kaidus
Account Details
SteamID64 76561197963314359
SteamID3 [U:1:3048631]
SteamID32 STEAM_0:1:1524315
Country United Kingdom
Signed Up July 21, 2012
Last Posted May 20, 2024 at 9:02 PM
Posts 537 (0.1 per day)
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Mouse Logitech G500
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#35 TF2 Blog: "Balance Changes" in TF2 General Discussion
wickedplayer494Part 2:
TF TeamSoldier

Crusader's Crossbow
- Bolt healing is very high and significantly out-heals the Medigun when the target is in combat. This might be okay given the trade-offs (risk-vs-reward of ranged shots hitting and the opportunity cost, no overheal). However, it's also the fastest way to build Ubercharge - under the right conditions (e.g. corner damage farming with the Medic behind cover).
- Changes:
- Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
- Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds

I don't understand what they mean by this change. Medigun builds exclusively based on time spent healing, not how many heals are put out. Only thing that impacts it is buffing at high health builds slower right?

Does this mean the Crossbow will now do less healing and require "crit heals" or have they added a new mechanic where Uber builds slower if you recently took damage while healing remains uneffected?

I always thought it was strange that crit heals don't build Uber faster, but this update note reads like valve don't understand how the mechanic currently works.

posted about 7 years ago
#26 Se7en welcomes back kaidus and Starkie in News

backupzilla

posted about 7 years ago
#3 i61 fundraisers in LAN Discussion

Se7en will be entirely self-funded, accommodation already booked. If there is no official tournament we would fully endorse going the extra mile to arrange something unofficial as well. cu@ one way or another...

posted about 7 years ago
#56 cp_prolands in Map Discussion
Elacourb4nny most of them are entirely unnecessary (new props/ledges, eliminating hiding spots, changing cap time, etc). also changing cap time was a must, this last point is so dreadful i still don't understand how some people find it balanced

Last cap time isn't changed though, spire is.

posted about 7 years ago
#51 cp_prolands in Map Discussion
b4nnyRather than making such extensive changes in the first version I think you should take a more incremental approach. There were only like 3 things that were universally agreed should be changed (forward spawns, ammo, clipping) but now you've introduced a bunch of new little features throughout the map and most of them are entirely unnecessary (new props/ledges, eliminating hiding spots, changing cap time, etc). Take it slow and respect the original otherwise you're only going to introduce more things that upset people.

Agree 100%.

posted about 7 years ago
#25 fixing badlands in Map Discussion
gemmhow about removing the upper ring/lamp above the last point, where demos often hide? it basically takes half an uber or a massive player ad (so you can sac for his sticks) to deal with him there. removing it might make pushes in more successful, while still leaving the lower rim for a roamer to stay last during pushes out if they wish

This is precisely the kind of thing that has ruined previous attempts at fixing badlands. Badlands has been the best map TF2 has ever seen and probably ever will see, and that is precisely because of quirks like this. When taken in isolation, they can divide opinion, but collectively they are what make the map special and if you start fucking with them, then your pro version causes too much disagreement and immediately goes out of the window, and we can never fix the few things that actually need fixing.

Also for the record if you go into a push knowing a demo is above the point and fail, then you just failed. This should only ever work as a surprise tactic against coordinated teams.

posted about 7 years ago
#9 fixing badlands in Map Discussion

For some reason every effort so far at a badlands_pro has resulted in the mapper taking some form of divisive creative license. Simply revert the last cap-speed, make the small ammo packs on haunter and mid bigger and you're pretty much there.

A spawn time change of 10 to 20 seconds is too much in my opinion, it could completely disincentivize taking any risk when in possession of the enemy spire because you are so sure to lose it. I think the stalemating on last will improve significantly with a better cap speed as pushes will actually succeed again, but if deemed necessary I'm pretty sure a spawn timer change of 4-6 seconds would be sufficient.

posted about 7 years ago
#164 Lowpander swaps out Kissakala and Grenjabob, Crayon joins in News
AlexandrosHildreth
I meant Fully Charged EU not Pirate Radio, there have been several re-iterations of this name over the years. Look it up if you want it was Episode 20 I believe.

It's right in the beginning of Episode 20, just checked. Not commenting on its relevance, but Hildreth does have the correct episode.
Hildreth.. a week later I was giving you advice on how to promote the Swiss System on Pirate Radio, check the VOD out at the bits..

Again, not Pirate Radio. They are different shows, controlled and created by different people. Fully Charged is controlled by TFTV, anything done there has nothing to do with Pirate Radio (apart from overlapping as guests), and we definitely don't want to be associated with this ridiculous drama. Ironically, ridiculous drama was Pirate Radio's "thing", so that's saying something!

posted about 7 years ago
#123 Lowpander swaps out Kissakala and Grenjabob, Crayon joins in News

Definitely had nothing to do with pirate radio. Over two years shy of the mark.

posted about 7 years ago
#8 Pirate Radio (revamped) in TF2 General Discussion

Episode 3: S26 Awards and S27 preseason
https://youtu.be/IR-8a3wf4eY

posted about 7 years ago
#67 Lowpander swaps out Kissakala and Grenjabob, Crayon joins in News

Ouch

posted about 7 years ago
#32 Lowpander swaps out Kissakala and Grenjabob, Crayon joins in News

It's possible I miss read, but the rest still stands. I don't think anyone's arguing what's been proven so far, there's been no matches so it's impossible to prove anything. It doesn't take a genius to see which teams are likely to fix their mistakes quickly though and compete at a better level.

posted about 7 years ago
#26 Lowpander swaps out Kissakala and Grenjabob, Crayon joins in News

Nice edit then, I read the post when it said one spot rather than "limited spots". Maybe I just misread, but if there are actually three spots there is no reason to think we won't see all the best teams qualify. If not then there is definitely decisions to be made for the admins. Even if in your mind it's obvious what to do, they still have to choose between going for the higher skill level and is allowing existing teams to keep their spots. It's an invite division so by no means does it necessarily have to be the latter.

posted about 7 years ago
#23 Lowpander swaps out Kissakala and Grenjabob, Crayon joins in News

How can you possibly be so hostile? Of course the teams Sam mentioned are likely to be better than the bottom of last seasons prem. Objectively speaking it's one of, if not the worst overall level of the division that has ever been.

If there is actually three spots available then everything should be very straightforward, but you even said there was only one spot to your knowledge a few posts back, and if that's the case then there are some decisions to be made for the admins, and these decisions should be made sooner rather than later so everyone can prepare/plan accordingly.

posted about 7 years ago
#6 Scout LFT Low Open in Recruitment (looking for team)

chicken legend approved, very recommended

posted about 7 years ago
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