the301stspartanHow would this be in any way less the case in NA tf2?
Guess it is.
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the301stspartanHow would this be in any way less the case in NA tf2?
Guess it is.
SherbUnbanning it results in you needing to justify the unban, and then listen to hundreds of people whine about how it's so broken or that they have no idea how to fight it.
Euro TF2 sounds fun.
Have you guys thought about implementing a pug system? It might help build the community around the site, and get players who dont actually have a team more active.
DarkNecridThe biggest problem with the Vaccinator imo is it essentially turns the game into literal Rock Paper Scissors that the Medic can shift around so he always wins. If you get in a situation where you can't mix damage types, you auto lose against the Vacc.
Its hard as shit to get in that situation in the first place. If the other team has any experience with the weapon, theyll make sure to mix damage types, so medic will have an even harder time timing resistances so they get the most out of the medigun. Overall it makes medic a lot more difficult to play.
Because the wrangler works by pointing the sentry at the surface (or enemy) the engie is looking at, unless the engie is on top of the wrangler, it won't hit anything he's looking if aim assist was turned off. that, plus no lag comp for engies.
You should consider adding a healthbar above player models, so you can actually gauge the progress of a 1v1 (rather than waiting until one scout dies). It makes fights much more engaging when you see someone pull out a crazy meatshot or m1m2's half the enemy's health. Ns2 features healthbars above players, and it makes fights interesting despite the overhead view.
The revision history states that the weapon was given a 10% damage nerf along with a 5% reload nerf two days after it was released, but the actual update history just says there was a 5% reload penalty, and that the weapons description was rewritten. Thats not really much of a nerf, and people were calling it OP for a lot longer than 2 days.
Im going to stop arguing here because it seems like we're getting off-topic a bit. If the problem here is truly the fact that players are getting an unfair advantage, then i can understand the ban (even though i dont really think its much of an advantage considering stock demoman).
My concerns still remain that the banlist will be dictated by whatever the players/admins find "annoying", which is usually the newest unlock and flavors of the week. Remember when the cow mangler was thought OP?
I hope you can shuck that attitude, and that Cevo does well with it's league. It will be nice to see a more competitive playerbase for HL, which is of course the most attractive form of comp tf2 for noobs.
If a team was truly just playing with the targe, without the intention to win, what does forcing them to not run it really do? The game doesnt become more competitive because you forced them to play a certain way.
If they really do intend to win with that particular unlock, why are you preventing them from trying?
This isnt really about the targe, but the precedent it's setting. If you're so willing to ban a weapon that is so bad BECAUSE its bad, what will happen when an actually good weapon comes out?
MagikarpBy incredibly outplayed, do you mean the demoknight was able to use a script very well?
I thing it's a justifiable ban as many do abuse the script, and that Valve intended to make it a go only straight. Also they may have banned it just because it gives crits and can pretty much one hit with the eyelander/etc. There's also resistance.
To be honest, i dont really know what a demoknight's team could do to outplay a normal team so i dont know how to answer your question.
The problem here is that youre making a case for the power of the weapon. I dont think anybody disagrees that the sticky launcher is better than the targe, especially in HL.
I do like Highlander, and the fact that "it is annoying" wasn't really good enough to justify a ban (until now, i guess). We have 6s for that. I could have easily brought up a dozen unlocks that are legal, and would have fallen under the category of "lame to play against", but why would i when half the classes fall under that category for a lot of people?
If its bugged, the bans are fine. But even with the exploit, targe-turning demoknights are laughably easy to counter. If a team wants to give your heavy that much free-space, whats the point of the ban anyway? Let the team play suboptimally, push them down a rank, and practice for next week. If they somehow find out a way to beat you with a demoknight, youre team is either terrible, or was incredibly outplayed.
Annoying to play against? The mode has full-time heavies, engies, pyros and snipers. That ship has sailed.
"The Soda Popper" "0"
"The Reserve Shooter" "0"
"The Spy-Cicle" "0"
"The Splendid Screen" "0"
"The Chargin' Targe" "0"
Are they serious? Are these weapons bugged or something?
Every unlock in tf2 is OP, a crutch, or useless.
MagikarpMany other people would say it's just some hat game or some simulator, but when you really look at the community, even the people who play competitive TF2 can be immature, or spam binds, and not really care much about the game or acting professional as mentioned earlier. It's when the community is ready to grow and our pros are ready to start acting more professional as they start streaming more, we can start to develop. This may be crazy, but maybe "less use of our binds" and more "use of our potential" in how we can play this game, be mature, and represent TF2. Then maybe Valve can look at us and see how we've grown to start supporting TF2 more than just the "news" section.
Because the dota community (and the pros) are the epitome of maturity and class.