Twiggy
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Signed Up April 19, 2014
Last Posted November 10, 2024 at 5:11 PM
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#65 Stalemates in TF2 General Discussion
nuzeIt's really not that difficult if you were to teach people from the ground up, but the problem is that playing that style has a few very important differences to the current meta. There are a lot of habits that players of today's meta have that are in direct conflict with how the epsilon style works, and it becomes very hard to break those habits unless you have open minded adaptable players.

When we first started practicing for GA, there were many times where in stalemates we would get a pick, and papi would take the initiative to go and sac for the medic, but losing a player there is the opposite of what should happen in the aggressive playstyle, but it's become the norm so that's what people instinctively do (a big gripe I have with today's meta is it devalues the lives of flank classes). It took a while and some minor disagreements before we actually started making headway - a massive reason that it actually worked was that I was calling​ with 5 gamers that all had great attitudes and were willing to try something new, but that is not a common team structure.

Edit: I'd also say the reason I tend to call it the froyo style is that, despite epsilon being great at pushing every small advantage, froyo is more directly applicable because they do it with the demo being a low heal supportive role, whereas epsilon had the demo as the high heal carry role - this is ridiculously hard to do properly at a top prem/invite level after all the nerfs/buffs unless you have termo dm

Unfortunately epsi/froyo style has obvious and objective drawbacks :
-it does not help you to get the pick(s) you need in the first place. Against teams that don't make mistakes you're still pinned
-According to sigma's momentum guide and considering equal skill between two teams, it's not possible to make team pushes (=commit at least 4 players) consistently off one pick that is not demo or medic without the forward spawns advantage;
-the style is completely random when facing snipers; consider an area like process or badlands mid or snakewater 2nd; it's not possible to go in while avoiding a sniper completely and you have no way of knowing if the sniper's going to hit things or not. You're screwed both ways : either yolo it and commit your medic = risk losing your med "randomly", either don't commit your medic and put all your frag classes at a disadvantage for the push
-if you use a sniper to get the entry pick and then push 6v5 you have no way of knowing if your sniper will hit stuff during the push, and if he does not it's like pushing 5v5
-If something fails during a push you put yourself at a bigger risk than when you suicide a solo player because you are not set up properly to handle counter aggression

I'm not saying this can't be pulled off, but that the amount of knowledge required is much much higher. For each point, do you exploit a pick the same way regardless of what you killed? Do you engage the fight 6v5 or try to make it 6v4? Can you get your medic out if things go south? What if they have a sniper?etc...
It's not trivial to me (but i'm not prem lol)

posted about 7 years ago
#6 Stalemates in TF2 General Discussion

This is a feature of 5cp game mode and current maps. It's a part of the game at this point. Be careful wishing for game changes, look at what id did to quake duels for example!

albaMy question is, how to we reward aggressive plays and make stalemates less rewarding?

You see it from the half empty glass perspective. One could say that because lowpander is so good they managed to hold the best EU team at bay for a full map. Or that seven is so good that even when they beef their push they still manage to keep control.

Outside of that unlocks and offclasses are a way to break stalemates. There are a ton of options, some considered standard (sniper/spy), some more marginal (banners, quickiebomb, etc). In order to break stalemates one team has to properly train stalemate breaking. But in most scrims players either stick to proven and expected tactics (sacks/sniper/spy) or push without any kind of advantage and yolo it to avoid the "boredom" of stalemates. So when a team actually runs into a situation where it HAS to break a stalemate (say in officials running after the score) it is lost.

Also if you really do not want stalemates you should push for more koth maps in the map rotation.

posted about 7 years ago
#29 Heart of the Oak (5cp) in Map Discussion
sagePlease put the TF2Maps download link in the original post, and also the latest map version name so people can quickly see what the latest version is without having to scroll through the thread

can sum1 upload b7 to serveme btw?

It's done already. Thank you Arie if that's you <3

posted about 7 years ago
#41 Mixchamp died? in TF2 General Discussion

I understand the struggle. If that can somewhat help you, especially for medic, even if you managed to reach "pugchamp popularity" does not mean you'll actually be able to improve.
It's a very good place to practice your mechanical skills and test your in game decisions vs good players, but teamplay wise it's not really better than mumble lobbies. Some players don't listen, some other don't talk, nobody tells you what they want you to do (pop? don't pop? get out?), just like in lobbies. Most eu high players are just dm lords anyway.

Truth is, if you want to improve your gamesense but can't play on a team, you should study stvs of prem teams. Focus on one player, pause the game everytime you disagree with a decision and think about it. Don't expect to get good medic practice / feedback on pugs/lobbies, and use every pug/lobby system to test new ideas/playstyles that you came up with or saw in a stv.
If it works in lobbies test it in pugs(if possible), and build up your "gamesense book" this way. You'll ultimately end up with a book of things containing viable things and trash things(the only perk of playing pugs vs lobbies is that the trash things list will be slightly shorter), and the only way to get rid of trash things is proper 6s team play.

posted about 7 years ago
#25 Water in competitive maps in TF2 General Discussion
MouldI don't think it's a terribly bad idea. I'm experimenting with the concept on my koth map, the idea being that you could do some decent jumps via a sac wave. Generally I think small ponds have no negative effects

This idea is somewhat used in cp_hoto as well.

posted about 7 years ago
#38 Mixchamp died? in TF2 General Discussion

I don't care what website dies or thrieves as I'll play the game any way.

Now that my opinion is out of the way, who are the players who 'want better pugs' and what exactly do they want?

You're not high players, because most of them are happy with the pugchamp captain system as a way to filter 'bad players' out of their game.
You're not prem players, because most of them either play private pugs, or are happy with pugchamp captain system (they are good therefore they get picked most of the time).

So you guys are either regular average players, either beginners. Let's say people here aren't beginners.

What can you do then?
If you want to join the pugchamp community you'll have to invest quite some time (or play med all the time) in order to a) get known among the players and b)get better to blend in with the players.

Else, you'll need a way to play games with other regular average players. But to preserve the quality of games ("tf2center is aids") you'd like to play without beginners, right? At least that's what I understand by "tf2center games are bad and end up in rolls most of the time".
So you're complaining that you're excluded from the higher circle (pugchamp) but are yourselves willing to exclude players lower than you(beginners). What kind of aids mentality is that?

I say, lobby websites, being tf2lobby (rip) or tf2center, are only as "aids" as their players, and all of you already have ways to solve your initial problem :
a)stop being dicks to beginners and either coach them or direct them to playcomp.tf
b)clone pugchamp code and make your own pug website restricted to mid and open players only
c)join or host mumble lobbies only

posted about 7 years ago
#26 Heart of the Oak (5cp) in Map Discussion
invalidnicknote the "low" cap time on 2nd was decided on after watching defending team struggling to retake it

This can be due to several things :
-capture time too long (as you have said)
-spawn times of defenders too long compared to spawn times of attackers
-attackers forward spawn(on mid) too close to 2nd (this was a big issue on snakewater that prompted the forward spawn to be moved back from kitchen to sawroom entrance)
-poor play of the defenders : unless you have lots (like more than 5 games) of feedback from actual high quality games (say pugchamp level) what you've seen can just be due to bad gameplay :D

So you'll have multiple levers to address this problem.

Also, your doors feel so much better now woo;

And it looks very interesting that forward spawn doors open from the outside when you control the associated point!

posted about 7 years ago
#22 Heart of the Oak (5cp) in Map Discussion

I love the direction your changes take.

I need to playtest it obviously, but I notice quite a big difference in cap times of mid vs second. In such a map with lots of ways to go from mid to second back caps are going to be a big issue for teams pushing 2nd to mid, and in the same time a team stuck on 2nd (say with uber disadv) won't be able to make a back cap play.

Furthermore, take a look at gullywash's cap times(which i believe are quite standard) :
Control Point 1 and 5 ×1 3 .800s
Control Point 2 and 4 ×1 16.00s
Control Point 3 ×1 19 .000s

So, assuming your 10, 6, and 4 values are for the x1 multiplier, mid and second cap way too fast (which makes back caps even worse lol).

I suggest you use gullywash values before you get good playtesting. The reason for gullywash values is because on this map it's quite common for teams to turn around each other on mid/2nd, which is something that could happen on hoto given the shape of the map and the number of connectors between mid and 2nd.

posted about 7 years ago
#16 Best Racing Game? in Other Games

assetto corsa for track racing, dirt rally for rally/rallycross.

If you're a REALLY BIG nerd/racing fan you can pay a subscription to iracing.

If you like nascar but are too poor for iracing, consider nascar racing 2003. Ultra old but there is still active leagues (especially in a USA timezone)

posted about 7 years ago
#23 VNN Info on pyro update in TF2 General Discussion
Dollyand will directly result how valve treat tf2 in the future

It's true that it has been a smooth ride so far....

posted about 7 years ago
#19 Heart of the Oak (5cp) in Map Discussion

Hello invalidnick,

First of all, your work is GORGEOUS.
Second of all I've never seen a map thought this way in TF2 and it's both refreshing and interesting. I hope that the following feedback will be useful to you.

Show Content
General design issues
Ok, usually TF2 maps feature a fair share of signs and arrows to highlight ways players can go. So most of your chokepoints could use some.
Then, the size of your doorways is too small in my opinion. TF2 players cant strafe jump past choke at insane speeds like quake, and as such they need much more room to somewhat avoid spam.

http://puu.sh/wCrRD/965ff13210.jpg

This doorframe offers no wiggle room at all. You should make much bigger, like the size of the wooden platform, and then use this size everywhere else on the map. It's no fun for most players to move through tiny doors that limit the dodging they can do.

http://puu.sh/wCrWW/42abd57a73.jpg

Here for example you reduce the size of stairs by putting thick walls. I think that the thick walls aren't needed and that you should remove them to make the stairs wider. Currently i'm sure that I can fire rockets right at the middle of the stairs and splash the whole width.

http://puu.sh/wCrWW/42abd57a73.jpg

Same story here, it's too narrow.

Last

http://puu.sh/wCu2l/457953bc23.jpg

I suggest you add a way to jump up to the upper floor from the mann co crate. Why isnt this room replicated on the other side? You may as well carry this symmetrical concept to the limit :)

http://puu.sh/wCu7w/c51dd3d39f.jpg

Make this wider, blah blah blah

http://puu.sh/wCubB/fa9ecbe3e7.jpg

Potential sightline issue there (the same on the other side). It clearly helps defenders more than attackers. I suggest moving the big pillar to the right to make 2 staircases of the same width in order to narrow the sightline. Also why not keep the symmetry between pillars/staircases?

http://puu.sh/wCuiq/9985399f3f.jpg

I don't think this crate serves any purpose. It does not even block this sightline :

http://puu.sh/wCuko/9355c68e0d.jpg

You should remove it IMO.

Second

http://puu.sh/wCuko/9355c68e0d.jpg

Very big sightline. Maybe make the pillar thicker to narrow it?

incoherency : i can jump there :

http://i.imgur.com/1rvnRom.jpg


but not on there:

http://i.imgur.com/54IH63b.jpg

You should remove these wooden bits.

http://i.imgur.com/rQxQ0VS.png

Sightline issue : i can snipe attackers from there and they can barely see me. I think you can remove the wood crate. At least attackers will properly see the sniper when they peek.

http://i.imgur.com/2FQCD0g.jpg

And if you need to deal with the sightline you can always reshape this pillar to put in more on the left.

http://i.imgur.com/xidy3ow.jpg

This roof makes it hard for attackers to jump through. Can you scrap it to give the room a higher ceiling? It'll make the choke much more fluid to go through.

http://i.imgur.com/zfgMf0U.jpg

I dont see what purpose these stairs have. To me they just make spam and sticky traps more effective. I think you should keep the door height and remove the stairs to provide a fluider choke.

http://i.imgur.com/n8PEO89.jpg

Unintented hiding spot I suppose?

Mid

http://i.imgur.com/K5lSGUW.jpg

A team that wants to push this side must take a veery long trip as the wall is super thick and the stairs are all the way to the right side. Could you reshape it to make the walking distance shorter?

http://i.imgur.com/Cu3RJOY.jpg

Having no door here feels weird (and limits attackers options to rotate around in order to push). I suggest two things :
-make this a glass window -> both teams can see each other -> less frustration about uncalled players backcapping/flanking
-make some sort of doorway like you did on the lower entrance (like with a wall in the middle and 2 side ways) + add a drop down that goes there (and carve doors on the sides for example) :

http://i.imgur.com/Y9y1gkI.jpg

http://i.imgur.com/Ss1WaFc.jpg

This is a super good defensive position for a soldier. making the whole staircase doorway wider / changing the medium healthpack to small should tone down the strength of the spot

http://i.imgur.com/KPYzmIt.jpg

From this spot as sniper I can be effective for free on all the doors. I suggest reshaping the side entrances to add some kind of line of sight blocker/move the pillars to the middle of the chokepoint. Unlike quake tf2 railgun (aka sniper) one shots people and make pushing a ***ing pain.

http://i.imgur.com/rHBYrRD.jpg

Maybe add some corridors that link this room to the left and right ways? It'd provide faster rotation which fluidifies the game.

TLDR : I like wide chokes that allow easy and fluid pushes but I also love your general idea and artwork! I wish that I can craft such things like you one day.

posted about 7 years ago
#14 TF2 2007 and now in TF2 General Discussion

that's the path almost all software projects follow sadly. Instead of fixing the code properly, just shoehorn new features and make quick and dirty fixes..

posted about 7 years ago
#19 The301stSpartan not going to i61 in TF2 General Discussion

http://puu.sh/wwAdI/8f4a779209.png

posted about 7 years ago
#34 Physical punishment in childhood in Off Topic

i cant even coach my tf2 players i hope i never have to deal with children

posted about 7 years ago
#26 Quckiebomb Launcher Discussion in TF2 General Discussion

Well scottish should have sub-par offense, but compensate with better defense, which it does not.

Destroying stickies does not even fit the defensive concept of the weapon, it'd be much better if it did not but instead have something like quicker reload to lay more traps or unbreakable (or un-movable) stickies, or stickies laid for 5s granted with bigger splash, something that goes well with the concept of a trap weapon.

posted about 7 years ago
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