<?xml version="1.0" ?><rss version="2.0">
    <channel>
	<title>ETF2L &#8211; Latest activity in &#8220;The Short Circuit&#8221;</title>
	<link>https://staging.etf2l.org/forum/general/topic-28126/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
    	<item>
    	    <title>Reply by LimputtaJa</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-28126/page-3/?recent=488100#post=488100</link>
    	    <description><![CDATA[<i>Quoted from foxy_dave</i>
		<blockquote>
I may well be missing things, and am happy to be corrected if that&#039;s the case. Sure, it&#039;s an annoying weapon to play against. But then, it&#039;s annoying for me to die whenever I touch the cart as there&#039;s no defence to the sticky trap / soldier spam / pipe spam coming my way.
</blockquote>
W A S D

Why it is banned? 
Because its broken.

Mini = scout shutdown
solly and demo cant do anything to direction where engineer with SC is at, includes trying to destroy the mini, thats 3 classes shut down from certain are with basicaly 1 tool that requiers pressing a 1 button and lookin generaly right direction. 
Yes spy can sap sentry or sniper shoot it but still its 2-4 classses traded to 1, no other class has such power even heavy alone without medic is easily 1for1 trade.
Thats why its banned.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=28126&#038;post=488100</guid>
    	    <pubDate>Thu, 27 Feb 2014 21:40:47 +0100</pubDate>
    	</item>
    	<item>
    	    <title>Reply by badboy9</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-28126/page-3/?recent=488100#post=487687</link>
    	    <description><![CDATA[I prefer wrangler]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=28126&#038;post=487687</guid>
    	    <pubDate>Mon, 24 Feb 2014 19:33:16 +0100</pubDate>
    	</item>
    	<item>
    	    <title>Reply by Mandse</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-28126/page-3/?recent=488100#post=487087</link>
    	    <description><![CDATA[<i>Quoted from Ruskeydoo</i>
		<blockquote>[...]

Increasing the use of classes such as Engy and Spy will not change the mechanics of the Medic or the value of a Medic pick. The way you have to think about medic is that his short term value to the team is variable depending on how much uber he has. A medic with no uber has less value than a medic with full uber, right?
Increasing the relevance of the more irrelevant classes does not mess with the uber mechanic we love.</blockquote>

damnit Ruskey.. stop that.. I'm reading your posts in my head, in your voice :D]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=28126&#038;post=487087</guid>
    	    <pubDate>Tue, 18 Feb 2014 22:41:32 +0100</pubDate>
    	</item>
    	<item>
    	    <title>Reply by willseg</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-28126/page-3/?recent=488100#post=487085</link>
    	    <description><![CDATA[<i>Quoted from Scissors</i>
		<blockquote>[...]

Not really imo :/

The reason a med-pick is exciting, is because the medic is a more valuable class. And that's okay, in my opinion.

Why would the soldier jump in for picks if each class is equally good? Why even bother risking a stab when you might aswell just pump out damage like all the other equally good classes?

Medic is the most important class while spy is one of the least, and yet you find 100x as many scrubs wanting to play spy. 

It all comes down to what I've been saying all along, the different abilities and values each class has is what makes the game exciting and allows for creativity.</blockquote>

Increasing the use of classes such as Engy and Spy will not change the mechanics of the Medic or the value of a Medic pick. The way you have to think about medic is that his short term value to the team is variable depending on how much uber he has. A medic with no uber has less value than a medic with full uber, right?
Increasing the relevance of the more irrelevant classes does not mess with the uber mechanic we love.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=28126&#038;post=487085</guid>
    	    <pubDate>Tue, 18 Feb 2014 22:40:00 +0100</pubDate>
    	</item>
    	<item>
    	    <title>Reply by fraac</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-28126/page-3/?recent=488100#post=487084</link>
    	    <description><![CDATA[I think they balance weapons around MvM now, so good luck getting it fixed.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=28126&#038;post=487084</guid>
    	    <pubDate>Tue, 18 Feb 2014 22:27:22 +0100</pubDate>
    	</item>
    	<item>
    	    <title>Reply by Bucake</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-28126/page-3/?recent=488100#post=487082</link>
    	    <description><![CDATA[it was a pretty slick unlock before the update which made it stupid.
the firing rate was only just faster than the firing rate of the rocket/grenade launcher and i think the metal costs were 18 if the shot removed a projectile and 36 if it didn't.

not sure if this concept could ever become balanced enough to actually fit into competitive, but right now it's just a dumb unlock.

i think the firing speed should get reverted to how it was before 'the update' and the cost-mechanics should be revised.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=28126&#038;post=487082</guid>
    	    <pubDate>Tue, 18 Feb 2014 22:19:23 +0100</pubDate>
    	</item>
    	<item>
    	    <title>Reply by Scissors-HL</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-28126/page-3/?recent=488100#post=487074</link>
    	    <description><![CDATA[<i>Quoted from foxy_dave</i>
		<blockquote>[...]

And a personal request: please stop saying SC is overpowered. Explain what you mean. WHY is it overpowered? Is it the firing speed, is it the removing projectiles, is it the ammo cost?</blockquote>

If you actually read the thread, you would notice that the firing speed and spammability is the thing people are whining about.

It was SUCH a great and awesome weapon before. I am still sad they ruined it, but at this point it's just too broken for comp. (read the thread for examples)]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=28126&#038;post=487074</guid>
    	    <pubDate>Tue, 18 Feb 2014 21:13:10 +0100</pubDate>
    	</item>
    	<item>
    	    <title>Reply by ThaZimmer</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-28126/page-3/?recent=488100#post=487073</link>
    	    <description><![CDATA[<i>Quoted from foxy_dave</i>
		<blockquote>[...]

Yet, removing the SC is removing one of the abilities of the engineer, and allows for less creativity. You will run wrangler with level 3s, and probably pistol with minis. 

Lots of people are saying engineer is one of the weaker / less important classes, but at the same time denying the ability to change this because it would screw with the game meta. 

And a personal request: please stop saying SC is overpowered. Explain what you mean. WHY is it overpowered? Is it the firing speed, is it the removing projectiles, is it the ammo cost? 
</blockquote>

As a engi, the thing that is still fucked up with the SC is the attack speed. And as long as it have current attack speed I don’t see it coming back. Saying this one more time, as it look like you haven't seen the three dudes saying it :)]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=28126&#038;post=487073</guid>
    	    <pubDate>Tue, 18 Feb 2014 21:12:22 +0100</pubDate>
    	</item>
    	<item>
    	    <title>Reply by ashnazg</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-28126/page-3/?recent=488100#post=487071</link>
    	    <description><![CDATA[<i>Quoted from foxy_dave</i>
		<blockquote>[...]

Yet, removing the SC is removing one of the abilities of the engineer, and allows for less creativity. You will run wrangler with level 3s, and probably pistol with minis. 

Lots of people are saying engineer is one of the weaker / less important classes, but at the same time denying the ability to change this because it would screw with the game meta. 

And a personal request: please stop saying SC is overpowered. Explain what you mean. WHY is it overpowered? Is it the firing speed, is it the removing projectiles, is it the ammo cost? 

And since you mention the engineers role, it's to build things with the sole purpose of helping his teammates, and is largely useless on his own. Mini sentries changed this slightly, but the point still remains. Wielding the short circuit against a demo/soldier won't mean instant win for engineer. It means some of their pipes/stickies/rockets won't land. It's a preventative measure, that can be combined with other things.</blockquote>

Medic is also rather useless on his own.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=28126&#038;post=487071</guid>
    	    <pubDate>Tue, 18 Feb 2014 20:59:24 +0100</pubDate>
    	</item>
    	<item>
    	    <title>Reply by foxy_dave</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-28126/page-3/?recent=488100#post=487070</link>
    	    <description><![CDATA[<i>Quoted from Scissors</i>
		<blockquote>[...]
It all comes down to what I've been saying all along, the different abilities and values each class has is what makes the game exciting and allows for creativity.</blockquote>

Yet, removing the SC is removing one of the abilities of the engineer, and allows for less creativity. You will run wrangler with level 3s, and probably pistol with minis. 

Lots of people are saying engineer is one of the weaker / less important classes, but at the same time denying the ability to change this because it would screw with the game meta. 

And a personal request: please stop saying SC is overpowered. Explain what you mean. WHY is it overpowered? Is it the firing speed, is it the removing projectiles, is it the ammo cost? 

And since you mention the engineers role, it's to build things with the sole purpose of helping his teammates, and is largely useless on his own. Mini sentries changed this slightly, but the point still remains. Wielding the short circuit against a demo/soldier won't mean instant win for engineer. It means some of their pipes/stickies/rockets won't land. It's a preventative measure, that can be combined with other things.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=28126&#038;post=487070</guid>
    	    <pubDate>Tue, 18 Feb 2014 20:57:06 +0100</pubDate>
    	</item>
    	<item>
    	    <title>Reply by Scissors-HL</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-28126/page-3/?recent=488100#post=487065</link>
    	    <description><![CDATA[<i>Quoted from Ruskeydoo</i>
		<blockquote>

I agree with you and none of your points are mutually exclusive to a better class balance. In fact all of the things you've said are good would be improved with better class balance right?
</blockquote>

Not really imo :/

The reason a med-pick is exciting, is because the medic is a more valuable class. And that's okay, in my opinion.

Why would the soldier jump in for picks if each class is equally good? Why even bother risking a stab when you might aswell just pump out damage like all the other equally good classes?

Medic is the most important class while spy is one of the least, and yet you find 100x as many scrubs wanting to play spy. 

It all comes down to what I've been saying all along, the different abilities and values each class has is what makes the game exciting and allows for creativity.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=28126&#038;post=487065</guid>
    	    <pubDate>Tue, 18 Feb 2014 20:39:19 +0100</pubDate>
    	</item>
    	<item>
    	    <title>Reply by willseg</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-28126/page-3/?recent=488100#post=487062</link>
    	    <description><![CDATA["...using the SC to try to pull it off is a bad idea, because.. SC is overpowered."

What do you mean by "overpowered"? Does the SC make the engy more powerful than heavy or demo? No

"I don’t think the proper approach to making all the classes balanced (which we both know will never happen) is giving one class that is supposedly “weaker” than, for example, the demoman, a weapon that.. makes him deny the demoman."

Perfect balance is obviously impossible but do we agree that a better balance between the classes would be good? What do you think is wrong with this process?

"But.. even then, altogether, I don’t think that’s how TF2 was meant to be played."

The argument that: "because TF2 was one thing at release, that should inform what is good now" seems very flawed to me.

Edit: Also look at this! People having a sensible, polite debate about relevant shit. Take that "petition" thread.

Edit2: Well... if you ignore the 6v6vHL crap earlier]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=28126&#038;post=487062</guid>
    	    <pubDate>Tue, 18 Feb 2014 20:19:40 +0100</pubDate>
    	</item>
    	<item>
    	    <title>Reply by Juki</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-28126/page-3/?recent=488100#post=487060</link>
    	    <description><![CDATA[in retrospect this is way too many words for a videogame discussion, think I'll drop it now]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=28126&#038;post=487060</guid>
    	    <pubDate>Tue, 18 Feb 2014 20:03:38 +0100</pubDate>
    	</item>
    	<item>
    	    <title>Reply by Juki</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-28126/page-2/?recent=488100#post=487058</link>
    	    <description><![CDATA[<i>Quoted from Ruskeydoo</i>
		<blockquote>[...]

Ok, lot here, let me try untangle it:

1) "Because things are almost completely opposite of that right now."

The opposite of what I said: "equally game effecting but different" would be "all classes the same but effecting the game in different ways" which it clearly isn't?

2) "It would take way too big of an overhaul to make every single class matter as much as demo/medic. And how would you even do it properly? "

Well you'd start in small steps... maybe implementing a weapon that made one of the less useful classes more important and one of the dominant classes less ;)

3) "And you can't just start doing it, one by one, on the engineer first. That would make the engineer overpowered, would it not?"

First up you seem to be making the assumption that if you want to increase the presence of the engy you need to make him more prevalent than any other class (ie. overpowered). I think that's a bad assumption, using the SC as an example: "does the addition of this weapon make the engy the most powerful class?" I'd argue not.

Secondly Who said it needs to be done one by one? Weapons such as the diamondback and reserve shooter increase the value of other undervalued classes.</blockquote>

No, what I meant by the opposite is that there's a very obvious difference between a class such as spy, scout, pyro compared to a demoman or a medic. As in - a spy down for your team is pretty much insignificant compared to a demo/medic down for your team (when you're pushing or when they're just about to push)  

I would love it if all classes were just as important as one another, but it just seems impossible to pull off. I don't mind someone trying to achieve this one bit, it's just that using the SC to try to pull it off is a bad idea, because.. SC is overpowered. 

I don't think the proper approach to making all the classes balanced (which we both know will never happen) is giving one class that is supposedly "weaker" than, for example, the demoman, a weapon that.. makes him deny the demoman. 

I'd rather he gets an entirely new role, that everyone gets entirely new roles with entirely overhauled, perfectly balanced classes - in which case, he would be able to be as powerful as the demoman, not a counter to him.

But.. even then, altogether, I don't think that's how TF2 was meant to be played. Hell, most games have classes that are more powerful than others. 
What's important is that each has a specific role that they're supposed to fulfill, even if it's slightly more or less important than others. It's pretty much inevitable. 

Breaking engineer's role while not touching any of the other ones is a mistake.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=28126&#038;post=487058</guid>
    	    <pubDate>Tue, 18 Feb 2014 19:52:30 +0100</pubDate>
    	</item>
    	<item>
    	    <title>Reply by willseg</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-28126/page-2/?recent=488100#post=487055</link>
    	    <description><![CDATA[<i>Quoted from Candle</i>
		<blockquote>[...]

Because things are almost completely opposite of that right now. 
It would take way too big of an overhaul to make every single class matter as much as demo/medic. And how would you even do it properly? 
And you can't just start doing it, one by one, on the engineer first. That would make the engineer overpowered, would it not?</blockquote>

Ok, lot here, let me try untangle it:

1) "Because things are almost completely opposite of that right now."

The opposite of what I said: "equally game effecting but different" would be "all classes the same but effecting the game in different ways" which it clearly isn't?

2) "It would take way too big of an overhaul to make every single class matter as much as demo/medic. And how would you even do it properly? "

Well you'd start in small steps... maybe implementing a weapon that made one of the less useful classes more important and one of the dominant classes less ;)

3) "And you can't just start doing it, one by one, on the engineer first. That would make the engineer overpowered, would it not?"

First up you seem to be making the assumption that if you want to increase the presence of the engy you need to make him more prevalent than any other class (ie. overpowered). I think that's a bad assumption, using the SC as an example: "does the addition of this weapon make the engy the most powerful class?" I'd argue not.

Secondly Who said it needs to be done one by one? Weapons such as the diamondback and reserve shooter increase the value of other undervalued classes.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=28126&#038;post=487055</guid>
    	    <pubDate>Tue, 18 Feb 2014 19:38:07 +0100</pubDate>
    	</item>
    </channel>
</rss>