SpaceCadet
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SteamID64 76561197993619469
SteamID3 [U:1:33353741]
SteamID32 STEAM_0:1:16676870
Country United States
Signed Up May 13, 2013
Last Posted August 11, 2018 at 7:38 PM
Posts 1694 (0.9 per day)
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#13 SpaceCadet`HX - LFT IM in Recruitment (looking for team)

another bump for this coming week

posted 1 week ago
#10 SpaceCadet`HX - LFT IM in Recruitment (looking for team)

bumping

posted 2 weeks ago
#31 bass guitar in Music, Movies, TV

Get one like America Paz
https://www.youtube.com/watch?v=PIKNyzq38nw

posted 3 weeks ago
#25 3cp In 6v6 in Map Discussion

I'm not going to get into the finer points of what you said. I disagree with several things but it seems like more of an argument with you instead of a discussion.

I'll just leave it at this. I came from a time where we successfully transitioned from strictly CTF maps to playing half CTF / half CP maps over the years. We saw increased competition across the board in every division as a result. Our CP maps were large, spread out and in some cases had 10 or more CP's per map. 1v1's and 1v2's would happen for control of a single point and could swing a game. That's where strategy and team play count just as much as individual skill when deciding what to attack and how to do it but I guess that's just my opinion from past experiences.

Granted, that was 8v8 and 9v9 play from long ago but with the right maps tailored for 6v6, I see no reason it could not be successful or at the very least, play-tested for results.

posted 3 weeks ago
#13 "Remove Random Crits" in TF2 General Discussion

but if you remove random crits how can I kill a heavy and the 2-3 medics healing him at once in a pub?!?!

posted 3 weeks ago
#22 3cp In 6v6 in Map Discussion
Sherwoodfanisn't this also somewhat a stalemate? an endless midfight settled by dm and/or better spawn waves? if you're missing part of your team for whatever reason during a postfight creative teamplay goes down the drain and you lose because of player advantage...

I'd have to disagree, and I think the disconnect in our thinking is because we both envision different builds of the 3CP map in question.

In our current format, everything is basically a 6v6 fight or 6v5 fight. Mid fights, holding 2nd, etc.
1 team is full attack and the other full defense. One slip or break here or there gives an advantage and the whole team pushes and/or retreats. In my opinion, over 10 years, there is a lack of creativity and fresh strategy on this front.

If the 3 CP map was created properly, each middle CP could have its own enclosed area of sorts. Then, both teams flank players could actually do what their name suggests and be creative while making plays and not just to "force an uber".

6 ppl playing around a medic would also go away and more of a "team fighting" mentality would exist in different areas of the map because you need to defend points simultaneously while you stage an attack.
Player/Uber advantage would still remain the biggest factors so nothing changes at the core of the game.

AntimoonMake a super big mid, and sniper pretty much becomes an upgrade to scout, and we all know how much fun perma sniper is in 6's. Also, why would you not want teams smashing into eachother for midfights, that's one of the most exciting and entertaining parts of the game.

Like what I said above, we are thinking about 2 different builds of the map. My thinking is to have the mid very large but compartmentalized so each CP is basically a a stand alone point but all 3 points on Mid are connected. A sniper in that environment would not be effective in all 3 areas, maybe just 1 or 2 so that's not overpowered.

I feel you about mid fights being exciting and I agree to a point. If the teams are evenly matched, then mid fights tend to be very exciting. However, when teams are not evenly matched, the team with a skill disadvantage has a better chance to flip the results if the map is not so linear. With more options for creative play and strategy, even a team with a serious skill gap could put up more of a challenge. Isn't that more beneficial in the end? More competitive matches?

posted 3 weeks ago
#20 3cp In 6v6 in Map Discussion
Twiggy
@Spacecadet : something similar exists : cp_standin. I'm not sure you want gameplay split between 3 or 4 different places in a game where getting outflanked too much led to many maps death.

I'm familiar with Standin and that's why I said if the maps are made correctly, those problems will not exist. You simply can't have a 3CP map with a fast middle capture. Unless you make the cap time extremely slow, or add some type of gimmick (like 3 mini cap points) then pushing last happens too quickly and leaves the defending team with almost no chance to regain the momentum.

posted 3 weeks ago
#17 3cp In 6v6 in Map Discussion

3CP is a very interesting idea. If the maps are made correctly, I think it could end a lot of the stalemate TF2 we play on a nightly basis.

Make mid extremely large (maybe 2 times as large as process)
Add 3 "mini" cap points to Middle (You need all 3 to capture Middle)
Faster spawn times (allows both teams to continue fighting for Middle and allows creativity in back caps)

This way, mid-fights are not 2 teams smashing into each other every time. There could potentially be 2-3 straight up team fights for control of Middle before a single Last Push happens.
I believe a lot more strategy and creative teamplay will dominate the game instead of the current format.

posted 3 weeks ago
#6 SpaceCadet`HX - LFT IM in Recruitment (looking for team)

Bumping for tryouts this week

posted 3 weeks ago
#1 SpaceCadet`HX - LFT IM in Recruitment (looking for team)

I'm aiming again for a chance to tryout for a High IM team as Roamer

Also if there are any IM teams looking for a Soldier than shows up every night ready to work and continue getting better, I'd be up for any group pushing for playoffs.

I can make any day/times for tryouts and scrims

posted 4 weeks ago
#45 Hedgehog Hero LFT Demoman in Recruitment (looking for team)

Hedge, was your current team mean to you this season?
Give me some names and incidents

posted 4 weeks ago
#19 Pablo LFT in Recruitment (looking for team)

An extremely solid and underrated medic with a good attitude and came off all season as someone who actually enjoys playing the class. As for his medic mechanics, very good arrows (roamer appreciation) and mostly correct positioning. Uber tracking is on point and has the ability to surf very well but was inconsistent at times. (might be because the rest of the team sucked at killing the enemy to be honest)

He will be one of the best LFT medics for IM teams this coming season.

posted 4 weeks ago
#30 Paulyy Lft IM in Recruitment (looking for team)

Strongest player on the team this season by far. Lots of experience and has a strong sense of the game, I enjoyed the season together and learned from this player. His DM matches his brain and with equal team members will really shine.

IMO, his OP underrates his skill level. He may be the best LFT scout at this moment and anything below High IM would be a charity case on his part. Any invite teams that are forming, should seriously consider some tryouts.

posted 4 weeks ago
#8 Drums LFT IM S29 in Recruitment (looking for team)

Had a very good time playing with Scream this past season. Showed improvement on a team level throughout the season. He was also mostly open to critique of his play and changed accordingly. (something few ppl tend to do)

A very strong off classing player, especially good at executing monster spy plays that can save rounds. He very rarely would offclass without permission or at the wrong times. Has a good head for timing in this area. I highly recommend for an IM team looking for a playoff push this next season.

posted 4 weeks ago
#12 Apt LFT Scout in Recruitment (looking for team)

One of the best scouts LFT right now, easily can play effectively at High IM/Low Invite

posted 4 weeks ago
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