#63 I think you accidentally hit something genius with the random items. One of the effects of having some random items that are forced to be allowed each day or week or whatever (not your idea but it's similar) would be to force people to encounter those weapons more regularly, even if they're banned a lot. They could base whatever weapons are going in there on the ban/pick statistics, so weapons that are heavily used ingame or constantly banned would have a lower potential to show up there because nothing statistically useful would come of highlighting them and forcing them to be allowed.
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Unnecessary.
Aggregating lists directly is a bad idea because a lot of people either won't give a shit or will make a list at some point in time and never ever change it because they stopped using the system.
#59 Before anyone points out the problem "stalemate" problem with just aggregating ratings like that, all you have to do is prefer ban/pick for stalemated items. The matchmaking system could throw in an extra ban for each item based on whether it's been banned or picked more often, recently.
One problem with the "have a list of items you don't/want" is that people may be likely to just leave their lists the same; even if patches fix an item they couldn't bother to unban it sometimes. Whether they put down in the list they want an item banned or not is itself a bias for later voting.
Anything extremely prevalent or that has any static autocomplete in TF2 (so the "map" command would autocomplete stock maps, but not customs, unless you want to make your tool scrape the maps/ and downloads/maps/ directories for files)
> They want to turn that kick around in the park into the competitive game.
I'm not so sure about this. They do want to bring the two together somewhat in some way, but with Robin's complaints about the lack of meta changes, I think it's more of trying to marry different concepts between them. Bringing the balance of comp together with the dynamics of pubs. HL is the perfect middle ground to try things out on. Actually, I think the 8v8 this game was originally playtested with (?) to begin with would be best, but nobody likes playing it anymore (:[) because 6s and 9s perfect the different aspects of it (meta and quirk respectively). So HL is way more popular than any other competitive form and it's useful for collecting data on the majority of weapons that only the specialist classes can use in the first place and don't even have a reasonable usage in 6v6 5cp meta.
#286
Actually, the "problem" with 6s isn't that it's totally different from what TF2 was supposed to be. The problem is that it's been completely divergent from the original game's progress since early on. It took the generalist/specialist meta and ran, hard. At the same time pub play got its own quirks going on and is honestly a more convoluted mixture of general and special abilities. As well, some of the very best competitive games of all time weren't meant to be competitive, just balanced. Look at Quake 3. It was just an online arena shooter, and the community took it and ran (CPMA) with some changes that highlight the core design philosophy of the game. Bunnyhopping and rocketjumping and item control were at least marginally accounted for when the game was designed for? Let's add circular strafe jumping, change how slopes work so that players can do more while flying through the air, and fine tune the timings! The restriction is similar to what 6s did, and also similar to what patches did. It's just a matter of what else you know about, that's all.
ToastyTHTDegreaser centralizes the pyro metagame too far.
Pyro is a specialist class, so this is no surpsise.
ToastyTHTGunslinger is a pistol ambot which takes 3 seconds to build
I don't see the problem with what you actually said, but I do believe that it's unbalanced for certain properties all going together.
ToastyTHTSandvich is aportable half healthpack for any teammate
Medic is a portable dispenser that turns people into pure powerful killing machines.
seanbud2-3 years ago this would be cool but there are just too many weapons at this point. You'd have to have a system simple enough that the draft wouldnt take 20 minutes but if you did something like only banning 1 weapon per class then you could argue that there are so many viable alternatives that the bans wouldn't have any real effect EXCEPT in cases like the Medigun, and at that point you're gonna start the debate about what should be excluded from the bans list and we'll basically end up asking for a UGC whitelist or something, and they'll say no because that complicates things even more.
I think this is actually really important to be aware of. Keeping in mind that the main purpose/excuse-for-existence of this is to collect data about weapons being unbalanced so that people don't want to play with them in a competitive gamemode, how can we simplify the system without inherently imbalancing it? People posted things about that already, like the idea that you have a set of "guaranteed" unlocks like the kritz and others, but it would be such an exclusive list that -- although it would mitigate trolling and I think it's good regardless of what I'm about to say -- it wouldn't help with the density of bans in the first place because they're the unlocks that nobody would want to ban in the first place. Another idea is to have a dota style pick/ban system (which we already know helps them out a LOT) and they can adjust the length if pregame takes too long or the list is too stale (implying that the weapons showing up are all broken).
Not_a_ZombieWhile we're at it, can you discuss removing random critical hits from the default game? It would help bridge the gap between competitive and pubs and remove a lot of frustration when playing pubs.
IIRC, valve actually removed cap crits from their own CTF servers. A step in the right direction. It's not going to get removed from pubs, because they have a lot of testing data showing that it helps worse players compete against better players to a point where . Also, there are tons of minor statistical edge cases that actually alter gameplay with the two nospread settings, so unless they're fixed that's out of the window for defaults (note that I'm not saying they would be bad in these lobby matches, just as absolute default game settings).
enigmathere is a very fundamental problem with highlander that I don't think the valve team has acknowledged:
it requires 18 players.
it's going to be a logistical nightmare to organize that many people in an automated matchmaking setting on top of the strict highlander constraints (1 of each class).
There's a bunch of ways it can be softened up, like joining onto the queue with several classes and several gamemodes or making it so you join into proper lobbies instead of sitting in MM queue. That itself only solves some of the problems and only so much, but if d/cs are a problem you could sign up as a backup/sub as well and automatically join games or lobbies where people playing your selected classes and gamemode left.
#bringback8v8in2013
set cl_updaterate to 40 or 66 in your autoexec, same with cl_cmdrate
the higher it is the lower your interp will go, but most servers cap updaterate at 66
ishzbtcl_updaterate is 20
your interp won't go below 50ms then, no matter what you set ratio to (unless you join a server with REALLY fucked up settings)
If it's not possible you could appeal to twitch for such a feature.
tomroadrunnerwe've just got decades of experience telling us that pressing W kills momentum.
w literally does nothing of the sort and anyone who says that doesn't actually understand airstrafing
using w to airstrafe (along with a/d) in tf2 is perfectly legit if you want your view angle while turning to be oriented 45 degrees further in the direction you're turning than using just a/d, and you know to turn an extra 45 degrees in that direction before you start turning too
the only way to lose speed is to aistrafe too quickly or hit a backwards button (same thing)
it especially does nothing of the sort with quake physics where it's mandatory to /gain/ speed when you strafejump so I have no idea where you got "decades of experience" from (your ass?)
LanterNThe maps for this game look pretty cool.
i played this before and aside from the fact that you can't strafejump the maps were my next complaint
KhakiActually if you look at the model closely, it's clearly a pig
warsow ripoff!11