marmadukeGRYLLS
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Signed Up August 10, 2012
Last Posted December 10, 2021 at 8:09 PM
Posts 1316 (0.3 per day)
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#43 pick/ban system in TF2 General Discussion

the most important question in this whole pick/ban shit is WHY DO WE NEED IT?

you will still have soldiers running vanilla rl, demos running vanilla stickies, etc.

you will see the same amount of variation you see in games now. everything op will remain banned and the rest will remain niche sidegrades with the exception of the "classics" like gunboats, kritz, etc.

posted about 11 years ago
#39 pick/ban system in TF2 General Discussion
2c
because both games are dead

a ban system would work fine. you'd just be playing around whatever op items get through the pool. would add a lot of variety to the game which tbh is worthwhile as I've always found tf2 'a lot of the same'

this post is pretty shit tier but i guess i'll bite.

quake came out in 1999. it's 15 years old, no fucking wonder it's dead. plus, games in general are past the "strictly dm" game mode phase.

more variance = more luck based success = lowered skill ceiling = less incentive to try and be the best because you might get fucked over by something like a conch push you had no way of knowing was coming.

fps games are not dota. dota is not an fps. let's stop trying to act like we can adopt a captains mode and it's gonna catapult tf2 into "quake in its prime" territory.

like i said before, with a few unlocks (gunboats, kritz, etc) and few measly months' worth of profits from mann co. store we could have a tf2 international that would ACTUALLY breathe some new life into this game but valves cool with just collecting the paycheck every month from the store so it's never gonna happen.

posted about 11 years ago
#27 pick/ban system in TF2 General Discussion

i would fucking love to have a conversation with robin walker about tf2. i'd ask the hard hitting questions.

posted about 11 years ago
#117 Cp_Warmerfront in Map Discussion
Kaptan_kulat this point I give up. this is not worth the amount of grief that I am getting

I probably missed some things (probably something about making map ugly and other things)

you had to know getting into mapping you were gonna catch flak when you changed stuff around @_@

that being said, i feel like a lot of the posts in here with suggestions were pretty reasonable and not people freaking the fuck out/being dicks (aside from #115 and #116)

dont take it so personally, people just want a good map that flows well for 6's, and when you do something like take a mid that was proven to be balanced, fun, and just good overall, and dramatically change it then yeah there's gonna be some people wondering wtf is going on.

in regards to your map: you'd save yourself a ton of time/effort if you copy/pasted the original mid (with the slight change so heavy cant get on roof) and focused on making 2nd/last phenomenal.

don't get discouraged, people giving you input/feedback about your changes means we/they actually give a shit, so that's a good thing.

posted about 11 years ago
#62 Tips for airshotting in TF2 General Discussion

don't forget to drop a taunt when your airshot someone and know they're gonna crater when they land. nothin brings out the mad like someone falling from the skybox watching you taunt their impending death.

posted about 11 years ago
#24 Tip of the Points in TF2 General Discussion

anybody who is deep enough in the elo dumpster to buy points is going to lose that 2400 rating in about 2 days.

i suggest we stage fake "close" mge rounds where players get to "win" like 20-18 against invite players and take screenshots so they can show off to friends. we can even throw in bitter shit talk at the end so it looks legit.

posted about 11 years ago
#11 pick/ban system in TF2 General Discussion
trogHe thinks it's stagnant because we don't use different weapons.

and because he has no fucking clue what a good competitive fps is comprised of.

the less "blind guessing" there is the less variance there is in what you can expect from a given push/hold. this forces players/teams to simply play better and over time raises the skill ceiling.

once you have to start trying to guess what secondary both soldiers are running, on top of the possibility of off class shenanigans you havent spotted yet (spy, sniper, delayed heavy, etc) are coming with a push, the game is going to be incredibly frustrating.

it seems like the folks at valve want 6's to play out like some promo video where you have a conch soldier running dh and a quickfix medic flying in the sky with him instead of having a quality competitive fps game that's continuously raising the skill ceiling by steadily improving with (mostly) vanilla weapons. quake didn't need gimmicky shit, why do we?

also let's be real, valve could use 3 months of manco store profits to host an international-esque tournament and tf2 would be fucking FLOODED with tons of new players, sponsors, etc. and the game would actually get a legitimate shot at being a "real" esport. they could even do the compedium style thing they did with dota so future tournaments would be totally crowd funded. but they wont.

posted about 11 years ago
#4 Roamer LF mentor in Mentoring

add me zig

posted about 11 years ago
#102 Cp_Warmerfront in Map Discussion
Kaptan_kul[
all classes have a base jump height of 72 units(yellow barrel is 80 units). Gru no longer effect jump height(no damage tic). no if we are talking horizontal the classes speed has an effect, but only really 100 unit difference between a scout and a heavy(single jump vs single jump).

so combine horizontal + vertical to make a jump that the heavy misses by a single unit.

idk why you're arguing about this with me, you're wrong and it was a small part of a suggestion i had made for the map.

posted about 11 years ago
#97 Cp_Warmerfront in Map Discussion
Kaptan_kula single jump for a heavy is the same as a medic.

incorrect.

if you're talking about GRU, you should be balancing the map for 6's whitelist.

posted about 11 years ago
#35 What Would You like to See On: Pyro in TF2 General Discussion

ideas:

put a cooldown on airblast so holding m2 isnt an actual way to shut down an uber

ubered targets cant get airblasted

scale back the minicrit dmg of flare (i think like 60 would be a spot to start at, 90 is obviously insane)

fix airblast raping any movement ability whatsoever

for .5-1 second after airblasting pyro takes minicrits

degreaser takes 30-40 metal per airblast to balance weapon switch buff

make airblast arc tiny so you have to have your crosshair close to the projectile/player you want to airblast

treat airblast like heavy revving minigun...airblast = slow as fuck movement speed for 1-1.5 seconds

idk if this is possible but make airblast only able to hit 1 projectile/person per puff.

posted about 11 years ago
#95 Cp_Warmerfront in Map Discussion
Kaptan_kulI had a map exactly like that months ago but the issue of last being a defensible fortress still existed. I had to remove the displacement ceilings to make those doors into last not be narrow with a ledge right above them. Obviously making it so a heavy can not sit on the roof of mid and stall is a terrible idea. obviously moving the second forward spawn is a terrible idea. Obviously making the cliffs at mid not that narrow bowling alley is a terrible idea. Obviously removing the clipping above those containers is a terrible idea. I am sorry for trying to make the map play out faster. I guess I should try and give it to phi or scorpio.

dude people just want the original mid, that's all. and if you REALLY dont want heavies on top of mid (i agree w that) why not just extend the height/distance of the jump and make it just far enough that a heavy cant make it, but other classes (like medic) still can?

we're a pain in the ass to deal with for custom maps because we've been tortured for far too long

posted about 11 years ago
#64 GWC, the team who used ingame comms in Off Topic

source tv

voice_enable 1

posted about 11 years ago
#88 Cp_Warmerfront in Map Discussion
Kaptan_kulIs this what you want?

though I will probably change the colours so that it keeps with the ascetics.

mid was by far the best part of warmfront. it played well and no one class seemed ridiculous as fuck. just replicate mid and work on the other stuff imo

posted about 11 years ago
#33 Making the epic scout set! in TF2 General Discussion

i get the feeling that this is someone directed here from the reddit ama...enigma should probably sticky a "welcome to tf.tv this is how things work" thread to the top of the sidebar

posted about 11 years ago
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