Marxist
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Signed Up July 28, 2012
Last Posted July 9, 2024 at 9:34 AM
Posts 1663 (0.4 per day)
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#145 mix^ in TF2 General Discussion

I received an official warning from the ISHAA for hitting a runner in the head because he tried to steal a base on me :/ Also ejected and suspended lol. Physical sports give you a different outlet but trash talk definitely happens. I've calmed down a lot since then :p Also I only had one batter for the rest of my career attempt to steal a base when I was pitching :/

posted about 11 years ago
#50 seagull in TF2 General Discussion

Pretty much this all day

https://www.youtube.com/watch?v=dv4dYOupM5U&feature=player_detailpage#t=73

posted about 11 years ago
#237 ESEA Season 15 LAN Discussion in TF2 General Discussion

If only he'd thought to use a mouse and keyboard

posted about 11 years ago
#14 Help me with my push timing as scout. in TF2 General Discussion

Well I have so much of this shit floating around in my head I have to share it sometimes :p #historydegreelife :( I taught youmustmike about Schwerpunkt doctrine once when we were talking tf2.

posted about 11 years ago
#12 Help me with my push timing as scout. in TF2 General Discussion

Also a lot of people don't understand or doubt the usefulness of stacking pushes so I made a little image using a historical example of why this works so well as long as you time it correctly

The image is large so I'm posting only a link so as not to absorb massive amounts of space.

http://tinypic.com/r/k2bo7l/5

As you can see in the picture, Soviet defensive AT guns were spaced evenly along the width of the front. Their field manual instructed soldiers and commanders to carry this out. The idea being that you could cover a very large space with AT guns. However, Panzer tank tactics focused on putting the largest possible amount of firepower in 1 single location and then overwhelming their targets. Once they had destroyed the (relatively speaking) numerically inferior opposition, they would then push through the hole they had made and outflank any remaining defenders.

This is EXACTLY what should happen after every uber push. You overwhelm the local forces who have spread themselves between flank and choke, and force them to leave the map area lest they become trapped and killed.

posted about 11 years ago
#4 Help me with my push timing as scout. in TF2 General Discussion

Here is the simple system to pushing - because your push timing is likely not bad because you are incapable of understanding when to push.

You should talk with your combo players and establish the following system that makes life easier for everybody.

Uber pushes:

If you are pushing with uber against a team with no uber, you should stack the side of the map your combo intends to come in on with at least 1 additional player (or all 6 it really doesn't matter). So long as you pace yourself well, you'll see your buddies going in, give it a few seconds to make sure you don't eat spam when you go in too. The pushing folks (or the push leader - which could be you) will make space for you, and from there you, as a scout either A.) cap the point, or B.) assist your teammates in acquiring frags. Your medic can key you in on when this is about to happen by calling when they're at 80% - all subjective responses to incoming actions should take place roughly around the 80% mark, as that gives everybody time to get into position to push without wasting time.

If you aren't on the stacked side of a push (the flank), you need to make absolutely certain that you maintain visual contact with any other players on your side, and one of you should scope out the area and determine the viability of pushing in, in support of your stronger side. Let your combo do the pushing, but if you can get in, in support here, that's even better. If somebody is significantly impeding your progress, make sure you overwhelm them with numbers or wait for your combo to flank them (you should tell them to do this).

Push packages:
A.) 1 scout (in the lead), Pocket, Demo, Medic. The Madmen Package.
B.) All 6 players with 1 butt-watcher. The Mihaly's Flow Package (one scout remains in the choke that was pushed through with his or her back turned to the combo to assure you don't get back capped or flanked).
C.) 5 players with the roamer or a single scout holding flank. The Classic Package.
D.) Both scouts in the combo, both lead through, with pocket + demo + medic coming in behind. The Scout package (use this only if the opposition is close enough for the scouts to actually get to them, and make sure you're not going into a closed space where soldiers can just shoot their own feet to kill one or both scouts).

If you are pushing Uber Vs. Uber you should establish the following normative system.

Too many combo players get bogged down in describing what is happening "Oh, they're flashing a bunch, they popped first, etc." This information often isn't relayed fast enough for it to matter to non-combo players, and both players in the combo should be well aware of their status of their respective uber without coaching each other through it. What instead should be used is a clean and clear normative system. I call it the CNN system after their "Good thing Bad Thing" question they give pundits lol.

The ONLY thing your combo needs to communicate during an uber is:

"Bad" - this means something has gone wrong and your medic should call which door he/she intends to retreat into, your pocket should say "leave me" or "save me." Leave me implies that the situation is so bad he or she has chosen not to survive it (either by remaining in to attempt to get a frag or continue trying to somehow ablate the opposition's uber). "Save me" implies that the pocket thinks he or she can survive the uber and intends to retreat.

In response to this you as a scout respond to a "bad" call:

A.) Holding position on the flank by getting into a solid defensive position
B.) Taking up a solid defensive position relative to the combo (so you can help them should anything chase them).
C.) If you have solid health and some comrades on the flank who likewise have solid health, you can attempt to acquire a single frag to take the pressure off of your combo. If you manage to secure a single frag, or additional frags, and maintain your solid HP, you could attempt to develop the counter push more broadly so long as your combo is still alive in some capacity (otherwise you'll simply become trapped).

"Good" this means things have gone well for you in your push.

"Good" implies that at least 1 or more of the following are true:
A.) You did not pop first
B.) You managed to deal significant damage with your uber.
C.) The opposition has been forced to flash to the extent that the difference (in time remaining) between the respective ubers is very small(you SHOULD NEVER put yourself in the position to flash)

As a scout, "good" implies to you that you should get ready to push immediately, and move into position to do so.

Once the good call has been made, your pocket or medic should begin saying "get in" around the 25-20% remaining uber mark. "Get in" should NOT be called if your uber has failed to secure ground sufficient for people to get in safely (otherwise your team coming in behind the combo may have to face a bit of an uber). If that is the case, your combo players will need to wait until the uber is very nearly over to issue the "get in" call. Once that call is made you push in with the rest of your team, be it from behind the combo or on the flank.

Dry pushing:

Dry pushing should only ever be done when one or more the following conditions are met:
A.) You hold an offensive positional advantage (IE you hold mid or the 4th point).
B.) You face a slight uber disadvantage or a significant one which is small in actual % (that is to say, you have a large amount of disadvantage, but the other team won't actually have uber for 15+ seconds).
C.) The other team has a numerical disadvantage
D.) You have a very large local numerical advantage (maybe they're all spawned but in transition to defense on a forward point, thus you can walk in and take ground before they arrive).

On an off uber push you push just as you would if you had an uber advantage. You want to make sure you have overwhelming (local) force to secure space for your team to carry out an attack.

If it so happens that you're on the flank when this is done, your combo should let you know when your doorway is clear, especially if you're pushing in with 5 and you're alone on the flank.

As a scout you depend on your combo communicating with you to assure that you have a proper understanding of the situation and what role you will play in pushes. If anything good sir, I'd imagine that this is the major impediment to your play and not your own lack of understanding that uber advantage = push, numbers advantage = push, etc.

posted about 11 years ago
#6 My dad is a yung g in Off Topic

I've seen some pretty rachet garage doors in my time.

posted about 11 years ago
#95 ESEA season starting soon, let's talk? in TF2 General Discussion

Here are killing, generally, a list of things people would like:

- Better/more stats and stat tracking (see sizzling stats) and also some of the things that now suddenly don't work (like scatter frag counters, etc).
- Website navigation (it's really strange trying to look at previous season right now for example).
- Why not use the pug servers to test maps before we vote on them as opposed to voting by band wagon (it's a win win for ESEA because people play on the pug servers, and maybe we'll get a 7th good map; why, you could even make a day or special event out of it).
- Clear cut start dates that are announced well in advance.
- Some system to allow a small number of matches to fall into other weeks under special emergency circumstances which are not issued generally by ESEA (such as at the start of this season and the client issues).
- Odd lag at the start of matches should be worked on.
- Ddos protection for the server and actions against those who ddos or at least make public that somebody at ESEA called *some* sort of legal authority to report being attacked and losing real revenue.
- A cursory glance at what has happened with server box routing or at least an explanation (I used to get like 20 ping to esea chi servers and now I'm 40 ms :/ - I know remedy and many others have worse problems).
- The creation of some sort of temporary repository for STV demos. It's kinda sad that every season just gets deleted entirely or even just the creation of a sx.rar that would be available for download for a short period after every season, they could even make it a torrent if they wanted to.

that's at least my take on it, and what I'm given to understand, most of the people I associate with would like

posted about 11 years ago
#10 Lan Preds/Gossip in TF2 General Discussion

s12 was a case where... 1 team was several notches above everybody else.

This lan *at least* could see a few matches going down either way.

I think, despite them not being super popular, anime, under the right conditions, could certainly take rounds off of the other teams present and maybe snatch maps if they get things rolling.

LiT maybe doesn't have a b4nny, but they do have some solid experience in Smaka and a nice mix of players, they're like 1-2 reasonable discussions with each other away from being on par with mix^ and IT ceteris peribus.

I don't really know how to feel about mix^. I generally secretly go into LAN wanting Mix^ to win, mostly because I've liked how they've played in the past from a spectator standpoint, and I have a massive soft-spot for harbleu on med (and plat on pocket but that was not to be; cruel fate).

TBH as long as mix^ doesn't get thrashed the night before matches and IT plays as consistently as they have, we may be setting up for a LAN that *could* be as good as s10. The teams are even quite similar - although IT remains undefeated (which is superior to the position that quantic had as quantic lost a single game) they come in the returning champs and top seed. Mix^ gave them a solid match, 5-4, and also came out ahead for the zowie tournament, so an upset may be in the cards...just like s10...

but who knows at least those 2 matches should be most excellent.

posted about 11 years ago
#84 ESEA season starting soon, let's talk? in TF2 General Discussion

CEVO will have plenty enough teams as it is from the sounds of it. I wouldn't be *especially* opposed to participating in CEVO if whatever team I end up on wanted to. Would I choose to myself? No. I've experienced CEVO before as I mentioned in my previous post, and they made it impossible to play TF2, so I'm biased against them for that. It was one of the deciding factors of my own efforts to improve UGC 6s because CEVO had completely imploded and alienated the entire community.

If this season isn't a disaster, my opinions might change, but I'm not particularly predisposed to going back. So far all they've got to offer me is my bad memories of being forced into playing a match that was ostensibly supposed to occur the day after Christmas, and paying into something that never really happened and a season that consisted of like 10 actual matches under their belts, so I see no reason to try and tar ESEA further than it has already managed to do to itself, but at least in my own case, they've never prevented me from playing video games.

posted about 11 years ago
#67 ESEA season starting soon, let's talk? in TF2 General Discussion

I've played in CEVO, UGC (I kinda ran that 6s thing for a while), and ESEA.

For better or worse ESEA has been the most pleasing of that bunch to play in.

It would take a lot to move me back to CEVO after what was done there in the past. I can put up with being completely unaffected by secret malwares, LPkane being a douche to St. Patrick and Fzero, and being asked to pay like 25$ a season to ensure that I get to play tf2 in a format that is at least slightly not a cluster fuck, and that the season actually happens. Oh, not to mention the secret pleasure I derive from bothering Killing and/or Kalkin several times a season for no real reason whatsoever.

Never forget playoff default day December 26th. Never forget the 5 times delayed Vanilla tournament, oh wait, I mean surprise season.

posted about 11 years ago
#81 Who have you played with???? in TF2 General Discussion

I don't list redundant players ~68 matches in esea.

GBS V 1.0: xJesus, Goomba, xChrist, Pete the Plumber, Myself, X
GBS v 2.0: Hugh Laurie, Atomsk, Squish Pudding
GBS v 3.0: Iarerobot, Collide
GBS v 3.5: BenK
GBS v 4.0: Bottay, Walka, Beasly for like 3 days.
-=Dead=-
DHeroes first 1/2 of season: Dumbrain, Sezco, Smooth, Hypnotoad, Pharoah
Dheroes second 1/2 of season: Dev, Subliminal, Endless, Chicken
Dheroes last few games: Ictus
-=dead=-
IM s13 (i think): KC, SKAboss, Sinner, Chriz Tah Fah, Frio, Kermit, Spadez
Main: Rikachu, Cosa, Schnell, BSC, Remedy, Tooth,
Next season ?????

posted about 11 years ago
#10 I have never seen a 1:13 in Other Games

tbf the fps in goldeneye is crazy bad lol. I never really noticed it as a kid - but maybe that's because I needed glasses p-badly.

posted about 11 years ago
#157 AGDQ 2014 in Off Topic

It was pretty interesting - especially given the differences from standard wind waker - really long run though.

posted about 11 years ago
#138 AGDQ 2014 in Off Topic

I started following sinisterwon (the blind folded mike tyson guy) on twitch 2 years ago, he's a solid streamer - yeah it's a lot, I mean ungodly amounts, of punch out, but he plays a bunch of other games as well (often not nearly as well as punch out) and tends to interact with chat quite a bit. I was glad he managed to get to mike this time. Not possible to beat him given the random delay in his punches since they don't have an audio cue, well that and he one shots you.

The Fzero (i think on gamecube) was REALLY damn cool - the runner was ogn. Guy was like a robot.

I liked the hitman run.

The metroid 4 man race was good - sad to see garrison has let himself slip apparently :/ He used to play super metroid all the time and he's kinda disappeared the last few months.

posted about 11 years ago
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