ondkaja
Account Details
SteamID64 76561198010123351
SteamID3 [U:1:49857623]
SteamID32 STEAM_0:1:24928811
Country Sweden
Signed Up February 26, 2013
Last Posted July 28, 2019 at 3:25 AM
Posts 611 (0.3 per day)
Game Settings
In-game Sensitivity 3.9
Windows Sensitivity 6/11
Raw Input 1
DPI
400
Resolution
1920x1080
Refresh Rate
120Hz
Hardware Peripherals
Mouse ZOWIE ZA12
Keyboard SteelSeries 6GV2
Mousepad SteelSeries QcK+
Headphones QPAD QH-90
Monitor Samsung S23A700D
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#36 ban 1 country from tf2 in TF2 General Discussion

Denmark

posted 3 weeks ago
#100 On NATF2's Future in TF2 General Discussion
Air_lowering the round reset timer will encourage teams to not push out of last or even second, unless they have a very significant number advantage because you can just wait the 2-3 minutes and get another mid fight without having to risk losing last by pushing out

In which case the team that is not parking the push would do a full commitment push, as the timer will reset if they fail that push anyway, so you lose nothing from trying. Might be better than both teams just waiting for the other team to make a mistake.

posted 1 month ago
#2 Lan in february(or june) in LAN Discussion

The Baltics is a great place for LANs due to how cheap everything is there. Good luck with the organisation!

posted 2 months ago
#7 Golden Caps in TF2 General Discussion

When the original time has passed, make golden caps last 10 minutes with no cap limit (teams can cap multiple times). If the score is still even after those 10 minutes, play out 3 midfights and whoever wins most midfights wins the game. This solution is definitely not inspired by football btw.

posted 4 months ago
#15 Mass shooting at Christchurch, New Zealand in World Events

The world is sick and becoming sicker. Condolences to families and friends of the victims.

posted 5 months ago
#58 Copenhagen Games 2019 TF2 - 6v6 & Highlander in LAN Discussion

cu@

posted 7 months ago
#9 worst config thread in Customization

i played on ams config at lan and i couldn't figure out how to move

posted 7 months ago
#7 JUMP_SITOOD NEW WORLD RECORD FLAWLESS BY ZIGZATI in Videos
Collaideim sorry if im a buzz kill but maps that have a built in timer, the map starts after the timer is activated?
dont think its fair to set up a sync from further forward into the level tbh

In the jumper community it's considered fair to do it. Increases the skill ceiling of the run and everyone can do it. The previous wr also had this sync.

posted 7 months ago
#11 Doomsday comp tf2 video in Videos
MenachemondkajaI guess my attitude is, "at least they tried".
The closest analogy I can think of to Valve "trying" to add competitive to TF2 is some fat slob sitting on a couch "trying" to stretch his hand all the way to the fridge without actually moving his body, failing, and then falling asleep. Their shitty system still hasn't given me a single game over months of queuing, even during peak hours.

It's more of an internal justification to not be pissed at Valve for the rest of my life than anything else.

posted 9 months ago
#8 Doomsday comp tf2 video in Videos

It was a strange feeling being involed in the early matchmaking beta. At first, Valve seemed to be working based on the feedback that was given by the beta-players (mostly top-level players) by listening through players' streams, but as time went on there were less and less updates to the system, even though it had some pretty big structural flaws. Suddenly, the matchmaking system was released to the public, without any big improvements to the system. I suspect this release was done because players gradually stopped beta-testing. But on the other hand the beta-testing had already been done and people were waiting for the feedback to be implemented. Of course, having no direct communication between the players and the developers makes this a lot harder to communicate.

One of the reasons why matchmaking failed is because it restricted a lot of settings and forced players on higher quality settings. It was theorised back then that having players stream on higher quality settings would make competitive TF2 more watchable, and bring in more viewers. But on the other hand, playing TF2 with high settings causes a lot of FPS issues on older hardware, and generally having the game look nicer can negatively affect gameplay. So there are pros and cons to this, but it seems that a lot of players weren't willing to migrate to matchmaking and this was one of the reasons.

Another reason was the ruleset. Valve did not like any of the competitive rulesets, so they had their own version, simply a best of three on 5cp maps. I have no idea why this ruleset was implemented, it doesn't seem like removing the timer would solve stalemates (assuming they would even happen that much in a matchmaking environment), but it also made games either really short or really long. A game could be 3 minutes or 40 minutes long with that ruleset. Also, since most of the playerbase was already playing their own ruleset, playing matchmaking with a completely different ruleset and no whitelist was simply not worth it because of how different it was.

Soon after the release of matchmaking, it was apparently riddled with cheaters. TF2 didn't have the overwatch tool that CS:GO had to weed out the most blatant hackers. So these people could cheat mostly without consequences, which obviously completely destroys people's experiences. I think this was the biggest factor why it flawed even with the public players who didn't previously play competitively.

It's not a pretty story. It shows how difficult it really is to create a matchmaking system, especially in the environment TF2 had. I think matchmaking could have been successful in TF2, but I think it would have required more open-mindedness and communication from Valve in the early phases in beta testing. I don't want to be overly critical of Valve because the situation was difficult to begin with, so I guess my attitude is, "at least they tried".

Apologies if I got some things wrong, this was three years ago so I don't remember things exactly how they were.

posted 9 months ago
#100 Crouching while rocket jumping in TF2 General Discussion
phxvyperPaddiegravity was still a thing before mr isaac newton figured out how it worked. you don't need to know how something occurs in order for it to actually be occurring. any genuine experiment within the game will display the fact that crouching makes you go farther when taking knockback damage (for one reason or another), just because you can't find it in the code doesn't take away from that very fact.
I was literally asking for people to experiment, and i said multiple times that I wanted to run the experiment and in fact I did. Ondkaja was the one who actually wanted to answer the question, everyone else wanted to throw a hissy fit.

I already knew the answer and have for at least 6 years. The only reason I madd the video is to keep you from spreading misinformation. Perfect example of the bullshit asymmetry principle.

posted 9 months ago
#83 Crouching while rocket jumping in TF2 General Discussion
phxvyperondkajaphxvyperGrapeJuiceIIICant wait to see you admit you’re wrong
I don't have a problem with admitting im wrong, im just waiting for people to actually prove theyre right so that I can confidently say im wrong - since im apparently the only person here who cares about not misinforming other players.

Magnitude of velocity in 0 gravity after getting hit by 50 damage, hitscan, uncrouched: 300 u/s
Magnitude of velocity in 0 gravity after getting hit by 50 damage, hitscan, crouched: ~400 u/s

Proof of experiment: https://www.dropbox.com/s/8rsessqs2yj9b4d/knockbacktest.dem?dl=0

Conclusion: Crouching or staying uncrouched does have an effect on the knockback you receive.

thanks bb <3 I'll check it out when i get a chance tonight.

Don't worry, I made a video so you can more easily verify the results!

https://youtu.be/qU7D8JCP9CI

posted 9 months ago
#79 Crouching while rocket jumping in TF2 General Discussion
phxvyperGrapeJuiceIIICant wait to see you admit you’re wrong
I don't have a problem with admitting im wrong, im just waiting for people to actually prove theyre right so that I can confidently say im wrong - since im apparently the only person here who cares about not misinforming other players.

Magnitude of velocity in 0 gravity after getting hit by 50 damage, hitscan, uncrouched: 300 u/s
Magnitude of velocity in 0 gravity after getting hit by 50 damage, hitscan, crouched: ~400 u/s

Proof of experiment: https://www.dropbox.com/s/8rsessqs2yj9b4d/knockbacktest.dem?dl=0

Conclusion: Crouching or staying uncrouched does have an effect on the knockback you receive.

posted 9 months ago
#65 Crouching while rocket jumping in TF2 General Discussion

A rigorous way to test knockback would be to set sv_gravity to exactly 0 and get shot while you are in mid-air. Write down the damage you took, the magnitude of velocity on all axes after you got hit (cl_showpos 1) and whether you were crouched or uncrouched. Velocity doesn't change after you get hit in zero gravity unless you airstrafe or collide with something, so it's fairly practical to measure.

posted 9 months ago
#49 Crouching while rocket jumping in TF2 General Discussion

You have simply misunderstood the code. There is an extremely noticable difference from crouched knockback and uncrouched knockback. Everyone knows that crouched rocket jumping has far greater knockback than uncrouched rocket jumping in any given situation.

posted 9 months ago
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