TendaMonsta
Account Details
SteamID64 76561198040230125
SteamID3 [U:1:79964397]
SteamID32 STEAM_0:1:39982198
Country United States
Signed Up January 18, 2013
Last Posted February 18, 2015 at 9:29 AM
Posts 77 (0 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
1 2 3 4 ⋅⋅ 6
#72 New Weapon Ideas? in TF2 General Discussion

Instead of new unlocks added onto the plethora of current unlocks (which so happen to be either shit or broken in some way compared to stock), unlocks should get the "Soda Popper treatment" except not be some obnoxious mechanic that appeases the general 14 year old pub player.

Example:
Loch-n-Load
+25% faster projectile speed
-50% clip size
Bouncy Rollerz

posted about 7 years ago
#115 1/25/15 New Open teams, how are you doing? in TF2 General Discussion

Not necessarily you.

-The inconsistency in terms of roster
-Lack of map review after our first week
-No Demo reviews
-Not pushing off of advantages in an efficient manner
-Useless comms in certain situations
-Combo had little cohesion

That's the criteria for a team destined to either fail, or be really loose.

posted about 7 years ago
#111 1/25/15 New Open teams, how are you doing? in TF2 General Discussion

Absolute fucking garbage.

posted about 7 years ago
#20 The demoman nerf: a semi-statistical analysis in TF2 General Discussion
kounterpartsWhats happening is that Valve wants us to play the game they intended. We as players turned demo in to this powerhouse class that did a ton of damage, and used stickies offensively. Demo was intended as far as Im aware to be area control, where he would just spam into a choke, not move with his team and make a ton of space. I personally liked the nerf, yes they nerfed stickies, but they also buffed demo in general, that damage variance and the fact that pills were inconsistent damage annoyed me. But, to every man their own. I think Valve had good intentions with this update. But, I think that it was the most logical of any nerf they couldve applied imo.

According to the old comentary:

Sticky bombs have an additional complexity on top of this: they use the distance modification for the first 5 seconds of their life, and then turn it off. This is because it's generally a dual purpose weapon: used offensively like a rocket launcher, and defensively to create traps.(Wade Schin) The Demoman is the most versatile combat class capable or rapidly switching from strong offensive pushes to defensive area denial. He has the only indirect fire capability in the game allowing him to take out Sentry Guns around the corner and his sticky bombs give him the ability grenade jumping ability similar to that of the Soldiers' rocket jumps. His sticky bombs can also prevent enemies from moving through doorways, cover a retreat, and cover control points even when the Demoman is somewhere else.

Judging by this they damn well knew he was a powerhouse and your statement is erroneous.

posted about 7 years ago
#69 Tf2 update 07/01/15 in TF2 General Discussion
DaggerIMO tinkering with the blast radius was not a good idea. TF2 already has terrible hit reg and now stickies feel very inconsistent, especially if I/another player has high ping, and air stickies that look like they should hit simply don't reg half the time. I don't know if anyone else feels this way but that's how it feels to me.

It doesn't help that the "new" radius effect in DX90 doesn't actually scale with the radius ramp up mechanic.

posted about 7 years ago
#71 eXtv-Vlog: The Future in TF2 General Discussion
RadmanIsnt the goal to make competitive tf2 as close to pubs as possiblle? How does arena: respawn achieve this?

Competitive TF2 should not be closer to pubs. If anything pubs should be closer to competitive. An old no longer active format does just that (8v8), and that was the first structured format TF2 had, and valve went with 12v12 no limits which potentially turns into something akin to this

"Their meta" which I assume is 12v12 no restrictions on classes/unlocks would more than likely devolve into:
Demos
Medics
Heavies
Short Circuit/Wrangler engineers

Are they just inept at understanding how "broken" their game is without structure/restrictions?

posted about 7 years ago
#147 Smissmass Update: New Weapons and Gamemodes! in TF2 General Discussion
MankutValve tried to nerf the SL and buffed it so hard. wow

Also, apparently the loose cannon only does 141 on a double donk now, so no dropping a medic with one shot.

Only? Against most of the goons that probably post/read here you average around 120-130 on a double donk. (I've donked a scout in DM for 124 before the LC changes and laughed my ass off when he killed me)

Now it doesn't matter how well timed the donk was as they always deal 141

Stickies are...idiotic even if airbursting takes more skill. Cap the damage to 75 or some shit.

posted about 7 years ago
#111 Demoman Discussion Video in Videos

Yeah I just fiddled around with the blast radius and the best bet if that were to ever change is to have it only identical to the radius of rockets while airborne.

posted about 8 years ago
#87 Demoman Discussion Video in Videos
downpourmake radius a ramp up rather than instantly a huge radius the size of the moon
and "for the sake of pub balance" make it so that crit stickies do more self damage or something idk who cares

Wouldn't a foot reduction in blast radius be easier to implement.

mustardoverlordmy opinion of these changes:

radius: would possibly be acceptable in terms of limiting raw dmg on say a mid fight, but would make demos even worse in 1v1 situations, as demos don't just use pipes to fight off bombing sollies and +forwarding scouts as some people seem to believe, but use stickies as a deterrent- this nerf would make that more difficult and you'd see more scouts and soldiers going for high-risk high-reward plays, only their risk would be lessened

brighter sticky trails: would be great if it could be implemented without killing everyone's fps. idk if it can though.

bellcurve damage system: I really don't like this because it punishes a more difficult aspect of using stickies.

honestly, I think the only really viable nerf would be to reduce stickies from like 8 to 6.

Thank you for the most constructive post yet.

posted about 8 years ago
#77 Demoman Discussion Video in Videos

I guess the main question is would the changes noticeabley impact the pacing of 6s since I'm trying to make a reasonable nerf for all formats without affecting them too much in a negative manner. Just to re-iterate what they'd be since the video is on lock on my laptop:

Identical Radius to that of a rocket (once trap mode enables stickies return to their original radius)
Slightly brighter sticky trails (doesn't effect traps)
BellCurve Damage System (Mid-range damage for stickies is unaffected, but stickies gradually deal less damage in non airburst ranges. I even made an annotating suggestion a slight buff to the initial reload speed on the Pill Launcher) This one doesn't apply to buildings or the kritzkrieg.

Thanks for the discussion I guess.

posted about 8 years ago
#13 Demoman Discussion Video in Videos
mustardoverlordbut if demo is nerfed it will hurt 6s, and since 6s is by far the most balanced and respectable way to play tf2, that would be really bad

I've tried telling this to so many people, but I guess I've reached a breaking point in the 2 years I've played. It upsets me how valve refuses to acknowledge the most structured format that plays closer to the original game and focus on pubs (no structure/no balance).

posted about 8 years ago
#4 Demoman Discussion Video in Videos
DeetrI don't really understand why people want to try to balance a class that has existed with no problems for 7 years

Neither did I at first, but every forum for TF2 I've been apart I've always come across a few threads discussing this weapon (generally in a negative manner aside from this one for the most part), and I realized I've been using the appeal to tradition fallacy for quite some time.

Demoman has had some nerfs in the past since the beginning that have since remained so I wouldn't say it has no problems. (Stickybombs used to be able to deal up to 180 damage with full ramp up, stickies used to be unshootable, and pills had a clip size reduction and used to explode on contact after bouncing).

I'm fine with you disagreeing, and I'd like constructive criticism on the presentation. The target audience was not the 6s community either, but I'd enjoy hearing opinions from all of TF2's demographic.

posted about 8 years ago
#1 Demoman Discussion Video in Videos

Just thought I'd post my recent video presentation here to get an opinion from the 6s community. If it's completely inappropriate here please let me know.

-link omitted-

posted about 8 years ago
#12 Improve Sticky? in TF2 General Discussion
Hergan5There's a bit bigger chance to survive a 1v1 vs Scout if you use pipies I think, I'm not a Demo main, so I dunno

Use both weapons.

Control where he can move with the drop sticky and switch to pills or cannon balls. That's your best bet with Crackhead 2 jump man unless he's simply too close.

posted about 8 years ago
#3 LFT Demo Low Open in Recruitment (looking for team)

Bump. My CEVO team didn't stay together, and now I'm a lonely NegroBomberMan.

posted about 8 years ago
1 2 3 4 ⋅⋅ 6