nite
Account Details
SteamID64 76561198036906502
SteamID3 [U:1:76640774]
SteamID32 STEAM_0:0:38320387
Country United States
Signed Up August 22, 2013
Last Posted May 14, 2020 at 1:26 AM
Posts 394 (0.1 per day)
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Mouse Corsair M65
Keyboard Coolermaster CM Storm
Mousepad Magic: the Gathering playmat
Headphones Audiotechnica ATH M50
Monitor Asus VG248QE
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#14 ʇɐɯǝʞıɯ in Recruitment (looking for team)

mikemat backed up for me in steel 3 years ago, now hes better than me

posted about 7 years ago
#11 Job Interview Tips in Off Topic

yeah seriously, at the very least wear a pair of slacks or khakis or other semi-formal pants and a polo or (preferably) a button down. if you've only got sneakers they'll do, but if you'd like to make a better impression wear a pair of dress shoes. the rule of thumb is to at least dress to the level of professionalism that will be expected for the job, but dressing slightly more formal than what they expect for the job is best.

posted about 7 years ago
#15 april fools jokes in Off Topic
RikachuJOTY

Give Demo a Bow

posted about 7 years ago
#2 HUMBLE in Music, Movies, TV

it has 7 mil views and is #1 trending, im pretty sure its blown up

posted about 7 years ago
#20 Is this what we are teaching kids nowadays? in The Dumpster

i rank them all equally as a true communist would

posted about 7 years ago
#13 Can Mini-Payload Work for Competitive? in TF2 General Discussion

thats just a worse 5cp because the need to push the kart slows down any momentum a team might have.

posted about 7 years ago
#6 Can Mini-Payload Work for Competitive? in TF2 General Discussion

no mapper wants to make a competitive exclusive map, and a tiny payload map would be exactly that. it would be unplayable in pubs which means it would be unusable by 90% of a mappers audience, as well as being much less likely to be included in the game by valve. by asking a mapper to make an experimental map that is unplayable for most tf2 players (and very unlikely to be played by the remainder anyway) you are basically asking someone to waste hundreds of hours of their life to do something that no one will ever use.

the reason it's also not be likely to get picked up by the competitive community anyway is not because of a "stubborn" mentality, but because its just not likely that a payload map would be good for a competitive format. 5cp has had nearly a decade of competitive testing. when someone sets out to make a competitive 5cp map there are a series of guidelines that make your map near instantly playable for 6's at at least a basic level. payload has had very little testing (save for highlander, which doesnt apply to 6's anyway) so if someone sets out to make a competitive payload map, like fatherbrandon tried to do recently, there is no way of telling what works and what doesn't other than just by a TON of testing.

realistically, to make a payload map that works well in 6's, we would need at least a handful (3-4, ideally more) of dramatically different test maps, each being balanced with different concepts to try to figure out what works and what doesnt, all being tested consistently and with serious volume over the course of months to even come close to matching the sort of guidelines that 5cp has now. i dont know about you, but having 3-4 high quality, dedicated competitive mappers willing to work with the competitive community for months while ALSO having the competitive communities interest maintained during that time seems about as likely as valve handing us a $50,000 international tournament tomorrow.

posted about 7 years ago
#55 my 5cp idea to help with stalemates in TF2 General Discussion

a lot of the changes suggested itt misunderstand the root problem with 5cp stalemates. the issue is that holding your opponents 2 while you are ahead in rounds is simply safer than trying to turn over a point. for 5cp to not have stalemate situations, a change would need to be made that actively punishes players who sit on their opponents 2nd or mid for long periods of time, so that teams are incentivized to push into points when they are on the offense.

another thing that could be done to improve the stalemate situation without some complicated rule change is just to nerf sniper and buff spy. I know this is an incredibly unpopular thought, but the reasoning is pretty simple: if you switch to sniper for a pick, its very unlikely that you will die. if you switch to spy for a pick, its very likely that you will die. when you go for a pick, it should give the other team an opportunity to do something if it fails. with sniper, there is no real failure other than missing and rotating to a different door, and playing sniper is the best way to counter a sniper which makes both teams less capable of pushing. if the classes were reversed in playability, then a failed spy play would guarantee the other team an opportunity to either push with a man up or go for a sac of their own with a better turnover rate than against a sniper.

posted about 7 years ago
#53 Do I need a new username? in Off Topic

ugh can you imagine being so uninteresting that you have to create your name based on some algorithm or some chart on the back of a cereal box instead of just picking a good name

posted about 7 years ago
#3 koth_heartthrob in Map Discussion

yeah i just messed up packing it, a fix is on the way

edit: it should be good now but i've never packed my map with any custom content before so there is a slim chance its still busted, let me know if you continue to have issues

posted about 7 years ago
#1 koth_heartthrob in Map Discussion

Download a2c

the name is just a placeholder, feel free to suggest a good one!

i'd like a mountain of feedback on this map if at all possible, so if you play it at all please let me know, show me the demo, or type up an essay of feedback, i'll read it.

tf2maps thread

http://i.imgur.com/xNB1pIg.jpg

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

http://i.imgur.com/I6m16gK.jpg

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

http://i.imgur.com/bl3gd43.jpg

posted about 7 years ago
#21 Would you be in favor of a map rotation revamp? in Map Discussion

also for the record i would also be in favor of putting less proven maps into the rotation to be developed over time, but i recognize that most of the community would be against that. however with bagel, i just dont think thats the case. i think bagel is a competitively ready map, period.

posted about 7 years ago
#20 Would you be in favor of a map rotation revamp? in Map Discussion
botmodein theory this sounds nice, but in reality most of the maps available (that have been listed) are not ready for league play / have already been tried and disliked

for most of these maps i'd agree with you, but i think bagel has been pretty much universally liked by those that have spent time learning how to play the map, and yrr has shown herself capable of responding well to feedback and making smart balance changes. i think most of the community would agree that we ought to at least have a second koth map in the rotation, and i also think most of the community would agree that granary is a miserable map or that, at the very least, it isnt to the standard of the other 5cp maps that we play. we have a huge opportunity here to seriously improve our map pool and simultaneously take steps towards aligning ever so slightly with valves visions of the game, i.e. a game in which 5cp is not the only mode played and other gamemodes have the chance to be seen as competitive.

posted about 7 years ago
#40 Is scout too strong? in TF2 General Discussion

the banners are viable they just require a really boring playstyle to be effective, they basically force you to stalemate, sac your pocket, sit around for 3+ minutes while he builds off spam and then take a solo uber, trade ubers and repush with a huge advantage from the banner. they would need a massive rework to be full-time viable in a fast paced game, but they are still really good (especially battalions backup) in specific situations if your team is willing to use them.

posted about 7 years ago
#25 Is scout too strong? in TF2 General Discussion

i think giving soldier full time gunboats would be extreme and way too powerful, but a slight buff to self explosive resistance would be nice (also a commensurate nerf to gunboat explosive damage to prevent them from being more powerful than they already are). also it would be nice if gunboats still worked when your rocket hit an enemy, it would make getting close to a scout less scary with gunboats because you would be taking significantly less self damage.

posted about 7 years ago
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