You probably should have mentioned weapons that do fall under being better than every other weapon in their slot by far (eg wrangler or crossbow) but make the game more interesting despite their meta status.
So, about that parachute. I kid. I understand a lot of the reasoning especially for certain weapons though I do feel their is a big gap between the ones that are just bearly in the ban list and others that fit so snuggly you wonder how you would ever make a competitive balance for them. I understand the enjoyment of competitive but I also prefer the chaos of massive fights. I think of the current competitive scene highlander would be my choice but if they came out with a 12v12 freak match I would be all over that as that just sounds like the perfect chaos you would expect from a game like tf2.
I have my problem with weapon bans because several of them make almost no sense, disciplinary action is a mandatory weapon and banning it does not convince me because otherwise I would also have to ban the crossbow for the same reason since they end up being similar; The buffalo chop is idiotic since you are not going to use it all the time and even less so than the banana, chocolate or sandwich, the Buff is temporary and ends up screwing you up more. That and the fact that in the end most pros end up using the same loadout; the medic is the best example crossbow, medigun stock and ubersaw (I don't remember his status)
Buffalo allows Heavy to get to mid in sixes, which creates an unfun game for everyone, including the viewer. It's not the intended design of the game, but watching a Heavy mow down every jumping solider and Demo only to be instakilled by a sniper once those players respawn, only for the cycle to repeat several times more, is not fun to play or watch. Heavy picked on BLU+RED -> Both reach mid -> Nobody can jump -> BLU Heavy dies -> BLU Sniper pick -> RED Heavy sniped -> RED Heavy goes back to roamer -> BLU Sniper killed by Roamer -> BLU Heavy pick -> RED Roamer dies -> RED Sniper pick -> [Repeat] This creates a situation where one of the roaming players (i.e. Flank Scout or Roaming Soldier), which normally are very dynamic to watch and play, are stuck on either heavy or sniper for a good chunk of the game. Instead of going for big plays, demonstrating TF2's fantastic movement system, or generally getting into situations they have no business being in, they're stuck on a non-mobile class. At least Sniper can make cool plays once in a while, but Heavy is just boring to watch compared to the alternatives. He is still played on defensive holds though, and Sniper does still get playtime as well. Also you have to remember that these players are incredibly good at tracking, so Heavy becomes 100x more dangerous and essentially turns into a mobile sentry. For the medic situation, I think most Medic players (not even just the pros) would agree that Crossbow is more versatile than the alternatives and creates a much higher skill ceiling for the class through allowing long-distance heals in situations where you would just be holding down M1 with other primaries equipped. I think that most would also recognize that having viable and fun alternatives is always good, so the best outcome would be if there was a primary option that also created a skill ceiling for Medic similar to the crossbow/rivaled the bow in terms of utility.
Thanks for your videos about comp tf2. I'm pretty new on tf2, I started playing a year ago and recently I landed into competitive and I found your channel, thanks a lot again
You probably should have mentioned weapons that do fall under being better than every other weapon in their slot by far (eg wrangler or crossbow) but make the game more interesting despite their meta status.
So, about that parachute. I kid. I understand a lot of the reasoning especially for certain weapons though I do feel their is a big gap between the ones that are just bearly in the ban list and others that fit so snuggly you wonder how you would ever make a competitive balance for them. I understand the enjoyment of competitive but I also prefer the chaos of massive fights. I think of the current competitive scene highlander would be my choice but if they came out with a 12v12 freak match I would be all over that as that just sounds like the perfect chaos you would expect from a game like tf2.
I have my problem with weapon bans because several of them make almost no sense, disciplinary action is a mandatory weapon and banning it does not convince me because otherwise I would also have to ban the crossbow for the same reason since they end up being similar; The buffalo chop is idiotic since you are not going to use it all the time and even less so than the banana, chocolate or sandwich, the Buff is temporary and ends up screwing you up more. That and the fact that in the end most pros end up using the same loadout; the medic is the best example crossbow, medigun stock and ubersaw (I don't remember his status)
Buffalo allows Heavy to get to mid in sixes, which creates an unfun game for everyone, including the viewer. It's not the intended design of the game, but watching a Heavy mow down every jumping solider and Demo only to be instakilled by a sniper once those players respawn, only for the cycle to repeat several times more, is not fun to play or watch.
Heavy picked on BLU+RED -> Both reach mid -> Nobody can jump -> BLU Heavy dies -> BLU Sniper pick -> RED Heavy sniped -> RED Heavy goes back to roamer -> BLU Sniper killed by Roamer -> BLU Heavy pick -> RED Roamer dies -> RED Sniper pick -> [Repeat]
This creates a situation where one of the roaming players (i.e. Flank Scout or Roaming Soldier), which normally are very dynamic to watch and play, are stuck on either heavy or sniper for a good chunk of the game. Instead of going for big plays, demonstrating TF2's fantastic movement system, or generally getting into situations they have no business being in, they're stuck on a non-mobile class. At least Sniper can make cool plays once in a while, but Heavy is just boring to watch compared to the alternatives. He is still played on defensive holds though, and Sniper does still get playtime as well.
Also you have to remember that these players are incredibly good at tracking, so Heavy becomes 100x more dangerous and essentially turns into a mobile sentry.
For the medic situation, I think most Medic players (not even just the pros) would agree that Crossbow is more versatile than the alternatives and creates a much higher skill ceiling for the class through allowing long-distance heals in situations where you would just be holding down M1 with other primaries equipped. I think that most would also recognize that having viable and fun alternatives is always good, so the best outcome would be if there was a primary option that also created a skill ceiling for Medic similar to the crossbow/rivaled the bow in terms of utility.
Thanks for your videos about comp tf2. I'm pretty new on tf2, I started playing a year ago and recently I landed into competitive and I found your channel, thanks a lot again
WE ARE BACK BABY!
🐐 video
Nice
next No restriction 6s season when?
good question, when
there was a nr6s cup fairly recently in rgl which was universally hated by most hl and 6s players :p
I played in it. and I loved it!! :3 I've played both 6s and HL but no restrictions is a guilty pleasure of mine@@ryvn_ryvn_18
when merch ?
:trollface:
@@HummonTF2 feature me next vid
i missed u 🤧