jodd
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SteamID64 76561197996991015
SteamID3 [U:1:36725287]
SteamID32 STEAM_0:1:18362643
Country United States
Signed Up February 5, 2013
Last Posted March 10, 2021 at 12:40 PM
Posts 532 (0.1 per day)
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#978 MAJOR TF2 update for 6/18/14 (6/19/14, Love & War) in TF2 General Discussion
thrasherDemos got a damage nerf on sticks. Traps are still just as effective. Pipes are just as effective. Back in the day fucking solid would run targe in invite matches (not always, but often) because he could hit crazy pipes. Demos with good pipe aim will be in high demand now.

anything along the lines of "just use pipes", "have good pipe aim", etc., is a really weak argument to show that you are for this nerf. it's not a hit scan weapon, nor can it completely miss the enemy's body and still do substantial damage splashing off the ground/wall. clockwork had a well-written post on this.

posted about 10 years ago
#2 Tea seeks Pocket Mentor in Mentoring

for somebody to really effectively mentor you, you should be active on a team. this would provide (presumably) demos of scrims and matches for whomever to go over and give a basis to critique you upon. you could start by finding a UGC iron team on the UGC recruitment forums, either by making your own thread in the LFT sub-forum or finding an ideal vacancy in the LFP sub-forum

posted about 10 years ago
#857 MAJOR TF2 update for 6/18/14 (6/19/14, Love & War) in TF2 General Discussion
wareyatf2 is a strategic, arena-like FPS game. it's pretty much the only significantly popular thing of its kind. but on both ends of the spectrum, where you have counter strike on one end, and quake on the other, both sides *hate* it *utterly* when the core of the game changes. tf2 is no different. this particular nerf to the sticky launcher is like making the ak47 not one-headshot in cs, or making the railgun in quake have a range limit, or reducing armor in quake to one type plus shards.

in tf2, some things that should be subject to change are airstrafing rate, falloff mechanics, the specifics of non-core* weapons, things like the no-headshot zoom delay, how and when footsteps sound... the specifics of combat are too close to the core of how tf2 plays.

*where "core" weapons are defined as perfected by players to a point of being solved and balanced, including rockets, stickies, the medigun, and the shotgun, because their behavior is close to fundamental for the way the game is played at a very high level

the sticky launcher is too close to the core of tf2. sure, spammy chokepoints and spammy aerials (to a much smaller extent) hold the game back, but the same thing that causes spammy chokepoints -- mostly stickies -- also holds back other things that would hold the game back, sentry and heavy turtle stalemates. and those were already problems before this nerf.

two seconds is enough to shoot off close range stickies on buildings, enough to dodge long range ones as heavy. long range traps don't work well. using grenades on buildings makes you much more vulnerable to scouts. this affects all levels of 6s play. this shifts the class balance dramatically at low levels and not the top, and slows down the top. it makes 6s even more different between skill levels and less fun at the peak too -- there's no winning.

tf2 focuses around particular things. changing those things as the game goes on is not good. it's not like a moba where there are endless aspects of gameplay and balancing them appropriately as a player and a team is the point of playing well. this is a game about cohesion and tactics and personal combat skill. dramatically changing the core of the game has dramatic effects that cascade through the entire game, from bottom to top.

snipped some of your post to not spam everyone, but this is actually really well-worded and thought out.

is there any way we could sort of pen a letter, as a community, to be sent to valve/the tf2 team by some key players with tenure? i believe cyzer had some really key input during the beta that added some long-standing changes to the game - don't know specifics, though.

eXupGreets,

Someone in mumble mentioned Platinum used Scottish Resistance in his match last night. Would love to see that game, is their any recording or demo available anywhere you could point me.

Thanks, K

https://www.youtube.com/watch?v=UDvxD7IqA7A

posted about 10 years ago
#852 MAJOR TF2 update for 6/18/14 (6/19/14, Love & War) in TF2 General Discussion
valiantjoddi speculate that it was directly related to the base jumper.See, but then why would they change ramp up? If anything, demos using the parachute aren't going to be air detting stickies on people. They'd be better served carpeting stickies all over the place, which means that stickies will do full damage anyway.

the base jumper could directly affect why heavy was nerfed as well -- so you don't just get immediately and completely suspended in the air by the minigun.

speculating these updates were to appease pubbers, while also trying to harmonize the new weapons into typical pub gameplay, makes a lot more sense to me than thinking they even considered the results it would have on tf2's competitive game modes.

posted about 10 years ago
#849 MAJOR TF2 update for 6/18/14 (6/19/14, Love & War) in TF2 General Discussion
valiantI don't think this was a nerf because of parachute. If it was, they would have nerfed damage directly or they would have prevented Demo from being able to use it. This was a calculated decision.

Neither the 6v6 community nor Valve was going to change their views on how they think the game should be played. Valve wants to see meta shifts and usage of the different classes more often, while the 6v6 community dislikes this because the other classes and weapons can be dumb, bad, or unbalanced.

This is Valve's way of reaching out to us.

snipped the majority of your post, but i don't know why you think Valve considered the competitive community at all in these decisions. from what i can tell (and there might be a quote or two on this), they have openly supported and agree with the Highlander game system, as it mimics something of an organized pub with a lot more unlocks than sixes.

the sticky nerf might even effect HL more than 6's with 450 heavies and wrangled level 3's (not to forget that minis take 2 stickies to destroy, as well).

just as you speculate that the damage nerf was related to imploring the community and the meta to change, i speculate that it was directly related to the base jumper.

posted about 10 years ago
#780 MAJOR TF2 update for 6/18/14 (6/19/14, Love & War) in TF2 General Discussion

i would love to see a "day in the life" type of documentary on the tf2 team before they release an update like this. maybe if they made their thought process and rationale 100% transparent (or had open beta testing with welcomed community feedback [not just comp. community]), people would understand what the team was going for.

but to me, it simply looks like they nerfed sticky damage to accompany the base jumper in pubs. i dunno.

posted about 10 years ago
#686 MAJOR TF2 update for 6/18/14 (6/19/14, Love & War) in TF2 General Discussion

An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

Added a new startup music track from Expiration Date
Added a crafting recipe for The Back Scatter
Fixed a client crash caused by Strange Fists
Fixed players using the partner taunts to enter enemy spawn rooms
Fixed a regression with the Disco Beat Down unusual effect
Fixed The Classic automatically zooming in after going through a teleporter while charging
Updated The Tide Turner to also refill the charge meter from impact kills

so close

posted about 10 years ago
#22 L F T I M S C O U T in Recruitment (looking for team)

good scout, good mumble presence, likes to play with buffs.

posted about 10 years ago
#18 Scout LFT low/mid Open in Recruitment (looking for team)

really nice guy and would be a good fit for the kind of team he is asking for.

posted about 10 years ago
#3 Wasparoo - LF Spy Mentor in Mentoring
Wasparoosnip

you would probably have much better luck finding a spy mentor within the UGC (sub)forums here

good luck

posted about 10 years ago
#2 How does the NA pug system work? in Q/A Help

Slin has a pretty good guide on this right here - i would start there first and then come back with any questions.

posted about 10 years ago
#91 TF2 Update June 11 in TF2 General Discussion
marmadukeGRYLLSthrasher Engineer EMP 2gud, new meta.
don't forget to drop your extra pack before you leave spawn breh

heh i remember having a script that dropped an ammo pack when you release an EMP to put extra damage out

posted about 10 years ago
#2 looking for a good med cfg in Customization

bind "y" "voicemenu 1 7; say_team uber/kritz faked"

alias "+uber" "+attack2;dropitem;say_team popped"
alias -uber "-attack2"
bind "mouse2" "+uber"

you can change the text and bind key to whatever you want, just don't mess with the quotations. put this in your medic.cfg (steam>steamapps>common>teamfortress2>tf>cfg). also, remember you'll have to go into your other class cfg's and write "bind mouse2 +attack2"

posted about 10 years ago
#6 ESEA-IM Playoffs: Meat Market vs Ding Dong Daddy in Events

I'll buy a pizza for the winner that has no sandbagging ex-invite nerds on their team. Let's play video games.

2nd map would be viaduct, by the way

posted about 10 years ago
#51 TF2 Update June 11 in TF2 General Discussion

tranq and conc grenades? sounds very reminiscent of TFC to me -- apprehensively interested to see what comes of it.

posted about 10 years ago
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