In other words, all options should scale with skill.
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nataponIts pure but its just a small subset of tf2. Its less fun when all you are doing is remembering spawns and jump patterns.
Ya thats the point. The more "pure" you make a game, the less strategy and tactics are present. I mean, look at what op criticized about cs:go and LoL: some of the biggest sources of strategy for each of those games.
The most pure competition would be a game where you strip away any randomness or variation in starting conditions, which would lead to a game where all the strategy is memorized and nothing new can be experienced.
"Pureness" is not a compliment, its not what you should strive for in a game.
1v1 ammomod is the most "pure" form of tf2. But probably the least fun by about a mile. And I don't think those are necessarily unrelated.
People who keep calling this a moba need to relax. There is no farming, there are no buildings to destroy. The devs have even said the "ulti's" are more like power meter's from fighting games.
You should search smashboards.com or r/smashbros before you ask on here.
People bring up the randomness of the unlock system a lot, and its a very fair criticism.
However like you guys said, people just end up using the best thing, like they always have. Whether that is quick fix or medigun.
Having a player switch from load out to load out just to get the jump on their opponent, is probably enough to make many of you quit tf2. But its very unlikely to happen, at least with any sort of regularity.
What does "not competitive" even mean to you guys? I'm seeing it used to describe any mode that doesn't happen to be your favorite.
Ond_kajaWhich is an incorrect analysis. It's not a band-aid solution, medic adds a lot of depth and strategy into the game, in how you position yourself according to your uber situation, how you play with the ubers, what you do in an uber fight, when to run kritz etc. Without medic, TF2 would just be another arena shooter.
Sure, but then valve placed medic as the 1 solution to the problem of overly defensive classes. Which means any subsequent unlock that can potentially buff the heavy or engie (or any sort of defensive play) throws the game out of whack. And anything that makes medic stronger will add power to an already objectively overpowered class.
They painted themselves into a corner in terms of design space. And the diversity of high level play is suffering for it.
Overwatch is already fixing this problem: while supports are still necessary, almost every class has their "uber"; a big ability that helps them push and break defenses.
Mr_OwlRadmanPushing into last is the go to argument against a ridiculous amount of unlocks. And has been for many years.
But its the unlocks that are the problem. Not last points, 5cp, or having exactly one option for pushing (uber) in a game of defensive classes.
TF2 last points are all shit but 5cp is the most interesting game mode for 6s and if we can make pushing last possible by banning some unlocks that would be rarely used anyways, it's totally worth it.
Nobody is telling you to stop playing 5cp. I just wish valve had a designer that would seriously look at the problems this game has.
I mean, even that league of legends designer figured out that medics were a bandaid solution to a real problem in tf2.
Pushing into last is the go to argument against a ridiculous amount of unlocks. And has been for many years.
But its the unlocks that are the problem. Not last points, 5cp, or having exactly one option for pushing (uber) in a game of defensive classes.
interstellarpineapplewhy is b4nny made out of cardboard boxes and tinfoil rolls
The boy is a machine.
Not to mention no one on pubs plays arena.
Because everything is allowed, or because you can choose something different every round that the other team cant predict?
Why/how is Arena: Respawn unfun? Serious question, it seemed plenty fun when i was playing it. Maybe needs some tweaks in the future.