• Team Fortress 2 Beta
    232 replies, posted
[QUOTE=Rct33;16432108]Guys, the European Team Fortress 2 Leauge[/QUOTE] Fuck the leauge whatever the fuck that is [QUOTE=Rct33;16432108]Thats pretty stupid. FaN is still being used in competative gameplay, even though it is still annoying. That just makes it even harder to know the class No No its not, it is the class that pushes and can do immense damage and wipe their team out. You just suck at it. No No Its fine, just spies and dead ringers aren't really used much at all. No[/QUOTE] screw you and your beliefs
Becuase competative gaming brings in new players, it is good for the game. People may enjoy playing competitavely? Its not all about what you want. Valve has hardly gave competitive players any updates since the macth mode feature update ages ago.
[QUOTE=GetCatTonight;16419765]Have you listened to the commentary.[/QUOTE] lol he is a great community talker
[QUOTE=Rct33;16432867]Becuase competative gaming brings in new players, it is good for the game. People may enjoy playing competitavely? Its not all about what you want. Valve has hardly gave competitive players any updates since the macth mode feature update ages ago.[/QUOTE] That would be like giving the game a hip-hop sound track because some players like hip-hop. Competitive = Minority. With the amount of plugins they could use to make the game to their standards, they shouldn't be allowed to take a piss on actually fun mode.
[QUOTE=Shibbey;16432981]That would be like giving the game a hip-hop sound track because some players like hip-hop. Competitive = Minority. With the amount of plugins they could use to make the game to their standards, they shouldn't be allowed to take a piss on actually fun mode.[/QUOTE] They hardly use any plugins. They had TFTrue which changed a couple of things but I think it wasn't liked and then it was removed. Some people use commands to make nospread for the bullets so they go where your crosshair is, they think it is more fair for scouts and such becuase it makes more about skill then luck. The competative scene is growing bigger and bigger and it is someing which should be valued as some companies that host tournaments and such only pick the better games and the more competative games. Atleast they have some skill, I sometimes play against the top of the European players and its fun to have a challenge.
[QUOTE=Shibbey;16432981]That would be like giving the game a hip-hop sound track because some players like hip-hop. Competitive = Minority. With the amount of plugins they could use to make the game to their standards, they shouldn't be allowed to take a piss on actually fun mode.[/QUOTE] I agree with this 100%. It doesn't matter how loud and whiny the collective voice of the competitive community is - they are still a vast minority and the entire game should not be tweaked to serve their wishes. Honestly, Valve should just follow their own instinct and capabilities to make a great game fun and keep the game balanced with that. I'm starting to worry with how closely they've been listening to the community because it's starting to produce an outlook of bad results. Sandman is perfectly fine as it is; if being able to be stunned out of nowhere by an arcing projectile that is unpredictable and difficult to aim at faster classes is broken then so are Snipers since they can [i]kill[/i] you out of nowhere, except with pinpoint accuracy through a zoom-in scope. Snipers are considered useless, though, so they should totally stay while Sandman should be removed amirite? :rolleye: I have confidence in Valve, though. Robin said he'd keep a balance between regular and competitive players and I believe he will. Tournament [b]mode[/b] is an optional mode for a reason, and I think most if not all changes brought about by this playtest session with the competitive community will be relegated to console commands.
Most people are arguing and whining about something they don't even know. Most changes are only going to affect competitive play, and how all the classes and weapons can be used in it. Ofcourse valve wouldn't ask a minority to change stuff that affects the game for everyone. And it's better to have a few very good players to help improve competitive play than thousands of pubbers who don't know anything about it.
[QUOTE=HOUSEMASTERR;16434348]Most changes are only going to affect competitive play, and how all the classes and weapons can be used in it. Ofcourse valve wouldn't ask a minority to change stuff that affects the game for everyone.[/QUOTE] Kind of what I just said. :downs:
People are crying over someone else's speculations, what is this.
snip
[QUOTE=Craptaskeet;16426400]My expectations [editline]02:32AM[/editline] More like awesome farce amirite?[/QUOTE] lol demoman underpowered
demoman is underpowered :smug: [editline]04:20PM[/editline] Ok on a serious note, they picked top competitive players beacuse Valve know that they are skilled and reliable, i mean how many "pubbers" are over 18yhs and does not whine Look at cerious post all those players are Div1 or top Div2 and americans are all from CEVO-P Valve made the right choice
Ugh, not this again. Why does everybody think there's some kind of massive gap between pubs and comp? And where has the 'comp=whiny and demanding' thing come from? There isn't really any evidence for it; sure, plenty of comp players are, but must of the TF2 community is, comp or pub. First off, there aren't many differences between comp play and pub play. Comp has: - No crits - No damage spread (Somebody thought this affects the actual spread of the weapons; it doesn't. It just gets rid of the +-10% damage variance.) - Class limits (1 Demoman because more would be spammy; 1 Medic because of how vital he is; 2 of everything else to ensure greater variety in class selection.) There's a lot of misconceptions about this that comes from the 1 Demo, 1 Medic, 2 Scouts, 2 Soldiers lineup, so let me just say that they do it like that because it just works. It's a balanced team lineup, and it [i]does[/i] get changed depending on the situation. - Different map selection (not as many A/D maps, other than GPit) because, to be quite frank, most TF2 maps are cramped and spammy. - No sandman. It seems like a lot, but it really isn't. Every change is reasonable and logical. [QUOTE=Shugo;16433775]I if being able to be stunned out of nowhere by an arcing projectile that is unpredictable and difficult to aim at faster classes is broken then so are Snipers since they can [i]kill[/i] you out of nowhere, except with pinpoint accuracy through a zoom-in scope. Snipers are considered useless, though, so they should totally stay while Sandman should be removed amirite? :rolleye:[/QUOTE] There is a fundamental difference between a Scout and a Sniper. The Sniper is designed to have limited mobility and stay in one spot for an extended period of time; in other words, "engaging in Sniper-like behavior." You see, Snipers rely on being able to make themselves inaccessible to the other team; i.e. standing behind their own lines next to a Sentry. They're simply too weak (base speed, 125 HP, no weapons that work well at close range except for the annoyingly powerful melee weapon that most everyone else has) to do otherwise. Scouts, on the other hand, are explicitly designed to flank. Snipers can do it, too, but it's much harder; if they manage to do it, they deserve the easy kills. Let me put it like this: When you engage a Sniper, it's on your terms. You know where to expect a Sniper, you know where his LoS is, you know to take cover or stay out of his way. A Sniper can't chase you down. With a Scout, however, it's the complete opposite: You engage him on [i]his[/i] terms. He can pop up anywhere you don't have a Sentry and you can't get away from him without killing him first. Essentially, the problem with the Sandman is not that it's effectively an instant kill. The problem with the Sandman is that it's an instant kill prescribed to a class that can't be easily negated. Avoiding a Sniper is as easy as running away; avoiding a Spy is as easy as turning around. Avoiding a Scout is much harder.
I hope for someone to rub my penis. Durfdurfdurf.
[QUOTE=NotPigeon;16435891]Blah blah blah then stuff about the sandman.[/QUOTE] Haven't seen anyone get hit by a sandman for months, everyone I see using it misses, it is not OP.
[QUOTE=Shibbey;16435970]Haven't seen anyone get hit by a sandman for months, everyone I see using it misses, it is not OP.[/QUOTE] It's not OP because everyone you see using it misses. Most Scouts can't aim. Comp Scouts usually can; there's no rule saying that all comp players have to be more skilled than pub players or anything, but in general you're not going to go very far in a league if your Scouts can't aim.
[QUOTE=NotPigeon;16435891]Ugh, not this again. Why does everybody think there's some kind of massive gap between pubs and comp? And where has the 'comp=whiny and demanding' thing come from? There isn't really any evidence for it; sure, plenty of comp players are, but must of the TF2 community is, comp or pub. First off, there aren't many differences between comp play and pub play. Comp has: - No crits - No damage spread (Somebody thought this affects the actual spread of the weapons; it doesn't. It just gets rid of the +-10% damage variance.) - Class limits (1 Demoman because more would be spammy; 1 Medic because of how vital he is; 2 of everything else to ensure greater variety in class selection.) There's a lot of misconceptions about this that comes from the 1 Demo, 1 Medic, 2 Scouts, 2 Soldiers lineup, so let me just say that they do it like that because it just works. It's a balanced team lineup, and it [i]does[/i] get changed depending on the situation. - Different map selection (not as many A/D maps, other than GPit) because, to be quite frank, most TF2 maps are cramped and spammy. - No sandman. It seems like a lot, but it really isn't. Every change is reasonable and logical. There is a fundamental difference between a Scout and a Sniper. The Sniper is designed to have limited mobility and stay in one spot for an extended period of time; in other words, "engaging in Sniper-like behavior." You see, Snipers rely on being able to make themselves inaccessible to the other team; i.e. standing behind their own lines next to a Sentry. They're simply too weak (base speed, 125 HP, no weapons that work well at close range except for the annoyingly powerful melee weapon that most everyone else has) to do otherwise. Scouts, on the other hand, are explicitly designed to flank. Snipers can do it, too, but it's much harder; if they manage to do it, they deserve the easy kills. Let me put it like this: When you engage a Sniper, it's on your terms. You know where to expect a Sniper, you know where his LoS is, you know to take cover or stay out of his way. A Sniper can't chase you down. With a Scout, however, it's the complete opposite: You engage him on [i]his[/i] terms. He can pop up anywhere you don't have a Sentry and you can't get away from him without killing him first. Essentially, the problem with the Sandman is not that it's effectively an instant kill. The problem with the Sandman is that it's an instant kill prescribed to a class that can't be easily negated. Avoiding a Sniper is as easy as running away; avoiding a Spy is as easy as turning around. Avoiding a Scout is much harder.[/QUOTE] No crits? Get the fuck out.
Hey, guys remember when TF2 was designed to be fun ? :downs:
[QUOTE=Campin Carl;16436875]Hey, guys remember when TF2 was designed to be fun ? :downs:[/QUOTE] It's still fun and still will be.
[QUOTE=HOUSEMASTERR;16436902]It's still fun and still will be.[/QUOTE] No, it's about to be ruined because competitive idiots beta testing and giving advice for the future of TF2.
Guys, you're all ignoring the good part of this: All the compfags will be playing this and not real TF2.
[QUOTE=NotPigeon;16435987]It's not OP because everyone you see using it misses. Most Scouts can't aim. Comp Scouts usually can; there's no rule saying that all comp players have to be more skilled than pub players or anything, but in general you're not going to go very far in a league if your Scouts can't aim.[/QUOTE] It's not that it's banned because it's OP, it's banned because it removes the fun. Having a player removed from your team for times that can be even longer than the respawn time just fucks up the match entirely.
[QUOTE=doomshot;16436968]No, it's about to be ruined because competitive idiots beta testing and giving advice for the future of TF2.[/QUOTE] Ugh. No. Read a few posts above. Your casual tf2 won't be affected.
[QUOTE=Nerdeboy;16437000]It's not that it's banned because it's OP, it's banned because it removes the fun. Having a player removed from your team for times that can be even longer than the respawn time just fucks up the match entirely.[/QUOTE] I dunno about Comp, but I've never seen anyone stunned for 20 secs. Maybe 7-9 but never as long as 20 seconds.
My experience with competitive players is that they give ridiculously terrible feedback on custom maps and I expect them to do the same about the weapons Valve give them permission to test. So many of them reject new custom maps. Pretty much the only one that have been played alot is cp_freight. There are loads of great custom maps out there (Waste, Yukon etc...), but they refuse to give them a chance. They test it ONCE and give feedback based on their first impression, which is incredibly bad. I'm not saying every competitive player is like this, but a majority of them are.
Here's MY idea. These idiots say what they want, and valve puts them in, EXCEPT everything they say about maps is ignored AND like the tournament mode option there's now a "Play TF2 like a fag," which has all their stupid ideas in it. Next, valve randomly picks a bunch of people who own tf2 and asks THEM to test.
[QUOTE=Acegikmo;16437085]My experience with competitive players is that they give ridiculously terrible feedback on custom maps and I expect them to do the same about the weapons Valve give them permission to test. So many of them reject new custom maps. Pretty much the only one that have been played alot is cp_freight. There are loads of great custom maps out there (Waste, Yukon etc...), but they refuse to give them a chance. They test it ONCE and give feedback based on their first impression, which is incredibly bad. I'm not saying every competitive player is like this, but a majority of them are.[/QUOTE] They also like Badlands, Fastlane, and I think any boring symmetrical CP maps.
[QUOTE=DementNeo;16437610]They also like Badlands, Fastlane, and I think any boring symmetrical CP maps.[/QUOTE] I find Badlands awesome.
Not the point, I was drawing attention to their inablity to look past non-symmetrical maps
[QUOTE=NotPigeon;16435891] 'comp=whiny and demanding' [/QUOTE]i have a comp player on my friends list he's the kind of person who goes "pub players r fucken scrubs" that's where people are getting it from
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