Collaide
Account Details
SteamID64 76561198058513958
SteamID3 [U:1:98248230]
SteamID32 STEAM_0:0:49124115
Country Sweden
Signed Up May 1, 2014
Last Posted December 29, 2023 at 5:31 PM
Posts 1320 (0.4 per day)
Game Settings
In-game Sensitivity 2.15
Windows Sensitivity 5/11
Raw Input 1
DPI
800
Resolution
1080p
Refresh Rate
144hz
Hardware Peripherals
Mouse Logitech G703
Keyboard Varmilo VA109M Red
Mousepad QcK XXL
Headphones Logitech G432
Monitor Benq XL2411Z
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#193 cp_prolands in Map Discussion
CollaideI don't know if you realised, but in b4 I did revert some of the changes around spire that people didn't like. For some reason etf2l chose to keep playing b3 for the season.

don't get me wrong, i'm one of the last people who like the map and i'd like to see it played but changing everything that comes to mind won't make badlands popular again[/quote]
Well, I wouldn't agree with you. Default badlands is incredibly flawed in a multitude of ways. I personally don't care if the map changes slightly as long as it gets improved over its previous state. You comparing it to granary pro is quite silly really, as the changes there are way more drastic, without even looking at the most recent version where the control point is in yard. This all being said, I wish each individual change would be discussed on its own merits, and I believe it largely has.

degui mean changes to the lobby [...] rework of top lobby

I made props in ceiling nonsolid and made it easier to push in and out of last by expanding the doorways. (Removed ONE sticky trap)

deguhiding spots

Only hiding spot I removed is the lamps, and removing them has gotten positive feedback both because checking every lamp for hiders is silly and it's annoying to get stuck on them (they prohibit movement).

deguremoving the ledge on balcony

re-added in b4, please read patch notes folks.

deguthe respawn times

The goal I set was to be able to push last when you wipe a team on second, and to push out of last when you wipe a team on last. As far as I'm aware these new spawn times accomplished that. If you think they can be fine tuned a bit, that's fine, but why people don't actually give out the feedback but instead post angry comments when I talk about the map baffles me.

posted about 5 years ago
#191 cp_prolands in Map Discussion
deguyou are taking your changes too far without actually fixing anything

Are you talking about ones that are already made, or the ones I'm considering?

deguyou should have stopped after fixing splash bugs and adding ammo packs, pushing out/into (the biggest issue people have with the map) last wasn't improved
badlands' flaws can't be fixed within the current map, if you saw the newest granary_pro version, the creator has reverted many changes and i think the same should be done to prolands at this point, if people genuinely dislike the map any changes aren't gonna change it and maybe it's time to let the map go
if you have ideas i suggest you make your own map

I don't know if you realised, but in b4 I did revert some of the changes around spire that people didn't like. For some reason etf2l chose to keep playing b3 for the season.

posted about 5 years ago
#189 cp_prolands in Map Discussion

B5 out!

(Dropbox) Download: https://www.dropbox.com/s/57kh7t1vn3dx765/cp_prolands_b5.zip?dl=0

cp_prolands_b4b -> cp_prolands_b5

- Fixed two instances of map not being properly mirrored.
- Replaced the disgraceful concrete block I put on spire, with a wooden platform.

The reason I delayed these (minor) changes is because I've been looking for a way to make the spire "hitbox" more accurate, and the only way to do that properly, is to redo the prop entirely, so it alligns with the hammer grid. This would not mean huge changes to how the prop actually functions in game, biggest difference would be that it would be accurate. If anyone here has 3D modelling skills who wants to help with this minor and fairly insignificant task, feel free to contact me.

On another note, I've been thinking about changing the elevation around the spire area slightly to make a small terrain "ramp" that you could rocket jump off, which also would serve the purpose to allow for smooth walking (without jumping) up the spire. I mean, these changes are fairly trivial so they are likely not worth the effort.

Also, does anyone have an opinion on how to make last a bit more easy to push? I've been thinking about doing something a bit more radical: Raising the roof on last and in top lobby by quite a lot. Imagine the height of the roof in last & lobby on a map like reckoner for instance. I think there might be a split opinion on this but I want to try new things to make it more possible to push last, especially when your opponents have 2-3 offclasses + loose cannon. Perhaps something similar could be done to bottom left? Ultimately I am not comfortable working on these changes without a large approval.

posted about 5 years ago
#188 cp_prolands in Map Discussion

How do I update a map? If literally only know how to upload. Gonna roll out b5 thus weekend, only with minor bug fixes and a small change.

posted about 5 years ago
#114 To all MGE lords in TF2 General Discussion

But they're practicing for the future shotgun roamer meta

posted about 5 years ago
#108 bring back pugchamp in TF2 General Discussion
Sprite

I literally explained why your mainclass is relevant, and you also ignored my other points completely.

Spritethere was ALWAYS a "B-Pug" going on after it with the people that got fatkid from the first game

There's still a B-Pug now, just in amateur or beginner? Which means lesser skilled players don't have to wait for better drafts to end and pugs can go on continously.

posted about 6 years ago
#97 bring back pugchamp in TF2 General Discussion

EDIT: Trying to formulate the post better

Sprite How is the class I main relevant to this especially when you cant get fatkidded on faceit,

Medic mains in PugChamp have been scarce, we all know that. Due to the fact medic mains who add up on medic almost always get picked, it means that you are used to actually playing in most pugs you add up to. As you rightfully pointed out, there is no way to get fatkidded on tf2pl, which sometimes leads to them getting the spot in the pug instead of you. You may miss out on the occational pugs, but the players who usually get fatkidded get to play a fair share of games. I do believe this is a more fair way for pugs to work, feel free to disagree.

SpriteI played less games on faceit because less people added and the community was divided, I barely got to play with half the people I enjoyed pugging with on pugchamp when the tf2pl pugs were going

Nonsense, almost nobody went to pugchamp the first 2 weeks. I think the community weren't split as much as the people who want to play for fun or with their mates didn't add up. (even though it's ez to play with mates, just add up at the same time lol)

SpriteI just wanna pug, stop trying to guilt trip players because they dont wanna play on a pug system that's just straight up worse in terms of features of a system that's been alive for multiple years at this point.

Where did I guilt trip you into playing faceit? Please sprite

posted about 6 years ago
#95 bring back pugchamp in TF2 General Discussion
Spritetruktruk On PugChamp you risk missing out on games and play less games overall to have a higher average quality of game..
funny how this was the complete opposite of my faceit experience, there was waaaay less pugs on faceit than on pugchamp

Maybe because medic mains almost always get picked? PugChamp only offers higher amount of games for the players who either A) always add up to captain or B) always get picked by captains.

EDIT: To clarify, for me personally, the experience was I got to play more pugs and they were all higher quality.

EDIT 2: To elaborate further, it's because people get fatkidded and have to wait for the current draft + server assigning to occur before even getting a chance at getting picked again. Where it starts to suck even more is if you get fatkidded in the second draft too and there's not enough players for a third draft. To some players this leads to getting fatkidded in almost every draft. The way people circumvent this is adding to pugs way above their skill level, ruining the game for everyone. I can't begin to tell you guys how often theres a mid player being the captain in a prem-level pug. Often he doesn't even know which players are best and his team gets rolled, or his own skill level is just enough to do that.

And even if there were enough players for the third draft, sometimes the second and first draft collectively take like 20 minutes because people kill or are really slow to pick. So if you don't get picked in the first draft you have to wait 10 minutes for the 2nd draft to start, then 5 minutes for draft to finish, then 3 minutes for server to get assigned, and then 15 minutes for the last asshole to join the server and ready up. So basically in the time you could have played an entire pug, you spend waiting for your pug to start. And pug quality is rather inconsistent as well, often being rolls due to incompetent captains (not me) or players from radically different skill levels playing. So instead of playing one bad pug every hour I prefer faceit where I can play one decent pug every 45 minutes.

EDIT 3:

EemesEemesAs of writing it is Friday afternoon during a holiday and there are 7 people added to advanced occur all too frequently. Regardless of how seriously outside sources may/may not take our game, the fact remains that the pug scene is a staple of the community and its being dead in EU made the game far closer to actually being dead than a loss of interest from any big company, which I might add we have never had up until now, ever could. So while personally I would be willing to get over the issues with FACEIT if I knew the site would continue to get better, I cannot abide the serious reduction in pug frequency that it brought.

This is in my opinion the most valid criticism of tf2pl. I don't know how to fix this issue though, and if tf2pl want to succeed it is something they will have to adress ASAP.

posted about 6 years ago
#12 R.I.P AVICII in Off Topic
Sherwoodfandont do drugs and alcohol kids
or you'll be the next avicii

You're saying I'll be one of the biggest DJ acts in the world? cool

posted about 6 years ago
#31 ETF2L Admin Inconsistency: Episode Two in TF2 General Discussion

Premiership team 'LOWPANDER' mainclassed in Division 1 and I felt very ashamed and yes a little nauseated to be playing in the same league as such flagrant sandbaggers thankfully though we did not get rolled 5-0 on both maps.

posted about 6 years ago
#1 ETF2L Div 1 Final: Lowpander vs. The Bugs EU in Events

Bugs to crush

posted about 6 years ago
#231 Logs.tf match stats in Projects

I don't know if the issue is on my end but I cannot log into the site, tried it on different browsers so idk. Anyone got a solution?

posted about 6 years ago
#10 96 dpm in TF2 General Discussion

NightOWL GOD

posted about 6 years ago
#169 TF2 update for 3/28/18 in TF2 General Discussion
SentinelCollaideEnterimCollaide[...]
Along with that bug, I would also like to know why soldiers with gunboats deal 80 damage to themselves if they also hit an enemy (even if they perform a rocket-jump, which are said to have reduced self-inflicted damage according to the item's description)
answering this a day late: that's always been in the game because the game's definition of "self-inflicted blast damage" is more specifically "self-inflicted blast damage that doesn't damage any other players". blast jumps that splash damage enemy players even a little bit don't get the self-inflicted damage reduction for that reason.
I know how it works, but why though

Because it would be kinda retarded to point blank someone for 112 and fly away to safety while only taking 18 yourself

I'm mostly think about the scout encounter indoors or when they run into you to force you to do 80dmg to yourself

posted about 6 years ago
#167 TF2 update for 3/28/18 in TF2 General Discussion
EnterimCollaide[...]
Along with that bug, I would also like to know why soldiers with gunboats deal 80 damage to themselves if they also hit an enemy (even if they perform a rocket-jump, which are said to have reduced self-inflicted damage according to the item's description)
answering this a day late: that's always been in the game because the game's definition of "self-inflicted blast damage" is more specifically "self-inflicted blast damage that doesn't damage any other players". blast jumps that splash damage enemy players even a little bit don't get the self-inflicted damage reduction for that reason.

I know how it works, but why though

posted about 6 years ago
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