iridescentFUZZ
Account Details
SteamID64 76561197982135745
SteamID3 [U:1:21870017]
SteamID32 STEAM_0:1:10935008
Country India
Signed Up May 11, 2013
Last Posted November 15, 2017 at 5:18 PM
Posts 308 (0.1 per day)
Game Settings
In-game Sensitivity 1
Windows Sensitivity 6/11
Raw Input 1
DPI
800
Resolution
1280x720
Refresh Rate
75
Hardware Peripherals
Mouse Logitech G400S
Keyboard TVS-E Gold(cherry blues)
Mousepad Roccat Alumic
Headphones Sennheiser HD-202(Modded)
Monitor  
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#13 Thoughts on the G502 in Hardware
stabbyIt has excessive smoothing. As does the g400s ;)

The hell? I thought accel and prediction and skipping were the only things one had to avoid in a mouse sensor.

posted about 9 years ago
#123 The Mouse/Mousepad Thread (last updated Sep. 9, 2013) in Hardware

https://www.youtube.com/watch?v=kYLrnQ0Did8

That's what originally made me want the shidenkai

posted about 9 years ago
#114 The Mouse/Mousepad Thread (last updated Sep. 9, 2013) in Hardware

I had wanted to pick up an Artisan Shidenkai when my old Roccat Sota started peeling, but heard some bad stuff about the coating wearing off easily.

Went and bought a Roccat Alumic instead as it was available locally. Nice smooth mousepad, very durable, though it's a bit small and the bottom edge can put some strain on the tendons of your hand if you don't have something under the pad(or don't use the wrist rest)

posted about 9 years ago
#89 Quakecon in Esports

Sad there was no more of the tox that showed up against rapha.

posted about 9 years ago
#87 Quakecon in Esports

Lava going huge in the bronze match.

edit: Holy shit gauntleted

posted about 9 years ago
#115 cp_logjam (5CP) in Map Discussion
PotatovThat wall is huge. Just what we needed to nerf those snipers. Though, it does look a bit out of place imo. Might need to blend it in some more.

Plus, I don't think that wall messes with rollouts that much. Makes it a bit harder? Yes. However, you can still arrive to the middle pretty fast.
I've piled up a few rollouts in one video:
https://www.youtube.com/watch?v=3II1kX5bW90

You sir, are a genius.

posted about 9 years ago
#111 cp_logjam (5CP) in Map Discussion

Accidentally stumbled into a less convoluted right hand rollout:

https://www.youtube.com/watch?v=O83a3R83px8&feature=youtu.be

Haven't experimented with it enough, but it shouldn't be hard to optimise further.

posted about 9 years ago
#102 cp_logjam (5CP) in Map Discussion
PheaaI can do that rollout pretty consistently, yeah.

In any case why does the rollout have to be that fast consistantly?

Because it's nice having a higher skill ceiling than the granary rollout.

posted about 9 years ago
#41 Ruleset Discussion in TF2 General Discussion

Good to see you got some interesting insight from your time playing in Asia, tery.

posted about 9 years ago
#99 cp_logjam (5CP) in Map Discussion
ExquisiteStoneFirst of all, how is that a hard rollout? Second of all, do you want me to find a better one?

I've tried both left and right rollouts pretty extensively, and the right one is notoriously hard to hit often enough for it to be a reasonable rollout. Even with the left rollout(minus the arch) it'll end up being pretty damn hard for most people to get a proper pogo jump.

I think a fence might server better than the arch there.

posted about 9 years ago
#58 Quakecon in Esports

Wow, that match was something else.

posted about 9 years ago
#66 the art thread in Off Topic
HyceYeah, all the songs and demos are all "composed" by me. I don't really sit down and go "Hey I'm going to write a song in this key with this whatever" and then write out music, I usually am just screwing around with a guitar and play something cool and then flesh it out.

Yeah, I know what you're saying because my cousin's like that although he only really does his own drums and lead guitar.

posted about 9 years ago
#64 the art thread in Off Topic
pweeiridescentFUZZ

nice values in that second drawing!
did you attempt to add more details?

Thanks! I didn't add more details because the reference I used was an image of a bust from the Louvre that wasn't really detailed, and I wasn't too keen on making up detail for a form study.

Even today(that painting is around 18 months old) I don't like to focus on details too much except when a project requires it. At least when doing personal work and practice, I feel like studying composition, form and light/shade over details will allow me to drastically cut down on the initial time spent on a painting/illustration; and for me, that initial time spent doing mockups or thumbnail sketches is probably the most important to spend well.

Hycehttps://soundcloud.com/hyce777

I'm a a musician as well. If you like rock music you'd probably like my stuff. I'm playing all the instruments, I overdub them one at a time to make a full song.

Meanwhile my sister actually does visual art...

http://www.marianhuberart.com/uploads/1/6/2/9/16295390/6267151_orig.jpg

Great music there. Do you compose all this yourself(excluding the covers)?

posted about 9 years ago
#2 Quakecon in Esports

Had a blast watching Fraze at last year's winter DH.

I barely keep track of QL stuff despite the fact that I love watching good duels, so thanks for the reminder!

posted about 9 years ago
#84 cp_logjam (5CP) in Map Discussion
staticiridescentFUZZMy attempt at the perfect demo rollout:

https://www.youtube.com/watch?v=Nvry4s_cvOY&feature=youtu.be

Could be a little less sloppy in places I guess.
thats fucking god tier, i guess the equivalent of the process pogo rollout to all the standard ones.

Thanks, but Potatov's video beats mine fairly efficiently.

In theory, that first ramp-slide out of spawn should be great because it minimises walking and gets you pretty far into that first hallway, but in practice it messes something up with timing(maybe just for me?).

There are also a few variations on the hallway pogo jump. One way is to have the 2nd sticky land just before the stair-ramp, and another is to use the first sticky to hit the ramp(getting a small slide off it) and delay the 2nd so it explodes in the air behind you as you surf off the stair-ramp. The first method is prone to very high jumps that land you in choke, but not close enough to the medkit. I've found the 2nd technique more reliable at nice horizontal trajectories, which give you a good surf off the slope at choke and put you right on the medkit.

posted about 9 years ago
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