yttrium
Account Details
SteamID64 76561197994749697
SteamID3 [U:1:34483969]
SteamID32 STEAM_0:1:17241984
Country United States
Signed Up April 1, 2014
Last Posted May 9, 2025 at 12:29 AM
Posts 2138 (0.5 per day)
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In-game Sensitivity 6.0
Windows Sensitivity 6/11
Raw Input 1
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1600
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1920x1080
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144Hz
Hardware Peripherals
Mouse Logitech MX Master
Keyboard Ducky 9008G2 Pro Limited Edition (PBT, MX Greens)
Mousepad Razer Sphex
Headphones Philips SHP9500
Monitor HP L1925 (vert), BenQ XL2420Z, Apple Monitor II
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#63 Weapon Balance Discussion in TF2 General Discussion

Just going to add my two cents to the BFB.

Baby Face's Blaster
Current stats with the following changes:

  • Max boost acquired after 140 damage, up from 100 damage

100 damage is a little low. It allows a single meatshot to almost fully charge the boost meter. This change would require at least two meatshots, or around 3.5 medium range shots. Additionally, a full pistol clip deals around 180 damage at medium range, and 96 damage at long range, assuming no shots miss (lol). Assuming you only hit 50% of your shots (thanks to spread, and it's probably a lower percentage than this), you would now need around two clips at medium range to get to full boost.

  • 20% boost removed on air jumps, down from 25%

Important when considering how gameplay changes with the next change, but it also means that the 140 damage you spent goes to waste a lot less easily. Boost is harder to obtain, and should fall slower. One of the biggest issues with the BFB is how often your speed can change, and how much it can change in those bursts. From a pub focus, it's a little confusing for newer players when their speed keeps drastically changing, and while not a subtle effect by design, it should have a more gradual transition in both ways. From a comp focus, it's really fucking hard to track someone whose speed keeps changing so drastically. Gradual transitions are good in both cases, as long as they aren't too extreme.

  • Jump height reduced by 40%

This is the biggest change that I feel really balances the weapon. This makes it so that Scouts that grab the BFB trade vertical maneuverability and positioning for horizontal speed. It's a playstyle change, more of a sidegrade. What 40% does is make it so that a Scout with the BFB can only jump a little higher than a standard class while using up both double jumps and losing 20% of their speed. They can perform small jumps that allow them to get over ledges, which are very big issues on certain maps like Upward (defense spawns), without losing any boost. However, in order to take certain paths that require a full crouch jump, they now need to spend 20% of their boost, and they have to take those jumps slower. It stops them from going to places that only full double jump scouts can accomplish if it's a vertical location, which is part of the downside of the weapon, but they can still cross double jump gaps if they have full boost, which is part of the horizontal improvement that they should have in the first place. The number can be fine tuned after playtesting on major maps, of course, so that all jumps that should be achievable are achievable, but I figured 40% is a nice number because it gives a little wiggle room for you to mess up and still achieve what any class can in terms of single jump height.

Another idea that I had, but had issues:

  • Just removing double jump

The Scout's double jump isn't only for climbing over obstacles and ascending to other floors, it's also part of what makes the Scout able to dodge in midair - performing an air jump will completely reset their momentum and change their direction in any way they want. It's too core to the class to remove. The jump height nerf allows them to keep that maneuverability without having the standard height advantage that double jumping gives.

I want to contribute to a couple of other ideas here but I don't have enough time to write any more. I'll definitely check in with this thread later tonight and write up some changes for currently banned weapons.

posted about 10 years ago
#59 Weapon Balance Discussion in TF2 General Discussion
rowrowActually, a tradeoff of jumpheight on top of boost reduction (or if the baby face boost was temporary like soda popper) would make it so your movement speed is up but your vertical maneuvering would be damaged, and this would allow a better synergy with winger, pocket boy pistol, atomizer. Something like -15% jump height.

There are so many actual good ideas here.

Is it possible for us to grab a Sourcemod plugin and make some of these weapon changes? I would love to test these in a bunch of PUGs, and get in touch with Valve to help pick the best variants.

TF2 could have a resurgence. A gameplay-focused rebranding or promo or something. It would include a surge in player numbers, and if Valve ties matchmaking into that rebranding, TF2 could get really popular again. I don't know I guess I'm just hopeful, but the TF2 team does seem to want to improve the game, and testing weapon rebalances is a really simple but solid way to do it.

posted about 10 years ago
#53 Weapon Balance Discussion in TF2 General Discussion
SpannzerNot really a balance thing but it'd be cool to have the option to enable all projectiles to fire from the center like the Original does. eg: DH/Pipes firing from the center.

^^^ It'd be a little hard to implement, but I don't see why it can't be done. The server could check with the client's cvar value whenever a projectile is fired so that this can be a per-client thing, not a per-server thing.

rowrowIf you have left-handed viewmodels, you fire from the left. I doubt there can be a change for this

Then there's already a system in place where the server checks for the left handed value. It's even easier, just re-use that code as an override.

posted about 10 years ago
#50 Weapon Balance Discussion in TF2 General Discussion
rowrowQuick-Fix

What if only the Medic can cap in a QF uber, along with a residual cap loss for those that just lost the QF beam, similar to uber fading?

rowrowLoch-n-Load

Great changes, no opposition. I would prefer to keep the 3 clip, because 2 is such a cripple, but I'm okay with tweaking damage in cases like this.

rowrowBaby Face's Blaster

Sounds perfect. The biggest issue with the BFB originally was that there are so many spots on maps where you need to jump slightly to take a natural path, and the BFB screwed that up - Upward is a fantastic example. When playing defense on Upward, for BOTH spawns, you need to jump up a ledge in order to get back into spawn easily, or take the long ramp way around. Reducing jump height would make it so that Scouts can no longer 'double jump' in regards to height and distance (as much), but they can still execute a second jump to change direction midair. This would also allow them to still access all the spots achieved with single normal jumps at the cost of 25% speed, while disallowing typical locations that require two jumps (like some rollouts). Trading vertical speed and the ability to dodge with jumping for horizontal speed, without stopping all maneuverability. Great change.

posted about 10 years ago
#8 DX8 - crash to desktop no error in Q/A Help

what the fuck I've never seen that issue

Color correction? Maybe prod around Google with "tf2 remove fog"?

posted about 10 years ago
#14 Appreciation thread in TF2 General Discussion

http://puu.sh/hwNwM/7984f8ebe7.png

also lange

posted about 10 years ago
#2 dynamic crosshair possible? in Customization

I don't believe so. I've experimented with different cross hairs in scripts, but they all require sv_pure to not be set to 2 with Valve's whitelist, which blocks custom crosshairs and anything besides hitsounds and HUD elements.

People achieve custom crosshairs universally by building it into the HUD rather than using the game's crosshair, but those can't be changed on the fly like the game one.

tldr possible if the sv_pure 2 whitelist becomes more lenient, otherwise not possible. Even that would require a bunch of scripting to try to recreate the Amby one, it can't just be put on the Scout.

posted about 10 years ago
#32 Fully Charged! Valve and Competitive TF2 - Episode 42 in Events

Are STV bugs being fixed?

What kinds of spectator tools are in the works?

What about replays/demos? Any changes?

Regarding matchmaking, are there whitelists and rulesets? Is it paid like Mann Up, or free to all?

Are there any better tools for making videos?

Lastly... What was it like to be there? Did they pull you into a dark room, did they discuss it over lunch? I'd love to know what the general attitude was towards hosting you guys, because their attitude and mindset says a lot about their ideology.

EvrewsDo you think Valve would be willing to hire members of the community such as Lange for this?

Fucking this. If they would be willing to do this, man it would mean a lot. Working for Valve to better a game that's lasted so long with one of the best communities out there...

posted about 10 years ago
#145 cp_granary_pro in Map Discussion
phraxI also preferred the different mid, I honestly don't understand why so many people like classic gran mid when to me it's an unreadable shitfest where tactical play is secondary to mindlessly bombing -> scout cleanuplucrativeHonestly had liked what you had done with the middle before, just think the site lines looking into garage from the crate was the only problem with it.

Agreed with these fine gents

posted about 10 years ago
#1 Kerbal Space Program 1.0 in Other Games

So, what have you gents done so far? It came out yesterday and I've been playing it ever since.

Heat shields are awesome, I fucking love the new aerodynamics model, and service bays are pretty cool.

What version did they add the new navball options in, the few versions just before release? I haven't played since late last year, and being able to have SAS target prograde/retrograde/node has pretty much made me ditch MechJeb for almost everything. I still don't like airplane landing and it can be helpful for targeting specific landing locations, but I don't need to use it for moving about in space anymore now that SAS can target node vectors.

Building a solid rocket early on in career mode that flew by the Mun, Minmus, and had enough fuel to travel to Duna and back felt really fucking good, especially when it gave so much science.

http://puu.sh/hu4XK/7beb51eb17.png

posted about 10 years ago
#2 6.84 in Off Topic

ok

posted about 10 years ago
#37 Questionable ads (on tf.tv) in Site Discussion

http://puu.sh/htlVC/2f578749a2.png

posted about 10 years ago
#2 How small is too small? in The Dumpster

about what

edit: thanks for the edit

posted about 10 years ago
#11 cp_alamo in Map Discussion
MapleThere's one 3CP map in 4s and the admins don't want to add anymore because they want 4s to play differently than 6s.

That being said! My in-game name is Sam Houston so I have to love this map before even looking at it. I'm hoping to run a small tournament for 4s maps that might be added next season and I definitely want to use this map in the tournament.

UGC admins...

posted about 10 years ago
#9 cp_alamo in Map Discussion
THEBILLDOZERso what, does it work the same as 5cp but with only 3?

3CP is pretty popular in 4v4, because 5CP is deemed as too large, and KOTH gets boring.

posted about 10 years ago
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