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SteamID64 76561198070962612
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SteamID32 STEAM_0:0:55348442
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Signed Up March 26, 2015
Last Posted June 3, 2019 at 6:20 AM
Posts 51 (0 per day)
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#51 What keeps you coming back to comp tf2? in TF2 General Discussion

the wheel

posted 2 weeks ago
#53 i65 cu@ in TF2 General Discussion


posted 1 month ago
#24 You have successfully voted for: Karnax in TF2 General Discussion

You have successfully voted for: Karnax

posted 1 month ago
#26 Is comp tf2 w/ no whitelist plausible? in TF2 General Discussion
Twiggy[Vacc] is only broken in restricted 6s because of the class limits; In no restriction 6s you might not be able to do a 1min30 round with your cookie cutter + uber advantage into last but you can stabilise on 2nd then do more weird shit like getting two ubers

I'm going to get a lot of flak for saying this, but a lot of the weapon bans seem to primarily be a result of other weapons being banned, or a result of classlimits. Removing weapon bans and classlimits introduces new counters to weapons that are supposedly "overpowered". How much did we see the Base Jumper in RGL 6s and would anyone consider it to be worth banning in RGL 6s? From what I can tell, the more open nature of the format makes this weapon not an issue.

What about the Detonator, was it such an issue that it needed to be banned? When you stop banning methods of extinguishing, resisting fire damage, or increasing the amount of healing on a team, afterburn becomes less of an issue. Same with Scorch Shot.

Did anyone even use the Reserve Shooter or Sydney Sleeper? Did the Buffalo Steak Sandvich ruin the game? Of course not.

Note that there are exceptions that straight up need to be nerfed, such as the Machina for example.

posted 1 month ago
#2 Splatoon 2 in Other Games

I play Splatoon 2 quite a bit. Motion controls are very intuitive and I wish more games utilized it well. Highest rank I'm at right now is A- in Splat Zones.
Rollers are annoying, yeah. Suppose it's something I need to learn how to counter more often though. I imagine it gets easier to deal with once you gain more map awareness and get into the habit of using the minimap often, like with CS:GO's radar.

hmu if you want to league battle or something

posted 2 months ago
#24 Golden Caps in TF2 General Discussion

I've been playing a lot of Splatoon 2 lately and I love how they solve ties on symmetrical gamemodes. Here's my idea based on that.
The round timer can be set to whatever is agreed on. For this idea I'd recommend a short timer, below 10 min. Timer never resets when a point is capped. Main point, when it runs out, instead of stalemating the round like normal, determine the winner of the round based on how close they were to capping last at any point.

Example 1:
- Team A had at one point owned 4 capture points at once. They had the enemy's second capped at one point in the match.
- Team B never managed to own more than 3 points. They capped mid a few times, but never took second.
- Timer runs out, Team A wins the round for making more progress in the map.

Example 2:
- Team A capped Team B's last 70% of the way, but never fully capped it.
- Team B capped Team A's last 30% of the way, but never fully capped it.
- Timer runs out, Team A wins the round for making more progress in the map.

What this means is that:
1. We wouldn't even need a golden cap anymore if this were used for every round. Alternatively, this could be used to have a golden cap always end with a victor after a certain amount of time.
2. Waiting on the round timer is never a good idea if you are the losing team. There is no strat where the losing team waits on the clock for a mid reset, they'd just lose instead.
3. If the winning team (in terms of peak map control) chooses to stall for round time, we at the very least don't have to wait anywhere near as long for the other team to attempt a comeback, due to timer pressure actually being a thing like what we see in KOTH.
4. More fights occur in the rounds as a whole, since people would push much more often.
5. More rounds would end on the timer, less rounds would end on capping last (would this be better or worse?)

Please by all means point out the major flaw in my idea if any. The only problem I can currently think of what I said in point 5.

Edit: Oh, and that it'd need a plugin or Valve assistance to actually set up, which means it will likely not happen.

posted 2 months ago
#8 The least serious democall ever in Videos
SurnySolarLightI will provide you with endless i63 TF Birthday Beachball Shooting Gameplayyou got a demo of us taking the cone a for a ride too?

Ought to check that one, hopefully I do

posted 4 months ago
#6 The least serious democall ever in Videos

I will provide you with endless i63 TF Birthday Beachball Shooting Gameplay

posted 4 months ago
#4 The least serious democall ever in Videos

will you accept my i63 demoknight stvs

posted 4 months ago
#14 KnightComp Season 1 - A mode for Demoknights in TF2 General Discussion


posted 4 months ago
#10 KnightComp Season 1 - A mode for Demoknights in TF2 General Discussion
Gritomaslightly irrelevant but did that medieval mode competitive league die

The guys over at Gette It Onne are planning on doing Season 2. I don't know when though.

posted 4 months ago
#3 KnightComp Season 1 - A mode for Demoknights in TF2 General Discussion
Twiggybut how do you enforce the stock stickies ban?

We have a plugin that is available to all server owners. has already complied by adding both our plugin and our server configs.

Alternatively we could simply look at the logs or demo recordings to find inappropriate usage of stock stickies, based on player reports.

posted 4 months ago
#1 KnightComp Season 1 - A mode for Demoknights in TF2 General Discussion

KnightComp is a brand new competitive gamemode that capitalizes on TF2's sheer lack of Demoknight gameplay in competitive play. Meant purely for Demoknight players to either goof around in or compete to be the best, KnightComp is meant to allow Demoknight players to finally step foot in some form of competitive TF2 for once.

It is a mode built for fast-paced gameplay, very much like the original 6v6 mode it is based on, but KnightComp is very different in its own way. A lot of classes and some weapons are cut out of the game, leaving you with mostly projectile weapons and swords with few exceptions. This forces players to adapt via changing loadouts. For example, you can counter Splendid Screen Demos by using the Tide Turner to stay out of range and use grenades. Or counter that Tide Turner strategy by using the Targe to absorb explosives. Or counter that Targe strategy by using the Splendid Screen to have an advantage in melee combat.

We've been playtesting the mode and have found it to work very well on standard 6v6 maps. We are running a mini league with two divisions, one for EU and one for NA. We hope to be a home for Demoknights, like how Ready Steady Pan is a home for frying pan enthusiasts.

We have a set of cool medals up for grabs, which were added in the last TF2 update.

Sound fun? More information can be found in the Reddit post.

KnightComp League Discord page

Edit: Base Jumper added to banlist.

posted 4 months ago
#7 TF2 update for 1/22/19 in TF2 General Discussion
- Added KnightComp Season 1 tournament medals

Demoknight is viable confirmed

posted 4 months ago
#29 Global Whitelist January Update in TF2 General Discussion

Whether you enjoy fighting against a weapon or not should not have any bearing on its allowed or disallowed state, unless it's extreme. I would only see that as a valid reason to ban a weapon if Detonator Pyro were on par with a Scout and was actually affecting the meta, but we all know that this was not the case.

posted 4 months ago
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