Sideshow
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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1920 x 1080
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144hz
Hardware Peripherals
Mouse ZOWIE FK1
Keyboard i love poo
Mousepad Qck+
Headphones ATH-M50 (broken T_T)
Monitor ASUS
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#18 Cool new hobbies in Off Topic

Finding a sport you really enjoy is cool too. I am a big fan of squash, try to go as often as I can.

Also got into sketch comedy and standup over the last 2 years and that is a blast if you're in a group. Would be scary as fuck on your own though, but groups for it are all over in cities/towns.

posted about 8 years ago
#45 Managing tilt? in Q/A Help

ur tilting me by quad-posting

posted about 8 years ago
#52 On The Point - Interview Series in TF2 General Discussion

Zebbosai is my next guest!

The roamer/scout (who has played demo and med in prem too) of broder, TCM, nerdRage etc. fame will be answering questions about...anything really!

Post any questions below that you'd like to see me ask, and I'll do my best to incorporate them if they're interesting. You can also tweet me questions @SideshowGaming.

posted about 8 years ago
#51 On The Point - Interview Series in TF2 General Discussion
Hellbentmaybe if u could cut out a lot of the whitespace. make it seem more like an interview rather than you 2 on skype.
so like:
question, answer, cut
question, answer, cut
etc..

I don't know what you mean. What is whitespace and in what way did the video not go from question -> answer -> question immediately?

posted about 8 years ago
#34 A glaring issue with projectile hitboxes in TF2 General Discussion
iridescentFUZZIsn't this something that could be modified by Valve for the release of matchmaking?

I mean most things in the game could be modified by Valve for the release of matchmaking. It's whether it's a big problem and how easy it is to do. And this scores fairly low on priorities I imagine.

posted about 8 years ago
#5 7 Gamers, 1 CPU -- a $30,000 Desktop Computer in Off Topic

So for <£40k you could run a 6v6 LAN that can be carried around in the back of one car? Amusing idea however impractical.

posted about 8 years ago
#43 On The Point - Interview Series in TF2 General Discussion
riotbzI disagree with putting in POV demos. You basically nailed it with the fact that people put it in the background and listen. Also if you decide to have a bit of banter it would be funny to see the facial expressions and reactions of the interviewees :)

Just to note that the way I would implement this would be with the webcam of the guest over the top of the POV, with an overlay, and my webcam whenever I talk. So you wouldn't miss any interested faces unless it's me reacting to something they say.

posted about 8 years ago
#41 On The Point - Interview Series in TF2 General Discussion

Something I'm seeing a lot in the youtube comments and here is that it would be more enjoyable to watch if there were POVs playing while they talked.

I could do this, but they'd only be recent POV demos from the player so would bear no relevance to a lot of the discussion, and might also distract from what they're saying. I would also not be sure whether to have game sound on or not, and I would also have to think of something different for people I interview who aren't big for playing TF2 (thinking Sal, extine, dashner etc).

I also think that it may in fact reduce engagement with the video. I imagine most people put the video on in the background and did something else while they listened (play tf2, browse websites, whatever) but adding a visual component that people are semi-interested in will make a lot of people actually watch it. And if they then get bored watching, I think they're more likely to turn it off rather than just put it in the background and make it audio-only.

Thoughts? I'm also looking to push these out fortnightly.

posted about 8 years ago
#5 A glaring issue with projectile hitboxes in TF2 General Discussion

What about custom maps? Are there sightlines that would be more beneficial to spam because you're hitting diagonals?

posted about 8 years ago
#3 A glaring issue with projectile hitboxes in TF2 General Discussion

What the fuck I never realised the hitbox didn't change when you rotate. That's actually pretty damn significant.

I want this video to be followed up by an investigation into how you are aligned in different areas of different maps!

posted about 8 years ago
#9 Managing tilt? in Q/A Help

Thanks for the offer avaiihn but we're not looking for a manager right now.

posted about 8 years ago
#42 Candidates for map replacement S21 in Map Discussion
MadKSideshowsnip.
Imo the map is very similar to process, the map has large open areas and pushing points (especially last) Is very hard. I just think that people haven't given it enough time to work out how to play on it. I can't comment on the top scene but from what I have played it has so much potential for flanking classes, which makes the game so much more fun to play and watch.

Sunshine has been played for the whole of 2015. A year is long enough to "figure out" a map in TF2, it's not a complex game. It's been in two seasons, an intercontinental and various cups. The argument that it just needs more time holds no weight in my view. It's not a new map any more.

The difference between process and sunshine comes back to what I was saying before about the best positions to defend from. One of the biggest problems with people understanding maps and strategy in tf2 is that people use these blanket statements like "open areas" and "hard points" without defining why they are like that, or whether the difficulties are actually valid.

When pushing 2nd on sunshine, the defensive team positions themselves back on the high ground near lighthouse. It's a bit like process in that regard but with key differences. For starters this makes it very difficult to get picks as you can watch everything from far away unlike PC or sewers. The only people you could possibly pick are roamers or scouts who overextend in flowers, and there's no need to do that. The defending team don't have to force an uber in choke as the attacking team has difficult low-ground to take an uber fight on, but can easily force a push from cafe or flowers from there. During the uber fight, it differs from process in that the high ground is easy to hold onto, and the attacking team can't easily secure a good position. If they do, the fight is easily won - if you knock the defending team down to the shutter door you've won the fight most of the time. But it's not a spire that you can deny, it has staircases and it's wide and easy to retain control of. So adding that together, you have an easily defensible high ground that is hard to get to without using, hard to get control of, and hard to get picks to help you push. It's hard to get the position or the frags.

When pushing last on sunshine, the chokes are much tighter than process, and there are only 3 entrances rather than 5. There's no side that can't be defended well (like the long entrance opposite rollout on process) and you can't push the team back into panic-room/balcony/spawn and play the cap time. Also, to not repeat myself, see the differences below.

SideshowIn addition last is still the most difficult to push out of any due to tight chokes barring easy entry and exit, the high ground is only near the chokes so attackers have to drop down to commit to a fight and risk being destroyed, and the fact that the best holding positions for defenders are near spawn far away behind cover.

I'm not trying to slam you or w/e but this kind of opinion gets repeated a lot, where people make vague statements comparing maps without actually thinking about whether the comparisons hold or whether they're making this statement "sunshine = process" just because there's 3 flanks and a ramp-style choke.

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

We may be planning to road-trip there from the UK. We may be able to pick up people on the way in France, or you could road-trip as well from Germany with others.

posted about 8 years ago
#38 Candidates for map replacement S21 in Map Discussion

Sunshine only has a nice flow if both teams are playing aggressively. If one team decides to slow the game down or run a sniper it becomes the slowest map in the eu rotation (can't speak for metalworks). The map has large open areas with pieces of cover in between which makes closing down a sniper difficult, and all of the default holding positions are a long way away from the choke points.

In addition last is still the most difficult to push out of any due to tight chokes barring easy entry and exit, the high ground is only near the chokes so attackers have to drop down to commit to a fight and risk being destroyed, and the fact that the best holding positions for defenders are near spawn far away behind cover.

The mid is liked by some and vehemently disliked by others so I won't comment on it, but above is why it is disliked as a map by players at the top level in eu. It is difficult to engage through choke points when defending teams are structured and disciplined, even with control of mid or 2nd.

posted about 8 years ago
#16 Candidates for map replacement S21 in Map Discussion

I'd like another koth map in the pool but only if it played differently to viaduct. Has anyone got more opinions on High Pass?

posted about 8 years ago
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