Nice edit, fun combination of different weapons and maps.
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SteamID64 | 76561197960734408 |
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SteamID32 | STEAM_0:0:234340 |
Country | Netherlands |
Signed Up | April 11, 2014 |
Last Posted | February 19, 2025 at 8:12 AM |
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HyceOsiris, have you tried doing those rollouts? The shutter opens wicked fast..
Yes, you can get into house by way of sliding over the stone ramp from main; you will however be well over 3 seconds slower at firing your first sticky than a demoman doing the smoking barn pogo rollout to mid if both rollouts are performed optimally. However, if you were to remove the smoking barn it still wouldn't matter. On version b11f(it doesn't have the barn but it does have the shutter), I crash into the shutter 50% of the time, 25% of the time the door just doesn't seem to want to open because it's on Valve time or something and the other 25% you will surf through. Sadly, the latter is usually when you don't have optimal speed and you will only get half-way through the house, again adding vital walking time and making it hard to be competitive with the choke rollout.
Logjam doesn't have to have a choke available for the demo rollout, of course; it's your map and not all maps should have the same build. Process is one of my favourite maps and it only has choke as a viable rollout route too. All maps are different and that's a good thing, otherwise there is no point in having different maps and we would just play 24/7 cp_badlands and probably get bored!
popcorpYou can still do that rollout from flank, shutter opens quite fast, allowing both demo and soldier to rollout.
It won't open fast enough for you to surf through the doorway right on top of or very close to the health pack, which adds literally seconds of walking time from shutter to the health pack to your rollout. You also can't do it from the smoking barn side any more because the barn is in the way, which is making it slower yet again.
The house rollout was already one to two seconds slower than the fast choke rollout when you could still do it from the smoking barn side, so it makes it practically unviable to do the house rollout for demoman now; it's just futile because the other demoman doing fast choke rollout can get a sticky onto your exit without having to guess where you're going to pop out, as he can put two or even three down to cover all of the exits by the time you get to lower exit or ramp exit.
Nice to see this is still getting worked on, kudos.
I noticed you've added what I would call a smoking barn and a shutter, on the far right and left of this picture respectively. While I'm sure this makes sense from a gameplay perspective with sniper lines and spamming and all that, I'm kind of disappointed that these have now nullified the demoman rollout into house; both from main and from the smoking barn side. I always like to see maps which have at least one flank as a viable rollout for the demoman, besides choke.
I liked this rollout specifically because it allowed you to either go up the ramp from house to middle(maybe even taking the healthpack in shack) or go lower, take the pack in house next to lower exit and surprise the other demoman. Now you can really only go to middle as demoman, which is just making the demoman battle a bit stale. If you went through lower you could surprise the other demoman with your positioning and get closer to him, then go left under the bridge and join up with your medic there while the bridge protects you from projectiles(a bit like going through elbow to meet up with your medic on Gullywash middle). Just some food for thought, I guess.
Does anyone know what the event name for Vaccinator übers is? The little bars all change colour when you get a "quarter über" and the number ticks up, so I assume there must be a name for it somewhere, even if I can't find it.
And I guess on a more general note: Is there a way to find the name of any event you're curious about outside of looking it up somewhere on the Internet or finding it in hudanimations_tf? Thank you in advance.
I can't seem to be able to get Low Ammo Pulse to work with the latest version. AmmoInClip and AmmoInReserve both switch to their "low" colour counterparts, but there is no pulse back and forth. HudAnimations_tf reads as follows:
event HudLowAmmoPulse
{
Animate HudWeaponLowAmmoImage Alpha "255" Linear 0.0 0.075
Animate HudWeaponLowAmmoImage Alpha "0" Linear 0.125 0.075
Animate AmmoInClip FgColor "Ammo In Clip Low" Linear 0.0 0.000
Animate AmmoInReserve FgColor "Ammo In Reserve Low" Linear 0.0 0.000
Animate AmmoNoClip FgColor "Ammo In Clip Low" Linear 0.0 0.000
RunEvent HudLowAmmoPulseLoop 0.25
}
// call to loop HudLowAmmoPulse
event HudLowAmmoPulseLoop
{
RunEvent HudLowAmmoPulse 0.0
}
event HudLowAmmoPulseStop
{
StopEvent HudLowAmmoPulse 0.0
StopEvent HudLowAmmoPulseLoop 0.0
Animate AmmoInClip FgColor "Ammo In Clip" Accel 0.0 0.0
Animate AmmoInReserve FgColor "Ammo In Reserve" Accel 0.0 0.0
Animate AmmoNoClip FgColor "Ammo In Clip" Accel 0.0 0.0
}
If I replace this with my own script, the ammo pulses but it refuses to stop pulsing once the ammo is replenished. Is anyone else having this problem with the latest version? Thank you in advance.
EDIT: Never mind, now I'm not in a rush to get out of the house I realise that what's above just changes the colour and doesn't actually make it pulse, silly me. My apologies.
What a monster; both the mech and Kuvira, damn boy.
Thank you for all of the entertaining finals and seasons in general to mix^ and their players over the years, good luck to all of you.
If you want a decent quality power supply, I implore you to check who the actual manufacturer(often listed as the Original Equipment Manufacturer) of the power supply series is. A very large portion of PSU producers don't actually make the PSUs themselves and will use units from various manufacturers. This means that you can get great variety in quality between series of the same producer; some of them actually use this as a marketing tool by using very good and expensive manufacturers' units for their high-end products and lesser quality, cheaper units for their lower-end products. This way they can still have a good name(most of the press is usually focused on the more expensive products a company sells), while cutting costs on the bulk of the products they sell. Conversely, some very cheap power units made by primary and secondary producers you've never heard of might actually be really good, but this is always a bit more risky if you don't know anything about said producers.
I have personally always used PSUs manufactured by SeaSonic and have never had any problems with them. They also supply a lot of units to Antec and Corsair, but just check who the OEM is before you buy anything sold by a secondary manufacturer. Also, if you're charmed by "be quiet" brand PSUs it is even more important to do this check, as they have an enormous disparity in quality between different models within the same product series, which is very peculiar... especially since they are quite a large and reputed brand; other companies in the same quality tier tend not to do this.
Hope that helps.
Well, that was quick. Thanks to the players, casters, streamers, production crew and sponsors.
Thanks Sideshow. I'm curious to see the match.
BonafideWill this season also have 12 episodes? the wiki doesn't say anything so I thought 5 was going to be the last already (it already seemed so short and weird) you guys know more about this?
It was said previously the season would have 13 episodes.
Bonafideatla just did everything so right
I think that is partly due to the nostalgia others have mentioned, as ATLA had many problems of its own: Unsettled story lines(they did release the comics eventually), an insignificant plot device(Aang didn't really solve anything if you think about it) which was then solved by a deus ex machina(energy bending) which they had time to prepare for throughout the entire last book but only introduced at the end, etcetera. What ATLA did have was a bunch of nice philosophical ideas and the characters to represent and vocalise those thoughts.
Huck"Dr. Tracy Stokes, will be able to do some little aesthetic fixes for me too! Potentially even adding an internal bra for more support."
Dear god...
I think the money should go towards a lesson in the usage of commas.
Thank you to all of the staff, casters, players and the great line-up of sponsors. Extra thanks to those who were involved with this in the long run like TheFragile, eXtine, Dashnerr, Lange and Airon.
mustardoverlordsnip
Yeah, I was just giving my viewing perspective of things. I think a lot of people stop listening to commentators after a while. It's nice to have in-depth analysis but my point is that it doesn't "ruin" the cast(as some people are suggesting) if it isn't there, as long as the newer viewers are still guided through the game properly so they don't stop watching out of confusion; I think that's the main job of a caster. Though analysis is preferable, it is not the main job of a commentator, in my opinion. I did prefer having The Fragile next to Gecks, but I wasn't tearing my hair out like some others seem to have been when it was just Gecks and Getawhale, if you see what I mean.
As for the "not saying anything bad" part, I was referring to iffy comments which may make the organisation(in this case eXtv and TFtv) look bad. I agree that casters should just call what they see and explain things even if it may be negative towards a team's performance or abilities. I just think that not every invite player would be... appropriate on the microphone. Long story short I think Gecks and Getawhale do a good job of representing our community, which I find more important than providing in-depth analysis.