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)
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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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#140 ESEA Client Update - Always On??? in TF2 General Discussion

lpkane seems to hold you by the balls guys

posted about 9 years ago
#138 ESEA Client Update - Always On??? in TF2 General Discussion

this sucks, i guess :(

posted about 9 years ago
#6 ETF2L Premiership Week 1: 4-25 vs. Wonderland in Events
CrizzlTwiggy Kreygasm

<3

so what does quad do now? did he just got cut?
fortunately he wasn't on my fantasy team though

posted about 9 years ago
#11 ETF2L S21 preseason interview : the Top Dogs in News

more stuff coming tomorrow!

posted about 9 years ago
#249 Fantasy TF2: Let’s do this! in Projects
GentlemanJonTwiggyif it's automated, have you considered doing a similar thing for ETF2L tiers? :DUnfortunately it's quite intensive work coming up with the player values, and tracking down logs of etf2l matches tends to be a manual process as well.

ah fair enough indeed...

depending on the accuracy required in prices, we could probably get a small team to help with it next season. I mean I at least would be glad to give a hand.

posted about 9 years ago
#237 Fantasy TF2: Let’s do this! in Projects

if it's automated, have you considered doing a similar thing for ETF2L tiers? :D

posted about 9 years ago
#6 Vaccinator vs.Critical Damage in TF2 General Discussion

Looks like a bug indeed.

But the current way the vaccinator works as stated in the wiki is a bit odd to me too.

In addition, the bonus damage of critical hits and mini-crits is completely negated, though at the expense of a certain amount of ÜberCharge per attack (-75% per explosion,...

For example this is very strange. That means whatever the amount of damage the crit/minicrit explosion was about to do you'd lose 75% of your charge still.

At least the bug you highlighted somewhat compensates for the poor crit tanking mechanic during uber.

I think it'd be better to fix the bug and make it so the uber can be used more effectively, either by depleting uber based on damage that would have been done, or simply by cleaning a 25% mini charge for each crit tanked.

posted about 9 years ago
#23 What mouses do you guys use in Hardware

Razer copperhead.

AFAIK there is only chinese copies that are sold these days, no more originals.

posted about 9 years ago
#43 TF2C PSA: Recent Influx of New Players in The Dumpster
AdmirableWow. I have to say I am shocked and appalled. I never realised this sort of thing was going on in our community...

People actually play Highlander?!

we even do our homework sometimes too ;)

posted about 9 years ago
#177 cp_granary_pro in Map Discussion
4812622KevinIsPwnThe pro should mean fixing things that are 100% completely bad such as broken sightlines, fps issues, splash issues, etc. Not whatever a small group of players feels will make the map "flow better".
great idea except every other pro map has made fundamental changes (warmfront last, tunnel in viaduct, new route to barnblitz last) to make the game "flow better"
KevinIsPwnJust like you can say I'm being ignorant for thinking what I think, I could call you ignorant for assuming that my reasons are. If you want to discuss the map, please do so in a way that doesn't assume I'm an idiot that has no clue what he's talking about.Maybe JUST MAYBE if you wipe late on mid and the other team has enough people up to cap the point and send people to stack second you deserve to lose the round.
its not an assumption, its pretty clear you have no idea what you're talking about

theres a reason we play 5cp and not 1cp, and why heavy engie pyro don't have class limits of 0

its so 6v6 is something besides midfights

this is a good thing

if you get shrekt on mids each time you can also not go to mid and keep playing the round..

posted about 9 years ago
#66 Weapon Balance Discussion in TF2 General Discussion
rowrowAs much of a nuisance as a super buffed scout is, the impact that health boost has outside of comp is really helpful for scout. Scouts weakness is his health, and pocket pistol helps fight that disadvantage. However, fire damage is such a rare damage type that it should be tweaked, and I feel blast isn't diverse enough to accommodate that change. Bullet seems the most balanced because if two scouts try to take advantage of the health, they're still going to have the same encounter with one another. Another option could be just an overall damage vulnerability similar to powerjack but not to a 50%vulnerability, maybe 20%

The issue is that regular damage vulnerability with 125/185 HP would be roughly the same as 140/210HP, thus the item would then be useless :(

I feel it'd need a completely different change to make it alright, like no doublejump, jumpheight reduced, or something that makes it harder to dodge with it

or even health from healthpacks/medigun, idk

posted about 9 years ago
#64 Weapon Balance Discussion in TF2 General Discussion
Frost_BiteTwiggySo my 2cents are about the biggest item issues i can think of. Fixing these should not resolve all items issues, but the most obvious ones at the moment.

Reserve shooter : straight upgrade from the stock shotgun given it does the same damage + the airborne targets system
  • 25% damage penalty
  • faster weapon switch removed
This makes the max damage 91. Too heavy of a nerf.Disciplinary Action : A cool item overall that poses problem only in sixes. I think it should be doable to 'slightly' modify it so using it forces boosted players to be a bit more careful.
  • speed boosted players take mini crits for the duration of the boost
  • no longer boosts multiple teammates
Valve takes measures to make sure you can't give downsides to teammates (without elaborate setup). This breaks that.Darwin's Danger Shield : this item should help sniper be on the frontlines and get the sick quickscopes. It should NOT give that big of an advantage in sniper duels.
  • prevents crosshair flickering
  • still gives +25 max health
  • 20% bullet vulnerability
Seems just like a better Cozy Camper, which is already kinda silly.

These are things that I noticed which definitely don't work.

Shouldve done the maths lol.

To me max damage doable with this should be around 110, that was the point i was trying to make

I wasn't aware of the no debuffs to teammates rules.

Another possible change would be :

No longer gives a speed boost to the soldier.

I mean, he's not whipping himself is he? :D

Can you elaborate why a better cozy camper is silly? This DDS change fixes the idiocy it is now while still having some drawbacks.

omnific5 classes in highlander have a hitscan weapon as their primary, and the remainder (with exception to demo and possibly medic, depending on whether syringes count as hitscan) can get it as a shotgun. This allows 1 shotting scouts with a scattergun regardless of the health increase. With that, a heavy just has to click on you for a millisecond to kill you. There is no way to even escape minis, or no chance for you if you turn a corner to find a sentry. This even allows the spy to 2 shot you with the stock revolver at close range. This is a horrible idea

Then i propose something less drastic

30% bullet damage vulnerability
that's how you turn an item without any drawbacks into an item with a good plus side (210 hp buffed ffs) and a nasty minus.

You become better against explosives and weaker against hitscan classes.

It could be the other way, good against hitscan and weak against explosives, i don't mind that much.

The idea is to balance the huge plus of the overheal with a damage vulnerability that more or less hard counters you.

Once again, i don't care that much about specific numbers, but more about means of balancing current designs without changing them too much.

posted about 9 years ago
#55 Weapon Balance Discussion in TF2 General Discussion

So my 2cents are about the biggest item issues i can think of. Fixing these should not resolve all items issues, but the most obvious ones at the moment.

Reserve shooter : straight upgrade from the stock shotgun given it does the same damage + the airborne targets system

  • 25% damage penalty
  • faster weapon switch removed

Baby Face Blaster : the concept is cool but the current numbers make it way too strong, mostly because it charges way too fast.

  • Max boost attained with 400 damage dealt instead of 100
  • 10% damage penalty

Soda popper : this thing should not reload faster than the FaN

  • fix reload speed glitch

Crit-a-Cola : how can an item give a speed boost to the already fastest class in the game? If scouts want to use it then it should make them be REAL glass cannons.

  • damage taken increased from 10% to 25%
  • no longer gives speed boost

Pretty Boy Pocket Pistol : So 210 HP overhealed scout with almost no counterpart? seems legit. I propose a true drawback to balance this one.

  • 50% Fire damage vulnerability changed to bullet damage vulnerability

Disciplinary Action : A cool item overall that poses problem only in sixes. I think it should be doable to 'slightly' modify it so using it forces boosted players to be a bit more careful.

  • speed boosted players take mini crits for the duration of the boost
  • no longer boosts multiple teammates

Loch-n-Load : So, it cannot one shot scouts anymore, which is good, but the 3 sized clip makes it still too strong.

  • clip size changed to 2 from 3

Natascha : I read the wiki and it seemed that the maximum slowdown effect that was attainable was way too much thus making it completely unfun to fight against

  • maximum slowdown is now equal of heavy's walking speed

Dalokohs Bar : this thing is never used to my knowledge, if it gave something else than the sandvich maybe it could have some uses

  • the 50 health bonus now affects overheal too
  • equivalent to a small healthpack instead of a medium one

GRU : The trick is (once again) to make this item not OP in sixes while retaining its impact for highlander.

  • speed boost changed from 100% speed to 94% (demoman's speed)

Rescue Ranger : the building pick up mechanic is great, but the amount of damage you can repair from a distance is just way too much and makes sentry nests too strong for fluid pushes to occur

  • repairs 50 health instead of 75
  • building pick up costs 100 metal instead of 130

Wrangler : a 300 health minisentry? a 648 health level 3 gun? ok lol

  • shield now absorbs 33% of damage instead of 66%

Short Circuit : it was *somewhat* fine before the buff it got, i think it's a numbers problem. If it rewards more precise timing and can get saturated of projectiles to the point it cannot stop everything it might be fine

  • rate of fire increased to 0.75s (similar to airblast)
  • each shot costs 20 metal no matter what
  • destruction radius reduced to 50° from 75°

Mini Sentry gun : I would like to see a version of it that still makes it useful while not completely stopping a bomb or a scout, so that the engineer presence with his primary weapon would still be mandatory to hold a position

  • no longer fires 50% faster than a lvl 1 sentry gun -> dps should be 50% of lvl 1 sentry gun instead of 75%
  • no longer rotates 35% faster than a lvl 1 sentry gun

Quick fix : As said previously, in sixes it currently promotes passiveness : the uber builds faster, you don't have to build it (LOL) and on top of that, you get increased heal rate + mobility to avoid or kite anything. It should be made in a way that promotes non uber play and agressivity instead of reliance on ubers.

  • No longer builds 25% faster
  • slow build speed triggered at 120% health or higher instead of 142%

Vaccinator : the concept is ultra cool, however you often face more than 1 damage type, so buffing the item a bit could help. It should also be more of a counter to kritz play IMO, the way it currently works with crit tanking is gimmicky.

  • Overheal build rate changed to -33% from -66%
  • Crit tanking expense for explosions changed from -75% to -25% (allowing a full vaccinator uber to tank 4 explosions instead of 1)

Bazaar bargain : it's glitched :(

  • fix charge glitch

Sydney sleeper : It charges faster than regular sniper and yet it doesnt need to be fully charged to apply jarate. That seems a bit odd to me.

  • Applies jarate on full charge only

Classic : to please bldsire ofc

  • Can fire while jumping
  • Bodyshot damage penalty removed

Darwin's Danger Shield : this item should help sniper be on the frontlines and get the sick quickscopes. It should NOT give that big of an advantage in sniper duels.

  • prevents crosshair flickering
  • still gives +25 max health
  • 20% bullet vulnerability

Cozy Camper : I had to tweak this because its main mechanic was transfered to the DDS :|

  • Health regen increased from 1 HP/s to 2 HP/s
  • Overall knockback no longer reduced by 20%
  • damage vulnerability removed
  • On hit with sniper rifle : tags players through walls for 5 seconds

Razorback : Some people complain about highlander being about snipers way too much. Playing with razorback close to the combo makes you pretty much unkillable by anything else than the other sniper. Adding a penalty to overheals would mean more risks in running it close to the combo and more chances to get killed by regular damage.

  • 66% reduced overheal rate

Enforcer : why would this weapon have a different spread than the revolver? I also think of it as the opposite to l'Etranger.

  • spread recovery changed from 0.95s to 1.25s (similar to revolver)
  • -20% cloak duration

There you go. With these changes, every item can somewhat be used, if only situationally.

posted about 9 years ago
#161 cp_granary_pro in Map Discussion

people dont like granary because it's harder to play than current maps. It's also the current map which is the worst for scouts at a time everyone says scout is the strongest class. No wonder they are if every non scout friendly map gets removed (hello metalworks)

You can't just WM1 into chokes or doors and expect to get away with it or even be a useful distraction for your team.

It promotes a different playstyle and most players can't be arsed to learn it.

I don't see a reason to alienate the stock map and make it play like other maps. Why not spend your time making a new map that would be your own in that case. It would only be good to get rid of the mid to yard stalemate, and i'm not sure if this will do whereas the old granary_pro did.

posted about 9 years ago
#187 Fully Charged! Valve and Competitive TF2 - Episode 42 in Events
WARHURYEAHnobody says it does work, their management system seems to suite a small company which valve isn't anymore. same type of problems apply to dota2 & csgo (ghost walking, tek9, smokes, hit reg, server issues, pathing, half finished features).

i agree that they should really prioritise performance, bug fixes, balancing etc. with source 2, especially as Overwatch is trying to gun for TF2 (which might be the renewed interest in matchmaking), you can't really expect such inconsistent performance on a game this old.

Matchmaking can work, however, I don't know if Valve realise how much work it's going to take to make a working 6v6 system. CSGO and Dota2 public to competitive is pretty much identically bar a few excluded heros and round timers, TF2 has a completely different ruleset, unlocks, class restrictions, maps etc. which they need to address first.

As long as they balance the items and allow everything, it should be okay.

I wish i played TF2 in 2007 to see competitive dustbowl/goldrush D:

posted about 9 years ago
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