Awp?

With a scout, you can still be moving and still be somewhat accurate.

With an AWP, you have to be completely still almost or you're going to hit Mars before you hit your target.

They are completely different guns, and both should be allowed, just limited to, say, 5 per team, to keep it from being stupid and CAL friendly. 20v20 unlimited AWPs turn into giant lamefests of lucky shots and walking into a firing squad camping T spawn.
 
cus its a good discussion and its good to see all ur opinions :P
 
Hi! I'm from alll the way from the tf2 division and i just came down here to add my two cents, or nickels, whaterver you prefer.

As a decent scouter (I get headshots on close range targest at least 75% of the time i try), my opinion on the awp is that it's easily manageable if it's limited. Take this scenario for example. Dust2, I'm scouting into B. An awper is covering the tunnel, and an auto is backup/looking at mid entrance. If i take potshots at the awpers head fast enough to avoid the shots (which isn't hard) i can take down the Awper (unless the awper is very decent) and then hopefully kill the autoer. But if theres 2 awpers, thers two times more deadly bullets of, well, death flying around trying to hit my squishy body. If the server doesn't limit awps, this will happen. If awps are limited, The awpers (probably 2 is a good number of awps) will have to split up and not all camp one place or the other bomb spot is going to be overtaken.

And finally, CSS without Awps is like TF2 without a spy.
 

Latest posts

Back
Top