Twiggy
Account Details
SteamID64 76561197981944988
SteamID3 [U:1:21679260]
SteamID32 STEAM_0:0:10839630
Country Tonga
Signed Up April 19, 2014
Last Posted October 13, 2024 at 6:44 PM
Posts 1565 (0.4 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
1024*768
Refresh Rate
75 Hz
Hardware Peripherals
Mouse Razer Copperhead
Keyboard Packard Bell wireless AA powered
Mousepad ikea gaming desk
Headphones  
Monitor Packard Bell 17" CRT
1 ⋅⋅ 37 38 39 40 41 42 43 ⋅⋅ 104
#4 Crit boosted ambassador also has damage falloff in Q/A Help

maybe if you shoot an email at valve, and they acknowledge it's a mistake, they will "fix" it and accidentally buff the weapon (like the stickies some years ago)

posted about 5 years ago
#1 Ideas around the map pool concept in Map Discussion

With all the mapmakers, and maps that deserve more play time, the map pool system has never been questioned.
AFAIK it's 8 maps in esea, 7 in etf2l, each played twice.

I can tell that in starcraft, each tournament org chooses its map pool freely. Blizzard does a bunch of maps (https://liquipedia.net/starcraft2/Maps/Ladder_Maps/Legacy_of_the_Void#1v1_2) that mostly come, stay, then are never seen again after some time. Kespa when it was around had its own team of mappers. Some maps were shared, some were not. This could lead to several events in a year a player would attend that would have different maps.

How is it in CS events?

For TF2, I wonder if we could have something else to somehow make room for all the maps, over a slower rotation encompassing several seasons for example.

posted about 5 years ago
#14 cp_bluff in Map Discussion

a6 feedback as scout/medic

the bridge above mid point is really obnoxious to walk forward on. scouts can get easy access to the height on the train cars but medics and demos are too restricted. The walkable path on the sides is too narrow and impossible to dodge spam on.

I didnt like the drop down + secret on last. It's a death corner if you ever get juggled down here, I don't see what it brings to the last fight.

Overall no memorable fights happened in the lobby area. Frags were only people caught badly out of position.
Dungeon did help defenders going around the attackers (i got forced easily cuz we didnt watch it), which is good.

I suggest getting rid of it, or somehow connecting it to the low ground in lobby here :

https://i.imgur.com/xjaF9V2.jpg

It could then allow you to make a lobby with two levels a la badlands : top level gives you top right and top left entrances, lower level gives you main and this new entrance, dungeon could be simplified and lead to second in a straight line from here for example :

https://i.imgur.com/e7pNF3O.jpg

The new pillar behind the last point felt somehow wider than the gullywash ramp to water. It made fighting there seem cluttered, but wasn't too impactful.

I liked the new 2nd forward spawn door to the safe side

I didn't like the second hold too much : holding from inside there :

https://i.imgur.com/tPBgOPW.jpg

is safe, but boring, and useful regardless of where the attackers come from. Overall not much rotation was needed from 2nd defenders and this is IMHO bad.

This highground :

https://i.imgur.com/SaqaiSw.jpg

Was never used by the defenders. I still think it's too powerful as a position for a team holding 4th and looking after a force of people going out of last, which makes holding 4th too strong (also the shape is weird). It doesnt even block a dangerous sniper sightline imo.

Getting shoved/juggled into here as you're trying to push happened a few times :

https://i.imgur.com/9EwasXm.jpg

and is both misleading and hard to escape.

I suggest getting rid of the forward spawn and making it a flank route with wider exit to lobby, and making the door leading to above second wider.

posted about 5 years ago
#7 Laptop recommendations in Hardware

What about a refurbished professionnal office laptop with linux? You could get a 15" with decent battery life for much less than $1500.

posted about 5 years ago
#4 making friends :) in Off Topic

you can talk about things here too, its what forums are made for

posted about 5 years ago
#12 cp_bluff in Map Discussion
TwiggyYeah I heard you lucrative, but i think it's good to tell the map maker that there is different opinions/feelings on this. Disagreements are also useful feedback.

How did the third game go about the 'not pushing rollout' thing?
posted about 5 years ago
#11 cp_bluff in Map Discussion

Yeah I heard you lucrative, but i think it's good to tell the map maker that there is no consensus on this. Disagreements are also useful feedback.

How did the third game go about the 'not pushing rollout' thing?

posted about 5 years ago
#8 cp_bluff in Map Discussion

I couldnt stay for the whole mix so i'll give you my own feelings.

I enjoyed last and the low ground door, pushing mid to second, midfights, the verticality on mid.

I did not enjoy the forward spawn exit being soo far away from an escape to lobby.
I did not enjoy the grillage in lobby made to see in dungeon. It was really impractical from either left or right to have a good peek at it to see what is going through. IMO dungeon just discourages a team holding last to attempt a forward hold/to put pressure after sacks, for fear of back cap. I suggest putting a second door here :

https://i.imgur.com/sJHdjoZ.png

or else transforming this whole room into a pathway to lobby and removing the windows.

I did not enjoy two bits of geometry AT ALL :

https://i.imgur.com/p5EVTos.jpg

This one is very punitive for people trying to leave/push out of lobby. Much more than the little roof on process IMO.

https://i.imgur.com/4oyA6Tk.jpg

This one is bad cuz it's a strong defensive position both for people holding their second and for people holding enemy second. especially since med can be safe in shutter and still heal on the "high" ground. It's also way too low to provide spire-like airshots

https://i.imgur.com/6gzDuha.jpg

I did not enjoy being stuck/juggled in this low ground (i played med and demo). After a mid loss for example it's really easy to cut a medic's escape path because he can't go up here. And every other class can jump it if they want to flank. IMO gullywash has the baby door, and allowing attackers last access isn't a bad thing. this map should have a ramp there to allow it too. Especially if you ignore my suggestion about my previous point, then it makes standing on top of point a valid defensive position even against flankers coming from your own last.

Everything else is neat.

Walrex People are quick to talk about how scout has been the strongest class in 6s--and soldier the weakest--for a few years now, and it makes the game stale. Introducing and developing maps like this which emphasize the soldier's best tool (jumping to high ground) while making that high ground difficult for scouts reach helps bring balance to the classes imo

I couldn't agree more

posted about 5 years ago
#5 Lenovo 1440p 240Hz 0.5ms GtG monitor in Hardware

whats the point of esports in 1440p? Nobody plays it for its graphics. Marketing error imo. I'd go as far as saying playing esports on a monitor that large is a disadvantage because it requires more eye movement.

posted about 5 years ago
#35 worst config thread in Customization
Olghadriftapost the worst config you have seen a player use

a config is the combination of hud, crosshair, viewmodel, resolution, graphics, etc

i'll start:

https://i.gyazo.com/2c98ecbb7185668101a8e5b81e6250d5.png

mad ?

credit should go where it's due

posted about 5 years ago
#2 Does TF2 act differently on 32-bit OSes? in Off Topic

can you link something about how windows "runs 32 bits programs through emulations"?

posted about 5 years ago
#286 Updating cp_snakewater in Map Discussion

https://i.imgur.com/qtmdwAj.jpg

tested tonight on _final1

posted about 5 years ago
#14 Serious suggestion about the jumper weapons in TF2 General Discussion
MakKnockback is tied to damage tho this basically goes against all the rules of the game. Fair enough for the individual using the weapon, the whole point of the gun is you still have self knockback but dont do damage to others. For enemies to take knockback from a gun that does no damage is stupid as fuck.

Obviously OP's idea is bad from a balance perspective, however from a coherency of design/universe perspective, how in hell does a sticky jumper sticky propel you but noone else? What magical force is this?

posted about 5 years ago
#24 ow ellie drama in Other Games

where is our boy taimou to show them what an offensive comment looks like?

posted about 5 years ago
#3 Looking for Maptest participants. in Map Discussion

Are you interested in euro players?

posted about 5 years ago
1 ⋅⋅ 37 38 39 40 41 42 43 ⋅⋅ 104