tf2 will never be relevant aga-
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I think it would be best for ESL to be aware of the impending pyro update. Depending on how things go it could mitigate a need for whitelisting at all, though I would suggest maintaining class limits.
mattTI may be thinking overly optimistically here, but is it possible that Valve is purposely holding off on releasing the pyro update because of i61? It would actually be pretty impressive if their reasoning was holding off to avoid shaking the meta right before the largest competitve TF2 event of the year. Maybe that's getting my hopes up but who knows. I was pretty impressed by the last blog post; it has me thinking that maybe Valve has revamped their interaction strategy with the community.
This might be an unpopular opinion but I almost think it would be better to get it out asap in that scenario. If they want this update to be the one that makes tf2 into an esport, then logically having the biggest event of the year feature organized play of it would be beneficial (regardless of the fact that there will only be less than a month to develop the meta). The only downside I can think of is if they somehow make the game irrevocably shitty and they have to play a really boring or broken game for i61 it will pretty much secure the death of the scene, in which scenario it makes more sense to release afterwards.
he realized sniper is a better pick .0005 seconds after rolling into last and swapped off spy
realistically I would guess that scout is the "default" playermodel being first in the list of them so the game somehow messed up loading the sniper playermodel at some point and spawned the scout one instead, but shortly after entering your POV it corrected itself to sniper. As to what causes this I don't know, do you recall the game freeze/stuttering at any point?
DreamboatCome say hi to me if you're going, I'm helping with some of the main stage stuff and casting BYOC CS, and college OW
i'm there on friday, if I see you i'll say hello
MurkyAnd yes I know it's case-by-case, that's the point. I want the general opinions. We know statistically the best classes. And I'm sure the TF team does as well. There's no point in telling them something they already know. I'm solely wanting opinions.
I'm aware that every answer would be viewed as a personal opinion but when I referred to case by case I was saying that people will score for very different reasons that aren't discernible based soley on a 1-7 ranking. Is somebody ranking engineer as a 1 in strength because they like playing him and want him to be more versatile, or is somebody ranking him 1 in strength because he's easy to beat as a lot of the classes? I'm not sure what information there is to gather when you can't really discern that sort of cognitive bias
The formatting of this is really weird. "on a scale of 1 to 7, how strong is x when you fight them"? That's really hard to put into general terms. As in 7 being overpowered? or 7 just being stronger compared to the other classes? They questions also seem somewhat redundant, since there's basically 3 variants of "how strong do you find every class".
"how strong is x when you play them" is also really case-by-case, like somebody who mains medic or engineer might not score very high on scout or demoman. So is that feedback viewed as a class being hard to learn, or just as a class being weak?
It may have been beneficial for valve to clarify that when they refer to "goals" and "problems" that they are within the context of competitive play, specifically 6s. I've made that mistake myself, on a video discussing the learning curve of TF2 i neglected to really articulate that it was in reference to competitive and a lot of people took that information as if it was universal. Though I'd be willing to guess it was their intention to talk about weapons in a more universal sense than I am (especially since they refer to players of all skill ranges)
THEBILLDOZERFUNKeTF2 also struggles when it comes to making complex medals not clip or look bad (the medal itself looks dope but hopefully it doesnt look weird ingame)models cant clip if nothing is touching
http://i0.kym-cdn.com/photos/images/facebook/001/217/711/afd.jpg_large
im referring to clipping with the player model not the medal mesh itself
wickedplayer494These are the ETF2L Fresh Meat Challenge Medals, from Bronze to Gold and Participant:
I don't like how the feathering is physicially disconnected from the medal itself. Aside from the fact that it doesn't make sense, TF2 also struggles when it comes to making complex medals not clip or look bad (the medal itself looks dope but hopefully it doesnt look weird ingame)
yerbi can certainly tell you the tf2 team cares about tf2. you have to understand we are not the majority of the tf2 playerbase. the people who make up the actual tf2 community are people who play pubs and never had a competitive thought in their life. they have to come first, valve is a business, why would they allow their employees to dump money in their own individual passion (ex esports).
the team is passionate about tf2, but you cant expect someone to risk getting fired to please a couple (hundred? thousand?) people
hey you know what incentivises people to try competitive? make a fucking functional matchmaker
I really, really, really want to know what's eating up valve's time. I would have known, if they had ever made that what we're up to blogpost. Of course, they didn't. Their community is unarguably suffering from their absence, the relevancy of competitive itself has teetered on eggshells for years, and even now we have no clue if there's even any future to hold out for.