tsc
Account Details
SteamID64 76561198043850090
SteamID3 [U:1:83584362]
SteamID32 STEAM_0:0:41792181
Country United States
Signed Up April 15, 2013
Last Posted September 28, 2019 at 8:12 AM
Posts 862 (0.2 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input 1
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
1 ⋅⋅ 8 9 10 11 12 13 14 ⋅⋅ 57
#27 slemnish unable to play for EVL in News
highfivei don't think it would have let me on the roster if i wasn't allowed but idk

The same thing happened to desi in CS:GO Invite a few seasons ago - he played for two teams and then was able to join iBUYPOWER, but the admins did not allow him to attend LAN with the team.

posted about 8 years ago
#171 PugChamp in Projects

Metalworks will probably be one of the "experimental" maps since it's only played in North America. We weren't planning on removing it entirely.

posted about 8 years ago
#169 PugChamp in Projects

I'm not sure that flat out banning sniper would be the best solution, but we will start enforcing offclassing rules more strictly to avoid issues.

As far as maps go, the plan is to generally have nine maps in the global PugChamp map pool: seven established and two experimental. How we'll be choosing the experimental maps is still being figured out, but Product will be one of the established maps since it is played globally.

posted about 8 years ago
#3 what happened to froyo in Off Topic

http://www.teamfortress.tv/30381/b4nny-flavors-froyotech-with-strawberry-mangoes

posted about 8 years ago
#244 StatusSpec in Projects

From what I can tell Valve made a breaking change to one (if not more) of the APIs used in StatusSpec. The only way to properly resolve it is to get a Source SDK code update.

posted about 8 years ago
#71 Your first matchmaking experience in TF2 General Discussion

It appears that they patched the check to look for a Community or Self-Made item as an alternative to the beta pass.

posted about 8 years ago
#9 total frags in Site Discussion

It's reflected in stars now as far as I know.

posted about 8 years ago
#162 PugChamp in Projects

To expand on the ruleset a bit: the games are run with a win difference of 2 and a minimum score of 5. What this means is that a team can win if they reach five rounds unless the score reaches 4-4, at which point a team must lead by two to win. This doesn't affect winning when the time limit expires - if the 30 minutes are up and a team is leading 5-4, they will still receive a win. The idea is to extend close, high-scoring games instead of ending them when a team hits five. It hasn't been a very common occurrence so far.

posted about 8 years ago
#159 PugChamp in Projects

Hey all, just a status update for this weekend. The site has not crashed in the past week, and we've been making fixes for the minor issues that we've encountered, so we think the site is stable enough for beta.

What's holding us back right now are resources (of all kinds, including items). If you think you could help out, please be sure to get in touch.

Of course, another reminder: ratings will be rest from alpha to beta, but there is something for top players in alpha, so be sure to keep climbing the ranks. Happy gaming!

posted about 8 years ago
#30 (Unofficial) TF.TV Vanilla TF2 Experience Server in TF2 General Discussion

You may not be able to enter QuickPlay since you're blacklisting cosmetics:

TF2 Quickplay OverviewModifications not allowed in quickplay
  • Granting or modifying economy items, or taking actions that devalue players' items, or interfering with the TF2 economy

You can have random crits disabled as long as you don't remove the nocrits tag, but then players will have to choose to play on nocrits servers for them to join your server via QuickPlay.

posted about 8 years ago
#155 PugChamp in Projects

Just an update of where we stand: we've been working hard and resolving most of the outstanding issues. As a result, we'll be once again looking to push into open beta in the next week.

If you have any suggestions or concerns that you don't think we've properly addressed, now is the time to bring them up! We'd like the beta launch to be the best that it can possibly be.

posted about 8 years ago
#21 ESEA LAN for Premier CS:GO Announcment in TF2 General Discussion

The idea is that if there's a sizable venue already being rented out for a LAN, hosting the TF2 finals presumably does not add significantly to costs, as equipment is usually provided by sponsors, and Invite teams attending LAN have always received travel support taken from their prizes instead of as an addition.

That's the most likely reason why we had LAN finals for so long as part of the larger ESEA LAN and why the LAN finals were dropped when ESL started hosting the Pro League finals at their studios. Given that these new LANs are for ESEA Premier, are separately hosted by region, and may be hosted by ESEA instead of ESL, there's a chance that a venue that can accommodate both CS:GO Premier and TF2 Invite teams may be used, and if that happens, there's definitely an option for ESEA to host LAN finals for us once again.

Whether they do so is another question, but the possibility exists with a non-ESL division getting its own LAN finals separate from Pro League.

posted about 8 years ago
#152 PugChamp in Projects

Hey all, we've finally figured out an issue that seems to crop up when launching drafts. Simply put, our random selection library sometimes fails to pick captains properly (certain captains, due to their current captain score, tend to trigger the issue).

I've submitted a pull request to fix the issue, but until it's merged in or otherwise addressed, be aware that the issue may continue to crop up. A known workaround is having more than two captains added, so if the issue does happen other people can try adding up to get the game up and running.

Many apologies for the issue. We hope that it will get fixed soon.

posted about 8 years ago
#142 PugChamp in Projects

We want to try to get this issue worked out before then, so we'll be delaying the Open system at least for now.

As for an announcement: we've made a change that might (or might not) fix the issue. The new change does require a client update, so if you're not able to connect to the website refresh the website and you should be good to go.

The problem is that the issue only manifests itself after a client has been connected to the server for a long time, so we have no way of testing except to leave the website open and see if it happens again. To that end, if you can log in, leave the website open, and see if you have problems (mainly frequent disconnects/reconnects), that would be helpful.

Again, many apologies as we try to isolate and hopefully work around this issue.

posted about 8 years ago
#140 PugChamp in Projects

We are indeed trying to figure out an issue where people are continually disconnecting and reconnecting to the server, and were restarting to try configuration and debugging changes. Sorry for the inconvenience. We're hopefully going to have the issue at least diagnosed by the time the evening rolls around.

posted about 8 years ago
1 ⋅⋅ 8 9 10 11 12 13 14 ⋅⋅ 57