Twiggy
Account Details
SteamID64 76561197981944988
SteamID3 [U:1:21679260]
SteamID32 STEAM_0:0:10839630
Country Tonga
Signed Up April 19, 2014
Last Posted November 10, 2024 at 5:11 PM
Posts 1566 (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
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#162 Warsow in Off Topic

better game than reflex and quake champions IMO :)

posted about 6 years ago
#10 help in Off Topic
FinniganvulcMaxi-munchy box with deep fried mars barand people call Americans fatthe english are just as bad

as if scots were skinnier

posted about 6 years ago
#215 cp_reckoner (5CP) in Map Discussion

About the new mid capture zone : I dislike it. It makes no notable difference in how the fight happens, as most midfights are over before the point is capped .Having the point on low ground forces people down the pit and make them vulnerable while they cap, which is an interesting tactical data.
Plays the low ground cap zone make possible include :
one player hero blocking mid (now completely impossible if the capper has the high ground),
teams waiting for the attacking team to start capping (= useless bodies on low ground) to come in and block

The new cargo drop down is a very good idea.

I don't see what the new stacked crates accomplish. I only see people holding mid on an even higher ground than before from those crates. In this specific scenario keeping the lip is very bad as scouts will always have the time to go around and climb on top. Good luck attempting counter sacks now.

About the new toxic to mid high door, i dont see why you didnt just increase ceiling height and keep it where it was. It's now even longer for a team on mid to rotate between cargo and toxic. Combine this with the as tiny-as-before-in-practice doorway from toxic to second and you have a zone as stalematey as before (or even more).
What bothers me a lot is the complete lack of vision you have when standing there :

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

Imagine i'm scout or roamer and i want to gather some intel; i have to go down the stairs and peek, who knows whats besides the door? I could get buttfucked just for risking a glance. And without intel teams will never commit to pushes.

All in all i really don't understand the direction you're trying to go with your map. If you're trying to make it less slow/stalemate prone, it's not working for me. If you're trying to do quality of life for soldiers, sure, super high ground is the way to go.

posted about 6 years ago
#8 Is it possible to show timestamps for in game chat in Q/A Help

Pretty awesome trick. I remember trying to do this but failing.

How long does the time left message/chat message stay on screen? is it configurable in some way?

posted about 6 years ago
#117 OH SHIT in TF2 General Discussion

Very nice.

posted about 6 years ago
#12 Question about koth maps in 6s in Map Discussion

IMO ashville for sixes (especially in lobbies or pugs) feels weird because of the under point flanking route. Very easy/frustrating to die to someone unaccounted coming behind you when nobody in your team can be arsed to turn around.

Bagel is not too bad, but has forward hold issues :

https://i.imgur.com/5vYgCau.jpg

put combo there, lock easily 2 entrances to mid, the remaining entrance is on low ground

warmtic is overall quite cramped with tiny doors and multiple flank routes your medic is never going to go thru unharmed and looks more suited to HL.

warmfront has a weird house structure in the middle that punishes players for jumping on it (narrow walls -> you can miss them easily and get fucked + once up there you're not up enough to avoid getting fucked by scouts on the ground + no room to avoid stickies)

honestly if you want to make a koth map mge heroes will play just put a spire as the middle point. I'm actually surprised that in 10 years of TF2 nobody did it before.

posted about 6 years ago
#11 Question about koth maps in 6s in Map Discussion
TimTumsageKoth_bagel disliked? I thought it was the most liked one in the new maps cup! Where did you get that feeling? The biggest complaint i heard from that map is that theres no transition zone.
I got that feeling from a recent thread about maps as well:
CrayonI don't see how anyone who's played bagel more than once can think it's a good map for 6v6Iatginkbagel was in the pugchamp rotation for like a week and it got removed because everyone realised it was fucking awful
Both of these comments have a good amount of upvotes.

Look who you quote though. Have these guys given the slightest amount of reasoning for their opinions? If one thinks something is "fucking awful" they should be able to explain why and you should base your map design on those 'whys'.

posted about 6 years ago
#8 Meet Your Map: Competitive Map making Challenge in TF2 General Discussion

If only I wasnt so shit with anything requiring creative skills

posted about 6 years ago
#12 cp_stitched in Map Discussion

yo sage where are you at to make a double mix to test the map? :p

posted about 6 years ago
#44 What do you HATE about TF2? in TF2 General Discussion

sniper, more precisely, that he can quick scope your med any time
netcode
valve's "support" of the competitive scene
hl2.exe that STILL crashes randomly
piss poor optimization of the game (fps/loading times)
casual matchmaking that killed community servers

That's it for me

posted about 6 years ago
#2 Grim Fandago Remastered for free in Other Games

Thanks!

posted about 6 years ago
#5 Need some help in TF2 General Discussion

During your scrims, focus on not taking any 1v1s. You can take fights when you have your medic with you or some teammates assisting. Do not engage enemies first and then ask for backup. Be always behind someone else.

Remember that in team games you have no pressure because your team is right there to back you up. Take 2v1s and you only have to deal half your opponent's hp in damage to secure the kill. That's already 50% easier!

Keep on playing DM, it's much more valuable than lobbies to improve your mechanical skill, if you can stand the boredom.
I don't know if you played any other skilled shooters before, but with only 2200 hours, it's perfectly normal to struggle with scout DM. You're doing fine.

posted about 6 years ago
#6 unreal tournament 2017 pre alpha in Other Games

if there was an actual market for it companies would develop it

posted about 6 years ago
#21 This is fine (Lazypurple) in TF2 General Discussion

to me the problems with pyro are the flames hit reg which is too permissive and the powerjack.

Good videos on how current flames work have been made already and describe the problem.
Powerjack is OP in the sense that it's MUCH better than any other melee choices since the axtinguisher nerf.

I'm cool with the rest of the class though.
New airblast feels less bugged, secondaries that can destroy stickies are nice, and it seems normal to me that the pyro deals good damage up close, it's supposed to be his thing after all. Just get rid of the parkinson pyro style and it'll be fine.

posted about 6 years ago
#5 Titan V in Hardware

buy it and mine bitcoins, come back in a year and tell us if you've made profits

posted about 6 years ago
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