As much as I'd like to see new maps, I've noticed from playing in a lot of playtests for new maps that the community always drags down too fast a map that has a new feature or an innovation. For some reason people who test those maps like to immediately find fault in something new.
Generally the maps that tend to get good feedback are your casual crates mid - spire/highround second.
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SteamID64 | 76561198044361926 |
SteamID3 | [U:1:84096198] |
SteamID32 | STEAM_0:0:42048099 |
Country | Korea, Democratic People's Republic of |
Signed Up | January 27, 2014 |
Last Posted | June 7, 2023 at 7:01 AM |
Posts | 463 (0.1 per day) |
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if you tilt while playing a video game, especially when you're playing just a pug, you have a serious problem of not playing the game to enjoy it.
playing warcraft and counter-strike on garena with friends was great
empire earth and warcraft3 introduced me to mapping and rest was history
trashBisquitNo class limits and no weapon bans seems pretty lame, just gonna be a little better than pubbing.I feel like people keep forgetting this, despite b4nny saying it like fifty times:
right now they're only testing matchmaking with the intent of actually making the entire thing work. this is also why nobody really cared when it was forced to 4s last night, they just need to make sure that everyone involved can consistently queue up and finish matches
they'll likely figure out that you need class limits later, but it doesn't really matter rn
He did state that matchmaking is no class limit with no class bans though, didn't say anything about it being changed ever
EDIT: sorry for not watching 1 hour and 40 mins of 4v4
No class limits and no weapon bans seems pretty lame, just gonna be a little better than pubbing.
Best thing they could do is 6v6 with class limit on 1 and have a pick system at the start where each player picks his class and each team has a player randomly assigned as a captain and he can ban 3 weapons.
This would be good because Valve could use data like regularly weapon bans and regular classes played in order to balance them, but it would also create a 'meta' for matchmaking (see league of legends where champion roles, bans and items change monthly).
gotta love the white knights of tf.tv always downfragging the 'bad guy' of the thread hahaha
unnecessary maps, the game really didn't need them...
LainI've asked Valve in the past to put the spawn priority in TF2 but they have never replied.
Basically it's a variable in the info_player_teamspawn in CSGO that allows you to set spawn points that the game prioritizes over the others. So for example, in Dust 2 on CT side you will always spawn in the same 5 spawn points, but in Casual after those 5 players have spawned, the other spawn points are used.
Not really, TF2 uses spawn priority too, it just picks the spawn order by which spawns where placed first and it is exactly the same thing. In your example, you would just place these 5 CT Spawns first and the casual spawns after and it is exactly the same thing.
You can see this on cp_badlands, it is no coincidence that you never spawn on the left side of the spawn room during the start of the round. (Suiciding or changing class on freeze time pushes you to respawn on the next available spawn entity.)
Its a really good game and very fun, only thing is 2 Characters are rather OP and its very unpleasant when losing because it has the moba element of 'getting kills makes you stronger'. Also horses are stupid, sprinting would be better imo but it isn't a big problem.
I played it for quite a while and I'll continue playing it, combat feels really nice.
Stop acting like an r/truetf2 user and play the game instead of looking for "tips to get better"
HOW U C DAMAGE SHIBBY/???