mod dmoule
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SteamID64 | 76561198047828651 |
SteamID3 | [U:1:87562923] |
SteamID32 | STEAM_0:1:43781461 |
Country | United Kingdom |
Signed Up | February 17, 2016 |
Last Posted | March 18, 2025 at 1:57 PM |
Posts | 885 (0.3 per day) |
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people have nothing to gain by paying people to throw. nobody plays tf2 for the money anyway.
guys i know what lelop is talking about add me on steam and ill explain
BrenNo prizepool announced, don't get your hopes up just yet about international attendance. I know people don't exactly play Tf2 for the prize money but if the prizepool is significantly lower (because of Multiplay restructuring esports internally) this could mean higher fundraising goals to help cover the costs.
Nice to see something confirmed tho cu@
can't froyo just use the money from sigafoo 7s to cover the cost lol
anything named "[player]'s [name]"
thank fuck for that
still fuck multiplay for taking so long
all they need to do is fix minicrits and it wont even be that bad. for those who don't know minicrits currently ignore damage falloff which is why they are aids.
GentlemanJon#22 thinking about it some more, it might be possible to build up some kind of profile matching log events to stv observations to reliably identify roamer initiations that don't result in their death so you can include times it's just a distraction. Logs don't even include positional information for damage though so it's hard to imagine it being possible.
Ideally you could do a basketball style +/- which would just absorb all that unrecorded activity into a general contribution to positive achievements like capping points, but TF2 players are never substituted so it doesn't really work. It might be possible with offclasses which muuki would be particularly useful for. Adjusting for lopsided numbers of players would be hard though.
I've also considered making a win probability model that looks at things like score, time left, territory owned and players up and calculates win chances, and therefore the win value of any action players take. Not much point investing that kind of time given the way the game is going though.
those are some fucking nutty statistics but i think that's going a bit too in depth. does any other game have stats this complicated?
does this mean I can make excuses for getting 150 dpm on product because if so please keep doing this.
i've tried to be myself and nobody likes me.
if you think about it, if they just remove the config restrictions, add an elo system and placement matches as they've promised to do and add class limits mm won't be THAT bad anymore and could serve to actually introduce new players to 6s.
basically this is just the same situation we were in before mm came out except worse. if the pyro update is good and actually fixes matchmaking we could be in business and player numbers may rise. if it isn't we'll just continue down the same slow downhill slope we've been on for years until only the most committed players remain. either way tf2 will live for ages yet.
i feel like im gonna cry when i watch this.
gecks is literally the only correct answer. the guy made me feel like i was watching a professional esports cast.