Radman
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SteamID64 76561197997123353
SteamID3 [U:1:36857625]
SteamID32 STEAM_0:1:18428812
Country United States
Signed Up August 30, 2012
Last Posted June 17, 2016 at 7:45 PM
Posts 437 (0.1 per day)
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#779 MAJOR TF2 update for 6/18/14 (6/19/14, Love & War) in TF2 General Discussion
clorgRadmanHow are new players supposed to know that airbursting is a thing unless people tell them? or that stickies that are laid for traps have full damage independent of ramp up if they let the stickies stay on the ground for a while (it actually worked like this before the update)?
You can test if you can air burst within 3 seconds of switching to demoman, you can't do that with a damage rampup mechanic. I'm sort of confused by the second part of your question as there was no damage rampup pre-update at all.

Haha, see this is what I'm talking about. The sticky launcher used damage ramp up and falloff for 5 seconds, and then became full damage traps. See: http://www.teamfortress.com/post.php?id=2253

posted about 10 years ago
#745 MAJOR TF2 update for 6/18/14 (6/19/14, Love & War) in TF2 General Discussion

How are new players supposed to know that airbursting is a thing unless people tell them? or that stickies that are laid for traps have full damage independent of ramp up if they let the stickies stay on the ground for a while (it actually worked like this before the update)?

Its like every other day someone on reddit mentions that up until now they only used the GL as their primary. New players would rather charge in and die anyway.

posted about 10 years ago
#738 MAJOR TF2 update for 6/18/14 (6/19/14, Love & War) in TF2 General Discussion

I know a lot of people probably disagree, but its really cool to see teams try out different demo unlocks. watching the twitch invitational tonight was the most fun ive had spectating tf2 in a while.

posted about 10 years ago
#691 MAJOR TF2 update for 6/18/14 (6/19/14, Love & War) in TF2 General Discussion
KanecoSeagullMy first impressions of last night's games were that teams had to be a lot more intentional with positioning and teamfights generally drag out much longer.
Am I supposed to find the good part in this? Because nothing in this seems good to me...

Longer fights -> more opportunities for decisions regarding positioning/prediction/aim/movement -> more interesting fights that reward higher skill. The opposite would end up becoming somewhat like cod, where fights are won and lost based on few seconds leading up to the fight. Both can be fun, but the former is what makes tf2 (and other quake-like games) stand out.

posted about 10 years ago
#335 MAJOR TF2 update for 6/18/14 (6/19/14, Love & War) in TF2 General Discussion

Looking forward to people posting games on gullywash as "proof" that demo is broken. good luck with that last, boys.

posted about 10 years ago
#292 MAJOR TF2 update for 6/18/14 (6/19/14, Love & War) in TF2 General Discussion
botmodethis change feels similar to the escape plan (minicrits) in that they did it needlessly because stickies were being used more than other weapons in pubs without any thought of how important this change would be to every gametype & the axtinguisher change kind of reinforces this idea

Wait did the escape plan nerf change anything? Pretty sure there was a lot of talk, and then nothing really happened.

posted about 10 years ago
#283 MAJOR TF2 update for 6/18/14 (6/19/14, Love & War) in TF2 General Discussion

Ofc this is gonna change the meta, but that's not necessarily bad.

posted about 10 years ago
#174 MAJOR TF2 update for 6/18/14 (6/19/14, Love & War) in TF2 General Discussion

haha, the heavy meta is in full force boys.

posted about 10 years ago
#117 MAJOR TF2 update for 6/18/14 (6/19/14, Love & War) in TF2 General Discussion
bl4nkIf someone can actually explain why this is a bad change to me, then I'll change my mind.

Not enough AoE damage to discourage deathballing...?

posted about 10 years ago
#108 MAJOR TF2 update for 6/18/14 (6/19/14, Love & War) in TF2 General Discussion
kanonthe only people i ever heard complaining about stickies being "overpowered" are pubbers

Thats cause 6v6 is pretty much made to downplay the strength of demo. Demo is crazy strong in HL too.

posted about 10 years ago
#87 MAJOR TF2 update for 6/18/14 (6/19/14, Love & War) in TF2 General Discussion
marmadukeGRYLLSthis is good for teams that like to play aggressive and off uber push. taking less damage flooding through a choke means you'll see more aggressive tf2. buff to sticky jumping combined w the nerf could drastically change how some teams run demo. should be interesting.

Is this a dream?

posted about 10 years ago
#47 MAJOR TF2 update for 6/18/14 (6/19/14, Love & War) in TF2 General Discussion

This change might have been too much, but i wouldnt exactly call stickies "fine".

posted about 10 years ago
#45 New weapons in TF2 General Discussion
Moritzwhat is the point of the parachute?

I assume theres no "point" to any of the weapons. They just made stuff they found fun.

posted about 10 years ago
#19 New weapons in TF2 General Discussion

All these weapons look really boring. Only the parachute and maybe the rifle look like they're worth adding. I hope I'm missing something.

posted about 10 years ago
#161 TF2 countdown? in TF2 General Discussion

You know, I'm surprised it wasnt mini sentries that was causing cancer.

posted about 10 years ago
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