http://www.last.fm/user/Kaneco_
3k plays, lots of indie and electro
Only started using it like 3 months ago with spotify
Account Details | |
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SteamID64 | 76561197991320838 |
SteamID3 | [U:1:31055110] |
SteamID32 | STEAM_0:0:15527555 |
Country | Nauru |
Signed Up | July 19, 2012 |
Last Posted | February 21, 2017 at 1:47 PM |
Posts | 2736 (0.6 per day) |
Game Settings | |
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In-game Sensitivity | 1.6 |
Windows Sensitivity | |
Raw Input | 1 |
DPI |
800 |
Resolution |
1920x1080 |
Refresh Rate |
120hz |
Hardware Peripherals | |
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Mouse | Razer Deathadder Black Edition |
Keyboard | Corsair K-90 |
Mousepad | Razer Goliathus Control Edition |
Headphones | Sennheiser HD 280 Pro |
Monitor | BenQ XL2411T |
http://www.last.fm/user/Kaneco_
3k plays, lots of indie and electro
Only started using it like 3 months ago with spotify
triplemintSo the site is down. Once it comes back up, can we get more community involvement? Seriously, it's not hard to make a page, for a team for example, go to the esea page for the team and look at their past history, etc. Just fill out the box and write a little blurb about the team.
Exactly, the first days were great but we really need to keep the momentum going and get more people involved. Might go ahead with my idea of sponsoring a 6v6 newbie cup.
The site is down and Im talking to my host currently, I have almost reached the limit, if I get more problems Im gonna change host
Really curious about what they have in store, but valve has great ideas, later recruiting people from the community itself would be great
just a shot I felt was awesome with the direct hit
http://www.youtube.com/watch?v=VY2Xph43DXs
http://www.twitch.tv/kanecotf2/c/2566973
Probably gonna get Saints row 3 full package and mirrors edge if it gets picked for community
The site suffered some serious spam attacks today, so I took so severe measures as well. Installed 3 different anti spam plugins, one blacklist for ips and words, 1 for detecting automated scripts and another one that introduced captchas when a new page is created or a current page is edited to introduce an URL only (these URLs have whitelists tho and I have added a small list of websites to the trusted list http://comp.tf/wiki/MediaWiki:Captcha-addurl-whitelist) this just means you won't be asked for captcha when editing with these links, you can still post other links, but you will have to enter a captcha.
Captchas will only appear to non registered/loged in users or users with no confirmed email address. If you are registered on the site and have confirmed your email address you shouldn't have to worry about captchas.
These anti spam measures should prevent massive attacks like the ones from today.
triplemintAlright, in general, what should we do with sponsors and teams that use the same roster? Do we put Chess Club and Tri hards on the same page? Do we put HRG season 10 on the same page as HRG now?
On team pages we should talk about current teams, (Ex: on HRG page we should talk mainly about current HRG)
Not sure then if the best course of action is having a section on that same page to mention previous teams or if we should have a dedicated page for that organization with the various teams. Well do as you wish, users will eventually debate it out and we will figure the best way. I don't think you should worry much about that for now tho, since we are still missing most of current invite teams and players yet
Hope you all guys can keep contributing. Still trying to solve the auto thumbnail bug
choochoovlav i went my fre strate upgrid bak
Two seconds of marked for death isn't going to ruin a rollout because two seconds is how long it takes for the pocket to get his 300 buff. All the escape plan nerf is going to do is make roamers have to play slightly less like they have Asperger's.
Quit bitching.
2edgy4me
AzraelkirbyI worded what I meant wrong. I meant they nerfed the Equalizer into a good melee, then they further nerfed it into the threshold of "useful" and "useless".
That's a little melodramatic. Even with the nerf, the Escape Plan is far and away still the most useful soldier melee. These same gripes were raised when the GRU got nerfed and some people switched to the Fists of Steel. The thing is, speed with a chance of death trumps slowness every time.
If anything, we ought to complain that Valve hasn't changed other soldier melees enough (Zatoichi anyone?) to actually warrant their use over the Escape Plan. As it stands, it's still an upgrade from the stock shovel.
You can't be comparing the escape plan with the shovel like the shovel is the holy grail of balance... Plenty of classes, or better, let me rephrase, every class so far got melee unlocks that are direct upgrade to stock.
90% of pyros run axtinguisher, is it good? yes. Better than fire axe? yes. was it nerfed? no.
If they added a mark for death or 30% damage vulnerability on wearer or something to any other class melee upgrades (like the ubersaw or axtinguisher) then the world would turn upside down, but because it's the solly it's like, Get fucked, l2p, lrn2positioning, madcuzbad, lrn2jump, etc etc....
ProwerKanecoThey based most of their weapons balance around weapon usage stats.
Ex: 85% of the owners of X weapon use it, while only 15% of the owners of Y weapon use it. So let's nerf weapon X and perhaps buff weapon Y.
But they did it wrong. Pubbers take a lot of notice around damage stats, they usually stay off negative damage stats weapons and stick with damage bonus weapons. (ex: enforcer, brass beast, machina, etc...) While it's the only thing they look at, a damage stat matters a lot to pub players, I am convinced that if a 50% damage penalty was introduced instead of the marked for death effect, the almost 50% of users would drop by a significant margin, while still keeping the weapon main purpose, which is to be a viable escape plan, not a moving target saying kill me please.
How many pockets do you think are actually going to switch off the Escape Plan after this nerf? It is still insanely effective at rollout, which is most of what makes the Escape Plan such a staple in competitive play.
If you want to talk about properly balancing a weapon, then damage nerfing the Escape Plan is just silly.
Euros did rollouts without the escape plan for years and always managed to get both sollies to 300 to mid. It just allows the medic to be under less pressure while allowing some more creative rollouts for the roamer.
Not that much impact on rollouts as it is in normal play (ex: full team fights), which is where this item is more influential and allows for some clutch escapes. If you have marked for death effect on a low health, retrating soldier, might as well bind the escape plan to kill on console, the case here is, this penalty completly goes against the purpose of the weapon, which is to help you escape, not make you die faster
ProwerKanecoI wrote an e-mail to valve and sent to the tf2 team detailing some of what I think are the main issues with this update. Feel free to reuse it and send it through here or post it on SPUF, the more people do it the more it gets noticed.
Haven't we already established that any damage nerfs on the escape plan are useless?
Try a different melee item once in a while...
They based most of their weapons balance around weapon usage stats.
Ex: 85% of the owners of X weapon use it, while only 15% of the owners of Y weapon use it. So let's nerf weapon X and perhaps buff weapon Y.
But they did it wrong. Pubbers take a lot of notice around damage stats, they usually stay off negative damage stats weapons and stick with damage bonus weapons. (ex: enforcer, brass beast, machina, etc...) While it's not the only thing they look at, a damage stat matters a lot to pub players, I am convinced that if a 50% damage penalty was introduced instead of the marked for death effect, the almost 50% of users would drop by a significant margin, while still keeping the weapon main purpose, which is to be a viable escape plan, not a moving target saying kill me please.
I wrote an e-mail to valve and sent to the tf2 team detailing some of what I think are the main issues with this update. Feel free to reuse it and send it through here or post it on SPUF, the more people do it the more it gets noticed.
Hello there,
As a regular pub and competitive player I think some of the weapon balances that came out last update are not the best choices. Ex: The escape plan is an essential weapon in the competitive metagame for soldier, if a soldier gets the escape plan out it's because he is already low and defenseless, so why worse the situation for him even more by making him take mini crits? I believe the correct weapon balance here should be the melee damage, remove the marked for death effect and make the escape plan do reduced damage unlike the shovel (ex: 30-40 dmg). This way the weapon would have a fair downgrade in trade for a survivability chance. Right now this change empowers scouts too much, and scout is already a very powerful class.
Also, regarding badlands and other maps bugfixes. I understand your objective with stickies not exploding in spawn to prevent spawnkill, but that change just severely hindered the entire competitive community. Damage in spawn is essential for rollouts (getting fast to mid point) particularly for demo and soldier classes. And getting penalized in such a way for something that doesn't even affect the game too much (only on pubs and even so, only on specific maps) is really a mistake here. The flow of maps that allow spawnkilling should be fixed in order to stop it, not change an essential thing to the tf2 metagame. I also have to say that some badlands supposed "fixes" are really not popular amongst the entire tf2 community (competitive and pub). The window on middle point was essential in competitive play, making it impossible to run through or spam from properly severely hinders this map popularity and viability in competitive play particularly. Also the cracks on middle point that allowed for some sticky traps gave flair and excitement to the map. I think one should be very cautious when removing/fixing essential sticky trap and hiding spots in such important maps like badlands, because those same spots give all the flair to the maps we know and love, and make for very interesting and exciting plays. And after all that's what valve wanted with this fixes, make the game more interesting and exciting, but it really backfired on some points.
I would also like to recommend the pomsom and phlogistinator attributes should be revised and balanced, these weapons have been the most broken in the entire game for months, mainly the pomsom which completely breaks uber dynamics in the game and the projectile in itself is really buggy.
Best Regards,
kirbyKanecoWe need to address some of these issues with valve.
The escape plan nerf is horrible, it changes everything, overpowers scouts even more. Badlands mid is fucked with the window and the stickies inside spawn bug is really not a good thing, rollouts are incredible unreliable now
I also don't like how they removed basically every hiding spot on badlands and other maps, hiding spots are one of those things that really add flair to a map, and removing most of them from such a big map in the scene like badlands its a pretty bad mistake
I agree the nerf is ridiculous. They nerfed the Equalizer into a BALANCED weapon (holy shit right), but no, balance is not a TF2 thing.
Balancing the equalizer would be cut its damage by half, instead of the normal 66 melee damage it would only do 33, not directly countering its positives with a negative in the same weapon.
If they thought the equalizer would need more balancing (which I think it was good as it was) then they should have done that, not go for the mini crits on an already defenseless and low health target. If you're running around with the stick you already have a huge "kill me" sign, now this is just asking to get fucked... Next thing you know the game will become this
Can someone actually post specific examples of what was broken or messed up the metagame within this update? I will compile the list and post on spuf and send to valve through email...
Ex: Escape plan, badlands window, stickies on spawn...
We need to address some of these issues with valve.
The escape plan nerf is horrible, it changes everything, overpowers scouts even more. Badlands mid is fucked with the window and the stickies inside spawn bug is really not a good thing, rollouts are incredible unreliable now
I also don't like how they removed basically every hiding spot on badlands and other maps, hiding spots are one of those things that really add flair to a map, and removing most of them from such a big map in the scene like badlands its a pretty bad mistake
Rip in pieces badlands, escape plan and demo sticky traps