ndust best medic dm
this team is good now that they got rid of the most carried player in esea
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Last Posted | April 24, 2024 at 9:20 AM |
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ndust best medic dm
this team is good now that they got rid of the most carried player in esea
KillStealerAm 5 foot 9/175 cm and weigh 156 pounds/71 kilo's
^ which is too fat. atleast imo.
that's basically average (maybe like 5 pounds above average)
dont worry
if you want to oversimplify it just to make it easier
I'd say stay with your med when your demo goes balcony and go aggressive when your demo goes normal
but it's obviously more complicated than that
I'd say your team should definitely consider picking up a closet rollout for variety
(NOT a house rollout, there is no reason to go house with the escape plan being allowed)
one of the highest ranking members of the tf2 hip hop aficionado club (RIP TECHNOSEX)
MunchJohn Carpenter's The Thing
I'm sorry if I came off as a giant dick here, but lemme put it this way.
You guys may have mentored people and stuff a while ago. However, that was then and this is now. Since br0 became br0, the perception is definitely that your team is p lazy. The easiest way to correct this would be to agree to mentor anyone who donates who wants mentoring. I don't see why that would be so difficult, seeing as how you're asking for so much from the community.
I look like a mustard overlord
http://www.theonion.com/articles/man-on-internet-almost-falls-into-world-of-diy-mus,17013/
p.s. the guy in the picture was a math teacher at my high school
I read all of your post Jaguar, but if I'm being honest all of it seems to be based upon a misunderstanding of what I'm saying
I will repeat
I AM NOT ADVOCATING CHANGING HL IN ANY WAY. I do not want to be allowed to run 2 scouts instead of a scout and spy lol. I was simply using that as a rhetorical device to argue against someone who refused to admit that some classes are simply better than others.
6s is balanced so that every class is around the same usefulness, and you cannot win by simply focusing priority targets. Yes, the medic and demo are arguably the most important, but the fact that there is a limit of 1 for each balances that out. hl is not balanced for usefulness of classes. I don't think hl should be changed to be more balanced or that 6s should be changed to be more inclusive, as it would go against the core of each mode. I'm just saying that you have to acknowledge that those are the major flaws of each format. That's all.
the gunslinger is perfectly balanced...
...if the engineer lacks the ability to aim with his shotgun
im guessing thats the only kind of engineer that the OP has run across
vanillaThank you, JaguarFiend, you see my point. Who gives a shit if one class is underpowered overall? You can make that argument for 6s as well, so there's no point in making it for highlander if you can make the exact same for 6s.
Highlander is great with 1 of each class, it's balanced that way and spy and pyro make a big difference with those limitations. See? Same goes for 6s, the class limitations work and are great within that framework. Different format, but both have limitations. No point in arguing about that.
No. no, no, no, no, no.
You see? this is why I keep arguing.
What Jaguar said was reasonable and perfectly fine. He essentially said "yeah, so some classes are generalists and some are specialists? so what? it's still funsies!"
That argument is fine because it ACKNOWLEDGES what I am arguing to be true, and yet says that it does not matter as much as I say it does. I can totally agree to disagree with him.
Your problem is that you are still in denial of the BASIC TRUTH that has to be accepted, that 6s is balanced such that every class is always useful and hl isn't. You say "you can make that argument for 6s as well". As I have said, with the way class limits function in 6s, you CANNOT make that argument for 6s. Why dyou think class limits are 2 for some classes and 1 for others? it's for balance, to prevent this.
Then you say "Highlander is great with 1 of each class, it's balanced that way and spy and pyro make a big difference with those limitations." Again, not true. Highlander is not limited at 1 per class for balance, it's limited 1 per class for inclusiveness, as I said. It would be a fantastic coincidence if having one of every class just HAPPENED to balance the game so each class had an equal influence on it, especially when Valve themselves have pointed out that the game was designed around generalists and specialists.
I had no intention to drag this out into such a huge debate, because I have no problem with people saying they think my priorities are in the wrong place and having each person on a team being equally useful is not actually that important. The problem is when people refuse to even acknowledge that much.
IN HIGHLANDER, SOME CLASSES ARE BETTER THAN OTHERS. THIS IS MUCH LESS TRUE IN 6S, BECAUSE OF THE DIFFERENT NUMBER OF PLAYERS/CLASS LIMITS.
If you can acknowledge that statement above to be true, we can end this debate. As I said, that should not be the root of what we're arguing about, the core of the argument should be "does the above fact matter?" I'm fine with people thinking it doesn't. However, you can't just say it's not true, when it blatantly is.
Jaguar,
Like I said, it was just my opinion, and I completely respect other peoples'. The only thing I would object to is:
JaguarFiendWait so... let me get this straight... support and specialist classes are less critical than the main fragging classes? Fascinating! Who cares? In HL you still need to fill your roster and have all positions manned. And doing a good job at those positions DOES make a difference in the grand scheme of things, even if it's not quite as critical 100% of the time as the fraggers. How in the hell is this "poor for a competitive game"? Why don't we play where we're all the same dudes and use AK47s and M4s. That'd be exciting and maximumly competitive, right? Or why don't we play Quake and all have a rocket launcher, lightning gun, and rail gun. Because this is Team Fortress... with classes that are inherently different and have different strengths and weaknesses. That is part of the fun.
The difference in those other games is that every player has the POTENTIAL to acquire the better weapons, through strategy. in tf2 some players are INHERENTLY limited to play a weaker class. you can't even switch classes in hl, so the problem becomes exacerbated, whereas a scout in 6s can snipe or heavy if need be but still play scout in the 90% of the time where it's more powerful.
The thing is, as we all know, tf2 at its heart is not balanced around competitive play. thus, some alteration has to be done to make the classes more even. the 6s solution is to frown on players playing some of the classes and have people play 4/9 most of the time. the upside to this is the balance, and the downside to it is the inaccessibility (5/9 players have only a very small niche for their class). the hl solution is to just force 1 of each class. the upside is the accessibility, and the downside is the balance. it's sad that you can't have both imo, but that doesn't make one inherently better than the other. all I was doing was accurately pointing out the downside to hl (and the only reason I was bringing it up is because other people were listing downsides of hl and they missed what I felt was the largest one).
imo setting the class limit to two for soldier and scout really balances the class in 6v6.
scout becomes EXPONENTIALLY stronger with two scouts running around, not just a little bit better. soldier as well has a much bigger influence when there are two sollies.