updated my archive
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| SteamID64 | 76561197985708998 |
| SteamID3 | [U:1:25443270] |
| SteamID32 | STEAM_0:0:12721635 |
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| Signed Up | July 18, 2012 |
| Last Posted | July 24, 2024 at 4:58 AM |
| Posts | 2772 (0.6 per day) |
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UltrazMaybe if they actually made new items.
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i resent the new tf2 team for destroying such a beautiful game
marmadukeGRYLLSthe less "blind guessing" there is the less variance there is in what you can expect from a given push/hold. this forces players/teams to simply play better and over time raises the skill ceiling.
I have a hard time explaining this concept to people but that's a pretty good way to put it.
I'd like to share an excerpt from TF2's developer commentary;
"Characters are the most important piece of art in a multiplayer game, so that is where we spent most of our effort. We developed a read hierarchy for player models, prioritizing the information that players needed to be able to read merely by looking at the model. Our hierarchy was this: first, what team they're on, second, what class they're playing, and third, what weapon they're wielding. Team readability was addressed by adopting an overall color palette for each team, picking warm colors for RED and cool colors for BLU. Class readability was addressed through the character's silhouette. Unique silhouette and animation shapes are more identifiable at far distances, and across a broader range of light levels, than any amount of other visual detail on the model. Finally, the weapon was highlighted through the textures. The areas of highest contrast, which attracts player's eyes, are all focused around the chest area of our character models, right where they hold their weapon. In addition, the subtle gradient from darkness around the character's feet, to the bright areas around the chest, also helps draw the player's eyes to the weapons."
The original TF2 team understood the importance of being able to read and predict your opponents which enables you to correctly counter them, this fosters an environment where the team with the better coordination and prediction would win. All of that goes out the window when you introduce all these dumb fucking unlocks. Degree of predictability is necessary to a fast paced, competitive environment. Look at CS, you have a vast arsenal to choose from but you have to buy them with resources; this adds the very important game mechanic of economy to the game and it rewards the team that is able to predict the other team's arsenal and be able to counter it effectively and efficiently. Having large amounts of unlocks to choose from without any repercussion, such as losing money like in CS, is an absolute terrible game mechanic if you want to foster a competitive environment. It stops becoming about who is the better team and more about which team is better at cheese plays. This in turn fosters a slower, less competitive environment.
The euros had the right idea when they banned all unlocks but the trick is to only allow unlocks that increase the skill ceiling or make the game more fast paced/better. You shouldn't allow an unlock just because it isn't OP. This is why I'm an advocate of a very tight and well maintained whitelist of actually GOOD unlocks that improve the game. That list being or close to; pain train, gunboats, equalizer, crossbow, kritz, ubersaw and basher. All of these unlocks either increase the skill ceiling or increase the pace of the game.
highfivetheoretically you want to wait until the person you are airshotting is at the peak of their jump, and then you decide where to shoot based on how they strafe
or you can just flick and hope
why should you wait until they've reached the peak of their jump?
http://i.imgur.com/lhdFzpb.png
nice try satan
not falling for your tricks this time
i don't keep track of this shit
industDon't bump threads like this
yeah i agree