Pheaa
Account Details
SteamID64 76561197995723404
SteamID3 [U:1:35457676]
SteamID32 STEAM_0:0:17728838
Country United Kingdom
Signed Up December 22, 2013
Last Posted July 28, 2024 at 5:46 AM
Posts 89 (0 per day)
Game Settings
In-game Sensitivity 0.63
Windows Sensitivity 1
Raw Input 1
DPI
3200
Resolution
1920 x 1080
Refresh Rate
 
Hardware Peripherals
Mouse Steelseries Kinzu V2
Keyboard Steelseries 6GV2
Mousepad Warps old one lel
Headphones Steelseries 5HV2
Monitor BENQ that 144Hz yolo one
1 ⋅⋅ 3 4 5 6
#31 ZOWIE 16 Cup - hosted by teamfortress.tv in News

Peril Puppies

Chiefdog
OD!
MrLindskog
Jackkai
phea
degu

posted about 8 years ago
#5 lft im/low invite scout in Recruitment (looking for team)

pretty good i guess :):)

posted about 9 years ago
#78 Danger Dogs team logo competition in TF2 General Discussion

http://i.imgur.com/IDNs0Ao.jpg

posted about 9 years ago
#73 Smissmass Update: New Weapons and Gamemodes! in TF2 General Discussion

I fucking love everything that happened with demo. The new weapons feel balanced within the class, I want to try them out in 6s. Most hype I've been after an update in agessssssssssss

posted about 9 years ago
#235 cp_logjam (5CP) in Map Discussion

The mid still needs improving man. I doesn't need flank routes it needs alternate ways to be played, currently all you can do is be passive if you want any hope of winning the mid.

Have a look at koth_sawmill. Something like the roofs outside of the point with the planks between them might be able to fit into the mid somehow to create some form of height advantage so that there is somewhere other than on either side of the mid where it is good for soldiers/demos to stand while still fitting the theme of the map. I'd be a fan of having some form of house/shack over the point but w/e any form of height advantage would do. Also changing the walkway above dropdown on mid to those planky walkways would maybe look nice.

Also maybe consider swapping the healthpack in shack and the ammo pack near the logs on the point. Currently the only thing demos can do on mid is stand in shack and avoid early damage, swapping the packs around might make it so demos roll out slightly slower through logroom and take a more aggressive early stance near the point. It will also make it so demos don't get to mid 5 seconds earlier than anyone else and just stand in shack and spam till the med arrives and they get fully buffed, it will force them out into the open.

Not a fan of how the sneaky entrance to last looks now, the transition between being on a ramp entirely outside of all potential spam from defenders on last to being actually in very deep on the last point is very small. I do like having an entrance there but it seems all to easy to get into the point, I havn't played it though so idk.

One last thing, making the tunnel just an open walkway would probably be nicer if you don't swap the health and ammo around then it would be maybe a decent way for the combo to push around the mid so they don't have to deal with walking over the point into height advantage and the can still be aware of what's going on on the mid

posted about 9 years ago
#226 cp_logjam (5CP) in Map Discussion
rock-http://i.imgur.com/2RuJ2bG.png
http://i.imgur.com/VrDNyMo.png

I don't understand why removing the arch and adding a wall is in any way a positive thing.

The other pic is good though, that would actually be a decent change.

posted about 9 years ago
#87 can we talk about memes? in Off Topic

https://www.facebook.com/VeryFreshAndSpookyMemes/photos_stream
https://www.facebook.com/pages/Special-meme-fresh/756598251050956?sk=photos_stream

posted about 10 years ago
#100 i52 - great event, disgraceful viewers in Off Topic

Mix^ got no respect cause half of their team are total cuntholes

posted about 10 years ago
#152 i52: Grand Finals in Events

Quaters and semis were so much better atmosphere and games, super sad it had to end this way :\\

posted about 10 years ago
#554 i52 in TF2 General Discussion

No chins, no wins.

posted about 10 years ago
#121 cp_logjam (5CP) in Map Discussion

Not keen on the new ramps.

Pictures of how I would push across the mid (probably):

b5

http://i.imgur.com/tNYcF2Y.jpg

b7

http://i.imgur.com/dSUrW7Z.jpg

I dunno if you wanted people to be directed towards the red circle (didn't know place name) as opposed to choke but the way the ramps are facing seem to imply that is the direction you should go. It makes going to choke feel kinda wonky :c

http://i.imgur.com/XElCX8T.jpg

Maybe make these areas continuous grass and just have them be slopes?

http://i.imgur.com/4sVr9jN.jpg

This feels really steep, and it doesn't feel right to go anywhere else other than to the top of the ramp (I'm well aware you can go around the front of the house but on the approach it just looks like a ramp to the left and a flat wall). Also since this is so steep and close to the house it's harder to spam onto/over the roof as demo (not sure if intentional, maybe I just don't like it cause I'm a demo main).

Anyways, the b7 mid is way way way different to any of the other beta mids, maybe it plays great but I just feel like it isn't smooth.

posted about 10 years ago
#103 cp_logjam (5CP) in Map Discussion
iridescentFUZZPheaaI can do that rollout pretty consistently, yeah.

In any case why does the rollout have to be that fast consistantly?

Because it's nice having a higher skill ceiling than the granary rollout.

So why are people against the fastest rollout being harder then? Surely by having the fastest rollout being left the skill ceiling is lower?

posted about 10 years ago
#101 cp_logjam (5CP) in Map Discussion
QuartzPheaaThe rollout through main is like the exact same speed as the one through left, don't remove the arch cause of the rollout. That being said, the arch is kindof obnoxious cause there is too little area to jump around/over it. It makes jumping from spire to the door past the arch a bit shit cause you don't really know where the wall is around the arch. Really like the little door to banana though, that's cool.
Unless you mean this one (https://www.youtube.com/watch?v=R5H0R2H8sRs) which is pretty much impossible to do consistently then no, there's no rollout that's the same speed as the left one. Most of the others are about 2/3 secs slower

I can do that rollout pretty consistently, yeah.

In any case why does the rollout have to be that fast consistantly?

posted about 10 years ago
#95 cp_logjam (5CP) in Map Discussion

The rollout through main is like the exact same speed as the one through left, don't remove the arch cause of the rollout. That being said, the arch is kindof obnoxious cause there is too little area to jump around/over it. It makes jumping from spire to the door past the arch a bit shit cause you don't really know where the wall is around the arch. Really like the little door to banana though, that's cool.

posted about 10 years ago
1 ⋅⋅ 3 4 5 6