SolarLight
Account Details
SteamID64 76561198070962612
SteamID3 [U:1:110696884]
SteamID32 STEAM_0:0:55348442
Country United Kingdom
Signed Up March 26, 2015
Last Posted August 3, 2023 at 6:40 AM
Posts 73 (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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#21 Cheating in Competitve TF2 Leagues in TF2 General Discussion

I haven't played 6s in a very very long time, and as some people mentioned, I have some opinions that are a bit "spicy". But for the sake of this video, I wanted to be as objective as I could be, even contacting Arcadia for questioning and advice.

Makdoesnt this guy use default interp despite 10k hours and maining melee weapons

nah I use network settings that are ideal for hitscan weapons

SpringrollsFrom what I've seen it's more that he wants to stop getting enormously cucked by a pyro closing their eyes and clicking m2 in his general vicinity, which is ya know fair.

Finally, someone who understands me there.

I do admittedly get a bit heated when it comes to balance topics, which is why I unfollowed truetf2. Getting into pointless balance debates isn't exactly healthy (game's not getting updated anymore, what's the point) and I'd much rather use my time on something beneficial, like explaining league rules to people who might be curious about how competitive tf2 works.

chellwallbugs r good he's just mad demoknight can't get up there

I'm of the perspective that wallbugs should be allowed, just like how rampsliding etc. should be allowed. (knight main wants movement tech preserved? Who would have guessed lol)

That said, some of my viewers don't even play TF2, let alone 6s, so I sometimes have to say seemingly obvious things to make things extra clear. Had I not mentioned this, some people (who don't know any better) may have gotten the incorrect conclusion that comp players ban things arbitrarily, with no real reason behind the bans.

So there's why I did the comparison: Phlog cancelling was (likely) banned because people hated playing against it, while wallbugs are considered fun.

But yeah, while I do have some... unique takes... (not that one, though) those hopefully won't come up when trying to look at things from an objective, unbiased view. That's why I ask people for feedback during the script-writing process, to catch out any potential bias.

posted 8 months ago
#15 L iron bomb users in TF2 General Discussion
botmodeand what does this mean
Fixed lag compensation when melee-ing teammates

Pretty sure this mainly applies to the whip, hitreg on that thing has always been bad when hitting teammates

posted about a year ago
#11 I'll give 100 dollars to the person who can... in Projects
Brimstoneonly when you touch ground?

Yep. It's much easier to notice when charging as a Demoknight, since charges are also affected by this debuff. The airblast stun does not go away until landing.

posted about 2 years ago
#8 I'll give 100 dollars to the person who can... in Projects

A bit late to this thread here, but the actual console command responsible for (new) airblast stun is:

tf_movement_aircurrent_aircontrol_mult 0.25

The value represents the amount of air acceleration the player has after getting airblasted, and this debuff lasts until the player lands. In which case, it's set to 25% by default. Doing the math, it turns out that a revved Heavy is capable of air strafing more effectively than a Scout who is under the airblast debuff. Because air accel in TF2 is 10x your max ground speed.

Revved heavy walks at 110 HU x 10 = 1100 hu/s^2 for acceleration.
Scouts run at 400 HU x 10 = 4000 hu/s^2 for acceleration. But when airblasted, 25% of 4000 hu/s^2 is 1000 hu/s^2. It's obviously lower for any class that isn't a Scout.

(Using this air strafing guide to help with this)

I have tested this command a few months ago. Setting the value to 1 (for 100%) restores full air acceleration and effectively removes the stun from the airblast. It's a sv_cheats command but you can still change it anyway using sm_cvar.

posted about 2 years ago
#172 faceit tf2 in TF2 General Discussion
DrHappinessI think their main critique was that they were not transparent about sponsoring (or incentivising) content creators to speak good things about their platform.

Definitely incentivising, not sponsoring.

Nobody was actually paid specifically to say good things about FACEIT (except maybe scrap.tf but I'm talking in terms of "influencers"). However, the number of views you can get by streaming in faceit matches is admittedly hilarious and I've been abusing this, but only because I genuinely like the idea of a middleground between casual and comp. I can finally play Demoknight in a somewhat serious manner without having to trouble myself with competitive formats nor farm bad players in Casual mode over and over.

Zesty pointed out the free stuff that was delivered to these guys. I will admit that I was randomly offered free stuff from them, but I was never obligated to do anything as a return. I assume this is also the case for everyone else involved with this. It appears to be more of a tactic to get these "influencers" to like FACEIT, as opposed to directly saying "we will pay you X if you say that it's good in a video".

This does have implications when it comes to bias, yes. But I dislike the notion that FACEIT forced us to say good things. In fact, a lot of these guys are quite critical of the match balancing, which they do need to improve.

FACEIT is planning on adding a server browser type thing with no leaving penalties as a separate option so I'm not sure what all the fuss is about with some of these guys ranting as if things will not improve. If you're a casual player who wants regular community servers then just wait until FACEIT comes out with their own version of that. I think a lot of the complaints are coming from the fact that not everyone even knows that this is being planned.

posted about 3 years ago
#89 faceit tf2 in TF2 General Discussion
AimIsADickThe only problem I have with the new FACEIT servers is that they limit client side settings. They force the updaterate/cmdrate to 66 and as a 128 tickrate server, this is always a bad idea; Just set the maximum updaterate/cmdrate to 128 and leave the other limiting cvars alone (sv_minrate, sv_maxrate, sv_minupdaterate, sv_mincmdrate, sv_client_min_interp_ratio, and sv_client_max_interp_ratio). They. enforce a minimum rate (or bandwidth) of 128 Kilobytes (or 1 Megabit), which is way too high! Can someone tell the server operators to remove these limits (by setting sv_minupdaterate and sv_minrate to 0)?

This is a misconception, these servers are not running at 128 tick. 128 tick actually causes several bugs in TF2, from what I remember.

posted about 3 years ago
#21 TF2 update for 11/5/20 in TF2 General Discussion

I am 99% certain that Dario watched my video of me getting an 84 killstreak in his gamemode, so he decided to nerf Demoknight and the Strength power in response. It makes up nearly half of the changelog.

posted about 3 years ago
#64 tf2 images that precede unfortunate events in TF2 General Discussion

https://i.imgur.com/anJYmC3.png

source

posted about 3 years ago
#70 Team Comtress 2 in Projects

Oh. I must have missed it. That's good to know, though!

I wonder why they hide those commands in the first place.

posted about 3 years ago
#68 Team Comtress 2 in Projects

Since some of these are very nice quality of life fixes, I have some feedback of my own.

I'd appreciate it if tf_demoman_charge_regen_rate and tf_demoman_charge_drain_time were made unhidden so that players could change one or both of these values when running maps offline to practice trimping. Skipping the need for Sourcemod or having to use an impulse 101 script. Neither of which are perfect solutions.

Those commands change demo shields' cooldown and charge duration respectively. I know not many people here care about Demoknight, but the commands already exist, I'd just like them to be usable for practicing so that I don't have to give people a config file anymore.

posted about 3 years ago
#80 What do you wish you had realized/learned sooner? in TF2 General Discussion

grinding demoknight for 1.7k hours isn't a good idea, considering that it's not viable and I will probably be dead before valve gives it decent buffs

posted about 4 years ago
#14 tr_turner in Map Discussion

Thought it was a Tide Turner map. Nice clickbait!

(JK, this is a very creative idea for a map. I'm sure it'll be quite helpful!)

posted about 4 years ago
#218 describe your tf2 career in 3 words or less. in TF2 General Discussion

annoying demoknight main

posted about 4 years ago
#3 Where to start with trimping? in Q/A Help

Just happened to be looking on here...

How you should trimp depends on how steep the surface is. I'll sort them into three types of surfaces. You have gentle slopes, steep slopes and basically-a-wall slopes.

The easiest kind of trimps involve steep slopes. Steep slopes are the kind like on Degroot Keep where you just charge into the ramp/rock and you fly off it, no spacebar required for this one. All that matters is finding the right angle. You can find these by experimenting with the map terrain. Binding a key to impulse 101 and enabling sv_cheats 1 will help you experiment offline.

Second easiest are the basically-a-wall slopes. These are slopes that are so steep that you can't walk up them, and you also cannot charge directly into it, but they're not complete walls, meaning you can charge up them with a jump. All you need to do for these is stand directly next to them (to the point where you're touching them!), then jump and charge at the exact same time. That's it. You are now a climber.

Lastly we have pretty much everything else. Gentle slopes. Hills. Stairs (if they're clipped). Ramps that don't normally launch you. Even control points can work. For these you need speed. The more gentle the slope, the more speed you need. The only thing that's required is you be airborne, and hit this slope or ramp at a significant enough speed. Assuming you do that, you will fly.

The best way to gain speed is to do chargeturns whilst mid-air. A.K.A. Charge strafing. Charge strafing is basically W strafing on steroids. In short, ignore the A and D keys because they do nothing while charging. Just use your mouse to strafe, and try to look 90 degrees to the left or right of your current trajectory whilst strafing. This acts as a "replacement" for the A and D presses you would normally do in an air strafe.

posted about 4 years ago
#23 If you designed a tf2 mod, how'd it be like? in TF2 General Discussion

demoknight viable

posted about 4 years ago
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