Rigel
Account Details
SteamID64 76561198004585626
SteamID3 [U:1:44319898]
SteamID32 STEAM_0:0:22159949
Country United States
Signed Up July 22, 2012
Last Posted February 20, 2023 at 7:41 PM
Posts 360 (0.1 per day)
Game Settings
In-game Sensitivity 4
Windows Sensitivity middle
Raw Input 1
DPI
450
Resolution
1920x1080
Refresh Rate
144 Hz
Hardware Peripherals
Mouse Steelseries Rival
Keyboard Filco Majestouch 2 (tenkeyless)
Mousepad Steelseries QcK
Headphones Sennheiser PC 360
Monitor ASUS VG278HE
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#36 Identity in Other Games
MarleyHate to be that guy but I cant help but feel like they are way over reaching what they will actually be capable of. They are saying they will have hyper realistic cars, guns 270 square km map and an entire functioning economy that are completely reliant on players(and I dont see any mention of other games or products these guys have worked on. Which is a pretty big red flag imo) but if a few bits of concept art and some tiny mock up levels of a house and and a shop are all you need to have people throw money at you i don't see why you wouldn't do it.

EDIT: did some research and it looks like the main guy only experience was working as a programer on the MMO "Mortal Online" which I have never even heard of before so hardly filling me with confidence about the game

Mortal Online was an MMO in the same vein as Darkfall, Ultima Online or Shadowbane, if you've ever heard of those. It featured an open world with a large map that was seamless, meaning no instances or loading screens when going into any part of the world. They were mainly known for being decent attempts at sandbox fantasy MMOs, with player housing and customization, player built cities, and player driven economies a la EVE.

Mortal never really became a big hit but it did have big dreams and pulled off some pretty big things. There are no AAA developers that have tried to pull of things like Mortal and Darkfall, so you're not going to find many people with that kind of experience to put on your team if you're trying to pull off something similar.

posted about 9 years ago
#30 Evolve Closed Beta in Other Games
HyceAfter playing this for a bit you really need to have a solid team to take on a Wraith- I think wraith is too OP.

I only won against one once- and it was with three other friends all coordinated. Killed him at stage 3 about to take out our power relay.

The dev team has admitted it needs to work on Wraith a bit. It has something along the lines of a 70% win rate, where as the other monsters are around 50%.

Only way you can take him out is when he comes to you... You have to be pretty new to die as Wraith before level 3. He's too mobile and his illusion does too much work for so little effort.

posted about 9 years ago
#22 Evolve Closed Beta in Other Games
SAAM_How could a game with an uneven number of people be competitive? Is a team 4 hunters and one monster player?

For what it's worth, ShootMania had a tournament mode that was 3v1. You'd have a team of 3 and rotated who would be the one to go against the 3. Was interesting, but then again ShootMania didn't end up going anywhere competitively.

A similar thing could be done in Evolve, but it is definitely awkward cause its an even number of players in this game, so you can't have a "best of" with even number of players without leaving someone out of player monster, or having someone place twice. You could also have a dedicated monster player, so 5 player teams.

posted about 9 years ago
#15 The Supposed God of Demoman in TF2 General Discussion

"I've always played shooters with a controller and even IF I used a keyboard and mouse, players with higher quality keyboards and mice would have an advantage (So you can't play the controller disadvantage card! Let me restate my wins against plat players consistently, for what it's worth)"

???????????

posted about 9 years ago
#19 Evolve Closed Beta in Other Games

Good game. I'm not sure how competitively viable it is, especially with pay walls for characters and monsters, but it's a fun game nonetheless.

My only complaint right now is matchmaking needs to be slimmed down. You go through 3 different loading screens when one would suffice, and you end up waiting a ridiculous amount of time because of it. Also, if someone leaves during the whole matchmaking process, they are replaced by a bot, and the matchmaking process will happily continue even if no player fills the space, up until the game starts and you're forced to play with bots that have no idea what they're doing.

If you decide to leave to avoid playing with a bot, you have to wait 1 minute before you can begin matchmaking again...

posted about 9 years ago
#10 rooks LFT scout/solly in Recruitment (looking for team)

Awesome scout and sniper. We relied a lot on his ability to get picks in stalemates and he never disappointed. Just don't let him play spy and you won't regret picking him up.

posted about 9 years ago
#57 whos your favorite nickelodeon charater in The Dumpster

http://cdn2.hellogiggles.com/wp-content/uploads/2011/08/stick-stickly.png

posted about 9 years ago
#81 ESEA S18 & TF2 in TF2 General Discussion
drakMy open team will pay up right before the season starts. We had and have no reason to until that point, especially considering it's a fucking monthly premium fee.

You're mistaken. "Paying up" involves paying the one-time league fee. When you pay the league fee, you get "Paid" next to your name. You need 5 (or 6?) people "Paid" on your roster for your team to be registered for S18. You're confusing the league fee with Premium, which is a monthly fee, and is a separate payment that needs to be made to be able to play on ESEA servers. You could wait till your first match day to pay this if you wanted to.

There is absolutely no reason to not pay up right now if you intend on playing ESEA next season, unless of course you don't have a roster of five others ready to pay their league fees as well.

posted about 9 years ago
#50 Smissmass Update: New Weapons and Gamemodes! in TF2 General Discussion
Always
The thing is, its not much of a nerf. The radius is decreased by 15%, and thats when it first exits the launcher, and it reverts back to normal radius by a mere 2 seconds, which isnt really that much, considering that the damage isn't affected by the change at all.
- Stickybombs that detonate in the air now have a radius ramp up, starting at 85% at base arm time (0.8s) going back to 100% over 2 seconds. Stickies that touch the world will have full radius.

Base arm time is 0.8 seconds after you launch the sticky bomb, in other words, the earliest time you can det a sticky after shooting it. 85% radius might not seem like much, but you really shouldn't be looking at the radius, but the volume of the explosion:

V original = 4/3πr^3
V now = 4/3π(0.85r)^3 = 0.614125(4/3πr^3)

The sphere of damage created by a detonating sticky at the earliest detonation time now covers 61% of the volume it used to. The area in the x-z plane is 72%.

This mostly affects the demoman's ability to deal damage to multiple people at once.

posted about 9 years ago
#9 What are giving for Xmas in Off Topic

Candles, a leaf-blower, and a toilet seat.

posted about 9 years ago
#5 Installing sizziling stats in Q/A Help

http://i.imgur.com/6ZXJVm6.png

In picture format. Extract the zip file to your desktop. Click and drag the "tf" folder you get from extracting to your desktop, and move it into the base folder for your server (called "/" in my case). I'm using FileZilla as my FTP client.

posted about 9 years ago
#8 ESEA Map Poll in TF2 General Discussion

Maps are as good as its gonna get this season. Don't vote in the next cp_ashville.

posted about 9 years ago
#358 cp_sunshine (5CP) in Map Discussion

Few things I noticed, some things might be design decisions but thought I'd bring them up:

http://i.imgur.com/3GYeqEe.png

You can get up here.

http://i.imgur.com/nMa96SP.png

As you walk along these walls, you get slowed down or stopped completely. I sometimes use these walls to jump off of and I'm sure others do too, so kind of messes that up. Happens on both sides of the map.

http://i.imgur.com/2Plz6S5.png

You can land on the corners of the roof, and move along the arrow, but you can't jump on the roof in other places. Same applies to the other side of the roof. You also can't walk forward (to get to the top of the roof) from this position. Not sure if this is intentional.

http://i.imgur.com/KBvpztZ.png

You can get to the position I'm standing at above the door out of last without any discernible ledge to stand on. You can also stand where the red line is, however you can't get to the area shown in the below link, despite having the same ledge as on the other side of the wall:

http://i.imgur.com/knRN5TK.png

That might be nitpicking, but thought I'd point it out in case. Overall I think you did a fine job.

posted about 9 years ago
#26 dave, take it easy on dem' pubbers in Off Topic

From their own website, a definition of spawn killing, with an example that says specifically that Dave__AC (note: 2 underscores) is not spawn camping:

Spawn Killing

Definition: Repeatedly killing players as they exit either the doored portion of the respawn area or another exit with limited visibility. The two criteria are repetition and lack of options after exiting the respawn for the person killed. If a player puts stickies in front of the respawn as you run by with the intel that's fine as it's not repeated. Standing there and repeatedly dropping stickies as your friend runs up the spiral is spawn killing. Any doored exit must be clear as must any area to where a respawn-exiting player may make a choice of how to go forward.

Philosophy: Spawn killing regularly creates game scenarios that players find extremely frustrating. Spawn killing negates the enjoyment intrinsic to respawning and rejoining active play.

Example: On ctf_2fort, the area in front of the main respawn (the respawn with a single exit) must be clear but the spiral/grate, battlement exit, or courtyard may be camped as by that point the respawn-exiting player had three movement options. The battlement-area of the secondary respawn (respawn with two exits) must be clear to the point where the respawn-exiting player could continue straight across the battlement or exit to the ground. The secondary respawn exit that opens to the ground floor must be open and free of repeat fire but either exit may be camped.

As far as I can tell from the video, the player that was "spawn camped" was a Pyro running through the door described above as "safe to camp". He never in that video put stickies at the spawn door.

posted about 9 years ago
#30 What pub community did you come from? in Off Topic

Hell's Kitchen. Although I never became an official member of their community, I very much enjoyed playing on their servers.

Had my first pug 7v7 experience with their community. After watching an ESEA LAN I wanted to start playing in a more organized setting. That was my first shot at it and I enjoyed it enough to form a team shortly after.

posted about 9 years ago
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