Let's be real. These changes don't even make the game more casual than tf2. The devs seem to think it makes the game fun, so its at least worth a try.
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Anyone who says an entire genre is shit is a dumbass.
Hah I bet they'd LOVE to "sell out" right now. But they probably realize changing the formula would alienate the type of player that enjoys playing the same exact game over and over for years, which is probably their entire playerbase by now.
iridescentFUZZDota 2 is literally just the same as the old Dota, just better graphics. New heroes, items, balance don't really count since most of that would probably have happened anyway if Dota 2 wasn't made(barring engine-related changes)
dota was a mod though, which couldnt reach its full potential because it was restricted by the wc3 engine. Dota 2 has tons of improvements to the experience over the original dota.
ExquisiteStoneTf2 has more a community behind it than a real competitive scene, and for CoD it's exactly the opposite, paid of tournaments to let some assholes yell at eachother everytime they get a kill.
Maybe youre right. But SC players called warcraft 3 casual, WC3 players called dota casual, and Dota players call league casual. Just because a game seems casual at first doesnt mean it will form a competitive scene.
DougI think he means this one that keep playing on their official page: reflexfps.com
Wtf that looks exactly like quake. why would you be excited for a game you can already play?
ExquisiteStoneI still find it very different, This movement system, the hunting, etc, it really seems like a casual game tho, fun for lans with friends or something, not a game I'd personally put that many hours into
Casual games are often the ones that develop successful competitive scenes. look at dota, league, tf2, cod, and hearthstone. All these games were deemed too casual by the previous generation of competitive gamers.
flamemeanwhile: www.youtube.com/embed/SbmH7mThwCU
Speaking of games that are so ~realistic~ that you actually cant see shit...
La_maison I had NS2 sitting in my library for ages now, how steep is the learning curve for the commander thing?
Not that steep. The "macro" side of things is pretty simple and if you follow the standard build in pubs, no one will fault you. learning how to medpack or boneshield (in other words, aiding teammates in combat) can take some skill, but no one in pubs is really good at it anyway. actually acting as the leader for your team can be harder and takes some game knowledge.
If you really want to play, id recommend not starting out as a commander. Its more fun if you just stay on the ground until you learn what all the buildings do, rather than just going through the same build over and over until you learn how to branch out. Plus if you fuck up no one will yell at you. The game is not as dead as you think. I have no problem finding servers on my skill level, as well as way above it.
Not true. You use your team to take the space, then have your team push the cart. This idea that you need to have 2 scouts on the cart constantly while everyone else plays the game is false. Its an exaggeration of the tactic highlander teams use in payload.
Think of payload compared to a capture point. In both modes you have to take an area from the defending team, then hold on to the area for a certain amount of time to capture it. It is the same thing with payload: most pl maps are split into arenas around checkpoints (similar to a\d maps), where the attacking team has to take the area, then hold it (by pushing the cart) until it is captured.
I thought the x3 speed limit was the problem, as it stemmed momentum, which 6s players dislike. However the nature of capturing an area will always slow down momentum. I mean, look at 5cp, even if you teamwipe the attackers at last, you're still slowed down heavily by needing to cap every point along the way to actually make ground. I don't see how this has become a strictly payload issue.
I thought the problem with payload in 6s was that the cart was too slow...
C is already really hard to cap in the payload version without having to run your team into an easily defended staircase, or have your jumpers drop onto an easily spammed balcony.
I hope it works out, and I agree that you should change as little as possible from the original, but C just looks impossible.
Also, why cp? If you want faster gameplay just speed up the cart?
Try ugcleague.com. you will have more success, I think.
smakerssomeone bookmark this thread for easy referencing the next time someone posts raving about how the tf2 community is so great.
:<
No need to bookmark, it happens all the time. Didn't people jump on mr. Slin last week for sharing his opinion on quake live coming to steam?