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Old 03-02-2008, 02:09 PM   #16 (permalink)

 
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Re: I know it has been discussed before...

"First off, Balance only affects people not yet on teams"
No one cries about stacking until the round is already rolling, which means most people aren't spectating any longer. So whatever this Capital B Balance mystery voodoo is of which you speak, it is futile against TF2.

"On TGNS"
Trek Generation the Next Star really has you mesmorised, doesn't it? At McDonalds, "No, I do not wish to super-size it, in TGNS, we..."

"makes the game fairer, longer, and funner."
By this time, my grammar brass-knuckles were aching to cross your chin.

"Why can you hate that?"
Because TF2 is NOT supposed to be about FAIR or LONG. Look at the way spawn times work, the way capture times work, the way sudden death works... the whole game is designed around momentum. The team that brings the correct kit through the starting gate is supposed to earn an advantage (shorter respawns, faster caps) that will let them continue to wreck the opposition. As long as people don't deliberately stack at the outset, which I haven't seen much of and there's probably a way to force random-assign (which wouldn't do much against smart stackers but whatever), there's no reason to restart the map with a scramble that winds up only swapping two-for-two across the teams.

"the whole attacking team was stuck up in spawn"
Spawn camping is ruled to be Strategy here.

"We only got a point because the the defenders forgot they had to defend the first point, and not just spawn exit camp, so the let a scout get by"
Good work! You found a hole in their defensive strategy and exploited it for a cap! Your scout proves that the system works.
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Old 03-02-2008, 06:54 PM   #17 (permalink)
 
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Re: I know it has been discussed before...

Quote:
Originally Posted by MagnaCentipede View Post
"On TGNS"
Trek Generation the Next Star really has you mesmorised, doesn't it? At McDonalds, "No, I do not wish to super-size it, in TGNS, we..."


I just going to let this argument die, as it appears that little short of valve putting balance into it next TF2 update will convince you of the merits of balance.
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Old 03-14-2008, 05:19 AM   #18 (permalink)
 
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Re: I know it has been discussed before...

I try to help out the losing team most of the time, but sometimes, mostly on pub servers, they just cant be helped. you can slow down their loss a bit, but they refuse to do anything remotely teamwork related. It's in these situations, where I will go spectator to switch teams. Most of the time I can have fun on the team, even if its losing somewhat, but if they're getting steamrolled anyway, it ruins my enjoyment of the game knowing I can do better.
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Old 03-14-2008, 11:57 AM   #19 (permalink)

 
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Re: I know it has been discussed before...

Quote:
Originally Posted by MagnaCentipede View Post
"First off, Balance only affects people not yet on teams"
No one cries about stacking until the round is already rolling, which means most people aren't spectating any longer. So whatever this Capital B Balance mystery voodoo is of which you speak, it is futile against TF2.

"On TGNS"
Trek Generation the Next Star really has you mesmorised, doesn't it? At McDonalds, "No, I do not wish to super-size it, in TGNS, we..."

"makes the game fairer, longer, and funner."
By this time, my grammar brass-knuckles were aching to cross your chin.

"Why can you hate that?"
Because TF2 is NOT supposed to be about FAIR or LONG. Look at the way spawn times work, the way capture times work, the way sudden death works... the whole game is designed around momentum. The team that brings the correct kit through the starting gate is supposed to earn an advantage (shorter respawns, faster caps) that will let them continue to wreck the opposition. As long as people don't deliberately stack at the outset, which I haven't seen much of and there's probably a way to force random-assign (which wouldn't do much against smart stackers but whatever), there's no reason to restart the map with a scramble that winds up only swapping two-for-two across the teams.

"the whole attacking team was stuck up in spawn"
Spawn camping is ruled to be Strategy here.

"We only got a point because the the defenders forgot they had to defend the first point, and not just spawn exit camp, so the let a scout get by"
Good work! You found a hole in their defensive strategy and exploited it for a cap! Your scout proves that the system works.
Does anyone else never have ANY idea what this man is talking about? Is it just me?
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Old 03-15-2008, 01:37 PM   #20 (permalink)
 
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Re: I know it has been discussed before...

Quote:
Originally Posted by Chewy View Post
Does anyone else never have ANY idea what this man is talking about? Is it just me?
It just you.

Either that, or I have spend way to much time reading his posts to counter them in this thread....
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Old 03-15-2008, 02:14 PM   #21 (permalink)

 
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Re: I know it has been discussed before...

Quote:
Originally Posted by Eternaly_Lost View Post
It just you.

Either that, or I have spend way to much time reading his posts to counter them in this thread....
Maybe it's both...
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Old 03-17-2008, 06:48 PM   #22 (permalink)
 
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Re: I know it has been discussed before...

the way the CSS server is setup is that you MUST click random and cannot click either red or blue.. this would be a good idea if it could be implemented into the server!
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Old 03-18-2008, 04:22 PM   #23 (permalink)
 
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Re: I know it has been discussed before...

Quote:
Originally Posted by Tonk View Post
the way the CSS server is setup is that you MUST click random and cannot click either red or blue.. this would be a good idea if it could be implemented into the server!
That'll just leave the hardcore stackers left. There are always ways to change the teams if you want to.
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Old 03-19-2008, 06:58 PM   #24 (permalink)
 
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Re: I know it has been discussed before...

Well, hopefully there aren't that many of those hardcore stackers around, I would love that system. At most there should be three people that absolutely must be on the winning team, and that shouldn't be enough to greatly unbalance things.
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