The LiquidLegends Lounge - Page 1279
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Eppa!
Sweden4641 Posts
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Gahlo
United States35174 Posts
On June 05 2016 20:58 Eppa! wrote: I dreamed about an old crush and now I feel awkward. I know that feel. | ||
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Duvon
Sweden2360 Posts
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MagnusWolf
United States483 Posts
On June 05 2016 20:58 Eppa! wrote: I dreamed about an old crush and now I feel awkward. Story of my life | ||
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Numy
South Africa35471 Posts
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killerdog
Denmark6522 Posts
On June 05 2016 23:16 Duvon wrote: @ bans: What about consensus bans? That all participating teams in a tournament get to vote on which character to ban, and the one with most votes gets banned. Then the pros also get an active choice in how to shape the metagame. Maybe they all feel like banning zymmesstra cause she's shit and they like the gameplay of McMackmac, etc. That sounds pretty open to abuse :p 8 team tourney, the 6 teams without a good widow player ban widow just to screw the best two teams over. Organisers should feel free to try out whatever they feel like though. This is the time to mess around with formats and rules, before people get stuck into a "standard" way of running them. | ||
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Alaric
France45622 Posts
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Numy
South Africa35471 Posts
Don't see the need for bans nor do I think they'll improve gameplay. Maybe Blizzard is a genius company that can keep producing new interesting heroes that don't have overlap with what's already in the pool but I kind of doubt it. More likely the game is going to settle on a core roster of strong heroes with a few niche that you can sub in on certain maps under certain situations and the rest are just more pub fun. I think that's perfectly fine for the game as well. edit: One thing I noticed watching the cup last weekend was that Overwatch felt very "deathbally" compared to TF2 did. This could just be a function of the maps being played where on TF2 you had the continuous CP maps that allows for more isolated "duels" between members instead of just deathbally stuff. I always liked the "minigame" between scout,soldier,medic and scout where it was kind of a 4 way deathstare. | ||
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Nos-
Canada12016 Posts
The deathball thing is because if you don't stand behind a reinhardt shield you're probably gonna drop instantly to a mccree or widow and there aren't backcaps. The maps also feel a lot narrower in overwatch so roaming isn't really a thing I feel. | ||
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killerdog
Denmark6522 Posts
On June 06 2016 03:53 Numy wrote: KD I don't know what you expect from the game. Even TF2 didn't have a lot of diversity in roles. You had pretty much your core of 2xSoldier, Medic, Demo. Then had the scouts but most maps you just ran with them. Sometimes throw in sniper instead of gravelpit or a wild pyro for the lolz. There just isn't enough variables for there not to be sufficient overlap that the "best" set of characters can be figured out. I think that's perfectly fine as well. Don't see the need for bans nor do I think they'll improve gameplay. Maybe Blizzard is a genius company that can keep producing new interesting heroes that don't have overlap with what's already in the pool but I kind of doubt it. More likely the game is going to settle on a core roster of strong heroes with a few niche that you can sub in on certain maps under certain situations and the rest are just more pub fun. I think that's perfectly fine for the game as well. edit: One thing I noticed watching the cup last weekend was that Overwatch felt very "deathbally" compared to TF2 did. This could just be a function of the maps being played where on TF2 you had the continuous CP maps that allows for more isolated "duels" between members instead of just deathbally stuff. I always liked the "minigame" between scout,soldier,medic and scout where it was kind of a 4 way deathstare. OW has a lot more options than tf2 though, and having several niche characters in roles where tf2 only had one gives the opportunity for map design to promote a wide range of competitive options through different stages of games/maps. I agree bans/drafting would be ridiculous. As for the deathball stuff, there are a lot of teamwide aoe things, and ultimates that you want to chain together in this game. Also I'm not sure how tf2 compares, but a lot of the maps in the game right now have lots of very narrow choke points, which is generally where most of the fighting occurs just because those are the places where the payload is most easily contestable, or where the control point it. There's generally not more than two areas which are reasonable to fight over at any given time. --- Also my foot has finally healed enough, so I can go back to judo tomorrow! So hyped, just a few weeks off has been killing me | ||
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Scip
Czech Republic11293 Posts
but today is not that day | ||
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Numy
South Africa35471 Posts
On June 06 2016 05:03 Scip wrote: There will come a day when I'll be well prepared for an exam without doing a 24 hour study marathon fueled by sweets and coffee but today is not that day I'm doing that tomorrow but exam is worth like 35% and I have 90% average going in so think I'm safe. | ||
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Scip
Czech Republic11293 Posts
On June 06 2016 05:10 Numy wrote: I'm doing that tomorrow but exam is worth like 35% and I have 90% average going in so think I'm safe. We're both wise men, brother. This is the path of champions. | ||
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red_
United States8474 Posts
The reason Gravelpit and the one KotH map that made it into comp TF2 rotation did is because they were so uniquely made compared to other maps of those formats(and at least while I was playing/watching tf2 there was never a single payload map in rotation). | ||
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Numy
South Africa35471 Posts
On June 06 2016 05:49 Scip wrote: We're both wise men, brother. This is the path of champions. We shall reign supreme. I have faith in you Scip. On June 06 2016 05:53 red_ wrote: A big reason for the deathball really is that right now all maps are capture point, koth, or payload(or the combo cp/payload) with no push/pull cp maps. And yea they're a bit more narrow than TF2 maps(although TF2 had higher overall mobility, OW's is mostly put into a few classes and Lucio's speed active). Even if you wanted to work flanks more, eventually the map is condensed onto a singular point. The reason Gravelpit and the one KotH map that made it into comp TF2 rotation did is because they were so uniquely made compared to other maps of those formats(and at least while I was playing/watching tf2 there was never a single payload map in rotation). Yea I don't remember a single payload map in rotation either but I stopped playing comp after the first item cycle so don't know what happened when it went free. Push/pull cp maps were my favorite set of maps really as they just allowed so many cool strats and fluid gameplay, I was rather confused why Overwatch went with the singular capture point style. Gravelpit could either be amazing or terrible based on teams ability on it. | ||
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Cixah
United States11285 Posts
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Gahlo
United States35174 Posts
On June 06 2016 06:16 Cixah wrote: 740 miles in a weekend. Fuck Texas. I feel you. Driving a lot in short spurts is butts. | ||
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killerdog
Denmark6522 Posts
On June 06 2016 05:53 red_ wrote: A big reason for the deathball really is that right now all maps are capture point, koth, or payload(or the combo cp/payload) with no push/pull cp maps. And yea they're a bit more narrow than TF2 maps(although TF2 had higher overall mobility, OW's is mostly put into a few classes and Lucio's speed active). Even if you wanted to work flanks more, eventually the map is condensed onto a singular point. The reason Gravelpit and the one KotH map that made it into comp TF2 rotation did is because they were so uniquely made compared to other maps of those formats(and at least while I was playing/watching tf2 there was never a single payload map in rotation). What were the map modes in tf2 that got the most competitive play? Wasn't there some kind of ctf map? That could potentially be interesting in OW, although you'd probably have to add special rules about using dashes while holding the objective. | ||
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Numy
South Africa35471 Posts
Granary/Badlands were the most awesome CP maps back when I played. Think there was a map called Well as well which was a bit iffy but seeing people die to the train mid was always hilarious. edit: CTF doesn't really lead itself for the most fun game experience at least from games I played. Only Quake 3 really felt good playing CTF but well Quake 3 felt good playing anything. 5CP is prob the best game mode I've seen for these types of games. Allows for fast paced fluid gameplay while incorporating aspects of attack/defend maps depending on what's going on in the game. | ||
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Eppa!
Sweden4641 Posts
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