Account Details
SteamID64 76561198046694824
SteamID3 [U:1:86429096]
SteamID32 STEAM_0:0:43214548
Country Germany
Signed Up February 3, 2014
Last Posted July 6, 2020 at 11:25 AM
Posts 84 (0 per day)
Game Settings
In-game Sensitivity 4.0
Windows Sensitivity 6/11
Raw Input 1
Refresh Rate
144 Hertz
Hardware Peripherals
Mouse Zowie FK2
Keyboard Coolermaster CM Storm (MX Browns)
Mousepad Steelseries QTC Heavy
Headphones Sennheiser 518
Monitor BenQ XL2411
1 2 3 4 ⋅⋅ 6
#13 Desk height in Off Topic

I can recommend getting at least a desk with adjustable height (manually adjustable length for each table leg). I used to have a relatively cheap one from IKEA until I got myself an electric sit-stand desk (ideal for me, although an investment).

Also, people can have very different leg-torso ratios, 2 of the same height might have different ideal desk heights.

posted 9 months ago
#2 Team Fortress 2 Classic in TF2 General Discussion

6v6v6v6 tournament when?

posted 9 months ago
#7 cp_scourge (Attack/Defend) in Map Discussion

I am very interested in seeing matches on this map (also other A/D maps) from a gamemode design/balance perspective. If there are any VODs I can check out, please let me know (:

posted 9 months ago
#129 what are ya READING? in Music, Movies, TV

Been reading Musashi, which is the first book in years that actually gets me reading. Notable exception being "Arc de Triomphe" and "Man's Search for Meaning".
Musashi is very good, I purchased the Book of Five Rings he wrote and another unrelated book called "Man's Search for Himself" to read afterwards.

posted about a year ago
#30 pc_pointcapture (gamemode) in TF2 General Discussion

Only 4 slots missing for playtest!
New lobby up:
Join the discord too:

posted about a year ago
#10 Mixchamp in TF2 General Discussion

Recently I've been thinking that a big reason for services like this going underused might be because there is no way to notify the pool of potential players that a pug/lobby is looking for players.
TF2Stadium tries to solve this problem by having a bunch of discord channels you can unmute to be notified of new lobbies/almost ready lobbies of the desired game type.
But I feel like few people are aware of this/use it.

I think a chat-bot integration could be much more successful at notifying a pool of potential players, imagine unmuting notifications about desired lobby types for a period of time using simple chat commands, allowing for much more user specificity in the notifications.

A probably much less complicated way of concentrating attempts to use the services might be to just decide on weekdays and specific times, during these times, services could potentially provide match servers to incentivise turning up

TL;DR I think the issue with such services being underused is not a lack of interest/potential users, but coordination among them

posted about a year ago
#29 pc_pointcapture (gamemode) in TF2 General Discussion

Anyone willing to test and talk, now's the time!

posted about a year ago
#28 pc_pointcapture (gamemode) in TF2 General Discussion

Join our Discord on Saturday, November 23 at 19:00 CET for discussions and potential playtest

posted about a year ago
#27 pc_pointcapture (gamemode) in TF2 General Discussion

Quick bump, also I realise many people on these forums are from NA, vote here instead:

posted about a year ago
#26 pc_pointcapture (gamemode) in TF2 General Discussion

Thanks to the great people from TF2Stadium, it is easily possible to host Pointcapture lobbies on their platform!

The easiest way is to use a server which, thanks again to Arie, already have the Pointcapture maps installed.

On TF2Stadiums map selection screen, simply make sure to correctly type out the desired maps name e.g. "pc5_snakewater_a2b" for it to work.

Recommended playtest-settings:
mp_maxrounds 0
mp_timelimit 30
mp_windifference 25
mp_winlimit 0

I'll try my hand at some EU TF2Stadium playtests in the coming week.
For anyone interested, please answer this poll to help me gauge player availability over the course of the coming evenings:

Feel free to use this as an excuse to use TF2Stadium in general, it's a shame this great platform isn't utilized.

Oh yeah, and join our Discord if you haven't:

posted about a year ago
#25 pc_pointcapture (gamemode) in TF2 General Discussion
mishael1This is really cool, thanks for making and sharing this! Is there a way to run this in TF2C or another lobby options? Would love to try this.

I am glad you like what I am doing, unfortunately TF2Center don't want to run experimental lobbies and haven't granted my request to whitelist Pointcapture maps on their platform.

FactsMachineYou could also try hosting pugs.

I have never hosted or even played a pug, I could try my hand at it but I think it would be best if someone more experienced went for it. My impression is that many PUG players aren't looking to experiment and rather want to play the game they are used to. I could be wrong though^^

If anyone wants to take action and organize a playtest, feel free to add me to talk about it.

A bunch of people have joined the Discord ( so far, so there seems to be some interest.

posted about a year ago
#97 BTS TF2 insanity in TF2 General Discussion


posted about a year ago
#21 pc_pointcapture (gamemode) in TF2 General Discussion
hooliyo is this popping or what

It's hard to say^^

To fill you in here is what is currently happening:

I have tried to reach out to the makers of staple 6v6 maps to talk with them about the conversion of their maps to this gamemode. I can convert their maps into Pointcapture after decompiling them but that results in some lighting issues, possibly performance decreases as well.
Only Snakewater has been converted using the original map files thanks to chojje providing them to me, gullywash, badlands and process work but are based on decompiled (flawed) versions.

Besides that, I am trying to make playetests more accessible by getting TF2Center staff to whitelist pointcapture maps on their website, this process seems to be taking quite a while.

Additionally I have been reaching out to a bunch of better known members in the community to get their feedback and ask for help getting tests started with this game mode but I am not getting many replies.

Generally, I want to ensure that the gamemode does not have any big annoying bugs before I think about making a tournament focused on seeing it in action happen.

So the best way to help is to get together some friends, download the files, play a match in this game mode, record it and tell me what you think/if you spotted any bugs. I opened a Discord Server but I admit I am not good at organising people so it has been largely inactive, however there are some people who seem interested in the project in it.

Discord Link:

posted about a year ago
#5 Am I the only one? in TF2 General Discussion

I also don't think conformity is enough of a reason to remove a map some people enjoy.

Show Content
[shameless plug]
Also, take a look at this gamemode:
[/shameless plug]
posted about a year ago
#16 If you designed a tf2 mod, how'd it be like? in TF2 General Discussion

Together with the aforementioned removal of random elements, I would experiment with a few core class mechanics, especially Medics.

Medic Changes
Ubercharges: I think there is something fundamentally wrong about mechanics that allow players to accrue power over time without a proportionally increasing responsibility/risk of some sort.
In the case of Medigun design, it enables teams to hold onto e.g. Ubers as long as they want without drawbacks. I would try to introduce an overheating mechanic like this:

At 100%, Mediguns start overheating, while still accumulating more charge. The Mediguns slowly cool down to 100% while the Medic is not buffing/healing. At like 125% the Mediguns forcibly discharge (while also providing 125% charge duration).
In theory, this forces Medics to prioritize buffs/heals with the Medigun after 100% have been reached. This would make holding harder, as a team that defends while the charge is at 100+% can't continuously heal/buff every player but needs to be strategic about it. The perfect time to push would be at 120+% after all players had been buffed, waiting any longer would inevitably starve the team for buffs to varying degrees.
Overall, this could increase the speed of the game by making holding less viable.

Other Medic related things I would experiment with are:
- increasing the amount of damage Medics deal proportional to their charge-percentage
- giving Kritz an area of effect around the primary heal target, giving close by teammates mini-crits as well
- overhauling primaries to all heal teammates at a max rate across X amount of seconds (think current crossbow but not instant) while also building charge at a max rate that keeps build times the same as they are now
- making the Quick Fix a movement increasing Medigun that matches the heal targets speed to the Medic (Scouts are fast enough) and give increased reload & firing speed on "uber" while cutting the increased healing rate currently present

I have some interesting ideas for Pyro, Engi, Heavy and Spy but they aren't that refined.

5CP Changes
Besides class design, I would experiment with an altered version of TF2's 5CP gamemode on asymmetrical maps that are played in 2 halves with team switch. The gamemode logic exists ( but progress is frozen as I have been putting off organizing playtests because it's hard. I am seriously considering just putting up some sort of prize pool for mixes/teams who record playtests that give the best feedback so I can finally decide how to continue development.

posted about a year ago
1 2 3 4 ⋅⋅ 6