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SteamID64 | 76561198013620065 |
SteamID3 | [U:1:53354337] |
SteamID32 | STEAM_0:1:26677168 |
Country | Bhutan |
Signed Up | July 18, 2012 |
Last Posted | June 24, 2025 at 11:55 AM |
Posts | 5514 (1.1 per day) |
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goddamn, if fnatic is back in that sort of ct form, this tournament is theirs to win
this team is very ranga
ranga ranga ranga
ranga
some of the things that annoy me most about the loose cannon:
1) some people are better at timing it to double donk than others, obviously, but there are so many places on maps that seem almost designed to make them easy by just tap spamming as kaidus said (for instance, gullywash choke to big door, roughly the length of the point on viaduct, mid to saw room entrance on snakewater, etc.)
2) the effect it has on ubers is so ridiculous, plus it's really arbitrary based on map/whether u get a double donk or not, plus it does just enough dmg to make it where a medic can't even choose whether to milk or not because no medic will milk that hard, PLUS you can't even reach the demo with hitscan like you can a pyro so it doesnt have the same level of counter
3) any weapon whose principle effect is to stall someone's movement is detrimental to fun a lot of the time
4) combined with the nerfs to stickies, demos who run the loose cannon are massively rewarded on damage stats. I have yet to determine how much this translates to a substantive difference in gameplay (ie if that free extra 2000 dmg is useful dmg). if it is, then the weapon is too much of an upgrade to pipes. if it isn't then demos who use it will be fellated without merit and elevated to better teams than they deserve because so many people look at stats to judge someone's skill whether they admit it or not
highfivegargleburryi feel metalworks is a good map and the slowness of the map brings out more strategic team play.....
this is almost as infuriating as the time where I got minus fragged for pointing out someone was wrong when they said the best way to win snakewater mid was to jump both soldiers onto the logs up top and just sit there spamming down
gargleburrymustardoverlordteams have more time to think and collaborate on what they want to dogargleburryi feel metalworks is a good map and the slowness of the map brings out more strategic team play
anyone who thinks the slowness of any map brings out more strategic gameplay is a dummy
I suppose mid fights are the least strategic part of them game then???
1) when ubers come into play the game inherently bottlenecks into fewer options
2) part of being strategic is being able to make decisions quickly
3) part of being strategic is knowing ahead of time what will happen so that a chaotic situation becomes less chaotic
4) part of strategy is teamwork and chemistry which is more tested by chaotic situations
if the pinnacle of your idea of strategy is "LET US SPAM WHILE OUR ROAMER BOMBS THEIR MEDIC" then you're correct
I bet the people who are minus fragging me still believe "viaduct doesn't take any strategy, the team with better DM just wins"
jesus christ y'all are stupid
gargleburryi feel metalworks is a good map and the slowness of the map brings out more strategic team play
anyone who thinks the slowness of any map brings out more strategic gameplay is a dummy
I suppose mid fights are the least strategic part of them game then???
Sherm-StickI dont see an argument, some teenager called my mom and dumpster after I gave him some advice. Im not surprised but I do like to stir up the nerd soup
is someone gonna explain to this dolt how utterly whoosh'd he got or are we just gonna let him stew in his own ignorance
im gonna assume the latter
DeerWhatever happened to coalplant? The main issue I had with it was the fact that it took so long to cap the point and bad guys could just shoot down at you all the while. If I remember correctly the cap time was changed in the version that came out after it was cut from ESEA (although I don't think I ever played the new version). Were there other glaring issues people had with the map?
mixup hated it so it got voted out
etf2l and esea are now similar enough in ruleset and playstyles of the top teams for a map being tried in 1 being suitable evidence for both.
they were using gullywash before us, we saw it worked out, and we took it too. they are now going into granary pro, which also seems to be fairly well received.
on our end, we adapted viaduct, process and snakewater before them, all of which were popular, and now they have all three.
on the other hand, we got our hands on sunshine and metalworks first, but neither was super popular. metalworks was tried in eu but they quickly abandoned it. they began playing sunshine but I believe opinions there are mixed to say the least.
however, the level of negative feedback for ALL the maps listed thus far pales in comparison to the feedback that logjam has received. I can barely think of a single prem eu player/team that liked it in the slightest. I don't care if hyce is a nice guy who is still updating it, some maps are fundamentally broken to begin with. if a drug unequivocally fails its first clinical trial, they aren't going to push it on more people before changing it or scrapping it for a new product. I don't see why we need to be lab rats for a map that the last set of lab rats already rejected.
maps that are fine in the rotation:
gullywash
snakewater
badlands
viaduct
process
maps that might need work:
granary
metalworks
maps that blow:
sunshine
replace granary with granary_pro, replace sunshine with either yukon, gravelpit or ashville (maybe warmfront if a good pro version is ever available)
logjam is fucking terrible though
as is glassworks
and I've never played sandstone but I bet it's terrible too
I hope you guys realize that killing deliberately makes these polls as shitty as possible because he doesn't want to deal with the hassle of changing maps and he doesn't play anymore so he literally couldn't care less.