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#16 cp_utopia in Map Discussion

screens are from a1

last looks pretty nice but lobby looks really awkward

unlike badlands it doesn't really look like you'll be able forward hold in any way not that you really should but it also doesn't look like you can hold lobby in any situation which seems out of place compared to most standard maps

gully lobby demo can hold shutters with a +1 maybe even and rest of team can hold upper
badlands demo can hold shutters while soldiers cover left/right bats
sunshine demo can cover bats/shutter while combo goes bottom left and flank goes dungeon
snake soldier and scout can cover lower while rest of team is upper
metal 2 guys can cover shutter rest of team on the otherside
granary and process don't really have standard lobby areas in that there isn't an area that the whole team is forced to go through from last to second

but pretty much pushing out of last into second on every map with a lobby, the whole team will get into the lobby and then get into second

https://imgur.com/iF3CUxp.jpg

right wall is what is making controlling lower lobby from upper really awkward (how far it reaches in from the right if you pushed the wall and the staircase over the right a bit it'd probably be better (or more badlandsesque i guess honestly) that whole situation there seems really awkward for demos, there doesn't really seem to be any easy to cover areas for that class at the moment. You may want to make some more radical changes to lobby because there's still a lot of doors to cover which was one of badlands biggest issues with pushing out (the other being spawn times)

https://imgur.com/epNzs1d.jpg

possible sight line issue here if you move that wall as the wall on bats is pretty low and you might be able to see onto the second point not sure though

https://imgur.com/QWrOIYf.jpg

obviously this is an alpha map but there's 2 things here it looks like you can stand on but you can't (on bats and above trash door) but this sniper sightline into lobby is also pretty crazy and if it's gonna exist anyway you might as well move the trash door to the left a bit so you can actually cover it from upper lobby without exposing yourself

https://imgur.com/1lVmq9F.jpg

sniper from double forward is still stupid broken and honestly due to the nature of the map you could probably keep the forwards in the same spot for both points with different spawn times. I can't really think of a better a better place to put the spawn maybe in valley ? choke seems like equidistant to current forwards anyway but i guess it's a much better position to be able to set up into mid anyway

https://imgur.com/IWpwFHR.jpg

maybe move the spawn doors back a bit you can still spam bottom left from spawn though maybe this is intentional

at the moment it actually might be harder to push out of this last than badlands but the last is so much better than you can make the spawn times not awful for the defenders (gullywash is probably a good starting point) because there are actually ways to sack/push last that don't involve point gimmicks

also on 2nd i think you should remove the ramp from launchpad to the point, part of what made badlands spire so interesting was that you had to clear the area and lock it down before your medic could take the strongest position. Even process spire isn't nearly as free current situation seems like 2nd would be hard to hold/fight if you can't lock down the choke

posted about 4 years ago
#15 le economy crash in TF2 General Discussion
Phantomhow did they fuck up this hard im utterly confused

have you ever seen office space

posted about 4 years ago
#19 Unveiling NACL in TF2 General Discussion
Tino_So I am only going to make one post more on this whole new league matter as I have said more then enough already. This notion that it is "too late" is a little stupid IMO. RGL has yet to actually start and there is plenty of time for people to change to a different league. No one is locked into only playing RGL at this point and things can still change in the community. Realistically if people want to play for cash then RGL is the best option because there is stupid money being dumped into it for no real reason, and if cash is the number one factor then RGL is the obvious choice. But it is still a choice, I am not faulting anyone for that choice I am saying people need to figure out what they want. If it's RGL, then go RGL, if it's NaCl, or any other league then go there, but don't make the decision that it MUST be RGL because of some arbitrary time limits that dont make any sense. People know where is stand on these issues, but for the rest of you there is still a lot of time to actually have these discussions and reach a conclusion you want, rather than one you are forced into.

if anything I would say the timing for this league is a lot better than RGL

I agree with trip if doing 30 minute ruleset ban to 2 maps and play 2 maps
do 2 roster swaps/week (maybe 3 even) with a max over the whole season

posted about 4 years ago
#110 best frag videos under 2,000 views in TF2 General Discussion

https://www.youtube.com/watch?v=HQyWUjtlCmA

posted about 4 years ago
#2 Has anyone seen this disconnect reason in MM? in TF2 General Discussion

https://i.imgur.com/WWtrzQ1.png

you need to put the actual image link between the img tag, not the album containing the image

posted about 4 years ago
#76 On NATF2's Future in TF2 General Discussion
slamBergIt would be interesting to see how the map pick/ban vs. weekly rotation preference was broken down by division. The results being around 80/20 isnt too surprising considering how horribly implemented it was in ESEA. I think if the map pool for a new league was 7 maps, with a pick/ban system 3 bans/3bans, always narrowing it down to a single map, most invite teams would prefer that. Having a map pool of 7 would make incrementally changing the map pool each season a lot easier(vote 1 out, vote 1 in, every season) as opposed to dropping gran, badlands, adding logjam prop cp_hospital, all over 1 offseason.

You could even have the map/pick ban system exclusively for the top division, especially if the survey results(15-20% prefer map/pick) was a strong majority of invite players.

Thoughts?

you can look at the results per division by changing the sheet at the bottom of the page
among invite players pick/ban was more popular but not more popular than a weekly rotation 61.7% weekly 38.3% pick/ban

posted about 4 years ago
#71 On NATF2's Future in TF2 General Discussion
Screwballbotmodehttps://docs.google.com/spreadsheets/d/1ojSThYcJ_GVYqsChGuf0t20et2N4V39x2nyzzk2EGNc/edit?usp=sharingLooks like a lot of people are either lying or overestimating there skill levels.

or the primary group of players that browse tftv and were willing to spend the time to take the survey were IM players

posted about 4 years ago
#65 On NATF2's Future in TF2 General Discussion

Here are the results of the survey: https://docs.google.com/spreadsheets/d/1ojSThYcJ_GVYqsChGuf0t20et2N4V39x2nyzzk2EGNc/edit?usp=sharing

I have removed the names for the sake of anonymity

When I made the survey I reasoned that if people had anything to say they could post it on tftv but it would have been much better to provide an open ended feedback option. In the one open ended question someone cleverly used that answer to say:

Just gonna hijack this answer real quick. A lot of the questions asked here, although slightly relevant have a decent chunk of the questions lack context. As example the map pick/banning depends on if its seeded or not. You'll get some answers out of this but a chunk of them will lead to inclusive results even if there is a majority.

Which is true, so keep that in mind. I purposefully tried to keep things as broad as possible to get a general idea of want people wanted and not what an ideal ruleset is by popular vote. Some of the most popular things don't work together very well because the questions lacked the context to create an if a then what b do you want situation. For instance, a lot of people like the classic esea ruleset but people also like two maps, obviously these don't work very well because you could have matches last longer than 2 hours in some fairly common cases. Basically, this survey isn't gospel but it is a lot of information.

Another flaw, for the single /double elim question I did not initially have the single for lower double for upper as an option though I did add it relatively quickly so that may be more popular than it appears to be.

Most of the responses to the survey were NA players, either because it was received as a poll for NA or because it was posted on TFTV and that's primarily who browses tftv.

The survey is still open and I'll add the results as I can throughout the week
I'm not an expert spreadsheeter so if you spot any errors please let me know so I can fix them

posted about 4 years ago
#34 RGL unveils Traditional Sixes League details in News
Tino_Realtalk, no active invite player should ever be admin of a league. There are very obviously still issues with the league but jetz and grape are super low down on the list currently. Sure you could probably get better people, but I imagine many of those people either don't want to touch RGL, or they have probably been blacklisted to some extent.

I actually don't see an issue with an active invite player being an admin of a league as long as they aren't making admin decisions that affect them. Seems like an easier solution to stop an invite player from making admin decisions in the invite division than to stop them from being admins altogether. It seems rather strange that the admin team would completely lack invite representation. I imagine your second point probably has some merit though, even if there isn't a literal blacklist there's probably functionally one.

posted about 4 years ago
#26 On NATF2's Future in TF2 General Discussion
CorunsonFor bearodactylsnip
Maybe tac pause should be allowed or come into play more often if teams need some time to rethink their strategy. I know i am no expert on the situation but I feel that if teams were granted 3 1-2 minutes pauses per map it would give teams some time to think of strategies.

I'm in favor of adding a 3-5 minute pause "for any reason" in addition to a technical pause

bearodactylI think if they had like 90 second tac pauses you could do in between rounds that would be a really good feature, or just allowing a pause of whatever duration, and allowing them to do that for a tac pause but o this having a shorter one for both teams to discuss shit and figure out what they wanna fix would be good versus the 'oh lemme go to the bathroom' or get a drink or whatever that u will do with normal pauses

between rounds would be ideal
ETF2L's cfg has a longer post round duration, which would give teams a greater opportunity to tac pause

posted about 4 years ago
#22 On NATF2's Future in TF2 General Discussion
bearodactylNoo don't do away with the halves rewind ruleset was good for lan but the half time is super good to allow teams to play strategically and comfortably while still having the possibility to come back and change their approach in the second half. With no halftime the first point that is won is easily the most important and it let's teams easily park the bus and force the other team to do crazy stuff out of desperation with the little time left.

With the half time the team that wins does so because they have actually cracked the other teams defenses and shown themselves to be the better team rather than simply getting lucky on one mid and wiping them and converting it to a round just to park the bus 1-0 with a sniper for the next 20 minutes.

Maybe I'm in the minority but the amount of comebacks I've seen enabled by the half time ruleset completely justifies the downsides (having to play a little longer I guess). Hopefully there's something in the survey though to gauge public opinion on it versus just going with what botmode suggested he wanted and sigafoo said he agreed he liked.

I think there are a number of people that agree with your thought on ESEA's format when it comes to regular season BO1's. The problem arises in any other format and I think there are ways to make up for this in regular season but the survey will definitely shed some light on what people think about this.

posted about 4 years ago
#15 On NATF2's Future in TF2 General Discussion
sigafooRead through the document and thanks for clarifying some points you made in it over DM with me. We're definitely keeping this and everything we've read so far in mind as we release our changes and survey tonight for updates for the first season.

there's no reason to mention the DM and not mention anything about what was in it, not that there was really anything of substance in it anyway
https://pastebin.com/DRB3tKuv

looking forward to seeing your update

posted about 4 years ago
#2 Who is that old guy you see when you join mge in TF2 General Discussion

https://proxy.duckduckgo.com/iu/?u=https%3A%2F%2Fimages.genius.com%2F8ff15497d6b889d95667f94d727eb57e.1000x1000x1.jpg&f=1

posted about 4 years ago
#1 On NATF2's Future in TF2 General Discussion

It's a bit long and I apologize for it but it's all important so please read it

https://docs.google.com/document/d/1KtyXL3QAaiReKkldZcjb4LLdX3wWckrz6WToABlEgaE/edit?usp=sharing

thanks

here's the survey link

posted about 4 years ago
#244 cp_prolands in Map Discussion
StarkieCollaideAlso, any opinion on which of the 3 lasts that is the best?ive not played the p version but the 1 second cap time makes the map way better than the 2 second version
having a very easy last push makes teams go for more all-in backcaps when defending 2nd with disad because holding last is near impossible against uber. also less failed last pushes means less stalemates on last
the last stalemate is a bit more bearable since you can play for cap time as the med is very safe

i imagine the p version makes it hard to play the point so i feel last stalemates would be just as bad as they were with the 2 second cap time

the p version is also easier to push last though not nearly as much
the open point makes it easier to bait/push the sticks off point
open ring is stupid though
ideally keep 2 second cap with more changes to last to make everything less awful but it's a lot simpler to keep 1 second cap time

posted about 4 years ago
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