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Signed Up September 22, 2012
Last Posted July 26, 2019 at 2:00 PM
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#533 How to Get to In-Game Comp Lobbies in TF2 General Discussion
Arxhttp://arxandbeta.com/pickban/
In this design, I've just put together a random system that I'd expect people to build on. Like... talk about the downsides of this method?

Only one I can think of right now is that map votes should be alongside picking your classes, with item bans coming later. If we're rolling with pick/bans as a metagame gig, I'd want to ban certain items in certain maps. Making a situation up on the spot, I wouldn't really care for the pain train in a 5CP map, but an A/D map? Sure, maybe having the opposing demo/soldier get more time into capturing isn't a good idea for you as a defender.

e: actually wait, I know of something else. In my mind, I don't see a reason for having to vote for a team captain, because shouldn't a player just be able to ban one item from the opposing team? It nicely balances itself out, because you can't just outright ban all the items off a single good player.

posted about 11 years ago
#530 How to Get to In-Game Comp Lobbies in TF2 General Discussion

So... is there anyone actually trying this pick/ban system out? For now, we could just do it in a TF2Lobby chat and mostly rely it on trust, although that's an easy access for griefing.

posted about 11 years ago
#141 Fatal1ty vs relic - Taipei 101 in TF2 General Discussion

Went into an area far away, with shadiness surrounding the legitimacy of the event, and suddenly the event doesn't exist.

RIP Relic
also the gamer food guy I guess

posted about 11 years ago
#522 How to Get to In-Game Comp Lobbies in TF2 General Discussion

I don't want a weapon that can fix everything, though. I want the class itself to be fixed, because if the one thing the heavy has going for him in 6s is the GRU, that's not a good sign for the class itself.

posted about 11 years ago
#520 How to Get to In-Game Comp Lobbies in TF2 General Discussion

Not to mention, in theory (I code as well as a baby monkey, so possibly not in practice) developing a pick/ban system alongside tf2lobby shouldn't be the hardest thing, because you could just have a system that auto-updates the whitelist on their servers. They're the smartest and easiest option, for now.

posted about 11 years ago
#517 How to Get to In-Game Comp Lobbies in TF2 General Discussion

The problem with 6v6 isn't its format, it's that the most optimized classes and strategies are already there. When you leave a format alone for 5 or so years, that's bound to happen. If they want to sincerely shake things up in 6v6, give players reasons to not go 2scouts/2sollys/demo/medic. Make a utility class useful enough where people don't have to worry if any of the advantages that utility class has justifies severely fucking up dmg output. Classes like pyro are pretty useless normally, and the few situations they're justified, it's still questionable to have one over a scout. Change stuff like that.

posted about 11 years ago
#16 The Weapon Balance Megathread in TF2 General Discussion
Epochreserve shooter
-syncs too well with soldier and degreaser pyro in that if you airblast someone/rocket their feet and you know it's going through, the fast switch allows you to punish him immediately with no recourse whatsoever and pretty easily get a second shot
-the minicrit damage itself basically gives 150 to 200% more damage to a shot. at point blank range, this makes damage go from 90 to 135
-said damage ramp makes an airblast into a corner too deadly to allow a timed delay on your shot to try and beat his reflect since you're already so low most likely that it won't take a second shot (or could and kill you anyways)

I believe the reserve shooter to be otherwise fine, due to the fact that the clips being halved severely gimps any sort of backup for a soldier (the pyro, on the other hand, can certainly be argued). However, the reason it's so widely banned is due to an exploit, where minicrits can land on anyone who happens to be going down stairs.

The Ullapool Caber is a pretty infamous item for essentially everyone, from pubs to pros, and the reason's fairly obvious: it covers the few flaws that a demoman is supposed to have, those flaws being:
-when running a vanilla set, his close-range is infinitely more deadly for him than it is for you
-a demoman that runs out of ammo has to rely on a pretty awful melee weapon that can't do much
With the Caber, if a demo runs out of ammunition, he still has a consistent backup where, if he even hits once, he will more than likely get a kill trade.

posted about 11 years ago
#13 The Weapon Balance Megathread in TF2 General Discussion

Ah, fair enough. In that aspect, let me explain the Pomson 6000 a bit better in a theoretical 6s setting:

Okay, shit. You just got pushed all the way back to your last point in dustbowl. so, time to go engie! You set up all of your stuff, and you await their push.

Assume for a moment: this team you're playing is really, REALLY good. Fantastic, even. If your primary were just a plain ol' shotgun, they would focus your sentry from below with an uber, making sure their scouts pick off some other players (including you) while it happened, and then win handily.

But you don't have a plain ol' shotgun equipped! You have the Pomson, because you're an awful person. So, in that same situation: they begin to push from below, and because you don't really need to care about accuracy (you got three more to shoot with if you miss one), you fire off some shots.

One of those shots just hit the medic. That team is now in a position in front of a sentry, and they have no uber to push with. They all die, because even if they were to focus the sentry now, they're lit enough to be picked off.

You just caused that. You monster.

posted about 11 years ago
#11 The Weapon Balance Megathread in TF2 General Discussion

Honestly, there's a lot of weapons with... questionable design decisions. A lot of them are just +stat -stat, with no real reason for use over their vanilla weapons, such as the Winger or the Family Business. They're sort of useless, in the sense that they're not only slightly worse than their vanilla counterparts. It's not even like some not-used-often weapons, where you can find situations to make it useful, because these weapons are pretty clearly not designed for any real situation in mind.

And then you get into the Pomson 6000, which is just... kind of a painful thing to wonder how someone decided to design it. There's zero notable downsides (destroying buildings slightly slower is not a downside in this situation, let's be honest), and there's so many advantages that happen to counter the kind of stuff that's good vs. an engineer, to the point that there is not a single reason to ever use any other primary for the engineer. This is the absolute weirdest thing to me, because they could have made a plain laser rifle similar to the Righteous Bison, and it'd be fine.

posted about 11 years ago
#6 The Weapon Balance Megathread in TF2 General Discussion
Whoopee_CushionI'm going to immediately regret this decision.

if it helps, we could probably set up a .txt file of some sort, host it online, have a few notable players be able to edit it, and then just have your post link to it.

OK ANYWAY:

The Saharan Spy is a pretty lopsided effect to work with. While at first, it seems relatively balanced, the problem comes when you use this set along with the Dead Ringer, which doesn't have a cloak blink time and isn't affected, effectively making the negative effect nonexistent.

SOLUTION:

-Remove cloak blink time effect
-Replace with a negative effect that lowers overall cloak time by 30-40%

This allows for every single watch to have a disadvantage to them. Likewise, this balances out the Dead Ringer nicely; You're losing that annoyingly loud cloak, but you better know where you're going when you feign death, because you won't get much time.

posted about 11 years ago
#53 Why is ESEA so fucking terrible? in TF2 General Discussion
disengageIts not the streams fault, not langes fault, not esea's fault. Its an issue with tf2 that the stvs are timing out.

except slin's stream has worked flawlessly since the getgo
it's just esea_orange that's doing this

posted about 12 years ago
#37 Why is ESEA so fucking terrible? in TF2 General Discussion

crazy idea #2: competitive tf2 would likely get more popular if our one flagship league actually did shit properly, and had a functional stream

people who might be interested in TF2 might like to watch matches instead of a single screen consisting of stats, and I really shouldn't have to explain why this stream is a very good example of how to do the opposite of that

posted about 12 years ago
#27 Why is ESEA so fucking terrible? in TF2 General Discussion
lanskyI don't think people realize how much competitive 6's needs ESEA to function as a competitive game.

I don't know if anyone was watching the 1.6 streams, but their stream would go offline every couple of minutes for the entire day. Things like these happen, we just have to hope that they don't repeat the same mistakes.

so they're terrible at streaming CS properly, too! good to know

there's no excuse for this, I've seen more consistent streams from people running tournaments in their basements. they've had god knows how many years of doing this, and they seem to fuck up every single time there's a lan

posted about 12 years ago
#20 Why is ESEA so fucking terrible? in TF2 General Discussion

call me crazy here, but I'm starting to think someone should probably try to set this shit up a good bit before everyone's supposed to play, and not just right before they start playing

of course that would require the lan to be by an organization not run by idiots
O O P S

posted about 12 years ago
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