ClandestinePz
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SteamID64 76561197991544959
SteamID3 [U:1:31279231]
SteamID32 STEAM_0:1:15639615
Country United States
Signed Up July 21, 2012
Last Posted March 13, 2015 at 5:14 PM
Posts 131 (0 per day)
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#17 main calling in TF2 General Discussion
OdissiusMain calling should fall on the pocket's shoulders, after all he can see around that corner and you can't. Besides, it's much easier for a pocket to main call than for a medic to do it.

Medics have way too much other shit to worry about. Meds should just be focusing on tracking enemy ubercharges and calling out enemy positions/threats.

Just tell your pocket to sack up.

I disagree.

Pocket callers and medic callers are both viable and both have different advantages/disadvantages.

While the pocket is a much better judge of the health and positioning of the enemy team, the medic is a much better judge of the health and positioning of his own team.

Just as a medic might miss a fleeting opportunity for aggression, a pocket might push forward without realizing his team has very low health.

Either pocket or med can maincall, but ideally they should share the responsibility at least a little bit. Because, if a medic is main caller, but he trusts his pocket enough to make some calls also then it should be the best of both worlds. Not everything is black and white.

posted about 7 years ago
#16 main calling in TF2 General Discussion

The language you use should be as consistent as possible when you're calling. Using the same words and phrases every time you make a call helps your team learn and once they get use to the way you call they should react with greater speed and confidence when you make a call. Its nice, because after a while you can use fewer words (or even maybe just use one word) and your team will understand your meaning exactly.

That is all I have for now. I can't actually believe I wrote all this crap. Sorry in advance if it is an incomprehensible mess.

posted about 7 years ago
#15 main calling in TF2 General Discussion

If you are afraid of making a bad call and hesitate as a result then you've probably already lost. Be decisive, but at the same time don't be afraid to cancel a call if the situation changes (eg you're pushing and you suddenly lose two players). Just try not to "un-cancel" calls too often though, because nothing is worse than telling your team "Get in! No wait get out! Actually get back in!". It is very likely that the confusion and chaos created by rapidly making contradicting calls will cause your team to lose regardless of other considerations.

Whenever possible, try and tell your team ahead of time what they're going to be doing. It is much easier for your team to coordinate and prepare if they have at least a few seconds warning. The most common example is calling that you're going to push when you get uber. As long as you call your percentages your team will know exactly when to start moving.

Your team may lack context for some of your calls. It is good to be specific as possible within practical limits. If there is information that would be useful to your team and it can be communicated quickly and efficiently, then you should incorporate it into your call. Just calling "push left" often doesn't give your team very much to work with. You should tell your team who is getting the uber and approximately when you're going to pop it. For example, "I'm gonna take pocket and scout left side. We're popping through". If you're holding your team needs to know whether to hold close or passive. If you're pushing it may be useful to tell your team to push slowly or to "go aggro".

It is good to give your team "status updates". Basically, since you are probably the best judge of what the overall situation is like it is important to communicate with your team how the fight is going and what their priorities should be. The most important example of this is to tell your team how effective your uber is ("good uber" or "bad uber" is simple and to the point). If your team hears "bad uber" they know to gtfo. Other common examples include "Our health is shit. Back out.", "We're winning this, keep pushing" or "We have to deal with the stuff behind".

When something needs to be done calling a player by name and telling them to do it usually results in it getting done faster and with minimal confusion. If you just say "Someone go sac for their med" the results are unpredictable. Mostly likely there will be a huge delay before someone does it, but it is also possible that no one will go or that two players will go and die instead of one.

As maincaller it is important to be able to predict the actions of the enemy team. Being able to anticipate how, where and when they will push, whether or not they will run kritz, what offclasses they will use (if any) and most importantly, how they will play at mid will give your team a significant advantage. It is good to predict how the enemy team will act both based of what you would do in their place and how they have played the game so far.

It is good to learn (or even develop if you're feeling bold) and have your team practice "set plays". I struggle a bit to define "set plays", but I suppose the simplest definition is a push where there is a very specific objective in mind and/or some players are given very specific roles. Some examples I can think of off the top of my head are the "heavy push", the "4 man sac" and the "wraparound". Being able to properly execute these plays will give your team a huge advantage. Since these plays are usually super effective against teams that are unprepared for them it is a good idea to teach your team how to counter them as well.

posted about 7 years ago
#16 New Feature - Friendly Rockets Scatter Stickies in TF2 General Discussion
ukmyou are trying to solve a non-problem

A lot of that going around.

posted about 7 years ago
#19 stalemate timer in TF2 General Discussion

I've heard this suggested many times in the past and it really is a terrible idea.

For one thing it is a solution to a problem that doesn't really exist. I haven't really seen many teams "parking the bus" in NA. I think the 5 round limit is plenty of incentive to keep attacking, because its much better to try and finish the game while you have the momentum, rather than giving the enemy team the breathing room to recover and potentially come back.

Apart from having no upside, I feel this change would be ruinous to the pace of the game. Simply put it encourages teams to turtle and run down the clock. Few teams would risk losing a round by failing to push out of last when they could just turtle with heavy and engineer and then be rewarded with a fresh midfight. I don't even think it would give the attacking team extra incentive to attack as the op suggests. I can't imagine a smart team attacking all out on the enemy second point when time is low, because if they wipe then they'll probably end up defending their own second point with a fresh timer and huge uber disadvantage.

I really don't think it is worth it to make a pro version of every single push map in rotation so we can have teams on the defense turtle ten times harder than ever before while the team on the offense attacks is just as conservative as before. So what if the round timer is mostly irrelevant on push maps? Not everything has to have a vital function and as a player and a spectator I'd rather have the round time remain meaningless than be bored out of my mind while teams play games with the clock. How can any change that limits aggression and rewards turtling be considered a positive one for this game?

If anyone makes a shot clock analogy I will vomit in rage.

posted about 7 years ago
#21 spoiler tags in TF2 General Discussion
Show Content
Bruce Willis was dead the whole time.
posted about 7 years ago
#3 would it help? in TF2 General Discussion

Looks great, but you might want to change the soldier icon so that the rocket launcher is more clearly defined in the silhouette. As it is now it looks a little bit blobby.

posted about 7 years ago
#5 MGE iT broke? in TF2 General Discussion

welcome to the void

posted about 7 years ago
#173 Esea Client Mining Bitcoins in Off Topic

IT BEGINS

http://www.pcgamer.com/2013/05/01/esea-accidentally-release-malware-into-public-client-causing-users-to-farm-bitcoins/

http://www.pcgamesn.com/counterstrike/not-cool-bitcoin-mining-malware-found-esea-server-client

I feel a little bit bad for Torbull, it always seems like he gets brought in to do damage control after his immature, children colleagues turn everything to shit. He's gonna have his hands full with this one for a while.

EDIT: http://kotaku.com/e-sports-league-mined-bitcoins-with-subscribers-comput-486205191

http://www.wired.com/wiredenterprise/2013/05/esea/

posted about 7 years ago
#3 REQUEST: Older Invite Demos (pre-S12) in TF2 General Discussion

http://teamfortress.tv/forum/thread/7012-looking-for-old-invite-im-stv-demos-season-7-10

posted about 7 years ago
#53 New update (rip openplugin?) in TF2 General Discussion
MYLESI warn you... Do not surf with cl_first_person_uses_world_model 1... it's bad

Now I have to try it.

EDIT: IT IS AMAZING.

posted about 7 years ago
#9 Pocket soldier LFT in Recruitment (looking for team)
MarxistWe had a history-off with literally the worst questions ever, excellent sport.

Ha, this kid thought that the Byzantines at the fall of Constantinople were only outnumbered 12-1 as opposed to 14-1. How can you even get that wrong?

posted about 7 years ago
#109 bombs in boston in Off Topic
PKhttp://i.imgur.com/Us8SWN0.jpg
Some guy on reddit noticed a man on the roof in this pic, could be related, possibly not. It does fuel a lot of speculation though.
Just awful that this has happened, I hope some means of justice is found.

Speculation indeed. I doubt he has any significance at all (it doesn't even look like he has a view of either explosion from where he is), but that might not stop him from becoming today's Umbrella Man http://en.wikipedia.org/wiki/Umbrella_Man_%28JFK_assassination%29 .

These tragedies by themselves are bad enough when they occur, but knowing that it is only a matter of time before the conspiracy theorists and political vultures come out of the woodwork makes me even more depressed.

posted about 7 years ago
#4 Pocket soldier LFT in Recruitment (looking for team)

bump

posted about 7 years ago
#11 Looking for: Old Invite/IM STV Demos (season 7-10) in TF2 General Discussion
technosexHere are all of x6's season 8 STVs. I think I got them from Clandestine -- he might have more.

mega: x6demos_esea_s8.rar (291.0 MB)
thanks Kim Dotcom

Judging by the file size that is all the x6 demos.

I do have more demos, but unfortunately virtually none of them are labeled

I picked two of them at random and found these two matches from season 10 (both warmfront 5-4s)

http://play.esea.net/index.php?s=stats&d=match&id=2449821

http://play.esea.net/index.php?s=stats&d=match&id=2449822

I might dig around a bit more if I have time to see if I find anything interesting.

EDIT:

I have this one as well

http://play.esea.net/index.php?s=stats&d=match&id=2442804

I think all demos older than season 8 are one my old hard drive except for one. For some reason I have a pov demo from Tyrone from what I suspect is this match.

http://play.esea.net/index.php?s=stats&d=match&id=1910196

posted about 7 years ago
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