can be a monster in dm at times, really committed to getting better
would be a solid pick up for an open team
Account Details | |
---|---|
SteamID64 | 76561198087468001 |
SteamID3 | [U:1:127202273] |
SteamID32 | STEAM_0:1:63601136 |
Country | Vatican City State |
Signed Up | March 27, 2013 |
Last Posted | October 24, 2015 at 7:09 PM |
Posts | 172 (0 per day) |
can be a monster in dm at times, really committed to getting better
would be a solid pick up for an open team
hookyWhat if we want to rename our mediguns because we want to?
Then you are a terrible person.
PacifistI hope it makes you happy fog was thinking about quitting.
http://teamfortress.tv/forum/thread/11556/1
No more DM servers if he does, which means (goody for you) no turbine DM.
So deal with a DM map where you actually get more time to shoot dudes than running over to them
Does me not liking his DM server mean he's gonna quit? I'd really be impressed if I could hate a server to death.
gr8stalinI think it needs more testing time with a bigger testing group but I agree with MEESTA SHRIIN that a justified reason for banning it would be out of respect for Eurofriends who have barely experienced playing with and against it and would be forced to rush a new playstyle just for the QF.
We had effectively the same amount of time. I'd rather it didn't get banned, because it's such a cool weapon, but no one can figure a way to work around it, and even then it is always going to be the most effective thing to run on mids because heals + early uber. If it had stock uber build rate maybe it'd be more bearable
I don't like it because it feels so inconsistent. If it had better representation of where it's range and damage were I feel like it'd be more interesting to play against, especially if airblast was tweaked to function more like a rocket blast and let players keep their previous momentum. It's a cool class that has a ton of problems that are easier to band aid to with unlocks than actively work on. A solid pyro rework would probably be my favorite update since it could make pubs more bearable by making a simple class more skill indexed and make comp more interesting by increasing the viability and usability of a fairly unique class.
Fuck airblast as it is though
seriously
Jasstuff
There's lots of reasons, most of them stemming from the divide between pub and comp play. Most people view TF2 as a zany game where anything goes and because of the new weapons and updates that occur they think that any changes in the game are gonna be big and accompanied by large swathes of that class for a few days. They simply don't see things like positioning and bombings as important, or a "large meta change" because they're not used to noticing the subtler changes because they don't occur in pubs.
67, sometimes its fun to talk about things related to video games that everyone plays, even if the discussion is kinda pointless.
gr8stalin
I don't know where people get the idea that the "meta" hasn't changed in years from. Is it Highlander? I swear it's Highlander. If any of the season 9 stvs I saved from the odd game still worked, it would be pretty damn obvious that the way teams played would have changed drastically to season 14.
While the subtler strategies have changed, the class and weapon selection is basically the same, and that's what people base it on. It's dumb, but the most superficial things are the ones people who don't play 6s base this argument on. Weird suicides and new holds don't seem that interesting for a couple of reasons. First being that they seem the exact seem to the unaccustomed, and second being that pub tf2 doesn't place much emphasis on positioning, which means the full gravity of an aggressive hold is lost on someone new to the game mode. We could be running double roamer with pocket scouts and people would still say the meta seems stale because they don't really understand the game to the same degree that people who play 6s a lot do.
Can you ban the jumpers and charge as well as some of the other joke weapons. Letting people use dumb stuff doesn't really help the pug quality.
pine_beetleHonestly I think you shouldn't need to damage yourself to charge the other mediguns faster either.
I'd Disagree for this. It makes for a neat bit of balancing. You can build as a pocket or demo, but you lose spam potential, waste ammo, and you'll be weaker if the enemy comes barreling through a choke, since no buff and no ammo. You can pull out a scout build, but it requires your flank to be weaker. It makes it so your team has to weaken itself to be stronger, and makes for more interesting play on the pocket, medic, and builers part since it requires cohesion and communication
Plus standing around spamming choke is just as boring but even less skill indexed.
Hi I'm elliott. I'm bad and still learning but I'd like to play in Open on a newer team. I have decent DM and stuff but my comms and game sense are bad so i dunno
I played on an open team but we died because we got rolled a lot and my team mates didn't like me. I've also played a few seasons of steel/silver 6s and im a backup for a gold HL team
Taggerungsounds like your first crush as well
who was your first tf2 crush tagg? :)
frknI definitely get the reasoning behind random crits in a pub setting. Random damage spread, however, is the most mind boggling idea in the world.
It's basically random crits in a more passive way. Say you're new, and you take two rockets as soldier. In comp you'd be dead 100% of the time, but with random spread you'd have a chance for living with 2-10 health
it's dumb, but i see the idea behind it
Unlock mat_picmip
add damage per round and health for medics in the MVP list when tournament mode is active
player outlines when in spectate