kirbyalmost 100% identical to CoD's Search and Destroy, with the only major difference being that you have to destroy a set of two bombsites 3 different times
And the whole "one life per round" aspect of S&D since it's defusal from Counter-Strike.
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kirbyalmost 100% identical to CoD's Search and Destroy, with the only major difference being that you have to destroy a set of two bombsites 3 different times
And the whole "one life per round" aspect of S&D since it's defusal from Counter-Strike.
MR_SLINYeah. I've been playing the beta and it's mad fun but I watched a bit of Call of Duty and it made me wonder...Is there really a difference between 5v5 BF4 and 4v4 COD? Besides the platform it doesn't seem like that much of a difference.
The feel of Battlefield vs Call of Duty is completely different, plus Call of Duty (since Black Ops 2 at least) uses killstreaks.
DeepEricYhttp://logs.tf/104258
(steel-silver scrim)
HL is fun if your team is good.
i was blu scout, and i play 6's at a silver 6's level. got 4 med picks, 2nd top fragged.
I rang for a highlander team ONCE as scout.
http://sizzlingstats.com/stats/77446
Every single player in that game did not know how to shoot a good scout, it was a complete and sad roll and I top damaged by more than 50 dpm on top of the demo.
Contrast that to 6v6, where I couldn't overextend if I wanted to even against bad teams because you have two soldiers that will shoot feet and a demo that can shoot air stickies that will kill you and 2 scouts with hitscan weapons following you. Even if they couldn't hit you right, they'd just chipshot you to death, not so in Highlander. It's just boring or a complete roll.
?, you can totally over-extend and do retarded shit in low level UGC 6s.
using low teams which have a player way outside both teams skill range to say what a format is like is dumb.
e: also those are both Iron teams.
AllealWhat about less obvious stuff like the razorback? That weapons seems ridiculously unfair in a competitive scene, especially when there's no reason for a competent sniper not to run it.
As a big dumb autistic Spy main, I think the Razorback is stupid if a Sniper uses it right. It's really easy to call it bad (see #20, which is accurate if the Sniper is using it wrong which granted is most of the time) or for it to be bad/useless, but if a Sniper uses it correctly like Platinum snipers do then yeah it shuts down the Spy killing him entirely. (you can't revolver a sniper near his combo without dying instantly, which isn't worth the trade at all)
That said, a Sniper has to give up Jarate and a lot of good sightlines to use Razorback right all the time. It's frustrating to play against, especially if your Sniper is getting outplayed and you know you can't help, but you do give up a lot to use it that way, so I don't think it's worth banning. It definitely doesn't replace Jarate all the time either.
3 minutes in was sick.
Excellent article, I hope you do one for every team leader Hildreth!
AllealI'd be interested to hear more about HL players opinions on unlocks. I didn't even know they had strong opinions about them, I thought they were all about never banning anything.
This is pretty accurate at the low tiers of HL I'd say, but in Plat there's a fair amount of people who want certain things banned, or at least wouldn't really mind if they got banned from what I've seen.
I think the Soda Popper is the only major offender that needs to be banned like ASAP, although banning the Caber would be nice too. Everything else might be silly/slightly annoying or something, but it's easier to play against them in HL (like Sandman, practically no one uses it from what I can tell).
UGC's current trend of bans is actually nice IMO, Holiday Punch aside every weapon that is banned is so strong they would remove more interesting/more skilled items from play if they were allowed. That's the best kind of ban.
Gonna be honest, I don't think Half Life 1 or 2 hold up that well. They are great well made games, sure, but they are mostly famous games because of their strong single player narrative, facial/animation quality, physics quality, and their modding potential. The former 3 things are things that just won't blow you away nowadays since there are tons of games that match said quality really or do those things. Modding potential owns but doesn't make the base game itself good.
I've tried to play Half Life 2 numerous times over the years (didn't have it when it just came out), and I can never get past the part where you're driving a buggy in a desert. It's so boring.
The interesting part of Half Life 3 will be what they try to improve on is, since that's been the thing to Half Life really. HL1 had the narrative which was mostly unique, HL2 had the facial animations & physics...I can't imagine where Valve goes from there that hasn't been done already really well?
all this means is is that valve has to provide some active proof of development (trailer, gameplay vids, etc) within the next 2.75 years.
half life 3 confirmed 2016.
The problem with PPACA is it forces you to get insurance from an insurance company or get taxed. This isn't too surprising since insurance companies are the ones who helped set it up by quite a lot, though.
That said, Switzerland runs off a very similar model, the main differences are that insurance companies in Switzerland aren't allowed to profit off of the basic model and that everyone who works regardless of work hours is mandated to get it AFAIK, both good differences tbh.
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.
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 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.
But there's not actually any skill involved with engineer. Sentry placement is hardly "skill", let alone strategy. I'm not trying to bash you (if you play engineer), the class or any other people who main it in HL, but we have to be real about this eventually.
I'm sure mTs would see replacing their current Engineer for an Invite player (and their Pyro/Heavy/Spy) as a downgrade. There's actually quite a bit of strategy with Engineer building spots and on Payload maps especially Engineer is massively important and makes a big difference in how the game goes.
Sure, the Invite player will most likely play at a high level after some time, but that completely contradicts the whole "no skill/no strategy" thing. Alternatively, see #82.
#93
Non-skill indexed items and defensive oriented go hand in hand when it comes to FPS. Defensive mechanics are basically always easier to use than they are to counter in any FPS I've ever played anyways. This is why Stopwatch maps have always historically favored the offense afaik. (also if people in pubs actually tryharded your "natural class balance" would be all demomen and medics 99% of the time sooooo)
As far as your last point goes, I only agree that Highlander as a whole is big because of all those players who love to play specific classes, but I'm not sure how that is a bad thing at all? It gives them a place to experience some more serious (than pubs) team oriented gameplay, and maybe they'll transition over to 6s eventually when they see how fun real team oriented play is like.
Your attitude is off putting though. Stuff like"If it weren't for these bads HL would die right off. No one good at the game would actually try to main engineer." has to be the worst attitude. Every single person who mains those classes could potentially be a 6s player, but they see shitty attitudes like that and why even bother? Obv this thread has some positivity to it so I don't mean that post exactly, but I see that kind of attitude in pubs towards pubbers who say they play Highlander as X utility and that's demoralizing. Actually the reason I took 2 years to even try 6v6 is because a bunch of troll 6v6 players had that attitude in the pub I was on and I just swore off competitive TF2 until I played a couple 6v9s and figured if Invite players could be nice and complimentary about my big dumb retarded utility class, then maybe everyone else won't be half bad and I should give it a shot. I'm glad I did (just wish I actually had time/money to play ESEA), but not everyone is going to have e-famous tf2 players sway their opinion like that. I'm sure the other people in the pub I was on probably swore off of it forever, over time that adds up to a lot of people who wind up hating 6v6.
Like idk man, people in both formats generally love this game. Don't need to be so disparaging about it.
DroidsterWhyyyyyyyy? We are PC gamers, we want mouse+keyboard, all a controller does is make your aim worse.
Controllers are superior for a few game types, this controller is mostly meant for living room couch based stuff where you probably aren't using M&K anyways, and touchpads are at least going to more accurate than analog sticks.
DougHow would you play a game like Devil May Cry with those buttons positions?
The 4 inner buttons are not really meant to be hit often, as you can see from the Portal 2 example.
Left touchpad = move/interact in menus
Tap Left touchpad = jump/confirm in menus
Hold left touchpad = lock on target on/off
Right touchpad = control camera
Tap right touchpad = change lock on target
Hold right touchpad for a bit = reset camera
Bottom of the backside of the controller left button = Switch close range weapon
Bottom of the backside of the controller right button = Switch long ranged weapon.
L1 = Long Range Attack
R1 = Close Range Attack/Cancel Menu Selection
L2 = Devil Trigger
R2 = Examine/Style Action
One of the buttons on the bottom of the front of the controller = taunt/pause/
4 inner buttons = Open Item/File/Map/Equip menus
That's how I'd do it anyways. (DMC3)
Can I download the OS to try it out?
You will be able to download it (including the source code, if you're into that) but not yet.
weeeee