let me make a new team 4 main admins thx
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Last Posted | March 30, 2025 at 4:12 AM |
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trogmarmadukeGRYLLSneed to figure out a way to beat the QF+heavy with your own QF that doesn't involve running a heavy of your own, or the whole point of allowing the QF is kind of null and void.Shouldn't running a heavy with the combo instead of a scout leave your flank really weak? I stopped watching after a bit but I didn't see anyone trying to abuse that really. With being able to jump your med around it seems like you could get away with using qf on the flank for picks, kiting their push since they have a heavy (either by backing up or maybe even jumping behind them so they can't push up?), and pushing back in before their respawns get back. And if they wait for respawns you'll basically have charge again.
idk, it doesn't always work out the way you theorycraft it, but it seems like it'd be worth a try.
you have a point, but a smart team would run a heavy instead of a solly most likely
trogAlso from the grand finals matches being pretty fast I think we can narrow down the problem to gullywash.
gullywash is a lot faster without qf (and without hrg)
2sy_morphiend\
[IMG]http://puu.sh/44Ou1.jpg[/IMG]
You probably don't even get that joke, fuck you.
this made the thread
JelloTymeI feel like I'm the only person around here who watched LG vs Mixup at I46. When they played Gullywash it ended 1-0 mix because of how close the teams were in skill. With mix back into good form the skill levels are close again and even without QF we are going to be seeing close games again. Especially on Gullywash. I think that time needs to be given in order for teams to really get used to the QF and the conch before we decide to just ban them. I have faith that strategies will be developed to make the QF's mobility more powerful/desirable than using it on a heavy. Although I do think that they should take away it's invulnerability to knockback/airblast. I feel that you should be allowed to cap with it but not be able to cap and no one be able to do anything about you capping.
that i46 game was super fun to spec tho, it wasn't really stalemate-heavy at all, both teams just kept pushing back against one another
but the qf discourages pushing on a map with as many chokes on gullywash. teams are forced to run it to mid to not handicap themselves, but then they have to find a way to push 2nd or last with the meh qf uber.
obviously the qf uber is counterable, thats not the reason its op
WithADanceNumberMaybe I sound like someone who doesn't like change, but the quickfix is really boring to spectate.
it also makes med waaay too easy even at the higher levels
really nice guy and good at a lot of classes, easily IM-capable
gl bro
that cheesy guy is pretty good
meds getting the most pts
that stupid
defythrasherThe only real downside I see to this is when a new team full of good/experienced/veteran players is made they will have to start in open
its always been like that
his point is that doing so is more inconvenient with 4 divs than with 3, so either IM should require no existing roster to start in or main should invite new teams that are good enough
I'm definitely gonna cast chill 2 good vs. 6 cuties when it happens
would the division require an existing roster like IM, or be invite-based like, well, invite?
or would it be invite-based the first season and then like IM afterwards
still less annoying than heavy
HuntCan someone elaborate upon swiftwater? I've played it and it wasn't a bad experience to me. Is it just because it is too large?
swiftwater is absolutely no fun for all of the combo classes
plus the sniper sightlines are unreal