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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#12541 stream highlights in Videos

https://clips.twitch.tv/HappyFunCardOptimizePrime-P9pm3Ezm4CuU2Aci

posted about 2 years ago
#91 Insomnia 69 (26-29th August 2022) in LAN Discussion

https://i.gyazo.com/8c77cdd8651bf8af38a7014ea2f690bf.png

posted about 2 years ago
#48 Revive pugs in TF2 General Discussion
SimbaDrHappinessIn my experience as someone who is down to pug/mix but is a washed middie at best, most of the 'popular' places to pug that are created eventually become the same circlejerks of Top Mid to D1 players who all know one another and generally result in quite cringy pugs in general.
Feel like this is the biggest issue that pugs face. If there isnt a healthy stream of new (not in skill level but new to the website) players because captains always play the same faces, and god forbids if they decide to pick someone new theres an uproar in mumble, then you might as well just create a discord server to mix.

Speaking as someone who gets fatkidded all the time. I never managed to play in Pugchamp because of this and tf2.online is going the same path. If you have no weight to your name, you wont play, and queueing for medic wont save you even tho thats what everyone complains thats lacking.

Pretty much this plus what #38 was saying. Anyone who wants pugs to stay alive are the people who will always be picked, as they get to play the most. The 40% of people who don't get picked and are just expected to wait to fill in for one slot for the next game in 40 mins that they might not even get in it aren't going to hang around. For an idea into the numbers, you get 20 people added, 12 picked so 8 leftover (that's 40% of people not picked). Then those 4 leave and a new 4 join over the course of the next 40 mins as the A pug is going on. Usually a B pug is triggered but doesn't start due to people going afk or doing something else since they don't sit and stare at the website for 40 mins doing nothing else. Then the A pug ends and the same 12 players get picked as they are the better 12 players or they are friends with the captain, and the cycle repeats.

An anonymous mix system is a lot better for the longevity of the site, but it results in lower game quality which would result in it being filled with much lower skilled players as better players tend not to have fun just styling on worse players.

If people really want higher quality games they should go look for 5 other guys they enjoy playing with and try to find other mix teams to play against, or even real teams. Not scrims, just mix games, can play any classes or whatever and change each map but it eliminates so many of the problems of toxicity and waiting. It is more effort but it pays off with higher quality and more enjoyable games. Ofc noone really wants to put in the effort, they just want it done for them (for example, the premise of this thread) but the solutions are there if people wanted to try.

posted about 2 years ago
#2 NOOBPANZER bring in reinforcements in News

somEthing do bE Missing from this tEams roSter...

posted about 2 years ago
#30 L iron bomb users in TF2 General Discussion
LupusIf you play the game every day you would notice right away

nobody would trust what the mentally ill people who play the game every day think

posted about 2 years ago
#129 tf2 scene in 2038 in TF2 General Discussion

bigger news is flick will carry his team to third now, love the good more than hate the bad.

posted about 2 years ago
#12486 stream highlights in Videos

https://clips.twitch.tv/HonorableAdorableTardigradeFloof-wccnAqTfkWLR-i5u

posted about 2 years ago
#11 thoughts on this dudes mechanics? in TF2 General Discussion

You guys acting like he wouldn'f have fucked you up in these pubs with those surfs and facestabs damm.

posted about 2 years ago
#40 Tips from a 4k hr medic to help meds do their job. in TF2 General Discussion
shelz0rAs a med with 40k hrs, exclusively in pubs. I can tell you a few things that help me do my job easier:
  • Don't come find me if you need heals. I'm not going to come looking for you, and I don't care. Get a pack, go to a resupply cabinet, or press your kill bind (most of the time).
  • If you're far away and need an arrow, ROCKET JUMP or AIR STRAFE so I can practice my sick m9 arrows for my upcoming frag video.
  • DO NOT PROTECT ME so I can concentrate on yelling at you when I ultimately can't do my job because I am dead. If you see me engaged with the enemy, don't.
  • If we push and I have uber, stay close to the enemy stickytraps so I can drop you in the uber and say that I was "right about to flash you too".
  • If you are another medic on the team, just votekick yourself. I'm the best medic around and choosing to play the same class as me is just a waste of a class space.
  • Communicate effectively by saying nothing. I can't focus on wiggling my mouse around and frantically clicking on people with my medi-gun otherwise.

(Credit to and reposted with permission from drift)

Nice "how to play roamer" guide

posted about 2 years ago
#28 Tips from a 4k hr medic to help meds do their job. in TF2 General Discussion

See what you pricks did.

Thanks for trying to teach us something Mr Jesus, but some guys just don't want to learn. Just ignore em.

posted about 2 years ago
#6 How did I die? in TF2 General Discussion

Probably got sniped then dieing to explosion on detonator in same frame.

Only other explanation is that you suck and game decided to kill you for that reason. Decide which one.

posted about 2 years ago
#28 Uber tracking with dyscalculia? in TF2 General Discussion

Just use the solemn vow?

posted about 2 years ago
#43 Insomnia 69 (26-29th August 2022) in LAN Discussion

A suggestion to maybe make it a bit more of a tf2 community feeling would be to get someone to talk with the insomnia staff and try to get a few rows just for tf2 players reserved. Is usually possible if people buy tickets and are in talks early enough since they tend to stagger releasing seats. Just need someone to lead it and for people to actually show their interest and buy tickets.

posted about 2 years ago
#117 tf2 scene in 2038 in TF2 General Discussion

If anyone truly believes that the evidence used to catch cheaters should be shared by the anti cheat team, or that there is bias in the people banning others in a league (bias exists, but not for bans of this length), then there isn't much to say.

I do think that it is important to have someone (in this case gazy/kn) emphasise that an open information relationship between players and admins is the ideal way to run things, but you both also have to acknowledge that they are unpaid volunteers. There is no strict guidelines in "how to run a league". The person in charge can run it how they like especially when there is no monetary investments. If it truly does disturb you then feel free to make your own league. Or do what happens in real life and become the main financial supporter of the league, hold the money over their heads so they do things how you want it done. Or apply for an admin spot at ETF2L Lord knows they could use more higher level 6s admins even just to talk to players about what they like/don't like. Supra does a good job, but the difference between playing with/against guys every night compared to doing a monthly check in is big and organizing pre-season polls is big.

posted about 2 years ago
#26 Let's talk about the Unity ruleset in TF2 General Discussion
Aelkyr5CP in TF2 does have this problem : there's just no real incentive for a team in the lead to push since they're already winning.

As long as one team has an incentive to fight, the other team has to meet them or concede ground. The team that is behind has the incentive to push since they will lose if they don't. The only time a stalemate should occur is when neither team has the reward outweighing the risk. In reality things people call "stalemates" occur for a couple reasons, mostly due to players having poor strategy and not playing enough.

People say a stalemate is being done because players aren't doing anything for 2-3 minutes after winning mid and sitting on enemy last. This is usually because the team is scouting out information and is deciding what to do. What hold does the enemy have? Where is sniper watching? Where is gun? Where is medic holding? Do we want to offclass? These questions are either answered inefficiently (because players do not know what they are doing and don't start doing it soon enough e.g. spamming the gun as it is going up) or the team isn't practiced enough as a unit to know where they have to be to support a play since they haven't put time into it. In reality, you could already be doing things like setting up and doing a sac within 60 seconds, but because teams aren't properly practiced (likely due to lack of time investment since this is a hobby, not our lives) there will be some players who need to be told where to go and then go there instead of being in the position already.

Better players are usually ready to do things and support others, worse players generally have to have the team play around them and they play their own game. It's why when you get to a higher level, players are more selfless and move as a unit than at a lower level where people are split and doing their own thing. This is why you see better teams stalemating less on broadcasts and why the common thing people call a stalemate isn't really one. One team is just taking all the time they can to make the best play possible. Reducing the round timer forces people to make a decision faster if they want to attempt more plays, but a team could also decide to take all the time they can and make an informed decision for one good play which they may deem to have a higher chance of success.

To look at some numbers if anyone isn't familiar with probabilities, 2x40% plays has a 64% chance to work once, whereas an informed 1x70% chance play has the 70% chance to work once. What is actually better is up to the teams and players, not up to the round timer. Even now, it is likely more efficient to constantly try for the lower % play as you have more shots at it with a longer round timer than only a couple shots at a set up play. If you go for 5x40% plays, it has about a 92% chance to work whereas 2x70% plays has about 91%. These numbers are arbitary and most teams would do a combination of them where they set up a longer play but then instantly execute a quick play if they see the opportunity.

A final point on stalemates is that if you truly want to reduce them, then you need to look at what actually causes them. Reducing round timer doesn't really change anything other than require more decisive shotcalling to do slower plays. It's mostly just placebo of players thinking they need to move faster and take more risks because the timer is lower. Nothing new has openend up in terms of strategy other than the points cap themselves after a round reset and ubers reset (which is pretty big if you know what to do with that information). Teams can still stalemate it just means you will get more midfights rather than the dynamic flow throughout the whole map if stalemates were less of a problem.

The things that alter stalemate length are map design, ubercharges, offclasses and some specific unlocks (e.g. vaccinator or quickies). If you want to change stalemates then have to change these things. Reduce the impact of ubers, remove/change class limits, ban/allow unlocks and alter maps in such a way that pushes the solution you want.

A change in ruleset like this isn't going to really alter the gameflow to be any better or worse for players, it will just make watching it more interesting.

posted about 2 years ago
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