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SteamID3 [U:1:100107516]
SteamID32 STEAM_0:0:50053758
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Signed Up November 20, 2013
Last Posted June 30, 2018 at 7:50 PM
Posts 321 (0.1 per day)
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#14 Zebbosai leaves Reason Gaming in News

"I left the team cause I've become bored with TF2 and I need a break away from it."

Foreshadowing a comeback?

posted about 8 years ago
#4 Thoughts on the Vaccinator? in TF2 General Discussion

I want to see all Mediguns being allowed, mediguns significantly change how the game is played.

In my opinion allowing Quick-Fix would make 6s less stale, will unlock more strategies into the game and more diverse plays, for example teams might start practicing Demo + Medic rollout for Process/Snakewater/Via and etc. or for example forcing enemy Medic by launching your Soldier + Medic on them, using quick fix uber, forcing and going back. And then you can make more strategies for your Medic, if there is a Soldier trying to go for Medic force/drop, then your Medic can just heal your Solly and jump away from enemy bomber.

Not only it allows more strategies for teams, but also makes Medic a much enjoyable class to actually play. I don't know what's the problem with Quick-fix that it got banned in all leagues, would love to see at least few games with it being used , and not just used for healing, but for different strategies, as mentioned above for example. And if it's banned because you can get a quick fix uber faster and can pop it quicker during the mid fight, then you just have to be way more aggressive during the mid fight.

I want to see all Mediguns being allowed in all leagues, of course it will be harder to say which Medigun are they running, but you have a freeze time where you can go Spy and check their medigun, that's what I want to see more, more of these round and pre-round strategies being executed, it makes game much more interesting to play and watch.

Show Content
Fast medigun check script
bind "t" "slot2;disguise 5 -1"

As of Vaccinator, so far I havent seen it being used much in ETF2L games, either because teams don't want to try out something new or just simply don't know how it works like. But so far the only common use for it, is for last holds where you lost your medic during the mid fight and theirs survived.

posted about 8 years ago
#6 Tf2 Update 07/01/16 in TF2 General Discussion
flameChanged collision on large railings to allow projectiles

Jk it's map specific not in general whoops

Whoops, rearranged that just in case.

posted about 8 years ago
#1 Tf2 Update 07/01/16 in TF2 General Discussion
Fixed some random client crashes related to memory exhaustion for Mac clients
Significantly reduced memory usage on Mac and Linux clients
Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament medals
Added the ability to restore festivized weapons via the context menu
Fixed an issue causing maps with packed assets to occasionally have pink textures when played on servers using sv_pure
Fixed the Australium Minigun and Australium Scattergun materials
Fixed objective names in deathnotice HUD using white text when the local player was involved
Fixed the Quick-Fix Medi Gun not healing the Medic after switching away from the Medi Gun and back while the charge is draining
Updated the model/materials for The Bolted Birdcage, The Scrumpy Strongbox, Pirate Bandana, The Crone's Dome, The Hat With No Name, The Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)
Updated The Frenchman's Formals so it can also be equipped by the Scout and added a new paint style
Updated the backpack image for the Taunt: Soldier's Requiem
Updated the Man Melter so extinguishing a teammate will return 20 health to the Pyro
Updated Mad Milk and Mutated Milk so both grant a 20% cooldown reduction when used to extinguish a burning teammate.
Updated the server log entry for kick votes to include the ID of the vote initiator
Updated cp_vanguard to fix an exploit related to spawn room doors
- Updated pl_snowycoast
    Fixed several unintended perches
    Fixed being able to damage through the setup gates
    Added some fences & cover inside BLU's first spawn to reduce spam angles
    Added an extra resupply in BLU's first spawn and RED's last spawn
    Moved medium health kit at 1st point back towards BLU's side of choke
    Changed collision on large railings to allow projectiles
    Added some cover to the sentry platform inside last
    Adjusted lighting/detailing at stair to 2nd point low flank to make it more obvious
    Quonset hut sniper deck raised
    Spawn locations in RED's first moved further from the door
    Added windows to main entrance of RED's first spawn
    Adjusted the narrow fence near RED spawn
    Prevented building teleporters at the edge of spawn doors
    Fixed an exploit related to BLU's 2nd forward spawn's entrances
    Added some logic to prevent players getting stuck when RED's first spawn closes
    Changed how RED spawn moves players to their last spawn when 2nd is capped (no longer slays & respawns)
    Replaced dump truck in kennels with crates
    Door near RED's first spawn now opens as the cart approaches 2nd instead of after capture
    Switched main exit and window on RED's last spawn
    Adjusted placement of health and ammo near RED's last spawn
    Fixed various floating props
    Fixed some texture alignment issues in the tunnels
    Fixed spot on last ramp that would keep the cart from rolling back
    Fixed some smoothing/geometry problems on crates at last
    Reduced size of kill zone on falling crates during finale
    Added map menu photos
posted about 8 years ago
#81 Competitive Matchmaking Details Revealed in News

6s meta will be developed by the pubbers themselves, if you played MvM when it first came out, nobody knew what classes to run, later after lots of people played it, people started suggesting a proper line-up for MvM and then it spread across whole Tf2 community and now we see 1 Scout, 1 Solly, 1 Demo, 1 Heavy, 1 Engie and 1 Medic in MvM, in standard ones at least, I know some MvM nerds like to challenge themselves by trying out different setups.

But MvM lineup is close to 6s lineup, I won’t be surprised if the same thing that happened to MvM will be applied to 6s, it will just take some time to see people say in chat/voicechat “We don’t need a Spy, we need 2 Scouts” or something similar. You just need to give this Matchmaking some time until people adopt 6s meta.

As for Highlander, it’s much more complicated, you have to make a system where people will pick their desired classes (like in Tf2Center) before they actually join MM servers or else you will see 5 people complaining that they didn’t get their precious Spy/Pyro spot and eventually ragequit. So first you have to make matchmaking system that works, and 6s is good for that because there are no class limits, so you don’t need that Tf2Center system where you pick your class before you play.

And lets be honest, highlander is like a pub, if you’re waiting for mostly Highlander matchmaking, then I would recommend you to play our already existing glorified pubs known as Tf2Center lobbies, or if you want, Valve pubs. :)

tl;dr Give it some time after mm is released, people will find out what classes best to run after few weeks/months, the same that happened when MvM came out, when people didn't know which classes best to run but then learned after some time. Yes they made a trailer which gave players a basic idea of the best lineup, hopefully they will make a similar trailer or a guide for matchmaking, to help out newbies.

posted about 8 years ago
#10 Competitive Matchmaking Details Revealed in News
It has been confirmed that Valve will move toward requiring DirectX 9 usage for competitive play, similar to their requirements for playing campaigns

Huh, I completed all 5 contracts with dx8 or am I missing something?

Sorry in advance

posted about 8 years ago
#915 stream highlights in Videos

http://oddshot.tv/shot/ams-20151223194229737

"Earliee: 200/360"

posted about 8 years ago
#444 The Tough Break Update in TF2 General Discussion

Not sure if anyone mentioned this, but they added Music for Match start and end.

http://vocaroo.com/i/s1VDqRsmAyp9 - Start, sounds like an edited CsGo round start.

http://vocaroo.com/i/s05OTtSQkEs2 - End

Located in tf/tf2_sound_misc_dir.vpk/sound/ui/mm_round_start / end

posted about 8 years ago
#14 Reorganizing the Class Groups in TF2 General Discussion

I would suggest renaming Offensive to Combat, Defensive to Core and keeping Support.

Move Medic from Support to Core, so you have Demo, Heavy and Medic

Engie to Support and it makes more sense because 2/3 of your buildings are supportive, to some extent Sentry can be supportive as well, because it supports holding some areas for your core classes, if you're holding alone you are not supporting anyone and you're just an easy grab for enemy players, your sentry will go down fast, especially with recent nerfs.

The above composition is for a Pub, but in my opinion, for the matchmaking the class menu should look much different.

For 6s matchmaking, it should be:

Combat: Scout, Soldier (Roamer)
Core: Demo, Medic, (Soldier-Pocket)
Support (Utility): Pyro, Heavy, Engineer, Sniper, Spy

Roamer and Pocket if only Valve decides to make 2 separate sub-classes for 6s

while for HL it should be:

Combat: Scout, Soldier
Core: Pyro, Demo, Heavy, Medic
Support: Engineer, Sniper, Spy

posted about 8 years ago
#299 The Tough Break Update in TF2 General Discussion

I'm really enjoying this update so far, things to highlight:

-Faster weapon switch means much faster game, having a Scout switching from a Scatter to Pistol is absolutely insane, if you're a Medic and using an ubersaw to get uber on someone, now its much quicker, this increases your chance to actually getting an uber from an ubersaw and popping on time. Also Pocket soldiers with shotgun will now be much more stronger than before.

-Medic changes are great, yet another crossbow buff and faster healing are just neat new features which totally makes Medic much more enjoyable. Really interested to see how Crossbow building will be used in 6s, have a scout hit himself on Badlands spire and your medic crossbowing him while still managing to give buffs to your teammates? Sounds good in theory.

-Scoreboard changes are great as well, would switch to default HUD now if they changed health and ammo positions. Really nice feature comparing your stats with your teammates and enemies during 6s/hl game, because until now you couldn't say say who is carrying enemy team, now you can just look at your enemy players stats and analyze mid-game, who is causing the most problem, who is dealing all the frags and doing the damage, and most importantly now you can know who on your team needs to be blamed for not doing anything :)
But overall, I like the design of a scoreboard, it's starting to look much more modern, still needs polishing in some areas, and new class icons look quite outdated to be honest.

-"Players can no longer use blast damage to move during the pre-round freeze period", seems a fair enough thing to do, because with matchmaking, not every single player will be able to (or will be aware of) rollout, which can disadvantage one of the teams.

-"Upon spawning, friendly players will show an outline for 10 seconds", most likely to compensate the potential lack of communication for the matchmaking, when you respawn, you will know exactly where your team is, so that you dont have to ask by yourself or look around for ages.

-"During setup time, ÜberCharge build rate is now increased by 3x" can be big in Highlander, build Kritzkrieg, use it to put crit stickies around and go back to spawn and switch to Uber, could be useful on some maps with close 1st point spawns (Barnblitz, Cp_Steel)

posted about 8 years ago
#38 hype bois in TF2 General Discussion
DoctorMiggynobelharvardsGetawhaleCrayonNipple
models/workshop/weapons/c_models/c_sniperrifle_tv/c_sniperrifle_tv_screen
https://i.gyazo.com/135aeb56ef7add4d1204d6ed97f09861.png

Finally something for Call of Duty fans!

Looks more like the Halo sniper rifle IMHO.

That rifle is been on the workshop/gamebanana for years.
I wonder why they would finally toss it in now when they clearly had no love for it before.

They most likely take notes/bookmark some weapons on workshop and use them in the future, for example Iron Bomber was put into workshop in 2012
http://steamcommunity.com/sharedfiles/filedetails/?id=16619

posted about 8 years ago
#35 hype bois in TF2 General Discussion

Mannrobics looks so awesome, hope it won't go for 20$ ;_;

also good luck headshotting Bucking Bronco engie

posted about 8 years ago
#1 Anyone with bio-chem knowledge in here? in Off Topic

My friend is doing a project about Allergy, but he is struggling to describe 1 question in 5 pages, which is:

"Analyze the chemical structures of histamine and following antihistamine plus how theyre bound to the h1-receptor."
The antihistamines are: Doxepin, Doxylamin and Cetirizin.

Any advice on how can you describe all of this in 5 pages? Examples are welcome as well.

posted about 8 years ago
#25 Samurai Jack Returns in 2016 in Music, Movies, TV

http://i.imgur.com/PiU2S8l.jpg

posted about 8 years ago
#15 ban the looser cannon in TF2 General Discussion

https://youtu.be/unDk8SVafmk?t=35s

http://static-cdn.jtvnw.net/emoticons/v1/3792/1.0

posted about 8 years ago
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