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SteamID64 76561197969797677
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SteamID32 STEAM_0:1:4765974
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Signed Up October 12, 2012
Last Posted July 17, 2014 at 1:00 PM
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#77 ESEA-Orang-eXplosion in TF2 General Discussion

So wait: this is all just a misunderstanding of Extine's original intentions? How the fuck is this a topic for drama, and why is it happening right now, so close to the event? This isn't even anyone's business but that of the casters. Discuss it together in private like adults, argue for and against the reasoning of Extine with Extine, come to a conclusion that guarantees the only thing the public cares about: that the LAN is casted by these wonderful people and it's a good product. All speculation of potential viewer numbers, half-baked approximations of "the lesson to be learned" by ESEA, or which platform is better for the game needed to happen way earlier, and now they are useful only with regard to the S13 LAN.

posted about 11 years ago
#27 Interesting Salamancer post in TF2 General Discussion
G1i dont think you have to have a banned items list. i dont even think you need class limits besides everything limited to 2. Not sure why some people think this is going to transition straight into esea sixes. let random pubbers come to their own conclusions as to which class and which items to use.

The idea is to let people feel comfortable with the 6v6 game mode thats all.

also add some paragraphs. your text wall is kind of hard to read

Not imposing the 6v6 class limits with a strong persuasion to use cookie-cutter lineup would be disrespectful to the five years competitive TF2 has taken shape and grown ripe. You must understand that some of the choices the comp. aspect of this game has implemented in its rules and its metagame have been, to put it simply, arbitrary, and based on some kind of general, vague feeling back in the day of 'two demos might be a bit too much'.

This makes it an ugly compromise on Valve's part to accept as standard something they have not devised. To start over would be a catastrophic mistake. Sure, it would be nice and cuddly to let everyone play whichever way they wish and run two Phlog pyros to Badlands mid with a minisentry in the window and a Quickfix medic with two demoknights screwing around. You could open the floodgates to all the variables and intricate parts and counterparts the game has, but the only thing separating it from a pub would be the team size of six. It would be easier to achieve this by having the popular pub communities introduce 12-man servers.

Keep in mind that the normal, casual TF2 setting is already driven by objectives and encourages teamplay. 6v6, and this should be obvious, is way more than the name indicates. It has its history, its innovations, its leagues, its narratives, its highs and lows, its dramas, its merits and its deficiencies.

In old frag movies you can see a demoman defending Badlands last with the Chargin' Targe or Jh-AA- sniping spun-up heavies on Dustbowl. The game has gone a long way and you must, as terrible as it sounds, begin its learning process with restrictions and dogmas. Most of it is explainable in terms of mobility, damage output, area denial, versatility and predictability. The rest of it does not need to be bargained with.

It is absolutely important to appeal to pub players but do not, for fuck's sake, be sheepish and betray the game itself and turn your back to its progression; stand tall and say 'this is 6v6'. You must insist on its value and not sell your stock for the lowest offer you get.

posted about 11 years ago
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