smobo
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SteamID64 76561198015165800
SteamID3 [U:1:54900072]
SteamID32 STEAM_0:0:27450036
Country United States
Signed Up April 15, 2013
Last Posted September 14, 2018 at 10:46 PM
Posts 1021 (0.2 per day)
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#44 2/14/15 Newer Open teams, how's your midseason? in TF2 General Discussion
thesupremecommandersmoboHonest question, why doesn't ESEA schedule by rank every week like other leagues do? Everyone would get closer matches after two or three weeks of randomness. Fewer matches would get scheduled against dead teams, and potentially fewer teams would get rolled and demoralized.They do schedule by ranking, but it's a bit delayed. They schedule four weeks at the beginning of the season, which is similar to the randomness you'd see at the beginning in a true Swiss system, and then they schedule based on your current standings a week in advance, so your Week 5/6/7/8 matches are determined by your standing at the beginning of Week 4/5/6/7.

Of course, a team may very well die due to the week or more delay, but matches have to be assigned that far in advance since the scheduling window begins exactly a week before the match start and ends exactly 24 hours before the match start.

Do you think a compromise between week-by-week and advance scheduling would be an improvement? Like scheduling in 2 week blocks instead of 4 week blocks?

posted about 9 years ago
#42 2/14/15 Newer Open teams, how's your midseason? in TF2 General Discussion

Honest question, why doesn't ESEA schedule by rank every week like other leagues do? Everyone would get closer matches after two or three weeks of randomness. Fewer matches would get scheduled against dead teams, and potentially fewer teams would get rolled and demoralized.

posted about 9 years ago
#7 UGC Gold: Dreamkillers vs. Infamous in Events
fatswimdudeclassicNurseyS C I Z O Rhe's not playing in this you doofus
S C I Z O R

posted about 9 years ago
#3 "Spy and Sentry" in Off Topic

i actually think it's kinda cool that they animated the characters over screenshots of the game, but this looks like it was made for 8 year olds....

posted about 9 years ago
#14 esea tf2 season 19 in TF2 General Discussion
taggHe had a legitimate question and so far has only gotten one answer that wasn't laced with some unnecessary bullshit aggressiveness. How about next time someone doesn't know something about comp TF2 we answer it without being gigantic tools

i love how everyone's gonna upvote this, and then in the next thread the exact same thing is gonna happen

posted about 9 years ago
#2 UGC Plat: Kids Next Door vs. bote team in Events

This is going to be a very good match.

posted about 9 years ago
#9 MGE and Tf.center problems in Q/A Help

net_graph 1 creates a graphic in the bottom right that's displays info while you play. it doesn't show anything in the console.

my guess is that your internet doesn't like the competitive tickrates on servers, but handles pub values just fine.

posted about 9 years ago
#33 TF2 update for 2/11/15 (2/12/15 UTC) in TF2 General Discussion

more like good for mvm to measure the optimum robot slaying tactics

posted about 9 years ago
#30 Hand size? in Off Topic

guys look how big my hands are, i didn't zoom the picture unlike some people

http://i.imgur.com/p7yRQZY.jpg

posted about 9 years ago
#13 Hand size? in Off Topic

here's my hand (old pic sorry for quality)

posted about 9 years ago
#7 TF2 update for 2/11/15 (2/12/15 UTC) in TF2 General Discussion
rowrowSo heavies can now switch weapons after letting go of mouse1, instantly?

there was a recent bug where heavies couldn't switch weapons for a good 2 extra seconds after un-revving. this is fixing that, not buffing heavy.

posted about 9 years ago
#5 TF2 update for 2/11/15 (2/12/15 UTC) in TF2 General Discussion
wickedplayer494Valve- Added convar r_drawtracers_firstperson to disable the drawing of first person bullet tracer particles
- Fixed a client crash related to extreme viewmodel_fov settings
- The viewmodel_fov convar is now clamped to valid values. Users who were using this to hide the viewmodel and tracers should use r_drawtracers_firstperson 0 and r_drawviewmodel 0 to achieve the same effect.

Was the bug that hard to fix? Still nice though.

posted about 9 years ago
#58 state of pugs in TF2 General Discussion
bearodactylnataponwhat server location/regions do people usually play pugs in NA? are there any recommendations on dedicated server hosting in those locations?chicago servers are good (outside of esea)
smobohooliWhat can we learn from the death of irc pugs? Was it due to separating the pool of players? Or perhaps the lack of new blood? How can we prevent this in the future?...I see what you're saying here, but from my experience the biggest problem with IRC pugs was the lack of administration and the tendancy for people to stop adding up when they see others aren't added. Unlike inhouse pugs where people start pugs with announcements or steam messages, there was no real way for irc pugs to get people to add up.

Without this motivation a lot of people would glance at the channel, realize there weren't enough players to pug, and leave the IRC. The idea of people not playing medic was only really an issue at the very end of the channels life (when most of the regulars had stopped opening the IRC in the first place) and at the very beginning.

The whole lack of seriousness you're talking about is mainly caused by the fact that most of the admins didn't pay attention to the channel or had stepped down. In the months preceding mixes death defy was the only 'active' admin, although not usually online during pugs.

As people have said, ultimately irc pugs died because people dont like idling in irc channels. Developing a good web client like the one reilly posted could definitely bring back the player base for pug.na imo.

I agree with you, but i was addressing something else in my post. I think a lot of people (like me) quit playing pugs before IRC pugs started dying simply because they weren't fun anymore. That's separate from the people that just stopped adding up because everyone else did.

posted about 9 years ago
#54 state of pugs in TF2 General Discussion
hooliWhat can we learn from the death of irc pugs? Was it due to separating the pool of players? Or perhaps the lack of new blood? How can we prevent this in the future?

please ignore this if you actually thought irc pugs were fun

You ever notice how people treat their friends much better than they treat strangers? That's the driving force behind why in-houses just work so much better.

It's even worse when you've got people that do know each other. People in groups naturally don't care about "outsiders". See: a group of high school students in a movie theater being loud as fuck and not even thinking twice about the other people around, leaving a huge mess and yelling to annoy people for kicks.

I found the pug experience to be like sitting in a movie theater trying to enjoy the film with a bunch of rowdy teenagers throwing popcorn at people and laughing.

BASICALLY pugs would be fun if seriousness was enforced, but i doubt that will ever happen. It would solve the problem of nobody wanting to play medic, at least?

posted about 9 years ago
#8 state of pugs in TF2 General Discussion

Many UGC 6s players are either primarily focused on HL, too casual to want to Pug, or are satisfied with centers.

In-house pugs are the best option right now if you're not paying for ESEA.

posted about 9 years ago
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