You've created something that could be a game on its own outside of tf2's limitations, congrats
Account Details | |
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SteamID64 | 76561197981944988 |
SteamID3 | [U:1:21679260] |
SteamID32 | STEAM_0:0:10839630 |
Country | Tonga |
Signed Up | April 19, 2014 |
Last Posted | October 13, 2024 at 6:44 PM |
Posts | 1565 (0.4 per day) |
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1024*768 |
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75 Hz |
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Mouse | Razer Copperhead |
Keyboard | Packard Bell wireless AA powered |
Mousepad | ikea gaming desk |
Headphones | |
Monitor | Packard Bell 17" CRT |
maybe etf2l will do a ban post to add the newly vac banned accounts.
pretty good tbh.
changing bpm/ having access to more keys/ having a continuous mode (like on a ribbon keyboard) would be super nice too
who's candice?
And why not fritata27?
SpaceCadetTwiggy
@Spacecadet : something similar exists : cp_standin. I'm not sure you want gameplay split between 3 or 4 different places in a game where getting outflanked too much led to many maps death.
I'm familiar with Standin and that's why I said if the maps are made correctly, those problems will not exist.
Sure, but that argument can be applied to koth/5cp/whatever else too :)
I love random crits in pubs to keep me on my toes. I know anything could happen to me and it leads to both extremely funny and slightly frustrating moments.
+ I'm pretty sure the whip has 90% crit chance
jimmijlose mid lose the round?
well there should be a difference between losing mid giving up one or two frags, and getting wiped on mid.
Most of the complaints about Badlands were that Last is easily defend-able but it is difficult to push out of it, thus bringing the game to a stalemate
This is things that can get fixed on new map designs using height advantage and door width differently. For example, why do people standing on 4th CP get a defenders advantage from height (badlands/process/sunshine) or from doors impossible to get thru (snakewater)?
Or why is there a forward spawn on mid?
Theres lots of stuff that can be done and that does not depend on the number of control points on the map.
@Spacecadet : something similar exists : cp_standin. I'm not sure you want gameplay split between 3 or 4 different places in a game where getting outflanked too much led to many maps death.
ComangliaI wouldn't be against trying some NEW 3cp maps, but taking a current 5cp map and hacking off 2 points isn't going to do anything other than make said map worse.
As long as we're on the topic of non-default 6s maps it would also be interesting to try a hybrid of 5cp and domination. The middle and 2nd points contribute to a domination Win if a team reaches 100% but if a team is capable of taking the last point the round automatically goes to the team that took last. Not sure if it's possible but it could help resolve alot of the stalemate issues a few maps have, could also be terrible don't know cause I've never tried it and not sure if it's possible.
Without proper design of chokes and height differences between zones, this will lead people to go for the dom win all the time. Imagine ascent vs 7 on badlands with 7 going for the 0/0, and getting rewarded with it.
prsnbecause they are the only 2 maps which bring balance in the scout dominated meta and that is good because scout isnt really fun to play against
Interested in why you think that badlands brings balance to scout dominated meta; I agree with you for granary though
whether you like it or not, granary has an unique layout among 6s maps, and therefore offers a slightly different gameplay to master.
badlands also has unique things like open ressuply, an actual lobby forward hold, and a last impossible to push out from a spire fight that sets it apart from other maps. It also used to have a unique last cap time and scarce ammo but these features have been removed.
Not saying the maps are perfect, but if you remove them you're just going to make the game even less varied.
AelkyrI'll just never be decent at this game. I am aware that this type of thinking is holding me back, so every game I play I get those kind of thoughts and I have to focus onto fighting them so I can't focus on the game, tilting me even further.
It depends on what is decent for your standards.
On one hand you might be bad compared to high/prem players (500 players?)
On another hand you're much more skilled at tf2 than 98% of pub players (a few million players?).
What's holding you back? Aim/movement, or decision making/teamplay?
If you have shit skills but good gamesense and good team play, I assure you that you can do well up to division 2, because that's what I did D:. If you have shit gamesense but good skills you can reach the same level too, as most dm donkeys prove it season after season (some go even higher)
You are also probably not looking at the right indicators for performance. IIRC you're scout, and I suspect that you keep a close eye on your logs, or even your K/D and damage on the scoreboard during games.
Here's an experiment : enable match hud (tf_use_match_hud) , unbind your scoreboard, turn off killfeed (hud_deathnotice_time). Play for your team, feed to support teammates, feed to buy time for your respawns, feed for the stickies attacking last. How's your team performing? Could you tell? I can assure you that being an annoyance for the enemy and an asset in comms for your team far eclipses any miserable K/D you might feel you have.
Hell even Giroud didn't do anything this world cup and he still won :)
Next, ask yourself why getting good feels so important to you that you go so hard on yourself. Maybe instead of wanting to focus on the game, as you say, you should focus on enjoying your time.
wtznice title lol
Not really what I expected either
Wiethoofd your version looks quite good. It'd be great if there was some tick box to enable this as a dark theme directly on one's dashboard.