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soda popper is just antifun.
reserver shooter pyro is ♥♥♥♥♥♥♥♥, and im saying this as a pyro main.
but then people complain because it's not 'real TF2'
Discliplinary Action and most heavy weapons are banned because Heavy grinds the game to a halt.
The Vita-Saw forces the other medic to run Vita-Saw as well. Uber is incredibly important in comp, and the Vita-Saw completely negates a dropped uber, hence it's banned in every league.
Cozy Camper makes it impossible to make snipers flinch. Darwin's Danger Shield negates the Sniper's main counter almost completely. Good snipers are ridiculously hard to deal with if either of these weapons are allowed.
I'm pretty sure they also ban weapons considered Underpowered, as well as ones considered Overpowered. Kind of like in MvM, there's a meta in 6s. So they force you to follow it by banning every other weapon. That's my explanation.
Overpowered isn't the only reason a weapon could be banned. Think about what the other reasons could be.
And sodapopper is tons of fun.
For me atleast.
Also it balanced an mge between a friend and I (he ran milk and sandman with stock, I ran popper stock and atomizer, he lost)
TFC had an huge competitive scene.
All the veterans from the older games wanted to try out TF2 competitive too. And at first, with stock loadout only, class limits were the only requirement. Then BS unlocks happened (sandman, natasha...), and that lead to item bans.
So, I'd say it is suited for competitive play, and by a bog margin
Yes, it's a shame that more than half of the content has to be discouraged/banned in order to achieve that, but that's a problem of TF2 and not of the 6s community. Valve should just focus o the content that already makes TF2 competitive rather than trying to do the impossible and change TF2 as a whole to bd competitive.
anyways, it's worth noting that 6's bans and class limits are not based around making everything viable everywhere (because the classes are not equally powerful to begin with) but around making the game fast, skill-based and fun for both spectators and players
most of these don't really matter, and not all leagues ban cosmetics
it's one of those bans that ban something that nobody uses anyways - it'll probably be unbanned if enough people asked for it but since nobody cares it stays banned
yeah let's make soldier and pyro better at roamer denial than scout, and punish players for pressing spacebar
no
higher burst damage than scattergun
higher sustain damage than scattergun past 4th shot
m2 gimmick that lets you screw over projectile classes even more than before
area control is huge in 6's, letting the most powerful flank class get behind enemy lines reliably is a major no-no
first off, the fact that you think the pistol is a long range weapon just goes to show how little you know about the game rofl
basically, CaC lets you two-shot sollies while staying out of splash range, and on top it makes the fastest class in the game even faster
yeah let's give the class whose only real weakness is lack of spam weapons a spam weapon
besides, it deals 50 instant damage + 30 bleed at any range, which lets scout basically end fights before they begin, while the pistol is a backup/last resort kind of weapon
you have no idea how powerful a 60% vampire effect is, if you splash the enemy combo your team gets a free push out of it
on top of that it's available as soon as you have to respawn, it's not a "reward" mechanic
I shouldn't have to explain this one rofl
if you don't understand why a third jump that can be used mid-combat is ridiculously powerful especially when half of your enemies are projectile classes, stop playing the game
this is mostly to prevent teams from running Heavy to mid with the whip, which slows down the game considerably and makes midfights a game of attrition based around slowly chipping down the enemy Heavy
rofl you think loch takes more aim
partly because of the damage resistance making overhealed Heavies even more annoying to take down and partly because nobody likes slowdown
dunno tbh, if the extra health affected overheal then it would be understandable
probably because nobody uses it anyways
300 hp is a lot in 6's, if a team has to use up their ammo supply shooting down a Heavy twice then they won't have damage output left over to deal with the rest of the enemies
see my comment for the base jumper
again, Heavy's sheer health pool makes him an incredibly difficult enemy to take down with just 6 players
with FoS and full overheal, your team can't win against an enemy playing defensively due to lack of damage output
see note for disciplinary action
Engi in 6's is a sort of a throwaway class that lets your team have a 217 hp damage sponge and also a player who can immediately switch back to Scout once the sentry goes down
rescue ranger can significantly lengthen the survivability of the sentry by letting the Engi heal it from inside spawn and still be able to switch to a DM class
it's still extremely powerful when half the enemy team uses projectiles, and it neutralizes stickytraps instantly
wrangled sentries have 648 effective hp
read what I said about Heavies
level 3's can't be built in 2 seconds and they don't give you 225 overheal health
it slows down the game considerably by denying flank plays entirely with its chip damage and knockback
the "uber" charges ridiculously fast and 6's don't have enough players to overwhelm the healing rate
we tried using it before, and everyone just ran QF + GRU Heavy
if you like watching fat people shoot at each other to no effect for 30 minutes, then go make your own 6's
it lessens the communication side of 6's in favor of letting the med just call out who to kill
it lowers the skill requirement of the game, basically
it lets you make aggressive Medic trades because the person with the vitasaw will always have a significant advantage, and the only way to counter it is to run the vita-saw too
most comp level snipers will take a 100% bodyshot over a 50% headshot if both will result in an enemy out of the fight
SS guarentees a disabled enemy when used by someone that's remotely skilled, because staying in the fight with 150 lower hp and a 135% damage vulnerability is suicide
it's also not as fun for spectators to watch compared to Snipers taking quick peeks and getting quickscopes
spam-induced aimpunch is one of the only counters to a passively peeking Sniper, because it prevents them from taking accurate shots and forces them to back down into cover quickly with cozy camper and overheal, a Sniper can land far more consistent headshots during aggressive peeks, and the regen reduces the downtime before he can peek again
Sniper is a fairly un-fun class to play against so it's good to discourage that kind of thing to maintain a fast format
it forces countersnipers to run it too, because the first headshot is no longer lethal
I dunno about you but forcing players to use a certain weapon sounds like the opposite of "diverse gameplay options" to me
besides, dds lets Snipers get buffed to 225hp which lets them take ridiculously aggressive peeks
yeah, ruining enemy team pushes for free is completely fine
if it was a reward mechanic it might be alright but when each pick and point of damage has so much weight behind it as in 6's, free damage bonuses are a no-no
Sodapopper only out dpses after shot 6, and that requires perfect accuracy
Rest is about on point