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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#1109 PugChamp in Projects
GrapeJuiceIIIplease make baiting pugs bannable, i know it's hard to monitor but if an admin catches a glimpse of who baited then they should be put in their place

I don't think it's an inconvenience large enough to warrant the hassle of banning pug baiters...

posted about 6 years ago
#16 December Global Whitelist Changes in TF2 General Discussion

Powerjack ban when ?

EDIT: i'm serious, it gives pyro too much mobility imo

posted about 6 years ago
#25 Net Neutrality, and the future of competitive TF2 in Q/A Help
scrabTholeWe all know that the majority of people are going to switch to a social media + netflix and steam/xbox internet package in the next year or so, so outside resources like Mumble, Teamfortress.tv, and UGC/ESEA/ETF2L are going to cost extra
Was this really a thing in the US until net neutrality was introduced in 2015?

No, because there were still legal processes about wether or not it is justified (correct me if I'm wrong).

If you want to see an example of this look at portugal: https://pbs.twimg.com/media/DNGlrABUIAAr9RO.jpg

posted about 6 years ago
#216 cp_reckoner (5CP) in Map Discussion
TwiggyWhat bothers me a lot is the complete lack of vision you have when standing there :
https://i.imgur.com/czswApR.jpg
Imagine i'm scout or roamer and i want to gather some intel; i have to go down the stairs and peek, who knows whats besides the door? I could get buttfucked just for risking a glance. And without intel teams will never commit to pushes.

This kind of design is quite common simply because the sniper class exists. You don't want too many sightlines that are easy to peak without committing the life of your sniper. I wouldn't like my medic to get sniped outside cargo from a sniper casually strolling in the upper areas of sewer TOXIC, without giving the defenders of 2nd a proper shot at fending off the sniper with spam/rushing them etc. That's precisely what this limited sightline provides.

posted about 6 years ago
#11 cp_stitched in Map Discussion

Was just trying to give you feedback but okay, cheers

Would you mind telling me which parts?

posted about 6 years ago
#168 cp_prolands in Map Discussion

I tried cp_prolands_b3b out in a scrim, and it felt a lot easier pushing last and top lobby, and it was very possible to push out of last when the enemy team wipes (or if you get some picks).

What are you guyses opinions on b3b ?

posted about 6 years ago
#7 cp_stitched in Map Discussion
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You should avoid this type of thing. For one it makes combat awkward, additionally it takes you longer to get all the health/ammo in order to re-enter the action.

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This holding position on second seems way too strong. If a team is up by a round with little time left on the clock, it would be a nobrainer to not go mid and just hold here, not to mention stalemates will become a problem. I would suggest either reworking the route(s) to mid & second in order to allow for things such as sacking, offclassing, UBER TRADES... etc

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This tiny doorway is super hard to push through for either team. One roamer can deny a whole team from pushing by standing on one of the fences and just spamming the box. If you look at another competitive map like gullywash, the bigdoor is still held by roamer but it is larger to ease pushing through it. Another map like process IT/PC can also be held by a roamer fairly effectively, but doing so kind of shuts him off from the rest of his team, but here he can easily get a quick rotation or heals to deny it.

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I don't really get the purpose of this health kit, since there's already a medium kit in the same room and medics & demomen can't access it (while it is indoors). There's already enough health in that room

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You clearly had the right idea to have a large entrance to mid but as I mentioned earlier, the other door is teenie tiny. A lot of the doors are really small actually. Take this:

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Or this:

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The shutters could also be larger I think, especially the ones on last.

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Due to all of the entrances to mid (except a drop-down) basically leads you to the same side every mid, with the highground there being way more accessible to either team, it feels like this mid will be kind of like a standoff between teams just standing on their own highground. Also, by making the fastest path to mid also be the one that gives you highground heavy to mid will be more viable than on a map like badlands. Sniper to mid will also be slightly more viable (than average) due to how open it is. The mid is actually really really big and it's practically impossible to prevent somebody from running behind your team or flanking. I would suggest further condense the mid area into a more conventional style. Also, the area behind the crates feel like huge trenches and are kind of awful to get caught in. I guess the area doesn't hold much of a significance but still.

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Make sure walls like these are always higher than another platform within the playing area, to completely ensure that players know they can't access it. This is important, especially for an alpha when people will first learn the layout.

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Consider adding some sort of ramp here... it will make the point a lot more accessible both from the shutter and the flank.

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Ammopacks should generally be in holding areas or in areas transitioning you from different areas, I would advice moving these away from combat. For instance, snakewater africa is a good example of a transitional ammo pack, and the ammo packs on mid bridge on badlands. Badlands also has them close to the point, but no team would ever consider holding on the lowground here.

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This is probably the fastest rollout route but the medium health kit is very easily denied by either demo. Due to this, I honestly think that demomen most of the time won't consider it as a health gain during their rollout and just go top, further incentivising the entire team to just stand on their own highground.

posted about 6 years ago
#50 spotify year in review in Music, Movies, TV

Man I checked my stats but they're all fucked because i share accounts with my sister and she puts sweden top 10 songs on repeat constantly rofl

posted about 6 years ago
#1660 Do you like the song above? in Music, Movies, TV

I get what it's going for, and I would like it if the production/mixing was better. Unlistenable imo

https://www.youtube.com/watch?v=bMA_iZ7effY

posted about 6 years ago
#38 TF2 ProMod in TF2 General Discussion

I still remember how much the MVM update fucked my framerate... it dropped by at least 33% and I had to scale down my game and install fps config to get 60 fps... good times

posted about 6 years ago
#62 OLGHA - GETTING BAN FOR BEING GOOD in Off Topic
SpaceCadetOlghaWe're talking about a competitive game, not minecraft bro
I know that's aid to play against, but it's working well and what matters to me is to win, not having fun

This is all you really need to read in this thread to understand his point of view. He wants to have fun, everyone else can fuck off.

Once dudes like this are tolerated in pugs by being allowed to run pyro to mid, other ppl will have every excuse to run heavy/sniper/engi. This just leads to every single pug being unpleasant. I am very glad this is only an EU problem at the moment. :)
OlghaI post it here if you want even tho it doesn't really concern americans players :

I would like to add that if you consider me as cancerous, you’re totally wrong :

First of all, you created a total fake team fortress 2, 6on6, by only considering a compo as 2 scouts, 2 soldiers 1 demo and 1 medic, and not even thinking about how you should you play these classes to make them strong (That’s why some players can’t be good at this game because they’re getting stuck to play 1 of these classes). we’ve been playing this league for a long time now, 10 years, 1 META, and you don’t even understand it. On top of that, people are mistaken on their way to improve : people now prefers to know how to airshots rather than understand why an airshot is important to hit at the right time and not all time, how to aim down 3 players while rushing, rather than playing around his mobility as scout ( #JustAboutDealing-3FromFarAwayWithYourScatterGun ), all those people thinks more about improve their personal performance and they learn in a bad way because it is supposed to be “how you play” (Fragmovie, interest for logs.tf…).
And what about winning games ? Stop shittalk your team and learn from your mistakes. But now what is most important is to go prem, for personal interest just to show that “you’re prem”, teams are dropping everywhere, they’re not getting better and that sucks. Now in grand finals (even in mid, big up to ringo squad) people are playing too safe, too dangerous to push and that shows how teamplay is not developed enough in 10 years of gaming. Why NA > EU, my answer : ETF2L’s mentality and spirit. People prefers to run conch’s and shit, counter-sack instead of winning the game, they’re just afraid to lose and that’s an idiot mentality.

Now back at pyro : The thing is that i made for you guys an alternative gameplay, that is not difficult to have, only by gamesens and positionning, doing well as a generalist. Valve gave us that because it can allow people who likes pyro to be good at 6’s but they can’t because of tiny nerds who just prefer to the game the way it is ( hello pugchamp admins). I will not remind you that a growing competitive game have to look from casual to pro the same way, Now Valve’s in, people’s out because of those people.

Why don’t we change those people then ? I tried, i failed, community tried, community fails.
because of 50iq nerds that try to be good somewhere in their life.

Hope that you find it interesting and you’ll tell me how wrong i am.

edit : Why would i talk on tftv, when i’m talking about europeans, tbh i don’t give a damn about americans, they have their own meta, and it's not related between them
posted about 6 years ago
#60 OLGHA - GETTING BAN FOR BEING GOOD in Off Topic
Jynxii

Stop posting.

posted about 6 years ago
#167 cp_prolands in Map Discussion
-Phantom-Edit: oh yeah sorry I totally misinterpreted what you were saying with that wall idea that's not a bunker at all my bad. But if you're going to just replace the beams with walls what reason were you trying to remove them for in the first place? That wouldn't make it easier to spam down sentries (which isn't a problem in the first place they're still possible to spam down)

It would be harder to do that yes, but the sentry wouldn't be nearly as effective due to the wall blocking it's line of sight on top right from spawn and partially down to main as well. (as well as blocking the defenders view from main)
Example of how it could look like:

posted about 6 years ago
#164 cp_prolands in Map Discussion
-Phantom-For one thing if a demoman is spamming a med behind the beam he can just like hold the s key and go into spawn for a few seconds or two lol

But wasn't he standing there to dodge the sniper?

You said the problem with holding on the stairs to avoid the sniper sightline is that the demo can spam you, how is the situation from the beam any different?

-Phantom-And the problem with stairs apart from being confined and having no vision as bear mentioned is that since stairs are basically a ramp pipes can come in and roll down them which is hard to dodge cause gravity and you can take a little bit of damage that way.

Oh okay, so you're talking about spam, can a demo not kill a medic behind the beam in 2 stickies?

-Phantom-You also don't want rework stairs to make the medic isolated from the rest of the team like a bunker or something if that's what you're suggesting cause the advantage of stairs is that you can heal your pocket while in them (by the sniper beam he has to come to you for heals) but you're losing a little bit of safety in return.

No, I wasn't suggesting creating a bunker.

posted about 6 years ago
#162 cp_prolands in Map Discussion
bearodactylI just don't like that nearly all the hiding spots have been removed

...because? You can find my reasonings behind changing them (and making lamps nonsolid) earlier in this thread, now why?

bearodactylFor example, there's a little ledge on the side of spire across from pride rock that can be helpful for climbing up spire as a scout and doesn't have any negative or game breaking consequences so I see no need to remove it.

I can see your point, the problem was not that it was there, the problem was it's invisible. If enough people want me to re-add it (but I will make it visible), I will do it.

bearodactylbut the ledge outside of the metal backing on spire seems completely harmless and can be useful in maneuvering fights on spire

Same thing, I can re-add it and make it visible if people want it, but again a lot of players both like the change and others like the original more.

bearodactylI've never heard of anyone dying because of it or wishing it wasn't there

But there's no huge public outcry about it so I assumed it was appreciated.

bearodactyl(aside from a few salty mge players complaining about their opponents playing gay sitting on the edge when they expected them to drop off)

Any mge player knows about it and everyone very much expects it

bearodactylThe same goes for the ledge on the outside of bats right across from spire, it's useful sometimes for dodging and climbing around the outer edge of bats, but for whatever reason it got removed. Right next to it to the left over gray bridge you can still stand on that ledge outside bats and accomplish essentially the same thing. Obviously these changes aren't game breaking but it is kind of annoying if you're used to being able to stand on something and try to, only to find out that it's no longer in the game for some reason.

Again, I've explained my reasoning in this thread, go read it.

bearodactylbut I feel like it was unnecessary to remove the ram's head hiding spot inside of red house and the vent thing in the sky on red second.

"Vent thing in the sky" was removed to allow players the freedom of doing a high bomb into choke with the second rocket propelling you even further. It's basically less effort to do that hiding spot bomb followed up with sync now.
As for the rams head, that spot was barely ever used, it was a bug, and it's not fun to play against.

bearodactylThey're so uncommonly used that they hardly make a difference to most people, but I see no reason not to reward those who did take the time to learn the hiding spots, rather than removing them from the game and rendering the time they spent practicing jumping to them wasted (they're actually surprisingly hard to get to because you need to get just the right height and land on the right place).

Why should newer players be at a disadvantage for not studying which props are and are not solid, where valve FORGOT TO CLIP etc etc ?

bearodactylAlso, I haven't read through the entire thread in details but one thing that I find really annoying with default badlands is the traintracks on middle and these little lines on the ground on last eating splash, if this hasn't been fixed it should.

Already fixed :)

bearodactylCollaide-Phantom-Technically if you overly rely on the beam to stay hidden from snipers would you as a medic not be an easier target?No, if you overly rely on the beam to stay hidden from snipers you would be a smart player.

Phantom had a concern about demomen spamming the medic from main, what I meant was that if the medic remained a stationary target behind the metal beam, surely he would be an easier spam target for the demoman.

bearodactylThe double soldier spam through main is also useful for spamming down a gun top left, but iirc there are a few spots that you can position the sentry to avoid being entirely spammable from that angle, using the metal beams.

What about the loose cannon?

bearodactylThe same goes for a demo spamming main, it's almost inevitable that he will eventually be able to peek and if your medic is standing on the stairs he has no visibility and it is very difficult to dodge pipe spam in such a confined area

What about making the stairs larger to allow for dodging?
I also considered just adding a wall similar to process (as a replacement for the beams)

https://i.imgur.com/JgLtqkE.jpg?1

posted about 6 years ago
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