Only ever get ad back if we can do away with bo3
There is literally no reason to do a bo3, its way too long and everyone can't be fucked by the end
Also -gran +bagel
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Last Posted | October 5, 2022 at 4:35 PM |
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Only ever get ad back if we can do away with bo3
There is literally no reason to do a bo3, its way too long and everyone can't be fucked by the end
Also -gran +bagel
wessentially every good scout tracks. flicking usually denotes flailing ur mouse randomly
lol ???
CitricI only got to play one game on Drudgery yesterday, so I'd need to play more to give some more feedback. However, pushing last felt like a pretty miserable task. The entire floor being flat was pretty uninteresting to play in, and all the entrances felt super cramped and I had to use through every time. I vaguely liked the rest of the map, but last night need a big rework. Interested to see what others think, we might have just been going about pushing wrong
I would also like to hear more about this- the feedback I've had on the last has generally been really polarised, some people like it, some really hate it.
So I guess to receive the best feedback it's important for me to say exactly how I imagined the scenario to play out. That way it's possible to know exactly what is going wrong, then I can figure out why that's happening and fix it up.
My aim on the last was always that a team holding lobby would be highly successful and able to push out, while a team giving up lobby would usually get crushed.
So the last was designed in this way with 3 main features:-
Similarly to a badlands forward hold, the solution to break the hold was always supposed to be double scout through main lobby, kill demo, go toward cap, get force. You could then either fight them on last if the cap time/frags whatever were good enough, or at least you can kite uber and try to take position in lobby.
To what extent do you guys think these design choices worked, did they have the intended impact on the game?
Would also be extremely interested to hear if the difficulty pushing is to do getting into the lobby itself, getting cap time, etc.
Hope to hear from some of you :)
I would personally like to see the cap trigger expanded on second a bit. You can't help but take loads of damage capping, if enemy demo is spamming it.
Am obviously biased but personally I'd like to see more of logjam, and I think I've had enough of cardinal for now, not that I don't like it but x3 in a row is too much in my personal opinion
erynnMoulderynn- just posted in the chat but idk if you'll see, one of my entities broke in compile somehow, fixing it right now, won't take 15 mins, but pls disable for a bitNot at my computer but is this game crashing?
no, just the forward spawn is broken so it's useless to play it. I have to recompile it to fix it. Somehow the door reverted the direction it's moving to default during compile :-((
https://www.dropbox.com/s/lzavqjrzjnf95e2/cp_drudgery_b1_fixa.bsp?dl=0
This version I fixed it, no other changes as it was done in ent spy, I would love for this to be uploaded preferably
thank you
erynn- just posted in the chat but idk if you'll see, one of my entities broke in compile somehow, fixing it right now, won't take 15 mins, but pls disable for a bit
Very happy to see drudgery in the rotation, hope its somewhat enjoyable and I'll make sure to improve it :)
I might be biased because I got fucking demolished trying to play prem playoffs miscounting uber advantages almost every time I played against a team that arrow built (not that it was the top reason I did so shit,) but I feel it slows the game down rather, as uber advantages are more easily equalised in general.
IMO it could do with reduced uber building capabilities, I do understand it takes aim and all that, but I think it'd be healthier if it was more limited to utility, rather than it almost being better than the medigun
also ban jarate please I hate that shit
http://etf2l.org/forum/user/19491/
since I haven't improved in like 5 years maybe i'm missing something obvious idk worth asking
mif you are playing tf2 with the goal of getting better and you are losing to people who are playing for fun in league matches, you literally have nothing to complain about as youre probably getting
(a) rolled by them fucking around and playing classes they arent as good at (which means you'd lose anyway)
(b) rolled by them on their mains playing the classes their best at
(c) some kind of close match where u dont win because they are more experienced/have better dm/exploit some kinda weakness in ur team that other open teams werent aware of
youve now been exposed to a far higher level of play than before and if youre actually trying to improve at the game, im certain theres a ton of valuable feedback in those demos if you actually take the time to watch them
there's no benefit to watching STVs of people that aren't even trying smashing your team with their better dm, you can watch till your eyes bleed- the best you can possibly do is be as good gamesense-wise (this will never happen) and still be much worse mechanically and get smashed every 1v1 and every mid
if you're having close games with open teams and you're actually trying then you're not sandbagging
there's plenty of valid reasons why a team or person would not want to play invite but acting as if the actual open teams that try should be happy about it is retarded, it could be better
Caeli5-0 5-0
ez 7
jokes on you nunya got a (fat) round
I think the most incredible part is that some owners actually openly discriminate against people. You would think that in these times, nobody would be stupid enough to do that.
People bend over backwards for their clientele all the time to avoid negative word of mouth. To do something that would so obviously generate a bad reputation just seems astounding?
Played a few times on mapchamp here is my assessment of what I found, playing roamer, scout, demo (left and right looking from attackers side)
I think the left side needs changing up, it's a bit reminiscent of PC in process, it doesn't really function as a flank- there's no real room for you to actually fight someone in there. If you're defending, you can't really aggro on them, because their team is so near and they have healthpack advantage. If you're attacking, you have to go through a narrow space against height ad, it just becomes dead space as long as someone is watching. I think it could do with widening, give people a bit of space to manoeuvre around the spam, roamer on his own shouldn't be able to deny most plays there.
Minor complaints, the walls sloping inward makes it somewhat awkward to jump in. If you take a look at the right hand side, if I wanted to walljump, I have to traverse this strange outward pointy bit on the top, and it also bulges out a little where the metal thingie is, this means you can't really 'ride' the wall as such and makes there not a lot of room for error if you want to double jump to house. This could be fixed easily by making the right hand wall more similar geometrically to the left, and smoothing out the pointy area around the metal bit.
The cliff gives you some height advantage, but it's cramped and it turns out that you take more damage as the wall is close enough that it's hard to avoid spam, and the damage falloff is lower. I think the fix to this is to remove the cliff from the right side, just have the cliff be flat on the top, and add a small fence there. The fence will catch rollers, but attackers won't have to take wall spam from so far back, as the current cliffside is tall and will still catch spam at headheight. Ideally I should be fairly close to being able to return fire before I'm completely spammed out, right now it's really easy to deny a sniper which might be a good thing, but it's also really hard for demos to unstick soldiers from the roof from cliff.
Minor - the sign at the bottom is placed directly where a soldier would naturally like to start a skip jump, replacing this with a wall sign instead would be a nice quality of life change
Generally I think the vents are more harm than they are good, the one on cliff, if you c-tap from floor, you hit it. You also can't double jump from cliff and get any good height. You can still double jump from the middle route, but you have to walk into the area where you're getting spammed, given that you want max height/air time, which defeats the purpose in the first place.
I think the way that coldfront is made, naturally lends itself to sac plays, as the house in itself is hard to attack and naturally gives the team on point a good uber. In my personal opinion you shouldn't artificially limit them with vents.
That's all for now, hope to play it again next week :)