Before you start comparing tf2 to csgo you have to consider that when cs go was still in beta they had actual comp(5v5) players giving feedback. The changes made by a tf2 team are always an overkill because they don't know where to get feedback. 9v9, 6v6, pubbers giving different feedback based on their different playstyles results in the fucked up updates we get.
Until the recent times the changes were very pub centric which was bringing unbalanced mechanics to 6v6 and only mildly affecting 9v9. This time they made a shift towards 6v6 and balanced (adding a bit of a pub flavour though) the game around that format completely ignoring the meta of 9v9 (not that I care, but still it proves the point that you can not balance the game around 3 modes). If you don't agree just consider that suiciding for metal now on payload is no longer viable and many other little things have been removed.
MapleAuraIf you don't agree just consider that suiciding for metal now on payload is no longer viable and many other little things have been removed.
You still drop 100 ammo on death, no? Just in an ammo box instead of a gun?
Uh, thats embarrassing. I wonder how did that slip through my mind. But in any case, I doubt that ammoboxes would have that long of lifespan though. Otherwise you wouldn't be able too see sticky bombs behind all this mess on the battlefield. Lotus server had this mechanic where engineers after death would drop metal and medics would drop medkits. It was so out of place that it felt more inappropriate than fastresp and ridiculous 16v16.