Alleal
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SteamID64 76561198028061576
SteamID3 [U:1:67795848]
SteamID32 STEAM_0:0:33897924
Country United States
Signed Up September 19, 2012
Last Posted October 21, 2016 at 4:53 PM
Posts 740 (0.2 per day)
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#41 LF Esea/Cevo Team (Demoman > Roamer) in Recruitment (looking for team)

@39,

I should probably make a couple clarifications, since I think we're coming from different places. Firstly, he played demo in the games I played with him, so what I was saying applied to that. Secondly, the team in question is a brand new team of players who haven't played in a league yet. So I'm basically treating it as a pug team, since until they get to know each other and settle into their niches, that's basically all they are.

So taken from that perspective, when I pug I usually assume that everyone knows, more or less, what they should be doing. You don't really have a choice since it's hard to micromanage players you don't know as well, and who don't know you. So when I call something like 'try not to overextend,' I usually assume that the guilty player knows it's directed at him. I try to reduce the social pressure because it's something I struggled so much with. If there is a significant problem I prefer to talk to them one on one about it.

Now that I'm done explaining all my teaching methods I should say I'm not actually leading the team. I was originally going to play for them, but now I'm more of a coach/adviser (work hours). I know you're a lot more experienced than I am, and I like to think that the team will reach a level where your methods are more effective. I think that criticism taken badly isn't much better than giving no criticism at all, and until the roster is filled and finalized I prefer to err on the safe side.

posted about 11 years ago
#36 LF Esea/Cevo Team (Demoman > Roamer) in Recruitment (looking for team)

BleakyX,

After playing several games with you I can say confidently that you're a talented demo and a powerful player in any game.

But you definitely have some attitude problems to work out.

And when you're joining a team new to league play, attitude is more important than DM. The team needs to learn and grow together, and a negative attitude can be poisonous to that end.

Some things to think about:

-Keep it positive. This is as simple as rephrasing what you're saying. Instead of 'why didn't you kill him," or "how did he get behind us," make them into general suggestions. Say "I need someone to follow up on my damage," or "our flank isn't being watched close enough." Saying it the first way doesn't do anything but insinuate that someone must be responsible for it. Saying it the second identifies the problem and provides a solution at the same time, while keeping it neutral.

-Not everything is someone's fault. Blame doesn't always have to be distributed for each bad turn your team takes. Remember that the other team has 6 players trying to do exactly to you what you are to them. You won't win every bit, and a success on the other team's part doesn't necessarily denote a failure on your own.

-In the same vein, if something happens once it doesn't mean it's going to happen constantly. Something slipping through your flank is bad, certainly, but it doesn't always point to some fundamental flaw of your flank players. Mistakes are made, and chances are the person already knows it's his or her fault. There isn't a need to point it out every time it happens. In the instance that there is a fundamental flaw, address it with the knowledge that degrading the player will only make things worse. You don't need to sugarcoat it, but keep it as free from accusation as possible. Also, realize that the player may not be able to solve it on his own. Ask your roamer to spend more time on the flank, or stick closer to your combo if your pocket has weak ubers. Those types of flaws are things that can be fixed after the game, so don't spend the match itself criticizing them for it.

All that being said you can't work on the above without the chance to. So if your team needs a demo, give him a shot.

Good luck finding a team.

posted about 11 years ago
#14 How to: Get Rarer Items in TF2. in TF2 General Discussion

+frag

posted about 11 years ago
#7 tf.tv 24/7 badwater [ populate? ] in TF2 General Discussion

We have a Badwater server?

posted about 11 years ago
#12 Original our Regular in TF2 General Discussion
mAllealIn terms of firing rockets/combat, the only difference is spamming around corners, which is pretty negligible since they both have tradeoffs.

rockets coming out from beside you vs below you is a pretty huge difference when youre not just shooting the ground

go play endif/directs with the original then with the stock and you can feel the difference

I didn't say there wasn't a difference. I said there was a tradeoff, so it didn't matter much.

posted about 11 years ago
#9 Original our Regular in TF2 General Discussion

In terms of firing rockets/combat, the only difference is spamming around corners, which is pretty negligible since they both have tradeoffs.

For jumping, stock is better because the off-centered source of the projectile allows for greater control over velocity and angle on all types of jumps. Left walls just require compensation for the source of the projectile and are easily learned. The original is still capable of 95% of the jumps stock can do, so it's not a huge deal which one you pick.

posted about 11 years ago
#42 New Weapon Discussion in TF2 General Discussion

I think the new gun medigun is fantastic. I just pubbed with it pocketing a friend, and so long as you pay attention to your surroundings it's difficult to take any burst damage at all. Each mini uber builds quick enough that I never found myself without one, and if I want it to last longer I just need to hold my uber button down.

Obviously a concerted effort between, say, a scout and soldier would rip the combo to pieces, but that's what teammates are for.

I could definitely see it being used in 6s. Instead of a normal uber you play a constant (hypothetical) advantage. Play your cards right on your flanks and keep their medic killed/pressured and you could have a constant advantage through the round.

posted about 11 years ago
#12 Smismass Update in TF2 General Discussion
hookyDarkNecridtehh4ck3r2sy_morphiendhopefully the new medigun isn't completely and totally fuck-useless
When was the last time Valve made a weapon that wasn't useless

Red Tape Recorder.

Pomson.
Useful, but still bad.

Well that wasn't the question... Besides the red-tape recorder is hilariously effective. Plenty of weapons released are useful, just not in competitive play.

posted about 11 years ago
#1 Smismass Update in TF2 General Discussion

http://www.teamfortress.com/mechaupdate/

I'm excited for Scout earmuffs

posted about 11 years ago
#10 My Naughty List - Are You on iT? in TF2 General Discussion

My friend and I make a point of using it whenever we MGE together, but I've never seen another soul on there.

I should point out though, that the server has a habit of dropping off the grid. Doesn't show up on server browser, and you can't access it through steam friends either by invite or join game. You can only get it if you have it favorited or have the ip.

posted about 11 years ago
#70 Let's Talk About Newbie Mixes in TF2 General Discussion
VickM@Alleal - These resource exist. I watched hours of MGE videos before playing 6v6 and it helped a lot. Any player can watch a stream, cast, or the old MGE videos and start learning about sixes. They can go to SPUF, r/tf2, tf.tv, ugc forums among other places and start asking questions. We need to find a balance between spoon feeding new players resources (which takes too much effort as I've been trying to do this for months and I can barely make a dent) and having the new players be resourceful to some degree. I think both are good since the best competitive players are people who are resourceful, outspoken, and dedicated. Those are the people who hunt out the resources instead of expecting the resources to come to them.

I know they exist, but the information is scattered, long winded, inconsistent, and sometimes just unprofessional. clockwork's scout basics MGE video contained great information, but it was almost painful to listen to with all the sound bites and audio clipping. Bloodsire's sniper tips video was fantastic to someone interested in pursuing competitive sniping, but to someone who just wanted an intro overview of Sniper's function in 6's it's about 30 minutes too long. What we're trying to do is bridge the gap between new players and experienced ones, and I don't think we should underestimate the value of a consistent, polished, and concise set of introductory media.

posted about 11 years ago
#66 Let's Talk About Newbie Mixes in TF2 General Discussion

Well instead of throwing newbies into mixes headfirst, what about creating a more formal initiation via a website? It could solve a few at once. It would prevent more experienced players from unbalancing the pugs, while at the same time providing a pressure-free environment for newbies and a resource for guides and answers to their questions.

If we made guides specifically for newbies detailing information that most of us take for granted, it could help lessen the skill gap between players. It won't improve DM or anything, but it'll give them a much better idea of what they should be doing. A quick, ten minute intro to scout, briefly explaining their functions in midfights, flanks, and offclassing. Another for Medic, explaining heal order, heal priority, interaction with the pocket, and tracking ubers. And another for pocket, roamer, and demo.

Clearly defining each classes role and giving examples from common situation will go a long way in helping a new player enter competitive play. A pocket's role can be summarized as protecting the medic and taking ubers, but there's so much more to it than that. Demo's role is usually summarized as 'deal damage,' which to a new player can mean absolutely nothing. If we produce some consistent, concise, and practical videos for each role, and for each major facet of the game they should be very appealing to new players, and do a lot of the coaches' work for them.

posted about 11 years ago
#6 The SalTV Announcer Pack! in Customization

I've always wanted my games announced by an airline pilot

posted about 11 years ago
#46 Running shotgun as roamer. in Q/A Help

Well it depends on the style of roamer you want to play.

If you run a shotgun, you need more heals, aren't as dynamic in fights, and aren't as effective as a picking class due to your low health after jumps. But in exchange you gain some major firepower, the ability to be a genuine second pocket, and some hefty flank presence.

Shotgun roamer could strengthen your pushes and holds significantly, but without a position dedicated to creating advantages and opening opportunities it can be hard to get that ball rolling. This is especially the case if the other team has a particularly talented roamer/scout constantly getting picks. If you don't counter that with picks of your own, you'll always be on the back foot and the enemy team will eventually build enough momentum to topple your strong defense.

Working your Scouts overtime could supplement some of that picking power, especially if one of them is a good sniper. But even still, you're going to have less picking power than before, and will have to rely on your strong pushes to win you games.

You'd have to talk to your team to decide what you think would work best for you.

TL;DR use the bison

posted about 11 years ago
#14 Let's Talk About Newbie Mixes in TF2 General Discussion

I played in the newbie mixes the first week that they started up and they were really helpful to me. I came into them already half-competent due to the TF2 I'd watched and the lobbies I played, and I only spent a week in them before moving up to normal pugs. I still came back some weeks to play Soldier, because it was usually a good learning environment. But as each week passed more and more people showed, and they were beginning to get obnoxious. People from teams, people not taking it seriously, and the like. It was that behavior that had me stop showing up.

I think a good place to start is to take a hard line against that kind of behavior. I agree with breloom and G1 that players already on teams shouldn't play as newbies. And people who aren't there to learn shouldn't play either. If it comes down to it just kick them. It should be a serious environment for learning the game.

I also think you should tweak your coach's qualifications. I had a really good coach fresh out of his first season of open. He was vocal and positive, and extremely helpful to me. I also had a useless coach who was really good and clearly experienced, but who barely talked to us the entire match. I think the most important part of a coach is his attitude, not his ability or experience. All a coach really needs to do is main call, so that new players have support and instructions to follow.

Lastly, you should funnel newbies out of the newbie mixes and into IRC pugs and the tf.tv forums as fast as possible. It should be up to coaches to identify who's prepared for normal pug environments and encourage them to join them by giving them all the information they could need. Just talk to them privately through mumble. I'd like to see tf.tv become a place to ask questions and advice of more experienced players without any pressure.

At least that's what I think.

posted about 11 years ago
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