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SteamID32 STEAM_0:0:24183087
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Signed Up February 21, 2015
Last Posted July 18, 2025 at 12:56 AM
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#74 TF2 Blog: "Balance Changes" in TF2 General Discussion
DarkNecridalso the whole range limit one wouldn't feel good to actually play because it'd be pretty difficult to determine that while actively trying to line up headshots unless you congested the game space (e.g. with symbols near people in range or w/e).

if it still minicrits past the headshot range, the player still receives positive feedback for their accuracy.

yes, it would require feeling out what ranges are and aren't headshot range over time, but it's also a damn sight better than your shots just randomly missing or you being forced to cradle your ambassador for a little longer until it's ready to do acceptable damage again.

posted about 8 years ago
#65 TF2 Blog: "Balance Changes" in TF2 General Discussion
vJillOn the Ambassador change - Keep in mind that revolvers in general already have a pretty tight cone. We found that having a 50% reduced spread on your first shot still results in nearly perfect accuracy at short-to-medium ranges (But, as mentioned, these changes are not set in stone)

What is the maximum acceptable range of effectiveness for the Ambassador, and why isn't a simple range limit to headshots the better option?

Because the way I see it, Spies are going to be denied out of perfectly-good headshots that they should have hit. Hitting long-distance headshots without a scope is one of the hardest pure aim feats you can pull off in this game, and now it's become completely RNG.

Look at these two scenarios for long-distance headshots after this is implemented:
The Spy should've hit it, but he misses instead.
Or, the Spy misses and he miraculously hits it instead.

The first isn't fair to the Spy and the second isn't fair to the dumb schmuck who got RNG'd for 102 damage across the map.

Not wanting Spy to hit 102 damage across the map- I get it. That's probably not what ya'll intended when you designed the weapon, but it is a skill that players have spent literal years developing. And it sucks a lot for the people who got good enough to do it for all that time and practice to disappear.

Instead of RNG, can you just decide what range you think it's OK for the Spy to headshot at and set the limit to that? And to keep positive feedback for players who are able to hit it at that range, maybe consider making it a mini-crit instead. It certainly won't oneshot anyone but it will still reward accuracy in some way and, most importantly, ensure that the player is getting positive feedback for their skill development.

As this change stands now, it comes off as unfairly frustrating to anyone that's put time into developing skill with this weapon.

posted about 8 years ago
#4 Input Lag, Windowed Borderless and FPS in TF2 General Discussion

What about the Steam Overlay? Will that cause any problems?

Thank you both for the detailed explanations, though! I'm gonna start playing in fullscreen and see if I see a boost in aim consistency.

posted about 8 years ago
#1 Input Lag, Windowed Borderless and FPS in TF2 General Discussion

I've heard a lot of rumors about that playing TF2 in Windowed Borderless mode (esp in Windows 8+) results in mouse input lag. I've been playing TF2 in Windowed Borderless for most of my TF2 career, and I haven't really noticed this, but then this just could be because I'm used to it.

Due to how used to it I am, I also don't feel like I could come to a reliable conclusion on my own by switching to Fullscreen for a few games, because even if my aim increased in consistency, my overall aim consistency always seems to be fluctuating.

May also be worth mentioning that I typically run the game at 100+ FPS, well above my monitor's 75hz refresh rate. I've heard that FPS in Source games can also play a role in input latency, but this is another one of those statements I've yet to see backed up with test results.

So I'm asking you guys: are there any definitive tests out there that have been done to confirm or deny these rumors? Have you guys tested this out on your own and noticed any real differences between Windowed Borderless and Fullscreen? Or input latency changes at different framerates?

posted about 8 years ago
#4 What's your favorite pokemon game? in Other Games

crystal and emerald are the best of the gb/gba gens

posted about 8 years ago
#28 Online demo playback at demos.tf in Projects
IcewindContrait takes a long time for every player to spawn and have their icons shown on the map. this is a problem because it doesn't allow one to see, say, medic positioning, in this demo until very late in the proceedings.
Have not seen that issue before, I'll see if I can fix the problem.

Fortunately, once players spawn, they don't seem to despawn- the second round in the viewer here seems to be completely accurate.

Thank you for looking into this, and thank you again for such a great tool!

Once further developed, this is going to be a really great, convenient way for teams to look over what's going on in their games and iron out issues with pushes and positioning.

posted about 8 years ago
#25 Online demo playback at demos.tf in Projects

I'm viewing this demo of a Highlander scrim in the player- why doesn't it show all players at once?

https://demos.tf/viewer/55890#25

it takes a long time for every player to spawn and have their icons shown on the map. this is a problem because it doesn't allow one to see, say, medic positioning, in this demo until very late in the proceedings.

That being said, though, this is an amazing tool you've created for the Comp community. I can't wait to see how it develops!!

posted about 8 years ago
#43 TF2 update for 2/14/17 in TF2 General Discussion
Antaresmaxc232should be 2 on pyro scout and soldier, one on everything else
you really want 2 of these fuckers out at the same time?

https://wiki.teamfortress.com/w/images/thumb/c/c8/Pyro.png/250px-Pyro.png?t=20111210120232

no, but it's better than an arbitrary specialists/generalists split

simply implementing the 2-1-1 class limits for offense-defense-support would make it really clear to any new player that they need to focus on attacking above all

posted about 8 years ago
#98 Would you play an MGE Tournament with a prizepool? in TF2 General Discussion

my thread did nothing to deserve this

posted about 8 years ago
#94 Would you play an MGE Tournament with a prizepool? in TF2 General Discussion
joshuawnfuck round-robin dittos
let me only play scout
i will gladly fight any class as a scout

who said anything about a round-robin? the bracket is gonna be double-elim, not round-robin.

also, pick a scout ditto when the class selection is in your hands or use scout when free-choice is enabled. worst-case, you'll only be forced to play not-scout for a single round, due to how the picking works.

posted about 8 years ago
#92 Would you play an MGE Tournament with a prizepool? in TF2 General Discussion
VulcanWhat are you going to be doing about counterjumping and passive stratting?

counterjumping is fine, play to win.

passive stratting- assuming you mean playing as passively as possible to prolong the game/cheap camping- is discouraged by a fairly short time limit of 5 minutes per round, 3 minutes for the tiebreaker round if that's reached.

posted about 8 years ago
#11 Your idea of game format in The Dumpster

6v6 as it is is easily the best for a spectating experience due to its faster pacing and more DM-oriented style. I'm more of an HL guy myself, but god knows that format is too slow and cluttered for a spectator eSport. I wouldn't mind it getting its own queue in Competitive Mode one day in the far-off future, but that can't happen until we have a scene that's big enough for something like that, and currently we do not.

The TF Team needs to embrace and properly integrate 6s. If they want to make changes, whatever, but those changes should be after testing out what we've done, not throwing away the entire wheel in favor of a shit competitive-in-name-only Competitive Mode.

posted about 8 years ago
#89 Would you play an MGE Tournament with a prizepool? in TF2 General Discussion
jake_over the edge!

and there's the tourney name

thanks jake

posted about 8 years ago
#87 Would you play an MGE Tournament with a prizepool? in TF2 General Discussion

Man, this thread turned to shit.

Welp, I think I've gotten about as much feedback as I'm going to get here. I'll run the feedback post by the boys over at r/tf2 now. If I come back here with an announcement post, it will probably look something like this:

Entry Fee and Prize Money

  • Entry fee - $5 USD per person. Depending on amount of entrants, money will go to covering baseline costs (my initial prize pool + increasing the size of the prize pool + server rentals + etc). I'd be interested in working with a third party to manage this end of things, since I'm no business owner and have no intent of profiting off of this tourney. The more people who enter, the bigger the prize pool will be- but at this rate, I would need roughly 10 people to enter to break even on the prize pool alone. If we get a lot of entrants or donations/sponsors, I can probably afford to lower the entry fee significantly.
  • Prize money - I'll put down $50 to start. 50% of the prize pool will go to the first place winner, 30% will go to the second place winner, and 20% will go the third place winner. The more people who enter, the larger the prize pool will be.

Game Progression

  • Round 1 - A coinflip starts the proceedings. Winning player chooses the class (ditto or free-choice) and the loser chooses the map. First to 10 kills wins.
  • Round 2 - No coinflip. Loser of round 1 chooses the class (ditto or free-choice) and the winner chooses the map (has to be different from previous). First to 10 kills wins.
  • Tiebreaker - Free-choice class. Random map. First to 10 kills wins.

Rules/Restrictions

  • Classes - Scout, Soldier, Demoman and Sniper are allowed in dittos and free-choice rounds. Pyro is allowed, but only in free-choice rounds, to prevent slow/awkward ditto games.
  • Maps - Maps are a forced change between rounds. You will have to pick a different map for every round. This is to encourage variety for viewers and players alike.
  • Timer - Round 1 and 2 are allowed to run for 5 minutes, while round 3 will run for 3. Whoever has more kills at the end of the round wins if the time limit is reached. This is intended to discourage hiding or camping.
  • Weapon Bans - Darwin's Danger Shield, status effect weapons (Mad Milk, Fan of War, Boston Basher) and any other weapons determined to encourage camping/prolong the game/negatively impact balance will also be banned. This is a 1v1 tournament, not a cheese fest.
posted about 8 years ago
#82 Would you play an MGE Tournament with a prizepool? in TF2 General Discussion
BooopContraThen don't get personal. See how that works?I didn't know you took offense to me calling you a spy main when it says exactly that on your steam profile.

You insinuated because I main Spy that I don't care about the mechanical depth and DM capabilities of other classes in this game, which simply isn't true. You jumped to hella assumptions based on only surface-level knowledge, which yeah I'm gonna take offense to.

Hell, Demo is probably my second-favorite class, just because of how awesome it feels to hit pipes. I'm not particularly good at Demoman yet (not comp-ready, at any rate), but I still play it a lot.

All things aside, people have no problems with pyro etc being allowed.

idk that's like half the comments in this thread lol

Forcing dittos is what makes no sense, no matter how you try to spin it.

I mean, most people I know prefer dittos in MGE for a straightforward measure of who has the better raw aim as that particular class. Adding counter-picking and stuff is meant to add a bit more depth and strategy than just solly v solly on spire for 20 minutes.

-protolol i would win please host this

maybe

HasssassinRestrict it to soldier, demo and scout and you instantly have a really good tournament, reason for this is being the quality will also increase by alot, nobody wnats to play pyros, heavies, engies, w/e

I'll wait for some more people to sound off here on TF.TV, then I'll see what people on r/tf2 think about class restrictions and whatnot (remember: I'm trying to reach a wider audience than JUST the pre-existing 6s scene here.).

I might just concede to only Solly/Demo/Scout, but I'm still strongly considering Pyro (at LEAST in free-choice games) so we have at least sort of half the classes in on the action. I want to appeal to as many people as possible and allow potential for unexpected upsets.

also since its just mge idk if paying the $5 is really worth it, but if it goes to the prizepot then I dont see too much of an issue

I might lower the entry fee, but the fees would go like this:

First $50 (10 entrants at $5/each): covering my initial investment of $50 into the prize pot.
This tourney won't be run for profit, at least not on my end, so the rest of the cash would go to getting the servers up for this and hiring folks (if necessary) to cast the finals brackets, as well as increasing the prize pool to be spread among the top 3 winners. Unless it gets truly massive I can do all writing/organizing myself.

If enough people show interest in actually signing up, I'll look around for sponsors/trusted third parties to manage the entry fees/money end of things, since I don't want that kind of stuff hanging over my head.

posted about 8 years ago
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