Collaide
Account Details
SteamID64 76561198058513958
SteamID3 [U:1:98248230]
SteamID32 STEAM_0:0:49124115
Country Sweden
Signed Up May 1, 2014
Last Posted December 29, 2023 at 5:31 PM
Posts 1320 (0.4 per day)
Game Settings
In-game Sensitivity 2.15
Windows Sensitivity 5/11
Raw Input 1
DPI
800
Resolution
1080p
Refresh Rate
144hz
Hardware Peripherals
Mouse Logitech G703
Keyboard Varmilo VA109M Red
Mousepad QcK XXL
Headphones Logitech G432
Monitor Benq XL2411Z
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#9 The Duke of Edinburgh is dead. in Off Topic
Zestyalfahttps://youtu.be/2TWXQnxqhPsU joke but he came to my school and gave a talk once and the acoustics were so bad that it just sounded like he was making these noises the entire time with the occasional real word thrown in.

Also this isnt news, hes been dead for years.

what about cameron
https://www.youtube.com/watch?v=FSICOM0sru4

posted about 3 years ago
#2 etf2l new ban policy in TF2 General Discussion

finally

posted about 3 years ago
#56 The flaws of 6's in TF2 General Discussion

I honestly believe that map design could be a lot more open in general if it wasn't for the sniper class. It's not just long sightlines that 95% of the time won't matter for cookie cutter fights, but it's also the width of doors etc. (Which has already been mentioned).

I would also like to point out this is why there's barely ever been any playable koth maps. They're either too cluttered and wierd, or they have gamebreaking sniper sightlines.

A/D Would just have all the same issues 6s have in terms of stalemating & sniper sightlines (Assuming the map design would be similar), except the defenders have no incentive to ever switch off their offclasses to push forward.

If maps were more open, there would be less reason to have a 10 minute shotclock, and it could be significantly lower (because pushing would be easier).

Sniper needs a nerf if we want fewer stalemates and more open chokes & flanks. I would suggest damage falloff + less charging.

posted about 3 years ago
#38 Refresh: cp_gullywash in Map Discussion
scrambledThis clipbrush on cp_gullywash_f3 changes the gameplay from cp_gullywash_final1
Show Content

On cp_gullywash_final1 you're able to stand on the locker handles, allowing classes to hide on top of the lockers
Show Content

Not sure if this is intentional, but removal of this hiding spot is not listed in the changes.

thank you for pointing this out. before f3 was released i wasn't aware this was a thing & someone suggested clipping it off. but needless to say the next version will be the same as final1 in this regard.

posted about 3 years ago
#78 New deathmatch server for EU in TF2 General Discussion

Unrelated to the aforementioned question, but does anyone know why team spawns are enabled on process and sunshine? i think it's the same on the spenny servers too.

posted about 3 years ago
#18 Shoutouts thread in TF2 General Discussion
Makshoutout to dababy

(LET'S GO)

posted about 3 years ago
#13 TF2 update for 3/2/21 in TF2 General Discussion
4hpthe powerhouse thing actually made the map less fun, when the timer is a couple minutes from the end people just turtle with engies and let it run out. 2/10 would not recommend. If they actually wanted to improve stalemates they should have bumped up respawn times on defence

(can't believe I just discussed powerhouse seriously but hey I like it)

my best guess is they don't really care about balance and just don't want a game of powerhouse to run for 3 hours straight. (presumably for server reasons idk)

posted about 3 years ago
#48 ETF2L Season 38 and Preseason Cup announced in News
DomoCatFaceYou don't balance anything around mid/high level play, that's just a bad idea for anything. You balance it for the top where people actually understand how to beat bad playstyles.

and this is coming from the guy who ran perma sniper with the best sniper to ever grace 6s (credu) and didn't find great success

i mostly agree with balancing around top level play, but occationally there are behaviours in low-level play that make the game unfair and unfun for people at that level. that shouldn't instantly be dismissed just because higher level players can deal with it.

with that said i still think 5cp is a better gamemode, and i believe there are more suitable maps that are good across all levels.

posted about 3 years ago
#45 ETF2L Season 38 and Preseason Cup announced in News
klassyCollaideshould we adjust the map pool and balance maps for the benefit of the top 3 prem teams only?Yes.

then we disagree

posted about 3 years ago
#43 ETF2L Season 38 and Preseason Cup announced in News
papialso the best teams at via do not snipe, it is not good.

should we adjust the map pool and balance maps for the benefit of the top 3 prem teams only? also dumb sniper angles doesn't mean they're overpowered vs perfect play lol

posted about 3 years ago
#37 ETF2L Season 38 and Preseason Cup announced in News
papiedit: why would we remove product, its the most fast paced gamemode (no stalemates, u dont just stare at walls for 30 min) and has been a around for years with no problems. Its also super fun to watch.

product has a bunch of problems, along with being too easy and effective to forward hold and like all other koth maps it has very troublesome sniper angles. the map layout i don't think is good either and honestly clearcut is probably better in that regard. i don't know why we're so eager to keep a map simply because "we need variation" or "it's fast paced" as if that's inherently good. also, if you look outside of prem, games on product often devolve into offclassing nightmares, mindless dmfights and other clown fiestas.

if we want to promote variation we should instead keep maps like granary and badlands, and if we want more fast paced action we should explore alternate gamemodes in which the shot clock is not 10 minutes long.

posted about 3 years ago
#33 ETF2L Season 38 and Preseason Cup announced in News
Makdet-if only I had 0.0000001 more seconds to react to a pipe maybe i wouldnt get hit by it we need to ban this weapon guys!!!1!often times ur gonna get hit anyway it is just unfun to get hit significantly earlier than u otherwise would be (fractions of a second definitely matter in the combat in this game if u think otherwise ur mentally ugly)

edit: Also big agree on removal of gc point for a 3-2 loss on product. It was never disputed in the past that that scoreline was a complete loss, it may have been a close one but a 2-1 loss on a slow map of 5cp can be close, yet no GC point is distributed unless it happens to be that the first 30 minutes was 1-1.

As Doughy said, remove golden caps in general and just allow draws to be a result in the season.

I don't think the width factor is irrelevant either, over the course of a map the effect it has on each pipe culminates to a noticable difference overall.

posted about 3 years ago
#31 ETF2L Season 38 and Preseason Cup announced in News

would imo be very epic to see KOTH gone permanently. swap out product instead and please don't consider clearcut.

posted about 3 years ago
#36 Refresh: cp_gullywash in Map Discussion
smrkIt happened on F2a to me and another teammate. I believe we are both on some version of mastercomfig.

that version was missing cubemaps which kind of looks like the issue. do you get the same issue on f1, f2 and f3?

posted about 3 years ago
#34 Refresh: cp_gullywash in Map Discussion
smrkIf anyone is getting certain parts of the map pink like this:

https://i.imgur.com/mHGPfdN.jpg

"mat_specular 0" fixes it

What version?

posted about 3 years ago
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