Cyanic
Account Details
SteamID64 76561198047828651
SteamID3 [U:1:87562923]
SteamID32 STEAM_0:1:43781461
Country United Kingdom
Signed Up February 17, 2016
Last Posted March 1, 2024 at 1:12 PM
Posts 878 (0.3 per day)
Game Settings
In-game Sensitivity 0
Windows Sensitivity 0
Raw Input  
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
1 ⋅⋅ 49 50 51 52 53 54 55 ⋅⋅ 59
#13 How to balance the reserve shooter. in TF2 General Discussion

all they need to do is fix minicrits and it wont even be that bad. for those who don't know minicrits currently ignore damage falloff which is why they are aids.

posted about 6 years ago
#25 TF2's hidden stats part 1 in TF2 General Discussion
GentlemanJon#22 thinking about it some more, it might be possible to build up some kind of profile matching log events to stv observations to reliably identify roamer initiations that don't result in their death so you can include times it's just a distraction. Logs don't even include positional information for damage though so it's hard to imagine it being possible.

Ideally you could do a basketball style +/- which would just absorb all that unrecorded activity into a general contribution to positive achievements like capping points, but TF2 players are never substituted so it doesn't really work. It might be possible with offclasses which muuki would be particularly useful for. Adjusting for lopsided numbers of players would be hard though.

I've also considered making a win probability model that looks at things like score, time left, territory owned and players up and calculates win chances, and therefore the win value of any action players take. Not much point investing that kind of time given the way the game is going though.

those are some fucking nutty statistics but i think that's going a bit too in depth. does any other game have stats this complicated?

posted about 6 years ago
#3 TF2's hidden stats part 1 in TF2 General Discussion

does this mean I can make excuses for getting 150 dpm on product because if so please keep doing this.

posted about 6 years ago
#12 Public Service Announcement in TF2 General Discussion

i've tried to be myself and nobody likes me.

posted about 6 years ago
#24 Valve News Network: Pyro/Jungle Update News in TF2 General Discussion

if you think about it, if they just remove the config restrictions, add an elo system and placement matches as they've promised to do and add class limits mm won't be THAT bad anymore and could serve to actually introduce new players to 6s.

posted about 6 years ago
#104 What is the (possible) future for high level tf2? in TF2 General Discussion

basically this is just the same situation we were in before mm came out except worse. if the pyro update is good and actually fixes matchmaking we could be in business and player numbers may rise. if it isn't we'll just continue down the same slow downhill slope we've been on for years until only the most committed players remain. either way tf2 will live for ages yet.

posted about 6 years ago
#55 Ready Up: Competitive Team Fortress 2 in TF2 General Discussion

i feel like im gonna cry when i watch this.

posted about 6 years ago
#76 Who is the best tf2 caster of all time and why in TF2 General Discussion

gecks is literally the only correct answer. the guy made me feel like i was watching a professional esports cast.

posted about 6 years ago
#2 Projectiles occasionally do not appear in-game in Q/A Help

ask phorophor i've heard hes an expert on not seeing rockets

posted about 6 years ago
#479 best pub quotes in TF2 General Discussion

haleemarox3 : heyy u lot listen we need to attack togethr there is an army of reds near the train

posted about 6 years ago
#43 who is/was the best looking invite tf2 player in Off Topic

Paulsen is alpha af but thalash is cute

posted about 6 years ago
#9 B4nny pyro video in Videos
syphIf they make pyro not fun to play as or against but make it viable that would literaly be the end.

a while ago i'd have said we'd have just banned it if it was unfun but with the increasingly liberal whitelists i'm not so sure anymore.

posted about 6 years ago
#42 Koth Product (former pro viaduct) in Map Discussion
ExaflamerI am not sure what the consensus is, but I wanted to make a suggestion to remove the fence behind the rock.

For highlander and 6s - it essentially allows the sniper to have a sightline through main, pocket, japan, china, and connector while being easily protected and exposing very little of himself to the enemy sniper, which makes sniper v. sniper really difficult. This is due to the geometry of the rock and how 70% of the sniper's body is covered and how the sniper can easily rotate to watch any sightline based off comms. During sac waves, it is difficult to kill the sniper as you are betting on hitting a perfect splash on around the geometry of the rock, while also dealing with pyros, scouts, heavies, etc denying you while you are in the air. Thus, your only viable option is to win the sniper v. sniper fight, which already is a disavantage for the sniper that is not playing on rock as his body is fully exposed and has to deal with flankers/bombers, while the sniper on the rocket can be protected by his team and his body is not fully exposed.

For 6's in particular - the biggest argument for keeping the fence behind rock is that it allows the scout to climb up the rock and have the movement to jump back between china, cliff, and rock to deny the soldier and demoman during the sac waves - an important aspect of the metagame in the gamemode. If the fence were to be removed, it would impact scouts as they cannot jump on the rock as freely as they can to deny the bombs, which would potientally make scouts weaker on the map (?). The sniper argument also can apply here in 6's as it would make sniper a bit worse, which is always good.

These are just my thoughts though. I would like to hear other people's opinions regarding this topic.

iirc scouts can use winger to get on the rock anyway. the fence is enough of a problem in hl to be removed imo

posted about 6 years ago
#10 LAWL NICE TIERS S27 in TF2 General Discussion
CollaideDid the maths and apparently there are 17 more teams signing up this season than last.

Maybe I'm wrong about the exact number, but it's definately higher.

The fresh meat challenge was a huge success. I'd imagine that's probably why.

posted about 6 years ago
#5 LAWL NICE TIERS S27 in TF2 General Discussion

at least im not in open now

posted about 6 years ago
1 ⋅⋅ 49 50 51 52 53 54 55 ⋅⋅ 59