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Tensei

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Everything posted by Tensei

  1. ^ Did you steal these from the SA forums thread or did you actually crosspost them from there? Edit: The huntsman is pretty much the best weapon.
  2. Words can't express how much I love you right now. Also, goddamn, I just got the huntsman and I've never had so much fun playing sniper before. It's DEFINITELY worth the grind IMO.
  3. http://www.youtube.com/watch?v=kd5tK9svnIQ&fmt=18 I HAVE to post this here. Watch it.
  4. Yes, six hitscan bullets of auto-minicritting goodness is completely comparable to four slow projectiles!
  5. Well, 2fort is pretty much garbage no matter what. The sniper wars do make it a bit better though I guess. On an ambassador related note: http://www.youtube.com/watch?v=xX1H1ykm2oU&fmt=18 overpowered much? I really want this gun now :3
  6. I wish Spy, Sniper, Scout could be limited to have 3 of them in a team at most. Especially on combat-intensive maps like dustbowl it makes me cry when one half of my team is somewhere behind enemy lines while the other half is hanging way back on their sniper perches, while I'm the only one down in the proverbial trenches getting outnumbered by soldiers, demo's and pyro's.
  7. Definitely use Python as a map. iirc that map gets used really often on Gomtv.
  8. Yes, enjoy your 1:1 rate and brag about the points you get from cart defense, it's the pyro way!
  9. If we're doing that, I'm totally calling Demoman. None of you fags better call spy/pyro/engie or we'll get rolled even worse than normal.
  10. IMO a good way to determine your suckage is to look at how many kills you make in one life on average. For me it's 1.20 :/
  11. This proves what? That over time they've been played more than other maps? I could've told you that. This doesn't invalidate my point about there CURRENTLY being way too many custom maps in the rotation.
  12. I'll play, obviously! I'd say we should mostly play on the iccup maps, if you're familiar with those, since they allow for other people to watch the match.
  13. There'll usually be a uber or 2 built up at that point, since it's the start of the map, and there's another exit as well. In Toy Fort, there's literally ONE (very narrow) entrance to each team's respective last point. My team got badly rolled up UNTIL that point where all it needed to draw the match out was just throwing the corridor full of stickies. Never mind that the main entrances to the central CP are very narrow as well and that a demo can just lob stickies/pipes over the big blocks at the central CP to rack up kills.
  14. What you said about pacman applies exactly to toy fort. Fun novelty map but if you can rack up kills by just spamming rockets/pipes/stickies on a chokepoint, that means it's a bad map.
  15. It wouldn't be that much of a problem if the customs were actually inventive, but so far I've seen at least three alpine-themed payload maps that were huge and incredibly convoluted. Out of those, the only one that I actually enjoyed was Frontier. Then there's stuff like Toy Fort and Warpath, both of which were in my opinion REALLY badly designed due to numerous chokepoints and narrow corridors. This means rocket and demo spam rules supreme. I don't mind going without gold rush (hate that map too actually) and dustbowl (which I still like for some reason), but even then there's enough options in terms of playable official maps (cp_egypt, cp_well, cp_granary, cp_badlands, ctf_turbine, pl_badwater, cp_steel, cp_gravelpit, hell, even some of the arena maps) that provide a valid alternative to wacky custom alpine pl map #457382. Never mind that the custom maps which actually ARE good in my opinion (cp_follower and pl_frontier come to mind) didn't see nearly enough play.
  16. LESS CUSTOM MAPS IN THE ROTATION BEFORE I LOSE MY FUCKING SANITY (seriously)
  17. But I don't wanna play on an OCR team with spies and pyro's.
  18. IMO: close-range = Everything the flamethrower covers. mid-range = One end of the bridge at 2fort to the other. long-range = Distance between the 2fort Sniper balconies. That said, the miniguns effectiveness extends well into mid-range, though of course there's a huge drop-off in damage. Comparing the heavy to a pyro is pretty lol because apart from the fact that both are combat classes, and both are at their best at close range, they should be played completely differently. Again, mid-range minigun still does significant damage and only soldiers/demo's who know what they're doing will consistently outperform heavies at this range. Like Zircon said, the heavy, especially when paired with a medic, is a huge damage sponge, and IMO also has a partial role of drawing away some of the enemy fire. The Heavy + Medic combo should be the 'mobile command post' around which the rest of the team should focus. A pyro's relative nimbleness suggests that he's meant to be more of an ambush/shock class, so he really does not play as a heavy at all.
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