Wari
Account Details
SteamID64 76561198008116160
SteamID3 [U:1:47850432]
SteamID32 STEAM_0:0:23925216
Country United States
Signed Up January 6, 2013
Last Posted August 20, 2020 at 2:53 PM
Posts 322 (0.1 per day)
Game Settings
In-game Sensitivity 1.5
Windows Sensitivity 6
Raw Input 1
DPI
800
Resolution
1920x1080
Refresh Rate
144
Hardware Peripherals
Mouse Zowie ZA11
Keyboard Rosewill Cherry MX Red
Mousepad Wood
Headphones Sony MDR-V6
Monitor ASUS VG248QE
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#69 ESEA Map Suggestions in TF2 General Discussion
cookieAs much as gpit is disliked by the players, it certainly makes for a very entertaining match to watch.

My vote is to keep the current rotation.

That's just opinion though. I could gather quite a few people who don't think gpit is fun to watch at all.

I personally think KOTH is the most entertaining gametype to watch, but that doesn't mean we should add more KOTH maps (even though we should)

posted about 10 years ago
#46 ESEA Map Suggestions in TF2 General Discussion

#BringBackProlaneS15

posted about 10 years ago
#39 ESEA Map Suggestions in TF2 General Discussion

Derecho looks promising

posted about 10 years ago
#42 Looking for team in Recruitment (looking for team)

Finally got the experience of him invading rather obscure pugs I take part in

Arrogant
Kept mentioning how "I played in open playoffs okay I'm good"
Kept bragging that "I can captain in pug.na"
Really didn't shine at all in an environment of people that are low open

posted about 10 years ago
#189 Quick-Fix in 6s? in TF2 General Discussion
trogmarmadukeGRYLLSneed to figure out a way to beat the QF+heavy with your own QF that doesn't involve running a heavy of your own, or the whole point of allowing the QF is kind of null and void.Shouldn't running a heavy with the combo instead of a scout leave your flank really weak? I stopped watching after a bit but I didn't see anyone trying to abuse that really. With being able to jump your med around it seems like you could get away with using qf on the flank for picks, kiting their push since they have a heavy (either by backing up or maybe even jumping behind them so they can't push up?), and pushing back in before their respawns get back. And if they wait for respawns you'll basically have charge again.

idk, it doesn't always work out the way you theorycraft it, but it seems like it'd be worth a try.

Tri Hards ended up doing that in their match against mixup on gully when it started to look like it was going to turn into HRG vs Mixup again

posted about 10 years ago
#132 Quick-Fix in 6s? in TF2 General Discussion

I feel like it was just Mixups firm stance to keep throwing the quickfix at HRG's playstyle of slowing the game down that kept the stalemates going

As tri hards showed, kritz is still the best way to break a quickfix. Their gully match only slightly resembled the HRG v Mixup one because SOME PEOPLE wanted to run heavy on second the one time neither med went down at mid.

And then they realized there's another entrance to the point besides choke.
And that heavies are slow.

posted about 10 years ago
#6 a third map in TF2 General Discussion

Tri Hards vs Mixup for best match of the season?

posted about 10 years ago
#121 Quick-Fix in 6s? in TF2 General Discussion
bublasoreI just turned on tri-hards vs. mix^ and watched the trihards use kritz to crush mix^ on quickfix 2 caps in a row. I'm feeling an overreaction on tf.tv's part.

Scissors beat paper

posted about 10 years ago
#40 Can heavy be banned yet? in TF2 General Discussion

People were right, there is a rock paper scissors of mediguns now!

And like rock-paper-scissors, nothing happens when you both keep choosing paper.

posted about 10 years ago
#17 TF2 Custom Whitelist Generator in TF2 General Discussion

It's just one small change in the whitelist itself, but could there be a toggle for whether it allows or disallows unlisted items for when new ones are added?

posted about 10 years ago
#18 HRG Community Chosen Shirts! in TF2 General Discussion

Tuggernog

posted about 10 years ago
#74 Escape Plan Proposals/ideas in TF2 General Discussion
HellbentAs a roamer main I'd rather have it do 0 damage than have minicrits

The damage isn't the problem though. The problem is that the escape plan's utility far outshines every other melee weapon that the soldier has. Since there was effectively no reason NOT to use the escape plan, everyone ran it. Valve needed to add a risk to actually using the escape plan, otherwise it would forever stay way better than every other melee.

As you all keep saying, you would gladly give up the damage of the EP to have it back to how it was before, but you aren't even going to use the damage in the first place with it, so what the fuck kind of downside would that be? The escaping utility is worth way more than just losing your damage, since it gives you a second chance. Minicrits mean that there's an ACTUAL DOWNSIDE TO USING THE ESCAPE PLAN. A downside for using one weapon and not another is something you need if you want balanced sidegrades. As it stood before, there was not a single reason in the world not to use the escape plan.

posted about 10 years ago
#59 Escape Plan Proposals/ideas in TF2 General Discussion

The funniest thing is when you factor in damage falloff with the minicrits

With a simple 35% extra damage taken, long range pistols would only do 10 damage.
Because of the minicrits, there's no falloff and it uses the base damage for calculation, so the shots will do 20 damage.

Thanks for the +100% damage taken at long range Valve, you're the best.

posted about 10 years ago
#6 meanwhile in Europe in TF2 General Discussion
PAPASTAINI want to say "this is basically why we should allow as much stuff as possible" but assuming this was no-fun all-serious there'd be a lot of pomson engies and camping beggar's bazooka soldiers

let's allow the weapons that are only kind of dumb as opposed to really dumb. that's the plan

So ESEA whitelist?

posted about 10 years ago
#55 5cp vs KOTH vs A/D: Map Variety Discussion in TF2 General Discussion

Having scrimmed Edifice at least 8 times this week so far (UGC Steel but we're performing a lot higher), I think it would be an amazing replacement or addition to the ESEA roster.

The map really promotes a very mobile defense, which makes offclassing on defense a bit more fun. My team has been using an ironman strat for every scrim, and rolled every team 2-0 (these teams are mostly from silver, but we played a few top teams in steel too).

The actual rooms you can back into on defense eliminate the fear of 4-man bombs at your medic, which makes playing medic on edifice a bit less stressful.

I don't know if it's just the other teams not knowing the map, or if we have a great strat for it, but it's working for us. Edifice really feels like an improvement on everything gpit did right, but getting rid of everything it did wrong. If you haven't played it at all yet, I honestly think it's one of the funnest maps, but I might be a little biased from all the rolls in scrims.

posted about 10 years ago
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