Doughy
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SteamID64 76561198044084210
SteamID3 [U:1:83818482]
SteamID32 STEAM_0:0:41909241
Country United Kingdom
Signed Up March 24, 2016
Last Posted October 2, 2024 at 4:28 PM
Posts 540 (0.2 per day)
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#42 included middle ban in TF2 General Discussion

1 intentional mistake = throwing = 3 month ban... Looks like everyone banned permanently (or like 150 years), wrap it up boys.

Unironically though, let teams handle this sort of thing and just cut the player. As a real example that I guarantee happens, what if a player drops uber, or feeds because they are watching a door and they have their hands off their mouse/kb for just 2 seconds to scratch their face or blow their nose or anything.

Truly insane that kill binding in an offi is given a worse punishment than being a racist pos.

posted about 3 years ago
#5 GlobalClan.EU globalizes the clans in News

pls give me offi demos from your games to review ty and godbless

posted about 3 years ago
#7 DreamHack Beyond TF2 Events in TF2 General Discussion
bearodactylHold on why is the jump competition held from 9-11pm EST during the exact time everyone will be scrimming... Friday and Saturday it's fair but can't it just be done at any other time during the week to not conflict?

I think is fair they want the busiest time as that usually means the most people are free from real life commitments so most people are able to compete. I think missing a night of scrims is fine tbh, does kinda suck obviously for some more keen teams, but is a double edged sword.

posted about 3 years ago
#1 stream request in Requests

Doughy
https://www.twitch.tv/doughy12
UK
Mostly doing demo reviews of prem this season on stream

posted about 3 years ago
#129 EURO 2020 predictions in World Events

https://cdn.discordapp.com/attachments/668068334364786695/863902884743086100/unknown.png

posted about 3 years ago
#113 EURO 2020 predictions in World Events

It's Coming Rome

posted about 3 years ago
#7 rahmediguide: The Art of Medic in TF2 General Discussion

I would put more, but reading what I posted and I could add in 10 things here and there to make it more correct and I know I'll just come back in 2 days to do it again.

Ubers define the flow of the game more than anything else and that deserves more of a guide than any single role/class guide. It requires a slew of examples and a scientific paper to get it even close to correct and I don't have the time for that unfortunately. GL on the guide

posted about 3 years ago
#4 rahmediguide: The Art of Medic in TF2 General Discussion

Overall pretty nice guide for new - mid level. I can see quite a few things wrong but they are mostly situational things (like in the "who to heal" section, the answer is "whoever the enemy scout is shooting, and if they are shooting me I heal my scout for the movespeed). But as a general overview its pretty perfect at keeping ideas simple and approachable.

However the uber section deserves more love. The pre-post uber section is pretty important for medic as they are the only person who is in every uber as well as the person who controls the uber. I think there is a lot missing.

For highlander, ubers are not nearly as important as 6s, they are much less calculated and are much more about allowing a team to get into an advantageous position or for buying time on the objective. There are 4 guys who will get the medic on the enemy team if they truly want, and 4 more who can assist very aggressively as well. This is the natural thing when 18 people clash on a team based server. It is going to be less calculated and individual skill will have less of an impact.

In 6s however, ubers can be calculated and used as the strongest tool in the game. Glossing over them without explaining the intricacies is kinda just ignoring the basis of 6v6 competitive tf2.

The pre-uber section should be about the 5-10 seconds before using an uber. There are 3 situations for this:
1. Using uber aggressively with equal ubers.
2. Using uber aggressively with advantage.
3. Using uber from being forced.

1 is a team based decision, using uber to force a play to happen on the map, however numbers 2 and 3 are all about how the medic wants to play. If you are pushing with uber ad, do you want to get the point for free without using? or do you want to use aggressively to guarantee the point? The better a medic, the quicker you can get a point without using uber relative to using it. Checking sticky traps and hiding spots are things the team can do well, but ultimately dodging spam and surfing from bombers and positioning well from any threat is all on the medic player and that is what saves the time.

The other most important thing before an uber is to be healing the right target. The call is to go in and use uber so you shouldn't be healing your flank, use on them first and then use on the player who actually needs it. Being in the right place to actually use your uber is more important when under time pressure than topping up a buff for a roamer. Once again, the better the medic the more efficient healing of the entire team. By gaining more experience, these things will come more naturally.

During uber is all about your section of bad vs good ubers. However you never actually explained what a good uber is, what a bad uber is or what an uber flash is.

A flash is when the medic flashes the ubercharge for a split second on a secondary heal target, draining the uber and granting 2 people the invincibilty for a short time.

An uber trade is talked about as being "good" vs "bad" based on the length of the uber. At a low level that is all you need to know. Count the uber timing based on the number of flashes each medic uses and which medic used first. Whoever is ubered last has the "better" uber.

At a higher level, you start taking into account more things for an uber trade to be good or bad. You have to take into account the ammo counts, the health of the participants, the class of the participants, the ability to get good positioning post uber, the ability of teammates to come into the uber to assist and also the length of the uber to a much finer degree. A lot of high level players use all these things without even realising it. It is a form of gamesense summed up by "who has the easier time killing each other post uber" that determines who has the better uber.

For post uber fights, this was glossed over but is so important it even has a stat in the logs for it. During the tail end of every uber, every medic should be thinking about where they should be standing. In general, high ground good, avoid standing in choke points, avoid standing in front of your team.

As a team, there has to be a call during the uber if you are committed to the post uber fight or if you are leaving. This call has to come with sufficient time for the medic to either commit to a safe(ish) position in the fight or for the medic to backout of the fight and be completely safe. At a lower level, I would recommend the medic always give this call. At a higher level, I would recommend the most vocal person in the uber (ideally a combat class leading it) to give the call and if the call doesn't come at the right time for the medic, for them to acknowledge it and for them to then make the call. The reasoning for this is that at a lower level, the medic will be the most experienced person during ubers for their team but as you reach a higher level, everyone on the team will have sufficient experience to be able to lead an uber.

As you can see, the pre-uber, during uber and post-uber are all closely linked, with decisions and gameplay styles weaving between each other. Ultimately all stemming from how the medic and their team wants to play.

Ubers are hard to get right. Very hard even. Arguably the hardest thing to get right in the game. They are the best offensive, defensive, stalemate forcing and staltemate breaking tool in the game and is what forces competitive 6s to have the flow it does.

I could go on for a lot longer but I think this is enough for now.

tl;dr ubers are important and deserve more love in a guide about medics.

posted about 3 years ago
#142 2nd Place B4nny in TF2 General Discussion
Gaz
Look man, it's easy: If you dish out, you better be able to take it as well.

Idk why you say this when your team has the worst time taking any sort of shittalk. Nasboii made a twitch alt to message people who BM him in twitch chat and you yourself are pretty poor about it (as is josh and nubbi somewhat too)

Nas is only person who I literally don't shittalk anymore because of how badly he takes it, and I love shittalk. I'm able to take it more than any other player and I DO also dish out a lot. When he added me to apologise I said he didn't have to, there is nothing to apologise for (because there wasn't, it is just shittalk not anything truly offensive).

Just kinda unreal how hypocritical this is considering b4nny can take the hate but you yourself can't.

posted about 3 years ago
#73 ban iron bomber and market gardener for s39 in TF2 General Discussion
nubbiDoughyIs the skill of hitting a market garden higher or lower than an airshot or bombing a medic?
When i play against meds like you and Domo it doesn't really matter what weapon i use.

man, I didn't say my opinion but I was trying to give you a good argument to keep it whilst also complimenting your skill with it, along with gazy pyro, josh/nubbi and hugo/opti banner combos. Instead you ignore it and can't come up with any good reasoning yourself.

You should realise if you want to keep the weapon unbanned you will have to do some work since most of the good EU players want it banned. So by relating it to a oneshot mechanic and relating it to sniper, noone is going to agree with banning it. Now you just ruined a decent simplified argument to counter coherent top prem players like papi by memeing on it.

posted about 3 years ago
#63 ban iron bomber and market gardener for s39 in TF2 General Discussion

Some reasonable arguments being made for banning but none for keeping it in. The weapons is overpowered AND annoying because it can oneshot basically any class in standard 6s. This is a completely reasonable argument.

Trying to argue that it isn't overpowered is the wrong way to go around it, instead you can consider the skill aspect of the weapon, or the interactivity between opposing teams. Is the skill of hitting a market garden higher or lower than an airshot or bombing a medic? Is there less or more interactivity between teams based on the oneshot mechanic?

In this one case, it is clear there is lower interactivity between teams making it frustrating to go against, and honestly play with someone messing around with it too. The skill aspect is probably an even thing between standard rocket launcher bombs and market gardens, I'm not one to judge that since I don't play soldier. However I don't feel outplayed when I get market gardened as a medic, and I don't feel I outplayed the enemy when I dodge one (I just feel like they missed).

An actual argument about keeping the weapon is that we finally got a season where top teams are using different weapons/classes to a decent level. We can finally talk about actual things like banners, mantreads, pyro, market gardener with good ideas and feedback about it with seeing how people actually feel about the weapons. Further testing is a good thing to properly understand the weapons when this thread showcases that very few people actually understand them.

One extra point is that if the oneshot mechanic is what makes it worth being banned, then we have to consider sniper/spy too and whether we ban them too.

posted about 3 years ago
#6 Global Clan.EU part ways with Doughy, picks up trum in News

True, I was getting too angry, hope they do better without me. GL

posted about 3 years ago
#2 ETF2L S38 UBR1: nerdRage vs. GlobalClan.EU in Matches

Also another disclaimer: I am not from the virgin islands

posted about 3 years ago
#42 Med Surfs Thread in TF2 General Discussion

https://www.youtube.com/watch?v=Mf7FbDzz_1M

posted about 3 years ago
#5 Why aren't you prem/invite yet? in TF2 General Discussion

I am

posted about 3 years ago
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