I wholeheartedly agree with this post. Hopefully VALVE looks into this.
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you say to me 'yes mr fun haver, i will make thread for the middle' but you are making this shit? what the hell is wrong with you sir?
-Phantom-can someone recommend me a first skateboard im intrigued
look at what pros are using. look for brands like anti-hero, primitive, element, fucking awesome, girl or if you could get your hands on it easily where you live (don't pay more than £50) palace is what i ride and recommend. for your first board, it might be a size that you in the end aren't really all that comfortable with so maybe ask the people in your skate shop if they could recommend one. if you're buying online, an 8 is the standard size but most i've seen are like 8.1, 8.2 and i don't really know the difference in feel, but i know people care about that stuff. i'd probably just go with an 8 regardless.
for trucks, the 3 brands are independent, venture and thunders. i use and have only used independent, which i hear the difference is that these trucks are heavier than the other two and also have a somewhat delayed turning, but they will last longer than ventures and thunders because they have more metal and when you're doing tricks you can feel more of your board. the only thing i know about thunders and ventures are that they are light and easy to turn with. the guy who worked at the skateshop i got mine from recommended thunders first, as a beginner, then ventures and then independent, but i just went for independent and i don't think it made skating any harder for me.
for wheels, all the shops i know carry spitfire and i don't really know the difference. i just guess spitfire is a solid choice. its more about the size, so i was recommended larger wheels so i could learn how to cruise first, which aren't nearly as big as longboard wheels, but a tiny bit larger than some people's at the park. i use these
and they're fine and have held up nicely. don't think they hold me back from doing tricks or cruising
your board should cost around £150. deck = 50, trucks = 50 and wheels = 25. do not ride in the rain
i started skating in october, but only started learning tricks and things at the start of april because my local park has really bad drainage (park will be wet like 2 days after it rains). i tried skating there anyway once and it fucked up my bearings. the slam city skates guy wasn't very happy to switch out my bearings. this picture of my deck is from yesterday when i was practising my ollies and was also the first time i ollied over something
don't really think any post in recent history compares to this http://www.teamfortress.tv/40001/my-epistimology-and-existential-thesis
make one for if you want to be in the middle. not too loved, not too hated. just middle.
only 60 twitter followers? now that's pathetic
my prayers were not enough :/
i will fight for pankeyman's freedom even if it costs me my life
I will pray tonight that Pred, also known as 'pr3dator', does not find this thread.
yes but you shouldn't be countered to the extent that you can't do anything about it, like i said in the example i gave with spy and pyro. yes all the pyro has to do is run at the spy, but if it's a pyro that's just played his first match and he's running at some top level spy, the spy could do things about it. in regards to mini vs scout/pyro in a pub, there's no way you can out dodge the thing which shouldn't be the case at all.
why should you have to switch to a less fun class because 1 guy out of 12 decided to switch and make the game play for them? they don't even have to be in the same area let alone consciously know that the pyro is there to get the kill and utterly shut down whatever the pyro was doing.
not only that, but what is the class that shuts this down? it's strong against pretty much everything that isn't spy/sniper/heavy, which if all your team switched to sniper/spy to deal with just 1 singular guy who isn't even conscious of the kills he's getting, then your idiot pub team would complain about the amount of snipers/spies you have, and if we all played heavy, that would be mad boring. maybe demo also counters these as they one shot, but then you can't sticky jump and you still have to waste your attention on these things while the other kids shoot you in the back.
we all know why we don't run these in 6s so there isn't any reason to talk about that, but i feel like the way its used in pubs is also important for discussion because it demonstrates to us what kind of shit valve is fine with happening in the game.
these mini sentries divert the attention of the entire other team, especially on the koth maps, regardless of what class you're playing, even if it deals with the sentries decently. if a soldier is shooting this thing even from range, which the soldier has no choice not to do because it's impossible to miss, that makes that soldier vulnerable to the real human beings that are playing the game. it prevents you from doing shit, particularly things that take some degree of skill such as rocket/sticky jumping, just because 1 guy is running this and it never leaves. it really makes no sense how valve could allow something so easily played to have such a monumental effect on the things that are more difficult to do in tf2.
uncle dane would probably think as a pub engineer main, amongst people who play medic and heavy in pubs, that if someone is playing a class that counters yours, that you need to switch to a class to deal with it. now that sounds like some overwatch shit and goes against why tf2 outshines overwatch, which is that you can if you're skilled enough deal with anything in the game as your class so long as you have a better skill set than the guy shooting at you. for instance if you're playing spy, you can amby headshot the pyro, if you're sniper and someone's in close range it's still possible to headshot or if you're playing soldier and you jump an awful scout, you can still kill them.
when it comes up to engineer though, against scout for instance, this doesn't exist because it'll always win 100% of the time. the engineer's skill level doesn't even come into play because the engineer isn't even the one playing the game. it's the game playing the game.
i think they should nerf the gun severely in terms of either firing speed or damage and then buff how much health the engi has (175 should be fine, but maybe 200 even would be good) and also the speed so it's comparable to the medic. i think this retains valve's vision to make the engineer more mobile and increases how enjoyable playing engi would be, considering this encourages you to actually play the game to be effective.