Twiggy
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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)
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#17 Asking about playstyle of these prem/invite scouts in Q/A Help
yukiAs I've said on many occasions, I wouldn't divide up 'scout roles' like you would soldiers; they are extremely interchangeable. Since you are going to anyway, I'll give 2c.

I find some of the better 'passive scouts' tend to have a lot of initiative, and know when to take the beam and 'lead'. There are those times where, as scout, you have the smallest window to get in and do a lot of work: if you wait for someone else to call it, it's already too late.

If you're gonna play 'passively', don't just sit on the combo and eat the spam. If you're going to do it right, you'll combine some situations where you lead (see above), vs when you sit behind your combo and let them eat the spam/waste the other team's ammo, and you follow up with the mop.

I'm currently maining scout, having mained it last season and playing it a bit in ESEA. In the past, I generally played zero heals, getting medkits, and only getting buffs. In a 30 min game I'd get 250 heals (overheals excluded), which freed up heals for other players, and just suited my playstyle of wanting to hold w. As time went on, I realised it was better to have situations where you 'pocket' (a) scout(s), even if it involves neglecting heals on your heavy classes. This is obviously because scouts reload quickly, have high damage (duh meatshots), and high mobility, making them more favourable to heal in a lot of post uber exchanges. Because of this, doing stuff like counting ammo used and uber %'s (when ubered, i.e. knowing when ubers are fading) can make you a real weapon.

Playing any scout role effectively requires a very good understanding of the game. You'll notice that some of the best scouts have main called previously, and didn't even play scout for that long (zebbo, b4nny, clockwork [didn't maincall but meh]). It's kind of a given, but just thought I'd put that in anyway.

good luck

So let's say my team doesn't want to divide the scouts roles as you advised, how do scouts would know when it's better to go on flanks or when it's better to stay 'passive' as you described it?

From my poor understanding scouts are supposed to do the Flak for the team which more or less implies to stay at all times around the combo, but that means we never really do flank plays (or even hold flank, we just watch it usually)

posted about 9 years ago
#7 $5 upsets Street Hoops, stays alive in News

Speaking of this, do you know when VODs of the lower bracket match will be up?

posted about 9 years ago
#9 Looking For Demoman Mentor in Mentoring
WeaversteinFirst season of iron 6v6 for demoman (my main) and i want to know how i can improve.

first off, make sure you and your team had a look at marxist's guides :

http://www.teamfortress.tv/thread/10754/marxist-s-mentoring-vidya-s

then i'd be happy to help, but i live in europe :/

posted about 9 years ago
#16 Vanguard's View: i55 Preparations in News

Written by a brit, not surprising at all, though well done!

posted about 9 years ago
#72 cp_glassworks (5cp) in Map Discussion

It's perhaps a dumb question, but why do you say the map is specifically made for highlander? From what I see it could be a great 6s map too, i'm interested in your design choices and why you think it's more HL focused.

posted about 9 years ago
#802 The Gun Mettle Update in TF2 General Discussion
obe_TwiggyI've yet to test it in lobbies, but the new vaccinator feels unusable in pubs. The ubercharge change for it is very good, but it needs 40 seconds to build a 25% mini charge on an overhealed target. 40 FREAKIN SECONDS!!

Previously you had ubers but no overheal, even if nobody cared about building. Now you have no overheal and no ubers. It might still work in comp because players build, but in pubs it's a pain :(

IMO it needs something less drastic regarding uber building rate.

Yeah, I think it's something like 2 vacc bars = a full ubercharge (medigun) or so. It's useless right now.

Ok i tested it in lobbies, the lack of building on overheal is way less noticeable. I still got the amout of uber pops i got pre patch. Big difference is arriving to mid with 2 charges instead of 4, and floating around with 1 or 2 charges max instead of 3/4.

But I still stand, it's awful in pubs.

posted about 9 years ago
#799 The Gun Mettle Update in TF2 General Discussion

I've yet to test it in lobbies, but the new vaccinator feels unusable in pubs. The ubercharge change for it is very good, but it needs 40 seconds to build a 25% mini charge on an overhealed target. 40 FREAKIN SECONDS!!

Previously you had ubers but no overheal, even if nobody cared about building. Now you have no overheal and no ubers. It might still work in comp because players build, but in pubs it's a pain :(

IMO it needs something less drastic regarding uber building rate.

posted about 9 years ago
#15 new convars in gun mettle in TF2 General Discussion
aierawe should actually turn off xray in competitive as it can totally ruin spy plays, tonight in scrims the enemy team tried one against us and I knew instantly because i saw outlines of a scout on mid walking towards second despite my team barely pushing out of last

even the health bars could be an issue in that case :(

so yeah these features should be only for spectators.

On the other hand, it just requires spies to not disguise until they are really infiltrating and in believeable positions

posted about 9 years ago
#75 UGC bans picking up dropped mediguns in TF2 General Discussion
collwrTF2 PROMOD TODO:
  • get rid of medigun swapping
  • allow up to 110 fov
  • unlock mat_picmip
  • ban heavy
  • remove all classes except soldier

play clan arena instead of tf2

posted about 9 years ago
#209 Gun Mettle Bugs in TF2 General Discussion

I dont think it's listed yet, but there is still flaws with stickyjumping, especially crouch dets and stickies on walls.

posted about 9 years ago
#198 Gun Mettle Bugs in TF2 General Discussion

On spectator tournament HUD, there is no display of the overheal in the health bars above players heads, there is no outlines(by default at least, is there a command?) and the health numbers are not centered.

http://puu.sh/iO4qz/413065f3c5.jpg

Also when one gets killed the target id of your killer doesnt display a number for the health left.

Not really a bug, but more like a missing feature.

posted about 9 years ago
#7 ETF2L Premiership Week 7: LEGO vs. The Last Resort in Events
AdmirableDefault HUD stream incoming :D

It's actually getting better 8)

posted about 9 years ago
#128 TF2 update for late 7/3/15 (7/4/15 UTC) in TF2 General Discussion
CondoMSideshowWell of course you time the uber from when he spawns + 45 seconds - the time left in the medigun. It doesn't matter when he picks it up - you can assume they picked it up straight away. If you're right then they have the max uber possible, if you're wrong then you've overestimated their uber and you won't get caught by it anyway. I don't get it, what's so hard?Now that's just repeating what I was trying to say in my first post. Let me try to explain better why this is a bad thing.

This type of uncertainty promotes passive play and adds to the stalemate.
As in, if you start counting given that they picked it up straight away you're assuming the worst case scenario whereas they will have a massive uber advantage. This would normally encourage a team to play far back and passive. As opposed to now where you would be more likely to try and dry-push, hold more aggressive, or contest their push as you are always able to know when exactly they have their uber. That type of certainty in information should increase depth and usually liven the game more up as teams should be more keen on going for plays according to that information (i.e. dry pushing because you know for sure they dont have their uber yet, or pushing as soon as you get your uber because you know for sure that they wont have theirs in time, or back out earlier because you know for sure they have their uber before you do).
Making that information be iffy and unsure should make high level games be played a lot more safe and passive, which is the exact type of thing we should be discouraging as it only serves to slow the game down.

Assuming you count uber according to the worst case scenario you still have a good idea of when they get it. It still opens up windows where you can choose to push and kill their med before he gets charged.

Either you kill their med your own survives you've won,
either both meds die which is good for you since you didnt have uber advantage to start with,
either they pop and you lose players/your med and lose a capture point,
either your team pussies out and respects the other team's advantage, and then still risks to lose said capture point and med.

In half of the cases the team with uber advantage has actually more to lose than the team without.

This new array of choices does not render medic less fun or interesting to me.

posted about 9 years ago
#1471 HUD editing: short questions, quick answers in Customization

Hello, i'm trying to get a HUD crosshair to work in the default TF2 Hud. what i've done (that doesnt work) is to copy from my current hud the .ttf file, modify clientscheme.res and hudplayerclass.res. i got these two files from tf2_misc_dir.vpk and i put all of this in custom.

Can someone tell me what i missed?

posted about 9 years ago
#122 Gun Mettle Bugs in TF2 General Discussion

For the short circuit, there is no animation played for the ALT fire despite it having a distinctive sound.

Also, the vaccinator doesnt build uber at full speed in warm up (in pubs)

I had an issue when using kritzkrieg it would display the normal medigun viewmodel but the kritzkrieg beam

posted about 9 years ago
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