sure, i do love me some viruses
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SteamID64 | 76561198010862205 |
SteamID3 | [U:1:50596477] |
SteamID32 | STEAM_0:1:25298238 |
Country | United States |
Signed Up | January 3, 2013 |
Last Posted | July 21, 2017 at 7:23 PM |
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Waffles^ all comp really needs is RTD... Would have spies camping out and just waiting to roll toxic.
can't wait to see medics dropping to rtd
make it happen killing
Except teams DO have incentive to push. Playing to not lose means you won't win unless you already have a lead on the enemy, which you won't get without pushing. This means both teams have incentive to push because they have to get points on the board. Once a team wins a round, the team behind has incentive to push because they're behind, and no amount of stalling will fix that. The team in the lead has incentive to push because when you're defending last it only takes one misstep on your part to give up the round, and the longer you're defending the more likely such missteps are. When the score evens out, the process repeats; teams have to push because they have to make an advantage or they can't win.
r4ptureOh boy! A new medigun! Boy it sure is interesting see how players figure it out in play. Hmmm, seems they're stuck trying to figure it out for a moment, stalemate on a stalematey map, not a surprise. WHOA HOLY SHIT, A CONCH?! HOLY SHIT IT WORKS?! HOLY SHIT HYYYYYPE
HOLY SHIT, I'd have NEVER thought I'd see a Conch pulled out and be a viable, solid counter! That was amazing! I can't wait to see what other changes the Quick-Fix will-
Oh. Banned.
Well, I suppose when you allow a huge, game changing item mid season, give the players no time to figure it out, then put them in LAN with a cast instantly calling for a ban in front of 3k people from a single bad half, I suppose that might happen, huh?
I love watching skill when it does the same thing every time.
Except it wasn't just Gullywash that was stalematey as fuck? Gully is obviously the worst, but we can't just say only Gully was a problem. The entire LAN was significantly slower than past seasons, and it's because of the Quick-Fix.
Honestly, the whole situation could have probably been handled better, and IMO it should probably be given just a little bit more time, but it is what it is.
seen him mix, topfragged pretty hard
pick him up
It's open>im>main>invite.
I thought it would be good for the game, but after watching the LAN it doesn't seem to be. Maybe we should ban it for next season.
So I just got around to watching it, and holy fuck. Everyone involved did an amazing job on it, and it definitely shows how much time and energy was poured into it. Thanks a ton, you guys.
I agree with StarzZ and Noona. It's not bad, but I don't care for the music.
Also, when I saw the name, I was kinda hoping it'd be a bunch of really bad and embarrassing clips. I'm not complaining, but I did kinda get my hopes up.
Except Pyro is completely unable to deal any damage past close range, while other classes are able to deal damage from mid to long range. Scout and to a slightly lesser degree Soldier would be largely useless without their respective tools to get into close range, and Heavy is a living tank. Pyro has none of these qualities and still is much more restricted by his primary weapon. While his secondaries are able to do damage outside of close range, one of them benefits heavily from being in close range (shotgun) and the other has a 2 second attack interval, during which his enemies have the ability to reposition themselves to prevent eating a second flare. Projectiles become more and more difficult to predict as the range between you and your target increases, and flares don't have any splash damage or timed detonation like rockets and pills do.
Vish024They've taken away just about every weakness that the pyro originally had especially with the ability to reflect, quick weapon switch at a low cost and weapons that guarantee crits on enemies who are on fire. I think the best way to balance the class would be to reduce its health to 125 or 150 max. I don't quite understand why 175 health is justified for pyros seeing as they aren't supposed to be a tanky class and move just as fast as the spy, sniper and engie who all have 125 heath. If they move at the standard speed it isn't entirely fair to give them as much health as the demo.
I've put this idea forward to many users so far (mainly during my rants in servers) and the only people who disagree with me are those that main pyro.
Pyro's primary is limited to extreme close range, while no other class has this issue. He needs either extreme speed like Scout or a little bit of tankiness like Demo in order to facilitate getting into his only effective range, and I'm sure most people would rather have a slower but tougher enemy running towards them than something that moves at approximately the land speed record.
Dude, what the fuck are we arguing about Robin for? Shit, he doesn't like 6s. Regardless of how involved he is/was in TF2, who gives a fuck? Shit, it's not like he's threatened to VAC ban everyone who's played 6s, he just says he doesn't like it. That doesn't make the format we have any better or any worse, it just means that one guy who doesn't play the format doesn't care for it. No big deal.
#91, My opinion may not matter much since I'm a sub-open ugc plastic shitlord, but I find if you try shooting bullets (not rockets or grenades) at Pyros they die. Quite easily. Maybe if you tried that instead of saying "fuck it I'm going to play where there aren't any mean old Pyros to deal with", you would understand how little of a threat Pyros are when you don't try to fight them on their terms.
if this is anything like how australians talk to each other i'm booking my one-way flight right now
i have not met okie but i really want to, he seems like a great guy