@@butterthoughts Is it something that comp players have even humored in the past? Is trying something different (with an accompanying play-style) not feasible?
@@FilliamPL It's been tried years ago. There was a famous LAN match with a 0-0 gullywash score after two halves, if I remember correctly. If one team runs it the other team has to else they're not able to compete and then you'd think it might make the game faster but no it actually makes the stalemates more impenetrable. It's terrible.
@@JaguarFiend Did they use any innovative strategies that adapted to the new style of play brought about by the QF? I have strategized its implementation before; for one, it makes med-defense for feasible for mobility classes because of the blast-jump mirroring. Also, considering that you can be more brazen with mid fights and just about any other fight, you can keep your team alive more easily. Now, what you brought up strikes me as strange because is this not what already happens (‘this’ meaning “countering X medigun with X medigun”)? I mean, the fact that the 6s lineup usually never changes leads me to believe that we’re past the point of innovation and are purely playing the most thoroughly developed strategies after 10+ years of competitive play. Excuse my ramblings, but I do find 6s TF2 to be very stale when you consider that most “strats” are just meta and not actually strategizing. Perhaps I am too tired to truly articulate my thoughts…
@@FilliamPL The concepts that you're alluding to have been debated since the start of competitive TF2-- So for 15 years. I assume you aren't involved in the competitive 6s scene or are very new. I can convey the ideas to you but it's hard to say if you'll actually deeply understand them without a lot of personal experience in 6s. You can trace back the evolution of 6v6 and see all the ancient prior iterations like different player counts and different class limits (like allowing 2 demos, played on dustbowl, just imagine). But what you must understand is that the game has both evolved from the front as well as been sculpted from the back. From the front meaning people learned what the most efficient classes and weapons were and the best ways to use them and simply becoming better over time. That obviously impacts the game. But from the back means that the current game rules were designed to curate a very specific experience. It's made for intense, fast paced and coordinated action by people who tend to appreciate Arena FPS games. So the player count, the class limits, the disallowed weapons, the win conditions, etc. All of this produces the modern (2008 and later) 6v6. So does that mean that 2 scouts 2 soldiers 1 demo and 1 medic is the most optimal way to play the game? Not necessarily. You used to be allowed 2 heavies or 2 engies to defend lasts with (attacking was impossible, it was changed). Or maybe 2 demos is more optimal, at least for defense. But the point is that nobody wants to play those formats because it's really unfun, at least for the target audience. So given the current ruleset, yes, the standard way things are done IS the most optimal and it's that way by design because this is the game we want to play. There's been some subtle changes in meta over years but overall we're playing exactly the game we want to play. Thinking that you have some clever way to play the game is quite naive. Look behind you and see the line of thousands of other free-thinkers just like you who had all the same ideas. Almost everything has been tried before. Of course fun is subjective so ultimately just make sure you enjoy whatever you spend your time on.
@@JaguarFiend I see. Comparing it to Arena FPS gave me a new perspective on what you've explained. I am new to TF2, only started seriously playing in 2020. Thanks for the chat. I guess that clears up my question.
take care of yourself bro, don't stress in this life
immense joy when a part drops
0:14 Urine, butter! Urine! Urine!!
2:37 that one actually had me in the edge of my seat
youtube recommending me the best soldiers just for me to main scout
awesome video
I remember this guy playing on hightower a long long time ago
great video mate,
2:27 insane.
Good clips nephew... I sense the power growing...
wball.
song is I'm not ok by weather's, it's wrong in the video description!
Lmao I pasted it from part 9 to keep the format. Should be fixed now
@@butterthoughts thought so, keep it up!
good video what is your hud :o?
m0rehud with product hold font, yellow theme
femboi soldier main moment
very nice la
Why not run QF in 6s? Seems like the emphasis on “keeping the team alive” is lost by using stock. I wonder how this kind of discussion devolves…
@@butterthoughts Is it something that comp players have even humored in the past? Is trying something different (with an accompanying play-style) not feasible?
@@FilliamPL It's been tried years ago. There was a famous LAN match with a 0-0 gullywash score after two halves, if I remember correctly. If one team runs it the other team has to else they're not able to compete and then you'd think it might make the game faster but no it actually makes the stalemates more impenetrable. It's terrible.
@@JaguarFiend Did they use any innovative strategies that adapted to the new style of play brought about by the QF? I have strategized its implementation before; for one, it makes med-defense for feasible for mobility classes because of the blast-jump mirroring. Also, considering that you can be more brazen with mid fights and just about any other fight, you can keep your team alive more easily. Now, what you brought up strikes me as strange because is this not what already happens (‘this’ meaning “countering X medigun with X medigun”)? I mean, the fact that the 6s lineup usually never changes leads me to believe that we’re past the point of innovation and are purely playing the most thoroughly developed strategies after 10+ years of competitive play. Excuse my ramblings, but I do find 6s TF2 to be very stale when you consider that most “strats” are just meta and not actually strategizing. Perhaps I am too tired to truly articulate my thoughts…
@@FilliamPL The concepts that you're alluding to have been debated since the start of competitive TF2-- So for 15 years. I assume you aren't involved in the competitive 6s scene or are very new. I can convey the ideas to you but it's hard to say if you'll actually deeply understand them without a lot of personal experience in 6s. You can trace back the evolution of 6v6 and see all the ancient prior iterations like different player counts and different class limits (like allowing 2 demos, played on dustbowl, just imagine). But what you must understand is that the game has both evolved from the front as well as been sculpted from the back. From the front meaning people learned what the most efficient classes and weapons were and the best ways to use them and simply becoming better over time. That obviously impacts the game. But from the back means that the current game rules were designed to curate a very specific experience. It's made for intense, fast paced and coordinated action by people who tend to appreciate Arena FPS games. So the player count, the class limits, the disallowed weapons, the win conditions, etc. All of this produces the modern (2008 and later) 6v6. So does that mean that 2 scouts 2 soldiers 1 demo and 1 medic is the most optimal way to play the game? Not necessarily. You used to be allowed 2 heavies or 2 engies to defend lasts with (attacking was impossible, it was changed). Or maybe 2 demos is more optimal, at least for defense. But the point is that nobody wants to play those formats because it's really unfun, at least for the target audience. So given the current ruleset, yes, the standard way things are done IS the most optimal and it's that way by design because this is the game we want to play. There's been some subtle changes in meta over years but overall we're playing exactly the game we want to play. Thinking that you have some clever way to play the game is quite naive. Look behind you and see the line of thousands of other free-thinkers just like you who had all the same ideas. Almost everything has been tried before. Of course fun is subjective so ultimately just make sure you enjoy whatever you spend your time on.
@@JaguarFiend I see. Comparing it to Arena FPS gave me a new perspective on what you've explained. I am new to TF2, only started seriously playing in 2020. Thanks for the chat. I guess that clears up my question.