change the classic to a railgun
80 dmg flat, scoped or not
no headshots
leaves a trace in the map for a few milliseconds
Account Details | |
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SteamID64 | 76561197981944988 |
SteamID3 | [U:1:21679260] |
SteamID32 | STEAM_0:0:10839630 |
Country | Tonga |
Signed Up | April 19, 2014 |
Last Posted | April 24, 2024 at 3:06 PM |
Posts | 1563 (0.4 per day) |
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In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | |
DPI |
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1024*768 |
Refresh Rate |
75 Hz |
Hardware Peripherals | |
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Mouse | Razer Copperhead |
Keyboard | Packard Bell wireless AA powered |
Mousepad | ikea gaming desk |
Headphones | |
Monitor | Packard Bell 17" CRT |
change the classic to a railgun
80 dmg flat, scoped or not
no headshots
leaves a trace in the map for a few milliseconds
I think the 2nd/mid chokes are good in that the attackers, whoever they are, can rotate their way around the defenders very easily.
https://i.imgur.com/TKVwC36.jpg
make the highest gray ring steppable on like badlands -> some dodgeablilty when using the spot + ease of access
https://i.imgur.com/sjAtYVV.png
When i walk on them it's not smooth, and I couldnt test on my own rocket splash on the vertical parts of stairs. I suggest smoothing the movement at least.
https://i.imgur.com/dWQoWQh.png
Potentially imbalanced sightline + not sure about medium HP on last so close to the lobby HP.
https://i.imgur.com/YZvguUA.jpg
Imba sightline watching 2 doors for free
https://i.imgur.com/zWFJtCr.jpg
This platform needs to be less shallow. As defender i can just spam the walls and hit anything. On gullywash for example this is not the case.
All the last lobby -> 2nd doors are extremely abusable for people standing on 2nd. It makes for a very frustrating experience not to be able to push out of last. If anything these doors should be reversed with the last point on first floor of building so that it's easy to go from lobby -> 2nd and hard to go from 2nd -> lobby to give incentives to defenders to forward hold and be aggressive.
https://i.imgur.com/IdpM0Eg.jpg
If you dont want people to stand there dont make it look like it's possible to jump on it
Sniper looks super strong on 2nd. The ability to go from mid to last lobby is nice.
AihW.jpg[/img]
too tiny and too steep, you should just remove this area imo.
https://i.imgur.com/iIqyYbL.jpg
If I jump from there i can see everything on mid
I suggest getting a new design for your last room, and a new design for your 2nd point while keeping the barriers and trucks thingy. Perhaps some kind of freight loading deck or train cars to break those sightlines.
https://i.imgur.com/LpzAeoC.jpg
I like your mid/2nd transitions but perhaps the big door there could be expanded some way (like how new reckoner has super high ceiling), because as it stands now this door is both very far away from the enemy and is a mandatory uber pop if you want to go thru.
gl
I'm playing med now, see you in 2 years
I can get glitched there (red side) :
https://i.imgur.com/yT8dgFu.jpg
elacour showed this trap, that's pretty lame:
https://i.imgur.com/BaMxMsM.jpg
Why is there an accessible balcony (for scout or jumpers) if it's to noclip it?:
Money's more likely to come from tencent than epic
I'm happy for epic their game has this much success, they have been a great company so far
With that said i don't get how one can like observing a BR game where the "action" happens at 10s of different spots
Knoxxx' comms on vanillaTV insight vids were priceless
The whole mix^ lineup
I'm concerned about the flow between mid and 2nd :
there is this huge sightline the offense can do nothing about
https://i.imgur.com/xXoEf4k.jpg
Then regardless of which side the offense puts their heals defense can block every path by having their combo here :
https://i.imgur.com/qWzW8MJ.jpg
defense has eight advantage over all chokes too;
And this is the same when defending mid; just put your heals on point and you lock down everything
https://i.imgur.com/KBz2OI3.jpg
In those conditions it's impossible for either team to force trades and fights unless a numbers advantage is already there. And the only way to get one is to do the oh so interesting metagame of suicide bombers and snipers.
Also midfight is very frustrating as scouts can link all the highground spots together without touching the ground and can do so while staying in medigun beam range.
It's a map made for the 2018 playstyle and I don't like that.
DrHappinessValve- Updated the Autobalance system to skip asking/waiting for volunteers. Instead, it will go straight to switching candidates to balance the teams.
So, old Autobalance?
yes but now you're stuck in whatever team the server wants
big improvements right?:D
not me
SentinelThe real trick is getting 4 nerd stars with the lowest possible post count
For this you gotta be in the right circlejerk, or be an admired member of the community so everyone wants to befriend you therefore +frags
I prefer cardinal over sunshine any day, but i would rather see two koth maps in the rotation, especially if some new maps (synthetic/bagel) are well received
With only one koth nobody scrims it until the two relevant weeks
It'd be nice in stalemates if people would stop trading useless damage then beg for arrows instead of waiting for the uber to be built or everyone to be buffed without fighting too.
a) demo roll out does not matter, regardless of where he goes he has 10 seconds to do his life before your medic comes so he has ample time to go where he can get healed
b) usually one scouts job is to hang near your demo to help him with that (see the pocket scout marxist video). Besides your demo can sort of defend himself if he doesnt go too far forward on point.
On snakewater it's common for soldiers to blindly bomb the saw exit, expecting to find players there. Therefore mixing it up by putting your medic thru balcony can be a solution.
I tried demo in kitchen, but it's a really easy spot to spam from pretty much anywhere on the middle (enemy balcony, enemy shack, point), so I don't recommend that.
We sometimes put one scout or the roamer in kitchen when we expect an enemy scout/roamer to go in there and we have trouble dealing with him from the outside.
If you have issues getting stuffed by the enemy demo, it's because he's not afraid of your demo and your scouts. For demo to do significant damage to saw choke, he has to go quite far forward on the point, and has big blind spots. Have one scout show up on the point from random angles to surprise the demo and he'll fire at him instead of at your combo