Comanglia
Account Details
SteamID64 76561198004663727
SteamID3 [U:1:44397999]
SteamID32 STEAM_0:1:22198999
Country United States
Signed Up August 19, 2012
Last Posted February 20, 2020 at 4:44 PM
Posts 1918 (0.4 per day)
Game Settings
In-game Sensitivity 1.7
Windows Sensitivity
Raw Input 1
DPI
780 (850 in Drivers)
Resolution
1920x1080
Refresh Rate
1000Hz Mouse
Hardware Peripherals
Mouse Logitech G MX518 (hero sensor)
Keyboard Logitech G Pro
Mousepad Zowie G-SR-SE (Red)
Headphones Beyerdynamic DT770 Pro 80Ohm
Monitor BenQ XL2540 @240Hz
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#60 Weapon Balance Discussion in TF2 General Discussion

In an attempt to do weapon balance based off of these blog posts

http://www.teamfortress.com/post.php?id=1688
http://www.teamfortress.com/post.php?id=1670

Since engineer has the most weapons that reduce his weaknesses I'll start with him and make more posts later about other classes unless a lot of people think this is retarded.

Pomson 6000
-Remove Uber drain (shouldn't have been added removes or tempers a classes weakness and is horribly unfun)
-Remove cloak drain (shouldn't have been added removes or tempers a classes weakness, and engineer already has multiple weapons to counter his counters)
-revert back to the old damage scale with player penetration, but decrease hit detection i.e. smaller hit box

Frontier Justice
Instead of Crits do Mini Crits
Max of 3 stored Mini Crits
-33% clip size (so a total of 4 shots)
+33% Weapon Switch speed
-10% accuracy

Short Circuit
-Pre-buff stats with -33% lower metal costs.

This is still a direct counter to demo/soldier, but isn't anywhere near as grevious and would have to directly contend with the Wrangler for defensive play, while also not being enough of a shutdown to be used consistently over pistol for aggressive play

Gunslinger
Increase Mini Sentry build cost to 105 Metal.
+15% damage taken from bullets on Sentry

Allows the engineer to still play aggressively but not be able to constantly shit out mini sentries without resupplying for ammo. I'm not fully sure on this one making it 105 might be to much of a nerf to aggressive engineers without doing to much about the actual problem with minis

Wrangler
+0.5s downtime when switching to wrangler (make the weapon less viable in offensive scenarios specifically mini sentries)
+75% firing speed over base (rather than the current 100% increase)

Jag
+20% fire speed (note: this would keep upgrade speed about the same maybe add a small buff specifically to here to make the goal plausible, would repair faster, and upgrade faster)
-Damage repaired per hit: 85 ((stock is 105, current for Jag is 105) (note: so the jag doesn't actually repair faster)
-15HP

Goal I have in mind for the Jag (since it's a pretty bland weapon already) Make full sentry builds more viable in aggressive scenarios without improving the defensive capability engineer is already really good at. The -15HP is to force the engineer to rely more on his buildings rather than his DM ability.

Eureka Effect

With the current stats the weapon is rarely used even in pubs, this weapon is really cool but just simply isn't viable for any form of competition

Upgrade amount per hit: 20 (stock is 25, current for EE is 12) Total hits for upgrade become 10 rather than 16 for EE.
Damage repaired per hit: 85 (stock is 105, current for EE is 50)

Widowmaker
Can't be crit boosted
No Random crits (for pubs)

Rescue Ranger
Repairs 50 per hit (currently 75)
Can not repair buildings being constructed

Panic Attack
I don't have enough experience with or against this weapon to know

Weapons that are currently fine
Southern Hospitality

posted about 9 years ago
#48 Weapon Balance Discussion in TF2 General Discussion
rowrowHey folks, I've been wanting to start a discussion pertaining to weapons and how we can fix them, but after reviewing Salamancer's thread on The Weapon Balance Megathread, I decided to revive the thread anew (since both OP's are not active) in terms of why weapons are bad or unfair, and what problems arise.

We're in purgatory until Valve's matchmaking comes out to help deal with weapon balances, and some weapons still have a lot of problems I feel. I think we should discuss the problems these weapons bring, whether technical, tactical, or otherwise, rather than discuss how they should be changed (but these suggestions are fine I think, as long as the main issues pertaining to a weapon are raised).

Can I petition you to add this to some of the criteria for weapon balance?

ComangliakosEDIT: Just remembered that way back when Valve first released updates adding non-vanilla weapons (goldrush update?) they said something along the lines of "Weapon unlocks will not affect class attributes e.g movement speed, health, damage vulnerability" if Valve retweaked the unlocks with this in mind (so that different weapons are different in their own right) we'd probably see a lot of much better unlocks like kritz and gunboats. Some of the unlocks just feel cheap and lacking creativity.
http://www.teamfortress.com/post.php?id=1688
http://www.teamfortress.com/post.php?id=1670

2 Blog posts by Robin related to this.

Basically he made the statement that class balance is more about the weaknesses rather than the strengths of a given class. Which was forgotten about apparently in May 2009 with Sniper vs Spy (Razorback and Dead Ringer)

Specifically the 2 blog posts.

posted about 9 years ago
#3 Logitech G402 Hyperion Fury $35 @ Amazon in Hardware
2ci think a lot of people have been turned off by the goofy aesthetic changes their new mice have gotten but functionally they seem to be improoved overall. g303 is my fav mouse overall anyways. no idea if the rest have gotten the same button changes as the 302/303

actually my largest complaint is that it has a lot of mouse buttons that I wouldn't use and are in places I can accidently press them instead of another button I would want to. That and the sensor in this is actually weaker than the g400s and is only worth mentioning cause of the "Fusion Engine™" to get 10m/s

Half tempted to buy a g303 or g502, gut it and put it into a g400 shell

posted about 9 years ago
#21 PC Parts: short questions, quick answers in Hardware
AlkalineComangliaAlkalineI realize this is PC Parts, but I didn't want to make a new thread so yeah.

Is running TF2 at 720p or 1080p (with fps config) doable on an i5 5200u with integrated HD 5500 graphics? Google indicates Yes, but I would love some confirmation!

http://teamfortress.tv/post/411195/my-fps-config

Short answer: yes

Long Answer: Just how bad are you wanting to play TF2 on either the shittiest lowest settings or deal with low FPS?

I don't care how crappy the game looks although I would prefer avoiding No Hats. I also want at least 120 fps, even on a 60hz display the game always feels choppy below that (for me, at least).

idk about 120fps, you'd probably get over 60, but I can't be sure

posted about 9 years ago
#19 PC Parts: short questions, quick answers in Hardware
AlkalineI realize this is PC Parts, but I didn't want to make a new thread so yeah.

Is running TF2 at 720p or 1080p (with fps config) doable on an i5 5200u with integrated HD 5500 graphics? Google indicates Yes, but I would love some confirmation!

http://teamfortress.tv/post/411195/my-fps-config

Short answer: yes

Long Answer: Just how bad are you wanting to play TF2 on either the shittiest lowest settings or deal with low FPS?

posted about 9 years ago
#1 ESEA Open Backup in Recruitment (looking for team)

Yeah I kinda derped and didn't cancel my subscription, and wouldn't mind backing up as Scout/Roamer/Pocket (Demo or Medic as well if you're desperate) in Open.

http://play.esea.net/users/694331

posted about 9 years ago
#114 Fully Charged! Valve and Competitive TF2 - Episode 42 in Events
kosEDIT: Just remembered that way back when Valve first released updates adding non-vanilla weapons (goldrush update?) they said something along the lines of "Weapon unlocks will not affect class attributes e.g movement speed, health, damage vulnerability" if Valve retweaked the unlocks with this in mind (so that different weapons are different in their own right) we'd probably see a lot of much better unlocks like kritz and gunboats. Some of the unlocks just feel cheap and lacking creativity.

http://www.teamfortress.com/post.php?id=1688
http://www.teamfortress.com/post.php?id=1670

2 Blog posts by Robin related to this.

Basically he made the statement that class balance is more about the weaknesses rather than the strengths of a given class. Which was forgotten about apparently in May 2009 with Sniper vs Spy (Razorback and Dead Ringer)

posted about 9 years ago
#186 My FPS config in Customization
mousiopehow do i fix these squares showing up ?
http://i.imgur.com/uy0O6bp.jpg

Idk much about specific kinds of textures, but I think that has to do with some of the water related commands.

posted about 9 years ago
#37 oPlaiD on Matchmaking in News
RaytekThat doesn't happen in CSGO because competitive CSGO and matchmaking are the same game.

6v6 and Valve's TF2 might as well be two separate games.

And that's why Valve doesn't want to current 6s meta to survive.

posted about 9 years ago
#26 oPlaiD on Matchmaking in News
RaytekNo class limits will break the game almost as much as no item bans will

Do you really want to queue into a game where everyone refuses to play medic and your team is filled with snipers? How about 3 Quickfix medics with 3 BFB scouts?

There is going to be extremely little communication in these games. Barely anyone on your team is going to use a microphone (ingame voice is kinda shit to begin with) and people will not have the minimal game-sense required to enjoy 6v6. Most of the people playing in these matchmaking games will be very bad new/pub players.

Should make it highlander only with UGC maps/whitelist. There is a reason why 5cp doesn't work in pubs, things like payload and attack/defend offer clear objectives your team can contribute towards. You can read more about Valve's pub design philosophy in some map making documentation.

Yeah but the entire point of this is to make the game overall more balanced. So some weapons will be improved and others nerfed (and thus classes get better/worse) and ideally we should eventually see a rather dynamic game.

posted about 9 years ago
#16 oPlaiD on Matchmaking in News
_In_SanityComangliaif it's no class limits, this is going to be rough.
Show Content
I seriously can't wait #hype

I imagine that valve will quickly realize the need to limit the number of classes allowed for things like Medic or Demo. But beyond that, I really don't think that a lack of class limits would break 6s. Even now, after the recent demo nerf, I'm not certain you'd need to limit the number of medics and demos either.

2 Medics might have the advantage of more up time for ubers, but medics are useless in non uber fights. So that composition would be punished heavily in transition plays.

More than 1 demo could be dangerous, given how much damage that class can put out. But the demo also requires a high level of protection given how useless it is at close range. So again, I suspect that the composition would be fairly easy to exploit.

I expect we'd see a lot of 'pocket strats' built around interesting class compositions or individually talented players who can make less common classes viable. But I also expect that the meta of 2 scouts, 2 soldiers, 1 demo, and 1 medic will still survive, given that it has been proven to be the most effective composition across the largest range of situations.

"2 Medics might have the advantage of more up time for ubers, but medics are useless in non uber fights. So that composition would be punished heavily in transition plays."

1st part is right, 2nd part is wrong. The heals from 2 medics would be insane in non-uber fights.

Also with the GRU and Displinary Action unbanned heavy becomes a shit ton more viable. Could you imagine 2 medics healing a heavy?

posted about 9 years ago
#12 oPlaiD on Matchmaking in News
BumFreezeFrost_Bite no class bansI for one welcome our new medic stack meta.

The max utility of Medic that would make since is 3 for 6 person team and that's assuming their's basically 3 ultiduo teams per team. More than likely the optimal utilization is going to be 2.

posted about 9 years ago
#9 oPlaiD on Matchmaking in News

if it's no class limits, this is going to be rough.

Show Content
I seriously can't wait #hype
posted about 9 years ago
#179 My FPS config in Customization
VooperAs of the TF2 update yesterday, using DX81 causes a crash to desktop upon startup with no error message. DX9 works fine. Anyone with a similar issue find a resolution?

I play on DX 8.1 and I streamed yesterday

http://www.twitch.tv/comanglia/b/654696451

posted about 9 years ago
#477 Valve and Competitive TF2 in News
rowrowAs far as deciding class balancing in a 6s format, class limit 1 decided by each team could work, which would naturally be limit one medic and limit one demo

Could you imagine playing a turtle team of 2 Engineers, 2 Heavies, 1 Demo, and 1 Medic?

posted about 9 years ago
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