Zesty
Account Details
SteamID64 76561198010239925
SteamID3 [U:1:49974197]
SteamID32 STEAM_0:1:24987098
Country United Kingdom
Signed Up August 20, 2014
Last Posted January 22, 2026 at 4:31 AM
Posts 1675 (0.4 per day)
Game Settings
In-game Sensitivity nice
Windows Sensitivity the princess
Raw Input 1
DPI
over
Resolution
a picnic
Refresh Rate
luigi?
Hardware Peripherals
Mouse of
Keyboard to
Mousepad invite us
Headphones for
Monitor eh
1 ⋅⋅ 80 81 82 83 84 85 86 ⋅⋅ 112
#187 The State of TF2, Post-Valve Meetings in TF2 General Discussion

I've never really understood that the "varying class limits is counterintuitive" thing.
You could actually get fairly reasonable class limits close to what we have already by using 2 for attack classes and 1 for defense and support classes. (this might be even more reasonable with pyro being rebalanced). This is a solution that is consistent with existing in-game logic. Medic limit 1 is always a good place to start because medic is the most powerful class in the game and the only actual support class so teams are going to run as many as they can (within reason) of them.

A bigger problem with the current format is probably that it's way easier to defend than to attack and some of this comes from the fact that there's a complete lack of diversity for current class roles in the game.

To break a stalemate you have to create an advantage somehow- scout and soldier can do this through getting picks/creating space/doing damage/forcing. Demoman can do this to a lesser extent as he does fill more of a defense role. Sniper and spy are an alternative that can be used as a pick class but both are easily counterable by smart teams and still don't necessarily allow the team to push off the 1 pick, as well as a sniper often making the other team play even more conservatively. Pyro is quite clearly not an attack class despite being grouped as one and heavy and engineer are absolutely the worst classes for breaking stalemates as they're based on area denial.

If valve are looking towards creating their own format/ruleset they should look to try and create a healthy balance between stalemates and breaking them. Having periods of downtime and then pushes is no bad thing- if the game was constant teamfights then it would also be unenjoyable to watch and very difficult to cast.
Right now though, it's pretty clear that once a stalemate is established it's really hard to break out of it against a good team in the current meta. I think the pacing of the game is probably one of the things most key to its success and when players complain about the game being "aids" it's normally either because it's way too stalematey or because there's always something going on. Some gamemodes like highlander and payload especially suffer from this because of the increased player count and because the objective is constantly being played as opposed to in short bursts like with control points.

posted about 9 years ago
#70 The State of TF2, Post-Valve Meetings in TF2 General Discussion

Honestly, whichever way you look at it the response from valve has been underwhelming.

I wouldn't have much of an issue with valve creating their own 6v6 competitive format- and ultimately no weapon bans would be a good goal (still not convinced about class limits) if valve balanced them properly.

However, ultimately- valve actually has to create a functioning mode that people want to play. We can give them huge amounts of feedback. The idea of "relinquishing control to allow them to set the ruleset" is all fine but they actually have to create a ruleset that they're happy with, that people want to play. In other words, if we want to move from being a "grassroots" game to one controlled and supported by valve, valve need to create something that can actually compete with current 6es.

I have extremely high doubts that they will ever do so when they released out of beta a matchmaking version that was incredibly easy to troll by leaving- had no actual skill ranking that put players in games of equal skill level, was rife with cheaters, locked basic commands that are standard in almost all games like zoom_sensitivity_ratio and mat_monitorgamma, and had a memory leak that caused players' fps to drop and eventually crashed the game. Some of these issues still aren't fixed.

Asking the players to abandon any current gamemodes or rulesets for ones that are pretty CLEARLY worse is ludicrous to ask until valve make something actually tangible materialise. Sure the players can test various things that valve try and give feedback- but the current approach feels like "you the community come up with everything; we say yes or no and then implement a bad version" as opposed to "we come up with something, we gauge response and listen to feedback, we tweak and implement it". In the meantime, I think a large portion of the playerbase is starting to lose patience.

posted about 9 years ago
#1296 stream highlights in Videos
Paprika_https://clips.twitch.tv/zestymclime/InquisitiveNightingaleRalpherZ
NUT

https://clips.twitch.tv/zestymclime/ExcitedLeopardFailFish
IT KEEPS HAPPENING

posted about 9 years ago
#8 sideshowChamp in Off Topic

http://puu.sh/ruC8r/37c772f3c3.png

http://i.imgur.com/6z9AEaO.png

posted about 9 years ago
#13 Tell me my senior quote in Off Topic

"jokes on u guys i was only pretending to be socially inept"

posted about 9 years ago
#26 favorite quotes in Off Topic

Nation (In mumble): There's this new meme people keep telling people to do on stream. I think it's called a "dib"

posted about 9 years ago
#13 Post TOTH Setups in Off Topic

http://i.imgur.com/pGlJQoX.jpg

posted about 9 years ago
#15 National Videogame Day in Off Topic

Lmao the hosts seemed pretty clueless at the whole thing but extine did a really good job of explaining what it was all about and what he was doing. Really cool to see.

posted about 9 years ago
#8 offline shooters like tf2 in Other Games

Devil daggers is very fun

posted about 9 years ago
#41 Weapon Bans in TF2 General Discussion
Collaidedid u just call out setlet

No but if it was setlet the loch and load probably wasn't the reason he was baiting his entire team.
That's me calling out setlet

posted about 9 years ago
#35 Weapon Bans in TF2 General Discussion
CollaideMy bad, I only remembered playing countless of pickups where demomen baited their entire team by going lochnload

tbh those demos were pretty bad or playing with it the wrong way/not using stickies for the primary damage output then.

It's better at getting people who are in your face like scouts rushing you and you can also spam from a safer distance and pound people because of the way the projectile speed works.

Because it's faster and they're flying straight it means that you can hit people in a choke from distance where the shot will travel through the entire choke horizontally, as opposed to pipes where you have to aim up and so they'll land in the choke.

posted about 9 years ago
#358 Global whitelist unveiled in News

Weapons that I'd probably have the most concern over being allowed since the atomiser and base jumper have been allowed are probably rescue ranger and loch n load. Rescue ranger might not be so bad since the wrangler isn't allowed but it's definitely a straight upgrade to the offclass at what it already does, holding last.

Loch n Load is a much bigger deal than I think most people think it is. The speed difference is much more significant than for say the direct hit, as you can't rely on rollers for damage like you can splash and grenades don't get falloff, so you can deal 100 to people very consistently from long range where you couldn't with pipes. Having 3 grenades in clip is a significant downgrade but imo the projectile speed upgrade almost completely offsets the lack of rollers and splash from a spam perspective because it makes the grenades significantly harder to dodge in a chokepoint.

posted about 9 years ago
#32 Weapon Bans in TF2 General Discussion
CollaideThat's been allowed in etf2l for a long while now"

http://whitelist.tf/etf2l_6v6_s24
???

posted about 9 years ago
#5 Stark in Off Topic

Moursi??

http://puu.sh/r310V/d5c00cd605.jpg

posted about 9 years ago
#41 Time for Na & Eu to start using the same ruleset ? in TF2 General Discussion

I kind of like the idea of a pause in the middle for league play and the ability to switch sides for the previously mentioned reasons. However, we kind of get this in Europe with the switch between maps, though if you lost that map you still lost the points which isn't the case in ESEA. I think some sort of pause and switch like this halfway through a 30 minute map would really break up gameplay and wouldn't be good.
However I think the 30 minute ruleset has the potential to be much more tense which makes it way more fun to watch casted matches of and is better for lan games imo. I think although the EU timer is way harsher on a losing team it does make the game way more interesting from a spectator perspective.

posted about 9 years ago
1 ⋅⋅ 80 81 82 83 84 85 86 ⋅⋅ 112