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#1 Weapon Balance Discussion in TF2 General Discussion

Hey folks, I've been wanting to start a discussion pertaining to weapons and how we can fix them, but after reviewing Salamancer's thread on The Weapon Balance Megathread, I decided to revive the thread anew (since both OP's are not active) in terms of why weapons are bad or unfair, and what problems arise.

We're in purgatory until Valve's matchmaking comes out to help deal with weapon balances, and some weapons still have a lot of problems I feel. I think we should discuss the problems these weapons bring, whether technical, tactical, or otherwise, rather than discuss how they should be changed (but these suggestions are fine I think, as long as the main issues pertaining to a weapon are raised).

Please refer to the weapon-making questions listed in these blog posts from Robin Walker when considering your post and the balances/suggestions you make.

http://www.teamfortress.com/post.php?id=1688
http://www.teamfortress.com/post.php?id=1670

posted about 9 years ago
#42 mayweather v pacquiao in Off Topic
turtsmcgurtsturtsmcgurtsWould be cool if somebody posts a confirmed stream for it when it starts. I have HBO, but i'd rather watch it at my desk with my online friends because none of my RL care to watch boxing.

if I find one i'll be sure to be the coo guy, of course.

https://i.imgur.com/cbzQKbT.jpg

Is the audience just that front row in this picture? LOL

posted about 9 years ago
#60 oPlaiD on Matchmaking in News

A no-class-limits matchmaking would be chaotic but I doubt it'd be something they'd revolve around to buff weapons/classes or nerf them. Valve's not looking to make classes viable, they just want to know how to balance weapons.

posted about 9 years ago
#642 How to Get to In-Game Comp Lobbies in TF2 General Discussion

how could you betray us like this Kevin

posted about 9 years ago
#72 cp_metalworks feedback thread in Map Discussion
ScorpiouprisingYes, but the door itself doesn't have any collision. Basically, you need a brush door (to block player movement, weapons, and visibility) which you then make not render, and then you need a prop_dynamic with the rolling door prop, which you then set to animate with a trigger (the same trigger that opens and closes the door).

If you need to see how this works specifically, hammer has many valve map source files that you can check, and you'll just have to check the entities to see how they are wired up.

Thanks!

posted about 9 years ago
#70 cp_metalworks feedback thread in Map Discussion

I want to learn how to make maps in the future and I've been delaying learning hammer, but is it possible to make the spawn door like a granary shutter where it rolls backwards when opened?

posted about 9 years ago
#168 Fully Charged! Valve and Competitive TF2 - Episode 42 in Events
flatlineWhat did the viewer numbers peak at? I had to work

1,555 I think.

posted about 9 years ago
#162 Fully Charged! Valve and Competitive TF2 - Episode 42 in Events
enigmapopcorphttp://www.reddit.com/r/tf2/comments/34kxzl/valve_and_competitive_tf2_livestream_main_points/a lot of those points are.. off

I was looking forward to MapleStory confirmed :[

posted about 9 years ago
#156 Fully Charged! Valve and Competitive TF2 - Episode 42 in Events
SnazFor those not able to watch the podcast, can someone highlight or bullet point the main points please.

Correct me if I'm wrong on some of these points:

• Matchmaking format was unconfirmed by valve because they don't know what direction to go, but they said 6v6 would be a good place to start; clarification, this doesn't mean the 6s format we know will be the format, just that 6 players versus 6 players is something they are considering.

• They were looking into making a potential weapon pick/ban system to be a part of their data collecting for weapons; additionally, this matchmaking system will be more for balancing weapons and providing a goal for players to aspire for.

• There wasn't much confirmation on barriers for new accounts entering the matchmaking system.

• There will be streams on the front page of the TF2 Main Menu.

• There will be changes to the default hud; I believe the term was optimizations.

There were other things involving technical aspects but it's all still in development in terms of what approach to take matchmaking, so nothing's set in stone, but there is going to be matchmaking, with the primary goal focused on collecting data for weapons in order to balance them.

posted about 9 years ago
#150 Fully Charged! Valve and Competitive TF2 - Episode 42 in Events
DougSo is A Seagull back? ;_;

There was mention that he, among other players, were coming back because of this matchmaking hyperino

posted about 9 years ago
#147 Fully Charged! Valve and Competitive TF2 - Episode 42 in Events

⋛⋋( ՞ਊ ՞)⋌⋚ CAW CAW ⋛⋋( ՞ਊ ՞)⋌⋚

EDIT: GOOD TALK OPLAID

http://i.imgur.com/yzOQz9I.png

posted about 9 years ago
#43 oPlaiD on Matchmaking in News
Frost_BiteThe short circuit entirely shuts down the classes it is designed to beat with little effort. This isn't interesting for anyone involved. It's not fun. So it gets banned until it gets nerfed to the point where it is okay.

It was fine the way it was, more or less. Its firing rate was similar to airblast, which is designed to directly stop 1 at a time given the average firing rate of those projectiles. Using it aggressively took a tiny bit of effort, but it was decent defensively.

posted about 9 years ago
#32 oPlaiD on Matchmaking in News
they don’t need to make a buck off weapons when they’re already raking in the dough from hat sales, and they want to avoid a situation where players label the game “play to win.”

Was this a typo? Should it be "pay to win?"

posted about 9 years ago
#501 Valve and Competitive TF2 in News

If tomorrow's stream hits anywhere around 10k or more viewers I will piss myself

posted about 9 years ago
#487 Valve and Competitive TF2 in News

I still don't understand why valve thought the short circuit buff needed to be that extreme

posted about 9 years ago
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