SolarLight
Account Details
SteamID64 76561198070962612
SteamID3 [U:1:110696884]
SteamID32 STEAM_0:0:55348442
Country United Kingdom
Signed Up March 26, 2015
Last Posted May 9, 2025 at 6:00 PM
Posts 92 (0 per day)
Game Settings
In-game Sensitivity 4.5
Windows Sensitivity 6
Raw Input 1
DPI
1600
Resolution
1920x1080
Refresh Rate
240hz
Hardware Peripherals
Mouse Logitech G403 Prodigy
Keyboard Corsair K70 RGB
Mousepad Cooler Master Swift-RX
Headphones ATH-M50X
Monitor Zowie XL2540K
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#2 Splatoon 2 in Other Games

I play Splatoon 2 quite a bit. Motion controls are very intuitive and I wish more games utilized it well. Highest rank I'm at right now is A- in Splat Zones.
Rollers are annoying, yeah. Suppose it's something I need to learn how to counter more often though. I imagine it gets easier to deal with once you gain more map awareness and get into the habit of using the minimap often, like with CS:GO's radar.

hmu if you want to league battle or something

posted about 6 years ago
#24 Golden Caps in TF2 General Discussion

I've been playing a lot of Splatoon 2 lately and I love how they solve ties on symmetrical gamemodes. Here's my idea based on that.
The round timer can be set to whatever is agreed on. For this idea I'd recommend a short timer, below 10 min. Timer never resets when a point is capped. Main point, when it runs out, instead of stalemating the round like normal, determine the winner of the round based on how close they were to capping last at any point.

Example 1:
- Team A had at one point owned 4 capture points at once. They had the enemy's second capped at one point in the match.
- Team B never managed to own more than 3 points. They capped mid a few times, but never took second.
- Timer runs out, Team A wins the round for making more progress in the map.

Example 2:
- Team A capped Team B's last 70% of the way, but never fully capped it.
- Team B capped Team A's last 30% of the way, but never fully capped it.
- Timer runs out, Team A wins the round for making more progress in the map.

What this means is that:
1. We wouldn't even need a golden cap anymore if this were used for every round. Alternatively, this could be used to have a golden cap always end with a victor after a certain amount of time.
2. Waiting on the round timer is never a good idea if you are the losing team. There is no strat where the losing team waits on the clock for a mid reset, they'd just lose instead.
3. If the winning team (in terms of peak map control) chooses to stall for round time, we at the very least don't have to wait anywhere near as long for the other team to attempt a comeback, due to timer pressure actually being a thing like what we see in KOTH.
4. More fights occur in the rounds as a whole, since people would push much more often.
5. More rounds would end on the timer, less rounds would end on capping last (would this be better or worse?)

Please by all means point out the major flaw in my idea if any. The only problem I can currently think of what I said in point 5.

Edit: Oh, and that it'd need a plugin or Valve assistance to actually set up, which means it will likely not happen.

posted about 6 years ago
#8 The least serious democall ever in Videos
SurnySolarLightI will provide you with endless i63 TF Birthday Beachball Shooting Gameplayyou got a demo of us taking the cone a for a ride too?

Ought to check that one, hopefully I do

posted about 6 years ago
#6 The least serious democall ever in Videos

I will provide you with endless i63 TF Birthday Beachball Shooting Gameplay

posted about 6 years ago
#4 The least serious democall ever in Videos

will you accept my i63 demoknight stvs

posted about 6 years ago
#14 KnightComp Season 1 - A mode for Demoknights in TF2 General Discussion

<3

posted about 6 years ago
#10 KnightComp Season 1 - A mode for Demoknights in TF2 General Discussion
Gritomaslightly irrelevant but did that medieval mode competitive league die

The guys over at Gette It Onne are planning on doing Season 2. I don't know when though.

posted about 6 years ago
#3 KnightComp Season 1 - A mode for Demoknights in TF2 General Discussion
Twiggybut how do you enforce the stock stickies ban?

We have a plugin that is available to all server owners. cpu.tf has already complied by adding both our plugin and our server configs.

Alternatively we could simply look at the logs or demo recordings to find inappropriate usage of stock stickies, based on player reports.

posted about 6 years ago
#1 KnightComp Season 1 - A mode for Demoknights in TF2 General Discussion

https://i.redd.it/oej9v4s52sd21.png

KnightComp is a brand new competitive gamemode that capitalizes on TF2's sheer lack of Demoknight gameplay in competitive play. Meant purely for Demoknight players to either goof around in or compete to be the best, KnightComp is meant to allow Demoknight players to finally step foot in some form of competitive TF2 for once.

It is a mode built for fast-paced gameplay, very much like the original 6v6 mode it is based on, but KnightComp is very different in its own way. A lot of classes and some weapons are cut out of the game, leaving you with mostly projectile weapons and swords with few exceptions. This forces players to adapt via changing loadouts. For example, you can counter Splendid Screen Demos by using the Tide Turner to stay out of range and use grenades. Or counter that Tide Turner strategy by using the Targe to absorb explosives. Or counter that Targe strategy by using the Splendid Screen to have an advantage in melee combat.

We've been playtesting the mode and have found it to work very well on standard 6v6 maps. We are running a mini league with two divisions, one for EU and one for NA. We hope to be a home for Demoknights, like how Ready Steady Pan is a home for frying pan enthusiasts.

We have a set of cool medals up for grabs, which were added in the last TF2 update.

Sound fun? More information can be found in the Reddit post.

KnightComp League Discord

Match.tf page

Edit: Base Jumper added to banlist.

posted about 6 years ago
#7 TF2 update for 1/22/19 in TF2 General Discussion
- Added KnightComp Season 1 tournament medals

Demoknight is viable confirmed

posted about 6 years ago
#29 Global Whitelist January Update in TF2 General Discussion

Whether you enjoy fighting against a weapon or not should not have any bearing on its allowed or disallowed state, unless it's extreme. I would only see that as a valid reason to ban a weapon if Detonator Pyro were on par with a Scout and was actually affecting the meta, but we all know that this was not the case.

posted about 6 years ago
#27 Global Whitelist January Update in TF2 General Discussion
DrHappinessI think that there should be some written guidelines as to what constitutes a ban. I do think the way that we approach bans right now is good, but it would be nice to have for players to see how Leagues come to those decisions.

There was a very clear criteria upon the initial release of the Global Whitelist, but for some reason this criteria doesn't seem to be taken into account here. Downfrag me all you want but that's true. I for one would like to know why exactly these weapons were banned, besides being "spammy and annoying". Pyro wasn't exactly beating out the current meta.

posted about 6 years ago
#14 Global Whitelist January Update in TF2 General Discussion

Wasn't the point of the Global Whitelist, from the very start, to only ban weapons that are actually considered overpowered (in a way that's actually objective) or mechanically broken/bugged?

This is going against part of what the Global Whitelist was made to do. To specifically avoid banning weapons for very obscure and subjective reasons, and to follow a set ruling when it came to what weapons were banned. You have now broken the following criteria that you set in 2016:

The broad criteria for banning weapons were: Is this weapon so overpowered that it would subvert the idea of competitive play within a team?; Does the weapon’s concept strongly undermine skill-based play?; Does this weapon have a bug which would be detrimental to play?; And lastly, does this weapon dramatically change the concept of how 6v6, or a particular class, has been played for past years?

In terms of the flare guns, the answer is no, no, no and no. Therefore these weapons should not be banned.

What does "unsuitable for 6v6" even mean, and how many people actually agree with that definition? If we continue with the logic set here, soon we'll be making increasingly questionable and controversial bans.

posted about 6 years ago
#18 Episode III cancelled in News

[*]

posted about 6 years ago
#6 Discord bot for small community PUGs in Off Topic

Now none of the commands seem to work.
Made 2 new servers for good measure. But every time I tried, "!set name test", "!commands" and "!set game tf2" don't work despite there being only being 1 text channel.

posted about 6 years ago
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