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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#96 ESEA Season 23 Whitelist in TF2 General Discussion

buff banners not even remotely comparable to jarate lol. Its much less consistent, you lose gunboats, and you spend five seconds announcing it to the other team whenever you plan to use it.

I wouldnt even call it poorly designed unlike pretty much every other source of minicrits. If it was stronger/built faster then it could be a viable choice for breaking stalemates which is something tf2 could probably use more of if the whitelist were to get looser.

posted about 7 years ago
#9 Class details on the new Quake game in Other Games
moves at a faster pace than the other champions and can phase to nearby locations, becoming temporarily invincible

and here i thought the wallhack guy was gonna be op

posted about 7 years ago
#72 Heavy & Pyro: How could they be changed? in TF2 General Discussion

no but its very unlikely theyll do that because valve probably wants to retain some established identity for classes/weapons.

airblasts stun is just one of the countless things that make pyro trivially easy to use, which is a huge problem because it means they cant adequately buff him without making pubs hell for low level players.

posted about 7 years ago
#24 Medic class unpopular? in TF2 General Discussion
bearodactylThe only real issue I see is a lack in diversity in weapon selection. Ever since the crossbow got passive reload nearly every medic has used it, and kritz is situational to the point that most lower level teams don't know how to play around it correctly.

interestingly enough, the ability to pickup weapons off of bodies could've been great for the kritz since it wouldn't force people to stick with it to maintain as good of an uber advantage. its a shame they fucked up the initial implementation.

posted about 7 years ago
#48 Demoman Detonation Delay in TF2 General Discussion

oh yeah im seeing that now. the window for the pipe delay is definitely a lot tighter than it is for melee it seems. the fact it makes a difference is even more absurd though.

posted about 7 years ago
#46 Demoman Detonation Delay in TF2 General Discussion

there may be some other settings that impact this. I just tested the same things as in the video and didn't experience a delay when switching from stickies to pipes.

i got the same results for switching to and swinging a melee weapon (as well as a clear increase in overall arm time when mashing right click while switching to melee), but unlike the video, I had no excess delay when switching to pipes while detonating stickies.

posted about 7 years ago
#64 Heavy & Pyro: How could they be changed? in TF2 General Discussion

yeah it probably wouldnt be particularly overpowered, its just that for most people heavy isnt very fun and allowing the sandwich makes the most stalematey part of tf2 even more stalematey by buffing the defenders more.

posted about 7 years ago
#39 Heavy & Pyro: How could they be changed? in TF2 General Discussion
HAJohnnyFor those saying to tighten the spread of the flamethrower, do note that a standing pyro's flames are about as tight as they get in terms of spread, until the tip of the flames. To narrow that, Valve would have to make the boxes themselves smaller, which is an interesting idea. Otherwise, they could reduce or remove the random horizontal velocity changes that each entity has every tick which would be appreciated as well.

Well another way to approach the accuracy of the weapon would be to increase projectile speed but reduce projectile lifetime, so that theres less room for error when aiming

posted about 7 years ago
#37 Heavy & Pyro: How could they be changed? in TF2 General Discussion

making both more aim intensive would be a plus. tighter spread comes with a naturally higher DPS at all ranges and increased skill reqs which they really need if valve wants to buff them without making pubs a hellhole for the normies. pyro in particular really deserved more reliable damage output but his low skill floor makes him hard to buff without reprocussions.

id really like to see the knockback reduced on aerial targets with the heavys minigun. GRU should have a passive downside instead of an active one. natascha should be reworked, but if they insist on a slowdown effect then it should at least have a minimum damage requirement before applying it. sandwich alt fire should be nerfed.

pyros airblast stun is dumb. a more accurate flamethrower with better range and more reliable damage would be great. reserve shooter should be reworked (really minicrits probably deserve a nerf in their own right). buff det jumping.

posted about 7 years ago
#36 Shit that shouldn't happen in matchmaking in TF2 General Discussion

i stopped playing after one last night and the last one didn't show up in history until a couple minutes after it had ended.

posted about 7 years ago
#557 broeselhud_blue in Customization

for anyone who wants a temporary fix for the time being:

first, make a file in the HUD's main folder (for me it's broeselhud_blue-master) titled info.vdf, and inside write

"broeselhud_blue-master" { "ui_version" "1" }

(change broeselhud_blue-master to whatever your hud folder is if need be)

then delete resource/gamemenu, resource/ui/mainmenuoverride, resource/ui/streamlistpanel, and resource/ui/streampanel

this should make the hud functional with the exception of using the default main menu. so far ive had no issues in either community servers or competitive MM.

posted about 7 years ago
#236 TF2 Blog: "The Meet Your Match Update is Coming" in TF2 General Discussion
kirbyThis makes me wonder: Was the War! update just to see who gets their update/unlocks first, or were Valve actually thinking of giving Demo the gunboats if he had won?

they had total control over who got the gunboats because of the art contest so it was probably solly's from the beginning.

posted about 7 years ago
#207 TF2 Blog: "The Meet Your Match Update is Coming" in TF2 General Discussion

on one hand heavy has a bigger impact in a whitelist-free meta, but hes not really broken at his core and could pretty easily be fine with some unlock tweaks.

on the other, pyros only huge problem is the reserve shooter. and hes pretty much straight garbage for anything but being a pest and stalling ubers otherwise. im pretty okay with him being trash, but hes in this unfortunate spot of being both underpowered and really annoying; and if valve wants to insist on improving the viability of the underused classes before really supporting the comp scene then id prefer pyro got a serious rework before they got started on that.

current meta could easily be preserved with a whitelist/class limits so i dont think people should worry too much about how it may affect 6s right now.

posted about 7 years ago
#2 interp won't change in Customization

There are basically two interpolation values. One is cl_interp and the other is cl_interp_ratio/cl_updaterate. The game always uses whichever is bigger.

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

yeah but if moving to no whitelist is valve's end goal for competitive, and valve has any intention to support the competitive scene, then its prudent to at least entertain their ideas in the short term.

like if valve hosted a few tournaments with a decent prize pot and a shitty ass ruleset, and players abused the shit out of certain unlocks or a lack of class limits and demonstrated the problems in actual matches, then there'd be far more support for changes towards what we expect for 6s anyway.

posted about 7 years ago
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