tf2 is saved
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SteamID64 | 76561197993806126 |
SteamID3 | [U:1:33540398] |
SteamID32 | STEAM_0:0:16770199 |
Country | Germany |
Signed Up | September 18, 2015 |
Last Posted | August 18, 2024 at 6:04 PM |
Posts | 366 (0.1 per day) |
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The map feels really messy at all times and I think the problem is that it is so immensely cluttered that it is close to impossible to not lose track of what is going on. I lost count of how often there was an enemy behind my team and we didn't even know or how often I was able to get behind the enemy team without them realizing. It feels like teamfights are not dependent on the damage done but on who gets behind unspotted.
I guess the game isn't very interesting if this is considered noteworthy drama
I find it hard to believe that the approach to this "problem" remains the same after two years. Unbanning every unlock works, but only if the developer behind the game actively balances all the items around competitive and I think its more than clear that valve has no interest in doing that. Assuming otherwise just means you're deluded. If Riot Games releases an overpowered and/or annoying-to-play-against Champion in League of Legends, you can be damn well sure that the competitive community is gonna ban it until the developers balance that champion. This is normal procedure in any (competitive) game and I don't understand why we should be the exception.
crib_You guys could've unbanned relatively inoffensive weapons in pugs, exploited the shit out of them and generated incredibly valuable feedback. We saw Valve implement sensible changes in Jungle Inferno and Blue Moon updates from your feedback, they aren't incompetent. But even after the changes it took so long for anyone to actually try out the rebalanced weapons. There's invite players who don't even know about balance changes.
Side note, I've seen the same thing with maps. No one wants to even give new maps a chance, they just see a couple big flaws in early builds and dismiss their potential. The only time they get played is when there's money on the line.
Please, Valve is so disconnected from the game in terms of balancing. They nerfed the Ambassador into the ground and the Righteous Bison also for no good reason. The Gas Passer is absolutely useless in any situation. There were probably a few exceptions but feedback from competitive players was pretty much NEVER a factor when they put together all the balancing updates.
And don't delude yourself, people usually realize very early on if a map has got potential or not. Reckoner was perhaps a bit slow according to some but people enjoyed it for the most part and then the mapper changed way too much and it was voted out of the map pool. It is as simple as that. Have you considered that maybe sometimes it is the fault of the mappers and not the players?
DuMmTm(and if anything faster kills once in meatshot range)
afaik this only applies to the FaN
Can't wait for scouts to start walking past the combo instead of the flank to get behind
You can change the values five more times but the last point will always stay problematic until the area is completely reworked
This legit looks like a HL2 mod
I heard fraggers use a brown crosshair
Doomsdayexehttps://youtu.be/IVXJmfd3cmg
related:
https://imgur.com/a/uwszuA8
Last reply shows that this thread should be nuked soon
wtzsay the name
catbowcar
TimTumhttp://etf2l.org/2018/09/09/season-31-map-pool-update-and-reminder-of-in-game-bugs/
cp_sunshine will be replacing koth_coalplant_b8
Would've loved to see a 2nd koth map (which isnt coalplant) but oh well