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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#72 Faster maps? 3-CP? in Map Discussion

Sal, I think you're actually arguing two different points here without realizing it.

The first and most important thing you're trying to do is increase viewership by reducing the time it takes to watch a TF2 game. The second thing is that you're trying to speed up 6v6 gamesplay. What you've done is raised an interesting problem, and then followed it with a rather controversial solution.

So, to touch upon the first point: Yes, I think that more people would be interested in watching the game if it didn't take as long. However, I think there are simple ways to prevent this in post-production: as you said before, you can speed up the playback during boring parts of the game; in Starcraft, this is during the "build order" phase, but in TF2, this is when two teams are sitting on opposite points building uber and watching flank, before trying to make a play or grabbing a kill.

I think there's a better solution though: rather than always putting up entire games, why not pick out a high quality round or two, that showcase the better parts of playing TF2? We sort of have an advantage here, because in a game like DotA2, sure you could just fast forward through the farming phase of the game, but it doesn't really last long enough to make up for the other 40 minutes. What we can do is take out rounds that have 5 failed last pushes, and instead watch a round where a team has a successful mid, a successful push into second, and then takes the round with another successful push into last. There's always action, and there's still TF2 you can show off without having to drastically change the game.

Now, for your idea on 3-CP maps; could they be balanced to work with TF2? Sure they could, but I don't think they could be balanced for 6v6 play. There are a lot of inherent issues with it that are solved with the "in-between" points. In this game, there are a lot of stalemates for sure, but this is because a successful uber push typically means you gained ground and captured a point, while failing a push results in either a) losing the previous point or b) having to regroup and hold the previous point. In your example, the previous points in question could be the deciding points of the round, which would mean almost no teams would ever push out of last.

To combat this, you could take several routes; reduce spawn times, increase relative map size (ie. distance between points), increase the number of rounds needed to win. Say we reduce spawn times; now, there's much less incentive to push after one or even two player picks, because they will respawn in time to rejoin the current fight; thus, a player's life becomes much less valuable. Okay, let's also make the point distance a bit bigger so that teams have a chance to cover ground after winning/losing a fight; sure, that helps, but now the game still has the problem of there only being one chance to defend your ground (akin to DotA having one or two less lanes/towers), so a lot of turtling will happen. If you did manage to break the turtling problem, now your rounds go by much quickerl so much so, in fact, that it becomes difficult to justify winning a game in just 5 rounds (which is why CS games have like 11 or something); to solve that, we up the number of rounds it takes to win, and in doing so, bring the total time a match takes back up to relatively the same point.

It's a really hard subject to touch, and I'm sure one that Valve already looked at a lot before settling on 5-CP maps (notice how TC maps have fallen completely out of existence). Instead of changing the game, we need to change outside circumstances; players get up to 15 minutes after the scheduled match time to actually play the game, which leads to a lot of live viewers losing interest. Because of how buggy the game is, there are often several pauses during a match due to disconnects/rendering bugs/computer crashes/etc. The only other thing that reduces interest is simply not understanding why stalemates happen.

posted about 12 years ago
#21 grillz in TF2 General Discussion

Ew years ago two parents went out to dinner a few hours later the babysitter called and asked if she could cover up the clown statue in the kids room. The dad said "get the kids out of the house and we'll call the police. We don't have a clown statue." the clown was actually a killer that escaped from prison 10 years ago. If u don't post this on ten photos, the clown will be in your bed with a chainsaw at 3:00 am

posted about 12 years ago
#13 Big Shot Gaming MI LAN in LAN Discussion

If you're coming to the LAN and haven't already joined the Steam group, you can find it here: http://steamcommunity.com/groups/bigshot

posted about 12 years ago
#5 Make your giant red damage indicators smaller in TF2 General Discussion

THANK YOU PT

posted about 12 years ago
#5 Interested in casting in TF2 General Discussion

Some people have casted lobbies for fun and claim it made them better. Really, I think the only thing you need to do to be a successful caster is never having silence going on. It helps to have a partner, so that you're always talking about something related to the game, even during stalemates.

posted about 12 years ago
#10 SYNCHRO'S GUIDE TO GETTING GOOD in TF2 General Discussion
DeseankigbariomAlso viewmodel fov's too because having a larger one can help lessen clutter on the screen.
It's in the first post, first word after "a)" and in bold... and you missed it?

He's talking about viewmodel_fov, which changes the model of your weapon to be smaller/larger, essentially. If you use viewmodels (I should have mentioned this), then you may want a smaller or larger viewmodel_fov to change how much of the screen it takes up. A smaller number brings the model closer, a larger one pushes it farther away.

posted about 12 years ago
#2 SYNCHRO'S GUIDE TO GETTING GOOD in TF2 General Discussion

2. Practice makes perfect. Play pubs (some people will disagree here, but my defense is b4nny on b4dwater), PUGs, DM mod, scrims, MGE if you really want to, just play the game. yz50 spent countless hours in DM, dante spent countless hours in MGE, powah spent countless hours in Ape Escape; just play what you can enjoy and don't force yourself to play for hours on end. The best practice always comes from scrimming with your team, but pugging is almost as good. It also helps if you enjoy playing with your team and keep your head cool, because getting mad never helps anything (looking at you zephyr).

cinq, the god of PUG bots, has started a #tf2mix channel on gamesurge aimed at helping lower level players improve against each other instead of invite all stars: http://steamcommunity.com/groups/tf2mix
Vick and friends started the Newbie Mix group, which is a PUG group to help mentor players brand new to the game: http://steamcommunity.com/groups/na6v6newbiemix

3. Accept criticism from those better than you and focus on fixing mistakes in scrims; on that same note, though, don't be too hard on yourself. Watching demos of invite players helps, but watching your own demos to find mistakes can help even more. If you're not sure what you're doing wrong, ask for help. The TF2 community sometimes gets a bad rep for being mean to new players, but the truth is that we love new people who are willing to learn. If you're going to dedicate yourself to getting better, almost everyone will jump at a chance to help you out, so don't feel afraid to ask what seem like dumb questions; with everybody and their mother streaming now, asking questions while they're live is a pretty good strategy too.

That pretty much sums it up. There's no easy way to the top, no shortcuts to make you a great player, just try to learn as much as you can and practice, practice, practice.

Addendum:
The preference rule applies to hardware, too; aside from investing in a 120 hz monitor (only advisable if you have money you like to throw around), choosing a mouse/keyboard/headset/chair/phone/etc. all come down to what feels comfortable for you. If you're never felt a mechanical keyboard before, don't drop $99 on one just because other gamers use it. While high DPI gaming mice are great, if you have something optical that doesn't die when you move it too fast, stick with that unless you're sure you want something with a different feel.

Helpful startup/console commands and junk:
compton made this awesome tool to generate config files, letting you add binds, change individual class settings, and a buttload more: http://clugu.com/tf2mate/
I was going to post a bunch more but honestly the tf2mate does everything you'll want to start out.

Wow that is a gigantic wall of text that had to go in two posts I'm so sorry what have I done aaaaaaaa

posted about 12 years ago
#1 SYNCHRO'S GUIDE TO GETTING GOOD in TF2 General Discussion

Every other week someone new to or improving at the game comes here asking for the best config, HUD, sensitivity, etc. to use to get better; and they get the same answers every time.

What it comes down to is preference. The players at the top didn't get there by discovering some magical combination of settings (that you're allowed to know about, anyway) that made them godlike. Just like any other sport, hobby or anything else, the best way to get good to is dump hours into the game. There is, however, a series of three easy steps to follow if you want to get better:

1. Find a combination of settings that you like and don't ever change it. Just this season I toyed around with my sensitivity a bunch before just going back to my original one, because I realized that one was the most comfortable.

While HUD and crosshair and other selections are almost 100% subjective, there are some guidelines you can follow.

a) 90 FoV. It's almost required. Some people feel that they can DM better with 75, but you just miss out on so much around you. TF2 is a pretty fast paced game, with players jumping over your head this way and that, so being able to see them all the time is pretty important.

b) When choosing a HUD/crosshair, look for things that are somewhat minimal and out of the way. Having a pretty border around every number is great, but maybe having a small health count closer to the center of the screen will help you manage your HP better. The same goes for crosshairs, don't get too fancy or you'll just end up distracted. Other than that, having a circle won't help you any more than having a plus or a dodecahedron, so just find one that looks nice to you.

Caspian put together a great collection of custom HUDs, though not all of them may work: http://teamfortress.tv/forum/thread/183/1
Fog made some sweet looking HUD crosshairs that may be to your liking if the defaults aren't: http://teamfortress.tv/forum/thread/1261-fogs-custom-hud-crosshairs-version-2-0-released

c) Upon your quest for the perfect sensitivity, you'll find all sorts of advice from lower is better to higher is better and everything in between. Some people say that lower sensitivities are better for tracking and higher ones are better for flick shots, while others will state the opposite. Just toy around with it until you feel comfortable, and can loosely handle your mouse while keeping control. Once you find that, though, stick with it. If your aim feels off, take a few breaths and shake your hand out or something, but don't blame your sensitivity and switch it because you'll just break down your muscle memory. Mouse acceleration is also okay to use, though people recommend against it unless you have a smooth framerate, otherwise it gets a bit messy.

(Part 2 below)

posted about 12 years ago
#12 Big Shot Gaming MI LAN in LAN Discussion

Check out those sweet prizesssssssssssssssssssss

posted about 12 years ago
#8 $15 Windows 8 in Off Topic
UltrazI went to best buy and tested the new OS....

Took me 2 hours to figure out how to find the desktop

Took me 3 hours to figure out how to download shit

For 5 hours I was raging at a computer

If you're sitting in a Best Buy for 5 hours trying to figure out how to use a computer, you probably shouldn't be playing TF2.

I don't get why there's so much hate for the new OS. You can disable pretty much everything you don't like about it, but you still get the benefits of a smaller memory footprint, more secure random memory allocation, faster boot times, connected sleep mode, and other neat features that take what Windows 7 did right and expand. I'm just holding out for when I finally get an SSD so I don't have to copy all my junk.

posted about 12 years ago
#23 if you had fun you won, L4 a demo in Recruitment (looking for team)

"fucking heal me" zephyr 2012

posted about 12 years ago
#5 Disney buys Lucasfilm for 4.05 billion in Off Topic

Just saw this, interesting. I bet it won't lead to anything terrible.

oh no

posted about 12 years ago
#72 Fuck this hurricane in Off Topic
Saberhttps://sphotos-b.xx.fbcdn.net/hphotos-snc6/247777_4681197266218_1758648905_n.jpg
Couple blocks up from where I am in NYC.
ONLY DORM WITH POWER BITCHES
OOOOONLY DORM
SUCK IT

yeah but is your internet okay

posted about 12 years ago
#46 Demo Reviews by cyzer in Mentoring
njaYou're probably incredibly busy, so only do mine if you have the time.

This was in our lower-bracket playoff match against "if you had fun you won." I don't think I preformed too well and I wouldn't mind a diagnosis :c.

http://www.mediafire.com/?ga770yjov9fcafn

I think you played pretty well, don't be so hard on yourself. Not that it's bad to review the demo, just sayin'.

posted about 12 years ago
#7 The Blight of Blackfoger in News

lol he's still around?

posted about 12 years ago
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