Menachem
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SteamID64 76561198041226420
SteamID3 [U:1:80960692]
SteamID32 STEAM_0:0:40480346
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Signed Up October 31, 2015
Last Posted May 7, 2023 at 9:11 PM
Posts 1183 (0.4 per day)
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#34 LF Miracle logs in TF2 General Discussion
niverihttp://logs.tf/427186#76561197964091198

wow das alotta sentries

posted about 7 years ago
#30 cp_coilblaze (5cp) in Map Discussion
HyceDropdown into last is hilarious IMO.

hilarious in a good way imo. its not that hard to watch and is just the most blatant flank route, it's great

Hyceimproved version of warmfront.

Improved, but still, you know, warmfront mid, and it keeps warmfront's biggest problem with the big ass house that makes it downright impossible to see what's happening unless you fully commit. In fact the little area under the house might have made that even worse by offering more areas to hide in without having any other incentive to go down there, like a small pack.

This mid somehow strikes this really unpleasant balance between too open and too cramped. There's a lot of physical space, lots of good ways to bomb, and 3 entrances into the mid that are all extremely spaced out from each other but lead into the same areas. On medic, I got killed by easy flanks multiple times as my team attempted to push and I was nearly always left with only one or two of my teammates nearby to protect me as everyone else was forced to spread out in the post fight, trying to lock down chokes, finish off kills, or just get confused on the other side of the house. A scout would go to the other side of the map and get behind us unseen (or forgotten, since the midfights tended to last forever), a soldier would bomb, and I basically got caught between a rock and a hard place nearly every mid once the other team figured this combo out. Between not being able to see what was happening due to the house, the endless flanks, the cramped (if numerous) entrances, and many easy routes for solly bombs, mids started being more about making sure my team killed their med than actually surviving it myself.

As I wrote this out, I changed my mind. Warmfront mid is actually better. At least in warmfront a) it's koth and b) it's cramped enough to force teams to either commit or GTFO. This Kalinka mid is just awful.

I liked a few individual bits. The little ledge above 2nd is fun to play around with. The high ground on last was interesting, especially since it's so accessible to the attackers. But some elements are literally broken. For one, the spawns--plus, I swear on my life the shutter from 2nd to lobby was opened by a ghost a few times, and someone said something about that same shutter refusing to open. Many other parts are simply unfun to play, and by the time I got to my 3rd game on this map today I was considering just asking to be subbed out.

posted about 7 years ago
#74 Mapchamp by Champ.gg in TF2 General Discussion

bagel must never leave the rotation until its in the esea pool. people must know how good it is.

on the flip side i played kalinka like 3 times, and uh, not a fan, to say the least. so many flanks, and a ridiculously open mid with the ridiculous coldfront house on it. it was pain

posted about 7 years ago
#81 cp_cardinal (5CP) in Map Discussion

This lamp post collides with rockets and pipes and shit. I strongly feel it should not.

posted about 7 years ago
#13 Revamp the Introduction for New Players in TF2 General Discussion
wolsneWhy does this thread exist once a month

cuz the game really needs it, like holy shit

posted about 7 years ago
#44 Mapchamp by Champ.gg in TF2 General Discussion
TmbrAre you guys thinking of trying granary pro rc5? some pretty decent sized changes were made and this seems like a good way to get some quick feedback

Also hoping it's possible to get tfcl_a10 in there, it looks like the worst of the sniper sightlines have been corrected. Really wanna hear more people bitch about pl

posted about 7 years ago
#3 thumping noises downstairs in Off Topic

my heater used to do that

jk it a sp00ky gh0s

posted about 7 years ago
#17 pl_tapline in Map Discussion

I still think these sightlines are kinda silly, but the only one I think is totally unacceptable is this one, which forces red to either play the initial defense without heals or just hold insanely passively.

posted about 7 years ago
#254 cp_granary_pro in Map Discussion

Love the new garage, even if it does look kinda wonky. But was nerfing sniper on last really a good idea? It's such a stalematey part of the map anyway; sniper's one of the best ways to break it for either side.

posted about 7 years ago
#39 VNN DRiller Interview in TF2 General Discussion
DoctorMiggy1. Non Stock Skins are happening

wait what am i missing here? isn't every skin that's already out for the stock weapons?

good lord i get it nvm

posted about 7 years ago
#11 pl_tapline in Map Discussion

I think removing it would be bad; I'd lose my mind if we had to keep walking all the way along the tracks to get to the cart with every death. My problem with that forward spawn door is that it's in the view of one of the many long sniper sightlines that can be held with little consequence. I'd prefer that the spawn completely moved, maybe just northwest of the b point in that overhead picture, under the bridge?

Otherwise, consider offering more than one forward spawn door. One forward door isn't an issue in 5cp since if your door is getting camped you just have to wait for the enemy team to cap and then backspawn, but here with the enemy team presumably holding as forward as possible the attackers just have to risk opening the door and dying to stickies. Or they could give up on the forward, waste a shitload of time walking all the way back around along the tracks, and then immediately die to the sniper who spent the time setting up in that area in the bottom right corner.

posted about 7 years ago
#9 pl_tapline in Map Discussion

from when i played it on mapchamp, I really hate some of these sniper sightlines, especially with the lack of flank routes to go fix the sniper problem. Defending first especially, I find myself trying to play heals forward on the tracks and not in the enclosed hallway, and then their team pushes and has a sniper sightline into the hallway and our med is fucked.

There are a few other crazy sightlines too but the BIG PROBLEM I have is that ubered players can't stop the cart. Some real shenanigans right there, ubering in to stop the cart only to find you've actually just fucked yourself, especially on last.

Also put some random objects around the map. i appreciate not wanting to put textures in until the layout is finalized but everything is so bland, callouts are fucking impossible right now

posted about 7 years ago
#8 caption this picture in Off Topic

drrsprrts

posted about 7 years ago
#123 Invite players in Open? in TF2 General Discussion
wrecheddddd lmao

this post is pretty lmao xd but dont even pretend like the only reason your team fucks around is because people do shit like trying to .ffw when your players show up late. I'm remembering the game my team played against yours last season, where you guys agreed to play 5v6 without any .ffw shenanigans at all, afaik the time just came around and you all .readied on the dot. Then once we picked up a few rounds you paused and unpaused several times without warning so you could get a 6th and actually give us something interesting to play. Yea we woulda gotten 5-0'd if you'd just played the game properly from the start, but that would have been way better than making us suffer through multiple rounds of exploiting situations that would not exist versus any real team, playing against weird offclasses, and generally just making us waste our time. Honestly after the first few minutes I feel like I should have asked my teammates if we could just leave, find a scrim, and actually do something worthwhile that night. I don't understand why it's okay to completely waste the match time of new players like that. Sure scrims are useful, but matches are where the pressure is actually on, there's a scoreboard that everyone sees as opposed to the half second of happiness you get winning a scrim, and you get to see how your team performs in an environment where things actually (semi)matter.

Is the actual incentive for this bullshit the prize money??? i mean fuck its really not that much. if you are really just playing for fun, why is esea the answer? why not organize scrims once or twice a week, or just play ugc?

posted about 7 years ago
#45 Invite players in Open? in TF2 General Discussion
mhonestly at this point i envy u because i dont have the ability to spend 18 hours a day lying to myself that im some special snowflake whos underappreciated thats gotta be a real enjoyable way to live

jesus christ this is next level projection, i sure wish i was as skilled at tf2 as you are

eeewhat's the difference between an invite sandbag and the #3 team in open when it comes to everyone who isn't on the #2nd~5th team?

you're gonna get demolished either way but now u just look bitter

it's not about whether you lose or not, it's about getting to learn anything during that loss. If you're getting 5-0'd by an open team they might be a bit better than you at dm, maybe they played a season or two together and are just better at playing as a unit but you can easily see what you did wrong and improve. you get 5-0'd by a sandbag team and even assuming they didn't just bm you the entire game, all you're going to see is that they hit nearly every shot, wow that sure is helpful for me trying to get better

posted about 7 years ago
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