Didn't they try to fix the sticky det bug in Jungle Inferno, or did I read the notes wrong?
It seems a little bit better than before but the delay is still present.
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Didn't they try to fix the sticky det bug in Jungle Inferno, or did I read the notes wrong?
It seems a little bit better than before but the delay is still present.
I'll be uploading a video today or tomorrow of all the footage I took. I had about an hour's worth of footage, and I've condensed it into about 15 minutes.
highperWe should use name tags
I brought some, but ran out. I'll bring more next year.
How's everyone doing today at rewind? :D
Is there a team registration/sign-up for Rewind yet? We've purchased our open team participation ticket. Can't find anything else. Anyone know?
WadeESAAlso want to say that 3 additional open team passes have been made available on our website!
You rock. Thanks dude, our team will be attending!
BilbertWhy does the ESA site say February 2?
https://i.imgur.com/2zHH29R.png
Plot twist
fraglandsValve didn't intend "general applicability vs. special applicability" to happen in competitive, and that it was an unintended consequence of balancing for pubs.
wat. this doesn't make any sense (imo)
That's not how game design works. TF2 has a pretty consistent underlying philosophy of how each class functions and is balanced (barring a few exceptions like demoknight, or medieval mode/passtime/mannpower, idk). It's going to be felt in every single game mode because that's how the game is, and even though the competitive community tinkers with it via a whitelist and class limits, it's impossible to argue that the basic fundamentals of the game are "unintentional".
Yes, the balance of Specialists and Generalists is probably a pain, because there's a fine line that Sniper, Heavy, and Spy sit where if you buff them too much, they become overpowered/annoying, but I don't think this approach is necessarily a regret that valve has. It's very good game design to give players very strong but specific tools. The specialists are like your hail marys [edit: this term isn't exactly perfect for what I'm trying to say, but I hope you understand my point], great when utilized effectively, but high risk/high reward and designed to be switched off of when it is no longer appropriate. People don't run shotguns or forcebuy, etc. in competitive CS:GO full time, but it can be very effective as a surprise play, or when used in specific situations. Heck, the very nature of Spy is that he is a surprise, so running one full-time is not an optimal play. Valve did not do this on accident, I mean, we are all only here, 10 years later, because of Valve, even if you disagree with some of their methods, as I do sometimes.
There's just this weird stigma attached to players' mentalities that each class deserves to be treated equally, and I suppose it's because the base game's rules facilitate no penalties for such risky plays, due to the varying skill levels, but the classes aren't real people: they're tools, they're game mechanics, it doesn't have to be fair. Spy, or Engie isn't going to complain that he isn't being picked very often. The player has these tools in their arsenal, and it's important understand and to know that we have these rare, risky, and high reward options (and this extends to some of the individual weapon choices as well, like Kritz, Banners, etc., and even decisions, should the Demo bomb, should the medic go for the saw, should the scout hide here?), but that they aren't supposed to be run fulltime It makes for a fun and dynamic game, that is fun to play and fun to watch.
This is why people feel that it's important that Valve adopts some sort of accommodation to this understanding, especially to help newer players. But the game is so old now, and people--casual and competitive alike--are set in their ways.
I apologize for going slightly off on a tangent.
Robin Walker specifically mentions "generalists" and "specialists" in this interview.
https://youtu.be/Nh_ItF1wOT0?t=12m54s
Edit: Oh sorry, I guess you linked it already. To expand though, he specifically refers to the Soldier and the Demo as classes with general applicability, which harkens back to the two Hydro commentary nodes: one that states that the Soldier is a "core" combat class, and the other, which was referenced in the post above me, which describes their original intent with demoman as being a versatile class. This might be why people conflate these two ideas, as the commentary is definitely inline with generalist/specialist game design philosophy, but there's no direct correlation until this interview. I wonder how far back the term generalist/specialists was used. I believe this specific phrasing (in regards to TF2, because the term generalist/specialist exists outside of tf2) used by the community predates this interview, but I'm not entirely sure. Was Robin Walker the first to use this terminology in correlation with TF2?
I did a google search with dates, and it does seem that this interview is the first ever use of this concept + tf2. So this would definitely imply that, yes, Valve intended general applicability vs. special applicability for different classes.
I'm a demo, looking for a Rewind team. I'll send you a friend request. I get home from work in 2 hours.
I volunteer to be shot at by annoying weapons for testing purposes.
good game, slicerogue. you guys did well. it was super tough.
LarryOsmen41Any odds that they will drop vanilla viaduct and replace it with product, or put product in matchmaking instead of vanilla viaduct?
Valve has been very open to adopting community changes to maps in CS:GO in the past (as well as incrementing their own changes). I wouldn't be surprised if they incorporated the changes into their own version (It might retain it's snow theme though).