DarkNecrid
Account Details
SteamID64 76561197998079940
SteamID3 [U:1:37814212]
SteamID32 STEAM_0:0:18907106
Country United States
Signed Up August 8, 2012
Last Posted August 6, 2018 at 5:20 PM
Posts 739 (0.2 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input 0 
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
1 ⋅⋅ 10 11 12 13 14 15 16 ⋅⋅ 49
#84 TF2 Blog: "Balance Changes" in TF2 General Discussion
Contra
so we're in agreement as to the best solution? range limit for headshot damage with minicrits past that so accuracy is still rewarded?

i still think it isn't ideal because it still doesn't provide total clarity (without visual creep) / is VERY susceptible to lag compensation issues when people are at the edge of the range which will piss you off where on your screen they were in range and the server is like lol nope, whereas just lengthening the headshot cooldown to like 1.25s is fine because that's just adjusting the crosshair for the Ambassador to let you know when it's fully back to normal spread and that provides complete player clarity while achieving the goal in question all the same.

that said it's still infinitely better than random spread headshots, so i wouldn't mind if it went that way, i just don't think it's the preferable option.

posted about 6 years ago
#75 TF2 Blog: "Balance Changes" in TF2 General Discussion
ContraDarkNecridalso 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.

n/o tho

o ye if it minicrit past the headshot range that would be fine i didn't see that i'm at like 6 spots at once so i might've speedread past stuff. that'd be solid!

posted about 6 years ago
#73 TF2 Blog: "Balance Changes" in TF2 General Discussion

#70 you seem to be really confused about what this nerf actually is based on this & your other post I think.

the headshot cooldown is still there. literally nothing changed except it's pure random if you can headshot anyone. there is no shooting faster and getting mad headshots or whatever you said in #68.

also the whole range limit one wouldn't feel good to actually play because it'd be pretty difficult to determine that you're in the correct range while actively trying to line up headshots unless you congested the game space (e.g. with symbols near people in range or w/e).

an increased headshot cooldown is fine. yeah you can't long range kill anymore (unless they're already lit or are dumb and don't try to run away). that's the point of the nerf they're trying to already do tho (ie you already can't long range kill anymore without pure luck with this change so there's no difference)? why do you want every long range ambassador kill to be random now? how does that remotely play into "being good at the game"?

e: tho yes i would take a range limit over random headshots even if i don't think it's a good change from a design perspective.

random headshots is just silly

posted about 6 years ago
#67 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)

Hey, not sure if you'll read this but I gotta try, so first off thanks for posting here & thanks to Valve in general for this kind of communication, I am sure everyone here appreciates it greatly.

I can see where you're coming from, but even if it's nearly perfect accuracy, that's still not perfect and it is randomness. This is the only change I staunchly disagree on, and even the people in this thread who don't play Spy don't like it because it likewise means someone can "miss" and still 102 you. The Ambassador is a pretty skill based weapon even if getting 204'd from long range repeatedly sucks. Please just change it to a longer cooldown on headshots, that way the gun is still skill based for headshots but you can't be long ranged as effectively and die anymore.

Also, I think almost everyone here would also agree on another change: please make tf_damage_disablespread 1 also disable random fall damage spread.

TY. :)

posted about 6 years ago
#12 FPS cap in TF2 General Discussion
driftayou can experience input lag if you are constantly hitting the max fps

this is only true (and only technically) if your computer can easily bypass whatever your fps_max is. the reason for that is frames that your monitor can't draw actually still exist, and input lag is tied into framerate.

to give an easy example, let's say you cap at 60 (for whatever reason, on good settings this is bad because having fps below your cmdrate is bad for hitreg) but could be running at 120 FPS all the time.

60 FPS is 16.7ms of input lag, 120 FPS is 8.3ms, so if you can run 120 FPS cap with no problems then by just running at 60 FPS you are essentially adding a perceptible 8.4ms of input lag that doesn't actually have to be there.

you basically shouldn't uncap in this game though because likewise, having a variable fps means variable input latency and if you play MGE/local servers on a great computer then you will go over 900+ FPS and the timescaling of the game breaks horribly at that point.

posted about 6 years ago
#34 RGL is actually a thing... in TF2 General Discussion
knsumePartially yes, but its definitely not the reason why hl players dont like 6's. I think that has more to do with the fact that the way hl is designed people seem to think its ok to only be good at one class because that's the only one they're going to play in hl. This means that when they try to play 6's unless they already played a 6's class in hl they're going to suck ass and have a bad experience.

There really aren't that many people who only literally play 1 class tho & plenty of the Highlander players who have moved over to 6s played a utility in Highlander as their main. But people branch out even in HL or even pubs (most people get bored only doing 1 thing), once they've played enough. Esp. HL utility players who get frustrated with the limitations of their class even in that format.

Ya there is a small group of people in HL who only play 1 utility class & have no interest in branching out, but those players are basically the same as pubbers who do the same and would be difficult to get into current 6s regardless of if HL existed or not and would just play that class in Prolander regardless, so eh. These aren't exactly the players you're trying to transition in the first place.

posted about 6 years ago
#11 Discussion - Attack/Defend gamemode in 6's in TF2 General Discussion

#10

Snipers still own in it but (higher level) teams tend to enjoy it because it's the most tactical map in the game where strategy/tactics/comms wins the day over DM, so it's a nice change of pace to the more DM heavy maps. Plus every class really gets to shine on it hardcore and be relatively important.

Lower level teams tend to hate it for the same reason tho.

(and that is why it sucks in PUGs/lobbies)

#1

You mentioned like all these cons except one of the biggest reasons people actually stopped playing Gravel Pit which is that it's super stressful and comes down to whichever team doesn't play immaculately and makes the bigger mistake. While mistakes matter in every other map, you can generally recover because you're not directly playing against the timer so significantly - mostly just the score - until the timer gets low (dependent on half/score). In GPit, mistakes can't be recovered from they just punish you super significantly and you have to hope the other team makes an equal amount of significant mistake or worse to actually win.

I remember this being the main complaint personally, but it was 4 years ago so I might be off on that. It was a pretty significant complaint tho, quite a few Invite players who complained about it. The map just doesn't have enough depth to allow you to mitigate mistakes to come out ahead, something Steel doesn't really have because if you fuck up your defense or w/e you can try some wacky pushes like A-E or A-B-E to recover. GPit is just too linear in comparison.

posted about 6 years ago
#10 The Engineer in TF2 General Discussion
MakTBH engineer has no right to be in this game, it's just a remnant from TFC (same with pyro IMHO).

All engy does is allow for highlander to exist in its current form (not a good or bad thing, just a thing).

Engineer is pretty important to pubs (due to large team size) just for the dispenser & teleports, although YMMV heavily depending on what maps you pub on.

posted about 6 years ago
#14 RGL is actually a thing... in TF2 General Discussion
knsumeAs dumb as it is that we have "transitional" formats this was in fact the entire purpose of highlander in its original conception..

highlander was tried as a format before 6s was even decided as the main competitive format for tf2. like it existed as the same time that people were trying 5s/6s/7s/8s back in 2007. in no way was the "entire purpose of Highlander in its original conception" to be a transitional format. it's just a decent avenue at that and became one once the ETF2L Highlander Challenge happened and UGC exploded in popularity in Season 6. there's been plenty of people in ESEA for awhile now that got their start in Highlander so it's done a pretty okay job at it.

hl's ability to transition people in the past was damaged by dudes that tried to make people who play hl feel bad for it as if that's gonna sway them over to 6s. surprise that just makes people want to not play 6s. (this is u right now)

this is why initiatives like newbie mixes are very important to support because they are the correct more positive way to ensure that transition happens more often. it turns out if you're kind and inviting to people to try the way you have fun, they're more likely to actually try it.

if hl/4s/prolander/whatever all actually died out those players still aren't going to transition for the most part without some impetus to do so, and that's stuff like people being friendly and doing things like newbie mixes. most players who play 6s (incl. myself) get into it through chill community events or making friends and doing it together which gives them that impetus.

the only thing that creates and ensures a divide is posts like yours tbh

posted about 6 years ago
#78 whoever owns the [As] MGE server, plz ban merlow in TF2 General Discussion
DoctorMiggy
ooo how wrong you are
How do you think ugc catches so many people alting? Just look at just this season alone and the shit going on in Steel
People are lazy, stupid, and careless

They always fuck up somewhere, just gotta find where

There's a pretty obv difference between identifying people by the IP they use to log into the website/forums/whatever and banning the alt account (by also corroborating details) and just blanket banning an IP Address tho?

Like I used to have a dynamic IP and banning me by IP would be completely useless because I was getting a new one like every day or two and could just cycle to swap it anyways, you'd just affect someone else on my network range after the fact.

posted about 6 years ago
#76 whoever owns the [As] MGE server, plz ban merlow in TF2 General Discussion
Turysendhttp://steamcommunity.com/profiles/76561198395241460/

currently on the ferocity dm server 162.248.92.230:27015

Is there a way to IP ban him possibly?

IP Bans are a bad idea in general, it takes no effort to either have a dynamic IP and cycle your IP address, or VPN, or just have your ISP change your static IP if you have one of those, in which case you just wind up banning unrelated people who wind up receiving his old IP.

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

*DEAD* False Prophet : You were lucky that I don't have my controller Spades. Haha.

posted about 6 years ago
#17 COD: WW2 Multiplayer Gameplay in Other Games

#15 It's real.

#14 There's no actual reason to do any of it and betray actual history. There is no actual law in Germany that prohibits Swastikas in historical based things, which this is, so even just removing it for just them makes no sense. Removing this kind of stuff for - incorrectly displayed I might add for the Nazis since they lack the Hakenkreuz in the middle - Iron Crosses or adding black female soldiers is the worst form of Political Correctness: Factual Incorrectness.

If you don't understand how subtlety warping how history is displayed through not just games but a wide variety of mediums like this isn't damaging - in a world where there are literally groups of people who believe the Holocaust never happened and it was all faked ffs - then I don't really know what to say.

posted about 6 years ago
#33 favorite old school tf2 videos in Videos

I forgot this one.

https://www.youtube.com/watch?v=wDb2LU13omk

God tier smooths.

posted about 6 years ago
#21 E3 Thread in Other Games
Jw321123fuck bethesda for bringing back paid mods

It's pretty significantly different from the former paid mods thing tho?

They're original content that Bethesda has to approve the design specs for, Bethesda sets an official timeline for milestones to hit on the developer, and Bethesda is helping implement on the DLC level inside the engine so that it works with all official DLCs/updates and even helping them get over some limitations that normal mods might encounter.

Essentially it's a contractual business relationship with an independent developer who works alongside Bethesda directly.

The differences here compared to the former paid mods thing are so numerous it would be another entire paragraph.

I agree their marketing for this was horrible and it sounds like it's paid mods tho, but in general if you read the actual FAQ/site about it it's pretty apparent it's going to be highly controlled to the point where the free mod ecosytem will be untainted by it. If anything, free mods might become even more competitive (ie better/higher quality) trying to get Bethesda to notice them so that they can make something even bigger in scope.

I don't think it's a bad idea tbh, there's not really going to be too many of these things and what will be there is likely to be quality enough to buy, while all being content that wouldn't have existed otherwise.

posted about 6 years ago
1 ⋅⋅ 10 11 12 13 14 15 16 ⋅⋅ 49