For having 4 capture points, it seems pointlessly long for every segment between points. I personally think the idea of having multiple stages of defense opportunities is not a bad thing, but you have to consider this could potentially be 20+ minutes to push all the way to last if Red gets enough opportunities to fortify their defense
Account Details | |
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SteamID64 | 76561198040946044 |
SteamID3 | [U:1:80680316] |
SteamID32 | STEAM_0:0:40340158 |
Country | United States |
Signed Up | March 28, 2014 |
Last Posted | July 3, 2023 at 4:03 PM |
Posts | 762 (0.2 per day) |
Game Settings | |
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In-game Sensitivity | 5.5 |
Windows Sensitivity | |
Raw Input | |
DPI |
1600 |
Resolution |
1920x1080 |
Refresh Rate |
120 Hz |
Hardware Peripherals | |
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Mouse | Zowie ZA11 |
Keyboard | shit |
Mousepad | Steelseries |
Headphones | Logitech H540 |
Monitor | ASUS V248 |
Thought this would be about sponsors
Pick this guy up he almost gave b4nny a run for his money
I don't know how much people think of this game mode, but right now I think a ctf_lakeside would be superb. Add a little space between spawn and the battlements or move the spawn back a bit and you could have a really nice ctf map, and the middle area would have a lot of fun with grappling.
http://i.imgur.com/dzjGv33.png
This health pack in blu-side dungeon gives double, I assume there are 2 packs in its spot since it reads +40, but gives 80.
I know the rules say rocket launcher or sticky, but is it possible to allow maybe some loose cannon tide turner combo? The ramps make tide turner really fun, same question goes towards something like base jumper
I need someone to confirm this, but I just hit a fully built minisentry from the base with a grenade launcher at almost point blank, and it lived. Did valve just make the grenade launcher get spread on minis??
I see nothing for the demoman stickies and damage at long range, am I dreaming
Yeah I noticed this too. Affects air pogos the most I think, also made it harder for me to know when to detonate to get the least amount of damage from a regular sticky jump
r4pturehttps://www.youtube.com/watch?v=IDNZelJHsU0
Spider-Man TF2, what a time to be alive
Is this BYOC? Are there rental PCs?
The problem with a pick ban system for TF2 is you can't have a standard ban amount for each class. Scout and soldier have dozens of weapon options while Engineer has a handful, you can't have scout ban 5 of his weapons and ban 5 out of the 10 weapons for engineer.
Looking at all ideas of a pick/ban system, it comes down to limiting every players ability to play what they want. And this ties into the difficulty of organizing a matchmaking system for the 6s format, the format itself is pretty oddball. If we wanted to see 6s in a valve standing, it'd have to be something like 2 per class limit for every class (including demo and medic) and then having some stats calculator seeing what weapons are doing the most damage, being used the most, etc. (outside of stock) and then looking at rebalancing the weapons from there. A pick ban system limits the game, similar to how a class-ban limits Arena Respawn; if snipers and soldiers continue to get banned in A:R, the game can never really grow.
The idea of bans themselves just hinder growth, and whatever weapons obviously hinder that growth (Beggar's Bazooka, Short Circuit, Baby Face Blaster) by being stupidly strong/counterproductive can then be expressly viewed by valve as such, and then nerfed/balanced.
unfhttps://www.youtube.com/watch?v=4dJtRD7NMvA
Hacking scum !!!11!