edit: nvm can't play
Account Details | |
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SteamID64 | 76561198047890639 |
SteamID3 | [U:1:87624911] |
SteamID32 | STEAM_0:1:43812455 |
Country | Canada, Province of Quebec |
Signed Up | February 25, 2013 |
Last Posted | February 23, 2022 at 4:53 PM |
Posts | 1144 (0.3 per day) |
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In-game Sensitivity | 1.5 |
Windows Sensitivity | Default |
Raw Input | 1 |
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800 |
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1920 x 1080 |
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120hz |
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Mouse | Razer DeathAdder |
Keyboard | Razer BlackWidow Tournament Edition |
Mousepad | Steelseries Qck+ Heavy |
Headphones | Sennheiser HD 598 SE |
Monitor | BenQ XL2420T |
very chill dude :)
Shotgun vs Gunboats is very dependent on your team's general playstyle.
If your scouts like to take a lot of heals during fights/transitions, running shotgun can easily be detrimental to your team's success, since you'll be taking heals away from your scouts while most likely not accomplishing anything they couldn''t do better.
If your scouts do not like to take heals or you are on a more soldier heavy map (granary, gullywash, metalworks), running shotgun is fine and can be superior to running gunboats.
Also, for those who don't know/don't understand, the reason why so many people say running gunboats is superior to running shotgun in general is that at the highest level of tf2, scout is considered a better class than soldier (not in all cases, but in team fights and such), and so the more you heal them, the better, and the gunboats allow you to do just that.
As for my personal opinion, I use the gunboats 99% of the time, because Muffinz is the ultimate 20+% heal pocket scout, and so if I were to run shotgun, I'd just be useless, since I wouldn't get the heals necessary to run it anyways.
The only reason ELO would need to be a thing is if the Pro League was a thing, which it is not, at least in North America. Plus, losing when there's ELO involved generally has a much worse feeling than losing when there is nothing at stake. It discourages players from adding up if they don't think they can win the pug.
I'm just gonna go ahead and quote what Skye posted three months ago; most of it is still accurate.
SkyeJokes aside, there have been a ton of complaints about the flaws in the ELO system. After the beta testing last week, we discussed the general problems. The result was this giant wall of text that I put in the admin channel, but I’ll cross-post it here to show you guys what Erynn and TSC are trying to fix.
- ELO can represent a player in a matchmaking setting, but in pugs, players are cherry-picked by captains. Players are not being matched up against the entire pool of puggers - they are selectively adding up to pugs of different skill levels, and being picked by captains of different skill levels. Captains already split up the skill level of players.
- Pugs of differing skill levels happen at certain times of the day. Open pugs happen in the afternoon, invite pugs happen at night, and late-late-night pugs are made up of the same group of 13-15 night-owls. Because of this pattern, players who play exclusively late-night pugs will end up with a lower rating (playing against the best players), and players who play in afternoon pugs will have an inflated rating. Players also “farm” their ELO in afternoon pugs to artificially boost their rating.
- The TF2 community is small enough that most players know each other – this is especially true on a pug website with a small pool of similarly skilled players. Good captains have knowledge of the players they want to pick. They know the skill division of each player, and the class they main. They know who the trolls are and the players who won’t play their mains seriously. Thus, captains generally disregard ELO in their picking process. (In fact, captains sometimes choose to pick players with a lower rating on classes like medic, so their team will gain more ELO if they win or tie).
- Players’ obsession with their ELO makes pugs toxic. In close games, players are more likely to remain on offclasses during a last hold, instead of switching off to push out. They would rather let a five minute map timer run down than try to play the game, to ensure ELO gain. Stalemates become more prevalent as people slow the game down for the W.
- Players are less likely to add up or captain. In scenarios where a dozen bad players are waiting to play, skilled players refuse to add up so they won’t lose ELO due to getting picked early.
- Captains are discouraged from picking balanced teams. In the old pug systems, some captains picked players to ensure a balanced, fun game. With the current ELO system, captains must pick to win.
- Players get locked into their rank. Losing the first few games pushes ELO down incredibly quickly and the deviation keeps players at a low rank. (Erynn pointed out that this will be easily fixed by resetting deviation every now and then.
Obviously, there are good things about the ELO system. Players who might usually troll are forced to try harder. Captain ELO is also a wonderful idea. If your captain is bad, your team is automatically at a disadvantage – your captain is your first pick. Giving good captains priority in queue makes the draft a more painless experience.
We were thinking about alternatives like a round-win ratio, or class-specific stats pulled from logs.tf, or hidden ELO for subbing. Giving invite players more ELO is a temporary fix until something better is implemented.
For me, the big issue is that they're much less useful than the other secondary weapons when they're not fully charged. They're extremely good during stalemates, where you have plenty of time to charge it up and wouldn't be using your secondary weapon anyway, but as soon as you have to fight without the charge, their utility is lesser to shotgun/gunboats.
So, I would never run them to mid, because you can't get the charge in time during the mid fight to make it worth it (usually, at least). However, if you die and you know it's most likely going to be a stalemate, it's completely fine to respawn on it. There is a risk though, because if you get one or two frags and try to break the stalemate without the charge, shotgun/gunboats would've been better.
Just my opinion :)
Attitude, overall skill, and dedication are all very important things
Other than that, I make sure the player fits well with the rest of the team in terms of personality. If someone doesn't mesh well with the team, they're not likely to stay in the long run, making them a less favorable pickup. I think people don't consider this enough.
TsarbucksAkinfenwamaybe link the pug group page?
I don't do much comp, so I would probably be near the bottom, but an invite pocket (Deathy) said I was a half-decent medic.
I'm sorry but I don't even know who you are
edit: OH I forgot I coached you in a newbie mix... I completely forgot my bad. On a different note, I compliment a lot of players so I wouldn't take my word as a measurement of skill :)
mercima be pissed if i dont see rekuso go spy at least twice
Fees, Stream overlays, Twitter headers, Profile pictures, etc. =)
oh boy tiers are back
not beneficial, just how some people move their mice
Triangleuh on the second photo did seagull draw an ass over his name?
that's a seagull