Drummer
Account Details
SteamID64 76561198078458780
SteamID3 [U:1:118193052]
SteamID32 STEAM_0:0:59096526
Country France
Signed Up April 6, 2016
Last Posted April 30, 2018 at 1:58 PM
Posts 524 (0.2 per day)
Game Settings
In-game Sensitivity 3.15
Windows Sensitivity 6/11
Raw Input 1
DPI
900
Resolution
1920 x 1080
Refresh Rate
144Hz
Hardware Peripherals
Mouse Corsair M45
Keyboard Logitech K120
Mousepad Steelseries QCK
Headphones Music headphones
Monitor 24" ASUS VG248QE 144Hz
1 ⋅⋅ 22 23 24 25 26 27 28 ⋅⋅ 35
#86 Made a list of all OP weapons I can think of in TF2 General Discussion

Yeah, I put the annoying and stupid concepts in the OP category. I should have put "weapons that need tweaks" instead.

I didn't copy any whitelist for that list.

Also I don't understand some people here. I get mocked for saying Razorback is OP, because it's only really OP in HL, and some people here downvote as soon as they see "HL". I mean, the Razorback is not broken in 6s, but would it hurt to fix it for the other formats? I know that 6s is better, and all, but there is no downside to making the RB worse.

posted about 8 years ago
#7 "Weapon spread is fixed in Competitive MM" - Valve in TF2 General Discussion

So a bug?

posted about 8 years ago
#58 Made a list of all OP weapons I can think of in TF2 General Discussion
damneasyhow the fuck is sandvich op? lmao

You can make your medic tanky, what it isn't supposed to be, and there's literally no reason to use any other heavy secondary

posted about 8 years ago
#5 "Weapon spread is fixed in Competitive MM" - Valve in TF2 General Discussion

No, the console returns the server's value. Must be a bug.

posted about 8 years ago
#3 "Weapon spread is fixed in Competitive MM" - Valve in TF2 General Discussion

http://imgur.com/sfMMIdT.jpg

Seems like it's working so why is the console returning an invalid value

posted about 8 years ago
#1 "Weapon spread is fixed in Competitive MM" - Valve in TF2 General Discussion

http://imgur.com/a/pZcH1

posted about 8 years ago
#180 TF2 Feature Requests and Bug Fixes in TF2 General Discussion

fixed weapon spread is on dude

posted about 8 years ago
#177 TF2 Feature Requests and Bug Fixes in TF2 General Discussion
ScrewballFor MM

Unlock after 200 hours play time
Basic class limits. 1 on Heavy, Demo, Medic and 2 on everything else.
Map selection in MM
fixed shotgun spread

Casual rank limitation is much better than playtime limitation, especially since the last update, Casual XP is harder to get.
Put a 1 limit on engie as well.
Also fixed weapon spread is already on.

posted about 8 years ago
#175 TF2 Feature Requests and Bug Fixes in TF2 General Discussion

It's a start.

posted about 8 years ago
#172 TF2 Feature Requests and Bug Fixes in TF2 General Discussion
Forsak3nTbh its silly to ask for the support when each region has its own ruleset on how 6s are played (eg unlocks, timelimits and winlimits).
That would be amazing if the headadmins of all leagues had a chat and came up with one ruleset for all, to which therefore Valve could implement things.

and here we are

posted about 8 years ago
#42 Made a list of all OP weapons I can think of in TF2 General Discussion

I pretty much know what makes something OP, I just have some trouble explaining things and organizing my thoughts. Now I get what you mean.

Tomislav, if not OP, is a very viable sidegrade. It shines almost in all situations.

posted about 8 years ago
#35 Made a list of all OP weapons I can think of in TF2 General Discussion
shorasThe idea is to build with both arrows and normal healing, so lowering the ammount of uber you get per arrow won't make a big difference unless you lower it so much it would be faster to build with just the Medi Gun. And at this point it wouldn't be speeding the game up in any way.

But it wouldn't make the game a stalemate either. The game was fine without it. Why are you so opposed to the idea of making the crossbow build slower than the medigun?

shorasMy Enginner experience tells me that you can't rebuild a sentry immediately. It still takes time. And if the enemy Demo would be around, he can just put a couple of stickies under it and destroy it easily.

But in the meantime the enemy demo would be dead or retreating, due to wasting half the Uber or more.

shorashe main idea of backcapping is going behind enemy lines unnoticed. The main idea of Bonk is to yolo straight into the enemy team. And if you do it, I doubt you'd get to last despite 8 seconds of damage invulnerabilty.

Why bother being unnoticed if you can catch attention while invicible? You don't need to actually do the backcap.

posted about 8 years ago
#34 Made a list of all OP weapons I can think of in TF2 General Discussion
SmytherDatDrummerGuy
Well, tomislav can actually harass at long range so it changes how the game is played, even a bit. It does something different to other players, and has major upsides while still perfectly doing what the minigun can do.
Yes, exactly. What it lets you do can make it overpowered.

But how the tomislav compares to the stock mini-gun (or any or all of the other minigun unlocks) is irrelevant when discussing specifically whether the tomislav is over-, under-powered or well balanced. And that discussion is separate (though related) to whether and what tweaks need applying to it.

Oh, got it. Thanks for clearing that up.

So, in the end, I'm not so wrong about the tomislav being OP.

posted about 8 years ago
#31 Made a list of all OP weapons I can think of in TF2 General Discussion
SmytherDatDrummerGuyIf something is always better than stock weapons, it means it's too powerful, therefore it's overpowered.
That's where your error is. Something is over-powered because what it lets you do to other players. Your alternatives are irrelevant to the over-/under-poweredness of your chosed weapon.

2 examples to help you understand:

Go back to 2007 TF2, where there are no unlocks. Double the scout's scattergun damage at all ranges. It can now 1-shot many classes at medium range. This weapon is now over-powered, despite the scout literally having no alternatives to compare it to (which your definition needs).

If you added 3 new sniper melees to the game, all 3 of which do less damage per hit and swing slower, with literally no upside (for the sake of argument), and removed all the other unlocks, you would have no real impact on the game, yet by your logic the machete has now become over-powered. You can't both be over-powered and make no change to how the game can be played, that's not how the definitions work.

Well, tomislav can actually harass at long range so it changes how the game is played, even a bit. It does something different to other players, and has major upsides while still perfectly doing what the minigun can do.

posted about 8 years ago
#30 Made a list of all OP weapons I can think of in TF2 General Discussion
shorasFirst of all, I'm gonna be talking from 6s point of view because it's obviously the main comp tf2 game mode..

I've been talking about 6s all the time, except for some weapons like the Razorback.

shorasUber gain actually speeds the game up, don't see how that's a downside. Maybe you love stalemates?
Passive reload is one of the factors, that make this weapon actually fun to use and increases the skill ceiling. Try playing Pyro with Flare Gun having no passive reload.

Except this weapon doesn't need passive reload or Über gain? It was great without any of those. If I recall correctly, people were doubtful about the Über buff. It actually builds faster than the medigun on injured targets. Maybe then, make it gain less Über, so it still speeds the game up?

shorasFrom what I know it's not even widely used in HL, where Heavy is run full time. Also not everyone uses it in 6s. Maybe not so OP?

It's 50/50, to be honest. But I agree it's not really one of the most OP weapons on this list.

shorasIt's not like a Scout can't backcap without Bonk. He'd have someone going back for him (or waiting for him on last) no matter what.

But at least he could be killed on his way. 8 seconds of invicibility isn't the same.

shorasWhen enemy team pushes into your last and you pick your sentry up you leave your team fighting with a 1 player disadvantage until you rotate and rebuild your sentry, which takes quite some time.

Or you just rebuild immediately.

posted about 8 years ago
1 ⋅⋅ 22 23 24 25 26 27 28 ⋅⋅ 35