MochaSukha
Account Details
SteamID64 76561198073174991
SteamID3 [U:1:112909263]
SteamID32 STEAM_0:1:56454631
Country United States
Signed Up December 28, 2016
Last Posted April 17, 2019 at 8:59 PM
Posts 196 (0.1 per day)
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Mouse LOL
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Mousepad HAVE
Headphones NO
Monitor MOUSE
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#21 Timing items instead of banning them in TF2 General Discussion
DirtyMorthttp://logs.tf/1610213#76561198073174991
this is clearly someone who has a good understanding of 6v6 and how it should be played

lol man yeah judge me entirely off of one bad game. completly legit. be sure to skip out on the pugs ive won.
im new to 6's, been playing for about 3 months, but ive been playing tf2 since 2012 and i have a good grasp on how the game is played

posted about 7 years ago
#18 Timing items instead of banning them in TF2 General Discussion
VulcanThis seems like ultimates in overwatch, and this would really give the game a new dimension, the real argument here is if the community would like adding this new dimension. Having to coordinate what weapons everyone is using for last pushes would be interesting but most people seem opposed to it

i honestly feel like comp is in a rut with everyone playing faves and sticking to old stuff when changes are even mentioned. i feel like if every item was given the ultimate chance, people would learn how to play around them and overall be better at the game. i also feel like this system would make it enjoyable for all people. both for and against certain weapons, but also able to professionally play the game without being trolls.

posted about 7 years ago
#14 Timing items instead of banning them in TF2 General Discussion
SearchlightYou do realize that a CaC scout being 'focused like a med during a krits uber', ie bombed on with everything youve got, puts your team into shitty positions, gets you nothing but a scout pick at best and facilitates the enemy team pushing into you with a positional advantage that more than negates the scout you may or may not have killed? The entire reason kritz works is that if you do manage to get their medic during the uber, and you haven't lost too many players, you have a good chance of hunting down the remaining enemy team with your heals advantage.

The essential problem with currently banned weapons is that theyre incredibly unfun to play against and/or force the entire team to play around them if run by the enemy, with minimal commitment on their part. Nobody is going to think the Gunslinger is suddenly a valuable addition to the game just because you know you'll only have to endure it for x more minutes.

i feel like it can be done effeciently with no downsides, 1 sucessfully roamer bomb with scout support can end that in a second without losing people. a team could play back and wait for the krits to end, and also if that scout chooses to overuse the item the timelimit can keep that in check. if the opposing team decides to take a risk, it leaves them open to all types of counter-plays. that scout could get sniped before he even finishes drinking the cola, the possibilities are endless

posted about 7 years ago
#11 Timing items instead of banning them in TF2 General Discussion
Mecha_CopEdit: This also isn't fair to new players who would want to play this retard game mode but have no way to get all the weapons if they want to use them.

most weps are available unlocks for achievements, the rest are craftable, available for drops, or available for trade cheeply. if anything they can also be tested out in the store, idk if they can be tested multiple times

posted about 7 years ago
#10 Timing items instead of banning them in TF2 General Discussion
Mecha_CopVulcanMecha_CopMocha you're fucking stupid please leave.

https://www.youtube.com/watch?v=vifYelSTlMo
could you stop being a dickhead and actually provide a reason as to why that's a bad idea?

Yeah sure.

It would be very hard for players to enforce and no one who enjoys a competitive and skill based gaming environment wants to play against retard shit like the Crit a Cola which literally has no counter other than a Scout running into a sentry gun. The reason certain items are banned is because they make the game less skill based an denjoyable. More items=/=more skill based gameplay and if you don't understand that you're probably too stupid to be playing 6s.

Considering Valve can barely program their own game and not break anything when they update this is basically impossible to put into the game other than running more server plugins.

i dont feel like it would be hard to enforce if there were something that automatically took the items away. if a scout has crits, he is a threat and should be focused like a med during a krits uber. and it wont be hard to aplly in game, valve already has a code for it from their store testing. i say we ask them to make something for us where we can edit the time limit on items or make it ourselves. its not imposible
edit: also the crit o cola would be timed, therefore not spammed

posted about 7 years ago
#7 Timing items instead of banning them in TF2 General Discussion
Mecha_CopMocha you're fucking stupid please leave.

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

come at me m8. ill raise you this

https://www.youtube.com/watch?v=u-8kmPJKGgM

posted about 7 years ago
#5 Timing items instead of banning them in TF2 General Discussion
pl4sticI feel like using this makes us farther from valves game when the purpose of unbanning is to make us closer

but if an item was timed, it would be both playable for and extent. allowing for proper testing in a controlled environment for both teams

edit: also, i feel like valve would love to see their game played with all items, not just us being picky and yelling at them to nerf/buff. they would see raw progress every game. not just the 1 pug an item gets tested

posted about 7 years ago
#1 Timing items instead of banning them in TF2 General Discussion

Hear me out here, i think this might work.

Valve has this thing in their in-game store where you tryout a weapon before you buy it. it puts a time limit on the item and when the timer is up the item disappears in game. what if this was applied for 6's? i suggest that instead of banning weapons, we implement a plugin for an in game timer on unfavorable items. that way they both get to be playable but not to the extent of a standstill game. Not only will this eliminate white-lists, but this will allow for fair play and fair use of all items in a proper manner and also less spamming one item for an eternity of a match.

Something like this: each round all items are allowed, but items that are banned in the current white-lists have a set time limit on them. after said limit is up, the item becomes unusable and is no longer allowed for that round. (time limit debatable, but enough so that it wont be in for the entire round) this formula is applied for every round until the round is over, and then it resets.

i.m.o i feel like every weapon can be countered, and in a fast paced game like 6's i feel like the game isnt being played to its full potential. if a guy comes with the cow mangler to a sentry, that doesnt make the sentry op and it doesnt make the manger bad. its just a bad play and the team/player deserved to be punished for it. this will ultimately put team to the test on their playstyles, their roles, and their teamwork. which is what comp is all about.
better players being better at the game in all aspects, no matter what. pushing every possible option to the limit. i also feel like valve wants all aspect of the game to be balanced both for all forms of comp and casual. and the best way for us to do that is to show them what we can do with what we already have. id love to hear thoughts on this :D all are welcome.

Edit: lots of good points are being made. i further suggest that maybe something like the first 2 rounds would be for all weps, then in the later rounds the whitelist would be applied, therefore shifting into a more tactical game.

Edit 2: so many good suggestions! keep them coming. here are some good scenarios to help explain what im talking about:

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 or round 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)

Edit 3:
After much thinking ive decided to rework this idea into different gamemodes of the users choice. i call this
The oasis

  • HAVEN: On the third round of a match, whitelist restrictions are lifted for the entire round. after the round is over, whitelist restrictions will be re-applied for the remainder of the match. this will only last for 1 round
  • SANDSTORM: At random periods throughout a match/round, a few random items from the whitelist will be unrestricted for a short period of time. after the time is up, those items will go back to being whitelisted until it is time for a new set of items to be unrestricted. this will last the entire round/match
  • OASIS DAWN: The beginning of a round/match temporarily lifts whitelist restrictions. these restrictions are then gradually added back over a set time period until the standard whitelist is applied again. this will only last the beginning of a round/match
  • OASIS DUSK: Towards the end of round/match time, whitelist restrictions are lifted momentarily and then re-applied after a short period of time. this will only last for enough time for 1 push and will only be done once
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I feel like haven or sandstorm would work the best for 6's i.m.o

For these gamemodes, the only weapons that can maybe sit this out (or be used only once) because they might put the game at a standstill are: (both jumper weps) crit a cola, mad milk, jarate, bonk, natasha, vita saw, bazarr bargain, sydney sleeper, razerback, whip, gru, wrangler (maybe the rescue ranger and the vaccinator) just to be fair (more items can be discussed) but at the least id like to have it where if one item is in play, so is the weapon that can counter it

Edit 4: How about we just take the slow-mo from freak fortress (inspired by killing floor) and use that to implement item changes during fights

posted about 7 years ago
#53 Global Whitelist Meeting in Events

only 2 hours left till action!

posted about 7 years ago
#21 anxiety help in Off Topic

Meditation and breathing exercises really helped me. soothing music while taking a walk also can help. try to stay away from caffeine.

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weed lol
posted about 7 years ago
#3240 THE GREAT TF.TV CHALLENGE in Off Topic

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

the ole dirty ass mirror

posted about 7 years ago
#4 Mocha Sukha - LFT open medic in Recruitment (looking for team)

Just got accepted for a team! thnx for the offers!

posted about 7 years ago
#12 teamfortress.tv is looking for talent! in TF2 General Discussion

Id love to cast if given the chance. (NA)

posted about 7 years ago
#123 What's the reasoning behind your alias? in Off Topic

was icedmochafrappe but i wanted it to be shorter
my nick was mocha and i also started getting into yoga and added "sukha" which is sanskrit for happy.

posted about 7 years ago
#1 Mocha Sukha - LFT open medic in Recruitment (looking for team)

i feel like i can play any lvl of open, but any feedback is appreciated
im happy to contribute a helping hand wherever necessary :D
add me here: http://steamcommunity.com/profiles/76561198073174991/

posted about 7 years ago
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