Honestly the guys who have been cheering him on for the past three weeks when he's been in this state should take a look at themselves too. The amount of positive reinforcement puoskari has received whilst doing these sorts of antics is pretty disgraceful. He clearly has issues underlying the substance use, some of which definitely seem to be to do with interpreting social behaviours. Being egged on by hundreds of people was only ever going to go one way with someone so seemingly vulnerable. It doesn't excuse the behaviour, but everyone should take personal responsibility for themselves before condemning this guy, and from my perspective people other than puoskari himself have given very poor accounts of themselves.
| Account Details | |
|---|---|
| SteamID64 | 76561197963314359 |
| SteamID3 | [U:1:3048631] |
| SteamID32 | STEAM_0:1:1524315 |
| Country | United Kingdom |
| Signed Up | July 21, 2012 |
| Last Posted | July 24, 2026 at 3:18 PM |
| Posts | 540 (0.1 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | 3.3 |
| Windows Sensitivity | Default (+precision) |
| Raw Input | 0Â |
DPI |
800 |
Resolution |
1024x768 (stretched) |
Refresh Rate |
120hz |
| Hardware Peripherals | |
|---|---|
| Mouse | Logitech G500 |
| Keyboard | Zowie Celeritas |
| Mousepad | Razer Goliathus (control) |
| Headphones | CM Storm Sirus |
| Monitor | ViewSonic something |
Lunacidekaiduswickedplayer494Part 2:
TF TeamSoldier
Crusader's Crossbow
- Bolt healing is very high and significantly out-heals the Medigun when the target is in combat. This might be okay given the trade-offs (risk-vs-reward of ranged shots hitting and the opportunity cost, no overheal). However, it's also the fastest way to build Ubercharge - under the right conditions (e.g. corner damage farming with the Medic behind cover).
- Changes:
- Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
- Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds
I don't understand what they mean by this change. Medigun builds exclusively based on time spent healing, not how many heals are put out. Only thing that impacts it is buffing at high health builds slower right?
Does this mean the Crossbow will now do less healing and require "crit heals" or have they added a new mechanic where Uber builds slower if you recently took damage while healing remains uneffected?
I always thought it was strange that crit heals don't build Uber faster, but this update note reads like valve don't understand how the mechanic currently works.
I think what they did was add in "crit uber %" for the crossbow specifically. So when the player has crit-heals, they also get the max uber % gain from the crossbow, whereas if they get bowed right after getting damaged, it's only a third of what it currently is.
Yeah my intuition is this as well.Since valves seem to be active in this thread I hope this can be clarified.
trippakaidus
crossbow works differently from medigun, the uber built is proportional to heals put out
Yes, but they state in the notes:
"Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat"
For me this is ambiguous whether it only affects building or heal output as well. The wording suggests medigun build rate is connected to heal rate. It could just be poorly worded, and the intended meaning is "and therefore, Ubercharge build rate [of the crossbow]" however that is not how the sentence reads in its current structure.
wickedplayer494Part 2:
TF TeamSoldier
Crusader's Crossbow
- Bolt healing is very high and significantly out-heals the Medigun when the target is in combat. This might be okay given the trade-offs (risk-vs-reward of ranged shots hitting and the opportunity cost, no overheal). However, it's also the fastest way to build Ubercharge - under the right conditions (e.g. corner damage farming with the Medic behind cover).
- Changes:
- Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
- Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds
I don't understand what they mean by this change. Medigun builds exclusively based on time spent healing, not how many heals are put out. Only thing that impacts it is buffing at high health builds slower right?
Does this mean the Crossbow will now do less healing and require "crit heals" or have they added a new mechanic where Uber builds slower if you recently took damage while healing remains uneffected?
I always thought it was strange that crit heals don't build Uber faster, but this update note reads like valve don't understand how the mechanic currently works.
Se7en will be entirely self-funded, accommodation already booked. If there is no official tournament we would fully endorse going the extra mile to arrange something unofficial as well. cu@ one way or another...
Elacourb4nny most of them are entirely unnecessary (new props/ledges, eliminating hiding spots, changing cap time, etc).also changing cap time was a must, this last point is so dreadful i still don't understand how some people find it balanced
Last cap time isn't changed though, spire is.
b4nnyRather than making such extensive changes in the first version I think you should take a more incremental approach. There were only like 3 things that were universally agreed should be changed (forward spawns, ammo, clipping) but now you've introduced a bunch of new little features throughout the map and most of them are entirely unnecessary (new props/ledges, eliminating hiding spots, changing cap time, etc). Take it slow and respect the original otherwise you're only going to introduce more things that upset people.
Agree 100%.
gemmhow about removing the upper ring/lamp above the last point, where demos often hide? it basically takes half an uber or a massive player ad (so you can sac for his sticks) to deal with him there. removing it might make pushes in more successful, while still leaving the lower rim for a roamer to stay last during pushes out if they wish
This is precisely the kind of thing that has ruined previous attempts at fixing badlands. Badlands has been the best map TF2 has ever seen and probably ever will see, and that is precisely because of quirks like this. When taken in isolation, they can divide opinion, but collectively they are what make the map special and if you start fucking with them, then your pro version causes too much disagreement and immediately goes out of the window, and we can never fix the few things that actually need fixing.
Also for the record if you go into a push knowing a demo is above the point and fail, then you just failed. This should only ever work as a surprise tactic against coordinated teams.
For some reason every effort so far at a badlands_pro has resulted in the mapper taking some form of divisive creative license. Simply revert the last cap-speed, make the small ammo packs on haunter and mid bigger and you're pretty much there.
A spawn time change of 10 to 20 seconds is too much in my opinion, it could completely disincentivize taking any risk when in possession of the enemy spire because you are so sure to lose it. I think the stalemating on last will improve significantly with a better cap speed as pushes will actually succeed again, but if deemed necessary I'm pretty sure a spawn timer change of 4-6 seconds would be sufficient.
AlexandrosHildreth
I meant Fully Charged EU not Pirate Radio, there have been several re-iterations of this name over the years. Look it up if you want it was Episode 20 I believe.
It's right in the beginning of Episode 20, just checked. Not commenting on its relevance, but Hildreth does have the correct episode.
Hildreth.. a week later I was giving you advice on how to promote the Swiss System on Pirate Radio, check the VOD out at the bits..
Again, not Pirate Radio. They are different shows, controlled and created by different people. Fully Charged is controlled by TFTV, anything done there has nothing to do with Pirate Radio (apart from overlapping as guests), and we definitely don't want to be associated with this ridiculous drama. Ironically, ridiculous drama was Pirate Radio's "thing", so that's saying something!
Definitely had nothing to do with pirate radio. Over two years shy of the mark.
Episode 3: S26 Awards and S27 preseason
https://youtu.be/IR-8a3wf4eY
It's possible I miss read, but the rest still stands. I don't think anyone's arguing what's been proven so far, there's been no matches so it's impossible to prove anything. It doesn't take a genius to see which teams are likely to fix their mistakes quickly though and compete at a better level.