MR_SLIN
Account Details
SteamID64 76561197980196963
SteamID3 [U:1:19931235]
SteamID32 STEAM_0:1:9965617
Country United States
Signed Up July 21, 2012
Last Posted September 22, 2024 at 3:50 AM
Posts 3983 (0.8 per day)
Game Settings
In-game Sensitivity 2.133
Windows Sensitivity 6/11
Raw Input 1
DPI
1600
Resolution
1920x1080
Refresh Rate
144hz
Hardware Peripherals
Mouse Zowie FK1
Keyboard Filco Ninja Majestouch-2 (Cherry MX Reds)
Mousepad Steelseries QcK+
Headphones Sennheiser IE 80
Monitor BenQ XL2730Z
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#26 Slin talks whitelist, atomizer and base jumper ban in TF2 General Discussion

@clckwrk I don't think that's a very fair assessment of the situation. I agree with you that the game was previously designed for casual gameplay but it's clear to me that they're coming around to the idea of competitive play ever since they developed 6v6 matchmaking and started balancing the game differently. The balance changes that were released in the last two major patches were largely beneficial for 6v6 gameplay and I think that we'll continue to see the game being iterated upon in the future.

posted about 9 years ago
#3 Invite Database - Season 22 Update Complete in TF2 General Discussion

how is b4nny not on the all-time matches played list?

posted about 9 years ago
#50 Advice for your new-to-competitive self in TF2 General Discussion

don't burn bridges, the community is way too small for that

posted about 9 years ago
#2 rekuso lft in Recruitment (looking for team)

rekusoooooo

posted about 9 years ago
#12 marmaloo lft High IM in Recruitment (looking for team)

Talented, passionate, dedicated.

posted about 9 years ago
#33 What are your weird in game habits/behaviour? in TF2 General Discussion

I know it's not in-game but I wash my hands before every important game

posted about 9 years ago
#74 Ways to discourage stalemating in 5cp in TF2 General Discussion

It's a bit counter intuitive but if you give teams more buffs it actually discourages pushing.

We saw this happen when the quick fix was allowed in 6s. People thought that getting more ubers more often would encourage pushing, but all it did was result in more stalemates since teams got uber faster and you couldn't do as much dry pushing.

Right now backpacks actually encourage you to stalemate because you're not supposed to push until your buff is charged.

posted about 9 years ago
#65 Coach to i58 maybe unfair? in TF2 General Discussion

All I'm saying is, sure people might suck at using coaches right now but who's to say that they can't be better utilized in the future? Coaching and in-game comms could get organized to the point where it actually is a huge advantage, and I'd rather not head down that road.

Let's just kill in-game coaching right now to save us the hassle. We're already seeing similar things happening in other esports, and that's because the developers want the experience that you and I have in matchmaking to be the same as the experience that pro players have on stage. These games are about which team can field the best 5/6 players not 6+coach.

posted about 9 years ago
#51 Coach to i58 maybe unfair? in TF2 General Discussion

Agreed, it does create an unfair advantage for teams that can afford to fly a 7th player to the event.

posted about 9 years ago
#75 Will 20b make a return for s23? in TF2 General Discussion

8:31 PM - 20b le epic taco: slin killed 20b

posted about 9 years ago
#19 History of TF2 prize money in TF2 General Discussion

So basically ESEA has the majority of the scene's prize pool since the beginning. Not surprising, but it does make me wish that their EU endeavor went over better with the community as there would likely have been even more prize money in the scene as a result.

posted about 9 years ago
#86 Everyone thank the production team ITT in TF2 General Discussion

Really enjoyed the cast guys! Thanks for putting it on.

posted about 9 years ago
#49 Ways to discourage stalemating in 5cp in TF2 General Discussion

Also watching i58 now I'm realizing a huge problem is that the shot clock timer is 1/3 of the map timer. All you do is go up 2-0 in thr first 8 minutes of play and after that you watch 22 minutes of stalemating and playing the clock :/

Sure the team deserves the win because they had to go up 2-0 in the first place but the clock favors the winning team too much and there's minimal opportunity for counterplay.

posted about 9 years ago
#48 Ways to discourage stalemating in 5cp in TF2 General Discussion

@darknecrid you can't give more incentives to the pushing team because the problem with 5cp is that the team with advantage/initiative can literally choose to not use it for 10 minutes in the current format, forcing a stalemate. The only solution to this problem is to reward the team that caps the point with initiative for a short amount of time, and then if nothing happens transfer initiative to the other team.

An example of this would be in the current system:
1) froyo caps middle and now has respawn advantage via forward respawns. They have 90 seconds to capture 4th point.
2a) they cap 4th and the 90 second timer starts again OR
2b) If no capture point capture occurs in 90 seconds then froyo loses the forward spawn and now the forward spawn opens up for crowns, who were on their 2nd point.

This system is still a bit flawed but I'm just brainstorming.

posted about 9 years ago
#44 Ways to discourage stalemating in 5cp in TF2 General Discussion

I think that even if you change the shape of the maps the basic premise of the game is flawed. Many people in the community have discussed this at length but if you make it super easy to do something that doesn't FORCE them to do it. A shot clock in basketball is what forces you to shoot the ball, not the fact that the basket is a little bit lower or that there's less defenders on the opposing team.

I think the developers would have to put some mechanic in the game that causes some kind of forced power shift if you don't push but I'm worried that it may be confusing. I think Riot Games did a great job with league where they added dragons that give you a temporary buff as a neutral objective. This forces teams to push out of their base and contest the neutral objective or face a team that is gaining buffs the longer the game goes on. We should be thinking in this way but ultimately this change would have to be made by the game developers.

posted about 9 years ago
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