Antimoon
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SteamID64 76561198027192301
SteamID3 [U:1:66926573]
SteamID32 STEAM_0:1:33463286
Country United States
Signed Up August 7, 2015
Last Posted October 2, 2019 at 10:28 PM
Posts 428 (0.1 per day)
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#16 [as] mge replacement in Projects

Save my elo please, I don't want to have to play another 500 hours of ammomod as a substitute for self-esteem.

posted about 4 years ago
#26 ntmn LFT pocket/roamer in Recruitment (looking for team)
AntimoonAntimoonAntimoonBump
posted about 5 years ago
#24 ntmn LFT pocket/roamer in Recruitment (looking for team)
AntimoonAntimoonBump
posted about 5 years ago
#32 Crouching while rocket jumping in TF2 General Discussion

Anyone who's ever surfed any explosive should know the difference between the effects of being crouched and standing. There's functionally no difference between being in the air from jumping, and being in the air from a rocket jump, so you can test this by jumping on the ground while being shot by a shotgun. Turn on cl_showpos and there will be a clear difference in peak velocity, and in distance travelled due to knockback.

posted about 5 years ago
#2 Best hackusations from any place in TF2 General Discussion

This one time, a player thought I was cheating and became upset about it in chat.

I think that sums up pretty much any conceivable post in this thread

posted about 5 years ago
#130 ESEA Season 29 Open Happenings/Discussion in TF2 General Discussion
Seinfeldall im saying is if u try and take forfeit wins in a game where theres a triple digit number of people even playing it on a league you are Paying To Participate In, maybe u need a new hobby

You seem to have it in your head that we were trying to game a win or something. I'm on a team that isn't even going to go even this season, and I'd be blown away if your team was even close to being in playoff contention, so neither of our win loss records really matter. I just don't have any desire to deal with being at my computer until midnight playing tf2 5 nights a week. I have a job, I have other interests, and I don't feel the need to unduly inconvenience myself just because someone else can't figure out how to use the esea client.

posted about 5 years ago
#105 ESEA Season 29 Open Happenings/Discussion in TF2 General Discussion
Seinfeldif everyone is planning to get in the server but is being delayed by the client not working, please don't try as hard as u can to forfeit win the other team, especially in open.... just reschedule at the very least if your players can't wait around for a little while

We told you we weren't willing to reschedule, most of us have things going on in our lives outside of tf2, and we already had 3 matches scheduled this week. Considering that you were barely able to get 5 players in server half an hour after match time, a FFW would have been entirely reasonable.

posted about 5 years ago
#37 Coming out in Off Topic

I'm not gay I just suck dick.

posted about 5 years ago
#23 ntmn LFT pocket/roamer in Recruitment (looking for team)
AntimoonBump
posted about 5 years ago
#6 whats yo cm/360? in Off Topic

You can keep your commie metric system, I have 20 glorious AMERICAN inches per 360 on soldier.

posted about 5 years ago
#22 ntmn LFT pocket/roamer in Recruitment (looking for team)

Bump

posted about 5 years ago
#3 alexander hamilton in Off Topic

Have you even seen "Cats" though

posted about 5 years ago
#35 3cp In 6v6 in Map Discussion
doloreAsi_PasasiholofernesMight be viable if mids took twice as long to cap and maps were built to favour the defending team on last. Or maybe with instaspawn, I feel like that could be fun.Wouldn't instaspawn combined with x2 slower capping time make mid awfully long?Yeah I was thinking either one or the other. Instaspawn might be cool on a small map cause it would encourage constant aggression and clutch plays but on the flip side it might lead to 30 minute rounds that go back and forth forever. Probably wouldn't be a good comp format but fun for pugs maybe.

Instant respawn sucks when it comes to uber advantage. You could uber into a team, kill a scout and a medic, and end up with uber disad since they spawned and started building before your uber faded.

posted about 5 years ago
#26 3cp In 6v6 in Map Discussion
SpaceCadetI'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.

Yeah I'm gonna go out on a limb here and say that map design has evolved a bit since 8v8 was a thing. 10 capture points to a map sounds like the darkest timeline version of Granary. Furthermore, deciding a game on the back of a 1v1 doesn't sound fun. I don't play 6's for those times when I'm standing on second while my scout is fighting another scout on last to keep us from getting backcapped.

Even if you do long for clutch plays from players defending points on their own, there is no reason why any team that's halfway decent at the game would split their team across points in this theoretical "3 CP mid" map of yours, if they need to capture all three points. The encounter scenarios are either:

  • the players on one point encounter 6 players, and have a high probability to lose due to numbers disadvantage
  • they encounter the enemy team split across all three points, and have a net neutral chance of winning

On the other hand, the encounter scenarios for a team that plays together are:

  • they encounter a couple players from a split team, and have a high probability of winning the fight
  • they encounter another full team and have a net neutral chance of winning
  • they encounter no resistance when they reach the control point, as the other team is a group and has chosen a different point, also neutral

Given that playing as a unit is objectively better here, what is the purpose of having 3 simultaneously capturable mid points? The best case scenario is that one team wipes the other at the first mid fight, at which point a scout can just go capture the other two points while the rest of the team spawncamps. A more realistic scenario is that the three points change hands cyclically until the map timer runs out. In any case, there is no way in which such a map could be considered an improvement to current 5cp maps.

posted about 5 years ago
#24 3cp In 6v6 in Map Discussion
SpaceCadetSherwoodfanisn'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".

If you've played for 10 years, and you think that all the flank does is force ubers, then you've wasted a decade.

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.

...what exactly do you think team fights are? It's not a roamer fighting a scout while everyone else is halfway across the map, that's for sure.

SpaceCadetAntimoonMake 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?

The team with less skill should, in a skill-based game, lose.

It seems like the way you think this map would play out is "each team starts trying to push each of the cappable points simultaneously and takes small engagements" when in reality it's going to be each team picking one of the three points to go to, having a fight if the other team went there, and just stacking the cap and moving to the next one if they didn't. Once they win that fight then they just have a scout cap the last cappable point while the rest of the team goes and spawncamps or chases the people leaving the fight.

It's basically "Let's Make a Deal" but the thing behind door number 3 is a midfight.

posted about 5 years ago
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