[QUOTE=Zero-Point;23313909]It's not like it's random though, it's not like "Oh that Scout has a pistol OH SHIT NOW HE HAS A CRIT-A-COLA OH FUCK OH FUCK!"
You learn what he's using and work around it.[/QUOTE]
It's random in the way you obtain it, therefore it is unfair, if you could get it by doing achievements in would be different as it would probably be allowed
[editline]01:00AM[/editline]
[QUOTE=EpikEnvy2.0;23315495]...How the fuck do they remove random drops?![/QUOTE]
People using them in official games can get the game voided and the other team would be awarded a win
[QUOTE=Vazzan;23316181]It's random in the way you obtain it, therefore it is unfair, if you could get it by doing achievements in would be different as it would probably be allowed
[/QUOTE]
It's not unfair at all considering that it doesn't give you an ungodly advantage.
[QUOTE=Zero-Point;23318605]It's not unfair at all considering that it doesn't give you an ungodly advantage.[/QUOTE]
The way comp play works out, it would make it too easy to pick the medic, same as the FaN and same as the Sandman, and killing the medic in competitive play is WAY more important than it is in a pub.
Honestly, TF2 is pretty much the most unserious game I have ever played. I use to laugh at people on the 360 version who took it seriously (before I discovered the glory of the PC version that is), but to hear theres a competitive meta-game?
I can't stop laughing. It hurts.
No offence to anyone.
[QUOTE=Mister B;23146097]I can honestly say that I'd really like to be part of something like that.
But my internet isn't reliable. One hour my ping is 100 ish, the next hour, 2000.
I can't even fucking [B][I][U]MOVE[/U][/I][/B] sometimes.[/QUOTE]
Oh, someone understands my pain! :ohdear:
Well, competitive players. Time + Organization + Good playing = Total winning... but they get a little too serious sometimes (everytime).
[QUOTE=marshtomp8;23320085]Honestly, TF2 is pretty much the most unserious game I have ever played. I use to laugh at people on the 360 version who took it seriously (before I discovered the glory of the PC version that is), but to hear theres a competitive meta-game?
I can't stop laughing. It hurts.
[/quote]
I don't see why a meta-game would be less likely in TF2 than in any other game. All the weird crap VALVe has added for the years only really adds layers to the strategy.
i think tf2 is MADE for comp considering how much effort the tf2team has devoted to balancing everything, unlike COD.
[QUOTE=Zero-Point;23313909]It's not like it's random though, it's not like "Oh that Scout has a pistol OH SHIT NOW HE HAS A CRIT-A-COLA OH FUCK OH FUCK!"
You learn what he's using and work around it.[/QUOTE]
To expand on my earlier point, a scout with Crit-A-Cola can run in and kill the enemy medic with a single well-aimed shot from the scattergun. The scout may die, but the medic will lose all of his ubercharge, and his team will have to fall back to wait for the respawn. Otherwise, the enemy soldiers and demoman will pick them off one by one. Either way, killing the medic usually makes the difference of a control point.
The crit-a-cola makes this kind of game-changing suicide attack loads too easy, and so it's considered unbalanced. It makes the job of the pocket soldier impossible, and it makes the scout's job of picking the medic too easy.
And once again proving competitive players aren't infact any better than a veteran pub scrub. Worse even.
Fuckin' shifting playing field. fuckin' variables. How am I supposed to be uber 1337 if people keep using different tactics.
These are the people who enjoy games like tower defence.
How do you get into the lobby thing.
Before you rate me dumb, I like communicating and being helpful instead of everyone doing their own thing. Nobody ever wants to work as a team on Aussie servers unless it benefits them. If I have a level 3 sentry built and they have a level 3 dispenser built, they won't pack up from infront of the spawn, they will build a sentry and tell me to build the dispenser before he moves up so he can get his 5000kills
[QUOTE=FuckingHellshit;23327727]And once again proving competitive players aren't infact any better than a veteran pub scrub. Worse even.
Fuckin' shifting playing field. fuckin' variables. How am I supposed to be uber 1337 if people keep using different tactics.
These are the people who enjoy games like tower defence.[/QUOTE]
You're an idiot, you're way off the mark with everything you've said, and you seriously don't know what you're talking about.
First of all, it's the leagues that decide which weapons are unbalanced. Not the players themselves. Furthermore, the players on CompLexity and Dignitas would undoubtedly, ten times out of ten, mop the floor with you or anyone else on Facepunch. So your first and second paragraphs are completely voided, and I don't even know what you're talking about with tower defense.
[editline]09:17AM[/editline]
[QUOTE=teeheeV2;23327914]How do you get into the lobby thing.
Before you rate me dumb, I like communicating and being helpful instead of everyone doing their own thing. Nobody ever wants to work as a team on Aussie servers unless it benefits them. If I have a level 3 sentry built and they have a level 3 dispenser built, they won't pack up from infront of the spawn, they will build a sentry and tell me to build the dispenser before he moves up so he can get his 5000kills[/QUOTE]
Just go to tf2lobby.com and sign up. If you're having trouble locating your SteamID, just go to [url]www.steamidfinder.com[/url] and use it. When you join your first game, you should probably go medic, but first you should watch this video:
[media]http://www.youtube.com/watch?v=WCzCJcQjxPY[/media]
Then when you feel comfortable in the PuG environment, you can switch over to your main (but it really has to be scout soldier or demo or else your team will probably get upset) and try that out. Eventually you'll get a lot better at the game and you'll fit in to the lobbies.
The lobbies occasionally have assholes, but I've really only run into two or three and I've played about 20 matches.
[QUOTE=teeheeV2;23327914]How do you get into the lobby thing.
Before you rate me dumb, I like communicating and being helpful instead of everyone doing their own thing. Nobody ever wants to work as a team on Aussie servers unless it benefits them. If I have a level 3 sentry built and they have a level 3 dispenser built, they won't pack up from infront of the spawn, they will build a sentry and tell me to build the dispenser before he moves up so he can get his 5000kills[/QUOTE]
tf2 lobby? just register on the site and put the code on your profile. the code is random, and give with the email saying you registered.
Also teehee, don't expect to get much engie playtime unless you're defending the last point.
"Since everyone keeps messaging me I'll just say it outright that I plan on quitting TF2 after ESEA LAN.
[00:40] <@coL|relic> you cant quit solid
[00:41] <@ChanServ> [coL|animeman] @coL|relic) not unless you let me have firsts on the corpse
[00:41] <@coL|SoLIDSnaKE> well that's what I'm doing
[00:41] <@coL|relic> thats what you think you are doing
[00:41] <@coL|SoLIDSnaKE> lol
[00:42] <@coL|SoLIDSnaKE> I remember when I didn't want to show up for a match because I was hanging out with three girls, then you all called me to play
[00:42] <@coL|SoLIDSnaKE> I made up some lie saying I was at a party far far away
[00:42] <@coL|SoLIDSnaKE> and you were like we'll pay for a cab ride
[00:42] <@coL|SoLIDSnaKE> I was like F*CK these guys are serious"
They have a life? maybe
Edit:
"Yeah I had real fun explaining that my video game buddies needed me to play because there are no replacements, and took the subway home. That's what it takes to be on top.
Sheesh, I'm not paying 50+ dollars to take a cab ride from Manhattan to Brooklyn.
Only thing that would have topped it off was if the match was cancelled by ESEA.
Time to re-evaluate my priorities"
[url]http://www.gotfrag.com/tf2/forums/thread/430101/[/url]
nooo SolidSnake :ohdear:
[editline]09:47AM[/editline]
who will they get to replace his eyelander skills?
[QUOTE=harrymcc;23328398]"Since everyone keeps messaging me I'll just say it outright that I plan on quitting TF2 after ESEA LAN.
[00:40] <@coL|relic> you cant quit solid
[00:41] <@ChanServ> [coL|animeman] @coL|relic) not unless you let me have firsts on the corpse
[00:41] <@coL|SoLIDSnaKE> well that's what I'm doing
[00:41] <@coL|relic> thats what you think you are doing
[00:41] <@coL|SoLIDSnaKE> lol
[00:42] <@coL|SoLIDSnaKE> I remember when I didn't want to show up for a match because I was hanging out with three girls, then you all called me to play
[00:42] <@coL|SoLIDSnaKE> I made up some lie saying I was at a party far far away
[00:42] <@coL|SoLIDSnaKE> and you were like we'll pay for a cab ride
[00:42] <@coL|SoLIDSnaKE> I was like F*CK these guys are serious"
They have a life? maybe[/QUOTE]
ahahahahha
I can tell that was the exact moment in his life when he thought "... what the fuck am I doing? I'm playing video games ... competitively!"
Everytime I tried to join a match in tf2lobby it crashed my computer and I gave up on it.
[QUOTE=Sirdangolot5;23327537]To expand on my earlier point, a scout with Crit-A-Cola can run in and kill the enemy medic with a single well-aimed shot from the scattergun. The scout may die, but the medic will lose all of his ubercharge, and his team will have to fall back to wait for the respawn. Otherwise, the enemy soldiers and demoman will pick them off one by one. Either way, killing the medic usually makes the difference of a control point.
The crit-a-cola makes this kind of game-changing suicide attack loads too easy, and so it's considered unbalanced. It makes the job of the pocket soldier impossible, and it makes the scout's job of picking the medic too easy.[/QUOTE]
Still not random, and it forces the Soldier to pay closer attention to his surroundings. Surely someone who takes the game that seriously can do THAT. And the whole "because it's a random drop so it's unfair" argument doesn't hold water either because you can craft it with two very common items.
But a quick question: Do comps complain about Natascha all the time? 'Cause I'm getting sick of hearing Scouts and Pyros bitch at me for using Natascha when they're the ones who try to bum-rush me while I'm looking straight at them.
[QUOTE=Zero-Point;23333176]Still not random, and it forces the Soldier to pay closer attention to his surroundings. Surely someone who takes the game that seriously can do THAT.
[/quote]
First I'd like to remind you that it's the leagues that make these decisions, and those are separate from the players. It's not competitive players themselves who are opposed to Crit-A-Cola.
Secondly, I'd like to give you a quick picture of how a competitive game plays out. Two scouts, two soldiers, one medic, one demoman. You hear the term "uber advantage" all the time. If one medic has 50% uber and the enemy medic has 70%, the one with 70% will be able to uber a soldier or the demoman, who will then kill the enemy medic, who then has to respawn and start all the way back from 0% ubercharge. That's why snipers in competitive play always go for the medic, in doing so they delay the enemy attack by about 40 seconds, which is plenty of time to capture a point and turn the game around.
The most common scout strategy is flanking. As you might imagine, it consists of running up and attack the enemy from the side or from behind - where the medic stands unprotected. The most damage a scout can do with a shot from his scattergun is exactly 105, and that's at point-blank, a very rare situation. It still isn't enough to kill in one shot unless the enemy is damaged. With Crit-A-Cola, if the scout does the same thing, he can nick enemy scouts and snipers with a single click.
Furthermore, he can kill the medic in one shot if the medic is damaged [b]at all[/b], and easily in two shots from mid range. In both situations, it's likely that the pocket (the soldier assigned to protecting the medic) will wheel around and blast the scout, but in the Crit-A-Cola scenario, it's unlikely to help.
Also, if the medic has 100% charge, you're looking at an almost guaranteed pop (an uber is considered "popped" when it is forced to be used before attacking the enemy team, and since it is wasted, this is almost tactically equivalent to killing the medic). Just to add another facet to this, the maximum damage a soldier can do in one rocket with mini-crits is 122 points. That means that even if he nails the scout [i]straight in the face[/i], the scout will still have time to kill the helpless medic.
Yes, competitive players are capable of paying attention to their surroundings, but Crit-A-Cola presents an impossible challenge for the medic, and after a while, most strategies would need to be completely reconstructed. That's why they don't say it's overpowered, they say it's unbalanced- it throws off the entire balance of the game.
Compare that to a rocket launcher buff that did 5 extra points of damage. It would be undeniably overpowered, yes, it would be a straight upgrade, yes, but the soldier would still function the exact same way, and gameplay would be unaffected.
[quote]
But a quick question: Do comps complain about Natascha all the time? [/QUOTE]
No, in fact, most heavies you see in competitive play use Natascha because it's nearly a straight buff unless you're fighting another heavy or a sentry, which wouldn't happen because heavies and sentries are only used on defense, so they never meet. :eng101:
[editline]03:02PM[/editline]
Shit, I typed a lot.
[editline]03:04PM[/editline]
And about this SolidSnake business, this is what teams are talking about when they say that players left for "motivational issues."
[QUOTE=Sirdangolot5;23334835]First I'd like to remind you that it's the leagues that make these decisions, and those are separate from the players. It's not competitive players themselves who are opposed to Crit-A-Cola.
Secondly, I'd like to give you a quick picture of how a competitive game plays out. Two scouts, two soldiers, one medic, one demoman. You hear the term "uber advantage" all the time. If one medic has 50% uber and the enemy medic has 70%, the one with 70% will be able to uber a soldier or the demoman, who will then kill the enemy medic, who then has to respawn and start all the way back from 0% ubercharge. That's why snipers in competitive play always go for the medic, in doing so they delay the enemy attack by about 40 seconds, which is plenty of time to capture a point and turn the game around.
The most common scout strategy is flanking. As you might imagine, it consists of running up and attack the enemy from the side or from behind - where the medic stands unprotected. The most damage a scout can do with a shot from his scattergun is exactly 105, and that's at point-blank, a very rare situation. It still isn't enough to kill in one shot unless the enemy is damaged. With Crit-A-Cola, if the scout does the same thing, he can nick enemy scouts and snipers with a single click.
Furthermore, he can kill the medic in one shot if the medic is damaged [B]at all[/B], and easily in two shots from mid range. In both situations, it's likely that the pocket (the soldier assigned to protecting the medic) will wheel around and blast the scout, but in the Crit-A-Cola scenario, it's unlikely to help.
Also, if the medic has 100% charge, you're looking at an almost guaranteed pop (an uber is considered "popped" when it is forced to be used before attacking the enemy team, and since it is wasted, this is almost tactically equivalent to killing the medic). Just to add another facet to this, the maximum damage a soldier can do in one rocket with mini-crits is 122 points. That means that even if he nails the scout [I]straight in the face[/I], the scout will still have time to kill the helpless medic.
Yes, competitive players are capable of paying attention to their surroundings, but Crit-A-Cola presents an impossible challenge for the medic, and after a while, most strategies would need to be completely reconstructed. That's why they don't say it's overpowered, they say it's unbalanced- it throws off the entire balance of the game.[/QUOTE]
Clearly comps don't have quite as much situational awareness as they should. A FaN at point-blank can do the same thing as well as sending the Medic on a trip away from his escort, making him easier to finish off. As for the regular Scattergun, any decent Scout should be able to pop two shots into a target at point-blank in a VERY short amount of time.
This is exactly what a friend of mine mentioned when he watched the Pubs vs. Pros game: They didn't bother to check around them. A Scout was capping a point and didn't jank, didn't move around to prevent being hit, didn't look behind him, nothing. TOTALLY open to an attack from behind. It's puzzling to say the least.
[quote]No, in fact, most heavies you see in competitive play use Natascha because it's nearly a straight buff unless you're fighting another heavy or a sentry, which wouldn't happen because heavies and sentries are only used on defense, so they never meet. :eng101:
[/QUOTE]
I tend to use Natascha when I'm up against alot of Scouts and Pyros. If I'm going up against more Heavies or Soldiers, I switch back to Sasha (unless they have a problem Scout or a W+M1 Pyro).
I also tend to serve more of a support role than a defensive one depending on the map, often times camping out near Engineers or just holding a certain area for my team-mates to regroup, though sometimes I'll grow bored of that and start sneaking around and getting the drop on people, so to speak. (Heavy rain :v:)
[QUOTE=Zero-Point;23335077]Clearly comps don't have quite as much situational awareness as they should. A FaN at point-blank can do the same thing as well as sending the Medic on a trip away from his escort, making him easier to finish off. As for the regular Scattergun, any decent Scout should be able to pop two shots into a target at point-blank in a VERY short amount of time.[/quote]
These may be more or less true, but the Crit-A-Cola still messes up game balance. It lets a scout with the scattergun instantly kill any other scout and makes it much too easy to pick off the medic. If it were used, medics would be dropping the whole match and nobody could get a push going. It's not that it's impossible to work around, it just unbalances the game.
[quote]This is exactly what a friend of mine mentioned when he watched the Pubs vs. Pros game: They didn't bother to check around them. A Scout was capping a point and didn't jank, didn't move around to prevent being hit, nothing. TOTALLY open to an attack from behind. It's puzzling to say the least.
[/QUOTE]
Competitive players are almost always communicating via Vent or Mumble and so the scout probably already had a good idea of where the enemies were.
[QUOTE=Sirdangolot5;23335226]These may be more or less true, but the Crit-A-Cola still messes up game balance. It lets a scout with the scattergun instantly kill any other scout and makes it much too easy to pick off the medic. If it were used, medics would be dropping the whole match and nobody could get a push going. It's not that it's impossible to work around, it just unbalances the game.[/QUOTE]
Saying that a Scout with Crit-a-Cola can kill another Scout in one hit is moot, as the other Scout can do the same.
As for the Medic issue, the best work-around would be to have another person around to check up on things. If you can work around it, then it's not unbalanced.
[quote]Competitive players are almost always communicating via Vent or Mumble and so the scout probably already had a good idea of where the enemies were.[/QUOTE]
Fair enough I suppose. Though his main point is he would've LOVED to have been a Spy right there. :v:
So, to reiterate:
[b]Reasons Crit-A-Cola is unbalanced:[/b]
[list]
[*]It makes it too easy for flanking scouts to pick the medic
[*]Without crit-a-cola: A scout kills a soldier in 3 shots, the soldier kills the scout in 2. With Crit-A-Cola: The scout kills the soldier in 2 hits, the soldier kills the scout in 2.
[*]Therefore, the scout's chances of getting killed by the soldier are barely changed, while the medic's chances of dying go way up.
[/list]
No, it doesn't make the game unplayable, but it decreases the entertainment value of matches and keeps the game balanced.
[editline]03:28PM[/editline]
[QUOTE=Zero-Point;23335320]Saying that a Scout with Crit-a-Cola can kill another Scout in one hit is moot, as the other Scout can do the same.
As for the Medic issue, the best work-around would be to have another person around to check up on things. If you can work around it, then it's not unbalanced.[/quote]
Not so. This is what people would say back when everyone thought the Demo was OP- "you can work around it." But if working around it means rolling 2 pocket soldiers, or a dedicated scout to protect the medic, then that's definitely disrupting the balance of the game. And when I said scouts with mini-crits can kill scouts with 1 shot, I was referring to sneak attacks, which are presumably the entire point of using Crit-a-Cola.
[quote]Fair enough I suppose. Though his main point is he would've LOVED to have been a Spy right there. :v:[/QUOTE]
If the scout had nobody watching him then it was indeed a bad move. On the other hand, if a spy uncloaked behind him, another team member would probably warn him and the scout would swing around to kill the spy.
[QUOTE=Sirdangolot5;23335329]So, to reiterate:
[B]Reasons Crit-A-Cola is unbalanced:[/B]
[LIST]
[*]It makes it too easy for flanking scouts to pick the medic[/quote]
[/LIST]
That's like saying Natascha is unbalanced because it prevents Scouts from flanking as effectively.
[quote]
[LIST]
[*]Without crit-a-cola: A scout kills a soldier in 3 shots, the soldier kills the scout in 2. With Crit-A-Cola: The scout kills the soldier in 2 hits, the soldier kills the scout in 2.[/quote]
[/LIST]
I've seen many a Scout killed in one hit without any crits/minicrits with the standard rocket launcher, so I fail to see the argument here. Plus rocket launchers have the advantage of being able to juggle Scouts.
[quote]
[LIST]
[*]Therefore, the scout's chances of getting killed by the soldier are barely changed, while the medic's chances of dying go way up.[/quote]
[/LIST]
If the Soldier sticks to his standard anti-Scout routine, then yes. But, as said, when they know a Crit-a-Cola user is about, they need to change the way they approach and be more vigilant in terms of watching our for ambushes.
[quote]No, it doesn't make the game unplayable, but it decreases the entertainment value of matches and keeps the game balanced.[/quote]
I've still yet to see a convincing argument on how it's unbalanced considering that if someone were TRULY competitive, they'd be prepared for anything. And going by your logic I assume the Kritzkrieg is banned as well because it not only charges faster than the regular Uber-Charge, but with it one can easily take out the other team's Medic and a good number of their supporting members as well with a few well-placed crit-rockets, especially since it doesn't penalize the Medic in any way from using it other than being vulnerable when he deploys it.
[quote]Not so. This is what people would say back when everyone thought the Demo was OP- "you can work around it." But if working around it means rolling 2 pocket soldiers, or a dedicated scout to protect the medic, then that's definitely disrupting the balance of the game. And when I said scouts with mini-crits can kill scouts with 1 shot, I was referring to sneak attacks, which are presumably the entire point of using Crit-a-Cola.[/quote]
If being forced to change your plan of attack disrupts the game that much, then I wonder how truly competitive these players are.
[quote]If the scout had nobody watching him then it was indeed a bad move. On the other hand, if a spy uncloaked behind him, another team member would probably warn him and the scout would swing around to kill the spy.[/QUOTE]
There was noone else around. I assume the Scout player was just cocky given he had the "home field advantage". (seeing as "pros" only play certain maps over and over)
[QUOTE=Sirdangolot5;23335329]So, to reiterate:
[b]Reasons Crit-A-Cola is unbalanced:[/b]
[list]
[*][B]It makes it too easy for flanking scouts to pick the medic[/B]
[*]Without crit-a-cola: A scout kills a soldier in 3 shots, the soldier kills the scout in 2. With Crit-A-Cola: The scout kills the soldier in 2 hits, the soldier kills the scout in 2.
[*]Therefore, the scout's chances of getting killed by the soldier are barely changed, while the medic's chances of dying go way up.
[/list][/QUOTE]
That is the fucking point, Jesus, if it allows you to take out the medic faster, while still being balanced in almost every other situation, what is the point in removing it? This is one of the many reasons I fucking despise the cancer you call "professional" gaming. It gives someone a boost in power, yes, but it is only temporary, and someone who should know what they are doing would have a plan to counter it, much like every other weapon in the damn game.
Fuck, competitive gaming is killing the industry, the community and the enjoyment I get from games, instead of playing a game for fun, you are now playing a game to win, and to win only, fuck having the cool shit that made the game unique WE NEED A STERILE ENVIRONMENT AS THAT IS THE ONLY WAY IT WILL BE FAIR! When you reach the point where you are actually paying stupid amounts of money to go somewhere to [B]play a game[/B], you know you've basically hit rock bottom in life. Hell, I don't do much with my spare time, but I bet I still haven't hit as low as most competitive gamers.
Almost every one I have met has been a asshole, exclaiming how they are good and we suck just because we actually stop playing the game and go outside/ do something constructive or useful to society. The entire competitive industry is slowly starting to make games less fun, developers focus on making a game that can be used in tournaments, and neglecting the public enjoyment, hence why multi player has become such a big thing to have. Competitive gaming also introduced the really shitty genre of frag movies, who the fuck watches these and can genuinely tell me it was a entertaining experience? It's just some guy stroking their own dick over how they spend all day playing a fucking game, then raping the thing to death with shit songs or effects.
So far competitive gaming has killed so many games to me, over almost every platform, it is beyond a joke;
TF2 - PC, as unserious game that now has to be supahsrs in the face of "pros" because they can't have fun otherwise
CoD4 - PC, PS3, XBox, people seem to think that removing half the guns and perks makes the game more "pro", then refuse to play any map that is crash or crossfire, real fun there guys, good fucking job!
RF: G - PS3, okay, nobody took this seriously, but the MLG playlists removed half the fun shit, luckily they were optional, unluckily, every idiot who played only played them.
CS: S - PC, you cannot look at the server browser without someone claiming how their server is "pro" or "noob" friendly and uses stupid placebos like "OMG 1k tick XDXDXD". The community also became a utter shit-fest.
Like I said, it isn't just in game that kills it, it's the fact people think that watching someone show off how "1337" they are is apparently a fun thing. How the "leagues" are organized and how much money is fed into them every year, seriously, the money could have probably gone into something more useful than that.
Incoming competitive sympathizer reply.
Did you ever played competitive TF2 ?
Because if the league decided to restrict it, it's probably because it's unbalanced in comp.
I mean, the people who decided to restrict it are competitive player, so I think they know what they're doing.
[QUOTE=Onirik;23336436]Did you ever played competitive TF2 ?
Because if the league decided to restrict it, it's probably because it's unbalanced in comp.
I mean, the people who decided to restrict it are competitive player, so I think they know what they're doing.[/QUOTE]
Or not as half the stuff they block is perfectly counter-able and has been balanced to hell and back by Valve multiple times?
[QUOTE=Onirik;23336436]Did you ever played competitive TF2 ?
Because if the league decided to restrict it, it's probably because it's unbalanced in comp.
I mean, the people who decided to restrict it are competitive player, so I think they know what they're doing.[/QUOTE]
Then maybe they should've just restricted the Gunboats instead of making them near useless to us "normal" folk.
Well don't ask me, I don't use unlockables except the equalizer, I wouldn't know.
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