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SteamID64 76561198000517102
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SteamID32 STEAM_0:0:20125687
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Signed Up October 11, 2015
Last Posted January 9, 2022 at 8:46 PM
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#8683 Frag Clips Thread in Videos

posted 1 week ago
#29 Who is your country's most famous esport athlete? in Esports


posted 1 month ago
#2 Music recomm for working out in Music, Movies, TV

Is your training centred around strength and conditioning, cardio, endurance, heavy weights?

posted 3 months ago
#109 ban iron bomber and market gardener for s39 in TF2 General Discussion
pyropenguinIrish_Joshmassive texteither this is genius bait or you didn't read the thread because you completely managed to avoid the point of the weapon being not fun to play against

There's a lot of stuff un-fun to play against, that is not the point that should be made here. I don't complain against something that I consider un-fun, I prioritise adapting to it.

Makyea man,,,, elacour and lukas are easy to play against. grow up.

Be quiet you dense mong, I only want the opinion of good demos.

DomoCatFaceIrish_Josh1.LOLGUY was standing in the normal position for medic to stand in? Not sure where else you're implying he stand other than inside the point which is a death trap for medics. Sniper would be known about and would have to hit a split second headshot to drop him - which I think everyone would consider fair as it's a guaranteed death for the sniper if he were to peak like that.They would also literally have a sniper who is limited in his gameplay until he dies, not sure why people keep bringing this comparison up, it's the reason you can run mg full time and not run sniper full time?
2. Lack of any offclass or structured last hold is 100% the problem here. Soapy however has 0 rockets as he jumps and would have gotten one rocket off before he died maybe 2, at best case a force. The bhop is also just an RNG bug, skill does affect it sure but it's not consistent in the slightest and the medic has to guess.
3. Same again for this scenario, Jay has 0 rockets as he jumps, where is he going to get these 2 rockets you speak of? Skeez could have dodged better you're right, but other than just hope Jay misses his swing, little he could have done. There isn't much in this game that allows you to 1 shot an enemy, and they all come with heavy tradeoffs and risk (apart from this one), idk man seems like we won't ever agree this is bad game design. At least with rockets there's a slight chance the medic can outplay the soldier.

edit: I didn't mention sticky traps because I know that will be a comparison. And yes I also think that is stupid game design for a game like ours.

1. It honestly looks like he's actually running forward to buff a soldier the second jay jumps so again that's a mistake on his part but the lack of denial at the choke allows jay a free bomb in the first place. He is effectively in the same position as his scout here as well so it's gifting a free bomb for Jay. Sniper wouldn't be known about if he hides on mid and runs down the left side as no one is finding any forward information on the setup but that's not the case here, I'm just showcasing what could happen based on the same scenario.
2. So in what way is it the market gardener being op then? This a team fault through and through because if the attacking demo syncs spam with soapy in this situation if he goes for the rocket over the mg, he can easily be dropped the same with sync spam.
3. My bad, I didn't see the 0 rocket part however with the position skeez is in, all Jay has to do is take time to reload two rockets which evidently in this clip he has more than enough time to do. The lack of risk is due to his team not playing around him but this game as a whole wasn't very focused around habib/skeez, I am unaware if you watched the vod of it but it felt very flank heavy and these two were left out as bait in a sense.

posted 7 months ago
#98 ban iron bomber and market gardener for s39 in TF2 General Discussion
dipp_nubbiThe only thing i don't understand is if the spoon was this op and the best weapon in the game (cuz based on what people say in the thread thats what they think) then why are there 3 prem/invite players combined that use it?
Not everyone is skilled with the spoon, hence few people use it. However, the spoon does become OP with the few people who are good with it. It's about the user, not the weapon.
nubbiAlso to me it kinda looks like its only the salty medic mains crying who don't have good movement and haven't got very good awareness
In these clips, the medic was aware of the soldier and I don't think their movement was "bad".

A medic can juke/dodge/surf a soldier using rockets, while with the spoon, there's practically nothing anyone can do about it except pop or drop.
chiefdogI could be wrong but isn't mg really easy to counter with good awareness, good movement and a scout? Should we not reward skilled weapons and outplay potential? Isn't it a good thing if a good enough soldier can break a stalemate with a set off good jumps and a well timed spoon?
In stalemates, I think both teams should have almost equal chances of winning. The issue arises when the attacking team has a market gardener soldier. They have time to prepare and get a good jump in (for example, soapymesiter's clip), while the defending team will not have such a great opportunity if they counter sac (with the spoon) since the enemy is more prepared and expecting and also playing passive positions. Haven't you noticed how the market gardener almost always excels when you are attacking with point advantage? It does not favor both sides equally when breaking stalemates with the spoon.

The market gardener can achieve more than any launcher for less skill/aim. The few people who can use it terrorize other teams, and it is really hard to counter. That is why it is overpowered, ban the spoon.

These are poor choices and if you watch all these clips it shows,
1. LOLGUY is just spamming a and d instead of being in a position is viable for him to not be forced and actually see the soldier coming. This isn't mg being op because a sniper could easily peak him from cafe like this as there is no one denying the choke and it's a free headshot similarly to the mg kill.
2. Plaidium had a decent position but his scout/demo/lack off class?? failed to kill a soldier who is in by himself with no support just as soapy had to hit the bhop as well for this to work. This again isn't the weapon being op, defending team had more than enough time to kill him but their setup was shit and their scout equally as so and the bhop mechanic is just a good display of skill.
3. You honestly believe this was good movement? Guys holding s in a straight line. Of course he is going to get a kill on the medic like this but again Jay if he's using rockets here can easily just land on his head and get a simple two rocket. Similarly again, there just isn't a scout/enough classes around the medic.

If I played against a soldier (gink) who put time and effort into beggars bazooka and made the game his bitch, I wouldn't complain it's overpowered, I'd be thinking on how to adapt to what is going on. The good spoon players do exactly this by practising and practising in order to develop good timing/situations where the spoon can be viable. The same goes for paintrain, it's only viable in certain situations.
Does nubbi hit every spoon he goes for? No, because he adapts to what happens, sometimes he will go for one but a large majority miss.

Your argument over equal chances of winning is incorrect, there is plenty of times to do a counter sac, push out when the attacking team sends in a sac as well, if you're a team that's on the ball, you can do it before the attackers even attempt their own play e.g using uber ad, pyro sniper push out, syncing with a spy play, coordinated aggression on a lobby area, list goes on mate. Again, the second clip has no defensive offclasses so they played into Soapy's hands.

The spoon isn't op, it's just lack of thoughts/gamesense of what is going to happen and who you are playing against. It can be countered very easily and this one of the things I tell people who want mentoring, adapt to who you play, pay attention to what they do and use it against them.

Simiarly, what mustard linked previously about I said about the iron bomber still stands, the weapon isn't overpowered, it's a viable way for demo to stay relevant in this current game and not all demos can still put up the numbers/impact required even with this weapon. If all demos where able to drop 10k every game and make everyone's life a misery, then I'd agree but the fact is, I can play against all the prem demos and see mediocre numbers/impact with this "overpowered" weapon and outcome would have fuck all change if they were using stock pipes/loose cannon.

posted 7 months ago
#336 TF.TV WHIPS, what do you drive? in Off Topic

Just picked up a 2019 R6.

Track bike or commuting?

posted 8 months ago
#51 The flaws of 6's in TF2 General Discussion
Opti_It is pure theory crafting and probably bollocks but I had an idea to get rid of the "No team has an incentive to push".

You make 5cps with round limit to 3 or 4. You set round time to 5 or 4 minutes. If last is capped, team who caps gains 1 round. If no one caps, at the end of the round timer, whoever has mid wins 1 round.

The incentive to push is now on the defending team because if they sit on last they loose a round. The time isn't too high so you still have urgency to try but not too low so you can still try and think about strategies to push out.
The attacking team could use offlcasses like engie/heavy but they don't have the spawn to insta switch so they are more committed to that class and if they get pushed back they are "stuck" on that class.

Sure, pushing out of last is extremely difficult, but in this game mode, you are forced to do it every time so you might come up with more original strategies.

Actually, i just re read my post and it just emulates koth with a 5cps map...

I do like the idea of this, not so much the fact you gain a point for holding mid because then you just need a strong mid to turtle but I do like the shorter round timers. A lot of teams at the moment seem so afraid to trying anything and even prem teams take upwards of three minutes to set-up just a single sac. Unless the plan is to win off the enemy team falling asleep then it's mind boggling. Setting up plays does not seem to be as complicated as it sounds. Setting up a soldier sac play takes twenty seconds at best (get everyone buffed, spot med, relay information and spam towards medic while soldier goes in) and the faster you are, the more unpredictable you are as a team.

A problem I see with teams on last holds is they rely too much on a sentry, I understand when they have uber dis ad then a sentry is no brainer but if you have equal ubers and the attackers haven't done anything for almost a minute, there is no harm in taking a pyro/sniper and slow pushing. It's low risk/high reward or even a coordinated door spam to distract for a spy. Again these are just examples out of many but they are effective ways to get off last point without needing to just make a bunker with a sentry.
The main point I think I am trying to make is teams shouldn't be afraid to lose a point/round for trying something, it's meant to happen and you only improve off making mistakes then analysing why it went wrong.

posted 9 months ago
#21 Closing thoughts on S37's plugins in TF2 General Discussion

Where is this a whole lot of people did not like the plugins? I really didn't notice any difference with this gunboat change as top level soldier comes down to actually using effective positioning with your bombs. It didn't give me/nubbi/kaptain a valid reason to land on your face unless you were out of position.

It is not "insanely easy" to just bomb into a scout and secure an easy kill on him without dying for it/not getting the kill, what even is this logic?

You're saying you played against soldiers who did a lot of stupid shit and got away with it, care to give examples? You're only playing against 14 different soldiers in prem and with the experience/team you have, surely you've tried to analyse and adapt too it?

You also mention in your previous post that soldiers are bombing and doing 150-230 damage and jumping away but this is what was practiced before, if you can't kill a soldier in that time frame then your focus fire isn't there or your team is not positioned to stop a sac/bomb in this way, or even you aren't positioned well enough to deal with it.

I'm not saying your points aren't valid but from a personal experience with what I played with against you and other teams, these don't seem like accurate criticisms off the plugin itself.

Correct me if I am wrong as well but that was never the intention off the plugin anyway, it was to mitigate stupid situations where a scout can w+m1 into you in a tight choke and still win because you've taken too much self damage.

posted about a year ago
#153 Remove Iron Bomber from whitelist in TF2 General Discussion

Although demo is objectively the strongest class in the game hence the 1 class limit, I always felt he needed something to keep that relevance in-game post sticky nerf because it took demos a fair bit of time before they could adapt to the new stickies and there are still demos who struggle to put up the numbers required to be a good demo with iron bomber.

Obviously there's more factors to a demos effectiveness like your team itself, the team you play, the amount of space you get, demo is a class that should be played around from a personal view cause they can control the entire pace of a game and iron bomber allows them to do that without old stickies since it's essentially a trade off but the iron bomber isn't overpowered as was old stickies. (kaidus logs pre-nerf is enough to show that).

There is still definitely situations where stock launcher would beat the iron bomber but to make it a fair match, the hitboxes should be matched for all launchers, loose cannon could then make an effective defense weapon in uber disad on maps with horrible chokes. (Process last, gully last)

So with the plugins being implemented now and issues being addressed, this can become the next priority for the config gurus who could help us change any revolving issues around the weapon.

tl:dr, Old player who believes post sticky nerf, the iron bomber was a good thing to have for demos and should be kept but change other launchers to match it.

posted about a year ago
#22 ETF2L S37 plugins in TF2 General Discussion
ireso etf2l linked these results under prem feedback
Where the options seem to be whether or not to *test* the plugin, so the test is yeah just throw it on for a season?
Regardless of your actual opinion of the changes, that seems really odd to me, although i may have just missed something.

Correct because a full season is going to provide the proper playing grounds for this. Our pre season double mixes were only a starting point but not everyone had access to it and it was too late to convince etf2l to change the rules for it. So if every tier can now use said plugins to experiment with something new, the feedback will be greater and can allow for twiku /other people who are cfg savvy to help us continue to experiment with the game.

posted about a year ago
#25 trance listeners get in here in Music, Movies, TV

The midnight club two soundtrack has some good trance on it.

posted about a year ago
#64 Med speed buff removal EU DMIXES in TF2 General Discussion
ScrewBIrish_JoshThe plugin in question isn't about that, It's about soldier not hitting himself for 70 damage when he point blanks an enemy.So shotgun soldiers should just blow themselves up? Your logic is flawed. If gunboats soldiers shouldn't blow themselves up with there own rockets when shooting people why should shotgun soldiers? Why should anyone be able to basically melee someone with the RL without consequences? One of the skills of DMing as soldier is maintaining a bit of distance.

I think a 25% boost to soldiers base self dmg resistance (including RJs) would be a nice addition. This would let non GB soldiers have SOME mobility while keeping the boats as the go to for roamers. It would also be enough to prevent a scout 1 shoting you when you round the corner and you fire at the same time. If the mobility boost for boats is too much nerf them by like 10/15% (although i don't think it will be).

The gunboats give the resistance. Gunboats and shotgun all have their trade offs.

You also cannot buff a class with a base resistance like that either.

posted about a year ago
#51 Med speed buff removal EU DMIXES in TF2 General Discussion
ScrewBbijlolyes, but afaik base self damage haven't changed, at least not since i started playing. that's what i mean, i am well aware that pocket soldier with shotgun was the meta for a long timeWell if you don't want things to change i have bad news for yah. The scout mains are not getting rid of their 144hz monitors.

All I'm getting from this is you personally love shotgun soldier and want it to make a return, that isn't possible right now and is not nearly a big enough issue for soldier, maybe on last to build uber, sure so your scout can offclass but for now it's not priority.
The plugin in question isn't about that, It's about soldier not hitting himself for 70 damage when he point blanks an enemy.

posted about a year ago
#7503 Frag Clips Thread in Videos

posted about a year ago
#6992 Frag Clips Thread in Videos

posted about 2 years ago
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