CondoM
Account Details
SteamID64 76561197994372286
SteamID3 [U:1:34106558]
SteamID32 STEAM_0:0:17053279
Country Iceland
Signed Up October 24, 2013
Last Posted December 12, 2023 at 12:31 PM
Posts 235 (0.1 per day)
Game Settings
In-game Sensitivity 1.59
Windows Sensitivity 6
Raw Input 1
DPI
800
Resolution
1920x1080
Refresh Rate
240
Hardware Peripherals
Mouse G PRO
Keyboard k70
Mousepad G-SR
Headphones dt1770
Monitor xl2546
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#16 Powah needs your help in Off Topic

Your average 500-750w PSU will cost around 150$ here B]

posted about 8 years ago
#3243 Frag Clips Thread in Videos

https://www.youtube.com/watch?v=FmKbxbq3FHw

posted about 8 years ago
#58 UGC bans picking up dropped mediguns in TF2 General Discussion
kounterpartsSeeing anyone argue that the uber switching just being a reason to sell more shit is wrong. They realized uber add didnt drop, so they patched it in. I dont get how patching in uber ad post-patch gives them any money.

Consistency, they probably wanted all weapons to keep ammo/uber%/whatever. And since uber drops didnt keep the % like they intended - they patched it in.
This isn't fucking 8th grade algebra

all in all though medigun drops keeping % is fucking broken as all shit and clearly not the case that valve intended to change the core of how comp tf2 is played when you compare it to the minor tweaks to weapons they've been doing.
Just let them know that hey, medigun probably shouldn't keep %, or give us a cvar to disable it for us. It's nothing that pubbers going from pub to 6v6 will notice until they're deep into 6s.
Feedback for stuff like exactly this is exactly what they were asking for.
Ban it, let valve know, enjoy life.

posted about 8 years ago
#1489 HUD editing: short questions, quick answers in Customization
collycathttp://www.teamfortress.tv/thread/26604/how-to-fix-most-hud-s-scoreboard-after-gunmetal

ah shit didn't see that thread, thanks.

posted about 8 years ago
#1487 HUD editing: short questions, quick answers in Customization

copypasting from my post in the BXHud thread

After the update my scoreboard with BXhud won't work.
As in, player list is just empty. Anybody know why?
http://puu.sh/iMexY/f8a21f6fe4.jpg

I tried using the custom scoreboard thing but it didn't change anything. Player list still empty.
http://puu.sh/iMeO9/13c4fd21b6.jpg
I've been trying out a bunch of other fixes from comparing scoreboard between different huds without any success. Anyone got an idea whats up?

posted about 8 years ago
#130 TF2 update for late 7/3/15 (7/4/15 UTC) in TF2 General Discussion
TwiggyAssuming you count uber according to the worst case scenario you still have a good idea of when they get it. It still opens up windows where you can choose to push and kill their med before he gets charged.

Either you kill their med your own survives you've won,
either both meds die which is good for you since you didnt have uber advantage to start with,
either they pop and you lose players/your med and lose a capture point,
either your team pussies out and respects the other team's advantage, and then still risks to lose said capture point and med.

In half of the cases the team with uber advantage has actually more to lose than the team without.

This new array of choices does not render medic less fun or interesting to me.

If you and your team are willing to push into ???????????? uber advantages - what I've been saying really won't apply to you.

posted about 8 years ago
#126 TF2 update for late 7/3/15 (7/4/15 UTC) in TF2 General Discussion
SideshowWell of course you time the uber from when he spawns + 45 seconds - the time left in the medigun. It doesn't matter when he picks it up - you can assume they picked it up straight away. If you're right then they have the max uber possible, if you're wrong then you've overestimated their uber and you won't get caught by it anyway. I don't get it, what's so hard?

Now that's just repeating what I was trying to say in my first post. Let me try to explain better why this is a bad thing.

This type of uncertainty promotes passive play and adds to the stalemate.
As in, if you start counting given that they picked it up straight away you're assuming the worst case scenario whereas they will have a massive uber advantage. This would normally encourage a team to play far back and passive. As opposed to now where you would be more likely to try and dry-push, hold more aggressive, or contest their push as you are always able to know when exactly they have their uber. That type of certainty in information should increase depth and usually liven the game more up as teams should be more keen on going for plays according to that information (i.e. dry pushing because you know for sure they dont have their uber yet, or pushing as soon as you get your uber because you know for sure that they wont have theirs in time, or back out earlier because you know for sure they have their uber before you do).
Making that information be iffy and unsure should make high level games be played a lot more safe and passive, which is the exact type of thing we should be discouraging as it only serves to slow the game down.

If you're right then they have the max uber possible, if you're wrong then you've overestimated their uber and you won't get caught by it anyway.

This is the problem.
You assumed they had full uber so you played passive, chances are you were wrong and chances are you were right. But you played far back enough so that it didn't matter in the end, risk was eliminated and now you both are at a full uber stalemate.
You see?

posted about 8 years ago
#120 TF2 update for late 7/3/15 (7/4/15 UTC) in TF2 General Discussion
SideshowCondoMSideshowActually I think the correct play there would be to push BEFORE they get the uber up, as in you insta dry-push into last/2nd. If you play for the medic and then defend yours, you now have a HUGE advantage pushing into last as you steal their medigun. It does have a lot of broken points but the counter to all of this is to dry push imo. It's a bit broken but it could work out ok - a new meta will evolve if valve are sure this is what they want to do.But how will you know when that "BEFORE they get the uber up" time is? You have no way of counting the uber and you'll most likely be dry-pushing into a full uber. Don't know about you but I don't think most teams are willing to push into a likely full uber disadvantage.
My point being, uber advantages in these scenarios when the medic has a chance to pick up a medigun will be impossible to predict. And I feel the best option then is to play it safe with a passive hold until you eliminate the risk of having a disadvantage - by getting full uber yourself.

You should know what the ubers were before the medics died, and when the medic spawned, so you know the advantage. There's no "missing information" here, you can work out the advantage. You can even time the drop to see whether they can pick up a medigun or whether it will have disappeared. I don't get where you're coming from with it being impossible to predict. I've just been doing it in pugs all morning.

EDIT: Not really cherry, happens far less than you might think.

Because you have no way of knowing if your uber count should be relative to when the medic spawned or whenever in the 30 second time window he may or may not have picked the medigun with (?)% on it.
I don't know how you time ubers, but I time from the second the medic spawns + 45-50 secs(and a given 10 sec or so leeway for special scenarios). If I were to be asked what the advantages are, I'd have no idea what to call since the enemy medic might have gotten a 50-70% uber boost or he may not have, and there's no way for me to tell if he did get that boost or not.

but yeah, theorycrafting.

posted about 8 years ago
#111 TF2 update for late 7/3/15 (7/4/15 UTC) in TF2 General Discussion
SideshowActually I think the correct play there would be to push BEFORE they get the uber up, as in you insta dry-push into last/2nd. If you play for the medic and then defend yours, you now have a HUGE advantage pushing into last as you steal their medigun. It does have a lot of broken points but the counter to all of this is to dry push imo. It's a bit broken but it could work out ok - a new meta will evolve if valve are sure this is what they want to do.

But how will you know when that "BEFORE they get the uber up" time is? You have no way of counting the uber and you'll most likely be dry-pushing into a full uber. Don't know about you but I don't think most teams are willing to push into a likely full uber disadvantage.
My point being, uber advantages in these scenarios when the medic has a chance to pick up a medigun will be impossible to predict. And I feel the best option then is to play it safe with a passive hold until you eliminate the risk of having a disadvantage - by getting full uber yourself.

all in all its just pointless theorycrafting and we can't really know for sure until it happens. From the information I currently have I just hope that medigun % staying can be toggleable with a cvar, or gun pickups at all for what its worth.

posted about 8 years ago
#109 TF2 update for late 7/3/15 (7/4/15 UTC) in TF2 General Discussion

copypasting my thoughts from the etf2l thread
I really feel that this will have a much much larger impact on how the game is played than valve ever intended it to have, I whole-heartedly hope they will add a cvar to disable gun pick ups.

It brings up such a big uncertainty to the game, shitting all over uber countings face. For example;
You fail a last push and both medics die, normally this would make ubers equal and the result of the game would depend on the rest of the teams decisions. But now the medic spawning on his own last has a chance to find an old medigun with (likely) 50+% uber on it and instantly get a massive uber advantage, and there's no way for the other medic to know for sure what the ubers are. He could count the ubers but if he did find a medigun with any % on it that uber count will most likely be very wrong.
So now uber advantages in many scenarios have became a massive ???????????

I feel that this makes the flow of the game turn for the worse as the safest option in these scenarios would be to hold very far back until you get uber yourself, and in that moment you can't even know for sure if you're pushing into a full uber or not.
Adding these kind of risks and uncertainties to the core uber mechanics only serve to slow the game down and add to the stalemate.

posted about 8 years ago
#117 KNHUD / BXHUD in Customization

After the update my scoreboard with BXhud won't work.
As in, player list is just empty. Anybody know why?
http://puu.sh/iMexY/f8a21f6fe4.jpg

I tried using the custom scoreboard thing but it didn't change anything. Player list still empty.
http://puu.sh/iMeO9/13c4fd21b6.jpg

posted about 8 years ago
#480 The Gun Mettle Update in TF2 General Discussion

mp_tournament games have no freeze time at the start of rounds :D

may have been the server, not sure.

posted about 8 years ago
#450 The Gun Mettle Update in TF2 General Discussion
ObiCondoMyou can build 2 ubers, smh
have a medigun on the ground > build uber > pick other medigun up build uber on it > pop uber > wait until it finishes and pick up other medigun > pop 2nd uber

if you pick up enemy medigun uber goes to 0%
if you pick up the other medigun while you're ubering both weapons lose uber

kill med on second, pick up his gun and build his uber. Push with uber, go back get other medigun and instantly push again with 2nd uber
fuuuuuuuuuuck this

Now imagine you're pulling that strat and the enemy pocket jumps in to blast his medics gun back to him and fuck y'all up before your med can switch.

You can't move weapons B]

posted about 8 years ago
#410 The Gun Mettle Update in TF2 General Discussion

Okay so ammo stays and uber % stays as long as you dont drop

this is really gamebreaking, we really need a command to disable this.
Instantly refreshing your ammo and picking up the enemy medics uber % is really broken

posted about 8 years ago
#368 The Gun Mettle Update in TF2 General Discussion

you can build 2 ubers, smh
have a medigun on the ground > build uber > pick other medigun up build uber on it > pop uber > wait until it finishes and pick up other medigun > pop 2nd uber

if you pick up enemy medigun uber goes to 0%
if you pick up the other medigun while you're ubering both weapons lose uber

kill med on second, pick up his gun and build his uber. Push with uber, go back get other medigun and instantly push again with 2nd uber
fuuuuuuuuuuck this

posted about 8 years ago
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