MochaSukha
Account Details
SteamID64 76561198073174991
SteamID3 [U:1:112909263]
SteamID32 STEAM_0:1:56454631
Country United States
Signed Up December 28, 2016
Last Posted April 17, 2019 at 8:59 PM
Posts 196 (0.1 per day)
Game Settings
In-game Sensitivity I
Windows Sensitivity PLAY
Raw Input  
DPI
ON
Resolution
A
Refresh Rate
LAPTOP
Hardware Peripherals
Mouse LOL
Keyboard I
Mousepad HAVE
Headphones NO
Monitor MOUSE
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#71 Rewind meme thread in TF2 General Discussion

https://clips.twitch.tv/esportsarena/GleamingDuckRaccAttack

posted about 4 years ago
#1 Oasis mod permanent home in The Dumpster

For anyone interested, permanent updates will be listed here

https://forums.alliedmods.net/showthread.php?t=292946

posted about 4 years ago
#68 Oasis 6's mod in Projects

This'll be my last post. once again, if anyone wants to help out with this feel free to contact me.

lock it

posted about 4 years ago
#64 Oasis 6's mod in Projects

i get it, im just saying

posted about 4 years ago
#62 Oasis 6's mod in Projects

If i ever got to present a finalized version on this to the higher-ups in comp, or even if they discussed it, that would be amazing. who knows how long it would take though.

posted about 4 years ago
#59 Oasis 6's mod in Projects

I see that a lot of people dont like it, which is why instead of having it as an open project ill just have it as a private project that is available for volunteers. I knew the project was gonna start off a bit rough, i posted it because i wanted to hear some thoughts on what i would need to do to make it work/playable/balance the gameplay

posted about 4 years ago
#55 Oasis 6's mod in Projects

I've decided to make this mod more of a personal project.

if anyone would like to help out, feel free to add me on steam here
http://steamcommunity.com/profiles/76561198073174991/

posted about 4 years ago
#45 Oasis 6's mod in Projects

alright guys, chill and listen

i posted this in projects because im already taking steps to make it. when the mod is made, you will not be forced to play it. it may not even become the new meta. its users choice

posted about 4 years ago
#43 Oasis 6's mod in Projects
Ieeok bud you make the mod we will play it

thank you, stay tuned for updates on progress!!

posted about 4 years ago
#42 Oasis 6's mod in Projects
Iggynaciothis would take us so far away from valve's sixes as well, it would legitimately be a lose-lose situation

i feel like valve wants us to play sixes with all weps, so this is a step that i feel is in the right direction. this gamemode will at least be a step toward intergrating 6's into the comp that valve might already be testing out with the 6's in the mym update

posted about 4 years ago
#28 Oasis 6's mod in Projects
DoughyWhere is edit 1, 2 and 3?

i removed those, but if people want to-re read them ill repost them

posted about 4 years ago
#27 Oasis 6's mod in Projects
DirtyMortMochaSukhaEdit 4: How about we just take the slow-mo from freak fortress (inspired by killing floor) and use that to implement item changes during fightsWHAT ON EARTH ARE YOU TALKING ABOUT

if you've ever played freak fortress, whenever you kill certain bosses with multiple lives the game goes into slo-motion while the boss transitions into his other life. its the same as in the game killing floor. (ill post links a bit later)

posted about 4 years ago
#26 Oasis 6's mod in Projects
marmadukeGRYLLSThis idea seems confusing as fuck and far worse than playing vanilla or with every unlock allowed.

let me know if i can clear up anything for you, im here to help

posted about 4 years ago
#25 Oasis 6's mod in Projects
atlas_Stop.
Show Content
EDIT: Also, you keep emphasizing about how the game mode is to be able to have a counter weapon to another counter in play, and you still included a whitelist at the end. I miss the point.

the whitelist would for just in case these items do end up slowing the game/round to a standstill. but even then i would still like to find a way to put them in play

posted about 4 years ago
#1 Oasis 6's mod in Projects

I originally posted this in general, but spam/derailment/nsfw got my thread locked. so ill continue the discussion here. Here's a better version of what i posted:

Hear me out here, i think this might work.

Valve has this thing in their in-game store where you tryout a weapon before you buy it. it puts a time limit on the item and when the timer is up the item disappears in game. what if this was applied for 6's? i suggest that instead of banning weapons, we implement a plugin for an in game timer on unfavorable items. that way they both get to be playable but not to the extent of a standstill game. Not only will this eliminate white-lists, but this will allow for fair play and fair use of all items in a proper manner and also less spamming one item for an eternity of a match.

Something like this: each round all items are allowed, but items that are banned in the current white-lists have a set time limit on them. after said limit is up, the item becomes unusable and is no longer allowed for that round. (time limit debatable, but enough so that it wont be in for the entire round) this formula is applied for every round until the round is over, and then it resets.

i.m.o i feel like every weapon can be countered, and in a fast paced game like 6's i feel like the game isnt being played to its full potential. if a guy comes with the cow mangler to a sentry, that doesnt make the sentry op and it doesnt make the manger bad. its just a bad play and the team/player deserved to be punished for it. this will ultimately put team to the test on their playstyles, their roles, and their teamwork. which is what comp is all about.
better players being better at the game in all aspects, no matter what. pushing every possible option to the limit. i also feel like valve wants all aspect of the game to be balanced both for all forms of comp and casual. and the best way for us to do that is to show them what we can do with what we already have. id love to hear thoughts on this :D all are welcome.

After much thinking ive decided to rework this idea into different gamemodes of the users choice. i call this
The oasis

HAVEN: On the third round of a match, whitelist restrictions are lifted for the entire round. after the round is over, whitelist restrictions will be re-applied for the remainder of the match. this will only last for 1 round
SANDSTORM: At random periods throughout a match/round, a few random items from the whitelist will be unrestricted for a short period of time. after the time is up, those items will go back to being whitelisted until it is time for a new set of items to be unrestricted. this will last the entire round/match
OASIS DAWN: The beginning of a round/match temporarily lifts whitelist restrictions. these restrictions are then gradually added back over a set time period until the standard whitelist is applied again. this will only last the beginning of a round/match
OASIS DUSK: Towards the end of round/match time, whitelist restrictions are lifted momentarily and then re-applied after a short period of time. this will only last for enough time for 1 push and will only be done once

For these gamemodes, the only weapons that can maybe sit this out (or be used only once) because they might put the game at a standstill are: (both jumper weps) crit a cola, mad milk, jarate, bonk, natasha, vita saw, bazarr bargain, sydney sleeper, razerback, whip, gru, wrangler (maybe the rescue ranger and the vaccinator) just to be fair (more items can be discussed) but at the least id like to have it where if one item is in play, so is the weapon that can counter it
Edit 4: How about we just take the slow-mo from freak fortress (inspired by killing floor) and use that to implement item changes during fights

I dont have much experience with coding, but im currently learning sourcepawn 1.7 to go ahead and get started on this. feel free to discuss anything that could go into tweaking, improvements, or making this happen. all are welcome to help

Edit: here are a the past draft points for the old thread
1: The first or last 2 rounds of a match could be an item free for all, balancing a game for both tactical and open play

2: The first few mins of a match or round could start out with all items then gradually shift to whitelist standards in a reasonable time period

3: For every round you get maybe 2-3 times to use an item that isnt whitelisted (death and resubs can apply, its debatable)

Edit: I've decided to make this mod more of a personal project.

if anyone would like to help out, feel free to add me on steam here
http://steamcommunity.com/profiles/76561198073174991/

posted about 4 years ago
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