big_sweetiepie
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SteamID32 STEAM_0:0:11195519
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Signed Up August 26, 2024
Last Posted October 10, 2025 at 3:02 PM
Posts 13 (0 per day)
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#5 TF2 is 18 years old today in TF2 General Discussion

there was a lot of silly bullshit back in the day. stuff i remember:
- badlands getting released and 6s finally having a map everyone thought was good
- damage spread used to sometimes allow a pipe to 1shot a scout
- stickies were bullshit to a degree you can't even imagine. couldn't even break them for a while
- seagull explaining to our team how bombing created a damage differential
- running backburner pyro on cp_well mids because it gave you +50 health
- grinding 39/39 achievements on an empty server whenever a class update dropped
- a hundred leagues popping up and getting abandoned
- dealing with double sandman on cp_fastlane when it could fully stun ubers
- natascha in 6s
- f5ing the soldier update page to get a service medal
- having to use binds for autoreload and rapid fire pistol
- most of all booting up the game for the first time on xmas and realizing it was the best game i had ever played

posted 1 month ago
#1 TF2 Noobmod in TF2 General Discussion

the jump from casual tf2 to 6s is a difficult transition, and one thing contributing to the difficulty is that new players have to use the same ruleset as invite. imagine you're teaching a first grader basketball and you're making him shoot on a 10" rim with the 3pt line pushed way back. no shot dude, you want that kid able to actually play within his abilities. then as he grows up, he gets better, the rules change.

here are some ways we could "lower the rim" for beginners:

  • more restricted whitelist
  • decrease spawn timers
  • increase round time
  • players start the round at 2nd, rather than last

most of these are pretty simple. don't make new players have to learn counterplay for spoon/demoknight/banners/etc. make mistakes less punishing with a slightly decreased spawn time. teams are slower, so give them more opportunities to break last holds. hell, you could even have engis build slower. my more contentious proposal is having rounds start in the first forward spawn. rollouts are tough for new players and if any player messes one up badly, mid can be over before it starts. rolling out from 2nd lowers that barrier to entry without diminishing how important jumping is the rest of the game.

what do you think? what other rule changes would make it easier for new players getting into 6s?

posted 1 month ago
#2 RGL S19 IM/AM/NEW Happenings/Discussion in TF2 General Discussion

this is our year no question

posted 2 months ago
#12 RGL HL S22. Massive Changes, No Player Feedback. in TF2 General Discussion

do you need to borrow 3 dollars?

posted 2 months ago
#45 ban loch in TF2 General Discussion

we'll never get it banned at this rate :(

posted 3 months ago
#44 ban loch in TF2 General Discussion

20 upfrags and i vote to ban the loch

posted 3 months ago
#40 ban loch in TF2 General Discussion

loch is for sure more fun to use than ib/stock, you get to land more pipes and have more control over how they hit

posted 3 months ago
#3 RGL S18 IM/AM/NEW Happenings/Discussion in TF2 General Discussion

they're still figuring it out

posted 6 months ago
#4 Spacetime in 6s? in TF2 General Discussion

i'm working on this now and will let you know

posted 8 months ago
#47 dribble.tf - stv demo replay in browser in Projects

great tool, i would love if you could see ubers and engi buildings as well

posted 8 months ago
#23 RGL S16 IM/AM/NEW Happenings/Discussion in TF2 General Discussion

rgl admins will agree that going 4-4 for 4 seasons is a vibe

posted 11 months ago
#21 RGL S16 IM/AM/NEW Happenings/Discussion in TF2 General Discussion

this was not our year but the next one will be no question

posted 11 months ago
#2 RGL S16 IM/AM/NEW Happenings/Discussion in TF2 General Discussion

this is our year no question

posted about a year ago