MochaSukha
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SteamID64 76561198073174991
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SteamID32 STEAM_0:1:56454631
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Signed Up December 28, 2016
Last Posted April 17, 2019 at 8:59 PM
Posts 196 (0.1 per day)
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#29 Mute LFT tentatively in Recruitment (looking for team)

bump for mute! he deserves a team!

posted about 7 years ago
#112 Timing items instead of banning them in TF2 General Discussion
Sentineltoon-tpfWhat if we set that some weapons can be used let's say 5 times per map. What would mean if u die your team can used that weapon 4 more times.... + resub is "same as dying".
I can't believe I'm about to type out a serious reply in this thread. Eh fuck it, let's be constructive.

Let's ignore the obvious issue that that would require a plugin that would be aids to make, debug and maintain. Let's look at some easy examples
Show Content
Crit a cola - heal heavy passive scouts like hafficool. They die what, 6-7 times per map if they're winning and 15ish if they're losing. So let's average it out at 10 deaths per map. That would mean that they can run an aids weapon like the crit a cola for half the map.

Another easy example - vita saw. Medics die even less so they can pretty much run shit like the vita saw or the quick fix nearly full time on a map

GRU - you can run a gru heavy to every or nearly every mid on a map. Same goes for the meme parachute

Wrangler. 5 last defenses where you're going to either be forced to sac/focus for an engie pick (lmfao) or waste 9 rockets or the equivalent in rockets/stickies to kill a sentry with damage resistance (and that's not even counting on the engie repairing it)

Point being, please don't try to come up with ridiculous overcomplicated bs that you haven't even thought through when we already have a simple easy one - whitelists.

Or ya know valve actually fixing broken shit

i feel like this guy is on the right track. ive looked over a few discussions and have come up with 3 scenarios

1: the first or last 2 rounds of a match could be an item free for all, balancing a game for both tactical and open play

2: the first few mins of a match could start out with all items then gradually shift to whitelist standards in a reasonable time period

3:for every round you get maybe 2-3 times to use an item that isnt whitelisted (death and resubs can apply, its debatable)

posted about 7 years ago
#111 Timing items instead of banning them in TF2 General Discussion
Lesbian_JakeI kinda think its crazy how you haven't once flinched on your idea, and that it might be flawed.

im open to taking critisism and suggestions, but i honestly feel like it could work given the chance.

posted about 7 years ago
#110 Timing items instead of banning them in TF2 General Discussion
HighclassMochaSukhafatswimdudeMochaSukhafatswimdudeim laughing imagining someones gun disappearing during a 1v1 and them raging
lol not like that, like a gun change on weapon switch or when they run out of ammo. or just a subtle switch to another weapon
thats dumb

either that or it just goes to a stock wep, which i feel is fair
You know what would be more fair? Being able to use a reasonably balanced weapon for the full duration of a video game competition.

i agree, but while valve is working on that this could possible be a substitute. if i had the power to balance every item and fix the game, believe me i would.

posted about 7 years ago
#100 Timing items instead of banning them in TF2 General Discussion
fatswimdudeMochaSukhafatswimdudeim laughing imagining someones gun disappearing during a 1v1 and them raging
lol not like that, like a gun change on weapon switch or when they run out of ammo. or just a subtle switch to another weapon
thats dumb

either that or it just goes to a stock wep, which i feel is fair

posted about 7 years ago
#96 Timing items instead of banning them in TF2 General Discussion
fatswimdudeim laughing imagining someones gun disappearing during a 1v1 and them raging

lol not like that, like a gun change on weapon switch or when they run out of ammo. or just a subtle switch to another weapon

posted about 7 years ago
#22 Default pizza in Off Topic

pepperoni, but i feel like meat lovers is more american

posted about 7 years ago
#91 Timing items instead of banning them in TF2 General Discussion
VulcanDifferMocha, here just a few arguments against the idea:

1) Timing weapons out every round doesn't reduce the extent to which they're cancerous while they're in play.

2) It reduces the tactical nature of mids. You're talking about having a timer for every round where they expire, but that means that every weapon is available at every single midfight. Increasing the number of RNG or massive-damage-for-no-reason items available at the midfight increases the incentive to have your med bait and just mindlessly run into theirs and decide rounds quickly.

3) People have talked for a long time about TF2 being boring or difficult to understand as a spectator esport. Knowing when a weapon is available or not adds this dimension that would make it even harder to watch or for new players to get into.

4) It seems like it wouldn't make sense to have a timer for *both* teams on every item since the other team could deprive you of the chance to use one if you don't decide to run it right away. That means that you don't know when the other team's couple of minutes is up unless someone is keeping track of every weapon they've seen the others use that round. It introduces this fairly large drain of brainpower that is going to no use except to enable use of items no one wants to play around anyway.

5) You seem to think it would be simple to repurpose the code used for item rentals to time out items. You're wrong.
Correct me if im wrong, but i thought the timer was for the whole game, and you could only use a weapon maybe once or twice and entire game, not round
And what about an on screen timer which shows how much time you have left on the item?

i was speaking on a per-round basis. but i feel like your point on a timer for the whole game is a good idea

posted about 7 years ago
#89 Timing items instead of banning them in TF2 General Discussion
DifferMocha, here just a few arguments against the idea:

1) Timing weapons out every round doesn't reduce the extent to which they're cancerous while they're in play.

2) It reduces the tactical nature of mids. You're talking about having a timer for every round where they expire, but that means that every weapon is available at every single midfight. Increasing the number of RNG or massive-damage-for-no-reason items available at the midfight increases the incentive to have your med bait and just mindlessly run into theirs and decide rounds quickly.

3) People have talked for a long time about TF2 being boring or difficult to understand as a spectator esport. Knowing when a weapon is available or not adds this dimension that would make it even harder to watch or for new players to get into.

4) It seems like it wouldn't make sense to have a timer for *both* teams on every item since the other team could deprive you of the chance to use one if you don't decide to run it right away. That means that you don't know when the other team's couple of minutes is up unless someone is keeping track of every weapon they've seen the others use that round. It introduces this fairly large drain of brainpower that is going to no use except to enable use of items no one wants to play around anyway.

5) You seem to think it would be simple to repurpose the code used for item rentals to time out items. You're wrong.

1. im not saying all weapons are balanced, im saying that the one that are op/broken will be restricted will also still being in play

2. maybe we could have it to where its random. that way both team would be able to use the item without it being such a spamfest/cancer. or maybe we could make the timer short. starting of with a 50/50 round and developing into a more tactical game

3.id be happy to do whatever i can to make this more clear and as easy to understand as possible. plus i feel like this would add some much needed varity to the game while also making it fair.

4. you're right. i feel like that could be re-worked into something that would time the weapons as a whole so that way we wouldnt have any loose straggler items holding up a round.

5. well being that we already have something to work with, i say its a start.

posted about 7 years ago
#83 Timing items instead of banning them in TF2 General Discussion
Ice_Cold_LemonadeMochaSukhaIce_Cold_LemonadeMochaSukhaIce_Cold_LemonadeMochaSukhaIf a version of this was made. would we have anyone that would volunteer to test this out? i feel like some good points were made and we can tweak this enough to balance it.how would this even be made
we could tweak the system valve aready uses for the store. or we could just start from scratch. i know a few people that make mods so i can see what i can do.
I think is that, once you "try" out an item, it expires 1 week from exactly when you bought it.
Also how long would the timer be? The definition of how long a round can last is, at minimum, one minute.
Also, say that one of the soldiers ran the B.A.S.E Jumper to mid because they're retarded. Fuck it, they're running liberty launcher. And the market gardener. That soldier farms your whole team with the market gardener. The timer runs out for the Jumper. His mind isn't going to be like "OH BETTER BE A GOOD BOY AND RETURN THE PARACHUTE!" No, he's going to keep it because as long as he's not dead, he doesn't have to return it.

Would the time double when two people are using it? It's just so ab usable it's not worth it.

the time limit is debatable, but i feel like it wouldnt be long enough to last the entire round. also every weapon has a counter to it. that guy with the parachute would be an easy target, as it was proven in past matches for when they tested it. im also saying that the change could be something immediate but also fair. like the next time he picks up ammo or switches weapons
yes, every weapon has a counter to it. However, just because "oh black box has less ammo then rocket launcher" doesn't mean that the soldier with a rocket launcher will beat out the black box always. It's about SKILL.

also how the fuck are you going to change the timed out weapon to the user's desired choice?

the game is about skill, i agree. thats why i feel like if these weapons were timed, any downsides would ultimatly be just on the player for making bad decisions and not hindering everyone elses possibilites because of that player. like i said in the first post: if a guy comes to a sentry with the mangler, that doesnt make the mangler bad or the sentry op. its how you play the game.

and on the timeout, vulcan is right with the idea of a plugin that does it automatically

posted about 7 years ago
#76 Timing items instead of banning them in TF2 General Discussion
sandblastOk, im not tryna be a asshole but in the discord we all said this idea was not good. What was the point of bringing here when people already disagreed 6 hours ago

that chat was cancer and i doubt anyone on the mics were even taking it seriously.

posted about 7 years ago
#75 Timing items instead of banning them in TF2 General Discussion
Ice_Cold_LemonadeMochaSukhaIce_Cold_LemonadeMochaSukhaIf a version of this was made. would we have anyone that would volunteer to test this out? i feel like some good points were made and we can tweak this enough to balance it.how would this even be made
we could tweak the system valve aready uses for the store. or we could just start from scratch. i know a few people that make mods so i can see what i can do.
I think is that, once you "try" out an item, it expires 1 week from exactly when you bought it.
Also how long would the timer be? The definition of how long a round can last is, at minimum, one minute.
Also, say that one of the soldiers ran the B.A.S.E Jumper to mid because they're retarded. Fuck it, they're running liberty launcher. And the market gardener. That soldier farms your whole team with the market gardener. The timer runs out for the Jumper. His mind isn't going to be like "OH BETTER BE A GOOD BOY AND RETURN THE PARACHUTE!" No, he's going to keep it because as long as he's not dead, he doesn't have to return it.

Would the time double when two people are using it? It's just so ab usable it's not worth it.

the time limit is debatable, but i feel like it wouldnt be long enough to last the entire round. also every weapon has a counter to it. that guy with the parachute would be an easy target, as it was proven in past matches for when they tested it. im also saying that the change could be something immediate but also fair. like the next time he picks up ammo or switches weapons

posted about 7 years ago
#73 Timing items instead of banning them in TF2 General Discussion
ViperMochaSukhawe could tweak the system valve aready uses for the store. or we could just start from scratch. i know a few people that make mods so i can see what i can do.you're essentially suggesting turning tf2 into a pay-to-win game

what the fuck is wrong with you

thats not what im suggestiong at all. its completly possible to get all tf2 weps for free or even 1 scrap!

posted about 7 years ago
#69 Timing items instead of banning them in TF2 General Discussion
CoYoTeMochaSukhawe could tweak the system valve aready uses for the store.https://pbs.twimg.com/media/C1uK05cUcAAPU3h.jpg

im talking about the timing system valve uses when you tryout a weapon from their store. if you dont know what that is please read the first post! im saying that we take whatever code/formula they use and tweak it. im currently asking around to see how much effort it would take

posted about 7 years ago
#66 Timing items instead of banning them in TF2 General Discussion
Ice_Cold_LemonadeMochaSukhaIf a version of this was made. would we have anyone that would volunteer to test this out? i feel like some good points were made and we can tweak this enough to balance it.how would this even be made

we could tweak the system valve aready uses for the store. or we could just start from scratch. i know a few people that make mods so i can see what i can do.

posted about 7 years ago
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