Just don't get online bank account and stuff like that.
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SteamID64 | 76561198040122223 |
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SteamID32 | STEAM_0:1:39928247 |
Country | European Union |
Signed Up | January 30, 2013 |
Last Posted | August 25, 2014 at 4:17 PM |
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i have way too much personal shit in the form of college shit to want to spend time worrying about the state of the nation, i mean i barely kept up with congress shitting itself violently until my roommate talked about it one day
Curious, you don't see that as a problem?
server.cfg is exec'd everytime you start server.
If you installed it correctly, soap dm will start auto when you are on compatible map.
smakersSo many of you are taking my post and trying to refute what I say or simply state that most of those items aren't used because they're bad. You are missing the point entirely. The question was, "why do so many people bash 9v9".Possimpible 39) Jarate - All around bad weapon.Are...you...serious?!?!?!?!? If you think jarate is anything less than absolutely incredible, I run the risk of sounding elitist by telling you that you have no clue about anything at all.
Bad in a "I wouldn't allow it either" way. I guess that came out wrong.
While I'm here might as well comment on bombing. Caber does 149 direct damage + melee damage, I'm aware of that. For melee damage to count you have to directly attack medic, which is not different from market gardener. If you let anyone that close to medic, he is pretty much doomed. HL meta slightly changed past few seasons, demo+medic combo is much more valuable as opposed to heavy+med combo from past. Team that lets single most valuable damage class screw around with trying to get one pick every 3-5 lives will lose. Importance of demo may not be the one from 6v6 (which is also not possible, less people means that every pick is valued much more), but demo is strongly valued in HL as well. Bombing medic with soldier is generally much more effective compared to demoman (except kaidus probably). Shooting 2 very well placed rockets mid-air can make medic pop/drop, I don't know a medic that would pop for caber flying one eyed monster.
That aside, I would like to see it banned just because it is a "nothing to lose weapon". getting that close to demo should mean his death, taking attacker with him is unnecessary bonus.
AllealDoes UGC still have that invite limit thing
Not for platinum. For other divs it's 3 per team.
ScarabI believe if you play native resolution with the widowed mode it gives you a small fps boost
Isn't that opposite actually? Windowed noborder makes system to render other stuff as well for faster alt-tab etc. - opposed to fullscreen where system should act in "this is the program running, focusing resources here" way
well, fucking thank you cage-.
While I agree with you about some weapons, your ability to disregard their downsides is bad. You may be also the first person in universe including stuff like Diamondback in OP weapons list, so props to you.
Scout
1) Soda popper - while scout is giving up continuous and reliable damage of scatter, I agree that great scouts will make great use of that weapon. I would personally whitelist it as well.
2) Bonk - 8 seconds of immunity - which has to recharge and you can't attack while using it. It's a great distraction for sentries and you dont like sentries, why are you not glad?
3) Crit-a-cola - gives guaranteed mini-critical hits and 25% speed boost. - again : recharge, pistol DPS, taking more damage...
4) Mad-Milk - Gives 60% of damage dealt back as health - Team weapon. You know... TEAM fortress 2?
5) Pocket pistol - 140 base/210 buffed HP on a scout who is immune to falling damage - fall damage is bane of all scouts in the world since forever I guess. It's not that good, I don't see scouts running it unless payload offense where it doesn't matter anyway.
6) Flying Guillotine - precise based throwing weapon which doesn't even come close to dps that can be done with pistol.
7) Sandman - We've been over it, higher.
8) Atomizer - Definitely not that good, but I'd whitelist it as well.
Soldier
9) Cow Mangler - Unlimited ammo that has guaranteed mini-criticals. - And can't touch minisentries or normal sentries without charged shot which makes soldier vulnerable. Long range damage to buildings > disabling sentries and hoping team can get close to them in those few seconds to destroy them. Unlimited ammo also doesn't mean unlimited clip.
10) Beggar's Bazooka - Fires 3 rockets almost simultaneously. - And since nerf it's not used at all. Wonder why.
11) Battallion's Backup - 35% damage resistance, full critical damage resistance.
12) Concheror - 35% of damage dealt returns as heals, 35% speed boost to teammates.
Both take skill to recharge, cant have shotgun or boats and if you die it's wasted.
13) Reserve Shooter - Guaranteed mini-criticals. - Equipped by exactly 0% of soldiers.
Pyro
14) Pyro is a specifically short ranged class in a game where every class excels in shot range combat. If you get close, you should die.
16) Backburner gives guaranteed criticals. - yeah, if you get behind enemy like a spy without cloak or disguise. Happens all the time.
19) Detonator sets anyone on fire even if your aim is worse than terrible. - straight up not true, the aoe of detonator is laughable.
20) Third degree gives guaranteed criticals. - well that's just news to me.
21) Phlogistinator gives guaranteed criticals and health. - and is also banned. Since you hate airblast, you should be glad weapon like this exists though.
22) Manmelter sets people on fire from across the map... even faster... and takes no ammo. - no ammo argument is pointless. It's not hitscan even when you try to act like it is, takes precise shot to hit and nobody will ever equip it over flare.
23) Scorch shot knocks players back and sets multiple players on fire by shooting the ground. - This one is way too funny to point out.
24) Reserve shooter gives guaranteed criticals. - and is still worse than stock shotgun or flare gun. go figure.
Demo
25) Loch n Load - one-hits 125hp classes. - and yet you didn't include direct hit that is way more broken and allowed in ESEA along with Loose Cannon that is even worse than Loch and is also allowed.
26) Ullapool Caber - Higher.
Heavy
27) Natascha - Slows players. - And takes 3 years to spin up. Valve overnerfed it because even they know it's a bad weapon and nobody uses it.
28) Sandvich - team play weapon. we have been over it.
29) GRU - Heavy is no longer speed penalized. - and if you catch him off-guard he is dead. Just like he should be.
30) Fists of Steel - even FoS heavy won't escape everything, has a longer switch time so he won't be able to defend himself easily.
Engineer
31) Sentry guns - Heart of defense. Stupidly easy to take down.
32) Frontier Justice - Guarantees criticals. - frontier justice is worse than stock unless you are already winning in which case you won't need it anyway.
33) Rescue Ranger - Heals auto-aim weapons from anywhere on the map. - weapon that raises skill ceiling of engie, gives new an unique capabilities and opens new ways of playing... bad. k
34) Short circuit - timing + losing better secondaries + taking away ammo pool.
35) Gunslinger - if you thing that minis are bad, especially after rebalance update, go ahead and build lvl1 sentries in heat of battle with jag (speed bonus) - it's basically the same, right? Gunslinger is necessary for offensive play.
36) Wrangler - Although you don't think so, sentries are stupidly easy to take down in team play, wrangler gives at least slight chance against bad weapons like direct hit.
Sniper
37) Sydney Sleeper - no headshots. Heavy doesn't have to fear anything and while it has big downside i would whitelist it as well.
38) Machina - penetrate only for full charge hits. also, it's one of the secret dreams of every sniper to have line pointing at him ("here I am, come shoot me please?") every time he shoots.
39) Jarate - All around bad weapon.
40) Darwin's Danger Shield - 25 extra health as well as 15% damage resistance. Quick headshots don't kill you. - let's forget +20% damage vulnerability on wearer? banned anyway.
41) Cleaner's Carbine - Gives criticals. - yeah, on kill with worse and less powerfull smg for 3 seconds. Straight up fantastic.
Spy
42) Enforcer - Tons of damage. - and banned
43) Diamondback - Guaranteed criticals after sapping a building. - shooting candy if you don't have anything sapped. Rewards spy for doing team work...
44) Spy-cicle - Silent kills, immune to fire for 2 seconds after initial fire damage. - but gives ability to cross chokes where pyro is spychecking. You should like that based on what is written higher, or?
45) Dead Ringer - You already have invisibility based on a timer and invisibility based on movement. You even have a million percent extra invisiblity by using the le'tranger. Do you really need unlimited feigning and 300 health? - L'tranger doesn't extend supercloak of DR. It's also wonderfully balanced since last update, and gives spy ability to cross spamfest. You should read up on guns if you want to comment on them.
It's not fun to lose a push in 6v6 because the other team had a heavy, engineer, and pyro; why would it be fun to play against them full-time?
Secret of HL - you have those classes as well.
Want to make HL less chaotic and introduce a more standard type of skill? Ban all the mini-crit weapons and all crit weapons that don't require something special (ie. backburner, spy knives, stock sniper rifle). Ban every pyro secondary other than shotgun. Ban the 45 weapons listed above. Make HL more about hitting shots and less about using gimmicky weapons to deal extra damage.
Backburner listed above between those 45 guns, listed as "keep" as well... Ban every pyro secondary because screw variety and adapting to the situation.
Hell, while you're at it, ban sentry guns. Make engineer about aiming and keeping teleporters alive. He has 200 pistol shots, dammit. He should use 'em.
Yeah, screw defense.
You have this mindset that every class should be a free pick for you and contradicting yourself from sentence to sentence...
Plat+ demo/sniper(whatever smaka plays nowadays) obviously cannot be wrong in his arguments (/s) but since I wrote this might as well post it anyways.
A player will get a backstab by stabbing an enemy in the face.
Not a fault of highlander but game engine.
A pseudo-random mini-crit will occur at some point which will either trigger or stifle a push.
Even without going into debate that no mini-crit is random, going off advantage is how pushes work.
A pyro will ignite a cloaked or disguised spy by pure accident.
Spychecking is not an accident, if spy tries to push though spamfest choke and expects to not get revealed it's entirely his fault.
A perfect flank will be spoiled because one of the 9 players on the other team will be out of position.
So enemy team watching flanks is a bad thing.
Is it fun to play heavy and get headshot by a sniper when there is absolutely nothing you can do to prevent him from shooting you?
So this is where "heavy has no skill" is coming from. How about not parading yourself in sniper lines? Positioning is a big part of heavy play.
Is it fun to play scout and push only to find a sentry is in some random place which either kills you, weakens you, or gives away your otherwise perfect flank?
Sentry in random place probably means is not located in "meta" slot and should be easier to take down with team play when you communicate its location. Why has every scout the mindset "I am scout, I shouldn't have counters" is beyond me.
Is it fun to play medic and get cabered by a demo being an idiot?
Demo being idiot means he is not doing stickybomb damage. Caber does 149 dmg, and also I was not aware that bombing medics is something exclusive to HL.
Is it fun to play sniper and get focused by the enemy spy?
You mean spy playing team game and focusing something that makes trouble to your team? Also, let's not act like sniper has no defense, razorback wearing sniper playing close to team is very hard to take down. Max plays that way for example.
Is it fun to play engineer and have your buildings harassed by the spy?
Again, team work. Engie should call for help from team and not try to go into 1v1 battle with instakill class.
Is it fun to play medic and get killed because your demo or soldier fired an explosive and a pyro intentionally or accidentally reflected it?
If your demo and soldier are dumb and enemy pyro can capitalize on that, I fail to see something wrong.
Is it fun to be a cloaked spy and get set on fire because you happened to walk around a corner where a pyro randomly walks through and clicks anywhere on his screen?
Or he can wait (technique so foreign to spies) / take another route if possible / destroy flanks instead of combo protected by pyro.
Is it fun to play soldier and be reflected/airblasted constantly by a pyro who then gets free criticals with any weapon he selects?
Soldier vs. pyro is 1v1 encounter as every in the game. Being dumb gets you killed, baiting pyro to airblast and immediately shoot after that gets you free damage, not that hard really.
Is it fun to play medic and get stunned by a scout who accidentally hits a baseball at the right moment, then throws a guillotine causing you to drop the uber you couldn't even deploy due to the stun?
Short ranged ball does not stun, long ranged direct hit projectile is "accident". Plus, scouts makes himself more squishy than he already is in addition to losing ability for building ubers and dps from pistol.
One of the required classes in HL has the role: "spin around randomly while holding m1 every 3 seconds to negate one of the other required classes."
One of the required classes in HL has the role which consists of going invisible and get instant kills on people who happen to be looking the other direction at that instant.
Spy is OP, but class that can keep him in check and requires strategic thinking from spy is bad. k
One of the required classes in HL has the role: "right-click furiously to negate incoming explosive damage and to hopefully get critical damage with reflects."
One of the required classes in HL has the role: "run around building machines with 3 button presses (or less if you script it) that have autoaim and a potential for having 650hp).
Airblast is not continuous thing. Unless pyro has good timing it won't do a thing.
Again, not even touching the fact that you can't have autoaim + hp at same time and that in the game with direct hit is wrangler necessary, engie has a role of area denial and it's the heart of defensive hold. Making lvl3 sentry requires around 530 metal and takes a long time. If your team gives enemy engie that space and time, they deserve defense with turret.
There were few very discussable claims already in this thread m4risa, but I'm not sure if you are going to change anyones opinion around here.
RawrSpoonHere's hoping UGC ... becomes more consistent ...
I wouldn't hold my breath for that.