Heroes never die.
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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 |
Posts | 963 (0.2 per day) |
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Don't forget to head over to over.gg for these discussions, friends.
Let this here post stand testament to the unparrelled salt coursing through my body over still not having the Overwatch beta. My battle id is BLoodSire#1544
I don't think this is a connection issue, but rather a PC issue. Do you experience this stuttering outside of TF2 at all? Try opening the task manager and closing unwanted programs that may be hogging memory...might help if there is a particular culprit.
Also, Pi interp 4 life.
Failw1zardBloodsire was unexpectedly cute.
Compliment or not? I can't decide.
They call them "waves" because that's what they do as they pass on by me.
PRJBLoodSireReminder that TF2's movement pales in comparrison to TFC's movement and as a result was lampooned by many that it didn't have enough dynamics to be taken seriously.
I mean, isn't tf2's movement less dynamic and ultimately less interesting than tfc's? It's not that there's literally nothing to overwatch's movement, it's that it is less interesting and challenging.
Less mechanical skillful maneuvers are required in TF2 to move around than in TFC. It's the same in Overwatch. Overwatch does seem to compensate by offering unique movement abilities which can at least be explored and mastered per hero. I'm not saying TF2's movement is bad, it isn't, but a common knee-jerk reaction when crossing from one competitive scene to another game is to point out that the movement at the top most level of the previous game is way more involved than the apparent movement of the new game.
They are different and will focus on different skills, be it mechanical or tactical or a combination of both. Hanzo running half up a wall to gain some height then jumping off mid-climb to fire an arrow is a movement option that has no comparison in TF2 and will take both timing and mechanical ability. Pharah has an "auto rocket-jump" but mastering the duration of her float, the air movement (how to evade other Pharahs, and where to land) will all factor in the skill ceiling of what makes a good Pharah player. Players learning the exact location of where their Tracer recall will take them and using this during fights is another completely new concept that will shape the movement meta of the game...both for the Tracer player and the player trying to frag the Tracer.
Reminder that TF2's movement pales in comparrison to TFC's movement and as a result was lampooned by many that it didn't have enough dynamics to be taken seriously.
I'll be shedding tears of destruction. If anyone wants to be my friend on battlenet my battleid is BLoodSire#1544
I think you mean how if my name was "rawdog" ...is it passable as me? People know I played as rawdog, "rawdog down" is even a fun way of pointing out how horribly I've failed at something, yet it is better for a cast and makes things more clear for people to call me bloodsire.
It also sucks having to convert something like George W. Bush to ash everytime it comes up, and further sucks that this desyncs the killfeed with the shout call. This is professionalism, that's all, and if we hope a thing like MM takes the game higher up the eSports ladder, this is just something that makes sense.
I see more viewers, more competition, more money, and more exposure of TF2 as an eSport. This tournament, hopefully not the last on the razer platform, is a great thing for TF2. Let's focus on that. It was a bonus. Everyone can learn from the first one. Improvements can be made. But let's be real, this kind of thing benefits the players.