Marxist
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Signed Up July 28, 2012
Last Posted September 22, 2018 at 12:34 AM
Posts 1593 (0.7 per day)
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#97 Crossbow is still dumb in TF2 General Discussion

The problem with the crossbow is that the "flow" of the game has been changed by it too greatly.

The original design intention, in tf2, since the beta when kritz heals were introduced, was that players would engage each other, and then either commit fully to dying for frags and be penalized by a respawn timer, or back up to be healed by their medic. The players who backed up and took a breather would be rewarded for this behavior by receiving more, and faster, heals and not be penalized by a respawn timer.

When you introduce the crossbow you ruin that whole arrangement due to the amount of healing it puts out, and the way in which arrows are typically dealt with (hiding behind props somewhere while standing still). It allows for you to re-enter fights much more quickly and also doesn't force you to collapse around your own medic (or health packs) for healing. So you end up with mid-fights that last longer, and scenarios where pushing off of damage alone are much more difficult.

Let me take you back to a time when you could peek badlands choke, and if you hit 2 solid rockets on the other team's pocket or demo (who would be spamming like a dummy from that choke) you could push regardless of the situation because you knew it was going to be at least 10 seconds before that guy could ever do anything productive without risking his life. Now he just stops moving and takes an arrow and all is well. The same occurs frequently with heavies on lasts. The old scenario far more interesting than the current situation where teams never to very rarely push off of somebody just getting hurt badly..

It's not rose colored glasses - it's objectively superior. Damage actually means something, and the game naturally flows between engagement and reorganization, and retreating is part of a wider and deeper thought process than finding a spot to stand still to take an arrow right quick. Preserving the game's flow is why kritz-heals were introduced all those years ago, and for some reason they decided to throw it out the window in a bid to give medic something else to do.

posted 1 month ago
#9 Crossbow is still dumb in TF2 General Discussion

Agree fully with lucrative.

posted 1 month ago
#8 whats ur ms in Off Topic

240 ms and I've had 4 beers. I'm a 30 year old god Owl.

posted 1 month ago
#10 quick question in TF2 General Discussion

The only time I really saw it in action with any regularity was when we still played cp_ashville - some teams go-to strat was to time out the round if you ended up on last because it was so hard to push out to second and not lose by team death or back cap, so you would just sit there for 10 minutes - it worked especially well because last was really hard to push, so it was fairly reliable that you could weather 5+ pushes and redo mid as a reward.

posted 1 month ago
#18 cyberpunk 2077 gameplay in Other Games

Certainly looks interesting - i was excited from the trailer all those years ago, glad to see they've been hard at work.

posted 1 month ago
#20 cornpop leaving tf2 casting D: in TF2 General Discussion

I call not it on the taking cornpop's organizational work.

But seriously I miss cornpop already.

posted 2 months ago
#3 Wrist brace while working in Off Topic

I would occasionally get pain like this - the big change for me was making sure that when I slept I didn't pin that elbow under my body. The biggest influence over it wasn't the constant gaming it was that I was burying my right elbow in my mattress and pinning it under my body and putting tons of pressure on it after having gamed all day lol. Fixed that and the pain went away.

It's not a fix all and may not be pertinent in your case but it's worth a try.

posted 2 months ago
#7 Throwback TF2 in Projects

I didn't play tf2 when I was in college - but then again comp tf2 was still a baby then. But I am free that saturday :D

posted 2 months ago
#6 have you ever seen a ghost? in Off Topic

The museum that I work at's building was constructed in 1890, as a sort of department store for railroad shops (basically whatever goods came in by rail) but by 1917, those goods had become so ubiquitous that they no longer needed their own special store and were instead spread throughout all the shops in town. Then, in the 1920s, it became a car dealership (cars were tiny and dealerships were often strictly indoor affairs), but the crash in 29' took them out, and a local family that specialized in furniture making, and undertaking, moved in. This wasn't all that uncommon, as whoever made a chair or table could also make a coffin, and coffins tended to be a fairly reliable business so if your fancy chair didn't sell, you could still stuff somebody in a pine box.

The entire basement was also remodeled to accommodate embalming services, which had become extremely common after 1907 (various laws about just burying grandma in the backyard and its illegality were enacted at the state level here in Indiana). They lasted in that location until 1954 when Sears took over the building and did Sears stuff there until 1983 - whereupon the Museum eventually moved in.

When they were remodeling to facilitate the museum, the contractors had to take pictures of the entire process, being as the building was flagged as an historic landmark. "Orbs" as spooky-ghosty enthusiasts call them are legion in every photograph - I like to think they're just dust particles getting caught by the flash, but there's just no convincing some people.

Furthermore, the entire basement is still set up to embalm corpses. The first thing they did was fill in, with concrete, the pit wherein bodies were drained. In the 1930s the way you prepared a corpse was to essentially lower it down on a gurney and puncture some important arteries, and then let the blood and other fluids naturally drain out by manipulating the gurney.

On top of that, there is the full skeleton of a serial killer in boxes - I've labeled them "Hubbard Bones" on one side, and leave the unlabeled side exposed so I can scare interns with them. Basically, I'll ask them to see what is in those boxes and they'll go open them. I've positioned his skull in such a way that he is cheerily saying "Hi!" to them - or at least what I would imagine would be his cheerily saying "Hi!" with no skin n' such. He killed 7 people in 1854, was publicly executed on the courthouse lawn, and then his body was parted out for illegal dissection, and then used in the old high school's science lab as an anatomy piece until 1924 when his bones were turned over to the museum. We also have his death mask, made by a local doctor, which includes sick sideburns.

A ghost hunter from Indianapolis who has a podcast or internet show of some sort (I didn't look at it) asked to come do a show. The only spooky thing he found was a "cold spot" just before entering the embalming room, at which point I had to ruin his fun and point out that there is a cold air output vent just above where he was standing that runs 24/7 as a means of climate controlling the basement which we use for artifact storage.

So in short, no ghosties, but if there were such a thing, I probably should have encountered one by now.

posted 3 months ago
#22 How offclassing means "throwing" in a 6s game? in TF2 General Discussion

Part of the reason pug groups develop stringent rules against off-classing relates directly to the type of players that frequent those pugs. The reason for this is that often, when playing with relatively new or inexperienced players, off-classes can be absolutely devastating in their impact on the game. Grab a couple of UGC-iron level 6s players and ask them to go against a team of relatively novice players who are maining a heavy. The heavy will likely be extremely tough to take down.

Off-classing then becomes a problem for the pug group because the primary objective of the pug group is to help new-newer players learn how to play 6s competently, and they can't do that because most of their effort is being utilized in having to figure out how to deal with an off-class they have no experience in taking down. So, they in turn establish strict rules against off-classing so they can focus on trying to figure out how the hell one plays scout, etc.

If you really want to off-class or practice playing against a particular off-class (a good idea!) you just need to set up pugs on your own and make the participants aware of what is going to go on there.

posted 3 months ago
#28 Can someone explain the benefits of playing ESEA? in TF2 General Discussion

It is generally a good idea to try using the client well in advance of the first match of the season so you don't get screwed. When I played it was fairly normal for people to log on at least 30 minutes prior to a match just to make sure the game actually worked correctly - saved my bacon in my first ever esea playoff match because my cp_granary had corrupted and it took me around 15 minutes to fix my map file because of slow internet speed.

Once you're further up the ladder things change and people are expected to be a lot more accommodating (in part because everybody will know each other pretty well too). But when you're on the open grind, aren't anywhere near the top, and don't know many people, always opt for the FFW when it is presented to you. It's not your job to care about other teams and their problems. I've actually witnessed several open teams that I mentored in the past die due to certain members insisting on being nice guys about ffls. Just don't do it and your life will be a lot easier. Once you're at the top of open and playing another top open team (and higher) you'll know and probably be friends with at least some member of the other team and will likely be able to achieve a resolution more easily.

The client is a fickle master, but it generally works as intended. I think in all the time I played it only messed up for me once - and *typically* uninstalling and reinstalling will fix whatever the problem is. You'll encounter this more at lower levels of play because nobody knows anything about the client and will resort to panicking the moment something goes wrong.

As a former UGC admin, I can also confirm that the VAST majority of the complaints I received as an admin were regarding to disputes about ringers. They're just bad in general for the competitive integrity of a match/league. Sure, it's nice to be able to play a game when you're set to play a game, but there are almost *always* bad feelings about ringers being included in a game, either because the ringers over perform, or because a team refuses to allow a particular ringer in a game. Ringers are for scrims and not for matches. Granted, it's hard to find substitutes to play on a low open team, but there are definitely people floating around who would be willing to hang around, surely one of the 6 starters knows *somebody* who would be willing to be on call. Generally it's considered nice to pay their fees too.

When you're just starting out it is several orders of magnitude more difficult to enter as a relatively unknown quantity and find a good team. You should focus on getting together with people you've played with in the past, and liked, and forge your own team with them. People will come and go, but your policy should be this:

Find one other person you *really* like to play with and hang out with. As time goes on, you will either find more people that fit into that category, or will have to rush and find 4 others randoms. The goal from that point on should be either to adopt one of those four into the category of *really like* or find replacements for them at the nearest possible opportunity (meeting people you really like in pugs/lobbies etc). Then ideally you've at some point got a team with 4-6 people you really like playing with after a few months.

Other things that are generally good to have in teammates:

- Make sure they aren't children who are prone to getting grounded from the computer
- Make sure they aren't children who have an obscenely early bed time
- Make sure they have reasonably stable internet (no 300 ping pocket on the regular for example)
- Never allow players who have "friends" that must play on the team with them too unless they both are also your friends - they will both leave your team at the same time and screw you.
- Never allow romantic partners on your roster if you don't know them - they will break up and they will screw you.
- Make sure they have a relatively stable living environment (oops I lost my apartment can't play is a thing that happened to me twice)
- Always have a replacement in mind for every person on the roster.
- If somebody leaves go to the ESEA page and find dead teams and teams that are lower ranked than you and start adding the players off of those rosters and asking them to try out for your team. Eventually you'll be integrated enough into the community to also know when particular players are unhappy or their team is likely to die - ask them too.
- Everybody is shit at this game, the second somebody starts talking like they're good or that they know something shut that shit down *immediately* especially when you're in lower/mid open, because if they did know something or were in fact good, they wouldn't be playing on your team. If you don't that player will become a festering sore.
- Don't expect immediate success, plan to get repeatedly put in the trash for at least a month.

posted 3 months ago
#5 Favorite Fallout in Other Games

Fallout 1 hands down.

The original mystery, the characters are compelling, story is fun, discovering all the stuff is great.

Fallout 2 got bogged down in wacky side-plot type areas that, while fun, ended up being too much - the ol' "you're finished when you can't take anything more away" problem.

I've simply never found a Bethesda RPG that held my attention beyond a few real hours of play time. Eventually I'll up and decide to give them more of a chance, but I feel like while yes, most RPGs have a power curve that eventually trivialize portions of the game (due to you being a God at some point) that point comes super early in basically every Bethesda title I've played and I end up quitting as I can do whatever I want with impunity - though they are pretty good at visual story telling in some places and have a lot of nice visual set pieces.

I tried out New Vegas, but it suffers from a real problem in that it presents a whole bunch of stuff to the player very rapidly and you don't really get a lot of time to slow down and smell the roses, which is fine if you're going for an intense story, but I like games that are more of a slow burn that slowly ramps up to a big crescendo, rather than being so hectic right off the bat - I'm old. It's like they were scared people wouldn't play more than 6 hours so they crammed tons of crap into the front end.

posted 4 months ago
#36 Best looking flags thread in Off Topic

I'm a big fan of the 1922-1923 Soviet Flag

https://upload.wikimedia.org/wikipedia/commons/thumb/b/b8/Flag_of_the_Soviet_Union_%281922%E2%80%931923%29.svg/800px-Flag_of_the_Soviet_Union_%281922%E2%80%931923%29.svg.png

The design was eventually incorporated to official coat of arms because it was pretty complex for a national flag.

Also Mozambique https://upload.wikimedia.org/wikipedia/commons/thumb/d/d0/Flag_of_Mozambique.svg/2000px-Flag_of_Mozambique.svg.png

It's got an AK and a book on it. What more do you want?

posted 4 months ago
#22 Happy Father’s Day in Off Topic

I had 2 - I'm trying to watch my figure what with all the beer.

posted 4 months ago
#14 Happy Father’s Day in Off Topic

I made myself baked potatoes and intend to get really drunk in about 4 hours.

posted 4 months ago
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