linux & computer security expert
at-home freelancer developer
Vintage car mechanic
Creator/Artist : i'd like to write one book, produce one album, and make a video game
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) |
Game Settings | |
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In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | |
DPI |
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Resolution |
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 |
mathemaphysicistsmokeeThey're absolute trollsVulcanthe update broke static jumping and healing during setup timedon't worry, Valve Software came in clutch with the fix!
https://image.prntscr.com/image/yX6a0tLSQsiKB0Mnfv11SQ.png
Could have been worse, for example by releasing it the thursday before i61 ;)
are you bootcamping or in vacation?
only losers quit after the first disappointment
more feedback (relevant text below each image not above) :
http://i.imgur.com/xA50s6c.jpg
This billboard is misleading because I can go through it, but i can't go through this one :http://i.imgur.com/PK2A1q1.jpg
http://i.imgur.com/6Tm0b0j.jpg
a bit of a looks issue over there. I'm not sure going for stairs will be the prettier choice, but that does not matter too muchhttp://i.imgur.com/oVMhQne.jpg
imba spot to break the forward hold as it's possible to spam at the fencehttp://i.imgur.com/J7Xxm14.jpg
One can get blocked in this corner. Although it's possible to get out i don't really see what this prop achieves.http://i.imgur.com/o0o7TUD.jpg
I can get up the garbage bags but not on the fake shutter rails. I suggest you add clipping to the shutter railshttp://i.imgur.com/ObAjs2u.jpg
Texture problem, or does it come from me?http://i.imgur.com/t2wx7aC.jpg
I like this fence idea you hadhttp://i.imgur.com/tyS0lIt.jpg
No clipping, very misleading :(((http://i.imgur.com/u3ypm4X.jpg
I understand the gameplay use of this element but it's fucking ugly :(http://i.imgur.com/xjY1NBG.jpg
I think that you should not leave this ammo pack here. I believe that you can straight up remove it because there are plenty of packs on the map, but if you really want to keep it, you'd be advised not to put it on a place a player wants to be, because there is no cost of getting this ammo pack. Players who need ammo should have to invest time/position to get it, and here it is handed for free. Maybe put it somewhere on this flank?http://i.imgur.com/MTlhKST.jpg
http://i.imgur.com/lsn1Uud.jpg
1- there is still no window here and 2- i have graphic bugs on the ledge of the roof, maybe some kind of geometry issue you may want to check.The behaviour of your billboard is incomprehensible. These ones have no clipping, but this one has :
http://i.imgur.com/qxSXpuY.jpg
Don't put stuff in reachable areas if you don't want players to step on it, especially when there is NO visual information helping one to determine if one thing can be stepped on or notI would like you to swap the medium healthpack there :
http://i.imgur.com/Sdz41pu.jpg
With this one :
http://i.imgur.com/qYGnI0r.jpg
In order to give more incentive to players to swap instead of gathering in the centre area.http://i.imgur.com/jzbrH0S.jpg
Are you sure you want to allow a point defender to go there? It's already hard enough to push through your tiny choke points...TLDR fix your goddamn billboard clippings and apply the same rule for all the visual elements! More play testing is needed to know if the geometry plays good.
I'd watch 16 product games, but I'd probably play 16 times on snakewater.
If we're talking about pub games, koth_king all the way
or, revert the reload like it was before(no passive reloading and slower reload speed), problem solved.
corsaPeople are still thinking the way maps are designed isn't one of the reasons stalemates occur....
There is no point on any map where the map maker thought how long it takes a team to rotate from one choke to another, and if they did, it's not designed that well. On top of that, half the maps have ONLY chokes to push through (gullywash, badlands, etc).
There are more reasons why tf2 is stalematey, but I'm 100% confident that if somebody made a map with these things in mind, each team would be able to take more risks without a high chance of failing. Take granary 2nd (holding yard, pushing 2nd) and snakewater (holding mid, pushing 2nd). Which is easier fail?
The answer's obvious. The map does play at least a small role in being able to take risks.
Exactly. In starcraft brood war, balancing the game could only be done through maps, and current maps have nothing in common with early 2000s maps.
Now look at TF2 maps evolution :p
TF2 DOMINATION BOYS
So all i have to do to win is get the mid or the enemy 2nd then put a sentry and a sniper on it? It could work, but not on any existing 5cp map...
nuzeIt's really not that difficult if you were to teach people from the ground up, but the problem is that playing that style has a few very important differences to the current meta. There are a lot of habits that players of today's meta have that are in direct conflict with how the epsilon style works, and it becomes very hard to break those habits unless you have open minded adaptable players.
When we first started practicing for GA, there were many times where in stalemates we would get a pick, and papi would take the initiative to go and sac for the medic, but losing a player there is the opposite of what should happen in the aggressive playstyle, but it's become the norm so that's what people instinctively do (a big gripe I have with today's meta is it devalues the lives of flank classes). It took a while and some minor disagreements before we actually started making headway - a massive reason that it actually worked was that I was calling with 5 gamers that all had great attitudes and were willing to try something new, but that is not a common team structure.
Edit: I'd also say the reason I tend to call it the froyo style is that, despite epsilon being great at pushing every small advantage, froyo is more directly applicable because they do it with the demo being a low heal supportive role, whereas epsilon had the demo as the high heal carry role - this is ridiculously hard to do properly at a top prem/invite level after all the nerfs/buffs unless you have termo dm
Unfortunately epsi/froyo style has obvious and objective drawbacks :
-it does not help you to get the pick(s) you need in the first place. Against teams that don't make mistakes you're still pinned
-According to sigma's momentum guide and considering equal skill between two teams, it's not possible to make team pushes (=commit at least 4 players) consistently off one pick that is not demo or medic without the forward spawns advantage;
-the style is completely random when facing snipers; consider an area like process or badlands mid or snakewater 2nd; it's not possible to go in while avoiding a sniper completely and you have no way of knowing if the sniper's going to hit things or not. You're screwed both ways : either yolo it and commit your medic = risk losing your med "randomly", either don't commit your medic and put all your frag classes at a disadvantage for the push
-if you use a sniper to get the entry pick and then push 6v5 you have no way of knowing if your sniper will hit stuff during the push, and if he does not it's like pushing 5v5
-If something fails during a push you put yourself at a bigger risk than when you suicide a solo player because you are not set up properly to handle counter aggression
I'm not saying this can't be pulled off, but that the amount of knowledge required is much much higher. For each point, do you exploit a pick the same way regardless of what you killed? Do you engage the fight 6v5 or try to make it 6v4? Can you get your medic out if things go south? What if they have a sniper?etc...
It's not trivial to me (but i'm not prem lol)
This is a feature of 5cp game mode and current maps. It's a part of the game at this point. Be careful wishing for game changes, look at what id did to quake duels for example!
albaMy question is, how to we reward aggressive plays and make stalemates less rewarding?
You see it from the half empty glass perspective. One could say that because lowpander is so good they managed to hold the best EU team at bay for a full map. Or that seven is so good that even when they beef their push they still manage to keep control.
Outside of that unlocks and offclasses are a way to break stalemates. There are a ton of options, some considered standard (sniper/spy), some more marginal (banners, quickiebomb, etc). In order to break stalemates one team has to properly train stalemate breaking. But in most scrims players either stick to proven and expected tactics (sacks/sniper/spy) or push without any kind of advantage and yolo it to avoid the "boredom" of stalemates. So when a team actually runs into a situation where it HAS to break a stalemate (say in officials running after the score) it is lost.
Also if you really do not want stalemates you should push for more koth maps in the map rotation.
sagePlease put the TF2Maps download link in the original post, and also the latest map version name so people can quickly see what the latest version is without having to scroll through the thread
can sum1 upload b7 to serveme btw?
It's done already. Thank you Arie if that's you <3