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Ein Übersetzungsproblem melden
m8, nice essay and all, but u do realise there is literally a button for 9v9, it just isnt playable yet in the early stages of the beta...
But go on, call people scumbags while acting like a scumbag yourself. Or does calling you out as a scumbag = elitist as well?
the TL;DR version, as the video is kind of long:
6s developed early on and they tried various combinations of class mashed together. Early on, Demo and Medic were identified as being incredibly powerful when two were on the same team, so each was limited to 1 per team. Heavy (pre-GRU/whip) was found to be INCREDIBLY powerful on defending the last point but generally too slow to keep up normally with the more mobile classes, so he was limited to 1 per team as 2 were difficult to push into. This bit about last point is important, because defending last gives the defending team the spawn advantage, that being that they can go back and switch classes quickly, as well as hitting the resupply. Engineer later followed for similar reasons. Double Snipers were later banned because of Snipers ability on some maps to sit in both spawn doors and watch all the entrances to last (Process, I believe?). Essentially, early on the 6s community was very experimental and found that 2 scouts, 2 soldiers, a med and a demo, with occasional offclassing when the situation called for it (particularly defending last).
HOWEVER, the part of the narrative most people don't address and Sideshow does here is how, after weapon unlocks such as the GRU were released, the 6s community began banning such weapons to maintain the game they had come to enjoy. Was this bad?Maybe, but it appeared to be fine as most people that played 6s appreciated it (they didn't like Heavy too much). Weapon bans weren't inherently bad either, as some of these weapons (such as the reserve shooter or the current crit-o-cola) were actually overpowered and needed adjustment. The unlocks that were allowed to be whitelisted generally supported the current style of 6s gameplay.
On highlander, he admits to not be too fond of it as an "alternative" to 6s. Like many people say, playing one of each class is actually restrictive because you already know exactly what classes you're going to fight, whereas in 6s, you can mix it up when the situation calls for it.
TL;DR my TL;DR:
6s has in a way, been stale for a while, in part because Valve rarely re-tools their unlocks after release and you can't play a competitive game with broken weapons, but also in part due to the 6s community. Essentially, don't put it all on the community.
Anyway, I still advise everyone watch this video. It doesn't pander to the 6s community and kind of explains how the 6s meta became what it is now.
EDIT: 15:01 is when he explains why the current meta isn't the best.
EDIT2: iirc, someone said that Valve picked 6s first was because it would be easier to make a system that que's 12 people instead of 18. Running 6s is just simpler.
I don't like 6s either but I can see why it's a better choice.
Analogy in CS:GO - Nerfing the AK-47 and Buffing the Negev
Also, saying that 6v6 is more diverse than highlander because it's less restrictive as to how many players can play each class, is straight up retarded. Go spy an entire game of 6s and you'll be called a fag the whole game. Spy isn't a full time viable in 6v6. In highlander that gamemode and it's restrictions MAKE you play tf2 and use everything in the game's arsenal.
I don't think anyone supporting highlander here is trying to make the case that all the classes take equal skill and that all classes are equal in strength. The case I think people are trying to make is that it is insanely closer to what tf2 is. A bunch of wildly different classes trying to reach a common goal.
So that's my two cents