bastid
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SteamID3 [U:1:61996938]
SteamID32 STEAM_0:0:30998469
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Signed Up August 18, 2013
Last Posted July 9, 2015 at 4:03 PM
Posts 106 (0 per day)
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#47 TF2 update for 7/8/15 (7/9/15 UTC) in TF2 General Discussion

Sounds like Scout needs a nerf then? He's tricky because he's so bad when you're bad but so good when you're good

posted about 8 years ago
#43 TF2 update for 7/8/15 (7/9/15 UTC) in TF2 General Discussion

calling placebo on sticky un-nerf, they would put that in the patch notes.

and demo needs it anyway the fuck are you guys on

posted about 8 years ago
#28 TF2 update for 7/8/15 (7/9/15 UTC) in TF2 General Discussion

noice

posted about 8 years ago
#44 UGC bans picking up dropped mediguns in TF2 General Discussion
smobothis new feature that was obviously not designed with competitive in mind

what makes you say that? is this like the first sticky nerf all over again, where, because some people didn't agree with it, it "wasn't made with competitive in mind"?

who did valve make this change for? pubbers? no way

anyway. i feel like this is way too much of a kneejerk ban, but i can understand wanting to get the season out of the way first. i sincerely hope ugc looks at this and the changed weapons critically whenever the next season begins. be mindful that this can and will happen in the future (sudden patches that flip the meta around)

i'm of the opinion that leagues (HL and 6s) should just go balls out with allowing weapons since valve changed so many of them. it feels weird to test SOME new things but keep others banned, seems like it would lead to inconsistent results. but yeah, now is the time to experiment, and to work with valve. test stuff, leave feedback, don't shitpost.

posted about 8 years ago
#215 Gun Mettle Bugs in TF2 General Discussion

the dalokohs bar doesn't work... like at all. your overheal drains super fast when you eat it (the moment you start eating).

posted about 8 years ago
#17 TF2 update for late 7/3/15 (7/4/15 UTC) in TF2 General Discussion
- Fixed a bug that caused the Shortstop to reload faster than normal

:(

The weapon drop change seems like it will really reward aggressive plays

posted about 8 years ago
#688 The Gun Mettle Update in TF2 General Discussion

We really complaining about an update that added a ton of neat shit for casual AND competitive players?

Companies make money and players other than yourself exist

posted about 8 years ago
#68 Gun Mettle Bugs in TF2 General Discussion

Can't heal Minis with Rescue Ranger

posted about 8 years ago
#17 Gun Mettle Bugs in TF2 General Discussion

I think they converted stock weapons (some unlocks?) to use c_models, those are much nicer looking

posted about 8 years ago
#14 Gun Mettle Bugs in TF2 General Discussion

Very little height gained from Wrangler rocket jumping (likely tied to the universal explosive KB bug)

posted about 8 years ago
#124 The Gun Mettle Update in TF2 General Discussion

Good on Valve for making changes to the core of the game, this was overdue. I see more than a few of my past suggestions in that patch list!

The Spy and Engie changes both go a long way to making them more palatable (playing as and against) in both pubs and comp.

Engie's support building buffs are godlike (the idea of offensively placing dispensers and teles really appealed to me before but just couldn't be done), and the tankiness of sentries being nerfed while the offensive utility of them is buffed is going to put the class in a very very sexy position. The days of single-Engie Wrangler holds are gone, guys. The pace of the game is going to speed up dramatically.

posted about 8 years ago
#162 TF2 Feature Requests and Bug Fixes in TF2 General Discussion
deetrbastid-Fix buildings blowing up if you change wrenches other than Sentries for the Gunslinger and vice versa. Makes no sense outside of this, just another pain.
This seems like it might be intentional in order to add more of a penalty to switching wrenches when you die with your sentry but still have a teleporter up

This was a measure taken by Valve to prevent the Level 3 minisentry glitch afaik, and it seems like a lazy workaround, like buildings blowing up if you have your heel inside spawn. Would appreciate if they could fix it another way.

Thought of another one:

-Fix the game's soundscapes. Sometimes you hear a crit noise from miles away that sounds like it's right next to you, and sometimes you can't hear the level 3 sentry directly around the corner. Big request but it would go a long way.

posted about 8 years ago
#155 TF2 Feature Requests and Bug Fixes in TF2 General Discussion

-Add numeric health values by default on HUDs (this applies to teammates/the spectated/enemies as Spy+Medic/buildings/robots, etc.)

http://drok-radnik.com/junk/hud_health.jpg

-Add damage last done as a default HUD option also

http://i.imgur.com/MNbitr5.png

-A more robust HUD editor IN-GAME where the color, size, position etc. of these values and others can be tweaked

-Add building hitsounds that are different from regular hitsounds (and damage numbers, why not)

-Optimize, optimize, optimize

-Fix the bug where if you try to upgrade a fully built Teleporter entrance while the exit is in the process of building, you "repair" the exit and waste metal until it's built as well. (source: http://youtu.be/PtnukOucObQ)

-If you walk in spawn at all (even just a tiny bit of your body) while carrying a building (just sentries?), it'll be destroyed. This means you have to be careful taking teleporters that were placed right on the edge of spawn and the outside if you're taking buildings with you. This is rather annoying, make the "protection" more lenient while still not allowing Engies to sit in spawn with a building. Add a countdown until the building explodes or expand the "safe" zone.

-Additionally, if you put teleporters in some places like a certain spot in the way back of the tunnel by a minecart in Dustbowl phase 1, it'll break if someone tries to use it since they can't successfully teleport due to player height/teleporter height conflict or something. Just add no-builds to these areas instead of Engineers having to find out through trial and error.

-Fix buildings blowing up if you change wrenches other than Sentries for the Gunslinger and vice versa. Makes no sense outside of this, just another pain.

-Add a world reload animation for the Pomson. Engie just stands there and you hear crank noises at the moment.

-Fix these: https://forums.alliedmods.net/showthread.php?p=1671299

-Add these fixes and SERIOUSLY consider adding certain enhancements: https://docs.google.com/document/pub?id=1URgEtYCsqdpFdbWPMNqNJIZngSbUUCCtSQ03AuHrcBE

-Adding on to the above, please regularly add community-contributed fixes, especially stuff like the creator of an item optimizing it and fixing textures or whatever.

-Update and add new in-game tips.

-Fix being able to move yourself during the few seconds of freeze time at the start of matches and THEN make spawn points consistent in some way (i.e. all scouts spawn at the back/front). It's just pointless atm because everyone wants to rocket/sticky jump to the resupply and eke out a tiny positional advantage when we should all be on the same page. This is a change consistent with when the Medigun was changed to always build uber at max during setup time, to remove the need for self-damage grinding.

-Rework the points system. You should be rewarded for doing things like tanking sentry damage as a Bonk'd Scout, N amount of repairing done as a fellow Engineer, etc....

-Fix all associated Spy bugs, he's a mess. https://wiki.teamfortress.com/wiki/Spy#Bugs Probably more along with these

-Map workshop! Accept map fixes and changes by creators.

-Fix 9s looking like 5s in the default font.

http://i.imgur.com/xCXza24.jpg

-Implement crit glows for weapons that have none

-Implement unique SFX for weapons that lack them.

-Adding on to this, weapons that have passive buffs/nerfs should appear on player models. Some do but it's inconsistent ATM, and Valve even added an update that focused on changing this (removal of set bonuses and so on).

http://i.imgur.com/Kgu7Vaj.png

posted about 8 years ago
#113 Weapon Balance Discussion in TF2 General Discussion

You guys need to tone down on the usage of the word "free" when discussing balance. Ditto "no downsides". These are almost always hyperbole

posted about 8 years ago
#91 Weapon Balance Discussion in TF2 General Discussion

I don't really think Heavy and Pyro destroy any harder at lower levels than Soldier does. Just less savory for some reason

posted about 8 years ago
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