SAMUS ARAN
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SteamID64 | 76561198010708247 |
SteamID3 | [U:1:50442519] |
SteamID32 | STEAM_0:1:25221259 |
Country | United States |
Signed Up | November 25, 2012 |
Last Posted | September 20, 2021 at 11:36 PM |
Posts | 276 (0.1 per day) |
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That is interesting, what is considered pre-release beta? Because they sure released pipes with 6 on the PS3 and 360.
Also, if the meta becomes use Kritz to mid to try and jack the other team's Medigun (but WAIT it turns out they are using the Kritz as well) than it essentially cancels out.
pamphletBdonskistickyjumps off walls are like 75% power now, half the demo rollouts are deadthey also broke crouch det stickies as far as i can tell
they have a lot less power
I'm going to assume this was an accidental break like when the Demoman update came out and the stickies had no falloff whatsoever. They will probably fix the explosion issues when they can, so soonish
WALL
botmodeitems unbanned in esea affected by the update
cloak and dagger
dead ringer
engineer
jag
short stop
fan o' war
equalizer / escape plan
black box
liberty launcher
wee booties
quickie bomb
iron bomber?
vaccinator
eviction notice
panic attack?
Ok, I clearly didn't give the full list the due diligence it deserved. Ok, here we go.
What I said about the Cloak and Dagger still applies.
The Dead Ringer isn't nearly as useful in 6s overall except for going for extreme shenanigan plays. In which case not being able to pick up ammo boxes while cloaked to prolong the cloaking, especially with how load the DR is leads to it being a definite nerf in 6s.
What I said about the engineer still stands.
For the Jag specifically: the additional speed may actually be felt with this new update the Jag should probably be the de-facto choice for 6s. No reason to use normal at that point.
Short Stop: wait. This shit is legal? I still wouldn't use it based off the fact that most of the time engineers just sit in spawn to let it die and waste ammo but still. The added CD is a nerf though.
Fan o'war: Has this thing ever been seriously used? But the major change on it I guess would be that it acts like the Bushwacka where it crits instead of mini-crits. That combined with the damage increase and it may do something like 30 damage per swing.
Escape Plan: The uber building idea is actually really cool, I think it's a pro instead of a con.
Black Box: I thought the BB was already hanging on by a thread in 6s but with this I REALLY don't think it's worth the use anymore. Not having that guaranteed baby burst of health. One note is that it was extremely good with the Conch for passive holds that could turn into aggression, or breaking a last hold.
Liberty Launcher: It might have an extremely niche use with fast rollouts that potentially would take more health or normally only leave you with one rocket. In general though it would probbbbably be a downgrade. The big decider would ultimately be someone doing the math to see if the extra rocket equalizes the damage down with a full clip with the normal rocket launchers. If it does, then it may be a potential side-grade for pockets.
Wee Booties/Bootlegger : I've personally never held the item in high esteem at all becuase I never felt the increase in health was worth the dramatic dropoff in damage. It gives you the ability to live a little bit longer in skirmishes in exchange for losing out on a lot of damage potential. The charge change isn't really relevant for competitive. The increase in movement speed makes it a little better in its weird niche. I dunno, maybe more people will pick it up. It will work with extremely passive demomen to let everyone else handle aggression while he just focuses down specific targets. Dunno, personally I don't like it either way. So, I may be shaded with bias here.
QuickieBomb Launcher: This is a weird little addition to the quickiebomb launcher. Essentially the way I'm reading this change is that they've added a little additive based on how much yuo've charged it. The quickiebomb already ramped up faster than the normal stickybomb launcher. But the quickiebomb does default less damage and has less shots. Ultimately, just how much damage is added for charge will decide it's standing. I wouldn't doubt that they just add enough damage to have it match the normal sticky launcher's damage. That combined with the faster charge rate and ramp up probably makes it better for sticky sniping than stock. But the damage nerf for using it is mostly equalized at that point.
Once you get closer things get extremely EXTREMELY MURKY. I don't really feel like doing the exact math right now but this is going to come down to math and situationals to decide it's relative strength. Without doing the math (as in according to what is currently listed on TF2wiki and some quick testing with its current version on live), the Stock just does more damage, and it becomes noticable at medium and close range. The Damage differential makes the stock straight up better at this range.
However at close range the Quickiebomb is faster to use because of the fact that you a re able to detonate it faster (the .2 decrease in arming time) however the damage differential is even more noticable.
Obviously, the fact that you still can't really have sticky traps is huge negative onto the Quickiebomb launcher in terms of area denial really hurts it. My preliminary verdict is that NOTHING will change becuase if no one ever gave it thought or a try before now, they will continue not using it.
Iron Bomber: This has to be thesingle most niche weapon in the entire game, it's use is so specific I only ever considered using it on one map against one specific type of hold. This change does basically nothing, it brings it a little closer in line with the Grenade launcher radius wise. But is more or less the extreme definition of a side-grade, in that the thing it changes has such a narrow use switching back and forth will really only create a placebo effect 95% of the time.
Vaccinator: I maintain that overall its a net nerf.
Eviction Notice: Are you serious?
Panic Attack: Obviously you can't be.
ARE YOU PEOPLE HAPPY. My prognosis is that almost NOTHING will change in 6s. Maybe teams that scout built will use the escape plan. Sentries go up a little faster, the two demomen who used the bootlegger will see it be more useful (Hivemind is the only one I can name that used it outside the process rollout). We, and specifically invite, are the slowest people adapt things that don't have OBVIOUS uses (like the Basher or the Kritz, which is not used very much) or blatant upgrades (like the ubersaw or Crusader crossbow). This fact honestly is why I didn't give this list due diligence in the first place, basically no one will adopt these things. None of them are world changers enough to pull people out of their comfort zone. Maybe two teams in 6s ever use the Concheror, NO ONE uses the Buff Banner, 2 soldiers (maybe 3 or 4) regularly use the Black Box, DR shenanigans are already shenanigans. Dunno, the first time I looked at this list I ignored everything I didn't bold becuase no one touches any of the other ones. And nothing that I saw upon a better look changed that opinion, I legitimately think the 10% movement speed buff on Bootlegger is the biggest one I didn't go over the first time. Of course the jury is still out on how much damage will be added on the Quickiebomb Launcher and math needs to be done on the Liberty Launcher.
Why did I do this?
tl;dr none of the changes are very significant. Maybe the LL, or Bootlegger. In 6s
edit: WOW the formatting didn't transfer, like at all.
botmodeitems unbanned in esea affected by the update
cloak and dagger
dead ringer
engineer (what, I'm going to assume this refers to the changes to the base construction rate and the way that lvl 3 sentries act)
jag
short stop
fan o' war
equalizer / escape plan
black box
liberty launcher
wee booties
quickie bomb
iron bomber?
vaccinator
eviction notice
panic attack?
i think that's it
also items pickups retaining ammo countg and uber % would be REALLY lame, uber% would be potentially game breaking
of that entire list, only the bolded things are ever used. The Cloak and Dagger is better than it used to be, but only extremely slightly and completely dependent on the prevalence of ammo packs in any given situation. I already visited the Black Box (which will probably just be moved out the niche place it had) and escape plan (eh). Really this is almost entirely lateral for the Enigneer in 6s where the Rescue Ranger and Wrangler are banned, I guess if you like tanking the gun while people throw ammo at it (that aren't the demoman) it is actually a nerf to the engi. Also the Vacc is an overall nerf (i'm pretty sure).
We shouldn't be worried about "PLAYOFF/LAN" implications regarding this update (for the most part). The only weapons that are really going to be touched are the Black Box (a nerf, a straight up nerf) and the Escape Plan ( a baby buff), and these changes may only sway people away from using the Black Box and really do nothing of substance for the Escape Plan.
The only actual one that we're going to have to wait and see about is the idea of picking up a weapon after killing someone for a "free reload". That situation will maybe happen 1 out of 100 bombs because 1. Chances are the soldiers are shooting you as you bomb thus using their ammo as well and 2. IT IS INCREDIBLY unlikely for you in a bomb to both kill the soldier and on his weapon without it being moved or you just not landing the same area.
Edit 1: OOOO, that idea raised about the Kritz to Medigun exchange on kill sounds extremely interesting.
Edit 2: Honestly if the update came out late this week or early next week it would be a good enough window in between the regular season and beginning of playoffs. You know, except for the fact that half of invite has like 2 or 3 games to play from random skips.
Edit 3: Turns out panic attack refers to that shit shotgun and not just a witty title referring to sped up things
Air_if you're complaining about soldiers jumping you, wait until they land and shoot them if you're a soldier. if you're a scout complaining about a soldier then you're just bad at scout because its by far the easiest class to kill in dm.
Let's not say things that aren't true. There aren't many of us that play it in DM servers, but Demoman is the easiest class to kill in dm. My general solution to soldiers on high ground is to start using stickies
Literally all you do after you leave spawn is go straight. The map maker could not have made it much easier. You walk out of spawn, and you continue walking in said line, then take a right.
phAZElucrativephAZEstonedchinamanandre iggy finals mvp...
Very well deserved
Iggy first finals MVP since 78' with under 10 PPG regular season
LeBron first in history to lead both teams in PPG, APG and RPG in finals series, even though the last player to win MVP from a losing team was Jerry West in 1969 still seems kinda dumb, even if Iggy guarded well.
I mean, it's called finals mvp for a reason lol. That's the reason curry won the regular season mvp.
If the series went to 7 games then I could see Lebron winning it. It didn't help he had a below average game 6 performance. It's just so unlike the NBA to do something like that though.
LET IT BE KNOWN THAT 35 pts, 9 Ast, and 18 Rebs is below average. That either speaks to the ridiculous standard that LeBron set and now has to live up to, or how great that is that the only thing that makes that below average is shooting percentage.
saami very clearly sniped against him here trip
http://logs.tf/857583?highlight=76561198071366832
check mate
Yeah, no, the highlight of that log is clearly "Soft Loli Butts" with the carry.
I like the implication that I'm insane.
I didn't think some of those could fit the steam name character limit.
Start practicing that cash weight lifting grunt. That is basically step 1.
Oh snap, is that THE Jake "Scar4997" Rockwell