Pheaa
Account Details
SteamID64 76561197995723404
SteamID3 [U:1:35457676]
SteamID32 STEAM_0:0:17728838
Country United Kingdom
Signed Up December 22, 2013
Last Posted January 7, 2024 at 1:16 PM
Posts 61 (0 per day)
Game Settings
In-game Sensitivity 0.63
Windows Sensitivity 1
Raw Input 1
DPI
3200
Resolution
1920 x 1080
Refresh Rate
 
Hardware Peripherals
Mouse Steelseries Kinzu V2
Keyboard Steelseries 6GV2
Mousepad Warps old one lel
Headphones Steelseries 5HV2
Monitor BENQ that 144Hz yolo one
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#102 Sponsored prem player refuse to pay back lost item in TF2 General Discussion
superherotf2Lol what a cheap ass item idk who's sadder the guy crying about it or the guy who has to scam to get it

Give me $100 dollars or you're a fucking poor

posted 3 months ago
#9 Esperanto should be the language of EU competitive in The Dumpster

the zaza got him speaking esperanto

posted 4 months ago
#29 cp_subbase (5cp) in Map Discussion

So first off before I say anything I've played the map once in a rahpug so take this with a grain of salt.

Really enjoyed the general flow of the map, the points/connections are obviously very inspired by existing maps but that doesn't take away from them at all. Honestly I feel like the kinks will work themselves out as you work on the map but here we go anyways. I'm gonna try not to make suggestions on what changes to make, just things I've noticed about general areas I don't think are quite there yet.

I'll start off with the least nit-picky. The last has too much going on and it doesn't do any of it that well. It's like you can't decide if you want a small last where it's all about point play (low cap time and dropdown) or a large last where you can bait the cap and play slower (open cap point and the banana entrance). I feel like it's gonna be really hard to balance if you wanna keep all of the features on the last right now.

The second points cap area is very large and exposed, I don't know what benefit this has other than it's different. The lack of cover makes me think that you want people to spam the point to contest, cause jumping into someone on high ground with nothing to break sightlines is a death sentence. But then the area is huge so spam can be avoided while still playing the point. Just feels like there could be more to play around than there is currently, I don't think it would take a big change to totally flip how I feel about this point but atm it's not quite there.

Bit more nit picky now.

The scale of the map is just a little bit off, very hard to quantify. Things just feel a little too far away sometimes. Similarly, some doors feel too high, less of a gameplay problem more of an aesthetic thing. Can make the characters look like toys.

The flank between mid and last lobby is really nice, my only worry would be that it becomes too easy to get a player into lobby and then roamers have to play staring at a shutter door. I feel like the flank will just be much more interesting if you need to like rotate players into that room to help get someone behind, if it's easy then it's just gonna make 1 defending players life a misery. I don't know if it's too easy now, I just think it's gonna need to be refined as you go but you probably know this

Choke on 2nd is a little wonky, I understand it's technically quite open but it's just a bit off. It's longer than it is wide which makes it feel very awkward, like you're in a tall tunnel.

Most nit-picky thing would be that some of the jumps that are clearly required to manoeuvre the map are a bit uncomfortable. For example the pipes on last that you are meant to jump over to get into lobby can't be done without crouch jumping. Fair enough having jumps you're aware of that are intended to be done with a crouch jump but if it's a major way of getting though the map you should be able to do it with just a normal jump, even on heavy. This goes for the jump on mid too, can't be done without crouch jump on heavy but can be done with. Doesn't feel like you're actively stopping players from jumping onto the crates so may as well make the jump effortless. It will help with dialling in the scale of the map too.

Sorry for the nerd essay, hopefully this can be of some use. GL with the map.

posted about a year ago
#68 iron bomber fix when? in TF2 General Discussion
Starkiei did some rough testing about the size of the hitbox and the numbers i got was the iron bomber gives you a 3-4% wider hitbox in terms of angle from around medium range. honestly i think the real reason you hit more with the iron bomber is that its much harder to see the projectiles so theyre a lot harder to dodge

Sorry 3% is a real measurable difference and is actually the only reason scouts ever die to the iron bomber so it needs to be banned.

posted about 2 years ago
#34 iron bomber fix when? in TF2 General Discussion

https://i.imgur.com/vn3i5j9.png

People genuinely think this is the pipes fault.

I would love for someone to create a plugin that checks if an iron bomber pipe that hit would have hit if it had the stock hitbox. I'd imagine it's like 95% of shots would have hit just the same on stock, if not more. Even if I'm wrong and it gives a tangible benefit, at least the people who are complaining would have data to back themselves up with.

posted about 2 years ago
#31 crypto in Off Topic
ZestyReal talk though, if you have a million dollars to spend on the rights to a picture of a monkey, consider spending it on an actual monkey. That way u have a monkey, which is way cooler.

My nan bought a monkey when she was 11 for 3 quid and took it home in a taxi. Better times.

posted about 2 years ago
#38 ETF2L Season 38 and Preseason Cup announced in News
MakPheaaImagine thinking that 4 fucking hammer units of size is what is making pipes hit you more often, the scout class moves 4 hammer units in literally 0.01 seconds
The horizontal axis isn't what matters it's the fact that an iron bomber pipe literally hits you before a stock pipe would (even if both are aimed straight at the guy and both are "fair" hits). It extends towards the player too and that's what makes it unfun and unfair to get hit by.

Pipes move at 1216 hammer units per second and iron bomber pipes extend 2 hammer units in front of stock. This means that iron bomber pipes hit 0.0016 seconds before stock. Which is an order of magnitude LESS impactful than the horizontal pipe size and I'm not even sure if the games tick system would even know the difference much less the person being hit.

What I'm saying is that the hitbox size is negligible compared to the impact of the size of the actual model being smaller. The iron bomber pipe model is roughly half the size of the stock pipes but stock pipes do fluctuate in size by spinning. Lets say the normal pipes are on average 1.5 times the size of iron bomber pipes. This means that if you see a stock pipe in the air you have 1.5 times the amount of time to dodge as you would with an iron bomber pipe. This translates to tenths of seconds less time to dodge as opposed to the hundredths and thousandths of seconds less caused by the hitbox.

posted about 3 years ago
#16 ETF2L Season 38 and Preseason Cup announced in News

Imagine thinking that 4 fucking hammer units of size is what is making pipes hit you more often, the scout class moves 4 hammer units in literally 0.01 seconds

posted about 3 years ago
#6 How do I get better dm as demo in TF2 General Discussion

You don't aim on demoman, you predict where your enemy is going and shoot there. I have never aimed at anyone in my entire damn life and I wont start now, just think about where the person you are shooting at is going and shoot there.

Whatever you do, do NOT aim on the demoman class.

posted about 3 years ago
#89 why dafuqwizat didn't cheat: in TF2 General Discussion
SpriteI literally work in security your shop analogy is bs lmao you have to be licensed for cameras and they have a right to know they're being recorded.

Like I said, the secrecy of it is what has caught my curiosity. You linked to a post from someone who isn't part of the AC team, why is he's your spokesperson? And you yourself didn't actually give a legitimate reason other than TrAnSpaReNcY iS BAd and referring to people who scrutinise you as "attention-seeking fanboys" You can't tell me you can prove that he's guilty and not then actually prove it. It doesn't work like that.

In all of the shops in my town with security cameras they have big circles painted on the ground to show where the cameras point just for the transparency of it, I mean it wouldn't be fair on the thieves if they didn't have blind spots to stand in right?

posted about 3 years ago
#10856 stream highlights in Videos

https://clips.twitch.tv/NurturingSincereHippoRiPepperonis

posted about 3 years ago
#15 Refresh: cp_process in Map Discussion

If you're going to make changes to a map, you need to specify why you are making the changes. You might think the reasoning is obvious or implicit within the change but it rarely is, I have no idea why you would want to make any of the changes that you have specified.

posted about 4 years ago
#16 cp_stitched in Map Discussion

Updated to a11a, been working on this every now and then thought it was time to actually update the thread.

posted about 4 years ago
#12 Top 10 TF2 plays - November 2019 in Videos

number 3 is literally just a fucking pyro holding m1 and spazzing his mouse the disrespect to alfie is fucking unreal LMAO

posted about 4 years ago
#1 Mumble broken, very weird bug in Q/A Help

I am not usually one to post for help on shit like this but it's fucking dire I have no idea what is going on. Mic is working perfectly fine in all other applications.

At some point a few days ago, while in mumble, my mic suddenly started behaving like it was broadcasting all of the time but at the same time no one in mumble could hear me. I can still hear everyone as normal.

I went through the audio wizard to try and see what was going on and when set to raw amplitude from input the bar would be blank as if it wasn't picking up noise but the indicator would be lit up as if it was. Moving the slider changes nothing.

Show Content

When set to signal to noise ratio it would behave as normal as if it is picking up exactly when I am speaking.

Also within self->audio statistics it seems to think my microphone power is infinite but at the same time the speech probability corresponds correctly with when I am speaking.

Show Content

I have tried different mics, using different inputs for the mics (front and back panel 3.5mm and front and back panel usb), uninstalling mumble, deleting the %appdata%/mumble folder, downgrading mumble.

I can't find anything about this on google and I am totally at a loss for what to try next, please help.

posted about 4 years ago
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