Cocoforcocopuffs
Account Details
SteamID64 76561198067261519
SteamID3 [U:1:106995791]
SteamID32 STEAM_0:1:53497895
Country United States
Signed Up September 2, 2015
Last Posted October 2, 2015 at 12:08 PM
Posts 8 (0 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
#1 Razorback Idea in TF2 General Discussion

My team and I were discussing this in mumble the other day, and I thought I would get opinions from others. Given that the razorback is used almost exclusively in highlander, and that the current meta involves overhealing snipers, especially at higher divisions, it seems like snipers can be almost too hard to pick, especially when they sit inside of a combo. We understand obviously that certain team playstyles will protect the sniper to an incredible degree, but for teams that have a sandbagging sniper, getting a pick can be very difficult.

We were suggesting this change to the razorback, to at least open up some options that would change the meta. If you have the razorback, you can only be overhealed to 150. The idea behind this is that a lot of sniper centric teams park their sniper in one spot, and he doesn't move, because a quickscope won't take him down. Forcing a sniper to have movement to avoid this, or be vulnerable to a backstab seems like it would shake things up a bit.

So, what do you guys think? This was essentially a late night complaining/brainstorming session about the pros/cons of snipers, but I was curious if we were crazy or if it has merit. Let me know, and throw out other ideas too if you have them, this has been an ongoing discussion for us, so maybe it is for the community too.

posted about 9 years ago
#88 tactics.tf strategy tool in Projects

Another idea that I have been considering is to use this tool to make pages for comp.tf that detail the traditional pushes for different points, to go along with the written text for some of the maps. I don't have time for that right now, but as a long term project for someone, it would be a useful visual.

posted about 9 years ago
#87 tactics.tf strategy tool in Projects
KanecoHey guys is it cool if we use these for comp.tf map pages as well?

At least for mine be my guest, just trying to help out the community :D

posted about 9 years ago
#81 tactics.tf strategy tool in Projects

I was also thinking that something I would be interested in seeing is like a usage stat somewhere, maybe like an overall rooms created counter, and then a per map counter or something...doesn't seem like this would be hard, but I have zero experience on the dev side of things.

posted about 9 years ago
#80 tactics.tf strategy tool in Projects

Back with more maps! Here is the link to my folder with screenshots from (Ashville, Borneo, Swiftwater, and Upward). Give me feedback and let me know what you think :D

https://drive.google.com/folderview?id=0Bw-BlIzRyALVcW1ZVmhhVUNQT2s&usp=sharing

posted about 9 years ago
#74 tactics.tf strategy tool in Projects

Hi all,

Sorry this took me like forever to do, I got busy with school and irl stuff. Here was my take on upward

https://drive.google.com/folderview?id=0BxcGaT3v3oYIUE1DT3dlRkxLeDQ&usp=sharing

I tried to focus mainly on where pushes and defenses are looking usually, and also tried to include the major sightlines

Coco

posted about 9 years ago
#37 tactics.tf strategy tool in Projects
GentlemanJonXtheDuckIs there any chance you're going to implement diffrent maps as well? (I'm mostly talking about HL maps)Looking for volunteers really. 1080p, graphics set to decent quality, useful angles based on insight. It doesn't have to be perfect but I really have no idea what HL map talks will need to be able to point out to their team.

I would be willing to try Upward or something, we can see if that works? Do you want me to do that?

posted about 9 years ago
#173 Loose Cannon in TF2 General Discussion

As a demo main, I still use pipes since I prefer the constant damage that they can provide. That being said however, having to push a choke where there is at least one sticky trap, and a buffed demo sitting outside it slowly firing off LC and reloading can be incredibly frustrating. While I think the push back mechanism and double donk are interesting mechanics, the big thing for me is the reload speed being identical to that of the grenade launcher, meaning that cannonballs can constantly be filling a choke. I would like a nerf that does one of these three things:

  1. Smaller clip size
  2. Longer reload time
  3. A reversed charge timer i.e. if it worked like stickies where a cannonball has to be charged to go a meaningful distance, with double donks only being possible after some amount of charge to prevent close-range bullshit.

This would make the weapon less spammy, while still keeping the mechanic.

posted about 9 years ago