Doughy
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Signed Up March 24, 2016
Last Posted October 2, 2024 at 4:28 PM
Posts 540 (0.2 per day)
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#12 Let's talk about the Unity ruleset in TF2 General Discussion

The ruleset is ok but as you said, it exaggerates some problems that are much worse than the minor ones it fixes. Logistically it just isn't possible for lan or playoffs or regular season since matches can go infinitely long. People have stuff to do and you can't expect someone to stay up till midnight when they need to be up at 6am. There has to be an ending either caused by increasing difficulty or time. The only competitive games i know that keep going infinite are poker, chess and mobas and afaik all get increasingly more difficult for players over time until one who accrued an advantage earlier in the match comes out on top. Poker has increased antes depending on number of hands played, chess has reduced time gained per move after certain move numbers and the environmental enemies in mobas gets stronger and stronger until they end the game themselves.

In order to fix unity ruleset you would need something like this to force a game to end. Longer spawn times every 5 minutes that pass, or faster capture times, or a hard time limit. Then you have to think which one works, and which one do players want. These are the most important thing to think of when designing rulesets in this game since it isn't a high end competitive sport. You don't need to worry about which one is the most competitive since if it's no fun to play noone will play it since there is no other incentive other than fun.

It's why it's so difficult to have a unified ruleset when some people are playing for money and some aren't. Some things that would be tolerated if you were getting paid to do them wouldn't be tolerated if you did not have this incentive. I would not stay up all night for the chance to win 20 euros, but if I was in NA, and I had already invested the money into a whole season for a chance to win 300 dollars, I likely would. That being said, if I was in NA I wouldn't have started playing because of a paywall for entry. I don't really care how small it is, I just wouldn't have when I was younger and I had no money.

5 min round timer seemed fine, disagree that it didn't make much of a difference, it definitely affected strategy as teams would only push out of last if they could cap mid off of it. This didn't slow down the game since the round would just reset anyway if the team didn't push. Alternatively, could also go ape mode and just remove sniper, spy, engy, pyro and banners, That would be great to speed up the game. Allowing free entry for soldier sacs and medics nowhere to hide would do wonders. Could also remove golden caps during main season and have draws. Nothing wrong with that either so games actually end when they should.

posted about 2 years ago
#19 pre game injuries in TF2 General Discussion
flickSlept on my neck wrong. Couldn't turn my neck properly for 2 days. My head had to be turned at a 90 degree angle for it not to hurt. Had to play sideways with my shoulder facing my monitor just to play.

That's why you didn't clear the stickies I see, I see.

posted about 2 years ago
#12 The Papercuts Thread - Bring up annoyances here in Projects
JackyLegsplaying koth and a player gets on point at 0:00 to force overtime with no previous captime at the same time the game thinks the round is over which results in overtime not happening and the cap decay not getting sped up https://streamable.com/sofgoe (notice no overtime in hud or announcer saying it)

I didn't realise that was a general koth bug, have seen it before https://www.youtube.com/watch?v=gT9s8vDOJg8

Makes sense that is what causes it.

posted about 2 years ago
#25 deadring ubercharge save bug? rgl 6s in TF2 General Discussion
Hunter_2_0You don't even need to keep the spy on last, you can just have him drop off that shit and then swap back. As long as you swap the mediguns every 30 secs it stays on the ground lol. No shot this doesn't get banned.

I looked back at the video and the dropped medigun doesn't decrease in uber over time, so it's also bugged. The uber decreases only when the med uses lmao. Did not realise it even worked like that.

Nvm looked again and is just the swap thing, just did it fast. Disgusting again tbh i see what you mean. I thought the dropped one had ubercharge on it, thank god it doesn't.

posted about 2 years ago
#21 deadring ubercharge save bug? rgl 6s in TF2 General Discussion

Picking up mediguns shouldn't be allowed, and you sure as fuck shouldn't be allowed to use uber and then instantly get another 90% uber.

A better situation would be that you are on last, stalemating, enemy team is sending sacs to force the uber. You are down a soldier to deny the sacs, but it doesn't even matter since the spy just gets you another free 90% uber. Literally doesn't matter if you get forced anymore, just have to snipe to actually drop the medic.

Once you commit your life on spy/sniper/kritz it should be a commitment until you die or walk back to spawn to change off. You already get the surprise factor from these 3, but now you get a second surprise factor with no time deficit. Disgustingly annoying and only serves to slow down the game as the team that wants to be aggressive now has to be wary and check for another thing (solemn vow medic has to see if enemy med has uber so needs line of sight) on top of: stickies, offclasses and hiders (including wall bugging soldiers).

It's going to get to the point where teams will just have to say "eh fuck it" and push into or off of last and just gamble if the stars are aligning instead of being able to use actual advantages in positioning and firepower.

To me, that just seems boring. Less skill being put on team cohesion and making good split second decisions in fights and instead, more luck on which 10 of the 100 possible ways the enemy can win the round do you need to ignore as it's impossible to clear everything.

posted about 2 years ago
#12353 stream highlights in Videos

https://clips.twitch.tv/InnocentPoorSowPhilosoraptor-TkoL6rG1Hdnn4keU

posted about 2 years ago
#5 TF2 in 2022 and beyond in TF2 General Discussion

Nice post, I like the reasoning behind why 3 mins played better than 10. Personally I thought 7 min or even 7.5 min would be the best (Allows for a 30 min map timer to go to mid, and take the full time to force a second push and a last push and still have the same amount of time - 15 mins left to allow for the other team to do it as well). However, the reasoning for the time being lower forces offclasses (and buffs like banners/phlog) to force harder is well thought. I would still say 4-5 min somewhere is the sweet spot but definitely needs to be played more, which is why saying to implement asap in leagues is also a decent call.

If point timers do decrease, this is more of a reason why win limit 5 and halves are worse. The main reason for win limit 5 or NA rules is that the map always ends on a high. It ends on a round win or a timeout (in which case golden cap win or golden mid). The main reason for win difference 5 or EU rules is that it allows for comebacks and some insanely high round counts. Whilst this doesn't happen often, it does still happen. It has happened in div 1 this season in etf2l https://etf2l.org/matches/82477/. It also happened last season https://etf2l.org/matches/81754/ and a potential comeback could have been stifled by NA rules.

The reason why point timers decreasing should allow for more rounds is because there simply will be more rounds as teams are forced to be more active earlier in the game. It enables for comebacks to start sooner as the initial rounds from one team will happen sooner as they will generally have to be more proactive sooner.

That being said, win limit 5 and win difference 5 don't really matter as much as the halves system the NA ruleset uses. 30 min maps (or even 20-25 min maps) and playing multiple different maps I would argue is always a better display of skill than playing the same map for two sets. Main reason being that different maps test different skills and force teams to learn to play more maps together. This is probably the most important thing about the rulesets difference, as long as different maps are prioritised than playing the same map over and over each match then any ruleset is ok.

Final point of leagues and timings being too restrictive is definitely true. Most people have time on the weekend to play and having a tournament throughout the afternoon on saturday/sunday and potentially 0-2 scrim days during the week of a tournament is optimal. It allows for keen teams to play every week whilst players who cannot commit tons of time to only play every other tournament or when the weekend opens up. The essential.tf tournaments were really good in EU but they lost interest quickly as people didn't play if they wouldn't have a chance to win. "What's the point of playing if the better team is just gonna win anyway". The prizes were decent too.

Hopefully NA tf2 pushes something like that and keeps either a monthly or fortnightly tournament alive for a few months cus it's already failed here due to a mentality of wanting to play fair and balanced matches but not wanting to improve as well. Leads to people just chilling playing the game with friends and so more intense tournaments of playing for a whole afternoon for 5-6 hours is too much for them.

posted about 2 years ago
#2 DEATH AND DESTRUCTION unleashed on Prem in News

Yeah, it's ixy and matt arguing...

https://i.gyazo.com/dd8d1ec72b873aef997becfd1362bbf9.png

https://i.gyazo.com/74c354b344f6b4993e2c49ac8f46e847.png

posted about 2 years ago
#12240 stream highlights in Videos
GrapeJuiceIIIreakohttps://clips.twitch.tv/ObeseAuspiciousPorpoiseNerfBlueBlaster-F0ieFGX_7sTbiAzlhttps://clips.twitch.tv/SmoggyFrozenCaterpillarVoHiYo

Just to point out (if you don't know their voices), the soldier who said "im jumping" was bumfreeze, the one that actually landed in the enemy team and got a kill.

ofc more fun to think it was dolly but im no fun

posted about 2 years ago
#1 trust the process gun for Premiership once more. in News

It's true, I deserve it

posted about 2 years ago
#3 view map from bir eye in Map Discussion
twiikuuSounds like https://www.teamfortress.tv/28731/tactics-tf-strategy-tool

I think all that stuff got discontinued because too many racist/transphobic bigots in the community.

posted about 2 years ago
#12211 stream highlights in Videos

https://clips.twitch.tv/VastHonestHareYouWHY-tQ3638vRJhYtEOlI

posted about 2 years ago
#28 iron bombe nerf for etf2l season 41 in TF2 General Discussion

u will all see by the end of the season the true power of chaos rollers. You think the 8x bigger hitbox was a problem? no no no...

posted about 2 years ago
#20 How many hours you got in this game in TF2 General Discussion

8568, played for about 5000 before getting into comp. Like 3k on the same saxton hale server

posted about 2 years ago
#24 iron bombe nerf for etf2l season 41 in TF2 General Discussion
papiClearcut literally stinks, where is viaduct. Give granary and badlands back

Preach. Gran pro rc8 was best version iirc. Double doors in garage to mid, fairly clean in props and no rocket in spawn, just the first spawnroom is good where you can't stand in the door to resup bind.

DomoCatFaceIts unecessary but it wont change much just some 'i would have hit that cope' . I also forsee people dying to crazy stock rollers and being frustrated which will be fun :)

Did you know the rollers can roll up hill? A demoman can shoot it in process choke over the second point and hit the floor under lobby and it can roll up the stairs into lobby and explode at the top of the stairs with no counterplay except the inevitable death.

posted about 2 years ago
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