>Fix the crouch jump screen tear and revert the following:
-Grenades and Stickybombs now have the same base blast radius as rockets. Changed from 159Hu to 146Hu.
-Stickybombs that detonate in the air now have a radius ramp up, starting at 85% at base arm time (0.8s) going back to 100% over 2 seconds.
>Do not implement highlander as a 'competitive' option. Similar to the 5v5 format of Dota and CS:GO, the eradication of highlander will be beneficial to competitive Team Fortress 2.
Firstly, I would think that smaller projectile = smaller blast radius, so changing the blast radii of nades and sticks doesn't do much in my mind besides making it more confusing for instinct dodging or newer players.
Secondly, HL is the future of comp TF2. Valve will NOT, imo, support fully any competitive option that blocks so much of their game. I would think that they would rather have all of the classes in play at once, each showcasing their own important traits, especially if they're going to show comp to newer players. I mean, if you have valid reasons, pull em out and let's have another thread-long debate about it, but in another thread, and I think that argument has played out too many times for it to be useful.
I personally think that the important part of tf2 from the beginning was switching classes based on situations. HL may use all classes in every match, something that doesn't always happen in 6s, however it actually has people switching classes which HL doesn't
Secondly there are reasons why people play with smaller teams in competitive games. First of all you don't need to get 9 people to be able to turn up every time you scrim. Secondly, it becomes less chaotic and allows for more individual skill when you don't pack a server full of players and call it a comp match.
It might be the future of tf2, but that doesn't mean it will become any better than what it already is. If we want competitive tf2 to actually be worth playing for skilled players, 6v6 is the way to go.