wareya
Account Details
SteamID64 76561198009358827
SteamID3 [U:1:49093099]
SteamID32 STEAM_0:1:24546549
Country United States
Signed Up August 23, 2012
Last Posted April 22, 2020 at 6:24 PM
Posts 2041 (0.5 per day)
Game Settings
In-game Sensitivity 9 in./360 plus accel
Windows Sensitivity 6
Raw Input 1
DPI
1600
Resolution
1680x1050
Refresh Rate
250fps/60hz
Hardware Peripherals
Mouse Razer Deathadder
Keyboard Quickfire TK Green
Mousepad Generic
Headphones Generic
Monitor Generic
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#19 CTFTrue in TF2 General Discussion

Having a charge timer still allows for clutch plays, it just keeps people who can't put up a fight from dragging the intel away or keeping it ready for someone else to come get it -- you can deny CP cap progress completely, but you can't do that for flag cap progress. Having a charging timer actually makes flags more like CPs.
It's really not more complicated than allowing for throwing or flag returning. In fact, they affect the way the gamemode's state lines up a lot more. The only reason to think of them as more normal is because so many other games do them, but the charge mechanic's only done by one.

posted about 10 years ago
#17 CTFTrue in TF2 General Discussion
mikejswareyaCan you make it so the flag timer charges up after you grab it instead of instantly resetting
That's really the only thing that I think TF CTF is missing, suicides to reset the flag timer are too useful right now

The plugin lets you disable touch returns and adjust the flag return timer already. It defaults to 10s which I think is good enough

That's not what I'm talking about at all. I don't care about the flag return timer either way as long as it has a sane default, but I think touch returns are too much for a TF style game, which is why I care about this particular idea. When you pick up the flag, it retains the time it had when you picked it up, and it recharges while you're holding it. Then, when you drop it, it drops with that charge. When you pick up the intel from its base, it'll either start with an empty charge. I don't know what a good charge rate would be for TF2, but in Gang Garrison 2, three seconds for an entire timer works fine. The only real point is so that if you die right after tagging the intel, you don't get a full reset, so it's less rewarding and you don't get people suiciding into the intel for just that reason.

posted about 10 years ago
#14 CTFTrue in TF2 General Discussion

Can you make it so the flag timer charges up after you grab it instead of instantly resetting
That's really the only thing that I think TF CTF is missing, suicides to reset the flag timer are too useful right now
Also from experience warsow's ctf maps are worse dogtrash than tf2's mediocre ones, regardless how good their designs look. They would be even worse in TF2.

posted about 10 years ago
#33 Make music? May I stream it? in TF2 General Discussion

http://wareya.bandcamp.com/album/into-the-dark - silly chiptunes from when i was silly and edgy
https://soundcloud.com/wareya/ - i have a couple complete songs on here

posted about 10 years ago
#24 4v4 in TF2 General Discussion
PheeshCan you clarify what you mean exactly? I'm not sure why you provided random quotes out of order, what are you getting at?

I'm saying that your examples about TF2 CTF are ambiguous and don't mean anything. I provided the (not random) quotes out of order because they were an example of a lack of communication which could be easily construed as self-contradiction. A lot of people don't like dying 50 times before they accomplish something. A lot of people don't like to need advanced movement skills just to engage the objective properly.

PheeshTF2 rewards slow controlled pushes due to the mechanics surrounding movement, respawn times etc. You can't finesse your way around defenders, you must use brute force (dm) every time.

TF2 rewards slow controlled pushes due to how easy it is to die and the punishments for dying. If it's harder to die or the punishments for dying are lesser, it's not a problem, and map design can do either -- low respawns, tactical advantages for attackers instead of defenders like every god damn last CTF map in the game gives, etc -- this is still assuming that you don't want to require slow controlled pushes for the map to work, which I only partially agree with. Thank you for finally explaining what "brute force" means to you, though I disagree with what it means and what you're saying about it.

PheeshThis leads to less variety and less fun in CTF modes in TF2.

Would be nice if you gave some kind of concrete example instead of just drawing the conclusion that push based gameplay gives TF2 less variety and less "fun" in CTF modes in TF2. What reduces the variety? What reduces the fun? Do you like jellonoxioing into the intelligence just to die 10 time before you even take it out of the base, thanks to the high respawns and fast movement in TFC? Do you like killing the same people over and over again before they finally get it right and escape with the intelligence? Both are reasonable ideas, but you're not giving anyone anything to work with here, you're just stating your opinions as facts without direct reasons for them.

PheeshFast pacing in CTF is one aspect that TF2 cannot achieve due to these mechanics, as compared to TFC.

Where did fast pacing come from? The only time I've hard you talk about CTF being fun when it's fast is with regards to movement. In that case, you're stating that fast paced CTF is something TF2 cannot achieve in comparison to TFC, without any reason for it. If I recall, the last things you mentioned were slow controlled pushes and "variety" and "fun". Please explain how these things or lack thereof make TF2 CTF necessarily slower than TFC CTF. Don't simply say that it is.

PheeshProviding perspective on the kind of pace common in TFC CTF rounds, (which are a freaking blast) seems pretty well connected.

In your original post I see a perspective which was poorly communicated due to lack of sufficient explanation. Something not worth trying to understand, except as a thing like "this is what this person thinks".

posted about 10 years ago
#21 4v4 in TF2 General Discussion
PheeshThere's no finesse in the meta game in TF2, it's all brute force.PheeshFor perspective in typical 4v4's in TFC the offensive players often each make 35-50 individual 'runs' during a 15 minute round.PheeshYou need to clear the defense in a slow, controlled push to get the flag, and then it's usually a coast to coast pull if you get it. It's just not very fun.PheeshYou die 35-50 times from attacking the enemy base in 15 minutes and that's not at all viewed as a negative.

??????? You're trying to argue something about TF2 relative to TFC that is completely divorced from your points, please fix.

posted about 10 years ago
#15 Streaming: Non-fluid screen, but getting 100+ fps? in Q/A Help

I know this sounds silly, but try enabling/disabling multicore rendering. I get a similar sounding kind of microstuttering when I disable it, might be related.

posted about 10 years ago
#10 Weird FPS loss in TF2 General Discussion
mthsadSevinSovereignStaticVoidHave you tried removing the FPS cap? If I remember correctly, Chris' maxframes has a warning against enabling the FPS cap.Why is the FPS cap on in the first place. Isn't the FPS cap similar to what V-sync does anyways?
I heard it helps with making sure your machine doesn't overheat.
not true whatsoever, people often cap frames to avoid weird issues with the source engine and also to match the refresh rate of their monitors.

it also reduces how cpu and gpu intensive the game is, so it does prevent overheating for people with bad cooling. because it helps some people in this way it is not "not true whatsoever".

posted about 10 years ago
#87 milk in Off Topic

I drink whole milk all the time, but for some reason it's absolutely disgusting unless I'm drinking it with some kind of pastry or sweet bread. I cook brownies all the time pretty much just so that I can chug half a gallon of milk along with it and feel good doing it.

posted about 10 years ago
#47 any1 else a prodigy? in Off Topic
Oblivionagechill

nice self +frag in a cancer thread

posted about 10 years ago
#45 any1 else a prodigy? in Off Topic

ban pls

posted about 10 years ago
#6 /r/tf2 in TF2 General Discussion

I think that, to appeal to the "mainstream" tf2 audience, bans and limits need to be decided on a game per game basis. I don't care how it's done necesarily, I just care that whatever happens works. Pre-set banlists and rule lists don't appeal to pubs. It's like they're being bossed around by something that they don't understand, because they're not into it. If someone figures out and implements a PUG system where every game there's some kind of decision making for the weapon ban list and the classlimits (sans highlander), it would benefit the kind of people who are worried or upset about what seem like arbitrary or selfish restrictions to them.

Unlike I've been hearing about from time to time, I don't think a dota-like pick/ban system would work. For a couple reasons. First, it wouldn't work for classlimits because a class isn't something you "have or don't have" in TF2. You can change classes in the middle of the game necessarily, and you can have multiple of the same thing. Also, blocking out a class entirely could completely ruin the game. So it doesn't seem like the concept of picking or banning applies. Second, it wouldn't work for weapons, because there are just so many, and being able to pick something that happens to be broken hurts the game more than DotA, because counters don't work the same way in DotA as in TF2. That is, there are "necessary" things in TF2 that can be "broken" by weapons, like the pomson draining uber, where similar things don't exist in DotA because the game doesn't rely around singular aspects like TF2 does.

There are a bunch of other ideas, like giving players a list that automatically votes on every weapon for them, or changing a few bans every game, but my favorite idea is a system where you start with a banlist that's similar to what people tend to play with and you do nominations for which weapons to change and then vote on the nominations.

posted about 10 years ago
#10 Titanfall's pubs are 6v6 max in Other Games
potThey had to provide some bullshit reason for why the brand new $500 Xbox can't handle more than 12 players...

AI are almost always more expensive to process than real players though.

posted about 10 years ago
#21 I've built spire! in Off Topic

sandstone
proper metal sheeting
a good building game like not minecraft I mean really 1m units what the hell

posted about 10 years ago
#5 AMD announces "free-sync" in Hardware
pine_beetleNot really, by lowering your refresh rate you're making more screen tear more. It's just silly idea.

Normally, yes, but not in this graphics pipeline, which is kind of the whole point.

posted about 10 years ago
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