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smileOK!

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Posts posted by smileOK!

  1. From Liquidpedia Wiki:

    "The usage of the term "cheese" has expanded to include most "all-in" strategies which involve a great sacrifice of economy".

    As the player who dropped banelings on me very early in game, had nothing for economy (after I watched the replay), I'd consider it cheese. Getting the Lair, ventral sacs, double extractors early... it hurt their economy. If I only would have scouted, they'd be done for. Hence, cheese. Same with the infestors.

    lair is way too late to be considered cheese

  2. Yep, Soldiers win in straight up combat. Never feel bad about retreating. Just make sure you don't turn your back to them. If you fall back steal some health or ammo to add insult to injury. Sometimes the best way to beat the heavier classes is to out think them. Try and make them run out of loaded ammo. Pick off their health little by little. Force them to deal with you every few seconds. Annoyance is a strategy. As far as running out of scatter shots, I like to take three shots and take cover. Constant combat doesn't have this benefit in which case you can switch to your pistol. It reloads faster and has a higher dps. The downside is that is lacks the spike damage of the scatter.

    Also try adjusting your hardware to work better. A lot of people say that you should turn off mouse acceleration to improve your aim.

    that's not entirely true. trying to play scout seriously on the OCR map rotation is near impossible. dustbowl, goldrush, and to some extent badwater is atrocious to scout on. maps where scouts do well are 5CP often people will rtv out after a couple rounds or just go scout themselves. the lack of collaboration and teamwork makes scout seems overly powerful on a map like badlands where you will get flanked every which way. this usually leads to 50% of both teams picking scout / engi or just plain rtv'ing off of it. without proper collaboration, your team will just get picked apart by a competent scout, this is made up for to some extent by the number of players and lack of maneuvering space.

    in a straight up fight given enough space (let's say the size of the middle cap on yukon, perhaps a little larger) scouts should be even if not favored against a rl solly. the best place to be is in his face so he self damages himself and saves you the second shot (or third due to buff or random damage). even if he suicides to kill you, a lost solly is more damaging than a lost scout to the team (in most situations). the most difficult thing about playing scout is learning proper movement.

  3. 1) Crits

    2) Shotguns should NOT be expected to connect at all from range. Like, period.

    1. turn off crits! :D

    2. depends on what you mean by range. damage falloff and pellet spread severely limit the amount of damage shotty can do at long-mid range (that is unless you get a particularly clumped up spread which won't happen with a standard one). if you want to take that away you may as well take away the shotgun and have melee as secondary.

  4. 5CP maps are the best kind of maps because except for the engineer every class is viable on it and there is no lame spam fest going on for 10 minutes like on payload or A/D maps.

    PL and A/D maps (except gravelpit i guess) just encourage turtling for the RED team and BLU ends up trying to push through RED's defense for the duration of the round, usually through a narrow passageway that becomes the center of attention for every explosives class to just spam (mostly the demo). This makes it incredibly boring (oh boy look at me I can toss stickies at a chokepoint and detonate them) as BLU has to have reliable medics (lolteamwork) to uber unless RED has a bad class composition with no combat classes (in which case its a steamroll which is just as boring). Scouts become useless due to sentries limiting their movement (part of why valve made the sandman oh boy).

    Well is an okay map but the problem with it is that it's tough to push that second (or fourth) point because there is a resupply cabinet right there for the defending team and there are only two ways inside their fort. It makes it very stalematey.

    2fort is boring because the bases are so well designed for the defenders (narrow, closed in halls/rooms, defenders respawning RIGHT NEXT TO YOU when you're attacking). When the attackers first set foot outside they will have to a) dodge enemy snipers shooting at them, B) cross the narrow bridge and fight through the spamfest (or die to snipers while trying), c) go through sewers (you still might get your head blown off unless you go through the sewers through your own base which takes 5 minutes of walking). Not to mention in a pub no one really cares about winning in a CTF map. The games also always play out on 2fort where one team will be consistently attacking and the other will just be turtling in their base. After awhile the people who try to attack will get frustrated dying and respawning over and over and will stop attacking and will just go engineer or sniper and just play defense and both sides will eventually end up playing defense (stalemate). Cept valve tried to fix this by introducing critboost when the intel is capped (oh boy)

    And the people that complain about badlands/granary being played too much should also be complaining about dustbowl/goldrush/badwater since they are also just as played (if not MUCH more since people just auto rtv when one side wins a couple of rounds)

    what he said. also, i really dislike hydro i'd rather have yukon or turbine back.

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