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
| Account Details | |
|---|---|
| SteamID64 | 76561197982656766 |
| SteamID3 | [U:1:22391038] |
| SteamID32 | STEAM_0:0:11195519 |
| Country | United States |
| Signed Up | August 26, 2024 |
| Last Posted | October 10, 2025 at 3:02 PM |
| Posts | 13 (0 per day) |
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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?
we'll never get it banned at this rate :(
loch is for sure more fun to use than ib/stock, you get to land more pipes and have more control over how they hit
they're still figuring it out
i'm working on this now and will let you know
great tool, i would love if you could see ubers and engi buildings as well
rgl admins will agree that going 4-4 for 4 seasons is a vibe
this was not our year but the next one will be no question
this is our year no question