Droidster
Account Details
SteamID64 76561198054518843
SteamID3 [U:1:94253115]
SteamID32 STEAM_0:1:47126557
Country United Kingdom
Signed Up January 16, 2013
Last Posted December 3, 2020 at 4:57 PM
Posts 416 (0.1 per day)
Game Settings
In-game Sensitivity 2.7
Windows Sensitivity Default
Raw Input 1
DPI
800
Resolution
1920x1080
Refresh Rate
144Hz
Hardware Peripherals
Mouse Endgame XM1
Keyboard CMStorm Quickfire Pro
Mousepad Steelseries QCK+
Headphones Sennheiser HD558
Monitor BenQ XL2411T
1 ⋅⋅ 6 7 8 9 10 11 12 ⋅⋅ 28
#22 2/7 tf2 update in TF2 General Discussion

Oh yes, 43 new hats!

Just what I needed

posted about 10 years ago
#23 From HLDS: "Important changes to TF2 coming soon" in TF2 General Discussion

Modifications not allowed in quickplay

-Enforcing class limits

I always loved 10 snipers

posted about 10 years ago
#5 demo call - ikpure in TF2 General Discussion

https://www.mediafire.com/?95j67he2h4vbbm6

posted about 10 years ago
#96 Logs.tf match stats in Projects

Does the airshots counter count medic airshots?

posted about 10 years ago
#220 cp_sunshine (5CP) in Map Discussion

Gubbins streamed his pov in the cup http://www.twitch.tv/gubbinsss/b/499148146

Starting at around 3:22:20

posted about 10 years ago
#214 cp_sunshine (5CP) in Map Discussion

--Big post incoming--

Me and a few guys just played a mix on this to get good for tomorrow, and came up with quite a lot of feedback if this is still being worked on.
STV demo(I think that's the right one): http://stv.colonslash.eu/9_tezc2/2014-01-28-21-39-yukon_vs_red-cp_sunshine_b2.dem.bz2

Logs if you really want them: http://logs.tf/173329

Firstly we still feel that 2nd-last connectors could do with a bit of work, this area in particular

http://i.imgur.com/fqM06Eo.jpg

It is really hard to hold 2nd in this area because of the layout, you need to stand really far forward to watch both the entrances or else you will get flanked by a sneaky scout who gets through lower and holding far in the lower area is a bad position to fight from and very easily spammed. The problem is that if you stand here they can just get two soldiers to peek in from each door and wreck you in the cross spam. The stairs into the lower area also feel a bit cramped, maybe you could slightly widen that area where the soldier is standing somehow.

We tried to think of a way to fix it and came up with this.

http://i.imgur.com/KOpmrPm.jpg

This area felt like it would be way too op if you put an engineer here(we only used a heavy in the match) as it can cover the point and there is no direct route into it and your team can look after right side and the spam death pit that is lower entrance. We thought of something that would deal with two problems at once

http://i.imgur.com/oWNYCIu.jpg

If you made an entrance there and removed the big wall along with extending the platform to the wall in a way similar to badlands last you reduce the power of a sentry and make it possible to hold that area. I also think it would be a good idea to remove the current left hand entrance in the process of extending the platforms that would mean if the combo held left side their spam would still be effective in keeping the other team out of last but not lobby as the spam could only go somewhere where it could be avoided(see image)

http://i.imgur.com/Md5IHth.jpg

Doing this to last would also mean that each entrance has it's own advantage/disadvantage, closer to the combo for right side and height advantage from the left side, as opposed to all the doors being below where the combo would hold. You would need to remove the few props on the wall of lobby though and move the wall back(the soldier is standing where the props are that would need removing to get the entrance far enough to the left)

http://i.imgur.com/Nf9RkfA.jpg

That's enough about last now, onto the flank.

http://i.imgur.com/9wbvkpA.jpg

This enclosed area underneath the two soldiers is utterly pointless for pushing second, if you go through there then you end up in the ditch in second that you can be destroyed in and any div 6 soldier could lay waste to people in there. The better choice is just to jump over it as a scout or soldier or just walk up the ramp as a medic. The only function of this area is a hiding spot to make backcaps from, and the map shouldn't be made to give backcap spots, the players should either find spots themselves of be rewarded for their sneakiness by getting a cap. We though that underneath area should just be filled in and maybe decorated or tweaked a bit so it wouldn't look like a turd changed as an afterthought.

I'm not sure if this is a bad thing as such but a demoman can walk into the lower grassy area where the soldiers are if he is supported by his team and just throw stickies across the point to destroy the other team holding there and there is not much they can do. Pushing out of last can also be very hard as two of the doors lead to a massive height disadvantage though I guess you could just counter these things with your playstyle.
\/

http://i.imgur.com/Zm0v8oN.jpg

Finally onto mid with just one small grievance

http://i.imgur.com/FhXiNto.jpg

wtf is that yellow thing poking out the ground.
They definitely need to be there but surely there is something else you could use, a lot of people I know have been having issues with the rocks being invisible as well, a bit annoying if you are trying to play. Maybe some sort of crate with another bit on top? It was also apparent that control of the bell tower really shaped the mid and that is almost all up to your roamer as scouts have to climb the rock to get up there and you are an easy target whilst getting up to the tower. Maybe if there was a way to get up top from the other side as well so scouts can actually have an effect on that area of mid it would play out better.

We also found some very nice rollouts and jumps along with a couple of good (and one rather abusive) hiding spots, but I'm not planning on telling everyone about them just yet ;)

Sorry for any spelling mistakes ect. This took me a while to write so it probably won't be perfect and I want to go to sleep. Hopefully there is someone still working on this, the map really has potential there are just a few things that need sorting out before it really goes anywhere.

posted about 10 years ago
#9 Top 10 TF2 plays - December 2013 in Videos

SICK HEAVY PLAYS OMG

posted about 10 years ago
#210 cp_sunshine (5CP) in Map Discussion

Get hype for the ETF2L cp_sunshine cup

http://etf2l.org/2014/01/24/one-night-cup-sunshine/

posted about 10 years ago
#20 TF2 Update January 23 2014 in TF2 General Discussion

-Fixed being able to construct buildings in the skybox

rip fun

posted about 10 years ago
#22 Funding competitive prizepools through items in TF2 General Discussion

So much pessimism, - frag the people trying to promote new ideas for helping the comp scene and + frag the ones shitting on the ideas, nothing will happen if we just keep on going like this until TF2 is no longer played so we might as well try and think of something

posted about 10 years ago
#54 How do you think rosters are going to change? in TF2 General Discussion
BurnDLGrImpartialcevo to get pushed aside again like every other season ever...Um...

The reason CEVO has never had much interest is because they have had problem after problem every season.

And ESEA hasn't?

posted about 10 years ago
#4 ETF2L Premiership Qualifiers: Dotter vs. Lethal Weapon in Events

who writes this shit ¯\_(ツ)_/¯

posted about 10 years ago
#3 medHUD in Customization

Uber charge bar right across the bottom of the screen and also in the normal place

posted about 10 years ago
#155 i52 in TF2 General Discussion
Hallowthat wasn't an issue last year

I'm surprised half the TF2 community isn't dead from starvation after the ridiculous amount of money raised last year.

posted about 10 years ago
#508 ESEA Season 15 LAN Discussion in TF2 General Discussion

b4nny to cut indust and shrugger

posted about 10 years ago
1 ⋅⋅ 6 7 8 9 10 11 12 ⋅⋅ 28