Benroads
Account Details
SteamID64 76561198040399924
SteamID3 [U:1:80134196]
SteamID32 STEAM_0:0:40067098
Country United States
Signed Up January 29, 2013
Last Posted June 23, 2023 at 12:09 AM
Posts 1213 (0.3 per day)
Game Settings
In-game Sensitivity 1.1
Windows Sensitivity 5
Raw Input 1
DPI
1800
Resolution
1920x1080
Refresh Rate
240hz
Hardware Peripherals
Mouse Razer Deathadder
Keyboard Logitech G610
Mousepad Steelseries Qck Heavy
Headphones Sennheiser 569
Monitor ASUS VG259QM
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#95 Ban the crossbow in TF2 General Discussion

Medic wasn't underpowered without crossbow

posted about 6 years ago
#80 Ban the crossbow in TF2 General Discussion
ideekaehttps://www.youtube.com/watch?v=bsC8io4w1sY
This is actually pretty interesting, instead of having xbow severely nerfed (crit heals maybe, refer to past 10 threads), we could buff needles and make them viable again. We didn't stop using them because the they got nerfed, they just became obsolete. Medics gave up their option to somewhat reliably protect themselves to switch to an overpowered weapon and keep their teammates healthy. Simply a good damage buff could make a medic with good DM be able to escape some sketchy situations. One of the few things Overwatch did well was giving supports a chance to fend for themselves rather than be a sitting duck. It leads to pretty entertaining gameplay and solves our problem of medic primary choices. But yeah, why doesn't the xbow but crit heal...

Unless they fundamentally change needles across the board there's no buff they can give them that will be better than having another healing item on a healing class. Nerfing the crossbow would be a much better option than trying to buff the needles since the crossbow has received multiple unneeded buffs (Everything past the passive reload change is super unnecessary imo), but that will likely never happen. At the very least removing the uber aspect of it would at least add some opportunity cost to arrow healing.

posted about 6 years ago
#247 Quake Champions Closed Beta in Other Games

https://www.plusforward.net/quake/post/24474/Quake-Champions-Duel-Mode-Revealed/

The breakdown on how Duel works:
A match (map) is split up into best of three rounds.
At the start of the match each player picks three different champions (you can not pick the same champion 3 times but both players can pick the same 3).
A round lasts until one player has lost all three of his champion picks or until the timelimit runs out in which case the person with more champions left wins the round. If both players have the same amount of champions left the game goes into Sudden Death Overtime.
After you die you can freely pick from your remaining two or one champions and respawn into the ongoing game.
After a round ends (one player has lost all three champions) the map / pickups get reset.
The winner is the player to first win 2 rounds.

lol

posted about 6 years ago
#2 CPMA help in Other Games

You should probably just use one of the servers, you can change map and mode without having admin by using the callvote menu.

If you're in the CPMA discord you can check the pinned messages in each region to see the server but here are some for NA.

NA-East (NJ) Getserverd | quake.getserved.tv:27961
NA-East (NJ) Vixterra | q3.vixterra.com:27960
NA-East (NYC) CPMA World Duel NYC | 50.116.51.140:27960
NA-East/Central (CHI) Vixterra | 45.63.78.66:27970

edit: apparently some of those servers are dead, both of the vixterra servers are great though.

posted about 6 years ago
#19 koth_avalanche_pro in Map Discussion

https://puu.sh/v7o7j/e6cbc9d4e0.jpg

First thing I noticed is how incredibly cramped the spawn room feels, I can't really imagine having 5+ other players in there as well.

https://puu.sh/v7ojv/e73e98951f.jpg

Personally I love the idea of stupid hiding spots but this is a bit much even for me, this already already seems kinda strange since there's next to no benefit of taking this door out of spawn.

https://puu.sh/v7orX/22150edb1f.jpg

Should clip over the inset on the window and remove collision on the door frame since neither really provide anything besides a place to get stuck on when you get bounced. I would also suggest clipping over the entire ceiling to prevent players from getting caught on the support beams.

https://puu.sh/v7oAy/9c7cfb6202.jpg

Would suggest making the props on the wall nonsolid unless you intend to have them as a hiding spot. Right now if you were on those boxes for any reason it'd be very easy to get caught on them.

https://puu.sh/v7oCr/36de18332b.jpg

Unless you plan to have players using the railing to dodge on I would just clip them off to prevent people getting stuck on them since the prop collision is kinda bad.

https://puu.sh/v7oIs/90371de8c0.jpg

This area feels really cramped as well and I don't really understand the point of the horizontal bars since they really only seem to get in the way of jumping. Also the roof clipping is frustrating as you'll often get caught on it while jumping. Would also suggest making the displacement ground at the top of the stairs a bit smoother and potentially making it non solid.

http://puu.sh/v7oSe/4d8b4d7edc.jpg

I don't think that any of the props in here benefit from being solid unless you want them as (shitty) hiding spots. I would also probably slightly rework the geometry on the right as the area where the manhole cover is doesn't seem to be being used for anything.

https://puu.sh/v7p0c/9d1fce16e6.jpg

Should clip/bulletblock this little lip to prevent splash bugs and probably make the pipes in the corner nonsolid.

https://puu.sh/v7p72/3765bfbf4c.jpg

If you're going to have one of these be solid you should probably make sure both of them or none of them are solid as having inconsistency with prop solidity is pretty annoying.

https://puu.sh/v7pdd/38706f41e0.jpg

I think you should smooth out the upper part of these displacements so they're more consistent for jumping. Right now when I try to rocket off them it seems pretty bad (Combination of awkward geometry with the displacement itself and the clipping)

https://puu.sh/v7pqa/911f883fc6.jpg

Examples of the clipping as mentioned above

https://puu.sh/v7ptO/d467cbd389.jpg

As mentioned before I would highly recommend changing how you clip off roofs since having hard edges at the top like this makes jumping feel awful.

https://puu.sh/v7pFh/b0f0814a00.jpg

This sightline is pretty absurd as you can basically look at all 4 ways that you get to mid from one location. Getting rid of this will be pretty difficult and right now I don't really have any suggestions for fixing it.

https://puu.sh/v7pKN/f5ba621a18.jpg

Personally I don't think that large health or ammo kits should ever be used in a serious map considering how important health and ammo management is in TF2. Besides that you already have 3 medium ammo packs on each side of mid that are incredibly easy to get to. I think removing this and moving the health pack here could be a good option. Also some kind of seam thing on the displacement right next to the blue timer on my hud.

https://puu.sh/v7pZ6/d5d3a8b7bf.jpg

This little nook looks really nice but since I don't imagine it will ever be used for gameplay I would suggest moving it forward slightly and then clipping it off so players don't get stuck on it.

https://puu.sh/v7qd4/b96e613e37.jpg

Same deal as before with clipping/bulletblocking the inset area to prevent splash bugs

Right now I see middle as the biggest problem since you don't really have any defined flank routes and the entire area is just super open. There's also a lot of perch spots for soldiers and potentially demos to go stand on and those typically aren't very interesting fights. There's also the big issue of that mega sightline that would also double as a pretty strong area to forward hold as you'll be covering 2/3 spawn doors with height advantage and you could easily have a roamer watch the far side since you'd be forced into a small tunnel anyway. Currently I don't really have suggestions for any of those problems but I think that they're worth bringing up sooner versus later, however I could be totally wrong and it could play out fine.

posted about 6 years ago
#14 runescape 3 in Other Games
AlfieNub_DanishAll_Over_RSyes really looking forward to tomorrow's treasure hunter promotion, and the day after that tooplay ironman avoid the nonsenseis rs3 ironman the same as osrs ironman?

For the most part yes, some things are disabled in RS3 but allowed in OSRS (Blast Furnace is one that comes to mind) . The rules for hardcore are also slightly different as you do not revert to a regular ironman on death unless you've purchased an item that would allow you to do so.

The wiki page has a full list of the restrictions: http://runescape.wikia.com/wiki/Ironman

posted about 7 years ago
#22 691 ctapping in TF2 General Discussion

691 is a pretty strange height to make in hammer as you'd pretty much have to go out of your way to make it and it is typically much higher than most things in common tf2 maps. For reference here's a 691u block next to Badlands spire:

http://puu.sh/tK3O8/c7c2da0f6a.jpg

Most if not all ctaps done on common maps will be mainly horizontal but if you want to practice perfect vertical ctaps I would think that the measure maps posted above would be your best option.

posted about 7 years ago
#3 691 ctapping in TF2 General Discussion

The start of jump_academy has a bunch of various ctap heights including 691

As for local skeys I used this before but it was sort of buggy. There might be a better one now since this one is fairly old.

http://jump.tf/forum/index.php/topic,38.msg161.html?PHPSESSID=fduaevkbn393q7hrajsd0rj600#msg161

posted about 7 years ago
#68 What would you wish people would start doing? in Off Topic
VulcanZootSuitRioterVulcanin quake this would be enough since there is no airstrafing
how do you think bunnyhopping works
yOU cANt aIRStraFE iN qUAke niGGA

You can airstrafe in every Quake that isn't awful.

posted about 7 years ago
#3 does anyone know what quake client this is? in Other Games

It is Quake I but I am not exactly sure what client it would be, this might be of help if you're looking to get into it though.

https://steamcommunity.com/sharedfiles/filedetails/?id=118401000

posted about 7 years ago
#10 Anyone know how to remove this ? in TF2 General Discussion

Are you using any of the smoke removal scripts?

posted about 7 years ago
#5 Square tiles on the normal cp_viaduct in Q/A Help

mat_bumpmap 1 should fix it

posted about 7 years ago
#41 TF.TV Quake/CPMA Group Revival in Other Games
TwiggyWhat's the difference between the Q3 client in the OP and this :

http://www.esreality.com/index.php?a=post&id=1803080

It's what is apparently given with the windows installer on playmorepromode.org

It looks like CNQ3 has not been updated in about 7 years and Q3E (http://edawn-mod.org/forum/viewtopic.php?f=6&t=7) still gets updates and improvements on about a weekly basis. I would highly recommend using Q3E over CNQ3 but the main differences I have seen is that for awhile CNQ3 had dynamic lights support and unmipped skyboxes on high picmip values (Both of these are now available as features in Q3E and its various forks). There might be some other small things that I have missed.

Despite being one of my favorite things to post playmorepromode.org is actually super outdated and people are working to get it updated so it provides more current information. If you have other questions I can answer them here or on the CPM discord.

posted about 7 years ago
#45 Scream Fortress VIII confirmed for tomorrow in TF2 General Discussion
aieraGetawhaleexcept the go-karts those suckedyou take that back
https://youtu.be/g9JvKgxko14?t=3m19s

I'm not sure why the rings are not on fire in his video but it's probably my favorite part about that jump.

http://puu.sh/rQUVj/605bb8c3e2.jpg

Too bad the Tempus fun police is removing all the bumper car jumps.

posted about 7 years ago
#6 Challanges-EU: CPM Duel Cup in Other Games

Semifinals starting now with HAL 9000 and gaiia

posted about 7 years ago
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