synchro
Account Details
SteamID64 76561197990752262
SteamID3 [U:1:30486534]
SteamID32 STEAM_0:0:15243267
Country Estonia
Signed Up July 23, 2012
Last Posted June 4, 2015 at 4:52 PM
Posts 715 (0.2 per day)
Game Settings
In-game Sensitivity literally 0.69
Windows Sensitivity RAW INPUT BABY
Raw Input 1
DPI
3600 I think
Resolution
1920x1080
Refresh Rate
120
Hardware Peripherals
Mouse DeathAdder Black
Keyboard Corsair
Mousepad Razer Big Boy
Headphones AT M50
Monitor Acer GD235HZ
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#10 Gang Garrison 2 in TF2 General Discussion

Is it still open source so I can use my client that gives me unlimited sentry guns and 3x speed?

posted about 11 years ago
#33 IGL? in TF2 General Discussion
SnazThough it concerns me that the league is free to play.

Why not incorporate a pay-to-play and have a prize pool? You will certainly bring in more teams (a lot more teams) in a paid league.

As a brand new league, I'd like to see how things work out for a bit before dumping money into them, and I think most people would say the same.

posted about 11 years ago
#99 Origins of Your Name/Alias in Off Topic

falkflyer: Was my username for a long time, I was into writing short stories when I was younger and Falk Flyer was some space alter ego of myself I came up with.

๖falco: Switched over to this because I thought Falco was the best video game character of all time (still arguable). The wing on the side came from that weird combination of symbols that makes the first letter of someone's name look like it's on fire, I just took it out because it looked like a wing and I thought it was neat.

๖RFE (Rock, Flag and Eagle!): I wanted to be like Charlie and go America on everyone's ass.

-tC: Ah, the good old age of names-with-dashes-in-them (see what I did there). My initials, they seemed to look kinda cool and two letter names were all the rage.

synchro: When I finally decided to be a serious gamer I wanted a serious gamer name, I could go MLG pro if I wanted now.

MrFraggy1414: This is my LoL name. I picked it because it's the kind of name where, if I got destroyed in a game by someone called "MrFraggy1414" I'd be really mad. I know it's successful when I get a lot of "more like MrFaggy1414"s.

posted about 11 years ago
#8 I need help setting up a comp config? in Q/A Help

Whoops I didn't mean to actually post that sorry everyone.

posted about 11 years ago
#7 I need help setting up a comp config? in Q/A Help

It looks like the DocProfessor has become the student.

posted about 11 years ago
#13 What do you like in a map? in Map Discussion

Quoting myself from the other recent thread in case this helps. Major elements to consider, point by point:

Middle:
• Multiple routes and rollouts.
• Two sources for height advantage, one small, one much larger (badlands trains vs. bridge itself, granary elevated middle area vs. crates, etc.)
• Make the capture area far enough from entrances that people have to commit to capturing, instead of just edging in and out (like on granary 2nd).

Second:
• The second point of a map is usually the most unique, but still should factor in some general elements. Obviously, there should be a main route from mid to second to last, but also alternate ones.
• One primary way to get in, and one or two flanking routes should be sufficient, but don't overdo it with entrances. The better maps only have 2-3 ways into second (badlands 2, granary 3, process 3[.5])
• This point should favor the team that has more people committed to the fight. That is, reinforcements should have a smaller impact than on middle, but should probably lean towards the defenders slightly (think of how spire is easier to get to for the defenders, same with process' point; lots of ground for attackers to cover, but once they're in, they have just as much positional advantage)

Last:
• Make it punishing to get on the point, but the point should cap quickly. Just about every good competitive map, with the exception of granary, makes you really commit to the point once you're on it. A lot of them wall you in (badlands, snakewater, gullywash), and they all make it difficult to leave the area once you're that far in.
• Multiple entrances, but none of them should be too much better than another. Larger entrances should be further away from the point or have a poor position otherwise (give up height advantage, etc.) to make it harder to swarm through there.
• Defenders should be able to get to the point relatively quickly from spawn, but at the same time, resupply cabinets should be further back in spawn areas to prevent easy turtling.
• Make it difficult to push out of the last point, but doable. A good last point has a lot of routes for people to get behind and make something happen, but should still be hold-able for the defending team.

General considerations:
• Chokepoints should be scarce, but still existent. Don't make them too big (like coldfront's tunnel on second/last).
• Be sure to consider the main 4 classes heavily (scout, soldier, demo, medic), but don't forget things like sniper sightlines. Scouts should have some terrain to abuse via double jumps, but soldiers should be able to counter most of it. Some places should only be easily accessible by precise jumps, like badlands' dropdown (or granary's for ridiculousness).
• Spawn and cap times should be tweaked a bit to account for distances, don't leave these as defaults.

These are things I've tried to pick up from currently successful maps and work into ideas for new ones, I'm sure some people may have different opinions and a lot of these are obvious, but I think it's a pretty good checklist.

posted about 11 years ago
#29 IGL? in TF2 General Discussion

Is anyone else excited to elevate their game?

posted about 11 years ago
#5 I need help setting up a comp config? in Q/A Help

I don't really have time tonight to run through it in great detail, but hopefully these steps get you in the right direction. I'm going to assume you have a server up and running, and you have FTP access.

These are off the top of my head, so I could be wrong.

1. Use FTP to put something like ESEA.cfg or CEVO.cfg into the "tf/cfg" folder on your server. If you have an NFO server, this can be done through an autoinstaller on the control panel.

2. These are just text files, and they're not too difficult to edit; a lot of them are commented with stuff that can be changed, and most of the variables are self explanatory.

3. Create a textfile called item_whitelist.txt in your cfg. You could use this as a basis, nixnyte wrote it up real quick for ESEA S13 weapons: http://pastebin.com/raw.php?i=dHd9h6DA
Note that this is more of a blacklist; the listed items are the ones that are not allowed; anything not there is legal. The format should be pretty easy to follow.

4. In your server, all you have to do now is "exec config" where config is the name of the file (excluding the extension, .cfg, that you put in step one). Everything should handle itself from there.

And that's it! You should be good to go just from those few steps, hope it helps.

posted about 11 years ago
#2 More Hz or More FOV? in Q/A Help

It really depends on preference here; while 75hz will give you a "smoother" experience (not nearly as much as 120), the wider screen gives you a bit more space to see things. If you really think 75hz looks like a good improvement, then I'd stick with that.

posted about 11 years ago
#12 AdvSpec in TF2 General Discussion
SocialistFishcould it be possible to have the players names floating over their heads? Possible, yes; just look at any ugly TF2 hack on youtube. Making it look nice and not overly distracting? That's tricky.

If you made it toggleable, it wouldn't have to look too fancy. It would be sweet if you could somehow render the text vertically (sideways), but I doubt it'd be easy.

posted about 11 years ago
#40 quick poll regarding 'active servers' module/tab in Off Topic

For me, it would be perfect if you could:
1. Filter or expand/collapse different server types (ie. "Only show DM servers")
2. Option to hide or move to the bottom, servers that are currently full.
3. Show more (all?) servers, especially if you can expand/collapse the groups.

posted about 11 years ago
#221 Esea Client Mining Bitcoins in Off Topic

None of us are legal experts so I'm not sure why we're all trying to pretend we are.

Unless you are a legal expert, in which case, please keep pretending to be one.

posted about 11 years ago
#160 Esea Client Mining Bitcoins in Off Topic
mthsadtorbull has said they are investigating further, I hope lpkane gets the boot.PapaSmurf323torbull and lpkane have been playing good cop, bad cop for the past 10 years. I dont think its gonna work this time
posted about 11 years ago
#152 Esea Client Mining Bitcoins in Off Topic
enigmasynchroThe thing that really bothers me is how lpkane handled it (ie in typical lpkane fashion), via lots of lies and misdirections. If he had just come out and said "hey, yeah, we did this as an experiment and forgot to remove it from the code, sorry. we got X coins out of it though, and we'll be giving premium users something (freemium codes) in return for the trouble it caused." instead of just dodging everything with sarcasm and general douchebaggery, most people wouldn't even mind that much.that's actually exactly what he said/did

I meant the first time around. The first thread was a completely different attitude from kane.

posted about 11 years ago
#125 Esea Client Mining Bitcoins in Off Topic
downpourTF2 community getting mad about something and then not doing anything about it

WHERE HAVE WE SEEN THIS BEFORE?

It's a recurring theme amongst most gaming communities. There's a pretty wide intersection between enjoying video games and being lazy.

I'd also like to clarify that, for the most part, the fact that they were [almost definitely] illegally mining bitcoins and abusing the client isn't even what I'm that upset about, especially considering most TF2 players don't run the client 24/7. The thing that really bothers me is how lpkane handled it (ie in typical lpkane fashion), via lots of lies and misdirections. If he had just come out and said "hey, yeah, we did this as an experiment and forgot to remove it from the code, sorry. we got X coins out of it though, and we'll be giving premium users something (freemium codes) in return for the trouble it caused." instead of just dodging everything with sarcasm and general douchebaggery, most people wouldn't even mind that much. It's that sleazey "thanks for your donation" business attitude that puts me off more than anything.

posted about 11 years ago
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