Account Details | |
---|---|
SteamID64 | 76561198042932741 |
SteamID3 | [U:1:82667013] |
SteamID32 | STEAM_0:1:41333506 |
Country | Netherlands |
Signed Up | June 3, 2014 |
Last Posted | May 25, 2025 at 2:10 PM |
Posts | 523 (0.1 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 8.75 |
Windows Sensitivity | |
Raw Input | |
DPI |
400 |
Resolution |
1920 x 1080 |
Refresh Rate |
144 Hz |
Hardware Peripherals | |
---|---|
Mouse | Logitech G403 |
Keyboard | Das Keyboard 4 Ultimate |
Mousepad | Steelseries QcK+ |
Headphones | HyperX Cloud Alpha Pro |
Monitor | Asus VG248QE |
Maybe I've missed some information about the reasoning behind this, but I never understood the area around the forward spawn on 2nd. You can't stand on top of the roof above the forward spawn. To the right there's an opening where you can jump up, but you can't jump over the beam. Maybe you wanted to prevent players from standing on top of the beam, but in that case you can place a roof above the entire high ground in front of the forward spawn.
https://i.imgur.com/vl92kcj.jpg
b4nny
2. Add an additional path to exiting last.
I suggest adding a new exit from upper lobby out to the forward spawn balcony. A door here most importantly would not be easily controlled from the shack position, and would serve to help people pushing out of last to draw eyes away from the other main choke points.
Another option, could be a vent connecting through the large block here that leads out to the balcony. I could see it even being a 1 way door, only being useful pushing out of the building and not letting people in from the balcony, so that it doesn't introduce any issues with defending the lobby or backcaps.
I do like the idea of having a new exit from lobby to second, but I'm not really sure about a 1 way door. If the defending team tries to forward hold in lobby, you can have a sniper at that 1 way door so the only class that can deal with that is a demo with stickies.
Something I liked about logjam is the window/dropdown top-left. And I feel like something like that could also work on reckoner. On the picture below, everyone from the defending team can access this dropdown from lobby, while the attacking team can only reach it with a soldier or demo. This way the area in front of the forward spawn makes more sense with the invisible barrier above the beam. If the hallway to the dropdown is narrow, you can easily spam it so a sniper from lobby can get pressured.
https://i.imgur.com/4XWa02h.jpg
https://i.imgur.com/N8I0n2m.jpg
But yeah this is just an idea, maybe there are some important issues about this that I'm not thinking off.
YeeHawRemember when ringo lost to olgha’s perfect pyro?
SpannsI remember that whole season where olgha ran perma-pyro
Not saying Olgha wouldn't be able to be as successful as season 28, but imo one of the main reasons pyro worked is because the detonator was allowed back in season 28. He could just keep spamming the flare and setting people on fire without even hitting you, that's 4k 'free' damage each map. It also doesn't work on every map, 2/3 maps ringo played in the final were pretty good for the pyro (reckoner and gully), they just messed up their bans.
Nice to see nerdRage back in tf2. Just one question, is nerdRage helping you as well for the trip/other costs etc.?
Nub_DanishAre we just making server's with every possible tickrate now?
66 is default
If anything it sounds like you are mainly talking about the NA scene.
Fanta_AddictionI like the monthly ELO reset idea however I dont see how playing on a 200 tick server is good for warmup/practice when regular servers dont run on 200 tick. It'd be nice though if serveme servers started running on 200 tick
Serveme experimented with 133 tick servers 1.5 years ago. If I remember correctly there were more cons than pros of 133 ticks, including serveme's servers to struggle with the increased CPU usage. If you want to implement 200 ticks on regular servers, I feel like most servers needs to be 200 ticks, otherwise you constantly have to switch from 60 to 200 ticks.
Skipping in a channel like this is really bad (especially if only 2 people have to vote), unless you want to rename the channel to "TF2Frags.net - Non stop soldier/demo frags provided by the community."
I understand the people find scout frags boring, but I'm pretty sure there are people out there that like scout frag movies (especially by top level or really old players). You wanna exclude these people just because 2 people in chat instaskip scout clips? Same with HL clips or team frag vids. People have even skipped because they didn't like the music????
Don't get me wrong I also think soldier/demo frags are more enjoyable to watch, but you can just sit through that video and wait for the next one since it's randomised now. Have it so that like 25%-30% of the current viewers have to skip (I think Tempus is doing something like this as well).
I just want to say that even though I didn't submit anything, you still stimulated me to start working on a hud. I'm pretty new to hud editing so most stuff takes a pretty long time for me to figure out. I'm not trying to say that there wasn't enough time or something, cause there was plenty of time if I actually knew what I was doing. Even if there aren't that many submissions after the deadline, I'm pretty sure you stimulated people to work on HUDs.
eddie_calderonTimTum...
...
Not really any alternatives for the first season, seeing as how over 90% of players are in RGL
The "alternative" is to not play
Ah my bad, I didn't know the alternative leagues were so unpopular.