kirby
Account Details
SteamID64 76561198032857178
SteamID3 [U:1:72591450]
SteamID32 STEAM_0:0:36295725
Country Pirate
Signed Up July 23, 2012
Last Posted March 25, 2019 at 7:24 AM
Posts 5130 (1.1 per day)
Game Settings
In-game Sensitivity 1.6
Windows Sensitivity 6
Raw Input 1
DPI
1800
Resolution
1280x1024
Refresh Rate
75hz
Hardware Peripherals
Mouse Deathadder 3500
Keyboard Dell
Mousepad Puretrak Talent Large
Headphones Panasonic
Monitor acer 75hz
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#12 who wants to throw paint & money at strippers w/me in Off Topic

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

I came at you.

posted about 12 years ago
#9 who wants to throw paint & money at strippers w/me in Off Topic

I'M SMOKIN' I'M ROLLIN'

got to 170k before my arm got tired

posted about 12 years ago
#2 Lawena problems in Q/A Help

Have you tried reinstalling or running as admin?

posted about 12 years ago
#8 scout mentor in Mentoring

It's okay, Alyka, I believe in your ability to triumph over the disbelief and become the best!

Really though, good luck and have fun~

posted about 12 years ago
#23 5 cp causes stalemates in TF2 General Discussion

We have gone through 14 seasons so far with ESEA. Let's not forget to add up all of the TWL and CEVO seasons--the ones that were taken seriously--as well. There have been smaller named leagues throughout 6v6's illustrious life, but we'll ignore those. Over these 14+ seasons, there have, of course, been stalemates. However, if I had to guesstimate the number of stalemates to the number of games played throughout every season, I would guess that 90% of games played didn't fall victim to boring stalemates.

Let's not mix things up here. There is a difference between the stalemates we saw at LAN and regular, sometimes hard to avoid stalemates that last ~5 minutes before something happens.

And yes, I'm confident in my guesstimation of 90%. There haven't been a whole lot of incredibly boring stalemates that no one wants to watch, albeit the majority of them continuing to watch because of their uncertainty for when the game will pick up.

You say the 5CP map type is the problem. I say you're wrong. I say the problem is for the most part situational. An example would easily be what maps are being played. The top maps being known for hosting the world's greatest stalemates are Gullywash and Granary (why do you think Valve added in the window in garage).

Another clear example are teams playing smart. Sometimes teams decide to YOLO it (I'm sorry) to avoid stalemates, though the majority of times teams would rather play it smart and not risk being at a player disadvantage when they're unsure of being able to be rewarded for their risk. Even if they are rewarded, the reward doesn't always overshadow the negatives.

My final example, albeit there being others, would be something similar to what we saw at LAN: a weapon that was allowed ended up being officially changed, and in this case INCREDIBLY buffed so that it would have a viable use, and it end up still being allowed, though in EVERY OTHER situation, the item would have been banned until the next season, possibly.

This item is so good that it basically forced teams into using it and learning new strategies and ways to change the very metagame we've grown so used to. The last time we've had such a tremendous change to the metagame was when the soldier received the Gunboats. Guess how long ago that was? Around 3 years. Yeah, a long time.

So basically, teams have an idea of how to use it, but not fully. We don't 100% understand the item's capabilities and what it can accomplish for players/teams. We don't know every possibly strategy for it like we more than likely do for the medigun and kritzkrieg. This basically left teams @ LAN to apply their finds, hoping/thinking it will work; and it did. The outcome, however, was this incredibly boring stalemate that spawned all of these fucking ridiculous as shit threads and people who think their opinions are valid. 90% of them are not, and the majority of people with certain opinions are only bandwagoning them from others.

I'm sorry for this essay, but sometimes people really need it explained.

tl;dr it's not the fucking map type

posted about 12 years ago
#14 5 cp causes stalemates in TF2 General Discussion

If this whole thing is a JOKE, then I will end you.

posted about 12 years ago
#12 5 cp causes stalemates in TF2 General Discussion
skynetsatellite013The 5 cp game mode is fundamentally prone to stalemates because it is too symmetrical

Then why are the majority of CP maps played not entirely prone to stalemates? Teams not wanting to risk losing a player/players and gain nothing from it also has nothing to do with map symmetry.

skynetsatellite013and has no timer.

What? A KoTH-esque timer has no place in 5CP. PL's timer is the same as 5CP's timer.

skynetsatellite013In payload and koth, at least one team has a clear incentive to push or lose the round. Even if a stalemate occurs, one team will win when the round timer expires.

This is implying that teams don't want to push as they don't have a reason to when playing 5CP. If a team has mid point and the other team are down 2, for example, that's reason to push second. If a team doesn't have mid but get a pick and have uber advantage, again for example, that's a clear reason to take mid. A timer isn't needed to force teams to push in order to not lose.

skynetsatellite013This is not the case with 5cp, where the win condition is to take last and there is no round timer, only a 30 minute half timer.

If you're trying to troll with this post, go back to 2006 and learn what trolling is. I'm going to potentially feed you with this, but there is a round timer lol

skynetsatellite013There is no push or lose incentive for either team in 5cp. It's only natural that when you raise the stakes, teams will play to not lose, and the way to not lose on 5cp is to simply hold on to your own last point, something both teams can do simultaneously. 5cp is thus prone to stalemates.

What do you even mean by "raise the stakes"? Teams want to win, whether it be a pug, scrim or match. People play to have fun, but also to win. If teams have a clear as day reason to push, they're going to. What you're saying is regardless of player advantage, uber advantage and what give you, nobody wants to push and therefore stalemates are born. No, you're wrong. Why? Because you're wrong.

skynetsatellite013We can try to prevent 5cp stalemates by fiddling with unlocks, or attempting to edit / fix / rebalance maps. I think there is a much simpler approach. Change the 5cp rules so that there is a shorter (15 min?) round timer

Hey, let me remind you of something you said earlier.

skynetsatellite013This is not the case with 5cp, where the win condition is to take last and there is no round timer, only a 30 minute half timer.

Remember that? What is it going to be, no round timer or a round timer?

posted about 12 years ago
#48 qf is just a scapegoat in TF2 General Discussion

I don't understand why it was allowed mid season. This item can very well change the landscape of the 6v6 metagame, but that's no reason to allow it mid season. I'm not sure if this is the correct way to put it, but it basically forces teams to forget what they were practicing to learn how to use an item and form strategies with it in a short period of time. I don't think it allowing it after the season started would have been as big of a deal had it been near the start of the season, but the fact is it wasn't.

As for having it banned or not, I say to leave it unbanned until near the end of the off season so people can learn about the item and what it brings better than stalemates on a map already prone to stalemates, then have a vote between invite captains.

posted about 12 years ago
#4 demo call in TF2 General Discussion

bump

posted about 12 years ago
#88 ESEA Quick Fix Ruling in TF2 General Discussion

I'm not sure why people who are under the effects of the Quick Fix are allowed to contribute to capture time.

posted about 12 years ago
#3 demo call in TF2 General Discussion

Oops!

posted about 12 years ago
#1 demo call in TF2 General Discussion

Hi, it's been a couple of months since I did anything. I'm too lazy to work on anything of a decent size, but I want to make videos. What I'm going to do is make "mini edits", or basically just short videos for people. This will go on until I feel like working on something bigger.

Leave all demos here, and please rename them in this format: name_map_whathappened.dem // example: kirby_process_threequadrupleairshotsinarow.dem

I'll take music recommendations for this as well, so you can leave those regardless if you have demos for me or not.

posted about 12 years ago
#64 cookie clicker [addicting web game - stay away] in Off Topic

Yeah, but in the end you'll still have few factories, mines and shipments :P

posted about 12 years ago
#62 cookie clicker [addicting web game - stay away] in Off Topic

If you plan on letting the game play itself, your best bet is to only very few factories, mines and shipments. Stack up on grandmas, portals and eventually time machines. Cursors are whatever, do what you want. You don't really need to have a ton of alchemy labs, but they're good to keep purchasing for a little while.

You'll get to a point where purchasing anything lower than a time machine is pointless, but for awhile it's a good idea to stack portals as they continuously add more to your grandma's cookie output. +1 the first portal bought, +0.5 every other portal.

posted about 12 years ago
#51 cookie clicker [addicting web game - stay away] in Off Topic

You get the grandma background if you're not actively playing the game for a certain amount of time. The grandma invasion lowers how many cookies you get a second (I don't think it changes the number on the top left). The elder pledge appears when this happens and gets rid of the invasion.

I'm 90% sure that's how it works, if anyone was wondering. However, I think you need a certain amount of either cookies or cookies per second for this to happen considering I just pugged and came back to no invasion.

posted about 12 years ago
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