Why are ur rockets bass boosted
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SteamID64 | 76561198010239925 |
SteamID3 | [U:1:49974197] |
SteamID32 | STEAM_0:1:24987098 |
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Signed Up | August 20, 2014 |
Last Posted | October 27, 2024 at 11:49 AM |
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any body in this thread think banny pees in the jug?
Yeah the tf2 classes not really having well defined roles is part of what kills the more open MM concept as a gamemode. The medic being the only support thing is a particularly bad example but its also the only class that really enables you to deal with turtle defenses in most gamemodes, so you can argue theres kind of a limited amount of offensive or push classes too.
With things as they stand I don't think class limit 2 would be too bad (might cause problems in some weird cases you're running double heavy/engie or something, probably not that bad) but you pretty much require a limit of 1 on med because without that you actually end up limiting team composition more.
mastercomsWhat if TF2 ran better? Would settings restrictions be ok then?
This would probably be fine for a lot of the smaller parts of graphical configs. I'd still advocate for customizability of user settings that have little advantage but are there for user preference (e.g. why is viewmodel_fov locked down and why are the commands for moving viewmodels considered a cheat?). I also think that any command toggleable through the options menu and not just the console should be unlocked, pretty sure mat_monitorgamma was locked for a long time when MM came out and there's probably a few others that still are.
it mean someone doing the wall bug because they are like goat, goat do wall bug in real walk on side of mountain.
funhaver1998this agro guy coming onto fully charged and talking to us like hes talking on a childrens television program as well as they only seemd to stream HL
Yeah seems like some of the stuff this guy has done is pretty petty but u have to admit he knows his audience.
MakPipes still have variance in their accuracy from when they're shot
twiikuu[
The variance you're seeing is the random spread that pipes have. (Yes, that's a thing)
Yeah in addition to random spin, pipes also have a random velocity added (including left/right and up/down velocity), I think it's this that causes the spread right?
He is preparing for the ritual
sdfgjdfgkhklfgdjfk#55 So why is half committing bad?
With the ability for one team to be able to get out really quickly, small advantages apply more pressure but only for a small time because of a teams ability to melt away and blob. I think this generally leads to less time spent actually fighting, longer stalemates and more time spent on last which imo are the least interesting parts of the game. The aggression that you gain from the medic being able to move faster with his team I don't think enables you to do more with aggression unless you have significant player or uber ad most of the time. In an even fight I think the faster the combo moves it's going to make the aggressors lose more of the time unless the player they're aggressing on has made a big mistake with their positioning.
sdfgjdfgkhklfgdjfk If a team just sits and watches their soldiers bomb without taking any risk to support them then that team is just factually bad and they’ll never get anything done. If you’re looking to bait your team then you’re playing the game wrong
Oh absolutely this is not the optimal way to play but it's heavily incentivized because it's at least safe. This is true of a lot of things that have made the game significantly worse, they allow people to play in a non optimal way which is safe enough that they probably aren't going to lose immediately but also leads to them playing on their last for most of the game (see, vaccinator, overcommitting to last holds with multiple offclasses etc, maybe ESEA S14 quickfix too).
sdfgjdfgkhklfgdjfkIt really feels like the reasoning behind this plugin is just that players want everything for free. Why do you want to win an entire round off the back of one fight? Why do you want every solo soldier bomb to be effective without support?
I don't think either of these things will be the case if you do revert the speed change and if it really does change the meta so that this is always the case then I really think it shouldn't be implemented.
sdfgjdfgkhklfgdjfkMedic attach speed stuff
I think your argument centering around medic attach speed making the game more aggressive doesn't quite take into account a few things. The way attach speed currently works incentivizes something I call "half committing" where meds and scouts tend to play a lot safer in fights than they would pre attach speed which often ends up hurting coordinated aggression (this is particularly noticable on mids like process). This is because they know that with this positioning they have a guarantee of getting out and preserving uber if the fight goes poorly. I think this is more what fucks soldier in the current meta than "medics heal scouts more", it's just that it provides more of an incentive for their team to bait them and changes their class role to be more throwaway.
If you watch older TF2, you'll notice meds will bail on mid far earlier than they would now if they smell things going badly. You need to do this to have a guarantee of getting out when you don't have attach speed. You might think that this would make the game far more passive, but the thing is that having to bail this early means that you're almost certainly baiting your team for a loss, so it has much larger consequences. Also, you'd see meds and scouts commit a lot more in fights because there's no guarantee they're getting out otherwise, so it's optimal to get your team as healthy as possible. Basically, if you can't guarantee your medic living it's less optimal to play around doing so.
sdfgjdfgkhklfgdjfkslowing down the meta that we’ve been happy playing for 5 years and limiting our options for plays seems so pointless
I'd also just like to point out that I've not been happy playing the meta for almost exactly 5 years and that the 2015 meta was probably when TF2 felt the most fun both to watch and play. It's not just playing soldier either, I think scout and medic became far less fun after the change compared to soldier which only became moderately less fun. I will say that we're definitely in a better place than we were a couple of years after the change, but I still think what we're playing currently needs shaking up badly.
I really like the idea of using a season as a testing ground of some of these things. It would be good to be able to test some of these in isolation though as I think it might be hard to separate the effects of each change. Don't just judge this on whether all of these plugins together make the game better or worse.
Sorry to hear about your uncles UGC steel team bro, that shit sucks.