Alleal
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SteamID32 STEAM_0:0:33897924
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Signed Up September 19, 2012
Last Posted October 21, 2016 at 4:53 PM
Posts 740 (0.2 per day)
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#38 Having fun with Yanks 2k13. in TF2 General Discussion

Europe you'll be hearing from my lawyers. I'm going to sue the entire continent for hurting my feelings cuz that's what we do in 'murka

posted about 11 years ago
#28 TF2Center: thoughts? in TF2 General Discussion
WithADanceNumberPreview video, looks REALLY REALLY good at this point.

http://www.youtube.com/watch?v=56cTOsO8A3c

Wow. That is way above and beyond what I was expecting. I will definitely use it.

posted about 11 years ago
#339 i49 in TF2 General Discussion

HRG_DOWN

posted about 11 years ago
#319 i49 in TF2 General Discussion

HRG vs iM NOW

posted about 11 years ago
#18 i49 Forum Headers in News

neat

posted about 11 years ago
#4 What makes a good 5cp map? in TF2 General Discussion

ramps n spires

posted about 11 years ago
#249 ESEA Quick Fix Ruling in TF2 General Discussion
HellbentQF is just better at every mid. The only way to beat it is build kritz near 2nd. Dunno about you but I like to see midfights.

Having your medic fly onto high ground with a soldier and a scout sitting there you're basically invulnerable, not to mention this happens before the other team gets to mid. The med also gets uber in the midfight if it's any other map except gully.

I can't believe someone has to explain this to you.

If they jump their heavy classes to high ground your fully buffed scouts cut the rest of their players right out from under them. While they camp up top building QF you consolidate your control over the rest of the point, and when they solo/2man uber into you you scatter and collapse onto them like you would any other solo uber.

The Medic isn't getting there any faster than the demo, who's not getting there much faster than the Scouts. If their entire team is halfway across the point before a single one of your players shows up I think you're doing something wrong.

I have never had a problem organizing a team to counter a quick fix mid. Maybe it's because the other team wasn't very good at it, and maybe it's because my players were better. Or maybe it's because my calls are a little more dynamic than JUMP THEN JUMP THEM JUMP THEM.

You're a roamer right? Did you run shotgun to mid? I'll bet $10 you didn't and just tried the by now long proven ineffective strategy of bombing the combo/demo for damage that your scouts can't follow up on because they're running the quick fix.

If you insist on pretending that you're fighting uber when you're fighting Quick Fix you're going to lose and you're going to deserve it.

posted about 11 years ago
#242 ESEA Quick Fix Ruling in TF2 General Discussion
RinseYou are at a disadvantage at almost all midfights if you run anything to mid that isn't the QF against the QF. Not to say it is impossible but it is generally not a good idea to fight QF at mid with anything else.

The best way i have found to counter QF to mid is to turtle yard with kritz and laugh as they try to push though a chokepoint. This is neither fun to play nor watch. Unlocks should not be countered by more unlocks.

No you're not. The only reason the QF is required on Gullywash mid is because high ground is a requirement for everyone instead of an advantage for some. You gain no advantage from jumping your med to crates on Granary (which you could do w/o the QF), there's no point to sitting on top of Snake. All you're doing is asking to get counter jumped or the enemy scouts are just going to walk through the empty point to your Demo. Your players have half as big of an overheal and that matters. You will have uber first AFTER the midfight, but any midfight that plays out normally will be finished by that time. It's not a requirement at mid anywhere other than Gully.

--

That being said I'm glad it's banned. I was so excited when the change was made because it was so fresh and effective. But over time I began to like it less and less, and so did all the people I played with. We even came to a silent agreement not to use it frequently in our little inhouse pug group because nobody was enjoying it anymore. So I'm glad it's banned.

However,

I do not think it is fundamentally broken. With the removal of the extra bells and whistles (knockback resistence, medic overheal, constant max build) I think the gun will be perfect. Kritz, Sniper, and Market Gardener will become hard counters to the QF uber, while it becomes much more feasible to focus down a Quick Fixed Medic with normal weapons. I'm going to write an email to Valve explaining why I think it was banned and what could be changed to fix it. Hopefully they'll listen.

posted about 11 years ago
#191 ESEA Quick Fix Ruling in TF2 General Discussion
RinseAre you saying being forced to run the QF to mid our simply not contest mid is fun?

Can people please stop saying this. This is not true outside of Gullywash.

posted about 11 years ago
#22 Completely new map pool for ESEA in TF2 General Discussion

Whatever happened to quay and torque? Those looked pretty solid from what I've seen of them. Plus quay was pretty.

posted about 11 years ago
#6 Completely new map pool for ESEA in TF2 General Discussion
vile
I'm not looking for a quick solution. I just want to discuss.

But without alternative maps what is there to discuss? Koth_ashville and warmfront and yukon are the only semi successful 6v6 maps that come to mind

posted about 11 years ago
#2 Completely new map pool for ESEA in TF2 General Discussion

With what

posted about 11 years ago
#10 An Alternative Explanation in TF2 General Discussion
liasThis explanation is MUCH better, maybe quick fix isn't better 24/7 as we are seeing in this Grand Final.

It's mostly a problem with Gullywash. The midfight mandates Quick Fix and then afterwards you have to deal with Gullywash chokes, which are some of the tightest in the game. There's no way to QF through an aggressive hold on those because of how easy it is to focus fire anyone who comes through (plus stickies).

I don't think we'll ever see that kind of stalemate happen on any other map. No other mid requires the Quick Fix the way Gullywash does except maybe Badlands. But Badlands has an open yard with a much more forgiving choke that can be pushed on damage dealt instead of straight ubers.

posted about 11 years ago
#43 Can heavy be banned yet? in TF2 General Discussion
WariPeople were right, there is a rock paper scissors of mediguns now!

And like rock-paper-scissors, nothing happens when you both keep choosing paper.

Nicely put but it still makes heavy extremely effective which nobody really likes.

I wonder how different it would have been if a high caliber sniper had been playing.

posted about 11 years ago
#76 Quick-Fix in 6s? in TF2 General Discussion
Quindalithen it is literally not the quick fix anymore. valve is not going to nerf a weapon that they just buffed this extremely. the only solution and the BEST and EASIEST solution is to just fucking ban it and hope i49 can salvage comp tf2

It was the quick fix before they added all of that why wouldn't it be the quick fix after they take it away too? If you haven't noticed Valve has taken a bit of an interest in competitive players opinions on weapon balance. And if you expected every change to be perfect the first time you're crazy. Everyone loved the quick fix until heavy became involved. It's worth the effort to get it fixed.

Sometimes I think the average players perception of competitive tf2 is incredibly unfair and then I'm reminded why it's not.

posted about 11 years ago
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