Looks like an interesting idea, I'll have to try it out sometime.
Account Details | |
---|---|
SteamID64 | 76561198036273512 |
SteamID3 | [U:1:76007784] |
SteamID32 | STEAM_0:0:38003892 |
Country | Benin |
Signed Up | May 25, 2013 |
Last Posted | June 30, 2024 at 11:58 PM |
Posts | 297 (0.1 per day) |
Game Settings | |
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In-game Sensitivity | yes |
Windows Sensitivity | no |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1920x1080 |
Refresh Rate |
239.940 |
Hardware Peripherals | |
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Mouse | Cooler Master MM720 |
Keyboard | a bed of nails |
Mousepad | lenovo charity handout |
Headphones | BLON BL-03 |
Monitor | Dell S2522HG |
If the Kritzkrieg was released in 2013 instead of in 2008, it would be banned in a heartbeat, because it wouldn't be what everyone would have been used to playing against.
People afraid of change would call it OP and scream for it to be banned in threads much like this one, and most people would follow suit because most teams wouldn't be able to come up with a solid way to counter it before the next season.
They would talk about how maybe it would be better off if it charged at the same rate as an uber, since you can, according to their theorycrafting, surprise and uber-running team and make the medic drop easily, or maybe about how crits that did 2x damage would make more sense. People would talk about how it would slow the game down, since teams would be afraid to go into mid quickly or risk getting kritzed on. And a paragon of weapon balance would be shelved and condemned to be used in pubs only forever.
That might be unthinkable now since everyone knows how the Kritz works and how to counter it (and prove the above theorycrafting completely wrong), but that's because we've been playing with it since the dawn of the metagame; most of us found out about it while we were still new to the game and playing pubs. The Quick Fix, on the other hand, is completely new, and people are scared by it. Wait 2 seasons before closing the book on this interesting new strategy, and people will learn how to adapt to it, probably for the better.
STOP BUMPING THIS SHITTY THREAD
FUCK
My thoughts after playing a pug on it:
The bars around the front spawn door mess with my rollout
symmetrical version is an interesting idea, but not really necessary
It's still way too easy to turtle on the right, like on stock viaduct
lots of really strong sightlines for sniper, especially on the bridge
a lot of the textures are disconnected from each other (on low graphics settings)
+good dm (relative to his peers in UGC plastic)
+is funny on occasion
+has some gamesense (I think)
+cute avatar
+has the second most extensive chatbind script I have ever seen
-quit my HL team and removed me halfway through a scrim because we were down 3-0 and he was bored
-quit my HL team and removed me because he was embarrassed about having to leave halfway through a scrim
-mismanaged his open team to a lost-every-single-round-they-played record when their roster had the talent to do much better
-spams chatbinds a bit too often
-noob
I set a new record for healing as Demoman yesterday.
Interesting change to the sewer in cp_process_final
Seems to be the only difference from what I've found so far.
r4ptureI just noticed.
No pomson nerf.
Todays a fairly good day to be an engie.
Maybe a turtling pubstar engie. There's no way it's getting unbanned from HL or 6s.
2 minutes late pls ignore
http://teamfortress.tv/forum/thread/10269-update-7-10-13
10 for the pistol
+good dm good gamesense
-says some really stupid things on occasion but don't we all?
he's worth picking up especially if you're willing to be patient
I like how the points are closer together than on GPit--it encourages ironman holds, which take more teamwork than the predominant GPit strat of just ignoring A and holding B. The points themselves are also more balanced, I especially like the design around B.
My biggest complaint has to be the Red spawn timers/cap time on C. It's possible to get a clean wipe on the enemy team in a push, but then they all get spawns before you can run up to the point and finish capturing it. There's also a few props (most notably the brick pile on point A) that allow you to hide invisible stickybombs inside them.
And I would imagine that a wrangled level 3 sentry on top of C's spire with support from the power classes would be an absolute bitch to kill, but I only played the map in 6v6 so I don't know for sure.
The Downfraggers
tag is -1