most cases also be the only player of that class. That alongside with suddenly having to be on voice and interact with strangers is jarring to most.

Even if you do want to play medic, you're one of the most important components of a team. Can't drop ubers, can't miss arrows. Useless shit scout on the flank? "Oh I'm having a bad day". There's no easy way around this other than to be a ballsy player, and a hat simulator doesn't motivate that kind of behavior.

That said, it's also just not a competitive format. Competitive cs:go? Literally the same map and setup. In that way the new 6v6 MM is pretty nice for introductions, but obviously it's still shit. There really isn't a way to go about this without diving in head first. Playing with other noobs is probably the easiest approach, but hey. Who wants to do that.

I agree that some people just want to screw around and there will always be people like that, but I also believe there's a considerable number of people who say they enjoy screwing around more than they enjoy playing seriously because the current environment makes actually trying to win less fun that it could be. I agree that 12v12 pubs are a bad format for anything truly competitive, but there's a difference between being competitive in terms of what that means to us as 6v6 players and what it means to "try". For example, there are 6v6 players who believe highlander is less competitive than 6v6 but also believe there are people who focus on winning the objective in highlander as much as they do in 6v6. I think whether people try or not has more to do with how people perceive a mode should be played than anything inherit about the format itself. mixchamp and tf2center are both places where people can play 6v6 with pretty much the exact same ruleset and average skill level but you're much more likely to have teammates who play around the objective through mixchamp.

I agree with what you said about people disliking their experience in Overwatch because of the pressure they experience as being one of only 6 players. I think this actually works to tf2's advantage though because lots of OW players are aware of TF2 and since their issue with overwatch has more to do with with feeling pressured to perform or play a certain class than it does with simply disliking trying, pub tf2's 12v12 format could easily attract players who want to try but also don't want to feel too pressured to perform. The problem is that this doesn't take care of the all too common problem where your team has 3 snipers and 4 spies, which is why I believe Valve should make an effort to make medic a more fun and therefor popular class to play. There will always be people who want to play sniper and spy no matter how dumb of a choice it is, but by having a medic on the team you're likely to have less of them because the other classes become more fun to play. Spy and Sniper both don't benefit much from getting healed at the skill level of most people in pubs, whereas classes like soldier and demo become way more fun even if you can't rocketjump because there's a medic there to support you.

[quote=Pendji]Go back and read the reactions to forced public matchmaking. 'This isn't fun anymore' 'I don't want to try hard to win'. These are people who want to be a minority in an fps game, where they can still get to shoot people and have an impact without being at risk for helping you lose.

I've seen a lot of friends get into OW, enjoy it, then slowly realize it's like any other moba. You play the wrong class, you don't perform as expected of the average player. The same goes for matchmaking. You go from being 1 of 12 to 1 of 6, you have to do twice as well and in most cases also be the only player of that class. That alongside with suddenly having to be on voice and interact with strangers is jarring to most.

Even if you do want to play medic, you're one of the most important components of a team. Can't drop ubers, can't miss arrows. Useless shit scout on the flank? "Oh I'm having a bad day". There's no easy way around this other than to be a ballsy player, and a hat simulator doesn't motivate that kind of behavior.

That said, it's also just not a competitive format. Competitive cs:go? Literally the same map and setup. In that way the new 6v6 MM is pretty nice for introductions, but obviously it's still shit. There really isn't a way to go about this without diving in head first. Playing with other noobs is probably the easiest approach, but hey. Who wants to do that.[/quote]

I agree that some people just want to screw around and there will always be people like that, but I also believe there's a considerable number of people who say they enjoy screwing around more than they enjoy playing seriously because the current environment makes actually trying to win less fun that it could be. I agree that 12v12 pubs are a bad format for anything truly competitive, but there's a difference between being competitive in terms of what that means to us as 6v6 players and what it means to "try". For example, there are 6v6 players who believe highlander is less competitive than 6v6 but also believe there are people who focus on winning the objective in highlander as much as they do in 6v6. I think whether people try or not has more to do with how people perceive a mode should be played than anything inherit about the format itself. mixchamp and tf2center are both places where people can play 6v6 with pretty much the exact same ruleset and average skill level but you're much more likely to have teammates who play around the objective through mixchamp.

I agree with what you said about people disliking their experience in Overwatch because of the pressure they experience as being one of only 6 players. I think this actually works to tf2's advantage though because lots of OW players are aware of TF2 and since their issue with overwatch has more to do with with feeling pressured to perform or play a certain class than it does with simply disliking trying, pub tf2's 12v12 format could easily attract players who want to try but also don't want to feel too pressured to perform. The problem is that this doesn't take care of the all too common problem where your team has 3 snipers and 4 spies, which is why I believe Valve should make an effort to make medic a more fun and therefor popular class to play. There will always be people who want to play sniper and spy no matter how dumb of a choice it is, but by having a medic on the team you're likely to have less of them because the other classes become more fun to play. Spy and Sniper both don't benefit much from getting healed at the skill level of most people in pubs, whereas classes like soldier and demo become way more fun even if you can't rocketjump because there's a medic there to support you.
37
#37
4 Frags +

i dont want relations with an asian girl i just want one night

i dont want relations with an asian girl i just want one night
38
#38
-1 Frags +
indecencyi dont want relations with an asian girl i just want one night

same tbh

[quote=indecency]i dont want relations with an asian girl i just want one night[/quote]
same tbh
39
#39
0 Frags +
capnnofapnHaha, don't worry, this is a serious thread. I just made that the title to make this an idiot-free zone inhabited by people with only the most exquisite and refined of tastes.

I’ve been playing Team Fortress 2 competitively on and off for about 6 years now and have seen more than my fair share of internet debates about how to improve both the gameplay and community aspects of Team Fortress 2. These discussions tend to revolve around the ideas of making the gamer faster, easier to watch, increasing class usage rates, and making the game more accessible to new players. Those are clearly all crucial conversations to have, but I believe that the competitive TF2 community hasn’t paid enough attention to a certain issue. I know quite a few people who enjoy it, at least 13 of them if they’re in a good mood and even I occasionally enjoy it myself, but that is not enough. The biggest problem Team Fortress 2 has as both a competitive and public game is that there just aren’t enough people who want to play medic.

Everyone knows that medic isn’t the most popular class, but I don’t think enough time has been spent thinking about deep of an impact this has on the game. The competitive community has always been desperate for new players and a big part of why it is so hard to attract them is because pubs aren’t enjoyable enough to a lot of people who may have ended up loving competitive TF2 if only they stuck around long enough to discover it. Making medic a more popular class to play in pubs would make pub teams more balanced, which would lead to a more competitive and serious pub environment. As competitive players, we all know how quickly the game turns to shit when the medic leaves and how hard it can be get back to playing seriously after you’ve waited 17 minutes for a medic to join, who will most likely just start screwing around himself because that’s what everyone else is doing. It is really silly to blame public players for goofing around when we all do the same thing as soon as one team has a medic and the other doesn’t. It may be too late now, but I think that our best chance at attracting the still significant pub playerbase is to do whatever we can to convince Valve to improve the overall experience people have playing pubs. Not only will this lead to more pubbers finding us, but it will also lead to more competitive players spending their spare time playing pubs, which will make us a more cohesive community as a whole.

From the perspective of our side of the community, the most noticeable change that will occur as a result of making medic more fun to play will be pugs and lobbies starting more often. Reducing the wait time to play a pug or lobby will improve the community by not only making the game’s community feel more alive even if it hasn’t actually grown in population, but by making each PUG people play feel less valuable in terms of time. Its undoubtedly true there will always be people getting upset at new players, but a big part of why people get upset is that they often have to wait 30 minutes to play a game that's either over in 5 minutes or dragged out until the time runs out because they got stuck with someone who doesn’t even know the basics of 6v6. People commonly choose to play medic when they’re trying to play competitively for the first time and it is unfortunate that the class we need more of is the most likely to be discouraged from playing the game competitively. Ideally, Valve would deal with this issue by adding an effective training mode and making the public game more like ours, but I don’t think either of those are ever going to happen. At least we know they at least say they are willing to make significant class changes, such as the upcoming heavy and pyro reworks.

Many public players like the main idea of 6v6, but don’t want to participate because they are unable to play their main class for a significant amount of time for it to be worthwhile to them. The most commonly proposed solutions to this issue is to change the 6v6 format so that utility classes will be more prevalent in the meta and to educate the pub community about why the 6v6 format is the the way it is. What seems to draw people to classes like pyro, heavy, and engineer, the one’s who seem to dislike 6v6 the most, is pretty similar to what draws people to playing medic. All of these classes are heavily reliant on proper positioning, don’t require much DM skill to play effectively, and they could all be considered support or defensive classes depending on your point of view and the current situation. Instead of trying to convince people that what we like is more fun than what they like or taking a huge risk by changing our format to be more inclusive of people, we should do what we can to change the class that is already the centerpiece of the meta in a way that will make it more attractive people who already main a support class.

The number of teams during a season is always limited by how many people are willing to play medic and there's a reason why I wrote "willing" and not "want to". There are currently too many people playing medic not because they enjoy it, but because they just want their team to live. Having people play a class they don't really want to for about 8 hours a week during the season isn't healthy for the community and I’m positive it has lead to the death of many teams.

I’ve written a lot about how I believe the medic’s lack of popularity affects the game, so I guess it’s about time for me to say what exactly I mean by making medic more fun to play. Before I get to that though, there are some things about medic that should not be changed. The class must not have its offensive capabilities any more than slightly improved, it should stay a gamesense rather than DM oriented class, and it should always be possible to estimate how much uber the enemy medic could potentially have as long as you’re paying attention and communicating.

As a medic you do have some impact about how your team plays by choosing when to pop uber, who you heal, and how aggressive or passively you play, but I think that those decisions you make as a medic are a little too easily thrown off by how your teammates choose to play. Part of what makes the other main classes so fun is being able to add your own personal style to how you play them and medic has the least room for that because of how often you are just reacting to the actions of your teammates. Essentially, the general mindset should change from going to your medic to get heals, to the medic coming to you. This is a tricky thing to pull off though. Increasing the medic’s movement speed or giving him some sort advanced mobility so that he can move between teammates more quickly could easily make him much too difficult to kill. My proposition is to increase the medic’s movement speed so that he is always moving as fast as a scout, change his base health to 125, give him the ability to double jump, and replace his medigun with the scattergun. Thank you for reading this.

sure

[quote=capnnofapn]Haha, don't worry, this is a serious thread. I just made that the title to make this an idiot-free zone inhabited by people with only the most exquisite and refined of tastes.

I’ve been playing Team Fortress 2 competitively on and off for about 6 years now and have seen more than my fair share of internet debates about how to improve both the gameplay and community aspects of Team Fortress 2. These discussions tend to revolve around the ideas of making the gamer faster, easier to watch, increasing class usage rates, and making the game more accessible to new players. Those are clearly all crucial conversations to have, but I believe that the competitive TF2 community hasn’t paid enough attention to a certain issue. I know quite a few people who enjoy it, at least 13 of them if they’re in a good mood and even I occasionally enjoy it myself, but that is not enough. The biggest problem Team Fortress 2 has as both a competitive and public game is that there just aren’t enough people who want to play medic.

Everyone knows that medic isn’t the most popular class, but I don’t think enough time has been spent thinking about deep of an impact this has on the game. The competitive community has always been desperate for new players and a big part of why it is so hard to attract them is because pubs aren’t enjoyable enough to a lot of people who may have ended up loving competitive TF2 if only they stuck around long enough to discover it. Making medic a more popular class to play in pubs would make pub teams more balanced, which would lead to a more competitive and serious pub environment. As competitive players, we all know how quickly the game turns to shit when the medic leaves and how hard it can be get back to playing seriously after you’ve waited 17 minutes for a medic to join, who will most likely just start screwing around himself because that’s what everyone else is doing. It is really silly to blame public players for goofing around when we all do the same thing as soon as one team has a medic and the other doesn’t. It may be too late now, but I think that our best chance at attracting the still significant pub playerbase is to do whatever we can to convince Valve to improve the overall experience people have playing pubs. Not only will this lead to more pubbers finding us, but it will also lead to more competitive players spending their spare time playing pubs, which will make us a more cohesive community as a whole.


From the perspective of our side of the community, the most noticeable change that will occur as a result of making medic more fun to play will be pugs and lobbies starting more often. Reducing the wait time to play a pug or lobby will improve the community by not only making the game’s community feel more alive even if it hasn’t actually grown in population, but by making each PUG people play feel less valuable in terms of time. Its undoubtedly true there will always be people getting upset at new players, but a big part of why people get upset is that they often have to wait 30 minutes to play a game that's either over in 5 minutes or dragged out until the time runs out because they got stuck with someone who doesn’t even know the basics of 6v6. People commonly choose to play medic when they’re trying to play competitively for the first time and it is unfortunate that the class we need more of is the most likely to be discouraged from playing the game competitively. Ideally, Valve would deal with this issue by adding an effective training mode and making the public game more like ours, but I don’t think either of those are ever going to happen. At least we know they at least say they are willing to make significant class changes, such as the upcoming heavy and pyro reworks.

Many public players like the main idea of 6v6, but don’t want to participate because they are unable to play their main class for a significant amount of time for it to be worthwhile to them. The most commonly proposed solutions to this issue is to change the 6v6 format so that utility classes will be more prevalent in the meta and to educate the pub community about why the 6v6 format is the the way it is. What seems to draw people to classes like pyro, heavy, and engineer, the one’s who seem to dislike 6v6 the most, is pretty similar to what draws people to playing medic. All of these classes are heavily reliant on proper positioning, don’t require much DM skill to play effectively, and they could all be considered support or defensive classes depending on your point of view and the current situation. Instead of trying to convince people that what we like is more fun than what they like or taking a huge risk by changing our format to be more inclusive of people, we should do what we can to change the class that is already the centerpiece of the meta in a way that will make it more attractive people who already main a support class.

The number of teams during a season is always limited by how many people are willing to play medic and there's a reason why I wrote "willing" and not "want to". There are currently too many people playing medic not because they enjoy it, but because they just want their team to live. Having people play a class they don't really want to for about 8 hours a week during the season isn't healthy for the community and I’m positive it has lead to the death of many teams.

I’ve written a lot about how I believe the medic’s lack of popularity affects the game, so I guess it’s about time for me to say what exactly I mean by making medic more fun to play. Before I get to that though, there are some things about medic that should not be changed. The class must not have its offensive capabilities any more than slightly improved, it should stay a gamesense rather than DM oriented class, and it should always be possible to estimate how much uber the enemy medic could potentially have as long as you’re paying attention and communicating.

As a medic you do have some impact about how your team plays by choosing when to pop uber, who you heal, and how aggressive or passively you play, but I think that those decisions you make as a medic are a little too easily thrown off by how your teammates choose to play. Part of what makes the other main classes so fun is being able to add your own personal style to how you play them and medic has the least room for that because of how often you are just reacting to the actions of your teammates. Essentially, the general mindset should change from going to your medic to get heals, to the medic coming to you. This is a tricky thing to pull off though. Increasing the medic’s movement speed or giving him some sort advanced mobility so that he can move between teammates more quickly could easily make him much too difficult to kill. My proposition is to increase the medic’s movement speed so that he is always moving as fast as a scout, change his base health to 125, give him the ability to double jump, and replace his medigun with the scattergun. Thank you for reading this.[/quote]
sure
40
#40
1 Frags +
VulcanDid you go through the essay writing process or did you write this all in one sitting

imagine taking this to yr uni writing center

[quote=Vulcan]Did you go through the essay writing process or did you write this all in one sitting[/quote]
imagine taking this to yr uni writing center
41
#41
4 Frags +

Lol I wrote it all in one sitting. Took a few hours but tbh my noggin enjoyed it

Lol I wrote it all in one sitting. Took a few hours but tbh my noggin enjoyed it
42
#42
0 Frags +

Just give the medic a single use grenade, the same kind used back in old Quakeworld Team Fortress.
Prime the grenade and it explodes a few seconds late. The Medic controls the distance based on how long you hold the grenade and when you release. Accurate aiming and timing are required for damage/kills so skill is a huge factor. I think this simple change would make people want to play medic a whole lot more.

Medics had grenades back in the day and the class was an offensive powerhouse. I never understood why medics in TF2 lacked offensive power so badly and needed everyone else to protect them.

Just give the medic a single use grenade, the same kind used back in old Quakeworld Team Fortress.
Prime the grenade and it explodes a few seconds late. The Medic controls the distance based on how long you hold the grenade and when you release. Accurate aiming and timing are required for damage/kills so skill is a huge factor. I think this simple change would make people want to play medic a whole lot more.

Medics had grenades back in the day and the class was an offensive powerhouse. I never understood why medics in TF2 lacked offensive power so badly and needed everyone else to protect them.
43
#43
-1 Frags +
SpaceCadetJust give the medic a single use grenade, the same kind used back in old Quakeworld Team Fortress.
Prime the grenade and it explodes a few seconds late. The Medic controls the distance based on how long you hold the grenade and when you release. Accurate aiming and timing are required for damage/kills so skill is a huge factor. I think this simple change would make people want to play medic a whole lot more.

Medics had grenades back in the day and the class was an offensive powerhouse. I never understood why medics in TF2 lacked offensive power so badly and needed everyone else to protect them.

you do realize this is a thread about hot asian girls by capnfapn right

[quote=SpaceCadet]Just give the medic a single use grenade, the same kind used back in old Quakeworld Team Fortress.
Prime the grenade and it explodes a few seconds late. The Medic controls the distance based on how long you hold the grenade and when you release. Accurate aiming and timing are required for damage/kills so skill is a huge factor. I think this simple change would make people want to play medic a whole lot more.

Medics had grenades back in the day and the class was an offensive powerhouse. I never understood why medics in TF2 lacked offensive power so badly and needed everyone else to protect them.[/quote]
you do realize this is a thread about hot asian girls by capnfapn right
44
#44
-2 Frags +

How about when medic is in oasis mode he is saxton hale?!

How about when medic is in oasis mode he is saxton hale?!
45
#45
0 Frags +

I still lft as medic help.

I still lft as medic help.
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