Stochast1c
Account Details
SteamID64 76561197995209440
SteamID3 [U:1:34943712]
SteamID32 STEAM_0:0:17471856
Country United States
Signed Up August 17, 2012
Last Posted February 7, 2018 at 8:17 PM
Posts 301 (0.1 per day)
Game Settings
In-game Sensitivity 3.41
Windows Sensitivity 6/11
Raw Input 1
DPI
400
Resolution
1920x1080
Refresh Rate
120
Hardware Peripherals
Mouse Zowie ZA12
Keyboard SteelSeries 6GV2
Mousepad Puretrak Talent
Headphones ODAC > O2 > HE-500
Monitor Asus VG236H
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#5 High ping to Chicago servers in Q/A Help

Nfo servers use the internap network, which is effectively separate from the large majority of web traffic (which helps eliminate over-saturation from standard web traffic, like people trying to use google/facebook/reddit/etc.), but comes with the drawback that your isp needs to hand over your connection to their network in order for you to connect to the server.

You can see the issue happening with your connection at step 11 where you shift from your isp's network to nfo and gain an extra 20ms of travel time. On normal connections you shouldn't see much of an increase, but if the data center is overloaded or there are other issues affecting the site, you will get what you see happening to you.

I don't know if there is anything you can do to help your problem out, you could try complaining, but I doubt your isp has a different data center to do the hand off for you. Might also be able to complain to nfo/internap as well, maybe enough complaints from your area will get them to open more access points.

If it is your server that you maintain, maybe consider switching to an amazon or google vps, since they will have a direct connection from your isp to server.

posted 2 weeks ago
#137 Newbie Mix Coaches in TF2 General Discussion

Have enough newbies for two mixes, need coaches now

posted 2 weeks ago
#6 DM not refilling ammo/health in Q/A Help

.sp files are the source code behind the plugin, they are effectively useless when it comes to running the plugin. You need to check your .cfg files in both custom/ and in tf/cfg/sourcemod for any of those commands that twiikuu showed you. Usually they are set in tf/cfg/sourcemod/soap_tf2dm.cfg, but you might have them elsewhere that are conflicting.

If everything is in order, try updating mm and sm to their latest verisons (I know they work, just did it on my server) and try reinstalling soap. Might want to check the plugins/ directory for multiple plugins of soap that might be conflicting as well.

posted 1 month ago
#55 ESEA Invite this season in TF2 General Discussion
sandblastiirc:
the sparkle gang: spamfest, stochapstick, june, etney/zesty?, smitty, split
HiipFireZesty invite????????

FUCK yeah dude
crabfi think etney told me he isnt gonna play 6s again

Etney is looking for job opportunities that would prevent him from being able to dedicate time to playing tf2, so he left.

Zesty probably will be on backup duty like last season, I don't think he wants to play full-time.

Everyone else is staying, so we are just looking for one of a pocket/med/scout.

posted 1 month ago
#226 December Global Whitelist Changes in TF2 General Discussion

For actual testing feedback:

  • Bonk - still stupidly overpowered, let's scouts completely commit into losing fights and then escape. Effectively forces the pushing team to be less aggressive to not die to scouts that can safety remain in a fight. Haven't tried it breaking stalemates, but I imagine it will be just as effective there. The damage invulnerability lasts far too long.
  • Parachute - both teams refused to run it and I really don't see much of a difference between now and when it was last tested to allow it. If you are going to unban it because all teams are refusing to play with it, then please let us know.
  • Sandman - is bad, but annoying. Best use is like all other recharge weapons, spamming from resupply cabinets into choke points.
  • Gas Passer - doesn't charge fast enough to ever really be a factor.
posted 1 month ago
#16 Class Change Nerf Idea in The Dumpster

In matches that matter, teams will do whatever is possible to win games, which for teams defending last means doing whatever is possible to not lose the game. A class switch delay will not change this dynamic, players on last will still switch to the best classes, but it will greatly affect the counter-push if they are successful in their defense. The switch delay would only serve to stalemate the game even worse, as teams on last definitely won't be able to push out of last.

What you should really be trying to brainstorm ideas for is how to make players run offclasses in situations that aren't last stalemates. Every class in the game is viable for specific situations, the problem is that game situations change very rapidly, so one class being viable for one situation becomes terrible in the future. An idea like a 3s class switch anywhere on the map works much better at solving this problem.

And no, class limits and weapon bans are not put in place because of the way current last holds work, they are there because in situations where a particular massing of classes or a particular use of weapons completely breaks the flow of the game. The situations might be rare or they might be all the time, but either way, allowing a trump card to be played in the form of a banned weapon / class would be a huge mistake.

I don't have any plans to seriously implement this into the game.

Then why are you even suggesting this as a solution to a problem then. At least if you are going to theory craft do it within the confines of the game as it actually is or could possibly be.

posted 1 month ago
#136 Newbie Mix Coaches in TF2 General Discussion

Need coaches now, have at least 2 mixes ready to go right now

posted 1 month ago
#4897 HUD editing: short questions, quick answers in Customization

#4894-6

The repo is now at https://github.com/SteamDatabase/GameTracking-TF2/tree/master/tf/tf2_misc_dir

You can also easily extract the hud files from your own tf2 installation with gcfscape opening the tf2_misc_dir.vpk in tf/

posted 2 months ago
#9 question for those of you who frequently run :) in Off Topic
kawamake different routes around your town/city for a change of scenery

This is the biggest thing for me. Variety makes you pay attention to your surroundings and keeps you from becoming bored with your run. I highly recommend traveling to a park at least once a week if you only have road running available to you.

I also recommend running for time rather than distance and never doing a run that requires laps. It is significantly easier to justify in your mind that once you get halfway every step forward is closer to finishing than to have to do another lap when you are already feeling done with the run.

An even better solution would be to join your local running club or find a friend that wants to run with you.

posted 2 months ago
#10 TF2 update for 11/8/17 (11/9/17 UTC) in TF2 General Discussion
Cornpop16wickedplayer494- Scream Fortress IX continues for a little while longer, but get a move on! Expiry dates have been added to the contracts in the ConTracker.
Anyone know what these dates are? I've been stuffed with midterms the past 3 weeks so haven't been able to do too many. Last midterm's tomorrow tho so hopfully still time for me to grind them out.
contractsExpires 2017-11-09 00:00:00

No idea what timezone they are referring to, probably PT, so they really didn't extend it that much.

posted 3 months ago
#45 SolarHUD in Customization

Again, are you certain you ran the

extract_base_hudfiles.bat

file? You should have a good amount of things inside of the default_hudfiles/ directory.

posted 3 months ago
#43 SolarHUD in Customization

#42 I pushed an update to github the day of the update to re-add the customized in-game contract colors/meter (the main menu still displays poorly but everything works, I will get around to it soon)

However, because of the wonders of #base files the hud still worked on launch (the only problem was in-game contracts weren't displaying properly). Of course, this is assuming you remembered to run the batch file to extract the updated hud files.

As for what is broken for you, I don't know without pictures. The hud "should" work for all resolutions, the only problem I've encountered is the chat box refusing to resize nicely. Can you please take pictures and describe in words what is broken/displayed poorly.

EDIT: I just did a quick run on your resolution and everything is displaying perfectly fine, you must have done something wrong. I'm going to guess you never ran the batch file to extract the default hud files like the readme told you to do.

posted 3 months ago
#8 what is this hud in Customization

If marquee doesn't have a download for you, it looks to be using solarhud as a base, with a different font and color theme (both are very easy to modify in the hud, if you want to remake it) and modified ammo/health and meters. Since the health/ammo are pinned to the corners it shouldn't be that bad to edit if you know what you are doing.

posted 4 months ago
#1 Update ESEA S26 Maps in Map Discussion

The maplist for ESEA s26 (this season) is currently filled with a bunch of outdated maps, so much so that it is actually a regression from last season's maplist. Below are the list of updates to the pool that should be done:

  • cp_metalworks_rc7 -> cp_metalworks

    Not only is it a stock map, requiring no extra work to add to the servers, the stock map was the version that was used last season.

  • cp_granary_pro_rc4 -> cp_granary_pro_rc8

    Also was the map used last season, and is an objectively better map with the additional garage entrance.

  • cp_snakewater_u13 -> cp_snakewater_final1

    As far as I know, the u14 changes have been incorporated into final1 (the stock map). On top of that, etf2l is using final1 this season so it would be nice to use the same version, regardless if final1 is u13 or u14.

  • cp_badlands -> cp_prolands_b2c

    The only (possibly) controversial map change. Prolands removes dumb clipping/spots that screw with rockets and also increases the second forward respawn time, giving a bit more time for teams to be able to push out of last with only a pick or two before the players respawn. Some hiding spots were removed (and a couple have been inadvertently added afaik), but the two previous points make prolands a much more appealing choice over stock badlands. Download links can be gotten from the thread, linked directly here, or from http://fakkelbrigade.eu/maps/
posted 4 months ago
#5 shotgun pocket = noob? in TF2 General Discussion

Provided you are actually trying to practice dm in dm, who cares what others think. Gunboats are more common due to being able to keep up sustained pressure as well as allowing your scouts to get healed more often in fights. Provided you understand the downsides, stop trying to let bad gamers in a practice mode dictate how you play the game.

posted 6 months ago
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