SolarLight
Account Details
SteamID64 76561198070962612
SteamID3 [U:1:110696884]
SteamID32 STEAM_0:0:55348442
Country United Kingdom
Signed Up March 26, 2015
Last Posted October 6, 2019 at 1:33 PM
Posts 59 (0 per day)
Game Settings
In-game Sensitivity 1
Windows Sensitivity 5
Raw Input 1
DPI
3200
Resolution
1366x768
Refresh Rate
144hz
Hardware Peripherals
Mouse Logitech G403 Prodigy
Keyboard Corsair K70 RGB
Mousepad Cooler Master Swift-RX
Headphones HyperX Cloud II
Monitor Zowie XL2430
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#23 If you designed a tf2 mod, how'd it be like? in TF2 General Discussion

demoknight viable

posted 1 week ago
#9600 stream highlights in Videos

https://clips.twitch.tv/EasyTardyCucumberDeIlluminati

posted 3 weeks ago
#24 TF2Ber Highlander 2019 - NA vs. EU in Events

They hated him because he told them the truth

https://i.imgur.com/Zv4I3Sw.png

posted 1 month ago
#27 i65 Thank You Thread in TF2 General Discussion

Shoutout to my team for letting me play, despite having little to no comp experience as Scout.
Shoutout to Prograde for being an... interesting character. Some people were concerned about his eyepatch and thought he had an injury when really he just lost a contact lens and opted to cover the one eye. Actual Demoman.
Shoutout to Extine. We had a good chat about Demoknight™, weapon balance, weapon bans, etc.
Shoutout to Ceejaey for being disappointed that I didn't Demoknight™. I will try and do that next time you're rolling us.
I may as well just shoutout everyone who talked to me about Demoknight™. Or about anything else really.
Shoutout to ByteMyASCII for making a god-tier sign out of a pizza box

posted 1 month ago
#54 TF2 Bans in TF2 General Discussion

Timed out for 24 hours in Tip of the Hats 2016 Twitch chat for spamming "Pyro update is out Pogchamp" multiple times

posted 2 months ago
#68 Insomnia 65 in LAN Discussion

If anyone needs a Demo for their team please let me know. Unfortunately the internet has been down in my house for a few days so I may not respond to DMs immediately, but I will get back to you.

posted 2 months ago
#2 Have Mario Maker 2? in Off Topic

demoknight tf2
0KV-1KJ-XWG

posted 2 months ago
#4 HELP MY SON in Off Topic

i helped him up you can thank me later

https://i.imgur.com/K7tYu5x.png

posted 2 months ago
#51 What keeps you coming back to comp tf2? in TF2 General Discussion

the wheel

https://i.imgur.com/FZ8oror.png

posted 4 months ago
#53 i65 cu@ in TF2 General Discussion

cu@

posted 5 months ago
#24 You have successfully voted for: Karnax in TF2 General Discussion

SEASON 32: DEBUT OF THE SEASON
You have successfully voted for: Karnax

posted 5 months 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 5 months 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 5 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 6 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 8 months ago
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