nite
Account Details
SteamID64 76561198036906502
SteamID3 [U:1:76640774]
SteamID32 STEAM_0:0:38320387
Country United States
Signed Up August 22, 2013
Last Posted May 14, 2020 at 1:26 AM
Posts 394 (0.1 per day)
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144hz
Hardware Peripherals
Mouse Corsair M65
Keyboard Coolermaster CM Storm
Mousepad Magic: the Gathering playmat
Headphones Audiotechnica ATH M50
Monitor Asus VG248QE
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#18 ESPN esports launches in Esports
flufnESPN covers competitive scrabble so I think we might have a chance

a hell of a lot more people have played or at least heard of scrabble than tf2

posted about 8 years ago
#21 What should be the maximum FOV? in TF2 General Discussion
RhettroWhy not a full 360 degree fov

the time for my 11 monitor setup has finally come

posted about 8 years ago
#16 Tf2 Update 07/01/16 in TF2 General Discussion
BrimstoneWhy is it reversed for us, now that I think about it?

its based on the way you would say it, i.e. january 7th, 2016

posted about 8 years ago
#47 A glaring issue with projectile hitboxes in TF2 General Discussion
89zombiezspringrollsPapaSmurf323http://www.reflexfps.net/forums/index.php?/topic/2953-devs-stance-on-enemy-model-animations-hitboxes-ragdolls/#comment-22391

Reflex has switched to a capsule. The dev talks about it in the forums post

http://i.imgur.com/JLDvKYl.png
http://i.imgur.com/UFI4nDW.png

damn that's actually really cool, i'd love to see something like that in tf2, although i really have no idea how the nuances of the source engine would change...

Considering the new CSGO hitboxes look alot like individual capsules on every limb, I wouldnt imagine it would be TOO hard, but thats wishful thinking I suppose.

the hitscan hitboxes are really similar to that already though, admittedly they could use an update in the same vein of the new cs ones. the projectile/collision hitbox could never work like that though, and im sure the cs collision hitboxes are nearly identical to the tf2 ones

posted about 8 years ago
#2 what do do when team calls enemy players dead. in Q/A Help

just try to abuse the holes that will exist in their team. if a scout and a roamer are dead, then a hole will exist on the flank. if pocket or demo is dead, then a hole will exist in choke. you should be taking ground that isn't being held and forcing the enemy team to either commit more resources to fight you (freeing up other areas of the map) or forcing them to concede an area and back up/out

posted about 8 years ago
#72 Competitive Matchmaking Details Revealed in News
KarlThe bots are intentionally bad because otherwise teams would kick their worst player.

yeah i'm aware of this, but the bots in cs are both A.) more useful on their own due to fewer specific mechanical skills and 100% hitscan weapons, and B.) more usable by players, because of the control a bot function. having a bot replace a disconnected player will just straight up be less effective for tf2 matchmaking than it is in cs, which means leavers are a more serious problem, which means valve will want to keep the number of players in a match to a minimum. this issue is actually amplified even more by highlander, because being able to change up your team composition on the fly will allow you to semi-negate the issues that having a bot presents, maybe by letting you play more defensive classes if you're already ahead. with highlander though, you just have to deal with having a useless player in one slot.

posted about 8 years ago
#66 Competitive Matchmaking Details Revealed in News
mousiopedoesnt that happen already in the current lobbies ? whats so hard about it ? maybe instead of going into the queue blindly with no idea of what classes are missing for a match, valve just provides that info

look at current csgo queue times. to queue for certain maps generally take 1-2 minutes, if you queue for a lot of maps at once it can take as little as 20 seconds. now lets pretend csgo had 1/5th of its current players, which would make it roughly the size of tf2¹. that changes queue time from 1-2 minutes to 5-10 minutes, or 1:40 if you queue for a lot of maps at once. now imagine instead of 5 players for team, you had 9. double queue times again. now imagine every person on each team has to queue for a specific role, rather than a general role. another significant increase in queue times

you get the idea that for tf2 hl matchmaking to be as balanced as it is in cs (which is just about balanced enough that there aren't a huge number of total stomps), you would be looking at 10-15 maybe even 20 minute queue times. this is only the major issue with highlander matchmaking as a concept, which doesnt even begin to breach the concept of leavers², and the difficulty in designing a rating system for every individual class which hooks up players of a similar skill level

generally, 6's is the much safer and easier to manage format for the time being, and i'm sure valve will be spending a longer period of time developing highlander to be sure that it is stable and usable if/when it first gets released

¹ and honestly, because tf2 is in general a game that attracts a more casual audience, assuming the same proportion of the tf2 community will play matchmaking as the csgo community is likely a mistake.

² bots are inherently more effective in cs, where permadeath ensures that a player can take control of a bot for a significant period of time if they die early, and when there are fewer crucial mechanical skills like rocket jumping, pyro combo-ing, hell even double jumping as scout is something that bots are currently unable to do.

posted about 8 years ago
#29 obvious hacker in mge in TF2 General Discussion
WoogiebugIF WE'RE STILL ON THE TOPIC OF CHEATERS
http://steamcommunity.com/profiles/76561198119619259
This guy was also cheating in mge. When he was on scout I thought he was just a god but then i saw his bullshit in endif

http://www.megafileupload.com/qGgY/storm.dem
The demo is only 5.5mb, cable bahamas would own me if i tried to upload to youtube

also experienced this guy blatantly wallhacking and aimbotting in a pub, dont have a demo of it though

posted about 8 years ago
#5 oblivion access in Music, Movies, TV

he's gone back to his roots a little more with this (noise music, generally weird shit) and it has very few straight bangers, this isn't the album you bump at a party. that said i think this is more cohesive project then basically anything he has ever released and the production is so fucking top notch that i find it hard to dislike anything about this. pretty sure this is the perfect way to go out, especially w/ intent and purulent discharge, just chanting WHATS IT ALL MEAN, WHATS HE SAYIN WHEN HE SAYS IT gettin progressively more fucked up as it goes along. sick album honestly, i totally understand why some people might not like it though its definitely sorta "out there" as far as LUM releases go

posted about 8 years ago
#4 obvious hacker in mge in TF2 General Discussion

i see you're still a retard ludgey

posted about 8 years ago
#316 The Tough Break Update in TF2 General Discussion
TheFragileIt should be 15.8, because you shoot 10 times but you reload 9 times, right? I still might be messing up a bit of math here, but regardless, it's roughly 15-18 seconds.

But yeah, getting someone to constantly deal 150 damage to themselves in 1.7 seconds won't happen unless there's some pretty weird scenario happening (like someone constantly hitting resupply).

oh yeah i didnt consider that you only have to reload 9 times, but also your last arrow will have travel time of like 1/2 a second if you want to get into the real nitty gritty of the timing. its definitely a worthwhile exercise to see how fast you could perfectly build with 2 soldiers running shotty and a demo all at range, and w/ a boston bashing scout to heal next to you, i bet you could get it under 14 seconds if you switch on and off of medigun perfectly

posted about 8 years ago
#314 The Tough Break Update in TF2 General Discussion
TheFragileNot sure if this was discussed already about the crossbow:

"1% ubercharge for every 15hp healed up to 10%"

The crossbow can fire every 1.76 seconds. So, assuming it's just a case of simple math and there's something I'm not missing here, an uber can be built as quickly as about 15 seconds in the best case scenario?

well, 17.6 seconds if you manage to do it in 10 arrows all at max healing, or marginally faster if you reload the arrow while you heal someone else and switch back every 1.7 seconds. this is pretty totally unrealistic though, because a class has to be doing 150+ damage to itself every 2 seconds at max range from a medic. i'd imagine you cant do it with any class alone. scout obviously you can only heal like 100 safely, for soldier and demo their reload speed would likely prevent them from being able to do 150 damage to themselves at such a consistent rate. so to optimize your uber build you'd have to have 2 classes full time hurting themselves at max range while a third stands near med to heal during crossbow reloads

posted about 8 years ago
#46 The Tough Break Update in TF2 General Discussion

Reserve Shooter
No longer mini-crits any airborne target (i.e. jumping). Target must be forced in to the air via blastjump, knockback, airblast, or grapple.

about this change, im interested in seeing if it will effect enemy rocket jumping soldiers, like if a dude rj's at you will you mini crit him? gonna try to test this out in a minute

posted about 8 years ago
#34 The Tough Break Update in TF2 General Discussion

Crusader's Crossbow
Healing a player with an arrow now grants a small amount of ÜberCharge

they fucking buffed the best medic weapon, this is amazing

posted about 8 years ago
#62 Favorite album of 2015 in Music, Movies, TV

young fathers - white men are black men too
milo - so the flies dont come

posted about 8 years ago
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