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Account Details
SteamID64 76561198014256258
SteamID3 [U:1:53990530]
SteamID32 STEAM_0:0:26995265
Country United Kingdom
Signed Up January 14, 2013
Last Posted October 18, 2017 at 8:24 PM
Posts 1701 (0.4 per day)
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In-game Sensitivity 3
Windows Sensitivity 6
Raw Input 1
DPI
800
Resolution
1920 x 1080
Refresh Rate
144hz
Hardware Peripherals
Mouse ZOWIE FK1
Keyboard i love poo
Mousepad Qck+
Headphones ATH-M50 (broken T_T)
Monitor ASUS
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#8 invite players ever been recognized irl? in TF2 General Discussion

some random guy came up to me while I was running a stall at the uni fresher's fair

posted about 8 years ago
#112 cp_reckoner (5CP) in Map Discussion

Been pugging this for 2 hours or so now, very fun map. Nice and easy to push every point, potential for cool forward hold in lobby to bolster the harder to defend last point. It's looking fine.

posted about 8 years ago
#59 I don't know in Videos

It's much easier to fix #1 when you're watching what the viewers are seeing at LAN or something. I notice this a few times where I'm casting with someone and I'm like "why the fuck are you talking about that thing" but you never notice it yourself because when you're focusing on one area of the map you don't see the other action. Hard to improve on without just improving your overall game knowledge and picking moments to prioritise better.

posted about 8 years ago
#103 cp_reckoner (5CP) in Map Discussion

This is looking great, will be playtesting it along with the new koth maps in the offseason.

posted about 8 years ago
#47 I don't know in Videos

Actually providing specific and critical feedback like these recent posts is super helpful btw. If you notice stuff you should throw it at people in a constructive manner. If the caster thinks it's a moot point or has reasons then they'll ignore your criticism, but if it's useful then it'll help them develop.

posted about 8 years ago
#2 Koth_Arctic/Warmtic (Updating) in Map Discussion

I know this has been played in HL etc but was this map tried out for 6s at some point?

posted about 8 years ago
#1 I don't know in Videos

https://www.youtube.com/watch?v=GxOXODfzbek&feature=youtu.be

posted about 8 years ago
#187 Stabby talks class balance in TF2 General Discussion
the301stspartanIt's not possible for a word to be misused most of the time. Language doesn't work that way.

A small gaming community could misuse the word most of the time, without the total population of the world misusing it most of the time. Your point assumes that the gaming community is then imprinting its definition on the wider world.

posted about 8 years ago
#158 Stabby talks class balance in TF2 General Discussion
ZestyClass balance in TF2 from valve could be really good but I really hope they don't balance every class to be run full time because the only way to do that properly would be to change the core mechanics of some classes which won't make people who main them happy in any case.

They have stated previously that they do not believe every class should be equal. They understand the specialist roles of some classes and relish that rather than shy away from it iirc. Besides which, when we talk about "running every class full time" we're only talking in the context of 5cp. In A/D or Payload, many of these classes can be run full-time as part of the best composition. It's a bit strange that even the pubbers have framed their objections around the concept of permanently playing 5cp.

posted about 8 years ago
#149 Stabby talks class balance in TF2 General Discussion

Valve are still going to need to introduce class limits in order to balance classes and unlocks properly. You cannot balance the scout class around the ability to run anywhere between 0 and 6. Same applies to every class. If you nerf the class itself (because having a large amount of them is overpowered), then you will only serve to cripple the class when they are run in smaller numbers.

Bloodsire recently wrote a great article about this concept in Overwatch, which is currently going through similar teething problems. The players are calling for class limits, because there is no happy medium between individual heroes being powerful and multiple instances of those heroes not being overpowered.

In 6v6 with no class limits, hypothetically running a large number of demomen is the easiest case to consider imo. Say you have vast swathes of stickies at choke points, and every entrance to a point is very difficult to push through. If you're set on having no class limits the only balance option is to nerf the stickies, or nerf the class, to make this strategy less dominant. Then when you aren't defending, and want to push, the newly nerfed demoman is now poop-tier. You've stopped him being as useful on defense, but what you've actually done is completely nerf his general abilities.

By enforcing class limits of 2 (or even some classes on 1 like medic) you create a nice balance between being able to balance the classes and compositions, and having a lot of variability as well.

posted about 8 years ago
#83 Gamers Assembly LAN confirmed, signups open in News

myself, kos, donut, and fl1p are interested if we can find a pocket and demo. If you're out there, DM me!

posted about 8 years ago
#218 bernie or hillary in Off Topic

classic SJW, jerking it to tumblr posts YAWN mustard you won't see a trump supporter doing that

posted about 8 years ago
#60 Florida Lan 2016 IndieGoGo Fundraiser! in TF2 General Discussion

I hope you get over 20 extra people through the door because b4nny is confirmed attending.

posted about 8 years ago
#8 TF2 update for 3/10/16 (3/11/16 UTC) in TF2 General Discussion

MOURSI FANSHAWE big gamer

posted about 8 years ago
#7 ESEA S21 W7: RONIN vs. froyotech in Matches

ma3la to have a quite average game

posted about 8 years ago
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