Hudsen
Account Details
SteamID64 76561198116423071
SteamID3 [U:1:156157343]
SteamID32 STEAM_0:1:78078671
Country United States
Signed Up September 16, 2015
Last Posted September 16, 2020 at 8:48 PM
Posts 1671 (0.5 per day)
Game Settings
In-game Sensitivity 1.3
Windows Sensitivity 6/11
Raw Input 1
DPI
800
Resolution
1920 x 1080
Refresh Rate
144
Hardware Peripherals
Mouse Glorious Model D
Keyboard Mistel MD770
Mousepad Aorus AMP500
Headphones Sennheiser PC37X
Monitor MSI MAG251RX
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#18 Ideas for balance changes to weak unlocks in TF2 General Discussion

Part 2 of suggestions

  • Base jumper can only be deployed once while in the air. A recharge timer will begin once the player has touched the ground
  • Disciplinary action injures teammates after a certain number of whips. Maybe further reduce the speed boost duration that's given on hit?
  • Cow mangler charge shot now grants health back to player on hit, slightly more health received on kill. (maybe) Add more health taken when blast jumping?
  • Overdose speed boost begins to kick in earlier. Gain a small percentage of ubercharge on kill. Also possibly change 15% damage penalty back to 10%
  • Beggars bazooka rocket damage is reduced with each rocket loaded. First rocket does normal damage, next one does 15(?) percent less, and the next one 20(?) percent less damage
  • Equalizer comes with slight base speed increase while out. Damage ramps up with lower health
  • Make the wrangler be "battery powered" and only usable for a certain amount of time. As the wrangler approaches half/lower charge levels, the firing speed of a sentry gun decreases. Level 3 sentry gun rockets also have a slower time deploying.

Weapons that I honestly have no idea what to do with:

  • Soda Popper
  • Atomizer
  • Vita-saw
  • Short circuit
  • Rescue Ranger
  • The reserve shooter
  • GRU
posted about 8 years ago
#17 Ideas for balance changes to weak unlocks in TF2 General Discussion

Incoming list of suggestions

  • Change lunchbox items (any consumable/drinkable item) to only be used once. The item can then only be restored by touching a resupply cabinet, similar to how the razorback works. Will work similarly with sandman and wrap assassin given that the player does not retrieve their ball. Also applies to jarate, mad milk, and cleaver
  • Darwin's Danger Shield protects from explosive damage, or at least reduces flinch from explosives. Health addition removed (?)
  • Change phlog to have similar properties to the lightning gun from quake. No significant afterburn exists, other than maybe a 1/2-1 second
  • ACTUALLY make the LnL a 2 barreled weapon. Also reduce the amount of damage to players, but keep the damage dealt to buildings the same as it is currently
  • Remove the destroy enemy stickies attribute on quickiebomb launcher (my mind will forever be blown why they would buff this in the first place)
  • Change the pomson mechanic to be a health drain/health regain on hit. Remove lost ubercharge from medics and lost cloak from spies. Maybe add a reload speed penalty(?)
  • Machina penetration only applies when a fully charged headshot is achieved. Every next target hit has (maybe?) a 30-50 percent damage reduction from the initial headshot amount. Overall damage can also be reduced so that a fully charged headshot does not do 450 damage, but enough to where it's not a complete piece of trash.

Part 2 coming later

posted about 8 years ago
#3471 HUD editing: short questions, quick answers in Customization
ZetosI attempted to add Overwatch HUD's overheal effect into mine (bastHUD) and added everything but the HealthBGLow snippets into hudanimations_tf.txt: http://pastebin.com/KREfcKWg

I copied as well the related VTF/VMT's and added this part in HUDPlayerHealth.res: http://pastebin.com/2gfRMd9t

...but it looks like this: https://imgur.com/1F7BeaF . What could be wrong?

It looks like the overheal part doesn't span the entirety of your screen. From a glance it looks like it's just in your hudplayerhealth panel. To change this you would most likely have to make your hudplayerhealth panel be the width and length of your screen

posted about 8 years ago
#267 faceit TF2 in TF2 General Discussion
ultyAnyone got a beta invite hmu plz and bless upKonceptfor purposes of keeping this thread organized, I feel like using this thread for distribution of beta passes would be much easier for future reference
posted about 8 years ago
#3 Nixeus Revel in Hardware

Are you going to do a review on it?

posted about 8 years ago
#263 faceit TF2 in TF2 General Discussion
taggKoncept Even Tagg further emphasized this
...why the bold

Emphasis more or less. Also I feel like the points you made really helped show what people could be doing if we want to get more (potential?) stability and growth that we haven't had in a long time.

posted about 8 years ago
#254 faceit TF2 in TF2 General Discussion
bearodactylCorsaIt's ideal to not require captaining if they add some type of ranking/experience system like they did for their csgo faceit system, similar to csgo's esea/cevo. It's way quicker, more efficient, and just as fair as captaining if done right.true but then what do you do to get people to not just continue playing aidschamp all day?
last i checked 0 people signed up for the faceit cup but maybe everyone is queuing in the daily ladder

Maybe have a vote that can be taken as to whether or not the people want a captain system?

posted about 8 years ago
#16 What are your mouse settings and inches-per-360? in Off Topic

scout sensitivity

sensitivity for all other classes

posted about 8 years ago
#3 PrismHUD Update in Customization

I've been watching him work on this many nights when he would stream and I'd for some reason still be awake. He's put a lot of work into it. Congrats on finishing it!!

posted about 8 years ago
#3459 HUD editing: short questions, quick answers in Customization
WiethoofdDuplicate the original events, modify the ypos in 'Lower' to move the chat down with the height of the window in BaseChat.res and set the ypos in the 'Restore' to be the one you set in BaseChat for the original position of the chat window.

how does this look?

event CompetitiveGame_RestoreChatWindow
{
	Animate HudChat Position ypos "395" Linear 0.0 0.00001
}

event CompetitiveGame_LowerChatWindow
{
	Animate HudChat Position xpos "105" Linear 0.0 0.00001

}
posted about 8 years ago
#249 faceit TF2 in TF2 General Discussion
ppaleunLF Beta Code

ask in this thread

posted about 8 years ago
#3456 HUD editing: short questions, quick answers in Customization
WiethoofdKonceptalso, how would I edit the chatbox so it doesn't return to the default ypos when playing casual or competitive, if possible at all?hud animation events
  • CompetitiveGame_LowerChatWindow
  • CompetitiveGame_RestoreChatWindow
And yes, it's disgusting tf2 devs didn't simply duplicate the BaseChat file from /tf/resource and added in a if_comp ypos but use animations for this.

So should I code it like this:

event CompetitiveGame_LowerChatWindow
{
Animate HudChat Position xpos "105"	//what should I put after this as the start time and duration values?
Animate HudChat Position ypos "395" 
}

I'm honestly not sure what to put in the event CompetitiveGame_RestoreChatWindow. Just the same thing as above?

posted about 8 years ago
#246 faceit TF2 in TF2 General Discussion
micspamYour lack of enthusiasm for change is one of the reasons why we're not getting big growth. B4nny went over it in a decent amount of detail in the first TF2esports podcast. He mentions how people in our scene aren't very susceptible to change. Even Tagg further emphasized thisThats because its not change

From a side-by-side comparison it's not change. You're correct on that. But the big change factor comes once we get more people playing. If ESEA dies and we're supporting faceit, they just might help us GIVEN that we're supporting them. I mean there's already been a hefty discussion about the reality of the matter, so it's not like we'd be planning for a fallout that would be happening in 4-5 seasons. IM might not exist after this season, which could basically be the beginning of the end.

micspamThis is arguably the hardest part about getting this thing to potentially work. If we can get the basically lifelong dedicated pugchamp people to switch over to what could be a great thing for our scene, then we are going to be able to go places.so using what tagg had mentioned, if we started a massive drive for people to queue up and play faceit pugs, then over the long run, better things would come from it.That only addresses at best 1/3 problems listed.

Okay. Let's go back to what you diagnosed as the benefits of a good pug system

micspam
  • A very high chance of being able to play games with minimal time in between

Assuming this is the problem that you had mentioned that would be addressed, I'll disregard this

micspam
  • A Pretty high chance of teams being balanced

This can be easily fixed with an elo/ranking system

micspam
  • The ability to only play the classes you want

Is this really much of a hard thing to code into a pug system?

Also, it may just be me, but if the only times that I can play tf2 for a serious amount of time are in the evenings, after my scrims/matches are over, and I'm trying to get better faster, it doesn't leave the best thoughts in my mind when only the invite/high IM/known friends of invite players get picked in pugchamp, where arguably the highest level of tf2 is played outside of scrims and matches. This community wasrenowned for its hard work at the first international tf2 lan tournament and can do much better than resist change but also desire change more than anything. It just doesn't make sense from the outside, but seeing both sides of the coin reveals a lot more about everything than you could see from just the inside looking out, or even just the outside looking in.

posted about 8 years ago
#245 faceit TF2 in TF2 General Discussion

for purposes of keeping this thread organized, I feel like using this thread for distribution of beta passes would be much easier for future reference

posted about 8 years ago
#238 faceit TF2 in TF2 General Discussion
micspamAlright, I think FaceIt is approaching TF2 in the wrong way.

Your lack of enthusiasm for change is one of the reasons why we're not getting big growth. B4nny went over it in a decent amount of detail in the first TF2esports podcast. He mentions how people in our scene aren't very susceptible to change. Even Tagg further emphasized this

Tagghaving your own little sandbox that you play in will not make the sandbox biggermicspamPUG sites are the response to a problem(the lack of a good matchmaking system) rather than being an actual desire by the community. If you actually want to convince the community to embrace the platform, promote the shit out of your ladders.

so using what tagg had mentioned, if we started a massive drive for people to queue up and play faceit pugs, then over the long run, better things would come from it.

micspamThe reason that invite players are queuing into pugchamp isn't because the captain system is the best way to play video games, its instead because they're almost always going to have these 3 things.
  • A very high chance of being able to play games with minimal time in between

  • A Pretty high chance of teams being balanced

  • The ability to only play the classes you want

Some of these things are SO EASY for a 3rd party source to code. I mean faceit already has ladders for multiple games right? So simply ctrl + c and ctrl + v with a few modifications and things will get better. But that's the initial tough period that we would have to experience before we would start getting bigger and better things.

micspam An ELO system actually fixes all of these problems just as well, if not better, provided there is enough players in the system so that elo variations actually matter.

This is arguably the hardest part about getting this thing to potentially work. If we can get the basically lifelong dedicated pugchamp people to switch over to what could be a great thing for our scene, then we are going to be able to go places.

micspam If I'm FaceIt, I try and get out of Beta as fast as possible. I then try and make laddering as simple to do as possible. I want as causal as a player as possible to feel like they're going to be able to queue up and HAVE FUN, so I can get as large of a userbase as possible.

We as a community need to set the example first then. Because once everyone sees people adding up to faceit pugs instead of tf2center/pugchamp/mixchamp/other lobby sites, more casual players are going to be more interested in learning how the competitive game is, further increasing the playerbase and publicity of competitive tf2.

micspamI keep premium tournaments, but make them weekend only, and use them to test different formats. If you provide people a reward for playing different variations of 6v6 TF2, you let people who are lower ranked feel they have a chance to win some games they might not normally win. I'm not worried about the top tier of players not playing these, because they have a chance for extra faceit points, and they're already having high level competition.

I'd then want to award the top% of of the highest ladder with FaceIt points, while the top % of lower ladders get moved up into the next ladder, while the bottom % gets moved down. You want it on a weekly basis, so that people don't feel there is a period in between resets that doesn't matter, while at the same time, allowing people enough time to play so that they don't feel ladder placing is random.

This is just my personal thoughts, but maybe one random tournament (maybe making this playable for non-premiums and not the top % of the ladder) could encourage a lot of people to play, given that the tournament is done through a client for obvious anti-cheat purposes

micspam Overall, I know this is kinda out-there as an idea, but unlike tournaments, its at least not proven to fail.

if we have a hope with something like this as the end goal, maybe something like this is worth the drive to get more people to play this new platform that has been more than generous to invest their time and resources into our game.

posted about 8 years ago
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