| Account Details | |
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| SteamID64 | 76561198074409147 |
| SteamID3 | [U:1:114143419] |
| SteamID32 | STEAM_0:1:57071709 |
| Country | Poland |
| Signed Up | January 1, 2016 |
| Last Posted | March 21, 2026 at 10:16 AM |
| Posts | 293 (0.1 per day) |
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| Raw Input | |
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I don't think Valve really cares about TF2. Valve cares only about the money from the market. Things like Competitive Matchmaking Pass prove it. Updates are just mean to keep the impression that the game is still alive.
I love TF2 and I keep regretting the fact that I joined this game too late to experience its most glorious times. But people leave TF2 (as they leave any other game) and it is nearly impossible to make new players to get into a 9-years-old game. So unless Valve decides to do something to refresh TF2 or make a brand new TF3 (that would be at least as similar to TF2 as Overwatch is), the game will be dying really fast.
Among 6s, even Highlander (if played with the right people), what I will really miss when TF2 dies is all these little game modes that no other game has - bball, ultiduo, dodgeball...
Zanethe tf2 dev team is one of the worst dev teams ive ever seen in a good game and THE worst for a game of this size how can you speak well of them when 90% of their "work" turns out to be fucking garbage
On the other hand, though, as a programmer myself, I know how terryfing experience can it be to work on a 10 years old codebase. I don't envy TF2 dev team, working on an old spaghetti code where hardly anybody knows what the hell is going on and looking at your collegue sitting next to you who is working on a state-of-the-art project that uses cool new technologies must be frustrating. Also, the code as old as TF2's is like a pile of old, dry shit - it doesn't smell bad, but when you touch it with a stick, this is where all the stench comes out. So it's not like developers don't give a shit about TF2 quality. It's just extremely difficult to maintain the code.
Server location is Strasbourg.
MGE oihguv_sucks: melkor.tf:27030
MGE 2v2: melkor.tf:27040
DM: melkor.tf:27050
STOGEthings
I agree, I wasn't aware that soap has this option to use random spawns. I'll make use of it.
STOGEI am a scout mongo, and as much as I like asserting my dominance over other scout mongos; 3 scout mongos is too much, especially if there isn't an equal amount on the other team. 1 Scout vs 2 is bad enough on the other dm servers because scouts tend to just roam around together without even meaning to, a flock of 3 scouts running towards 2 soldiers the scouts are going to win 90% of the time.
True that, but DM is not all about winning. I think that at some point of aim level DM is way more worthy than MGE because not only does it teach aim, but also game-awerness, tracking multiple targets, reducing tunnel-vision, etc. Fighting against three scouts is in my opinion ok (well, at least unless you fight against three clockworks who just instagib you), as handling all of them will give you ease in fighting two at most in regular matches.
Slesh3 scouts is worse than 3 soldiers in dm imo. Also i would be curious to see how 1 sniper slot would turn out in dm with headshot only
In what term is it 'worse'?
I think about headshot-only sniper thing. I sounds interesting. I'll let you know if I add it.
I'm trying to make the DM as close to what TF2Pickup did (and what people are used to) as possible. That's why I disabled sniper.
I extended demo, scout and solly class limits by 1, as I don't expect to provide any kind of slot system and I want everybody to be able to practice their main class at any time. However, if you are solly main and you happen to join a team of 3 soldiers, you are very uncluky :(
Gomperwhich classes are allowed?
demo x2
soldier x3
scout x3
The rest is disabled.
STOGEDoes it use random or fixed spawns? Also what's the whitelist?
Fixed spawns, http://whitelist.tf/competitive_6v6
Having found out that both TF2Pickup DM servers are pretty much full in the evenings, I decided to open a third one. Maximum players is 8 and the map pool is ETF2L's (and will be kept up-to-date during next seasons).
Just wanted to leave it here, so it won't go unnoticed :)
connect melkor.tf:27050
whitelist: http://whitelist.tf/tf2pickup_tdm
random spawns
I think the right way is not to ban weapons (and classes), it is to make them balanced and playable and that is what Valve is trying to do, although seemingly slowly. The problem here is that whilst most of weapons we consider broken are O.K. for pubs (i.e. casual) where you have 12 players in each team, they become O.P. in a 6v6 format. Cosider Quick-Fix, for example, or the Disciplinary Action. Having heavy on mid even faster than scouts with a Quick-Fix medic bound to him is somehow different where there are 6 players in the opposing team and when there are 12 of them.
So sad to see so many teams to fall apart...
DavidTheWinStream is cancelled for tonight, we'll cover the demos later in the week
FeelsBadMan