everyone tell your friends please
lets make this huge
Account Details | |
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SteamID64 | 76561198135872636 |
SteamID3 | [U:1:175606908] |
SteamID32 | STEAM_0:0:87803454 |
Country | Samoa |
Signed Up | August 29, 2014 |
Last Posted | July 30, 2016 at 7:41 PM |
Posts | 565 (0.2 per day) |
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Mouse | Levetron GM-2000 |
Keyboard | quickfire tk |
Mousepad | My High School Diploma |
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Monitor | ? |
everyone tell your friends please
lets make this huge
make sure you have netflix
is overwatch really that hyped?
i haven't seen a thread on it in a while
this is going to be a great game
even having to watch in mobile quality on my desktop cannot stop my excitement
air's dpm to be 200 higher than the rest of his team
but there was already a thread for it so people can post there instead...
i loved mountainlab in pubs and it'd be great to see a pro version
UEAKCrashIf you want solid maps, the feedback loop has to happen.
Feedback on glassworks from a med perspective:
+There is only one way to play on mid for most classes, the only things that matter are where your sniper and soldier go. On maps like process you can either push right or left or through point, on glassworks you can only trade spam through house and wait for a sniper kill or your soldier to get an easy pick bombing the med behind house (as that's the only place you can stand "safely").
Possible solutions: The low ground beneath the point bridge could be moved up allowing teams to either push left or right and rotate out of sniper sightlines without killing momentum (this would also alleviate my next concern) My personal opinion would be that it would work better with a wider mid like process or gully as this one seems super cramped for something designed for highlander.
+Pushing from second to mid or mid to second is almost impossible to do without getting a sniper pick. Pushing with advantage means your med must pop immediately through the chokes (in garden or tunnel) because a sniper can watch both easily from the opposite choke with little risk of being countersniped. Trying to push from flank is easily shut down because both lead to lowground situations where you're easily spammed. Furthermore, the flank from second to mid isn't any farther up than the regular choke and all entrances can be covered by the same couple of players.
Possible solutions: Separate the chokes so that a sniper cannot watch all 3. Move the flank farther up into mid so that a fast push can catch the retreating team out (i.e. big door in gullywash, IT on process). Equalize the height so that pushing on the flanks doesn't leave you at a disadvantage.
I didn't have any issues with last but I think people had some problems with it. The map was playable but it wasn't super fun or intuitive in it's current state in my experience.
"they’re all upgrades"
matt>indust
i can do team spotlights again with all my unwanted free time if anyone is interested
I brought mine but 800 ping ruined my esports career so now its just the xcom machine...