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enhancing heavy gameplay with metronome
posted in Customization
1
#1
0 Frags +

A long time ago I heard about a heavy main who utilized a metronome to remind him to turn around for spies or other threats to him and his team/medic, and I never really got around to trying this out until recently. I haven't tried it in a competitive enviroment like a lobby or pug yet but I was in a koth_king valve server where I noticed there was a pretty good spies doing work on our team along with a scout that was constantly showing up behind us so I downloaded the bounce mentronome application, and went heavy to try it out.

It ended up working pretty well. I had it set to 8 beats per minute, which in theory would mean I would be turning around 8 times per minute but it usually ended up being a bit less than that due to specific circumstances like if I was in a demanding fight or I had just killed a spy or two. I found it quite satisfying to be catching spy or scout in the act almost every time I turned out. If I noticed that there were less threats showing up behind me or there were less spies on the enemy team I would turn the metronome down to around 5 beats per minute.

So try it out yourself and see how it works for you, especially if you're a heavy main. I think something like 2-5 beats per minute would be good for highlander where there's only one spy. Also, make sure you use bounce metronome or something similar where you can turn down the beats per minute really really low because most metronomes aren't going to go that low.

Also if you've heard any stories of heavies using this before let us know.

A long time ago I heard about a heavy main who utilized a metronome to remind him to turn around for spies or other threats to him and his team/medic, and I never really got around to trying this out until recently. I haven't tried it in a competitive enviroment like a lobby or pug yet but I was in a koth_king valve server where I noticed there was a pretty good spies doing work on our team along with a scout that was constantly showing up behind us so I downloaded the [url=http://bouncemetronome.com/download]bounce mentronome application[/url], and went heavy to try it out.

It ended up working pretty well. I had it set to 8 beats per minute, which in theory would mean I would be turning around 8 times per minute but it usually ended up being a bit less than that due to specific circumstances like if I was in a demanding fight or I had just killed a spy or two. I found it quite satisfying to be catching spy or scout in the act almost every time I turned out. If I noticed that there were less threats showing up behind me or there were less spies on the enemy team I would turn the metronome down to around 5 beats per minute.

So try it out yourself and see how it works for you, especially if you're a heavy main. I think something like 2-5 beats per minute would be good for highlander where there's only one spy. Also, make sure you use [url=http://bouncemetronome.com/download]bounce metronome[/url] or something similar where you can turn down the beats per minute really really low because most metronomes aren't going to go that low.

Also if you've heard any stories of heavies using this before let us know.
2
#2
21 Frags +

It takes 1.2 seconds of not being turned around to die from a spy that is fully cloaked. A metronome is a good start, but you have to realize that spies in competitive are (or should be) actively analyzing everything you do. If you turn around consistently every 10 seconds, you will die 3 seconds after you turn around. Keep that in mind.

It takes 1.2 seconds of not being turned around to die from a spy that is fully cloaked. A metronome is a good start, but you have to realize that spies in competitive are (or should be) actively analyzing everything you do. If you turn around consistently every 10 seconds, you will die 3 seconds after you turn around. Keep that in mind.
3
#3
14 Frags +

When I get killed by a skillful spy I change up my routine. Often this is enough to catch them.. Cat and mouse. Evolve or die.

When I get killed by a skillful spy I change up my routine. Often this is enough to catch them.. Cat and mouse. Evolve or die.
4
#4
7 Frags +

I just dont play heavy

I just dont play heavy
5
#5
-6 Frags +

I think it's a little bit too much, you don't really need that
and I doubt that it will work in comp, mainly because

trippaIf you turn around consistently every 10 seconds, you will die 3 seconds after you turn around

Interesting idea tho :D

I think it's a little bit too much, you don't really need that
and I doubt that it will work in comp, mainly because [quote=trippa]If you turn around consistently every 10 seconds, you will die 3 seconds after you turn around[/quote]
Interesting idea tho :D
6
#6
47 Frags +

if you dont play heavy get out of my thread

if you dont play heavy get out of my thread
7
#7
-4 Frags +

Ok, sorry...

Ok, sorry...
8
#8
-3 Frags +

It sounds like a good idea if you are starting to play heavy, but you need to create a habit and an instinct when to turn.

Like a medic tracking with an timer or something. great medics/players learn to keep track by noticing when med dies ans such....

It sounds like a good idea if you are starting to play heavy, but you need to create a habit and an instinct when to turn.

Like a medic tracking with an timer or something. great medics/players learn to keep track by noticing when med dies ans such....
9
#9
15 Frags +

I actually use this for counting respawn waves, ubers and reload times as well. Very useful app, doesn't only have to apply to heavy.

I actually use this for counting respawn waves, ubers and reload times as well. Very useful app, doesn't only have to apply to heavy.
10
#10
1 Frags +
trippaIt takes 1.2 seconds of not being turned around to die from a spy that is fully cloaked. A metronome is a good start, but you have to realize that spies in competitive are (or should be) actively analyzing everything you do. If you turn around consistently every 10 seconds, you will die 3 seconds after you turn around. Keep that in mind.

Idk if a spy would really be able to determine that in the heat of battle though. It's such a subtle thing, but I can see where you're coming from. Like I said the metronome shouldn't rule you while you're playing, there are still situations where you should go against it, and of course you should always be aware of your surroundings

[quote=trippa]It takes 1.2 seconds of not being turned around to die from a spy that is fully cloaked. A metronome is a good start, but you have to realize that spies in competitive are (or should be) actively analyzing everything you do. If you turn around consistently every 10 seconds, you will die 3 seconds after you turn around. Keep that in mind.[/quote]
Idk if a spy would really be able to determine that in the heat of battle though. It's such a subtle thing, but I can see where you're coming from. Like I said the metronome shouldn't rule you while you're playing, there are still situations where you should go against it, and of course you should always be aware of your surroundings
11
#11
0 Frags +

Dang JohnMilter this is a sick goof, you are clever and must have a great life of luxury which you earned

edit: https://www.reddit.com/r/truetf2/comments/3tp45l/using_a_metronome_on_heavy/

Dang JohnMilter this is a sick goof, you are clever and must have a great life of luxury which you earned

edit: https://www.reddit.com/r/truetf2/comments/3tp45l/using_a_metronome_on_heavy/
12
#12
11 Frags +

I go by Krazzik on the reddits, did not get many responses tho. So i posted it here. Hardly a goof at all good sir

I go by Krazzik on the reddits, did not get many responses tho. So i posted it here. Hardly a goof at all good sir
13
#13
11 Frags +

https://www.reddit.com/r/TF2LFT/comments/3tqt8x/lfp_steel_6s_demo/

https://www.reddit.com/r/TF2LFT/comments/3tqt8x/lfp_steel_6s_demo/
14
#14
1 Frags +

When I get killed by a skillful spy I change up my routine. Often this is enough to catch them.. Cat and mouse. Evolve or die.

When I get killed by a skillful spy I change up my routine. Often this is enough to catch them.. Cat and mouse. Evolve or die.
15
#15
-2 Frags +

enhancing heavy gameplay

enhancing heavy gameplay
16
#16
-9 Frags +
trashhttps://www.reddit.com/r/TF2LFT/comments/3tqt8x/lfp_steel_6s_demo/

https://49.media.tumblr.com/f8d306007614d5c2bdddd86fdfbc94e0/tumblr_nna5xeJO681t9sksvo1_400.gif

[quote=trash]https://www.reddit.com/r/TF2LFT/comments/3tqt8x/lfp_steel_6s_demo/[/quote]

[img]https://49.media.tumblr.com/f8d306007614d5c2bdddd86fdfbc94e0/tumblr_nna5xeJO681t9sksvo1_400.gif[/img]
17
#17
-11 Frags +

if ur getting backstabbed ur pyro sucks

if ur getting backstabbed ur pyro sucks
18
#18
4 Frags +
floeyif ur getting backstabbed ur pyro sucks

Possibly but in the middle of a match what are you going to do? I'd rather have something that is consistent and reliable like the metronome than worrying about how my pyro will preform tbh....

[quote=floey]if ur getting backstabbed ur pyro sucks[/quote]

Possibly but in the middle of a match what are you going to do? I'd rather have something that is consistent and reliable like the metronome than worrying about how my pyro will preform tbh....
19
#19
2 Frags +

The only real definite way to stop spies is to get in their head. Most good spies watch what you're doing and try and pick the best time to try something, whether it be a pattern you're developing or a timed distraction.

Playing spy helps a lot with this, cause you know what to be looking out for in stabs.

You can fake a pattern and suddenly mix it up while keeping your ear out extra when you're doing the pattern. If the distraction comes in and you're not the only person who can deal with it, scan for other threats trying to clean up or take advantage instead.

It definitely helps remind you of spy time and potential imminent threats, but I don't think getting THAT used to it in a pattern is ideal.

The only real definite way to stop spies is to get in their head. Most good spies watch what you're doing and try and pick the best time to try something, whether it be a pattern you're developing or a timed distraction.

Playing spy helps a lot with this, cause you know what to be looking out for in stabs.

You can fake a pattern and suddenly mix it up while keeping your ear out extra when you're doing the pattern. If the distraction comes in and you're not the only person who can deal with it, scan for other threats trying to clean up or take advantage instead.

It definitely helps remind you of spy time and potential imminent threats, but I don't think getting THAT used to it in a pattern is ideal.
20
#20
5 Frags +

unless the spy himself is using a metronome that he's synced to yours i doubt he's going to really master the timing in that regards

unless the spy himself is using a metronome that he's synced to yours i doubt he's going to really master the timing in that regards
21
#21
2 Frags +
SideshowI actually use this for counting respawn waves, ubers and reload times as well. Very useful app, doesn't only have to apply to heavy.

I wonder if oscillating the pitch of the metronome tick in cycles of ~40 seconds while keeping ~8 bpm would make it easier to internalize various pacings of the the game -- you could hear the tick itself for shorter paced events and the pitch of the tick for longer paced events, particularly uber and spy times.

e.g. at that bpm you have full crit heals two beats after getting hit, likewise a buff fully decays after two beats, ammo and health packs respawn in a beat and a third, uber lasts about a beat. Make sure you don't bleed while the pitch returns to what it was when medics spawned.

[quote=Sideshow]I actually use this for counting respawn waves, ubers and reload times as well. Very useful app, doesn't only have to apply to heavy.[/quote]

I wonder if oscillating the pitch of the metronome tick in cycles of ~40 seconds while keeping ~8 bpm would make it easier to internalize various pacings of the the game -- you could hear the tick itself for shorter paced events and the pitch of the tick for longer paced events, particularly uber and spy times.

e.g. at that bpm you have full crit heals two beats after getting hit, likewise a buff fully decays after two beats, ammo and health packs respawn in a beat and a third, uber lasts about a beat. Make sure you don't bleed while the pitch returns to what it was when medics spawned.
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