Mouldis the primary just a flare gun with limited range
not quite, flare does better damage.
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SteamID64 | 76561198024927373 |
SteamID3 | [U:1:64661645] |
SteamID32 | STEAM_0:1:32330822 |
Country | United Kingdom |
Signed Up | March 2, 2013 |
Last Posted | October 19, 2017 at 9:50 PM |
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Mouldis the primary just a flare gun with limited range
not quite, flare does better damage.
smzijust had a quick look at the koth maps, in my opinion they should get playtested and maybe even implemented in upcoming seasons so the mappool isnt limited to one koth map only
If you want a new koth map, you should be trying to improve one already aimed at the comp scene. I haven't played brazil for a while but no way it hasn't already had 6's tests already. From pub tests i'm pretty confident as fun as lazarus is in pubs, it would be would be ass in 6's.
someone please make sure Rik is alright after this update news
It's too easy and safe to dismiss all people who's views are extreme as "obviously trolls", and way too common. The truth is, while few are psychotic enough to murder, views like Eliot's are not unique.
This would be much better staying as a pub map, the levels of changes that you need to make it competitive are about as much as making a new map.
I recommend you get feedback for this map, see what works and what doesn't, and use that to make a more viable comp map from scratch for your next map.
Thaigrr can finally get back to his real focus, playing in mixes against open teams.
I really don't like the LnL. A lot less spam for hitting a few extra pipes over a game. You lose a whole pipe, rollers, and the arc angle is really awkward for spamming most of the time.
It's a lot like the quickie launcher but to a lesser extent, helps you in 1v1's, but lowers the amount of spam you can put out. I'd rather just trust my team to keep me protected, so I can put out that extra damage when needed ie. demoman's job.
I doubt the majority of people will uses it after a few weeks, except for teams where the demo is in a more aggressive role.
The only thing I have a major issue with is the atomizer being unbanned, the rest I'm willing to play with AS LONG AS the admin are willing to add things that are clearly unhealthy to the meta back to the blacklist.
The majority of the things unbanned probably won't have a big effect as people imagine, and you won't probably see them unless your team is being stomped and the other team feels like being rude.
that said, i think a conservative whitelist slowly adding in things to the meta would have been a lot better way of doing this.
Even if this doesn't "work", I think this will be super interesting.
Looking the different decisions taken in overwatch gives us a lot of different insight into the decisions made in tf2,and helps question assumptions held, which could make the game better in the long term.
Amazing what you can do even with no big sponsors, the passion for the game always shines through in everything this community does.
The best of work as ever from the production team.
It's fine to theorycraft, as long as people realise it's just theorycrafting, actual implications to the game could be wildly different to those expected.
did quickfix get unbanned without me noticing?
with regards to the tf2m impromtu, it's in a pub setting, but you should be able to take some stuff away from it as the map is in such an early stage.
I say this in the demo, but incase you don't watch that, i will recap my 2 biggest issues with the map.
1. Too much height. Almost every point in the map there can be a place someone could be standing shooting down at you. This leads to a pretty painful experience for people playing classes not called soldier, especially scout, who quite often find themselves in narrowish corridors with nothing that they are able to jump up to. Another place dogged by this issue is the second cap, which is a massive pain to get up to if you are not a soldier or demoman. Most 5cp maps made now use more of a half spire, where there is a cap on a high point, but all classes can reach it by walking easily (process, sunshine, metalworks kinda?)
2. Not enough defined chokes. I spent the whole game either behind the enemy team, or killing people who had gotten behind us. Again, admittedly this was a pub, but i think this will hold true in a 6's game as well. There was just nowhere you could stand to stop people flanking you, too many entrances and flank routes everywhere. The other effect this had was there was no real "front" on the map, what was our controlled area and was their controlled area was a complete unknown.
I like that this map is trying to do new things, but it's feeling like it's trying to do a lot of them at the same time, and I think the map would benefit from toning down some of the unique features.
solasome retard spots are good, u can see peoples feet before even entering, or you could have someone enter through cat to check it. these sorta spots add character and some clutch plays are possible if people dont check it
I don't mind some dumb roamer spots, but solid doorway spots I object to from a mapping perspective.
Why should one doorway be like this when all the others are nonsolid? It just looks sloppy on the mappers end not to fix it.