Each time I see new info about this guy the whole thing just gets freakier
Account Details | |
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SteamID64 | 76561198028061576 |
SteamID3 | [U:1:67795848] |
SteamID32 | STEAM_0:0:33897924 |
Country | United States |
Signed Up | September 19, 2012 |
Last Posted | October 21, 2016 at 4:53 PM |
Posts | 740 (0.2 per day) |
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As someone who reads a lot of independently published works, don't charge for short stories or novellas. Thousands of people self-publish their works every week, and there's no way to judge the literary merit of their writing without any publication history or reputation. So if I were a random person browsing a selection of ten newly published pieces, your ten page story is going to show up next to 7 novellas and 2 full-length novels, and they'll all be priced from $0-$3.00 or so. I'm pretty likely to pass over your story for something with a lot more bang for my buck.
If you're serious about it submit the story to literary magazines. That's a pretty common way to get your name out there. If it's really a good higher grade magazines will want first publication rights, and you can't give them that if you already self-published. Alternatively write more stories until you've enough to publish it as an anthology.
Point is the average reader isn't going to pay for your ten page story, and while I'd like to read it, I won't either.
Diggin the cover art though.
actual picture of scrimshaw
http://putzlowitsch.de/wp-content/uploads/2010/04/orange-1600.jpg
manaIndimanscrimshaw right before the match, "I'm going to market garden someone in this match."manaRIP THE DREAMwhoever ran out of ammo and market garden crit'd mang is a god
We got matched with We Made Silkthread for our last match (7-8 team matched with 10-5 team good job ESEA good math) and they 4-0'd us with some hilarious strats.
gg
P.S.: still forever out of playoffs ESEA hates me
Can confirm
Center mumbles are straight toxic. The idea is nice but the reality is a bunch of pubstars who think they understand the 6s/HL game all yelling at each other. I usually join the mumble and mute myself. Occasionally (with ever diminishing frequency) I feel bad about it since hypothetically they're there to learn and get better, and I try to play a game with mumble, but it's always the same. Once or twice I had the pleasure of playing with a calm (and very inexperienced) group of players, and those games were really enjoyable. It was like coaching a a good newbie mix.
I think the source of the problem is that new players don't understand how to measure success (at least in 6s, I don't play as much HL). It's not very straightforward and is different for each role, which means they can't really compare their stats to the other players on the team. A new scout isn't going to be able to understand the difference between 25 kills at 150DPM and 20 kills at 200DPM. Medics aren't going to realize that a 75-10-5-5-5 is a terrible heal spread (or that a heal spread is even a thing). Because they don't understand what constitutes success on their class it's really easy to pass the blame on to some other role. A scout who dies a lot will end up blaming his scout partner for not suicideing with him (the correct decision), or his demo for not putting out enough damage even though the scout's constant deaths prevent the demo from getting too aggressive.
The best solution might be a combination of some sort of ranking system and team randomizers. That way teams would be more even in skill and there'd be a visible badge or something that might make newer players listen to more experienced ones.
That was long winded as hell but I don't feel like editing it.
Anyways I like lobbies because because they're relatively quick to start and it's a place to tryhard without feeling ridiculous like I do in pubs. I'm not playing enough tf2 right now to care about getting better so waiting for irc pugs isn't really worth it to me.
i am officially bored of demo jump movies
I don't think they'd be opposed to pubbing, they just want to make sure that actual high level tf2 is represented, and that doesn't take place on pubs.
mines back REJOICE
I'm gonna agree with synchro that DPM is the most valuable stat. It's definitely not infallible and definitely not the end-all-be-all of stats, but I think it can most accurately represent a players contribution to the team when scaled with other relevant stats for their class/role.
When I read stats I usually read DPM, then medpicks, then heals received, and make my judgement on my performance from that. If I'm doing low DPM but killing the med a lot, then I (hope) I'm playing roamer, or doing a roamers job. And if I wasn't able to do either then I (hope) I wasn't getting enough heals. If they don't seem congruent then I check the other stats to try to diagnose the problem.
There isn't a single role where high DPM is bad. To me, it represents your presence as a player. It shows that you apply pressure and occupy space, the latter being maybe the most important part of TF2. I don't really agree that you can fudge DPM stats like Scrimshaw described. Firstly spamming chokes is important, and all damage is good damage. If you're hitting things in choke during a hold, then they have to stop and heal up again every time. I also don't think that playing passively and baiting your team alone produces high DPM (as I proved yesterday, sssssorry teammmm). If they're getting high DPM I think it's usually safe to assume that, in this some cases at least, they're playing appropriately.
I've always liked to analyze stats and I think it's possible to build a program to do it, but I do think that it would have to be very complicated. So many factors can influence stats that every roles stats would have to be measured and compared to all the other players on his team, and each of their stats. Sometimes it's okay to have low DPM or a lot of deaths, sometimes that's actually what you should be doing. And sometimes heals aren't being passed around and nobodies doing damage so you're always 1v1ing fully buffed enemies, and there's not a lot you can do there. I don't think it's possible to make a foolproof program but I think it would be interesting to try.
You don't need all 12 there right? Just a couple? I'm excited to see how it turns out
mines suspended too and i never even uploaded anything
the best csgo mascot
isnt that still within normal damage range
Also I dunno if anyone felt this way but I think stickying spawn from this position during last pushes was too effective.
As soon as anyone retreated to switch classes/get health/rotate I just redirected my stickies to the platform and the right door, and I did it from a safe, defensible position that still allows me to spam the rest of the point. Whether it kills them or they stop to clear them or they jump over them, it still gives my team a powerplay opportunity from the moment they retreat. I don't think any other map's last really functions that way. Usually playing around your spawn and useing it to rotate or something was a safe option. Is this a good change or a bad one?
awright it's sunshine week
Do you like it? Why/Why not? What would you change?
I like the fast developing mid and the fact that standing on cap points is dangerous (instead of defensible like in most other maps). I don't like how many areas can't actually be entered even if they look clear (like the arch above choke or the chairs in cafe). I haven't decided how I feel about the labyrinthine lobby though.