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)
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Mouse Deathadder 3500
Keyboard Dell
Mousepad Puretrak Talent Large
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Monitor acer 75hz
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#394 How to Get to In-Game Comp Lobbies in TF2 General Discussion

Have we actually gone over actual reasons as to why every banned weapon is actually banned? I understand some are obvious, but there are weapons that get banned then later we're like, "oh wait, this weapon is actually viable in enough ways to allow it."

Soda Popper - banned

Let's look at the important stats of this weapon. It shoots 10 pellets each time you shoot, which is only twice before you're forced to reload. Point blank this can do up to 105 damage. Medium range can do up to 67 damage, and long range up to 11. Without mini crits, it's still a two shot weapon in the same situations as the Scattergun. With mini crits, it does up to 14.2 a pellet, or 142 maximum damage total. This is with a 100% meat shot while you have mini crits. Lowest damage with mini crits you can achieve while hitting every pellet is 81 damage (8.1 damage per mini crit pellet).

The weapons reload speed is 25% quicker than the FaN's, sitting at 1.23s. The Scattergun reloads one shot @ .76s seconds, or 3.56s for all 6 (first shot reloads slower, or otherwise it would be 3.36s).

Those are the more important number value stats. Going solely off that, without mini crits, it works the same as the Scattergun except with less shots loaded, meaning potentially a bigger risk for missing. It reloads both of it's shots quicker than the Scattergun can reload all 6, however. Going solely off of numbers, the "bigger risk" for missing isn't really all that big, but then you need to put into consideration how well the players can aim. NUMBERS THOUGH.

What can the Soda Popper do? Running for ~13 seconds constantly will completely fill your Hype Meter, allowing mini crits on all of your weapons for a pretty short time.

pros: Mini crits albeit short amount of time. Time between shots compared to Scattergun is slightly quicker. If your shots are dead on, you can typically do more vanilla damage (no mini crits, kritz/crits, etc).

cons: Reloads slower than Scattergun unless Scattergun is reloading all 6 shots, though reload time becomes quicker than the Scattergun's once the Scattergun starts reloading a third consecutive shot. Soda Popper only has 2 shots loaded at once.

Looking at this weapon for what it is out of a player's hands compared to the most used Scout primary in 6v6s, the Scattergun, it's kind of even. Mini crits, more damage and faster reloading compared to SC only if SC reloads more than 2 rounds. On the flipside, it only has two rounds loaded, reloads slower for a short period of time compared to the SC and players don't have a choice when it comes to activating the mini crits.

Now when in a player's hands, the number values and such still play a factor obviously, but it completely depends on who the players are exactly. Can both players aim as well as each other, or nearly as well? Can the SC player aim better or can the SP player aim better? Can the SP player position himself well enough to make actual use of the mini crits, or is it an off and on situation completely depending on what's going on in the game?

In the end it really only requires actual play testing and not just a couple pugs and it be over with. When you look at the numbers and the additional SP effect, the SP sounds like it could potentially be a lot better, but ultimately it pretty much just depends on who's using it and how good the players against them are.

So I guess what I'm trying to say is that the Soda Popper is a quick example of a banned weapon that could very well find a place in the norm but was banned pretty quickly after release (yes, I understand weapons released mid season get auto banned). And no, I'm not really a fan of the Soda Popper, I just picked the first weapon I saw that I wasn't exactly sure as to why it's banned.

ps I'm sorry if this all sounds like a lot of mumbo jumbo, but I really need to hit the hay. I should not try to think so hard when I'm barely awake s:

posted about 12 years ago
#283 How to Get to In-Game Comp Lobbies in TF2 General Discussion
RadmanTrotimYou'll also probably have to offer rewards for using the new ingame lobby system (read: hats).Or more weapons. Basically get a free random drop when you finish a game.

Maybe with a chance to drop an Unusual every X amount of games (with a very low chance, of course). This might attract the wrong crowd (people who don't care about competitive but want to get unusuals for free, basically), so it's probably a flawed idea.

posted about 12 years ago
#26 #heat: what is it? in TF2 General Discussion

[NwA][H R C] ™horsepuncher.hac -AA- #heat #ss >-AA-> whateverClass8'stagwas

am i doing it right

posted about 12 years ago
#16 froghud v1.0 ---> interested? in TF2 General Discussion

I might be seeing things, but the ubercharge bar looks a bit too far to the left. The kill feed looks like it might be too low also, unless something's going on that I can't notice. Otherwise this looks really simplistic and nice. Good job!

posted about 12 years ago
#23 Selling steam games in Off Topic

I'm not sure which one's you're selling, but Sleeping Dogs is definitely a must play.

posted about 12 years ago
#259 How to Get to In-Game Comp Lobbies in TF2 General Discussion
1) 6v6, and even most forms of highlander, are currently too different from regular pub play. This matters because the TF team is time-constrained and they simply can't spend time providing updates to a small subset of their customers. Robin's thoughts on clearing this hurdle boil down to "highlander with a pick/ban item system." More on this below.

My idea for this would be to have an option for individual players to set weapon bans outside of the lobby itself. What I mean is, instead of starting a lobby and then choosing what weapons to ban, allow each player, if they so choose, to make editable presets that they can select from while creating the lobby.

vvv Here's an example below. vvv

I want to make a lobby so I click on whatever takes me to the area where I can start making a lobby. For this example, let's say this button on the main menu is "Create Lobby". So I hit "Create Lobby" and now I'm on a new screen. This screen has options that open up other windows: weapon ban presets, class ban presets, cosmetic presets (maybe???), server location presets, map selection preset, and some additional stuff, possibly such as limitations to cl_interp or other commands (example: lowest interp set to 0.0152 and max interp set to 0.090 or whatever). I click on "weapon ban presets" and each weapon is listed with a checkbox, where checking validates the weapon's ban in this preset. Hit okay, go back to the previous window. Now if banning the GRU is all I wanted to do, I can then hit "create lobby", which would then prompt me to choose the map and whether it's Highlander or 6v6.

2) The competitive format is currently too stagnant. Robin articulated this brilliantly and I'm not sure I'll do him justice, but here goes. Robin barely watches competitive TF2 anymore because nothing surprises him. There are no "sick new strats" for him to see, especially not at the pace of other games. He wants to see Vhalin's black box innovation happening once every 2-3 months. Highlander allows for this a bit more than the current ESEA setup, but it's difficult for Valve to get feedback on which items are truly overpowered vs. which ones are just hated or loved as the flavor of the month. Again, clearing this hurdle is the same: highlander with pick/ban data that Valve can see. If a weapon is banned in 95% of games, then the TF team can obviously see "oh nobody likes playing against that, now let's revisit it."

I see his point here, but honestly most of the weapons that are banned are banned because they can provide an easy, unfair advantage or just don't keep up well enough. I'm not implying they need to immediately make weapons that can benefit in competitive TF2, whether or not that would be what they want, but my point is that a lot of their weapons just don't work in 6v6.

1) Valve hasn't had good insight into what works best for competitive. I think that's solvable by doing some testing and experimentation, and that's where you come in.

Tactical in what categories exactly? Weapons, map selection, or something else? If it's weapon, then what I said before about a lot of the game's weapons are banned for reasons that make a lot of sense. If it's map selection, that shouldn't be hard to figure out really. If it's something else, well I can't really say much about it since I don't know what it would be about.

posted about 12 years ago
#255 How to Get to In-Game Comp Lobbies in TF2 General Discussion
Briskand maybe degreaser but thats mostly just me not liking that a class called pyro gets 90 percent of his kills with an axe.

yeah, let's ban the primary that helps pyro be useful

as for #1, holy shit it's about time

posted about 12 years ago
#53 cool summer strats in Off Topic
lamefxtake cold showers instead of hot ones. you'll just wanna cool off afterwards plus the steam causes extra humidity which doesn't help.

i dunno. i take hot showers and when i get out i'm feeling pretty chill for a long enough time.

posted about 12 years ago
#2 PUG.NA Servers in TF2 General Discussion

If you're talking about Dallas, then there is your problem.

posted about 12 years ago
#12 MGE Hitreg in Q/A Help

If there's anything wrong with MGE, it's the clipping on spire.

posted about 12 years ago
#8 Getting serious, wat do in TF2 General Discussion

DM and MGE definitely help you improve and help you warm up before scrims/matches.

"I'm thinking about finally joining a team, however, I don't even know if I'm actually good or shit because I have no one to tell me."

Obvious answer would be to find a mentor and join a team, but that's really the only reasonable answer. Mentors are a lot easier to come by nowadays. When looking for a team you don't need to look for a really good team right off the bat. Since you're new and you're wanting to improve, you'd be best off looking for a low/mid team with 5 other players looking to improve as much as you are.

posted about 12 years ago
#36 ESEA in TF2 General Discussion
trogBecause people don't like to play in a league with problems...?

okay, sure, but problems happen and they get fixed. i could understand better if these problems were more similar to the bitcoin ordeal.

posted about 12 years ago
#2 Invite Player Aliases in TF2 General Discussion

Avatars, who's on your friends list and who isn't, possible position they're playing, etc. There are a few ways that may help you figure out easier

posted about 12 years ago
#44 Team Fortress 2 - How to become rich in TF2 fast! in Off Topic

why would we want to open 100 tabs simultaneously anyway

posted about 12 years ago
#26 ESEA in TF2 General Discussion

why is it every time a problem with esea comes up, someone tries to use it as an excuse to change leagues rofl

posted about 12 years ago
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