LazyPanda
Account Details
SteamID64 76561198041270855
SteamID3 [U:1:81005127]
SteamID32 STEAM_0:1:40502563
Country United States
Signed Up July 31, 2012
Last Posted April 27, 2018 at 10:55 PM
Posts 546 (0.1 per day)
Game Settings
In-game Sensitivity 2.3
Windows Sensitivity 1
Raw Input 1
DPI
800
Resolution
1920x1080
Refresh Rate
144hz
Hardware Peripherals
Mouse Logitech G403
Keyboard Ducky Shine III
Mousepad PureTrack Talent
Headphones Steelseries Arctis 4
Monitor Asus vg248qe 144hz
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#229 Open playoff picture in TF2 General Discussion

Ok so apparently I was wrong because the last match for Tonight's Entertainment was a FFW, didn't see that

posted about 11 years ago
#5 Game of Thrones Season 3 trailer in Off Topic

I need to watch season 2 first but it looks good

posted about 11 years ago
#223 Open playoff picture in TF2 General Discussion

You are correct I'll change it

posted about 11 years ago
#218 Open playoff picture in TF2 General Discussion

Alright I'll do a full write up of all the possible positions.
I realize its a giant mess of stuff but it should make sense when you read it.
All of the information should be correct, if something is wrong let me know so I can fix it right away

1. Indust we trust - This is set in stone

2. Crunchy Bunch, Playground Tactics, Hanky Panky - Cruncy bunch will be second if both teams lose their match here, if playground tactics win they get second, if playground loses and Hanky Panky wins, Hanky gets second place.

3. Crunchy Bunch, Playground Tactics, Hanky Panky, trans-autistic railroad - Crunchy bunch will be here if either Playground or Hanky wins their game. Playground if they lose but get at least 2 rounds, Hanky if they lose but get 4 rounds, and trans if both Playground and Hanky lose 5-0

4. Playground Tactics, Hanky Panky, trans-autistic railroad - Hanky Panky if they win and playground wins, Playground Tactics if they lose and Hanky Panky wins but get at least 1 round, Trans-Autistic Railroad if Playground Tactics loses 5-0 and Hanky Panky loses

5. Playground Tactics, Hanky Panky, Trans-Autistic Railroad - Playground Tactics if they lose 5-0 and Hanky Panky wins, Hanky Panky if they lose, and Trans-Autistic Railroad if both Hanky Panky and Playground Tactics win their games

6. Tonights Entertainment, Toon Gang, Gettin Cozy - Tonights Entertainment if they win their game, Toon Gang if Tonights Entertainment Loses and they win, and Gettin Cozy if both Toon Gang and Tonights Entertainment lose.

7. Tonights Entertainment, Toon Gang, Gettin Cozy, Big Boys - Tonights Entertainment if they lose and Toon Gang wins, Toon Gang if both them and Tonights Entertainment win, Gettin Cozy if either Toon Gang or Tonights Entertainment wins, and the other loses. Big Boys if both Toon Gang and Tonights Entertainment lose.

8. Tonights Entertainment, Toon Gang, Gettin Cozy, - Tonights Entertainment if they lose and Toon Gang wins, Toon Gang if they lose but get 4 rounds, Gettin Cozy if both Toon and Tonights win, Big Boys if both teams lose

9. Big Boys, Toon Gang - Big Boys if both Tonights and Toon win, Toon if they lose

10. Zaboomacrew, Very Good Bad Boys - Zaboomacrew if Bad Boys loses, Bad Boys if they win

11. Zaboomacrew, Slippin With Slipz v2 - Zaboomacrew if Bad Boys wins, Slippin if Bad Boys loses

12. Slippin With Slipz v2, The Peppercock Family - Slippin if Bad Boys Wins, Peppercock if Bad Boys Loses

13. The Peppercock Family, Randy and Chums - Peppercock if Bad Boys wins, Randy if Bad Boys loses

14. Randy and Chums, New Faith Church Gaming - Randy if Bad Boys wins, New Faith if Bad Boys loses

15. New Faith Church Gaming, Rent-A-Homies - New Faith if Bad Boys Wins, Rent-a-homies if Bad Boys lose
16. Rent-A-Homies, DJINNOCIDE - Rent-a-homies if Bad Boys Wins, and DJINNOCIDE if they win against bad boys

This means the matches that will decide the final seedings are:
Playground Tactics Vs Toon Gang
Hanky Panky Vs Astronerds
Tonights Entertainment Vs Pre-Game Callers
Very Good Bad Boys vs DJINNOCIDE (The winner here makes playoffs, look for a good match)

Congrats to these 16 teams for making playoffs and lets hope these are some good matches!

but holy fuck my brain is tired right now this is a lot of thinking

posted about 11 years ago
#209 Open playoff picture in TF2 General Discussion

Here is what it looks like for me: (This is assuming everyone here wins, I'm not looking at their matches to check)
1. Indust we trust
2 & 3 Crunchy Bunch, or Playground Tactics if they win the game they get 2, win 2 rounds they are 3 for sure.
4.Hanky Panky if they win
5. trans-autistics railroad
6 & 7 Tonights Entertainment if they win or Toon Gang if they win and tonights entertainment loses
8 Gettin Cozy
9. Big boys if they get at least 2 rounds
10. Zaboomacrew if they win
11. slipping with slipz if they get 1 round
12. The Peppercock family if they win
13. Bad Boys if they win
14. Randy and the Chums
15. New Faith
16. Rent-A-Homies

Nobody else can sneak their way in it looks like, so these 16 are the ones making playoffs, seeding entirely depends on their wins and losses to come.

That means the 16 listed above are the 16 making playoffs

posted about 11 years ago
#43 Cp_wetCoal in Map Discussion

http://i.imgur.com/tV1zBIz.jpg

This room here is useless

http://i.imgur.com/vCDBDE9.jpg

You can get rid of the area crossed out, and in order to keep the ramp, get rid of that blue floor. Create a wall where the line is and remove the lip of the doorway on the right side so it becomes one room with the next.

http://i.imgur.com/1a9znRF.jpg

At mid the area in green is where your combo comes out but it's not a choke, its too open for that. Looking around you realize you don't have a choke into mid, that needs to be created. The wood wall in red only blocks movement by scouts onto the point, and the area circled in red it totally useless at mid. All it does is let someone get behind your team very easily and serves no purpose in terms of pushing. Get rid of that and the wall to open movement on that side of mid because of the less space you will have to the right.

http://i.imgur.com/Pq5EkAG.jpg

Again, this area doesn't serve much purpose, you can create the wall there.

http://i.imgur.com/Pq5EkAG.jpg

All of the open space you have to flank on that is hard to watch from point.

http://i.imgur.com/5lbo4ve.jpg

This would be a good spot to move the wall in red, and you still have the space outlined in green for people to work with. Doing this however means you need to deal with the obstructions in blue somehow

posted about 11 years ago
#42 Cp_wetCoal in Map Discussion

Ok here are some pictures for you with my personal thoughts, other people probably see different things.
Again, still fix cap time on last and second, and fix spawns so I don't die when changing from sniper to scout or something similar.

http://i.imgur.com/XVm1iy6.jpg

Those crates in red don't do much but help defensive snipers and block pushes into last. The door in blue is where most teams push, and really really easy to watch as sniper with spawn just to your left.

http://i.imgur.com/LzNZauF.jpg

These are the 3 doors teams push from. The door on the right is blocked by crates and far away, so there is no reason to push there. The open door is small and has little ground to walk on so most teams push from the far left. This works however sniper is a huge issue when pushing out.

http://i.imgur.com/VRjEY6p.jpg

Here we have a useless door, it might be for looks but I'm not sure why it is there

http://i.imgur.com/KlTTjGg.jpg

When rolling out or coming into this area you have to run around for no real reason, it only takes extra time.

http://i.imgur.com/6WVcTfw.jpg

Try removing this whole wall here and opening up the space so it is easier to roll out and more of a flank that works better for scouts.

http://i.imgur.com/aBxa5vm.jpg

Again, another door thing with no purpose that only seems to distract me and looks like a floating door.

http://i.imgur.com/5g50Wp5.jpg

This makes for a really enclosed area, you can help open it up more by getting rid of that door lip and the wall next to drop down, they don't do much and only make it harder to move through.

http://i.imgur.com/HuSeJYq.jpg

Now second. This wood fence makes it seem like you have to run in a U shape to get into second, and seems to prohibit movement, because of it and the barrels, but I didn't use that area at all as scout because I was always on the opposite side. The little overhang there doesn't make much sense, you can move the health and ammo out and get rid of it.

http://i.imgur.com/6V8CX2Q.jpg

This entire area here is useless, nobody pushes from it because it's out of the way, tight and enclosed, and doesnt really lead into a good position. Try opening up the area inside that square on the right there and make a path through that dotted area. Right now they are 2 separate area's but there isn't any reason for the division.

http://i.imgur.com/CB635te.jpg

Again, a room where you don't really need one, only makes even more flanks you need to check but can't waste the time to check.

http://i.imgur.com/eks8oYG.jpg

That metal in red doesn't do anything if i'm correct. The three routes into second are highligted, with the left one not being used as stated above, and the one on the right being where your flank pushes usually. It puts your flank at an automatic disadvantage though because they have no easy way to walk onto point. Try making a ramp in the area circled in red and getting rid of the wood barrier just to the left.

http://i.imgur.com/C1BG48O.jpg

That area in blue is the only real closed "choke" but your combo would never walk through it. It should only really do 2 things. Let your flank get to the middle route to 2, which it does but throws you into choke where they don't want to be, and gets you to the flank of second, which it does not do. It throws you back out into that yard.

http://i.imgur.com/RBe3qm4.jpg

The solution? Just connect the two areas circled and connected with the dotted line. Combine them into one space so you can move from one to the other.

http://i.imgur.com/qNk4UlI.jpg

You could probably fit the doorway here somewhere.

http://i.imgur.com/KTo4tEE.jpg

The area crossed out isn't needed at all, so you can open up the door as shown and create less dead space

Putting the rest in a second post

posted about 11 years ago
#67 Charity - Signed Weapons in TF2 General Discussion

Some RL's signed by Plat? I don't see any of those and I would buy one

posted about 11 years ago
#13 S14 Potential Maps? in Map Discussion

I think bringing yukon back is a good idea

posted about 11 years ago
#38 Cp_wetCoal in Map Discussion

Well heres a few things we noticed while pugging:

-Stickies stick to the shutter doors, they just float in mid air.
-You die when switching classes in your spawn at last
-Last caps sooooo fast a spy can decloak on it and win easily
-The sniper sightline on the right side is really overpowered, you can see everything and if something jumps you can back into spawn easily so you are basically invincible
-Second caps sooo slow you can backcap mid while they get second
-Mid is so wide its hard to do anything
-There is no real "choke" at mid just lots of really open doorways, there needs to be some sort of enclosed choke for people
-Way too many flanks, they are really confusing to navigate as well
-Lost of empty useless space you can do without, like the water and logs at mid flank, why do you need 2 tiers of flank?
-Last is hard to push into and hard to push out of so you end up stalemating, only spy or sniper can break an even uber stalemate.
-Demo rollout is near impossible as the jump from second to mid doesnt exist, you would need 2 jumps and there is nowhere to get health on the way.
-I don't see the need for the crates on right side of last, they dont have too much of a purpose other than obstruct the sighline for people to attack a sniper.

This is the sniper spot i'm talking about: http://i.imgur.com/AofrUxl.jpg

Overall it needs a lot of work but make it a bit smaller and fix these issues, you could have a really good map

posted about 11 years ago
#4 cp_edifice in Map Discussion

Ill check it out and give you some input on what I think of the map

Edit: I can't tell much without playing but that upper choke into C is the only smart way you would push as a combo, so it negates almost every other choke as a push option when you can walk right onto point with uber

posted about 11 years ago
#11 Scout lft in Recruitment (looking for team)

I don't know much about foster, but i know he has good aim and he has great taste in music because we have super compatability on last.fm
Get him a good team

posted about 11 years ago
#47 Crespi medic LFT in Recruitment (looking for team)

Crespi is pretty fun to talk to idk about his medic skills

posted about 11 years ago
#21 Soldier/Scout Looking S14 in Recruitment (looking for team)

Bump

posted about 11 years ago
#9 tf2 year in review. in TF2 General Discussion

Make sure that stultus' needle 3k at lan goes on there

posted about 11 years ago
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