no one ever quits tf2 heh spudd?
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SteamID32 | STEAM_0:0:10839630 |
Country | Tonga |
Signed Up | April 19, 2014 |
Last Posted | November 10, 2024 at 5:11 PM |
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I agree with option two. Not having to commute changed my life during my semester in a dorm.
Badlands
Viaduct
Snakewater
Granary
Gullywash
Metalworks
Reckoner
Process
Sunshine
Yay Marxist!
GentlemanJon you made the survey only with currently banned items. Why is that? There is currently allowed items I disagree with being allowed (cough xbow cough) and these options do not represent my opinion well.
nobody quits tf2 heh?
so far there was only liquipediae (out of alpha) for games TL has a team for....
bearodactylShow ContentTwiggyYou are right. When we see retarded 0/0 stalemates at lan on badlands, it's hard to blame the map.first of all you have #tf2lobby in your steam alias which leads me to believe your opinion is invalid
Granary offers good stalemate breaking options such as flank pushing (on yard, or lunchbox, commit 2 players) or kritzkrieg use. It's even possible to trade ubers then have a heavy securing the fall back.
People who hate granary hate it because they can't #yolomax their way in zones and actually have to be a bit smarter.
second point has a few options but it pretty much boils down to pushing lunchbox for a pick, sacking in a scout, or trying to edge cap and or exchange ubers on point
the real aids is last on which you can sit with two snipers in each shudder door and a sentry gun that shoots all the bombers (for some reason euros are the only ones who have figured out that 2 snipers on defense is retarded, esea hasnt limited it to 1)
no matter how smart you are its still nearly impossible to push in and out of last on the map
edit:Caeliits not necessarily that stalematey in pugs or lower level games, but when people know what they're doing (and/or are coordinated) it either becomes a shitroll with the team winning mid winning every round or the game slows down to a crawl with a sniper v sniper duel on last or infinite double sacks as the attacking team tries to break the aids last pointWRsame here. I have been playing granary since forever and it never felt stalematey to me. I literally can't see any valid reason to discard such a great map for being different and not open.smesistalemates are funIdk, it's provably just me but in my experience I haven't encountered noticably more on granary compared to other 5cp maps.
watch any invite match on the map and tell me otherwise
you made me laugh with that tf2lobby remark D:
I agree that pushing out of last is difficult, but I disagree about pushing last.
The thing to understand is that cookie cutter is not the right option when facing 2+ offclasses.
People nowadays are afraid to uber first to make stuff happen, because they know the enemy team will have a better uber and try to push them back with it.
But when you know that you can anticipate it and get stuff like sentry on 4th CP or heavy (or both, or else) and keep on committing your ubercharge/kritz knowing you have the tools to block a counter attack AND knowing the enemy team cannot push either when they themselves have 2+ offclasses.
In europe, lowpander starts to demonstrate alternate ways to play that do not rely on a stark-esque spy/sniper play to win and more or less follow what I explained.
But yeah if people want cookie cutter to do everything it leads to stalemates.
WRdot_back on 360 its all we had for 6v6 besides gpit. I never thought it was that bad or hated it but yeah stalemates are boring.smesistalemates are fun
Idk, it's probably just me, but in my experience I haven't encountered noticably more stalemates on granary compared to other 5cp maps.
You are right. When we see retarded 0/0 stalemates at lan on badlands, it's hard to blame the map.
Granary offers good stalemate breaking options such as flank pushing (on yard, or lunchbox, commit 2 players) or kritzkrieg use. It's even possible to trade ubers then have a heavy securing the fall back.
People who hate granary hate it because they can't #yolomax their way in zones and actually have to be a bit smarter.
If pocket uses shotgun, build with him because :
-he'll have 260 hp if something funky happens and he can fight immediately
-he can build AND watch a door
-both scouts keep crit heals, full overheal, and can do other stuff if needed
If pocket runs gunboats either :
-build normally with one scout
-build with the enemy team (have your pocket sit in front of them and watch them waste ammo on him)
-arrow build with one scout
the reason you want to build with one scout is that your soldiers can keep crit heals and watch doors, whereas if soldier arrow builds, first it takes tons of ammo if soldier has gboats, and second he isn't watching his door anymore which opens a hole.
about holding chokes while building : your soldiers/demo need not peek to trade damage with enemies, because there is nothing to gain doing that and it fucks up the team's health/ crit heals status. If the team is building it's to be ready to fight once team gets uber. Being ready to fight means uber + full buffs on everyone.
marteni guess ELO does not count a loss against a high team as better than a loss against an Open team? im just trying to find a good excuse for my team :D
blaming the team as usual smh...
http://etf2l.org/forum/user/57428/
who does not try, gets nothing, I guess
yewlfahrenheitSince Demoman's nerf you basically have to prioritize staying alive more than previous iterations of Demoman in the meta. Never be at the front to initiate fights or try to take fights 1v1 since the class turned into a big squishy babbu. Only play midrange if it's not a huge risk you'll die and if team is around you or if you have someone with you (most of the time).
Demo didn't actually get much weaker in 1v1s due to the nerf... Stickies that hit the ground before detting have full, instant, pre-nerf damage radius. With a scout +forwarding you your stickies are going to be ground stickies, not air dets. The nerf primarily weakened the ability to do mid range and long range damage.
That's the problem i have too. I know where to go to stay alive, but then i'm quite far away from the fighting and all I can do is 40 damage sticks or hope someone dumb makes a mistake I can punish, plus I don't really take any pressure away from my team.
The moment I try to go closer or go on the offensive I get focused and die.
Also I have trouble finding good damage on process/reckoner/snakewater. I can deny crates/high ground no problem, but actual non dumb players do not go within my reach and I feel like i'm left without targets in sight. And all of the sudden 3 players show up from blind spots and get me. Any tips?
only lowpander can save epsilon's legacy now, go hildreth!
gemmtop-invite isn't an invisible line that's crossed, it literally means 'is better than half-ish/most of current invite'
b4nny gets players and puts them "on top of invite"
said players leave b4nny's team and play elsewhere
b4nny gets other players and puts them "on top of invite", over the previous players who quit
So yeah it could raise the bar over time. But most of the time b4nny players retire and don't join other invite teams, so you could say he's killing the scene too :p