I've always thought esports needed a radio network in general.
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SteamID64 | 76561197972382063 |
SteamID3 | [U:1:12116335] |
SteamID32 | STEAM_0:1:6058167 |
Country | United States |
Signed Up | August 8, 2012 |
Last Posted | February 24, 2022 at 10:54 AM |
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We've been considering the best emotes and narrowing the contenders down to 9. Everyone's insatiable thirst for the dankest memes and spammiest catchphrases have been fully taken into account.
For the kids! This is going to be so awesome. Wish I could have been there.
Also is it possible that if you do die on your own last close to uber and you knew it was safe to get back, if you spawn with kritz does the medigun stay? And if it does...what an advantage for the defending team.
TF2 meta aside, what I don't like about the mechanic is the idea you can steel someone elses progress. Dropping bazarr bargans that have had large headshot sprees should not give me that spree bonus. If someone kills 4 people with a killstreak scattergun then drops the scattergun, I do not pick it up and continue that killstreak. Yet with ubercharge, I can profit from another player's progress and I'm not sure why. Progress should be tied to the player. With medic you can even justify it with the design of the character: the uber is stored in the backpack. When the player dies, the backpack is destroyed, charge is reset.
Back on the topic of metagame: I think the concept of picking up another teams dropped kritz and using their weapon to surprise attack, or dropping a team's uber with kritz and swapping to their ubergun for the last push, is a much more interesting meta than snagging their charge progress or snatching back your own. To me this sounds like either double the reward to the winning team (if they manage to get control of 2 ubers) or injustifibly rewarding the losing team (if they drop charge to a pick class or ballsy scout, only to spawn up and get back their charge). These might seem to balance eachother out, but I think both scenarios are nothing but annoying.
I am actually shocked by the charge retention on dropped mediguns. It adds meta, and that is interesting and always worth a look and a discussion; but let's not forget the quickfix added meta too. It just wasn't a good one. I guess the thinking here is the only time to test this is now. Before playoffs, before i55, the time is ripe to make this judgement in the post tf2 beta era. It seems it has to ship to see how it plays. Hopefully it is much better than it sounds, and if not, hopefully they aren't too attached to the idea.
If only dropped weapons still moved. Would be great fun watching teams fight physics wars trying to keep uber's from the other.
Super-guys if you drop a medic with uber and pick up the medigun YOU HAVE THE FULL UBER. UHHHH HELLO
You lied to me
Updated the tournament spectator GUI to sort players by class
Added teammate player glow outlines, names, and health bars for spectators
Server toggle: convar tf_spec_xray (defaults to on), Client can toggle in the Advanced Options menu
flameyo justin what if tf2 gets mm before evolve
don't worry there is always Evolve 2 to look forward too
Inspiring update.
- Weapon skins are a fantastic idea, hopefully this creates a closer tie between the market and matches. What Valve does with skins and comp in CSGO works as a huge book for the comp scene. Even without a direct intertwining, the skins will boost Saloon in huge ways (once people have a sense of how much they are worth and can part with them).
- The weapon pickup mechanic is awesome. Obviously uber charge wont stay in the dropped medigun. Ubers are tied to the medic. When you kill a medic with Uber, they explode with the electricity of Uber-Charge. The Uber is tied to the Medic's life (pretend it's stored in the backpack he wears) and won't be left in the gun. Otherwise all this does is expand the meta, and mixies things up in a very interesting way. I wonder if the dropped weapon is primary only or last active. Could be a strat for meds to "hide" kritz by switching to another weapon when they know they're dead if it drops last active weapon. Regardless, it will add another layer to the game, even if you can swap a weapon for more loaded weapon. As admirable mentioned, you know what guns you dropped, it won't be a surprise what they might have. Accounting for it only expands the meta, and will add some spice to the game.
- Stattrack: Cool. I always liked seeing the kills better than how stranges worked. A shame that stranges will be lesser stattrack items though. I wonder if the difference will remain that Stattrack only track frags, but stranges can have multiple counters applied to them. Even so, I imagine you'll be able to purchase a stattracker to put on a weapon sometime in the future and wonder how that will work with Strange items.
iFY_still no classic buff. b||oodsire must be mad
We will not talk about this.
Game dead though.
mustardoverlordis that the same rob-wiz who plays cs now? I assume it is
It is
janedoeSkarlettweapon switching like that, the fuckmessiahBLoodSireYou're not, you're not, you're not sorry.
the first comp snipe vid I saw: https://www.youtube.com/watch?v=cye_GYkU5vE
ok that video looks sketchy as shit
https://youtu.be/yXoarDxWP70
TF2 shipped with quickswitching enabled...the type of quickswitching you can do in CS to get out of scope and move quick. There was also no 200ms delay when firing so when excellent aimers like Pangu, Ravage, and Rob-wiz played the game, you could do some pretty nifty stuff.
When they patched these things out, these players and many more left the game, and others claimed sniping was useless. Half the reason JH and I worked on the -AA- vid was to show snipers could still be very useful, but players also dodged differently then and so today it's even harder. But for a while there (pangu/ravage vid) sniping was crazy fun (and OP).
You're not, you're not, you're not sorry.
the first comp snipe vid I saw: https://www.youtube.com/watch?v=cye_GYkU5vE
also this lost vid I made someone had and uploaded: https://www.youtube.com/watch?v=LIhjVsAkhss note the intense 1 kill streaks