bearodactyl
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Signed Up March 12, 2013
Last Posted October 29, 2024 at 9:01 PM
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#4 can we please have badlands and granary back in TF2 General Discussion

fuck villa and bagel at least give us one of these back for a season and then poll which people preferred lol

billdozer this is where u run a blands/granary/villa/bagel/cp_newmap cup and have everyone rank the maps afterwards best to worst

posted about 3 years ago
#23 Why is Badlands not in any big league map pools? in TF2 General Discussion

RGL decisions aside I've had some of the closest most interesting games on badlands, as sil said good teams definitely know how to play the map fine and the 'hard to push in/out of last' complaint applies for both teams and just makes for much more hard fought and back and forth matches, same thing with granary there were so many great back and forth games and interesting strategies but the pug zoomers got the better of it and voted it out lol

the arguments that something isn't a good pug map because it takes coordination are kind of funny given how dead pugs currently are but are also just a point in its favor, more strategy and teamplay is a good thing and adds more depth to the game

posted about 3 years ago
#17 Why is Badlands not in any big league map pools? in TF2 General Discussion

in RGL they basically decided that they would not entertain the idea of old maps being updated (blands, granary) when new ones are being updated because it would be 'a giant middle finger to mappers' (or something along those lines, makka was talking about it on stream a bit ago)

logic doesn't really make sense though cause the current way of doing it just forces shitty underdeveloped maps into the pool that everyone inevitably hates (cardinal, villa, propaganda, clearcut/bagel to a lesser extent because koth is inherently fun and much harder to make a bad map) and people in general are so closed minded that after you put in an early version of a map they will not want to reconsider it

villa is the only new map that has ever been kept in for more than a season afaik but there are still no major changes or proposed changes to show from all of this testing, really don't see why prolands with slower respawn times/quickiebomb ban couldn't be thrown in next season to replace villa or at least CONSIDERED in a cup or a vote

even with whatever flaws it has there have been so many strategies developed over the years for different midfights or flank wrap pushes or whatever, its a real shame that the map got removed due to one single season's post season poll and will now never be reconsidered (lol)

posted about 3 years ago
#7 RGL S6 Adv QF: Lombre vs. Anglerfish Holdings in Events

go goatmage this is your time to Ascend

posted about 3 years ago
#18 DreamHack Beyond TF2 Events in TF2 General Discussion

i hope theres some hard t6 maps that boshy will lose to kaptain/other ppl cause that would be pretty lame if after cheating on tempus he won all the money from this

also cant they just say if you're banned from tempus u cant play? i feel like RGL cheater bans wouldnt be able to play weekend cups either but i guess u could argue cheating bonuses isnt as bad and they can just check the demos for this

posted about 3 years ago
#28 My Apology to the TF2 Community in TF2 General Discussion

can an admin lock this thread my brain hurts from reading all this shit

posted about 3 years ago
#27 music production techniques that make you nut in Music, Movies, TV

- i love big atmospheric shit like the grimey synth thing? (not sure what it is) in kill all rats - conway the machine
- another example of that deep atmospheric sound is in deltron 3030 - time keeps on slipping (happens at 2:33 as well)
- this sound is a little cursed but sort of oddly satisfying, sounds almost like a whale or smt lol funki porcini - moog river
- the guitar layering/editing in the beginning of Madvillain - Great Day (Four Tet Remix) sounds like boards of canada and is super satisfying, then i love the long slow build up until it picks up with the drums after the 'booze' line (1:39 and again at the end 2:23

- another thing i really like is hearing oldschool southern three six mafia type samples in current songs, isaiah rashad did it in lay with ya 0:13 which did the original song justice and made it sound better imo, also love the triple repeated snare (i believe thats what it is idk im not a producer) at 1:35
- juicy j also samples three six in a lot of his songs which i feel like is a nice way to get the current generation of people to appreciate older stuff and the roots of current stuff, i really like the sample in the beginning of killa and then he does a super fast repeated snares thing before the verses which i love 2:06
- another of my fav things is an 808 slide, done a lot in UK drill, popularized by pop smoke - dior (link to breakdown by 808 melo, song legit gives me goosebumps when i hear the beat), something similar was also done in a more trap setting by london/metro on gucci mane - both eyes closed 0:39 1:05 and done a lot in drill beats by melo

- in terms of my favorite techniques though id probably say either mike deans guitar solos (hold my liquor and devil in a new dress are some of my favs) or his outros and use of synths, dude is actually so talented it literally does not make sense he can make kanye/travis sound so good (his outros for don toliver are great too def makes the songs better than they would be, think he worked on most of them)
- another fav of things by mike dean is the transition in 90210, really everything about that track is so well produced, then effects on the sample after the transtion (before the chorus) and then the synths have such a cool electronic vibe that contrasts nicely with the oldschool sounding drums (which sound way better than they did in kanye - last call where they were sampled from tbh)
- one of my fav moments in any song is the outro to kanye - new slaves, love it when everything comes together in a crescendo (dunno how much of this was mike dean vs the other producers tho)

posted about 3 years ago
#6 DreamHack Beyond TF2 Events in TF2 General Discussion

Hold on why is the jump competition held from 9-11pm EST during the exact time everyone will be scrimming... Friday and Saturday it's fair but can't it just be done at any other time during the week to not conflict?

posted about 3 years ago
#21 free antlers in TF2 General Discussion

how do the logistics of demo bans actually work is it like they message u for demos and if u dont respond within 48 hours u get banned? curious how it actually went down like it can't have been that hard to just send over the demos but maybe there's something im not understanding

posted about 3 years ago
#37 How I made TF2 run beautifully in Hardware

Did the vertical total and frame cap tricks and it was actually very smooth and I found it slightly easier to kill scouts, will definitely stick with it for a bit and see if I still prefer it. Don't think you can do gsync with the strobing PureXP thing for my monitor but my frames were pretty consistent so it was good.

posted about 3 years ago
#33 How I made TF2 run beautifully in Hardware

tried 224hz tonight and it was slightly less smooth but definitely super crisp and much better motion blur reduction, do the vsync things really help in tf2? haven't tried anything but just setting a custom res to 1920x1080 at 224hz not sure what things will help in this game vs others that are harder to run

posted about 3 years ago
#34 How has upgrading from 60hz to 144hz effected you? in TF2 General Discussion

i have the viewsonic xg270 which is great, ips aka good colors and it's the only one that's bLuR bUsTeR cErTiFiEd

posted about 3 years ago
#10 bland quitting post in TF2 General Discussion

It ` s Been An Honor . . .

https://pbs.twimg.com/media/DuyH7vSUUAIy8EY.jpg

posted about 3 years ago
#3 cp_foundry_pro in Map Discussion

hate to say it but i very much do not think this map has much potential for 6s, but maybe you can heavily rework a few of the worst parts and make it better, here's a list of the problems i noticed

  1. last spawn is incredibly far from point, only has one exit and puts you on mega lowground. no other map has anything like this, makes it super easy to stuff defending team from exiting spawn if they try to run a heavy or engi. should have at least a second door or more ideally just have two spawn doors on the far left and far right similar to snakewater or sunshine, and either remove the lowground ramps or put a healthpack down there to incentivize going behind/under point after ubers or during fights, otherwise no reason to ever go to that lowground
  2. the highground on last is super high and is a huge advantage to stay up there with soldiers after ubers, it's definitely taller than badlands and on that map you pretty much always want to end ubers on highground. my idea was to lower it a little (maybe to the height of where the little lamp hangs on the left side from defender's perspective) and make it not so huge an advantage, but it still may be a little bit busted to just chill with projectiles up there and pretty much force teams to uber through up top (it's the furthest forward anyways, the main door in the middle is so far back there's virtually no reason to push there for example)
  3. the stairs in the back left of last serve pretty much no purpose and will be awful to fight on, i think it should be reworked with a lower highground area that connects to the top left (defender's perspective) flank entrance, with that room having an alternate route up to the highground similar to bottom right on badlands last (ideally a spawn door would be closer to there as well instead of in the basement hell so defenders could meet this flank and fight over that highground)
  4. most importantly with last, there is pretty much no actual areas to kite or do a team fight, on every other last you can kite to one side or other and after the uber kills the gun on one side (e.g., left side process), you can coordinate a push towards the opposite side and then pressure cap. this map pretty much only has the up top area, and a bunch of awful flat ground which you wouldn't want to fight on. process last is also indoors but has the far left and far right lanes to play as well as the middle on point, this one just feels claustrophobic and awful to commit post uber, granary last is outdoors and has lots of positioning to take
  5. lobby is super claustrophobic and awful to fight in, most lobbies have varied height (think process, gully, sunshine) and aren't just a giant flatground, it all goes to one choke point pretty much as well and would be horrific to push against multiple projectile classes alive on the other team, pretty much just means you have to push out of the top left or top right (defenders perspective)
  6. the far left and far right ways to push out of last are WAY too far apart, you would probably have a soldier or demo hold the middle lobby area because it's such a choke and easy to deny, but if anyone is spotting the combo pushing out the top right (defender perspective) highground onto second, u can instantly jump two soldiers and a scout to the far left (defenders perspective) entrance and go behind to last, it takes so long to push out from that area as well that it's a huge risk for backcaps despite being technically highground and being advantageous for that reason, think about if badlands batts wasnt next to point and was a mile away and ppl could spot u going it super early and flood the other direction, shit would suck
  7. forward spawn on top of second is a clusterfuck and should be made wider like snake just did recently
  8. the random wall on middle is weird and out of place and i dont really see the purpose
  9. far bottom flank entrance to mid is super tiny and awful, i dont think doors like that should exist at all on competitive maps (dropdown on snake is the only example but it gives u highground so is a tradeoff, that shit just puts you on the absolute lowground to get dicked on by a soldier or denied super hard by a scout on highground if ur a soldier and try to jump)
  10. the thing above mid is too big and annoying to jump onto, there was a new map recently i forget the name but it did something similar with highground above mid but they also had an underneath area which made it more interesting, and it was easier for scouts to jump onto the highground. too many props on mid as well, can't see any coherent ways to push a side or anything, its just flat land and props which is definitely not a good middle design

can elaborate later on second and mid issues but there are just a lot of downsides and very few upsides, seems like a worse version of badlands/granary/metal

posted about 3 years ago
#19 How has upgrading from 60hz to 144hz effected you? in TF2 General Discussion

agreed about 240hz, not as stark a difference as 60->144 but still makes it much easier to see a pipe flying at you or keep your eyes peeled and be able to pop on time if there's a bomber (scout of course it makes much easier too with tracking but id say even medic it makes better)

posted about 3 years ago
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