57R
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SteamID64 76561198070387356
SteamID3 [U:1:110121628]
SteamID32 STEAM_0:0:55060814
Country United States
Signed Up June 4, 2013
Last Posted May 19, 2016 at 9:09 PM
Posts 115 (0 per day)
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#63 Gauging Interest for an Idea in TF2 General Discussion
Killing-This becomes a really easy in for extremely new players to get their feet wet in a competitive but fun environment.

When you say new players, do you mean new players already in competitive or players wanting to make that transition?

Because if the latter are supposed to organize their own team, and IF the game mode is like a typical 6's game, how is this any different from playing what most people have been playing here anyway? If anything, this seems like a tournament mode that favors seasoned players moreso than someone pretty new to competitive.

So this brings me to my 2nd question, exactly what game mode did you have in mind for this? As a new player wanting to make a transition I'd find something like this more appealing:

PheeshSomething like this is the way to go...I think that's how FNF (friday night fights) was run back in the TFC days. Saturdays was SNSF (saturday night soldier fights) which was 5v5 or 6v6 all soldiers...I forget. SNSF was more fun IMO as it was a total change up from typical matches :)
posted about 11 years ago
#12 LFT Backup Roamer/Medic Low Open in Recruitment (looking for team)

I play sometimes with this guy.

Attitude and dedication. Has these things going for him. I've specced a couple of his matches - a good team player, likes to talk but no drama. Also plays mixes a shit ton and works on getting better persistently. People like this get far.

And finally, he's pretty humble as a player. Pulls some neat stuff sometimes, but doesn't let it get to his head. He also let me backup on his team so I could learn some embarrassing basics for medic...so chalk up points for being helpful, too.

Probably worth more than a backup...one last thing - he's pretty good with time commitments so if you're looking for someone reliable as a backup, he's a good choice.

posted about 11 years ago
#84 mge alts eXposed in TF2 General Discussion

Damn. Jav just had to be that one random scout I play after feeling bad about dm.

posted about 11 years ago
#397 Post your setup in Off Topic
Lemonhttp://i.imgur.com/JPwEbgh.jpg
updated my setup 9/6/13
moved my desks around, got qck.
3ds and dsi used for alarm clocks and, ofc, entertainment.

sorry for shitty quality, taken w/ phone

What keyboard are you using?

posted about 11 years ago
#19 Mumble and you. in TF2 General Discussion
marioStrace...why?

:(

Just curious man. I didn't know I'd be getting so many shit replies. Will never do again.

posted about 11 years ago
#17 Mumble and you. in TF2 General Discussion

All right I got it, thanks.

posted about 11 years ago
#14 Mumble and you. in TF2 General Discussion
Epochbecause there is no channel your opponent sits in relative to the arena in some mge coupled mumble server or something, so who are you talking to?

come to think of it that would be a funny idea

Get destroyed on spire, admin has moved you to the own zone

Could be with friends or team mates or people you might know. I'm just asking if you prefer talking/listening to people while trying to practice. I usually just put on music.

posted about 11 years ago
#10 Mumble and you. in TF2 General Discussion
ShroomsyDo you have your push-to-talk key bound to somewhere that painful? Or are you having trouble talking and playing at the same time?

Nah I'm just asking what preferences people have for mumble while practicing. It was supposed to be more of a general survey.

MeematI never leave it on if I'm just MGEing or DMing - you can always just mute/deafen yourself if you find it distracting.

Thanks for actually answering the question. Why don't you use it during mge/dm? That's what I was getting at.

posted about 11 years ago
#1 Mumble and you. in TF2 General Discussion

So lately I've been trying out this mumble thing but I noticed it's quite distracting when I want to play a bit seriously.

I understand communication is important during matches and whatnot, but for things like mge or dm or practice of any sort - is mumble distracting for you? Or do you enjoy it? Was it different when you first started out? Etc.

I know a lot people here use it on a daily basis, I'm curious how you deal with it.

posted about 11 years ago
#391 Post your setup in Off Topic

I like it simple too.

http://s24.postimg.org/o6bxsnymt/Setup.png

posted about 11 years ago
#29 MGE or DM in TF2 General Discussion

I jumped into mge when I was 500 hrs into the game. Used to play scout vs scout a lot. Was pretty frustrating at first. I picked up on a lot of things, but developed some pretty bad habits. Then I moved to dm and realized my mistakes. Then I returned to mge and realized some dm mistakes. I play dm more right now but I agree with previous posts about there being a healthy balance between the two.

Some things I picked up:

-Tunnel vision. Strafing games might work in a 1v1 scout mge, but when there are 3 other people shooting me, strafing games vs 1 player isn't going to do shit. (Still trying to get out of this habit).

-Shooting at people who aren't looking at me is very different from someone who knows I'm going in for the kill. Movement mistakes can be forgiving in dm. Movement in mge is like a chess game. I learned this after coming back to mge after lots of dm - your movement is soley based on your opponent's and you become more aware of your mistakes because there aren't 3 other people to help out.

So for me it boils down to practicing specific aspects in mge vs improvising and reactionary play in dm. Playing mge vs other scouts taught me some AD, but playing dm taught me some WS spacebar (still shit at ctrl).

Despite all this, the most valuable thing I learned from playing both modes was that there is no aim without movement. And there is no movement without anticipation. It all kind of boils down to mind games; spotting patterns in how people play and denying them that opportunity. In mge you get a chance to fully assess your movement, but only against 1 player. In dm, some people have a frag mentality so they play more reckless, and that might allow you to get away with mistakes, but then again, there are 3 people, not 1...

So perhaps the ideal way would be to learn how to deal with 1 person's movement (mge) and then implement that in a setting with more than 1 person (dm)? This is why I think you can't have one without the other. Just a thought...

zodiacDM cause i find it more relaxing

I have never felt this way when playing dm. I guess maybe I'm playing it wrong? Heh.

posted about 11 years ago
#4 New TFTV DM Servers (ESEA Whitelist/Snipers) in TF2 General Discussion

Thanks man. Headshot only would be nice.

posted about 11 years ago
#34 fog plz in TF2 General Discussion

Was just going to ask if one of the less popular dm servers could enable a sniper slot. Thanks whoever did this.

posted about 11 years ago
#145 New kind of 6v6? in TF2 General Discussion

Thanks. The menu was to show the breakdown. Also you're right, it will. Sadly you won't be able to offclass as well.

Also do you think that Valve would agree to having a rule where only certain classes can offclass to another type?

posted about 11 years ago
#143 New kind of 6v6? in TF2 General Discussion

Sorry for the late reply but this thread really got me thinking about a way to implement 6's in a way which would not change the game mechanics too drastically so Valve would agree to it in addition to the HL one.

I think that essentially Enigma was just trying to balance the 3 different groups which would result in a fast paced organized game CLOSEST to 6's - because Valve is never going to implement a complex system that breaks their dynamic of the game. So why not try the next best thing? And quite frankly he got it right. The 6's community should take EVERY SINGLE OPPORTUNITY to get the game out there - even if it might require some slight tweaking. It won't be perfect but why not just get it out there for people to see and experience?

I think the real trick is in setting up the right parameters for choosing classes. Valve said they're willing to add a 6v6 option - is there any way to impose the 6's structure without directly supporting it? I think the solution is to simply set "group limits."

6's is basically composed 4 OFFENSE + 1 DEFENSE + 1 SUPPORT.

http://s22.postimg.org/ql9ne4k35/Test.png

Why not work with these limits? If (very big IF) Valve is willing to set a limit of 4 offense players, 1 defense and 1 support, a mild form of 6's is already in the making. So how else can you make it like 6's? Set up another rule - maximum of 2 players per class. And lastly, allow players to offclass in their "group type" only - a medic can offclass as sniper/spy, a demo can offclass as heavy/engie, etc. (This sounds ridiculous I know but bear with me...)

There are def some downsides to this system. Obviously you'd have to include pyro. Then you might get the occasional idiot that'll go spy when the team really needs a medic or someone who will go engie when a mobile demo would be best. This would make teams frustrated but believe it or not - I think this is exactly what would "save" 6's.

After playing with these group limits, people are eventually going to realize there are optimal choices. Think of it as a training ground to 6's. People will eventually grasp that a medic is a strong general support class and there are limited times to play spy. A pyro is best for sneaky flanking. Scouts and Soldiers are favored for direct combat over a pyro. A demo can deal more dmg than an engie, etc.

Some good things - some players are really good as other classes but they don't have a permanent place in 6's. If you're a really good pyro now you can play pyro or heavy - but it's going to come at a price.

Anyway before this gets too long, it can work. It's not 6's exactly, but pretty damn close. #1 thing is that any class can play so Valve doesn't have to setup silly restrictions on not being able to play a class they created. Doesn't mess too much with their dynamic.

The only question remaining is, WHEN will the players realize that 2 scouts, 2 soldiers, 1 demo and 1 medic is going to be the best choice? Heh.

*I also liked the idea of 3 offense classes, 1 defense and 2 support - I felt this might make an interesting 6's variation but maybe it's too different...

posted about 11 years ago
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