Jas
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SteamID64 76561197990837126
SteamID3 [U:1:30571398]
SteamID32 STEAM_0:0:15285699
Country Australia
Signed Up November 1, 2012
Last Posted January 18, 2014 at 5:55 AM
Posts 119 (0 per day)
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#19 Slide Out- A TF2 Frag video by Flippers in TF2 General Discussion

The techno crosshair effect seems out of place, especially considering the genre of music and the minimalistic/cinematic feel of the clips.

posted about 11 years ago
#32 ESEA Match Stats on stream in TF2 General Discussion
Snowy
I know why you're minus-fragging his suggestion, but it does occur to me that points and ppm stats are pretty useless indicators. Perhaps just those can go?

Can someone explain to me what's the point in the following:

Points/min
Captures/Captures blocked
Frags/min
Assists/min
Deaths/min
Doms and Revenges

Basically all the /min stats are useless bar damage. They seem like a legacy from CS stats.

And maybe combine the ubers with the drops. So 15/1 means 15 ubers with 1 drop, and have that number in red.

posted about 11 years ago
#14 ESEA Match Stats on stream in TF2 General Discussion

Perhaps get rid of some of the columns? Like PPM, FPM, DPM, CPC, CPB, DOM, REV?

As a non-ESEA player I'm not used to the stats layout so it always takes me a while to figure out what each column is, and adding extra columns that doesn't really add anything to the game just complicates matters.

Perhaps with less columns you can put the team stats side by side and make it bigger, as it can be hard to read if you can't stream at 720p (again as an overseas viewer I have this problem quite frequently).

posted about 11 years ago
#115 The Unpopular Opinion in TF2 General Discussion
kirbyEven as a comp. player, watching a 5-10 minute stalemate for no reason is incredibly boring. "Let's wait until someone makes a mistake." I'm getting really tired of hearing this.

YOu do realise that is down to
a) defender's advantage
b) wanting to win

Unless you can get teams to not want to win and somehow destroy the defender's advantage (by fundamentally changing how a FPS is played), you will NEVER get rid of that. It's an inherent part of competition, just look at any sport, game or competitive ANYTHING.

You know what will happen if you make pyro/spy/sniper even more viable? Teams run them and create stalemate situations out of nothing. Soon you'll see teams that lose the midfight resort of M2 pyro at chokes if he becomes more viable and powerful. I mean, that's how it is in HL with 24/7 pyro. At every point, at every point, the defending pyro is just spamming down M2 trying desperately to reduce the uber so it becomes another stalemate. Or a game of leap frog.

I'm unfairly picking on the pyro, but the same can be said of the spy (teams will just turtle up and let their spy get a pick), sniper (same deal), engy (same deal, defending team will plonk down a sentry and bait the attacking team into a sentry). And because the attacking team now doesn't know what kind of gay strat the other team is running they'll just deploy the heavy and be all like, yea, if you wanna push into mid, you'll have to jump against a 450HP heavy.

If you make any of the other classes more viable it'll degenerate into a turtle-fest or a rock-paper-scissors match, neither of which is fun to watch or to play.

posted about 11 years ago
#16 Frag Video Idea in TF2 General Discussion
Bubbaif i were to make a clip/movie like this, do you just want POVs, or a compilation of POVs and smooths

All you really need is the person who did the airshot+stv of the match.

I doubt many people would bookmark themselves getting airshot so this seems the best way to go about it.

posted about 11 years ago
#130 New kind of 6v6? in TF2 General Discussion
MuukiJust a thought which I've ranted at for some people:

Since apparently the problem with competitive TF2 is the staleness (lack of variety in an fps game? what is this), and Robin wants to change the system to appeal to pubbers via change of classlimits or rebalancing unlocks to make all classes viable. Instead of/As well as doing this, wouldn't it be possible to add more incentive to make new maps? Adding new maps (that are actually balanced) would force teams to think up new strategies

I don't know why we are even trying to appease Valve when they've very rarely ever tried to help the competitive community out.

I mean, you say we should add new maps, ok, how about adding in snakewater into the standard game? That's a very easy thing to do.

Valve has done almost nothing when it comes to the competitive community and yet here we are trying to bend over backwards for them, changing the core staple of comp tf2 for glimmer of hope of Valve support?

Isn't that crazy to anyone?

Considering Valve time, this competitive lobby thing might take another six months or a year to implement, and that's only highlander, could be even longer for 6s. And what if it doesn't work out? Well, then we would have lost a lot of people from trying to change everyone to the new gamemode and then the community would be a shell of its former self.

No, how about we work with Valve only when they've made some concessions and helps us first? Even simple gestures like fixing granary spawns, adding in competitive maps like swifwater or snakewater to the standard game.

posted about 11 years ago
#5 Ban Stock Weapons in TF2 General Discussion

Cowmangler would be the new stock.

posted about 11 years ago
#81 New kind of 6v6? in TF2 General Discussion
PAPASTAINAlmost every single argument against this hinges on the idea that, somehow, if we were to try this (the keyword being T R Y), somehow 6s will crack into its own death.

As opposed to, say, we just go back to the 6s we've always had, and a grand total of zero (0) things change. Nah, the end result is probably the heat death of the universe, because skepticism and cynicism are apparently one and the same now.

Because this new 6v6 hinges on the fact that demos need a nerf. If you nerf it so that it's balanced in the new 6v6 it'll probably be too much of a nerf for the regular 6v6.

posted about 11 years ago
#73 New kind of 6v6? in TF2 General Discussion
wareya>The only map on there that has any type of competitive crossover is badwater.
What about turbine???

Default map not played in any comp league, a pro version was played in ETF2L, not played in ESEA, UGC, Ozfortress, Asiafortress or currently in ETF2L. No crossovers.

Players have again and again in any comp league bemoaned the addition of CTF maps. Just look at the big thread in UGC when any CTF map is added to the map pool. I forgot the map name but that ctf map with the halloween theme, I don't think I talked to 1, not 1 HL player that actually didn't mind the map. Not like, just, didn't mind it, NOT ONE. Everyone I talked to hated it with their guts.

On a side note I must've put like 1k hours into 24/7 2fort classic servers, I even made a new version of the map for one of them

And let me ask you something... Did you actually do the objective on 2fort? Like, really try most of the time? Or did you just go around DM'ing people like what happens 99% of the time?

You know the only map where there is sometimes real teamwork that happens spontaneously is badwater and a bit of goldrush, all others is either just a meatgrinder for RED or BLU just happens to cap the point because the map is so small you'd end up having to stand on the point at some point in time (dustbowl).

So, this is what pubs play, this is what they like, you want to change comp tf2 so it's more similar to pubs?

posted about 11 years ago
#70 New kind of 6v6? in TF2 General Discussion

11:18 AM - sprog: 1) the game is too far removed from public play

Is that a problem that really can be solved?

http://tf2stats.net/map_list/

Just take a look at the most popular maps in pub TF2, 2fort, dustbowl, goldrush, turbine and badwater. The only map on there that has any type of competitive crossover is badwater.

I would say that the type of maps that the public plays are just as much of a contribution to the problem as the "meta" of 6s.

And we don't play on those maps because, well, I'm sorry Valve, but they're just TERRIBLE maps to begin with. All ridiculously chokey, has minimal flanking/jumping opportunities and were designed NOT when most of the unlocks were created.

How do you take someone who plays insta-respawn 2fort/turbine and take him into a competitive setting?

Should we really lower ourselves to their level and destroy what we have?

I don't want to sound like an elitist 6's player, but I'm sorry, I am, compared to those trash.

And 24/7 goldrush/dustbowl/2fort servers are popular for a reason so don't tell me it's a minority, and don't tell me that those maps are good, because they aren't. And don't change the gamemode I love into the godawful shitstain that is goldrush/dustbowl/2fort.

posted about 11 years ago
#171 Fatal1ty vs relic - Taipei 101 in TF2 General Discussion
This was just after playing TTeSport pro in CS & PK. Won 10-2, 10-0 on aim map and 29-0 in PK. The crowd was very awesome!

https://www.facebook.com/Fatal1tyGamingGear

I'm assuming fatality, seems like relic got destroyed :(

posted about 11 years ago
#166 Fatal1ty vs relic - Taipei 101 in TF2 General Discussion

Is there a stream? VOD?

posted about 11 years ago
#126 Highlander pick/ban system in TF2 General Discussion
I assume I was a victim of a targeted ban with the flare, but it had very little impact on the game anyways. I made a point to my captain to not ban phlogistinator, as I felt I could use it better than the enemy pyro.

See stuff like this just shouldn't happen and leads to garbage data.

On the previous page someone mentioned that the banned weapons included flare and gunboats, I mean, two of possibly the most balanced side-grades in the game. I know it's a small sample size but still.

This ban system will reflect both the effectiveness (and ineffectiveness of your own team) to utilize a weapon (ie, a strategic choice and not a balance issue) as well as possible game mechanic/balancing issues. How you separate the two will be pretty hard. As I'm sure every medic will want the gunboats to be banned, so what if the gunboats get a significant ban %? Imagine the fury in the comp community if the gunboats get nerfed.

posted about 11 years ago
#154 How to Get to In-Game Comp Lobbies in TF2 General Discussion
enigmathere is a very fundamental problem with highlander that I don't think the valve team has acknowledged:

it requires 18 players.

it's going to be a logistical nightmare to organize that many people in an automated matchmaking setting on top of the strict highlander constraints (1 of each class).

This needs to be repeated more.

I remember when I played L4D1/2 that even getting 8 players together in a matchmaking system was a nightmare. Now this was a few years ago when Valve first introduced matchmaking and maybe they've improved (from my recent experience with MvM, not really).

Highlander makes this problem MUCH worse, because not only are there player requirements there are also class requirements. You can't just find any 18 players, you have to find 2 people willing to play each class. There are a lot of people in the pub community who don't want to play anything except for 1 or 2 classes. So trying to find 9 different classes twice, just to have 2 teams be able to compete is going to be very difficult, even more so if you're not from the US.

posted about 11 years ago
#14 If tf2 was going to be comp centric in TF2 General Discussion

Honestly if you wanted to grow TF2 as an esport, all you would really have to do is just make a spectate client that actually works with the features that the community currently had to hack into it. Damage stats, outlines, easy way to toggle between players and a lobby system that other Valve games like L4D have. And then it's a simple matter of just spreading the word.

posted about 11 years ago
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