yahoono interesting changes to any underpowered unlocks
The pocket pistol buff is pretty big.
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yahoono interesting changes to any underpowered unlocks
The pocket pistol buff is pretty big.
The booties give a speed boost regardless of if you have a shield or not, which means faster rollouts and a generally faster demoman with stickies in general. I wonder if it'll amount to anything.
my wrist is the lock
my razorblade is the key
It was a good idea to put the credits in the middle to give the viewer a break and break up the action.
bastidMm, but this is Valve's 6s. "Heavies to mid" is like an ancient voodoo curse to most 6s players, but Valve will want to encourage it.
I can see the conflict of interest already.
Think about it from the perspective of valve pubbers, the main users of the comp matchmaking system. They'll be mostly unacquainted with the standard 6s lineup, and of what to expect from a fast paced competitive format. If your only experiences in tf2 were pubs, seeing a variety of classes and weapons at once won't be jarring or un-fun to them but simply the norm. The only difference is that they'll be playing to win and the number of players on each team is reduced.
This thread is so depressing.
Wow, thanks for the great feeback guys! xD
Hi everyone. I was really inspired by the quality of jump movies lately. Incredibly talented jumpers and editors have worked together to create some amazing content. It made me want to share my jumps and editing with the world.
This edit is called "~ cadence ~" because it brings to my mind the rhythmic flow and pattern of jumping. The smooth glide, descent, ascent and constant strive for perfection. It's these elements I have tried to incorporate in my jump video, starting with a basic introduction of simple jumps leading up to a crescendo when all the elements I have shown combine into something (hopefully) wonderful.
https://www.youtube.com/watch?v=qZe6PHXW3lg&feature=youtu.be
LKincheloeCasualpayload cactus does not have any cactus
Badwater doesn't have any water, so the logic is sound.
http://en.wikipedia.org/wiki/Badwater_Basin
It does, it's just bad.
Oh man, so glad you posted this. I've been thinking a lot about 6s and tf2 in general.
Can I make a few selfish requests for this group?
Could the group please toy around with class limits? These have remained pretty much untouched in the majority of the 6s community. By removing these limits and properly documenting the results we can provide a compelling case to valve that could really improve the game in pubs and in competitive. If the best strategy does turn out to be 4 demos + 2 medics we need to document why that is, why that is/isn't fun for players and healthy for the game and what can be done to correct this. If four heavies passing sandviches around on last is too powerful, why? What can be done to fix this? (It's a shame the sticky nerf isn't still in place because it would be interesting to see what effect that has on an unrestricted team roster.)
Allow some universally accepted shitty unlocks. I know it would be aids to play with them, but show how the wrangler/pomson/GRU/whip can turn games into stalemates (IF they can) because I hope that if the community provides a strong case for why these weapons are not beneficial to the game, Valve will listen. If our results are from playtesting and not just theorycrafted forum bitching I think we might get more of a response.
Play different game modes. Play ctf, play special delivery, attack/defence, I won't as you to go as far as play territorial control but experiment with what makes these modes fun/boring and how they could be improved. Flag throwing?
I know it would be a pain, but try to implement the pick/ban system valve finds so comforting, just to humor them. Along with bans, have players submit reasons for why they banned that particular weapon, whether it be crit-a-cola (unfair advantage for one scout to have over another at minimal cost) or pomson (easily spammable with a large hitbox that drains ubercharge, the most vital mechanic in the game) and present the findings to valve. Let's not think of the pick ban system as something we are going to implement into tf2 forever, but lets just use it as a tool right now to determine what weapons have problems.
Those are my two cents, I would love to help out with the pugs myself, but unless we're testing the effect playing from New Zealand has on the game, I'm pretty useless. I think proper rebalancing of a few classes and weapons could go a long way toward making competitive tf2 look more like something they want to support in valve's eyes. Let's not make comp tf2 more like a pub, let's try to change tf2 for the better, pubs and competitive.
EDIT: Sorry guys please don't test this stuff. https://www.youtube.com/watch?v=R-lWvsdynJc&feature=youtu.be&t=7m8s
etf2l right now: https://www.youtube.com/watch?v=9TYIlhbrWrE
WARHURYEAHIt's early days, I'm going to try a few things and see what can be worked out. We tried heavy today as we felt it would be hard to kill the heavy and be more stable for the team. It probably won't be a constant showing until we try more stuff.
There's a potential that the demoman could be a utility class, this doesn't upset me that much as I love playing this game anyway and I enjoy playing all classes.
I understand people being mad as it's VERY frustrating to play at the moment because we have all been used to the same thing for 7+ years.
It's just growing pains right now. That's an excellent attitude, you should check out the etf2l forums. They've thrown all their toys out of the cot.
Could this help break stalemates? You might think this helps heavies, but they got nerfed too. :^)