he got role restricted to medic it's not a big deal
| Account Details | |
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| SteamID64 | 76561197982656766 |
| SteamID3 | [U:1:22391038] |
| SteamID32 | STEAM_0:0:11195519 |
| Country | United States |
| Signed Up | August 26, 2024 |
| Last Posted | May 10, 2026 at 4:05 PM |
| Posts | 24 (0 per day) |
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honestly if a team wins a div, i don't see any issue with them playing that div again as long as they weren't stomping
i feel like admins should assign your team a div with no restrictions, and then you should be able to negotiate class restrictions to get into a lower div. like "you're placing us in advanced, but can we play main if jeremy plays soldier and monica plays scout?" probably a huge headache for admins tho
this is our year no question
the way you describe yourself reminds me of friends who struggle with a fundamental lack of self-love. fear of failure, lack of motivation, etc was all downstream. i hope this isn't the case for you but i would give it some thought
if you gotta use chatgpt to write your announcement can you at least leave the emojis in? seeing some shushing faces and biceps would make me believe in the project more
i'm always surprised by people complaining about cost. $100 for lan is exceedingly reasonable. i don't think i'd even blink until you're pushing at least $150
this shit's bleak and it makes you feel helpless. i get people making jokes so they feel even a bit of control over the situation, but i feel you that it doesn't fix things.
if building uber takes ammo, you might need to run engi to have a dispenser!
i like the "roamer justification" genre where the player includes all their successful sacs from the season. i feel like i can really imagine what it might be like to live that way <3
there was a lot of silly bullshit back in the day. stuff i remember:
- badlands getting released and 6s finally having a map everyone thought was good
- damage spread used to sometimes allow a pipe to 1shot a scout
- stickies were bullshit to a degree you can't even imagine. couldn't even break them for a while
- seagull explaining to our team how bombing created a damage differential
- running backburner pyro on cp_well mids because it gave you +50 health
- grinding 39/39 achievements on an empty server whenever a class update dropped
- a hundred leagues popping up and getting abandoned
- dealing with double sandman on cp_fastlane when it could fully stun ubers
- natascha in 6s
- f5ing the soldier update page to get a service medal
- having to use binds for autoreload and rapid fire pistol
- most of all booting up the game for the first time on xmas and realizing it was the best game i had ever played
the jump from casual tf2 to 6s is a difficult transition, and one thing contributing to the difficulty is that new players have to use the same ruleset as invite. imagine you're teaching a first grader basketball and you're making him shoot on a 10" rim with the 3pt line pushed way back. no shot dude, you want that kid able to actually play within his abilities. then as he grows up, he gets better, the rules change.
here are some ways we could "lower the rim" for beginners:
- more restricted whitelist
- decrease spawn timers
- increase round time
- players start the round at 2nd, rather than last
most of these are pretty simple. don't make new players have to learn counterplay for spoon/demoknight/banners/etc. make mistakes less punishing with a slightly decreased spawn time. teams are slower, so give them more opportunities to break last holds. hell, you could even have engis build slower. my more contentious proposal is having rounds start in the first forward spawn. rollouts are tough for new players and if any player messes one up badly, mid can be over before it starts. rolling out from 2nd lowers that barrier to entry without diminishing how important jumping is the rest of the game.
what do you think? what other rule changes would make it easier for new players getting into 6s?
this is our year no question
do you need to borrow 3 dollars?