Account Details
SteamID64 76561198140668977
SteamID3 [U:1:180403249]
SteamID32 STEAM_0:1:90201624
Country Canada
Signed Up February 7, 2021
Last Posted March 27, 2023 at 12:07 AM
Posts 235 (0.3 per day)
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In-game Sensitivity 1.53
Windows Sensitivity default
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Hardware Peripherals
Mouse razer ultimate v2
Keyboard tofu65
Mousepad artisan hien
Headphones pc37x
Monitor AW2518HF
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#7 bulk detonator lfp in Recruitment (looking for players)

bump for s11

posted 2 hours ago
#2 (Team Name in the Works) High Main LFP in Recruitment (looking for players)

This teams success completely depends on smug's power to harness young mans feed drive. Huge if successful

posted 6 days ago
#35 dalenu lft s6 advanced in Recruitment (looking for team)

the greatest

posted 1 week ago
#32 cp_sultry (5cp) in Map Discussion
While I won't shut the door on adding another 2 seconds onto the defenders spawn times, I think this might be a "treating the symptom, not the underlying problem" kind of deal. WHY do players feel this extra defender respawn time is necessary?

I feel like another reason that you didn't mention was that this is (as far as I'm aware) the only map where defending soldiers can comfortably rotate through spawn without it taking forever or being especially detrimental. Most maps have a very low ceiling out of the spawn doors, I imagine in part to help this. For example process has the heaven balcony, or recent maps like villa have a very sunken in spawn walkout. I think soldiers getting to just rotate through spawns endlessly is what is really extending these last fights.

Being able to go spawn, get crit healed, and be back on point in like 1 second lets teams just have their soldiers cycle bombs onto point, and unless the attackers can instantly kill a 300 hp soldier, the last push becomes very dreadful.

posted 2 weeks ago
#39 4 suggestions for RGL in TF2 General Discussion
someone from tftv planning to show me how to parse logs so i don't update the scores until then. just understand that this season is way better before past seasons.

you only had rgl doing streams and the match pages didn't even have lineups. now we're posting the match threads as early as sunday night and on fireside, we're constantly in communication with the teams rather than running ad hoc and deciding last minute, "hey let's do a cast" which tends to have lesser outreach than preplanning everything the absolute start of the week

behind the scenes me and underscore are working while i'm playing on a team + underscore is dealing with projects and is also on the eu tftv coverage. just know we're trying our best despite the logistics + time that we have allotted to us. behind the scenes we're ensuring we inform casters/teams ahead of time, we're working on better graphics for our streams, and we're also working with other communities (e.g. collegiate tf2 league, tf2cc, the recent bball tournament, and ultitrio) to shine light on their endeavors too. you have a lot of casters for north america but only three producers in dolphin/me/underscore so our resources are stretched THIN.

we don't really have a graphics team on our end so our way of reaching out to people about announcements atm is via the TFTV/TF2CC/RGL/Newbie Mixes discord. maybe it's time to create a community discord while rgl develops their website functionality for that? what do you suggest (this question is pointed towards anyone really)

god bless arcadia and aad too for the work they're doing with rgl's website too. it's about fucking time we have people volunteering to help and listen to the constructive criticism for problems that are glaring and unaddressed at the moment

You guys are goated this wasn't meant to be a knock on the planning or stream quality etc. from either rgl or fireside. I think an actual rgl suggestions thread would be a really good idea. I think ur idea of a community discord as a temp fix is a great idea for some of the mentioned problems as well. Both of these things are pretty simple so hopefully they can happen :)

posted 4 weeks ago
#35 4 suggestions for RGL in TF2 General Discussion

I can't remember if there's a normal thread for rgl suggestions sorry if I'm forgetting it.

Regardless I think the current way of seeing invite matches and stuff is miserable. The only reason I know when a match will happen is from a thread here on days/times I check. Checking the rgl page the matches are pretty much never played in order (as in if I want to watch a certain team, keeping track of when they have matches is essentially impossible). I'm not sure how much of this is due to constant rescheduling, but some of it also seems like a way the information is being presented.

If you look at pretty much any teams page right now, you'll see a group of played matches at the top, and then randomly clustered matches throughout. All this makes actually keeping track of a matchup or stream feel awful.

Maybe I'm an idiot and there's a really easy and logical and accessible way to get all the info I'm typing about but I have no idea what that is.

posted 1 month ago
#60 RGL S11 Advanced Happenings/Discussion in TF2 General Discussion
MiG-21bischellWould be cool to have this so it doesn't feel the home team advantage is so significant as well.Simply be seeded higher. Oh wait home team is random get fucked I guess.

I don't think home team going to higher seed has ever been a thing unless im dumb. Last szn there were many times where we'd be first/2nd seed and much lower seeded teams would be the home team. Maybe in advanced it's been consistently different but I don't think that's the case.

posted 1 month ago
#58 RGL S11 Advanced Happenings/Discussion in TF2 General Discussion
SpaceCadetChange the way the pick/ban system works for regular season only (not playoffs) to force more diversity in the maps played.

Only have 3 map options in the pick/ban for every match. Home gets 1 ban, visitor gets 1 ban and the 3rd map is played. This way the league can rotate the maps week by week and still give the teams some flexibility on choices.

Week1 - Pick/Ban Maps are -- Metalworks, Gully, Granary
Week2 - Pick/Ban Maps are -- Snake, Sunshine, Process
Week3 - Pick/Ban Maps are -- Viaduct, Clearcut, Bagel
Week4 - Pick/Ban Maps are -- Propaganda, Reckoner, Badlands
etc, etc

If the league can agree on a larger map pool you can easily have the right amount of maps for an 8 week rotation, meaning you can evenly space the maps out for the entire season.

Would be cool to have this so it doesn't feel the home team advantage is so significant as well.

posted 1 month ago
#25 Need help documenting b4nny in TF2 General Discussion

I feel this vid;

did a good job of explaining a lot of b4nny stuff as is and is pretty recent.
I think a cool way to do this vid is possibly talk about the development of tf2 comp as a whole if u want a take a more documentary perspective. While I think na would be the best region for it as historically it's been the biggest region, the na vs eu drama is def worth talking about. (im also na so skewed and biased perspective).

B4nny documentary outright has been done a few times already and none of them really make people want to play or learn more about comp tf2 (assuming that's what you're making the video for).

posted 1 month ago
#3 team looking for in Recruitment (looking for team)

rly good mechanics in bball.

posted 1 month ago
#31 Update maybe? in TF2 General Discussion

New weapons is fun for a bit but doesn't solve any long term problems. I am of the opinion tf2 really just need some balance changes (gutting the weapons touge mentioned) and optimizations so 240hz is viable for people with good computers without making the game look worse than half life 1

posted 1 month ago

Why give him the oppurtunity to prove himself in a field of honor (why fight some dishonarable ASSHOLE??) when you can shrimply hold his entire family hostage and still get everything you wanted, with no chance for him to make some cheat to defeat you?

posted 1 month ago
#37 teaching people how to play 6s in TF2 General Discussion

I don't know how this thread has looped back to newbie mixes when the problem people were identifying more was one you're past newbie mixes but still very new to comp to be a part of the community that is very fucked on how to improve

posted 1 month ago
#5 bulk detonator lfp in Recruitment (looking for players)

Durzo has irl problems rn, need a Flank scout for sure next week/couple weeks, potentially rest of szn.

posted 1 month ago
#11 teaching people how to play 6s in TF2 General Discussion

Rn it feels like there's pretty much no reason for someone to want to come from a pub -> comp, and once they do, I think there's an alright amount of resources and access to like, ground level tf2 - nc/am in na, but past that, it pretty much becomes you need to know someone or else die and never learn. I feel that "halfway in the door" level is a place where a ton of people just get stuck (am-main specifically) and it can feel nearly impossible to push past that level. Invite players are simultaneously accessible to talk to in a pug or something, but it's pretty aids finding people who can mentor or make content for that level I'm mentioning. Ofc there are factors like not everyone want to, or they don't have the time etc. But I think it can also feel very unrewarding to spend time doing stuff only for no one to care, or mentoring someone that then ceases contact entirely or something. I'm not sure what could specifically be done for this, either. Needing to pay to learn the game sucks and although free resources are great, not everyone wants to commit that time.

posted 1 month ago
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