ScorpiouprisingMight want to check the latest banlist: http://wiki.teamfortress.com/wiki/Competitive_item_restrictions ctrl + f candy cane
Might want to get a banlist from when he said it.
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ScorpiouprisingMight want to check the latest banlist: http://wiki.teamfortress.com/wiki/Competitive_item_restrictions ctrl + f candy cane
Might want to get a banlist from when he said it.
Let's pls not split a single debate into two threads like that, regardless of topicality. It's just going to be confusing.
You just need the http part afaik
#367
That's a good point for some of the people here but I think that the topic of why we're banning the unlocks we already ban is an important and relevant one that needs to be settled before we can understand what we would want out of valve's system, for them to focus on whatever kinds of weapons we also happen to ban and if they have no reason to deem them unbalanced then for us to see if there's some other way of coping with it than banning them.
#359 Viaduct i'm pretty sure
squashis there a way to track what weapons/items get picked or banned over a certain period of time, and then be able to submit that to Valve in like a spreadsheet manner or something? Server mod, IRC log, something?
http://teamfortress.tv/forum/thread/8968-pick-ban-pug-aar-thread
Make sandman harder to hit with
Remove the headshot bonus because it's fucking bugged out
Change the stun duration rampup
there's a million ways to work on it and that's the whole point of this thread
frknno healing except medics
dispensers???
the301stspartanUnpopular=/=Bad. If you got into competitive tf2 for the money and call it "failing" because it doesn't deliver, I'm afraid you went very wrong somewhere.
ArxAs unpopular as this comment will be, competitive TF2 is one of those failing products. The public game is a million times more popular than the competitive game. By all means, if we want to be one of those little tight communities, that plays their own game, just like several weird sports communities do, then awesome, we can do that... but then at that stage we have no right to complain about how TF2 is not a popular eSport.
#315 It's like I'm really playing quake on new maps as a low skill dueler!
/bad joke
Agree 100%
#312
What I said isn't a matter of what's necessary or not for a good banning system, it's a matter of practicality. To have a reasonable captains system, you need to know how to identify people as good captains. To do that without the inherently flawed (for this purpose) concept of a personal rating system, you need to have people set up teams and select their own captains. To use these teams in matchmaking, they have to go to queue together. You just can't get a captains system without drafting the captains first (like our pugs) or the teams being prebuilt (like dota 2 lobbies). If you want to use a system that only works with captains then I have bad news for you: it won't work with a public jump-in-and-play matchmaking system.
2sy_morphiendThat being said, it will probably be flooded with shitlords who will ban what they dislike and historically broken weapons will remain broken because captains will refuse to ban their crutch weapons for bad players.
Who said anything about captains? A matchmaking system couldn't have a reasonable captain system unless you signed up with teams, which is too much.
#3 if you look at the URL it goes to you can fix it easy :p
http://teamfortress.tv/forum/thread/8782
#71 What happens if valve puts out a patch that breaks an essential weapon, like giving the degreaser double the airblast rate or making the krtizkreig charge twice as fast? They need data about that too, and you can't just give the benefit of the doubt like "they won't do that".
the301stspartanSo what, if they made a list once that's fine.
No, you don't get it. Let's say valve accidentally adds an item that is literally a straight direct upgrade to the stock item in every way except for psychological ones, like a scattergun that has a different reloading style but higher DPS at literally every single point in time no matter the situation or reloading order or choice or whatever. So everyone bans it. Then the next week they totally rework the item to be more balanced and interesting, like putting some kind of tactical tradeoff in its properties, and it's hypothetically used a lot less now because it isn't as broken and only has certain metagame usages. So the people who played that earlier week then stopped playing have their banlists affecting the stalemate breaker even though the situation is completely entirely different. This aspect itself absolutely does nothing good and there are several trivial ways to avoid it. You can only count the lists of people who have recently played, you could reset ban/pick status of items when updates happen, you could look at a different statistic that is inherently dynamic with the patching of the game like pick/ban STATS instead of LISTS and so on.