Collaide
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SteamID64 76561198058513958
SteamID3 [U:1:98248230]
SteamID32 STEAM_0:0:49124115
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Signed Up May 1, 2014
Last Posted December 29, 2023 at 5:31 PM
Posts 1320 (0.4 per day)
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#60 fixing badlands in Map Discussion
corsa@collaide
When you say you changed the hiding spot in house, do you mean you removed it? If so, I don't think you should remove hiding spots, especially ones like those because that one is extremely easy to check AND prefire, so I don't think it's broken in any way.

No, the hiding spot is just not a bug anymore. (valve forgot to clip wall there)

bearodactylThis and also I think it was said earlier, but the reason that a lot of the other 'fixing badlands' projects have failed is because the mapper has taken too much creative license and added/removed useless shit and done more than the bare minimum that people wanted. I'm all for fixing the stupid clipping and properly mirroring stuff but looking through some of your changes a lot of the stuff seems kind of unnecessary (i.e., the tire to jump to spire: afaik nobody has ever complained about how it's impossible to push out of last because you need to properly basher jump onto spire, don't see any reason to add it)

That's not a problem, if people don't like it, they can comment on it, and I can revert it. That thing took 15 seconds to make and will take 2 seconds to remove.

"Also, it appears that you took the liberty of removing some of the hiding spots in house and above resupply by diagonal, as well as the vent on red second that you can hide on."
I didn't remove hiding spot in house. Don't comment if I haven't published the map yet lol.
And there was a hiding spot above diagonal? I wasn't even aware of that.
I just went into the game and checked, there is no hiding spot above diagonal?

bearodactylI feel like these sort of spots add another dimension to the game and are nowhere near game breaking (for example, the TLR spot on red second is difficult to get to but if you are good at rocket jumping it can be useful https://www.youtube.com/watch?v=tVkgelgTax0).

Firstly, this spot can be seen from mid, secondly it's too much work for too little gain. Thirdly, the reason I removed it was so you could stand on the metal thing above haunter allowing you to do a proper rocket jump off the wall. The intention was not to remove it.

bearodactylOn spire as well, people are so used to stuff like the crack in the wooden planks and the little clipped area that allows you to basically float in thin air that I don't see any point in removing them, besides it's not like they have a huge impact on the game either. I don't want to have another case of granary_abortion where a mapmaker decides to make a few much needed changes but then goes all out and removes all the hiding spots that make the map interesting...

So your argument is we should keep bugs like the pixelwalk on spire just because we're used to them? You even say yourself, it's not like they have a huge impact on the game. But if they don't have a huge impact on the game, why not improve them?

posted about 6 years ago
#50 fixing badlands in Map Discussion
TwiggyYou could also use a sentry on last and push with your engie.

Engie will always die in 1v1 due to disadvantages in dm fights.

Twiggyor you could use long range kritz from balcony to break a stalemate.

Not if you're getting spammed.

Twiggyor you could push your own sniper balcony or trash to get a pick.

Not if you're getting spammed.

TwiggyOK none of the above will work 100% of the time but it's the same for every push, for every point, for every map.
Point is, you're stuck tactically and insead of coming up with solutions you ask for your problem to be magically removed. Teams like lowpander last season showed that it's still possible to innovate in this game, so step up.

Tactics like these lower your winrate. Something that works 99% of the time and something that works 1% of the time cannot both be put in the same category because "they don't work 100% of the time"

These tactics only really work if your opponents don't know how to do anything properly. And if they don't, how did you get pushed back to your own last?

posted about 6 years ago
#49 fixing badlands in Map Discussion
Tholewould it be too difficult to fix all this shit at last
https://www.youtube.com/watch?v=-57nIkvyfNE

No, I simply hadn't done it yet. Now I have.

posted about 6 years ago
#43 fixing badlands in Map Discussion
Chronic_Collaide "Patch notes"
Thanks, but make sure we don't end up removing all the hiding spots in this map as they are part of it's specificity and they allow for cool/ potentially spectacular plays and backcaps.

Hyped to see those changes ig soon

Only removed that 1 spot, and I intend to not change gameplay much at first (when I do get around to larger changes, I'll make sure they're not controversial), but rather fixing bugs.
Some hiding spots that originally were bugs, will be changed but will be visible to the eye.

posted about 6 years ago
#40 fixing badlands in Map Discussion
botmodePaulsen:DThis also helps clear trash when you're pushing out, so I actually really like that.

@Hyce can you make a version of the map with a 6 second increase on the spawn timer and an ammo change and maybe this change too if people are liking it.

I've worked on a "fixed version" for a few hours now. I haven't compiled it and shit yet cuz I have some stuff to do but here is a changelog:

AMMO CHANGES:
-Changed haunter ammokits to from small to medium
-Added small ammokit on balcony
-Removed small ammokit in top lobby.
-Changed the other small ammokit in top lobby to medium. (Small ammo is 20%, 20+20=40, medium ammo is 50%, -so this is technically an increase in ammo)

SMOOTHING/FIXING SPLASH:
-Added proper blockbullets in choke (you can now do the ramp slide) & stonebridge.
-Removed the hole between planks on spire, blockbulleted the fence and made it nonsolid. Plank is slightly resized.
-Changed a barrel model next to stonebridge - Also mirrored this
-Clipped away a spot on the spire you could stand on thin air
-Lamps in lobby, shithouse and house are now nonsolid, except for the lamp above last point.
-Mirrored clipping on a fence you could stand on in a chokepoint
-Mirrored clipping in house, as well as clipped the roof. As a consequence you can no longer stand on top of the bullskull.
-Smoothed out clipping and moving around in choke.
-Smoothed wooden bridge on mid slightly
-Fences in lobby are now nonsolid but clipped.
-Removed the huge shit attached to the resup house & above haunter. Should make rocket jumping off the wall easier.
-Making the leaves of rooves nonsolid, in order to allow rocket jumps.
-Properly blockbulleted boxes on balcony
-Patched up roof on last to make it more smooth gameplay wise. If anyone wants the vents and shit completely removed instead, I can easily arrange this as well.
-Blockbulleted the bottom parts of house walls, so they eat fewer rockets.
-Removing the attached piece of house above diagonal.

GAMEPLAY CHANGES:
-Removed hiding spot behind the fence on balcony, due to it only being clearable from dropdown.
-Buffed a hiding spot outside of balcony, which is considerably more difficult to use than the one removed.
-Added a tire to balcony, behind the fence. You can now jump to spire as scout without using the winger or the boston basher. Not a huge change but it may improve accessibility to the spire ever so slightly.
-Didn’t make skybox bigger, but removed wierd clipping in the ceiling that restricted vertical player movement.
-

PaulsenI can't remember what map version of "pro" badlands I saw it in, but someone had edited the left side of batts (from the defenders perspective) by removing the left wall of the corridor that leads to spire.I.e. the moment you walk from upper lobby to left batts, you could fall down to trash without having to walk towards the opening in the direction of spire. http://files.gamebanana.com/img/ss/maps/51b1fd5c2222f.jpg

I made this change, in a slightly different way.
-Removed tiny metal railings at floor level on balcony, next to the crates.
-The hiding spot in house, is now changed, but visual clues make it consistent with how the rest of the interior looks.

GAME LOGIC:
-Decreased spire cap time from 8 to 7 seconds

As mentioned above, I don't know how to change spawn wave times. If a mapmaker could help me, or I can send my file to them so they can do it that would be awesome.

posted about 6 years ago
#33 fixing badlands in Map Discussion

This is not entirely unrelated to the topic, but does anyone know how to change spawn times on a specific cap point? (In hammer editor)

posted about 6 years ago
#24 fixing badlands in Map Discussion

How about making it possible to push out of last instead of making it impossible to hold it? (talking about suggestion to revert cap time)

posted about 6 years ago
#4 Video + sound stopped working in Hardware
Funshaha so after the 4th restart and a negative virus test it decided to work again
i hate computers

I used to have the exact same problems. No audio or video works, just like you described it.
To me this happens if I put my computer in sleep mode instead of turning it off, and doing this many times in a row.
Once I realised I should probably just turn it off if I'm not gonna use it for 12 hours this problem completely disappeared.
Not sure if this is what caused your issues, but it helped for me.
(Happened on both windows 8.1 as well as windows 10 for me)

posted about 6 years ago
#127 May Global Whitelist Changes in TF2 General Discussion
yewlThe solemn vow literally does nothing other than simplify the game. There's a reason not a single fucking competitive FPS allows you to see an enemy's HP. Can its proponents actually give a single reason why it should be included?

Overwatch?...

DrummerOverwatch is a moba-fps

Oh I see. Because it borrowed some ABILITIES (not gameplay mechanics) from League Of Legends it is a moba fps hybrid? Here I was thinking Battleborn was a moba-fps... I must be wrong.

Overwatch is obviously NOT a class-based FPS.

posted about 6 years ago
#55 May Global Whitelist Changes in TF2 General Discussion
MouldI don't understand

there's whole paragraphs that basically just admit the weapons are aids and yet they remained unbanned, why is this

Maybe read the paragraphs and you'll find the answer you're looking for?

posted about 6 years ago
#285 can we ban most unlocks yet? in Q/A Help
JarateKing"We don't know for sure, so we should do nothing" is a terrible approach.

I'm advocating the "think first, act later" approach.

JarateKingSure, overwatch is probably a way bigger factor, but if all that means is the whitelist's impact is negligible then we don't need to worry about "shrinking the community" from changing it.

I'm not saying that means it's negligible. I'm saying we don't know it's impact.

JarateKingIn that case we can do pretty much anything we want with it, because how much it changes the community size is a non-issue then.

I'm not arguing against change, I'm arguing against banning weapons because "nobody uses them therefore they should get banned", or "people who use them goof around and don't tryhard".

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JarateKingWhat do you think I've been arguing, "if it's not gunboats it's banned"?I don't know which unlocks you would like to keep! There are probably lots of people who think the backpacks are stupid and should be banned.

Edit: I just fixed formatting...

Edit 2:

yukarihow would asking u if u dont play 6s not be an argument when you are talking about 6s???????

do u drink tap water by any chance

Because he's attacking my character instead of attacking my arguments? Do you live on this planet by any chance? Of course playing 6s gives me experience in the matter, but if someone needs to attack your characted instead of the arguments you're making, it really tells you a lot about the person.

EDIT 3:

JarateKingThat's why you keep getting asked "okay, but do you have anything to back you up on that?" What more thinking do we need to do first, if the opposing side isn't actually offering anything up other than "but are you sure?"

I'm pointing out unsubstantiated claims, how are you twisting this into something negative?

JarateKingSo all that's left is it's either negligibly positive, not impactful at all, negligibly bad, or significantly bad. Which means we either aren't really losing anything by changing the whitelist and don't need to worry, or we're actively improving things when we do.

EXACTLY. We aren't really loosing anything by changing the whitelist. So why do you want to revert the negligible change WITHOUT BACKING UP YOUR CLAIMS?

JarateKingThat's fair, and that's what I've been arguing too. I think useless weapons should be banned personally, and I've laid out my reasons why I think so. If you think they should be allowed, that's completely fine too. But the point I'm making here is that I disagree with you that banning useless weapons is some sort of huge risk that could potentially have big terrible consequences to team numbers.

But there is no reason to fix what's not wrong mate! And here you're having a version of the "Neutrality bias" where you say neither position is correct, but subjective, while in actuality, this conversation has been you shifting the goal post.

JarateKingWhat I'd like to see banned is anything that overall has a clearly and demonstrably negative impact on the meta / how the game is played / how enjoyable it is (in other words, actively bad weapons), or weapons with no positive impact to speak of and no usage numbers in competitive to justify it (useless weapons).

Yeah but a weapon only used in less serious games of fun games is not enjoyable how? Again, if your enemies are using it you should get an easier time, and if you're teammates are using them:

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THEY WERE GONNA THROW ANYWAY.
posted about 6 years ago
#283 can we ban most unlocks yet? in Q/A Help
FreedeerfYeeHawFreedeerfCan we step back from the crossbow for a second and look at how stupid the market gardener is?

Why should a soldier be granted a pick for swinging once? If you have a soldier flying right towards your med, there is not much to do unless you have scouts. It is either hitting a nut airshot or watching your med get picked.

Shit is fucked.

Well there's your problem, its the same as a normal soldier bomb but it has even less chance of working.

Based on playing the no xbow cup, I think it should be banned next season. I'm just a scout though, did any sollies/demos/medics have any problem with it?

https://youtu.be/m1GD0ND8Lrs?t=11m58s

This should have never worked, but it did. A soldier who's life should have been worthless on the mid after he shot his fourth rocket got a very favorable early pick.

High risk high reward

posted about 6 years ago
#276 can we ban most unlocks yet? in Q/A Help
Cyanicso no then?

Firstly, wether or not I play 6s is irrelevant to my arguments, secondly you could find this out with less than 20 clicks/button presses. I'll show you how:

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And here is my response to jarateking:

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JarateKingCollaidestuff about skillYou're saying it like they either get skill from playing against unlocks, or never get better at anything. People will improve whether things are banned or unbanned. You don't need to play against unlocks to get better or learn to adapt, you learn that just fine by playing normally.I don't actually know where you got this impression from, since you don't include the actual quote.
JarateKingI'm speaking all anecdotallyWhich is a problem for people in this thread, who are so sure they're right, they don't listen to arguments from the other side.
JarateKingI think it's safe to say that it didn't work (whether or not it helped cause the decline, it certainly didn't stop it).Maybe it stopped the flow out of some players? Maybe it accelerated the death of tf2? We don't know. Conclusive statements like these are only supported anecdotally. I think it's more likely that other games like Overwatch & Paladins releasing in recent seasons is a larger factor than whitelist change, but what I think doens't matter, because we actually don't know for certain.
JarateKingAnd while low signup numbers could be / are from a lot of things, if there's a decent chance that changing the whitelist could help, we should try it. Worst case scenario, we just give the majority of current players what they want (as we've seen from the polls, where 80% of people wanted a much stricter whitelist).Well, we don't actually know this, and correct me if I'm wrong, but the polls are usually conducted on tftv where 90% of people are sweaty tryhard americans?
JarateKingalso how the fuck are you asking for a citation for the statement "if they deserved to win or lose is an opinion"?Accidentally split one quote into two. Was gonna remove the first one.
JarateKingThat specific exampleSounds pretty sad, but it also sounds like the players who scored the most points won.
JarateKingIt will always happen to some degree. It just depends how much. There always was a separation between skill levels, but it wasn't as big or as different as it is now. And while I do feel that this separation being a lot bigger than it needs to be is a big reason people quit (as I've said many times before), this just goes back to the citations argument where the only thing we have to go off of is anecdotes and the team signup decline.I don't think people quitting is the (most important) issue, I think it's that the influx of new players is too low, because the game is not similar enough to the normal games (pubs) and that's why tf2 esports will never take off.
JarateKingAnd they still do. They still say "the only reason pyro isn't viable in competitive is because all his stuff is banned" or "I'd play competitive if I could actually use a loadout that isn't stock" or "even highlander is better, they dont ban as much." Even after the whitelist has been opened so much that they're all flat out wrong. What they really mean is that they don't care about competitive and want a reason to hate it, and we'll never be able to convince them to join.Fair point. That's probably true for a chunk of them. They might also not be updated with the scene and be aware of the changes.
JarateKingWe shouldn't focus our efforts on appealing to them, because we can't really do anything more for them (the whitelist is as open as it's gonna get without rebalances) and we haven't seen any results from compromising for them (as the signup numbers say). The only crowd we need to appeal to is the people who like the idea of competitive, but aren't currently playing for one reason or another.Signup numbers went down before this whitelist too. So at the very least it had a neutral impact. We don't actually know what impact it had; we simply don't have the data.
JarateKingBut the meta didn't suddenly become this fresh, new, unstale and exciting thing when we moved to the open whitelist.Meta won't be super fresh new and unstale in tf2 ever, unless drastic changes happen. (I'm not advocating drastic changes) What I meant was more that it removes different kinds of flavour and fewer ways to potentially do thinigs: variety.
JarateKingI'd say the meta now is more stale than it was before we started unbanning everything, easily. How stale the meta is doesn't depend on how many weapons are available, it depends on how many strats are viable, and unlocks often actually limit those. But unlocks can unlock different ways of doing a strat, or make new strats (eg. soldier backpacks)
JarateKingDoes that mean it's somehow wrong? Hell, the whole point of the whitelist at the end of the day is to make sure the game is more fun / remove things that aren't as fun, so if the overall community's opinion is "we should ban things", doesn't that mean we should ban things?1. Not necessarily, because the majority might not realise what benefits the game as whole the most. Theoretically, they could just not be concerned about this at all, but that's their choice. I for one, would not like the community to shrink faster than it already is.
2. Appeal to popularity, look it up.
3. The point of this thread is to have a discussion, no? If everyone has the same opinion maybe they should construct arguments instead of using anecdotal evidence (the majority of posts on this thread).

EDIT: I love how people dislike the post before it's possible to have read it all.
posted about 6 years ago
#272 can we ban most unlocks yet? in Q/A Help
yukariCollaidecitation neededdo you even play 6s?

That's not an argument.

posted about 6 years ago
#251 can we ban most unlocks yet? in Q/A Help
aldermore weapons =/= less stale

It's not a matter of equal or does not equal, it is a case-by case basis.

aldermore weapons doesn't necessarily mean there's more room for crazy situational scenarios where you can use force of nature or mantreads and outplay the other team

When did I say this?

The act of whitelisting a weapon does not produce the in-game factors where it would be viable, or scenarios where it would be. It would, on the other hand, give you more oppurtunities to do different things; to put the opposing team out of their comfort zone and to catch them off guard.

I'm not saying allowing it produces these situations, but banning it entirely removes the possibility that it ever will happen.

alderit usually just gives people who want to joke around options for trolling and rarely will it catch a good team
the only item situational item switches I see are vanilla strats we've all seen for years (medi to kritz, pistol to winger, pipes to loose cannon, so on)

of course there are a lot of unlocks for the specialist classes which people will only use if they're trying to catch the other team not expecting it or holding last, but rarely will any of the "situational" weapons that aren't meta ever help someone outplay a team they wouldn't have on stock/the good alternative weapons, so why have the bad weapons anyways? they don't add anything interesting or competitive.

Read #168 where I adressed some of your concerns already.

I also fixed your last sentance.

alderthey don't add anything interesting or competitive, in my personal subjective opinion

EDIT: responding to your second post

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alderyeah, I shared my personal subjective opinion (albeit not well thought out) on a debate that is based on perceived enjoyment.Well this thread is not only about perceived enjoyment? It's certainly one of the main factors but it's not everything.
alderjust like you did.Well, not only that, I also made other arguments.
alderI'm sorry for not supplying my personal subjective opinion with short sighted hypotheticals and anecdotal evidence.Are you implying I'm doing this?
posted about 6 years ago
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