lolguy
| 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 | March 19, 2026 at 3:01 PM |
| Posts | 19 (0 per day) |
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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?
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