Jas
Account Details
SteamID64 76561197990837126
SteamID3 [U:1:30571398]
SteamID32 STEAM_0:0:15285699
Country Australia
Signed Up November 1, 2012
Last Posted January 18, 2014 at 5:55 AM
Posts 119 (0 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
1 2 3 4 5 6 7 8
#181 Quick-Fix in 6s? in TF2 General Discussion

If you want to remove stalemates then enforce a 6 class limit on scout and nothing else. No stalemates possible.

The thing is, we have a well-developed meta that evolves by changing slightly each season (just like a real sport with stable rules, amazing isn't it?) and can produce amazing games.

Stalemates are a product of two equal teams battling over a symmetrical map (just like a real sport, amazing isn't it?).

Stalemates are not a huge problem and I've NEVER seen a 0-0 30 minute half with normal ubers and kritz (it may have happened but I don't recall it).

posted about 10 years ago
#166 Quick-Fix in 6s? in TF2 General Discussion

I watched the Quakecon finals this year, the fundamentals of that game hasn't changed in decades... I still enjoy the shit out of it and if you were to change it drastically I'd tell you to go to hell.

FPS' will never be comparable to a hero based (essentially a mini-RPG) MOBA in terms of meta change. You have to ask yourself if you want the determining factor for a victory the technical aspect of the game (shooting, moving and reactions) or some sort of diceroll rock-paper-scissors deal. I think the spirit of FPS gaming leans towards technical mastery over strategic calls.

And... There is no point in competing with Dota and SC2. TF2 will never, ever, resemble those games. Why would people watch a butchered FPS game made to look like Dota instead of Dota itself?

And does no one realise people can enjoy two different types of e-sports concurrently?

I enjoy watching the SC2 stuff because it's different to the FPS games I usually play. Conversely, I hope we can create a game that MOBA players will spectate just for fun because it's so vastly different to what they usually play.

posted about 10 years ago
#128 Quick-Fix in 6s? in TF2 General Discussion
KanecocloudlandKanecoI think the quick fix offers an interesting mechanic
yeah, it really is an insane mechanic. players you heal just transform into heavies. the real tragedy is that none of these heavies are sam lingle.
You obviously didn't read what I wrote. Anyway I'm gonna state it again. The interesting mechanic it gives to the game is giving the medic extra mobility, Im not talking about the healing rate, in fact I think it should be cut in half or removed completely I think that would fix the weapon and make it a viable choice between the 3 mediguns

I honestly think it brings the skill ceiling down for the medic unlike most people think that it brings it higher.

The explosive jumping/scout speed thing, I mean, why does it bring up the skill ceiling? It's not hard to cooardinate with your team to jump, plus as a medic you can kind of tell when people are going to jump. It allows you to get out of shitty situations without any risk and/or despite your bad positioning.

Unlike the medics of old, if you wanted to get out you had to surf damage and actually put yourself at risk. And if you put yourself in a shitty situation there's not going to be an easy way out.

posted about 10 years ago
#115 Quick-Fix in 6s? in TF2 General Discussion
alfunksoHonestly I've played open pugscrims more exciting than this lan's matches using quickfix. Quickfix is fun to play with and against it, and it adds another degree of strategy to the game, but not with what the invite teams are doing at lan right now. Running heavy and sniper to mid? seriously?.

The quickfix metagame works when both teams move quick and are constantly switching mediguns, planning what they're going to do next based on what the charges are at and what the other team is running. So that you can surprise the enemy team with kritz when they thought you were on quickfix, or stalemating only 8 seconds more making them think you're running quickfix when in fact you have uber, which can sitll be superior than quickfix when used correctly.

I'm more disappointed on the teams decision making and the way they're using quickfix this lan than the quickfix itself. Unfortunately, if it turns out to be true that YOU HAVE to run quickfix if the other team is running it and YOU HAVE to run heavy to counter it, then I guess there's no other choice than to ban it. But I still want to believe that teams have not yet learned how to succesfully break these stupid quickfix stalemates.

You can't tell a team that they're playing it wrong. Unless you can form a team and then beat them by playing it your way then their strategy is correct.

Also, relying on a team to not know what your gun is is a terrible strategy.

Rock paper scissors has never been a good thing for competitive and it won't be good for TF2.

posted about 10 years ago
#91 Can someone tell me why everyone hates pyro in TF2 General Discussion
SylvesterYou absolutely HAVE TO KNOW WHAT YOU ARE DOING or you will help let your team down.

Is that different to any other class? Are you saying that if I were to play medic and play out of position it wouldn't matter?

Unless somehow pyro requires additional positional awareness than any other class your point is null.

posted about 10 years ago
#29 Can someone tell me why everyone hates pyro in TF2 General Discussion
CvalWell don't I feel like a noob for attempting to play the class lol. Personally I never had much of a problem with it but seeing all the complaints made me ask the question. How should it be balanced?

It's honestly fine the way it is.

The only problem comes with people forcing people to use it (ie, the HL game mode or those discussions where you try to buff the pyro to such a degree that the 6s community has to run it all the time).

When you're forced to run pyro 24/7 it doesn't help your team (another good scout/soldier will always be better in terms of pure DPS, flanking ability, etc), it's annoying for the other team to deal with and it sucks the fun out of the game.

It's not overpowered or underpowered, it's just annoying. That's the main problem, it's not fun to play against and equally not fun to play as once you've mastered scout and soldier to a level where you can be effective (problem is most pyros playing in HL can't play any other class competently, same with most players who play the "support" classes, so they don't know their potential as scout or soldier or demo).

I've played 6s soldier/scout/demo at a decent level and whenever I play pyro I just always say to myself: "if I was X class I could do something, this guy wouldn't be able to do this to me, I could zone out this place better, I could make a bigger play, etc". The standard 6's classes are all so good and do multiple things so well that a pyro just isn't going to be the best answer in most cases, there are times when it is good (last holds mostly) but those times are rare.

It only really took me 30 hours of the class at most to master the standard pyro playstyle and once you've learned the basic weapon switches, combos and it becomes part of your muscle memory, it's not hard. Learning the C-tap is about 100 times more difficult than anything a pyro has to learn.

posted about 10 years ago
#76 Powerjack update -> pyro viable in 6v6? in TF2 General Discussion
elliott_While the subtler strategies have changed, the class and weapon selection is basically the same

I honestly think those people that think that way are retarded.

Unless every month you change the fundamental mechanics of the game you won't get amazing new strats.

People find a method which works and then stick with it.

I've always felt that the tri-lane dota map is fucking retarded. Imagine if SCII, TF2, Quake, etc only had 1 map. But hey, you don't see me talking about shit that I have no idea on (because I don't play dota).

So why is it that idiots that don't understand the metagame can criticise the metagame for being stale just because it's superficially the same?

And does no one understand that at the end of the day, unless you drastically change the mechanics of the game every 3 months you aren't going to get people playing the game in wildly different configurations.

Are people who watch soccer bemoaning the fact that it's always the same? Are there chess players who are petitioning pawns being buffed to change the meta?

Why is a "stale meta" ok in "real" sports but as soon as it comes to TF2, EVERYTHING must change, otherwise it's boring? Am I missing something here?

posted about 10 years ago
#20 Questions for video editors in TF2 General Discussion

Hi, I've found that this is the best workflow, it takes a bit of time to set everything up but it's worth it when doing complex projects which requires a bit more than stringing together frags:

Step 1:

Once I get the demos I rename them to 001_tickstart, 002_tickstart. I also keep a "master" list, basically a .txt in the following format:

001: 56000-57000 (middy/streak/maybe use for filler/amazing frag, etc) <<this last part I don't include if it's my own demos since I know and remember the frags

Step 2:

Record each demo with FRAPS. The FRAPS pass is NOT used for the final output. Rename the FRAPS files in sequence 001, 002, etc. This is only for my own reference, when I am fleshing out a frag movie I like to play the frags back quickly and then I scribble down a possible sequence of frags (eg, 004->smooth of 007 to lead->007->outro using 003, etc, this part I scribble down on a random piece of paper on my desk). I also use the FRAPS files to estimate the length of sequences and decide on how much filler I need. It's basically used to quickly review the frags so I can picture the final frag movie in my head. I wouldn't use this step if fast-forwarding and rewinding demos and playing different demos weren't so slow and buggy and cause problems with crashes.

Occasionally when recording TF2 the audio won't be output properly, so sometimes I will use the FRAPS audio instead of the .wav files TF2 generates.

Step 3:

Record most of the straightforward frags using the Lawena VDM method. That way I can automate the recording process a bit. However, I change the names of the output files from a1, b2, c3, etc to 001, 002, 003, etc. To match my demonames.

Step 4:

Import to Adobe After Effects (I use AE just out of habit but any editor will do), I pre-compose the clips into small compositions with audio and proper frame rates and rename them to 001, 002, etc, again, according to the demonames.

Note:

I use sourcedemo2 to record mostly.

Step 5:

Any special clips which requires multiple passes (smooth, no viewmodels, HUD on and off, depth of field pass) I record manually and then give it a suffix such as 005_dof_pass_xxxx.tga. Sourcedemo2 may or may not be used depending on the effect I am after.

Step 6:
Compose in AE.

The point of renaming the demos and renaming the pre-comps is so that in my timeline my frags are shown as 004->006->007->etc. If one of them I'm not happy with and wish to reshoot then I can simply load up the demo and find it quickly.

Step 7:
Export lossless copy

Step 8:
Render using AVIdemux with x264 codec. I find x264 to be the best in terms of quality and speed.

posted about 10 years ago
#27 HRG LAN Fundraiser in TF2 General Discussion

I could never support someone who requires money but refuses to sell their unusuals (which is after all, just a bunch of pixels).

If you require money that badly, the first thing to go would be some virtual pixels.

I hope you guys understand that the majority of people here are in exactly the same or even worse financial situations than you, we're mostly just college/uni guys with part-time jobs and maybe a handful of guys with full time jobs but with added responsibilities of maybe a mortgage or larger rent, etc.

The aus guys are going to Europe with around 3k out of their pockets and no sponsors. You guys have your flights paid for entirely plus sponsor money plus ESEA winnings. And this is coming off the back of the AU fund, NA fund, ghost fund.

It seems in this community we have funds every month and we give because for the most part it's for a good cause, but this seems like it's milking it way too much.

posted about 10 years ago
#227 i49 in TF2 General Discussion

Will there be streams to these scrims? I know it's pretty early but just wondering if it's possible to stream these matches (decent net at the bootcamp?).

posted about 10 years ago
#59 Compiling competitive changes we want for TF2 in TF2 General Discussion

Another bug that I forgot to add:

The sv_pure settings of the server that the demo was recorded on is enforced during demo playback for demos.

This means sound/texture/model replacements don't work on demos which were recorded on sv_pure 0 servers.

posted about 10 years ago
#85 i46 documentary in TF2 General Discussion

If any of my video projects are anything to go by, the final render will have a few annoying bugs which requires a re-render.

It's not finished until the file name is final_final_render01.

posted about 10 years ago
#58 Compiling competitive changes we want for TF2 in TF2 General Discussion

-Allow for a HUD function/feature that allows players to assign different colours for different ubercharges.

With people renaming their mediguns left and right and medics switching up between all the different mediguns it'd be nice that as a pocket, when I'm getting healed I can see, oh the uber-percentage is green, that means regular uber. Oh it's red, that means it's kritz, etc.

-Integrate P-REC into the game already. It seems ridiculous that such a helpful plugin is not incorporated into the game and that players have to install it. Plus with major updates it can break and then Valve has to manually re-sign the plugin. Give the creator a sparkly item!

-Add a launch option to choose which custom folder to use.
Currently with steampipe you put all your configs/HUD/hitsound in:
..\common\Team Fortress 2\tf\custom\MyCustomFolder

I'm pretty sure how steampipe works is if you have multiple folders under custom, eg MyCustomFolder1, MyCustomFolder2, etc, it looks up in Folder1, replaces the files, then it goes to Folder2, replaces all the files.

Instead it would be helpful if a launch option was added that specifies which folder to use, eg:

-applaunch 440 -customfolder MyCustomFolder1

The point of this is to allow multiple people to each have their own config/HUD folder on the same computer and you just create multiple shortcuts that have different launch options pointing to different custom folders. Useful for computers that are being shared.

-TF2 crashes when skipping to ticks in demo files if mat_queue_mode is not set to 0.

-The ingame MOTD seems to override or supersede the TF2.exe (not sure if I'm explaining this right). Basically if you join a server that runs ads (such as pinion), and you alt-tab out of TF2, you won't be able to hear any ingame sounds but you will still be able to hear whatever is on that HTML page, even though it's a MOTD inside the game.

Somtimes when I join a pinion enabled server, I quickly disconnect, my game will be in the main menu but I can still hear the ad playing.

I would actually like to get Valve's official stance on services like Pinion that serves intrusive ads that cannot be closed and overrides legitimate client cvars (such as turning off HTML MOTDs).

posted about 10 years ago
#39 i49 in LAN Discussion
ColemanPoor Aussies, lost to the Lions, getting smashed in the cricket. . . Could i49 be their redemtpion?!

Wouldn't even count really since Antwa is a NZ'er but in proper Aussie tradition we just let the world assume New Zealander's are Aussies when they succeed (Russell Crowe).

posted about 10 years ago
#75 i46 documentary in TF2 General Discussion
hoolieXtineDocu is so close to release. We are putting the final final touches on it but are also unfortunately waiting on word back regarding some distribution stuff.

I talked with Luc yesterday and without a doubt we'll be releasing before i49, even if we're still waiting. We set a hard date, but this isn't the proper place to address it.

To clarify in case anyone freaks out. The docu will definitely be free on YT, but we're also looking at different routes for distributing a 50fps HQ version.
Bittorrent is the way to go. I'm sure some people in this community have access to a seedbox which would help speed up the initial process.

Yea I've got a seedbox, I barely use the upload bandwidth, would be more than happy to put it on there with a direct HTTP link as well.

posted about 10 years ago
1 2 3 4 5 6 7 8