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)
Game Settings
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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#25 ESEA S19 W1 – The Five Dollar Club vs. Street Hoops eSports in Matches
bearodactylreally not a fan of the split cam sniper duels...

I can't really keep track of what's going on simultaneously (which is the point) because they're not on the same vertical or horizontal plane. I know it's to keep the 16:9 frame but I just can't see what's going on in those situations. Would prefer 2 side-by-side 4:3 resolutions that are cropped to the middle or something.

posted about 9 years ago
#183 cp_granary_pro in Map Discussion

Dunno if these points have been mentioned:

    You can get in the spawn on last
    stickies still bounces off doors/ground during rollout
    the last point is high ground, which gives an advantage to the team holding last and makes it harder to get on the cap than necessary imo
    there's splash bug at choke, the 2 steps either side need to be made into a ramp
    the spawn doors give a really big sniper sightline where you can just switch class instantly
posted about 9 years ago
#546 Saloon.tf in Projects

Hm ok yeah I see what you mean about not getting to 5 rounds. Fair enough, guess we just have to learn how to deal with it :D

posted about 9 years ago
#581 Valve and Competitive TF2 in News
aimanfireSort of unrelated question: when's i55?

August 28-30th, google is your friend

posted about 9 years ago
#544 Saloon.tf in Projects

It'd be honestly a lot easier if on the page you just said "Team X needs 3 rounds to win. Team Y must win the game by at least 5-2 to win."

And for golden caps etc. "Team X must get 1 golden cap win or 2 golden cap losses to win. Team Y must win at least 1 map and 1 golden cap loss, or win at least 2 golden caps to win." Tbh ETF2L points I understand but that's probably only because I've played in it for ages.

posted about 9 years ago
#539 Saloon.tf in Projects

Ok...so basically they have to get 3 rounds to win. That would be much easier to understand!

posted about 9 years ago
#532 Saloon.tf in Projects

I don't understand the bet spread with 20b vs. Five Dollar Club, I think it needs to be much easier to understand.

posted about 9 years ago
#10 EU MGE servers in TF2 General Discussion

Because I love hacking with infinite rockets.

And I find it less laggy than LZ #1.

posted about 9 years ago
#48 Muselk shouts out competitive in TF2 General Discussion

Yeah I coached one game and would have coached more but I had a 9am. I'm gonna drop in more regularly and I would recommend others do the same, it's really well organised and the newbies there seem actually eager to learn rather than fuck about and not listen to what you say (like sometimes happened before).

posted about 9 years ago
#40 Muselk shouts out competitive in TF2 General Discussion

These players will get better or stop playing though, nobody has fun building a tele at spawn and losing every game.

posted about 9 years ago
#7 Muselk shouts out competitive in TF2 General Discussion

That's actually a really good video as well for new players. Big props to muselk.

posted about 9 years ago
#10 Sil leaving TLR? R.I.P in TF2 General Discussion

TLRGURL Sideshow at your service.

posted about 9 years ago
#180 cp_granary_pro in Map Discussion
xeroSideshowI don't think the yellow lines is such a bad idea, maybe you can make it more obvious visually with railings or something.Better to just block it with walls (anything else will be confusing). Maybe its better to just make it something like previous spawn but in rocket room?

Well then why not revert it? But that's silly because you would have the same problems as with normal granary, that it takes an age to get from spawn to the point. If you block it with a wall then there's a fat-ass wall in front of spawn which is really dumb.

The other option is to rotate the spawn doors 90 degrees like on a lot of other maps so that there isn't a sightline but it'd require a bit of a re-design of both the spawn and the rollout which isn't a good idea imo.

posted about 9 years ago
#178 cp_granary_pro in Map Discussion
deetrI definitely think that making it so you have to be inside the yellow lines to change class is a bad idea. It makes you have to walk an extra distance to the side, and you have no visual feedback without looking down. Not disagreeing with the fact that sniping is insane from that spot, but I don't think this is the way to fix it.

Also #175 I don't think that all railings should be made so they can be shot through necessarily. I think that changing that property could mean major changes to fights around the railings and that there should be some playtesting and some varied opinions going into whether this is changed or not. Maybe the right decision is to just make them all be able to be shot through, but I would like to see the opinions of some other people.

I don't think the yellow lines is such a bad idea, maybe you can make it more obvious visually with railings or something. It's the best way to solve having such an OP sniper sightline, since if people want to commit a person opening the spawn while the sniper shoots they're using two people that can't defend elsewhere.

posted about 9 years ago
#68 Fantasy TF2: Let’s do this! in Projects

I'm not hating on kig but being on a team which is gonna lose a lot of their games doesn't make for a good choice no matter how good he is.

posted about 9 years ago
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