wpminnows
Account Details
SteamID64 76561197987254630
SteamID3 [U:1:26988902]
SteamID32 STEAM_0:0:13494451
Country England
Signed Up September 7, 2012
Last Posted August 30, 2022 at 4:47 AM
Posts 277 (0.1 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input 0 
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
1 ⋅⋅ 7 8 9 10 11 12 13 ⋅⋅ 19
#7 Best sub $100 headset? in Hardware

i use a lifechat lx-3000, pretty good for like £15

posted about 10 years ago
#43 What is one song you always heard as a kid? in Off Topic

http://www.youtube.com/watch?v=XCABvPQuxP8

posted about 10 years ago
#72 thoughts on blackbox and shotgun roam in TF2 General Discussion

i like the black box

posted about 10 years ago
#37 pick/ban system in TF2 General Discussion
AllealThe pick/ban thing last year was about HL not 6v6.

oh oops

posted about 10 years ago
#13 pick/ban system in TF2 General Discussion
toothIf anything it would have to be picking the weapons that are allowed, not the weapons that are banned. There are too many possible unlocks any class could be using even after you choose to not allow a few, and then you end up at the same old rock paper scissors battle (similar to what marmaduke just said) of who has the unlocks that better counter the weapons the other team is using.

i thought it could be a mixture of both, e.g. ban some unlocks then choose what ones to allow from the unbanned ones

posted about 10 years ago
#1 pick/ban system in TF2 General Discussion

so i was reading this thread, more specifically this quote from robin walker:

If you forced us to offer an opinion on what competitive TF2 could do to help, it’d probably be to find ways to incorporate more alternate weapons into competitive play – I think there’s a real risk of stagnation if you don’t, and that makes the competitive scene less interesting to new blood. I think there are some interesting ways that incorporation could be done to add a deeper layer of weapon selection strategy, instead of simply saying “use all the weapons”. As one example, if you’re familiar with Dota, it’d be interesting to see something like the Pick & Ban phase of Heroes applied to weapon selections in TF2. i.e. all weapons are available, but you can prevent the opponents from fielding specific weapons, while also trying to build a weaponry selection that works well for your specific strategy.

i'm pretty sure there was a discussion/attempt at this last year, but is it something worth trying again? i'm not sure how exactly it'd work, i had in mind something like team leaders ban x weapons, each member picks y unbanned weapons to use, each team can pick the same weapons

i dunno, i kinda feel like it'd remedy the problem skeej highlighted in this here post about having too many unlocks allowed resulting in a sort of uncertainty about what the other team's using, it'd allow some new strategies to be tried and probably most importantly it'd be something that would help 6v6 get noticed by valve without (hopefully) skewing the format much

i just wanted to discuss this again 'cause it seemed kinda important

updated 22/12:

wpminnowshey yo,

sorry to bump this, but after watching the no-whitelist chaotic valve's game... games, i was thinking about this again; i'm no programmer, but would it be at all viable to create a system that does the following:

1) allow each team ~5 weapon bans from the entire unlock pool
2) allow each player to choose x unlocks from the unbanned pool for themselves only (4 seems like a good number to me? ~3 for each slot + 1 for offclass, or 4 for mainclass) which are revealed to the other team once everyone has chosen, not restricted by what other players pick (i.e all 12 players could choose the gunboats if they really wanted)
3) restrict unlocks available to each player ingame to only their selected 4 (this part seems awkward to do)

i honestly think this is worth at least trying as a good middle ground between the current whitelists and the everything-allowed games, since it deals with a lot of problems:

-remembering/learning what unlocks are allowed in different leagues, essentially unifying a whitelist (fuck if i know all of what's legal in etf2l any more)
-allowing teams to attempt new strategies without having a bloated whitelist
-possibly providing data for which weapons are always banned/never used for balancing (low chance but yeah)
-still being able to weed out overpowered weapons (see: bfb)
-this:
KevinIsPwndownpourHerr_PPlaying tf last night was equivalent to a game of dota where the hero could be swapped at any time. Simply too many possibilities at once for any meaningful foresight to be had.this is the exact problem tf2 sans white list has, and even to a degree tf2 with whitelist (even just changing mediguns changes things)This is my main problem with the no whitelist 6s (along with 4s and especially A:R). It kinda turns into a "what curveball can we throw" contest and while that can be fun for pugs/ friendlies, i'd imagine it being really terrible playing it seriously.
with the unlocks limited to 4 per player and revealed at the start, you can allow teams to try curveball strategies while still letting the opposing team prepare for them

imo if this works it'd make comp a little more accessible since people won't be asking why x is banned or is x legal in y league, along with slightly increasing the very low chance valve introduces 6s to matchmaking, since even if the meta stays pretty much the same we won't be cutting out half the weapons in the game (even if they won't be used, it'd be weird to see an official format where a large chunk of the game's weapons aren't allowed for some reason)

thoughts?
posted about 10 years ago
#52 What Would You like to See On: Pyro in TF2 General Discussion

along with the airblast stuff that's been mentioned already, i'd kinda like faster travelling/tighter flames just so there's a little more emphasis on actually aiming

i like the whole aiming/movement part of the game and right now pyro doesn't really require it and takes it away from other players

posted about 10 years ago
#48 Twitch Plays Pokemon in Off Topic

i'm just watching a cerulean city npc now

posted about 10 years ago
#21 TF2 Update January 23 2014 in TF2 General Discussion

http://i.imgur.com/4SYEVun.png

as awful as saigns are i hope this doesn't continue, i kinda liked having an active server

posted about 10 years ago
#44 invite happenings in TF2 General Discussion

if all of us who are lft make a team together maybe i can be invite

posted about 10 years ago
#7 Ads on tf.tv in Off Topic

what area has local cowboys in the thousands

posted about 10 years ago
#21 public server in TF2 General Discussion
MessyRecipewpminnowsfixed weaponspreads are on, crits and damagespread is on for now just so the server's quickplay eligible but i'll turn them off once there's a decent playerbase
Compile and upload this SourceMod plugin to get the best of both worlds--

http://pastebin.com/cPLh2eJH

will try this, thanks

for some reason the server randomly filled up about 2 weeks ago and has been 24/24 almost every day since, so if anyone wants to join/give feedback it's a pretty good time

posted about 10 years ago
#283 What did you get for Christmas? in TF2 General Discussion

a new graphics card, some clothes and enough chocolate to last a few months

posted about 10 years ago
#114 MLG in TF2 General Discussion
joejoe347wpminnowsquite a long shot, but i sent an email to the tf team asking if they were aware/would mention it at all on the teamfortress site
The system isn't quite ready for prime time atm, maybe hold off for a few days?

i may be slightly overexcited

posted about 10 years ago
#112 MLG in TF2 General Discussion

quite a long shot, but i sent an email to the tf team asking if they were aware/would mention it at all on the teamfortress site

posted about 10 years ago
1 ⋅⋅ 7 8 9 10 11 12 13 ⋅⋅ 19