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SteamID32 STEAM_0:0:41909241
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Signed Up March 24, 2016
Last Posted November 3, 2020 at 1:11 PM
Posts 366 (0.2 per day)
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#2 mikeya_ will play tf2 for 1k subs lets gooooooo in TF2 General Discussion

instead of giving twitch/mike 5000 dollars, maybe invest in the prizepool for the dreamhack tournament coming up!!!

posted 3 weeks ago
#6 "HLTV Gamers" ? in Off Topic

any mods gonna ban this thread?

posted 1 month ago
#16 thoughts on cups? in TF2 General Discussion

I love cups. I enjoy competing more than I enjoy playing games, and I think cups are of a higher competition level than a league (barring playoff matches).

The problem is signup consistency. It's difficult to make a cup for one month that has 32 signups and another cup for another month that has 8 signups. Noone of a lower skill will signup for the smaller one, since they likely will face one good team and lose and be knocked out.

Only two solutions I can think of are having more skill separated cups, like when say prem level teams are not allowed to enter (nearly impossible with a small number of signups), or more people signup to any cup. Both of these are so hard to do with such a small number of people though. You really need at least 30 teams for a successful cup to happen.

It really is just logistics that makes it so hard to run cups more often, which is a shame.

posted 1 month ago
#18 First thoughts on Medic speed nerf in TF2 General Discussion

Gonna be my thoughts, maybe someone cares maybe not. Quick points are:

  • Medic is overall easier without scout speed.
  • Winger and solemn vow are overpowered. Disgustingly strong and should be banned.
  • QOL changes are insanely good.
  • Gunboats change makes soldier incredibly strong. In simple terms, a bombing soldier has an extra 50-100 health, as a raw stat buff, that is insane. Stronger than scout by miles, Basically throwing if you don't always run 2.
  • Overall game is faster in some areas and slower in others. Exactly how everyone thought it would be. I still don't know if this meta is "healthier" or not. I'm not as much of a fan though.

Medic speed change made the game miles easier for medic. Positioning is braindead, since it relies entirely on where your team is standing. If they are in the wrong spots, you get punished for it and there is nothing you can do. This was pretty much the only big change to medic. Keeping up with your team is the same as before, building uber is same as before, healing in pushes is harder but that hardly happens so only real new skill medics would need is irrelevant. I know a lot of people are annoyed that the medic is slow in pushing, but that's just a problem in the medic not knowing how to play the game instinctively. This would still be a problem with scout speed as well. You just don't see it as much as people blame the pocket scout instead of the medic.

Winger and solemn vow still busted. Both should be banned. There is no such thing as faking health anymore. There is no such thing as faking uber anymore. If people do not listen to their medic telling them that the enemy is 10 health and that they are only 60% uber then that team is playing itself and they deserve to lose. Winger, free high ground for scouts, still disgustingly strong.

Shooting at point blank range and arrowing someone right in front of you is a godsend and should just be how the game was to begin with. If I play on a non-competitive server without that plugin, it pisses me off to no end. Consider it a bigger difference than a 144hz monitor user using 60hz for non-medic mains. You don't notice it when it's there, but when you go back, you know what you are missing.

Soldier is the strongest class in the game by miles. You take almost no damage at all shooting someone right next to you. I don't think taking 100 self damage is fair, I also don't think taking 15 is fair. Along with scouts having fewer buffs because the medic can't keep up with them in fights as easily, this enables soldiers to dictate the flow of fights way more than they used to, and that is literally what they do in 6s. Soldier dictates the tempo of a fight, making it fast or slow by bombing or spamming. Now, the threat of a soldier bomb does more than just acquire brain space of a pocket scout. It has to take his full focus to even have a chance of denying him. The soldier doesn't even need to bomb, he can do other shit in that time whilst the scout has to be focused on a potential threat. It's actually insane how good soldier is.

Game is exactly how everyone thought it would be without medic scout speed. Mids matter more, and rolling rounds is easier. Stalemates are harder to break because uber trading is less viable. Acting on small positional/health advantages and doing aggressive plays is near impossible. The unforeseen consequences of the patch are soldier being overpowered. Game has a lot less strategy at a high level since soldiers are so overtuned, any deeper mid strats are irrelevant as the correct gameplay is incredibly one dimensional.

If soldier wasn't over buffed, would this meta be healthier? I don't know. Is the game better when mids matter more? Personally I don't think so, I don't think mids being incredibly important matters. I prefer it when they aren't basically a free round 70% the time, and you can fight around other points of the map more often, pulling out more strategies, and deeper strategies with how to play around the slight difference in terrain each team has whilst holding a point in a stalemate. Basically, if you had two equally skilled teams, every mid fight is a 50-50 coin toss, however, each mid-second or second-last stalemate isn't a 50-50. There are differences in spawn timers, terrain, ammo/health pack availability that tilt the odds slightly to one side. I'm a fan of making that 51-49 odd fight flip substantially towards me using every little tool available.

However, others disagree, such as papi saying that he thinks the game should revolve around mids. A coordinated teamfight where both teams have equal footing before it begins, and each advantage gained isn't by the map itself, but rather individual and team skill. Where one team being better than the other has a 70% chance of winning, and how will the 30% chance team play to come back and actually put up a fight? Will it be up to execution, or will there be some crazy mid strats to help tilt their odds? This is the point of the whole patch, to discuss this one point. This is how the game would actually change. Making mids matter more for the tradeoff that aggressive plays/strategies in stalemates are much more risky and rarer to see.

posted 1 month ago
#5 Your TF2 Experience Survey in TF2 General Discussion

Personally, I don't play MGE/BBall/Ulitduo/DM for practice, and i only really play those gamemodes rarely. So being forced to pick one seemed weird. Especially since I was forced to pick a time for a gamemode i play maybe once a month.

Also being forced to pick NA play level over my native region felt weird.

I answered the survey anyway, but some of my answers were just jokes, lies or just wrong because I was forced to answer questions that had no answer, and I can't just put n/a.

Maybe make this survey limited for NA, or whatever region you are planning to create services for.

posted 1 month ago
#99 ETF2L S37 plugins in TF2 General Discussion

posted 2 months ago
#143 Remove Iron Bomber from whitelist in TF2 General Discussion

As can be seen, iron bomber hitbox DOES have downsides...

posted 2 months ago
#134 Remove Iron Bomber from whitelist in TF2 General Discussion

noone relevant reads etf2l forums, and admins don't do much unless top players group up and tell them to do it.

posted 2 months ago
#44 Remove Iron Bomber from whitelist in TF2 General Discussion
LUKASTANKThis weapon is here for like 3 years or something and you want to ban it NOW. Its the same weapon as it came out few years ago why would you want it to be banned NOW after like 3 years i dont get that

People have wanted it banned for ages, but they would get beaten down by others saying that the hitbox for the iron bomber pipes was the same as stock.

Now new information has been released in which the hitbox is NOT the same size and it isn't just to do with the cosmetic model.

This shows that pipes hitting when they look like they miss isn't just placebo, it's an actual thing. Many people have thought something was wrong with the weapon for this reason, and now there is no argument to keep it unbanned, since the weapon is pretty much a straight upgrade over stock.

posted 2 months ago
#13 getting angry at myself in TF2 General Discussion

If you get angry at anything, generally the best thing to do is to walk away.

If it keeps happening, just stop what makes you angry indefinitely. Make no plans to do it again. If it happens you do do it again, generally will notice a much more calm approach.

Contrary to most people, I do get the reasoning behind taking the game seriously and getting better and competing, and i also don't consider it a waste of time. It's a good way to spend time. So i do understand reluctance to quit doing something that makes you angry if it also makes you happy.

Other than that, meditation and self reflection are the best ways to understand why you are angry, and consider if it's valid.

Most of the advice people give is all the same stuff. It's usually correct too. So if you know the advice, and remember it, whether or not you listen and take it on board is on you, noone else.

I only type this because I'm known for being similar. Angry for no real reason. Was mostly tied to my real life and I'd bring it out online as a venting system. Fixing most of that let me take the time to think about emotions in a different way, and calmed me down a lot. I'm still loud and annoying to a lot of people, and I still get mad at losing but it's the good kind of anger that makes you want to play more and prove more, rather than just getting angry at others. Fixing the anger issues won't make you nicer, it won't make more people like you, and it won't change who you are. So if those are your aims, fix it them elsewhere.

posted 2 months ago
#67 tf2 images that precede unfortunate events in TF2 General Discussion
YeeHawfor the benefit of the court let the record show that I had no ammo

all u had to do was stand on point afk

posted 2 months ago
#10922 stream highlights in Videos

Couple more from next game:

posted 2 months ago
#8 #freepingas in The Dumpster

Man, it's gonna be weird when flick gets kicked from nunya and can't change his tftv name...

posted 3 months ago
#11 whats the best way to full time a sniper in 6v6? in Q/A Help
det-Maktbh everyone saying it should be the soldier switching off is thinking too simplistic. Having 2 soldiers for the midfight is super important on a lot of maps, even if you are running sniper and planning on playing around him.
Not true, if you have a sniper your team NEEDS to play passive on mids since it's basically 5v6 if your team were to meet their team. The best way for a team to kill your sniper (besides counter sniper to mid lul) is gonna be a soldier bomb so you'll want both scouts to deny soldiers. Soldier bombs are good for initiating a teamfight in mids, but you don't want to do that when you're down a real combat class be it a scout or a soldier, especially since you're probably going to lose your bomber if you do try that.

Don't need to play passive. Just need to wait for sniper to hit a shot. If he hits a shot, you still need to be able to kill the guy he did damage to. Which means you still need to be ready to be aggressive. In general, the people dealing with that and finishing off frags won't be the scout, but will be the sollies, so having two to be able to actually get onto a dude who has taken damage is more valuable.

Playing passive implies you are playing reactionary, and aren't going to be ready to flip the switch very fast. Usually you do this to counter over-aggression from an enemy as then they just feed into you as their bombers can't cover enough space to actually get on the enemy.

When you play with a full time sniper, you need to be ready to flip the switch near instantly, especially on mids. Soldiers are best for doing that as they can cover the most ground the fastest.

Mostly it just depends on the map. Product, full time viable since the angles are so far, the sniper doesn't need anyone to finish his damage since he can usually take two shots on the same person. Process, you can use a scout to be aggressive since they can dominate most of the map. Gullywash however, you would want two soldiers if you had a sniper over two scouts, since soldiers can win the mids solo on that map.

Gullywash is also pretty good for full time sniper. Not as good as product, but the same as process. A mix of scout being weak on the map, every point is good for a sniper to be somewhere during a fight (barring defending last), and every point is good for a sniper in a stalemate.

posted 3 months ago
#31 The Unbanning of the Solemn Vow in News

Anyone who didn't use solemn vow is either a mute medic, or an idiot. Information gotten from that weapon is ridiculous and downplayed in the article. Idk if people truly know how good winning a fight off of seeing a players health/uber% is. An unlock does this, not really any skill for the player using the weapon.

Bear said it right pretty much. Just shows most unlocks don't add anything but take away from the game.

posted 4 months ago
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