Jozhogg
Account Details
SteamID64 76561198027443074
SteamID3 [U:1:67177346]
SteamID32 STEAM_0:0:33588673
Country United Kingdom
Signed Up May 7, 2016
Last Posted September 25, 2016 at 1:30 PM
Posts 14 (0 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
#7 Running Enthusiasts in Off Topic

I love running, about 5 years ago I did my first and only half marathon at 1:52 (which I was honestly a little dissapointed with given how much I had trained, I choked on the last mile!). Sinec then I just run 5km or 10kms but never really bothered timing. Perhaps I'll start, it's fun to measure improvement.

posted about 8 years ago
#8 Pyro mechanics rework thought in TF2 General Discussion

Devil Daggers are different in a couple of important ways. Firstly, they go in a straight line at the time of firing in a kind of stream of particles rather than the flamethrower which has a much lower rate of firing particles (not like a stream) projecting randomly in a cone. Secondly, the daggers form a visible and predictable stream rather than the flamethrower which behaves like and appears like a big cone in front of the player.

Key idea being that the devil daggers require aim and can be dodged. Imagine trying to track and lead a really good scout with the devil daggers for example, I feel like this would be hard whereas with the current flamethrower you don't need to track at all.

posted about 8 years ago
#3 Pyro mechanics rework thought in TF2 General Discussion

https://www.youtube.com/watch?v=yhS48bSKQLc

posted about 8 years ago
#1 Pyro mechanics rework thought in TF2 General Discussion

So I started playing Devil Daggers a few days ago and I'm really loving the gameplay. Unrelated to this, I really hate the flamethrower mechanic for pyro and so it occurred to me that it might be an interesting idea for a pyro rework to have the flameflower behave like the daggers in Devil Daggers except with finite range.

I feel like it's generic enough to be a base mechanic just like flames are now, and that it would considerably increase the skill required to do well at the class. Things like range, fire rate, a shotgun blast, etc could vary over the different flamethrowers and I feel like it could easily by styled in a flamethrower type aesthetic.

I dunno, I guess it's unlikely valve would make such a significant change but I would love for something like this to make the pyro not what it is now...

posted about 8 years ago
#1 Tf2Pickup Germany DM server in TF2 General Discussion

Anybody know why this server seems to have disappeared these last couple of days? Now the France server is always full.

posted about 8 years ago
#5 Report: Ronin loses all players in News

[*]

posted about 8 years ago
#8 PugChamp help in Q/A Help

Yeah, just emailed them. Thanks all for the help.

posted about 8 years ago
#6 PugChamp help in Q/A Help

Thanks!

edit: I'm not even allowed to press the ? button... rekt.

posted about 8 years ago
#4 PugChamp help in Q/A Help

Anyone know the best way to get in touch with the admins and who they are? The vac ban is not even from tf2 (in fact, it wasn't even from my account, it was on my brothers who I did family sharing with - I think it's ridiculously harsh but Valve never replied :( ).

posted about 8 years ago
#1 PugChamp help in Q/A Help

Hi guys, I just logged in to pugchamp for the first time and I have the message "You are not authorized to use this system." in a red bar above the player list. I am not able to add up or even type in the chat. Anybody else had this problem?

posted about 8 years ago
#34 i58 Invite Group R1: Full Tilt vs. froyotech in Matches

Who won the match?

posted about 8 years ago
#4 Struggling newbie demoman in TF2 General Discussion

I use my stickies 90% of the time, I feel like my positioning is "ok" but it's so difficult in lobbies as the structure and coordination of the team is very hard to follow.

posted about 8 years ago
#1 Struggling newbie demoman in TF2 General Discussion

So, about 6-9 months ago I discovered 6s tf2. Before, I only played pubs and mainly played scout, with soldier and demo as my next two most played classes. I was really drawn to the demoman in 6s, though, so I decided to start practising with the class to get to a decent standard. I have about 1000 hours playtime at the time of this post.

I started by practising pipe aim on tr_walkway and tr_rocket_shooting and have put a lot of hours into that and I feel like I hit the vast majority of shots there. I found that MGE has helped me on scout (which I also practise a bit) but most people didn't want to play me as demo so I stopped practising there. I also started playing 6s lobbies on tf2center with mixed results.

I haven't had enough time to play many lobbies for the last few months so I've been mainly practising on DM servers and the training maps. The problem is, I feel I've really hit a wall with demoman. In DM servers, I get completely destroyed. Despite having put so much more time into demo, I perform much better as scout and even as soldier (who I haven't really practised with much outside of learning to do jump_beef) even in DM servers against much better players. I just can't seem to hit enough pipes in real game situations despite all my practise, it makes it very frustrating for me playing in a real game situation as I don't have the confidence to break out the pipes when I need them - I'm constantly getting killed by scouts in lobbies.

At this point, even though I still find demoman the most fun to play, I'm fighting the urge to just switch to playing scout or soldier where I seem to get much more success. If anybody has been through a similar thing or has any advice as to breaking past this phase, that'd be a great help.

posted about 8 years ago
#4 ETF2L S24 W4: Comfortably Spanked vs. Perilous Gaming in Matches

Who's casting?

posted about 8 years ago