It's an unpopular favorite
https://cdn.bulbagarden.net/upload/thumb/7/78/369Relicanth.png/250px-369Relicanth.png
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SteamID32 | STEAM_0:1:53063995 |
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Last Posted | November 22, 2024 at 10:02 PM |
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It's an unpopular favorite
https://cdn.bulbagarden.net/upload/thumb/7/78/369Relicanth.png/250px-369Relicanth.png
hamahamfiguring out how much hp a normal person would have in tf2
probably around ten, considering that getting shot in the fucking head with a pistol does ~20 damage
u dont get chased if ur teammate lives
jetzzzzzvulcNew players shouldn’t start out at level 3
What should they start at lol.
I've played hundreds of beginner pugs so I can shed some light on this. (Get ready for an essay because I had to climb out of that division playing demo)
I asked b4nny the reasoning for players new to faceit starting at level 3, and the answer is that with this system players that belong in higher divisions will climb out faster. This is reasonable, however at this point after launch it is far more likely for a new player to the system being new to 6s altogether and not just faceit.
With this in mind, starting new players at level 3, or 1000 elo is really harmful to them. New players always drop to level 1 if they stick with faceit long enough. Getting rolled is not fun. Getting rolled and having your teammates unhappy with the situation and you going 1-32 because you mained spy in pubs and you are apologizing profusely for being bad, and even having teammates reassure you and tell you what to do yet it doesn't help etc... it's far worse. This isn't even their own fault, as the matchmaking thinks their elo is, realistically speaking, perhaps double what it should be and keeps stacking teams against them.
I can understand the argument that a players first 6s experience should be newbie mixes, and whether that's valid or not, I'm sure newbie mixes would see more players after them being recommended it after a more fairly matched game, where the new player's teammates are less stressed and can actually carry, as opposed to a brutal roll.
To conclude, advertising tf2pl is good for bringing in new players and growing the scene, but there should be some attention given to player retention and the experience a new player will have with the matchmaking system and elo
To answer your question, I don't know what elo players should start with, it can be tested, but it certainly should be lower
time spent airborne for strange cosmetics or something like mantreads
unseen enemies killed for projectile weapons (especially stickies)
y'all better change your ip addresses cause i just called the bully hunters on this thread
b4nny yelled at me when i played medic buzzed in a pugchamp a year ago
can a bullyhunter help me?
Hello I'm a demoman trying to get a team together for the upcoming Essentials.tf tournament
https://i.imgur.com/AGNLpvd.png
No long term commitment but just enough players to play and have a good time this weekend :)
MikeMatevery change you listed has zero chance of making the game better or more fun but a nonzero chance of making it worse
This logic applies to currently unbanned weapons like the quickiebomb launcher, scorch shot and loose cannon just to name a few. All of which haven't ruined the game nor made the game worse by any significant measure.
Of course my opinion isn't law by any means but I don't think theorycrafting whether a weapon hurts competitive play has any substance
Quickiebomb Launcher, Natascha, Reserve Shooter, Short Circuit, Loose Cannon, etc
The more i hear about this catbowcar guy on teamfortess tv the more i think he is not good at team fortress two!
yight*sighs* that's a hard one...