Kav
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SteamID64 76561198010666105
SteamID3 [U:1:50400377]
SteamID32 STEAM_0:1:25200188
Country United States
Signed Up November 17, 2015
Last Posted November 17, 2018 at 11:06 AM
Posts 226 (0.1 per day)
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#7 About the pyro update in TF2 General Discussion

i want

change phlog alt fire to stored railgun shots

posted about 7 years ago
#148 The State of TF2, Post-Valve Meetings in TF2 General Discussion

A lot of people just conplained about stopwatch because the queue times were atrocius at MyMs release. And with everyone being considered "equal" with the new ranking system, matches were already really one-sided (they still are), and half the map basically wasnt being played every other game. and a lot of people felt that, despite having effectively won, they still wanted to play out the match just for its own sake.

posted about 7 years ago
#144 The State of TF2, Post-Valve Meetings in TF2 General Discussion

cuz they take fucking ages to build and you alert the enemies when youre committing to it

i think that the backup definitely has the most pushing potential but 600 damage is a lot

posted about 7 years ago
#723 unpopular tf2 opinions in TF2 General Discussion
swagmachineKavThe soldier's whip is a great idea because it lets new players get to mid faster than walking without knowing the rollouts

its just too fast though

Edit: and should be something people can grow out if i mean

figuring out the fastest way from a to b isnt exactly rocket science.

Sure but some rollouts (mainly for demo) are really challenging for newer players and theres not much they can do besides grinding it for hours.

i guess i should clarify that i meant this more for like matchmaking levels of players. where i think the wep would be fine if it was rebalanced as a stepping-stone tool rather than something thats particularly viable for rollouts once a players jumps were good. Like eventually theyll pick up how it works from seeing teammates roll out, but unless valve adds a jump/rollout tutorial there isnt really an "in-between."

like if it was slow enough that you couldnt viably carry heavy to mid then itd also be slow enough that a person with shit jumps would be slower than someone with a half-decent rollout. and i think thats ok for some things so long as higher skill options stay notably stronger.

posted about 7 years ago
#720 unpopular tf2 opinions in TF2 General Discussion

The soldier's whip is a great idea because it lets new players get to mid faster than walking without knowing the rollouts

its just too fast though

Edit: and should be something people can grow out if i mean

posted about 7 years ago
#32 The State of TF2, Post-Valve Meetings in TF2 General Discussion

MMs release struck out to me as having a deliberately lenient ruleset so they could adjust things from a blank slate. not that they should really need it, but at the time of release you had 3 different major 6s leagues which all had different banlists so from an outsider perspective it looks like people cant decide on what is acceptable or not. a lot of the weapon changes made with MyM were in the right direction even, just so minor that they didnt really make much of a difference outside of a few changes.

really the biggest issue is how long it takes though. im sure plenty of MM data is fucked with how poor the ranking system is in the first place. id rather not wait for major content patches for changes to go through.

posted about 7 years ago
#23 The State of TF2, Post-Valve Meetings in TF2 General Discussion
consumonnNakadaMR_SLINNakadafor #2 I think a class limit of 2 works for most classes but not demo, medic and maybe heavy. Does it seem like valve can acknowledge this and make those classes have limits of 1 or will all classes have the same limitsI think step 1 is to figure out how many players need to be in the server. 12 seems like a decent number, but there's still some doubt (i.e. Sigafoo is hosting a 14 player per server tournament). Once the server size is determined, you can balance the classes so that you don't need class limits of 2 for some classes and class limits of 1 for others.

Remember that arbitrary class limits and weapon banlists are something that we came up with because we have no direct control over the game. The developers can always solve this with proper class balancing.

Could we balance the game to the point that the concept of generalists and specialists is mostly gone? Like maybe demo and scout just become average classes instead of god tier, and then we can see if 1 class limits for some classes are still needed
Why though? The concept of generalists and specialists is a really good thing.

it is, but the issue (from a popularity standpoint at least) is that a lot of players develop a strong affinity for a particular class. it doesnt matter to most competitive players, but it does create a lot of animosity in the community as anyone can see.

i think that it would be good if valve were to do more stuff like the gunslinger, in that a specialist class can become more generalist, but in return loses some of the strength as a specialist. (not that gunslinger was designed particularly well itself but the concept is obvious there).

Additionally, making some of the mechanically simpler classes have more challenging aim/movement abilities would make them more fun to the existing 6s community and people could be comfortable if they were best-in-slot for a particular role.

posted about 7 years ago
#247 Updating cp_snakewater in Map Discussion

they could say no and actually look into the situation to see if theres any legal issues but valve is as hands off as they come with their community

posted about 7 years ago
#46 Scout movement nerd essay lmao in TF2 General Discussion

gracias, señor fapn

posted about 7 years ago
#168 sigafoo's Challenge Cup in TF2 General Discussion
sigafooApologies for the switch up, but I'm pressing on. Besides the class / team changes, everything is pretty much the same. I did some play testing of this last night and it actually played fairly smoothly on payload and koth. Obviously it's experimental, but I'm looking forward to it :).

the thing is, it could easily play fine, its just that its a pain in the ass to get into now.

like, there are tons of 6s teams that exist that are willing to play this for its own sake. and there are even others who've put together 6s teams just to play it. Now everyone who was planning to go into this needs to find a 7th teammate; which not only makes it more difficult to even enter, but also makes it more difficult for people to find groups to practice against as well.

posted about 7 years ago
#151 sigafoo's Challenge Cup in TF2 General Discussion
rocketslaysigafoo just announced on his stream that it's now 7v7 with classlimit 1 on all classes?

WHAT

THE

FUCK

i understand changing the ruleset at a whim since he said he might, but changing team sizes is just gonna fuck with a lot of teams planning to play this

posted about 7 years ago
#10 I've compiled a list of all the UP weapons in TF2 General Discussion

how can dps over time possibly be higher if it has both a larger clip and less damage per clip than stock

the only things is has on stock are being able to hit closer to targets and range but that really doesnt make up for the lower dps in my experience

posted about 7 years ago
#39 Spudd and alle config in The Dumpster

Some people like to overload with scripts for speed or comfort. But yeah once youve gone through a few, you pretty much cover everything. Settings are all performance/preference oriented and scripts havent been deep since the wait command was disabled.

posted about 7 years ago
#101 Made a list of all OP weapons I can think of in TF2 General Discussion

the reduced overheal you mentioned was a better idea because it still keeps the flavor (doesnt just replace backstab immunity with gunspy weakness) but forces the med to heal the sniper way more often to keep him healthy enough for sniper duels.

Crit vuln would work better on DDS imo since then youd get a general resistance to spam and bodyshots, but a weakness to good snipers and other crit stuff (if the vuln was high enough at least).

posted about 7 years ago
#4 System of a Down is returning in 2017 in Music, Movies, TV

if they make it anywhere near me in the future, sure. none of these though.

posted about 7 years ago
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