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just because I had the misfortune to turn a corner and meet a heavy with his gun already spun-up
It's not the fact that money is on the line that gets people camping, it's the spawn system and the 'come to me' gameplay. The cash rewards are just an added incentive, but the main incentive is that people like the sensation of winning and if there is a method that gives them an advantage, no matter how boring, devoid of skill or unsportsmanlike, they will choose it. Camping in CS makes winning easier. People would do it whether there was money on the line or not, so long as it helps them win.And I don't think the counter-strike comparison is in order. There's no 'gain' for a team winning a round. In counter-strike, if you've got one team which wins the first two rounds, they often end up having the powerful weaponry for the rest of the game, while you're scraping your wallet for Kevlar and a silly MP5. The choice of classes within a TF2 team has more impact on the gameplay than any weapon-store in a CS round can do.
Didn't like the 'sound' of it - because it seemed to echo what Natural Selection did with the introduction of Combat (a reference that most NS players should get). Basically splitting the playerbase and dumbing down gameplay.crispy, weren't you the one who wrote a page-long post about how you didn't like the arena update?
If you repeatedly fire shots into the air you will get a crit sooner or later. This proves that the initial condition for getting a crit is totally random: it's based on a small percentage probability. You can increase the likelihood of getting a crit by inflicting more damage with your hits in a short timeframe. This does not stop you getting killed in Arena by a completely random crit, it just gives weaker players a crutch to explain away their luckshots ("Yeah it -could- have been a complete fluke, but it was probably my skill").Crits are not entirely random.
I've started playing on nocrits servers when I can (that's 'nocrits' with no other alterations, these servers are pretty hard to come by) and I have to say they're totally refreshing. The deserving team always wins,
Err, what do you mean? We got a new payload map this update.I love the new content but, why are they adding new features before building on the foundations of another? E.g. Payload Gamemode.
Utter nonsense. If the "deserving" team loses due to crits, they're not the deserving team. I agree that crits can turn the tide in arena, but in other modes they mean nothing in the bigger picture. If crits cause you to lose a game, then chances are you would've lost it anyway. Besides, every team gets as many crits as the other.