hamaham is back? Big news bros
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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 | April 14, 2025 at 7:30 PM |
Posts | 548 (0.2 per day) |
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There isn't many deep dive analyses of high level games, it takes a lot of effort for people to do it for no real reward. Some things come close though, but likely not the depth you are looking for.
I did a review of almost every game in an ETF2L prem season about 2 years ago. I tried to explain some things but quality of stream isn't that good but I'd like to think the analysis is relatively interesting to think about.
An example is this but most are highlighted on the same channel https://www.twitch.tv/videos/1097696082
Another player who doesn't review but does a casual cast alongside with their opinions of the game that I find pretty good is botmode.
An example of his sorts of reviews would be https://www.twitch.tv/videos/1442473330 with a few other examples on the same channel. Once again not too in depth but rather gives the view of the game from a high level player who understands what's going on from the casted pov. A lot more casual, more fun to watch over deep analysis but it's still got a lot of respectable views to listen to.
I know he casted RCADIA lan games from last october like this but i'm not sure if those vods are saved anywhere.
In terms of deep analysis noone really does that so much at the moment. I'm not sure if anyone really does demo reviews on stream but it can be worth a shot to just check out when players stream and ask for their opinions on some things, most would be happy to explain.
MakDoughy
this is why we're still chill with you after what you did to aph :')
He did it to himself, he wanted something he couldn't handle, that's not on me.
dannyplaygreyNURBEYI'm fine with being harassed, but my friends absolutely do not deserve it. They are amazing people who have the potential to provide people with amazing memories.
Found your friend. Did he provide you with an amazing memory of you walking him like a doggy?
https://steamcommunity.com/id/idiotandafool/
while we're on the topic, coyos friends also still play with him on an alt account
why be friends with someone like that?
It's a hard thing to really talk or think about, especially if you don't experience it yourself, but it is because it's hard to break relationships instantly. It usually has to be something very catastrophic that directly affects the other party to instantly break it up. If person A grooms person B online, but the friends of person A never see this side of them, even after they're exposed, then it can be hard to accept that your friend does that stuff. People tend to need some time to process things like this.
People who are on the sidelines don't always deserve grief, they either are new victims, unaware of who they are talking to, are still processing emotions and are unsure of what to do, or they encourage the behaviour and are similar themselves (in which case it makes sense to hang around similar kinds).
#1 is better since med is likely to take fall damage and someone with spam can force them after (a sac shouldn't be a solo play unless it has to be) so like 30-50hp med after sac.
Best play is to sync bomb since the med will shit themselves at 150hp instead of being able to rely on any mechanical outplay. Likely dropping cus of it too.
TurboTabsetf2lComparing the upsides with the downsides we feel the Loch-n-Load is an upgrade from the Iron Bomber/Grenade Launcher.
I never got the logic of banning something just because its an upgrade to stock version/slot.
We don't do this for:
gunboats
any of the melee weapons
crossbow
Cus they make the game more fun by changing it to make people able to play in more areas and not get so severely punished for drifting too far from the medic.
Something like banners that force building them on last, or loch n load sniping people from across a map are not diverse strategies.
There's plenty of other weapons that if people start using and get good with them, people will want them banned too (e.g. loose cannon, direct hit, beggars bazooka).
Then there's more weapons that are busted but are just annoying or they don't feel oppressive (e.g. wrap assassin, winger, solemn vow).
Spies in my games already instant kill from the front, so does that mean this weapon can also instant kill from the back? Maybe a bit too strong...
Personally I would include movement and positioning in DM. Split game skill into 3 categories of deathmatch, knowledge, and teamplay.
Deathmatch is the "execution". Knowledge is "knowing what to do". Teamplay is "Knowing what your teammates do and supporting each other".
All three are used in every play, like imagine a small fight occurs on granary second, 2v2 flank attempts a backcap as rest of combo push into mid 4v2.
Teamplay is the flank on both teams knowing what each will do, and the relative combos also knowing what their flanks are doing. "Do we trade uber as the mid defense? Are the flank winning the 2v2? Are the combo coming back or trusting their flank?"
Knowledge is just knowing the answers to these questions and reacting accordingly. "Yes we trade because we are getting the backcap because they are winning the fight" or "Combo is coming back, we must set up on mid and buy time behind them for spawners since our flank will die soon".
Deathmatch is how these are executed. Winning your fights, hitting your shots and being in the correct position to do these things. Standing on high ground and shooting down making shots easier to hit is good deathmatch. Players who have bad aim but stand in good spots will have better DM than someone who has good aim but stands in bad spots.
This is pretty overly simplified since all three feed into each other seemlessly but the question kinda wants an objective answer and likely all three are equally important for any individual player.
flickwheres doughy
down at like #350 baby, just ahead of where you should be.
BumFreezeidk why vacc or badlands is getting talked about, quickies got banned about 2 seasons ago after being unbanned for a few years
get off my badlands appreciation thread
Main reason it came into peoples radars was for attacking badlands last, since correctly placed stickies on point was the only proper defense for that point however since that map has, for some unknown reason, not attempted to be played in ETF2L for many season noone really knows why it is banned.
While it still does a lot on many maps for last attacks and choke busts for the same reasons the efficiency really does not come close to that one situation where it pretty much auto wins the cap with a scout rushing the clear cap point.
Throw em out, throw em out into the cold. Don't give em their coat. No coats. No coats! Confiscate their coats!
SetsulWasn't all this already known?
I don't even know where I ready anymore, because this was over a decade ago. If I had to guess it was either Sigma or PYYYOUR who wrote about it.
What Sigma wrote is actually really good and may make people see it a bit clearer, but it seems no real testing done for their side and it is just known values being used (which could have changed in 10 years but seem not to). https://www.teamfortress.tv/post/47865/details-on-uber-splitting
They considered it a break in the beam as well (which imo is a really nice way to put it). My main points were to understand what the wiki says, see how long a flash actually is by timing it and to test how the flash drains the uber in real time. Sigma stated it to be an increased in rate of consumption (I agree) but some players I would talk to would consider it as a block being taken out of the uber.
The fact they missed data is really important, it means that we don't know what was specifically tested. I decided to do one more test that was actually overlooked and it is whether this "reduction of the increased drain from reflashing a currently flashing player" has a linear decrease in time or not. This would determine if all flashes are equal or if a quick reflash loses less or more uber than expected.
This is incredibly hard to test but after several trials, decided to use the 3 flashes that occur as a player are flickering to determine timings, testing at a reflash on the first, second, and third and after complete faded. If done correctly with a linear reading you would expect each flicker to last 0.33s, so ubers of lengths 7.33, 7.16 and 7s. If it had a curved relationship you would expect ubercharge to last something like 7.4s, 7.1, and 7. or 7.3, 7.2, 7.1.
My results averaging 7.38, 7.15, 7.03 and 6.91 show roughly a linear relationship so all flashes tend to be equal, but it should also be noted that reflashing a player instantly should be counted as a single flash rather than two.
TL;DR
Ubers are hard to time and flashes are tricky.
Each flash reduces uber by 0.5s
A flash onto a "flashing" player reduces the reduction of uber.
Considering flashes as "a break in the beam" rather than a new player being ubered is important as the same player can be "flashed" during a supposed solo uber.
I guarantee some of these points are why people mis-time trades so often. Something that seems really good isn't as good as it seems.
Let me know any interesting points of discussion, or even if you agree with the data, feel free to time for yourself.