wareya
Account Details
SteamID64 76561198009358827
SteamID3 [U:1:49093099]
SteamID32 STEAM_0:1:24546549
Country United States
Signed Up August 23, 2012
Last Posted April 22, 2020 at 6:24 PM
Posts 2041 (0.4 per day)
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In-game Sensitivity 9 in./360 plus accel
Windows Sensitivity 6
Raw Input 1
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1600
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1680x1050
Refresh Rate
250fps/60hz
Hardware Peripherals
Mouse Razer Deathadder
Keyboard Quickfire TK Green
Mousepad Generic
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#35 pick/ban system in TF2 General Discussion
fsXDexcept then all the stuff you vote on most likely won't be used anyway

is that really a thing
I can imagine people trying to ban good weapons or unban op ones to troll or out of ignorance but it's useful that it happens because valve can be like "oh people like/don't like these weapons"
and if a weapon is never banned but people don't use it valve will be able to tell it's useless

posted about 11 years ago
#32 pick/ban system in TF2 General Discussion

- At the start of each match, there's a default banlist that bans items that people tend to ban and allows ones that they don't. How this is decided isn't important to the rest of this concept.

- There are two phases to voting: nominations and votes. First, weapons will be nominated to switch them from banned to unbanned and vice versa. To avoid solo griefing, a certain number of nominations is required for a weapon to go to the voting phase.

- During the voting phase, every player must vote "ban", "unban", or "don't care" on the given weapons. Weapons with more "ban" than "unban" or vice versa will be given that status. Weapons with a tie will retain their default status.

- If someone doesn't vote on a weapon before the voting phase is over, they're counted as a "don't care" vote on that weapon.

- The whitelist is generated and activated once the voting phase is over.

This system avoids the following problems that other voting systems have:
- Extremely time consuming (avoids voting on every weapon by using a nomination phase)
- Majority of players don't care enough to vote at all (avoids players not voting at all in an optional "vote on whatever weapons you care about" system by presenting them a set of weapons to vote on which reduces thought required to engage with the system -- just vote on what gets presented to you, don't think about what you want to vote on)
- Players don't care to change their previous opinions after a weapon is changed from unbalanced to balanced (avoids flaw of "premade before match list of desired bans/unbans" type voting which was proposed to solve the time problem of voting on every weapon directly)
- Doesn't represent the nature of tf2 weapons effectively (dota style pick/ban system)

posted about 11 years ago
#114 Cp_Warmerfront in Map Discussion

let's make huge changes without public awareness then get just get upset when the public generally does not like them.

posted about 11 years ago
#24 cp_logjam (5CP) in Map Discussion

You get used to it.

posted about 11 years ago
#19 TF2 update for 3/5/14 (3/6/14 UTC) in TF2 General Discussion

I'm pretty sure it's intentional, it's almost impossible to make geometry like that on accident (three planar corners, one non-planar one)

posted about 11 years ago
#57 What Would You like to See On: Pyro in TF2 General Discussion

flaregun should deal 60 to burning targets at close range an 90 at long range

backburner and flamethrower dealing mincrit reflects is fine

posted about 11 years ago
#101 Cp_Warmerfront in Map Discussion

demo jump height and medic jump distance are wrong on that page

posted about 11 years ago
#49 What Would You like to See On: Pyro in TF2 General Discussion
AlfonsoCrawfordSo you're just gonna ignore the fact that I opened up this thread with "I'm a modder with a server click here to see it look look"? Why, if I had a glove and were standing before you right now, I'd slap you with it and demand satisfaction!

I'm just assuming that hooking into movement code is as hard as it usually is in games, man. Well, if this wasn't a modding thread, I wouldn't have posted that at all. So I guess I was posting with a little bit of a double standard in the first place.

By the way, thanks for uploading the source, because I get understood how hooking works with sourcemod after reading it. I never looked into sourcemod at all before this.

posted about 11 years ago
#44 What Would You like to See On: Pyro in TF2 General Discussion

minicrits are fun on the flamethrower and backburner where you're trading reaction ability for the ability to screw people over, but if you have both like on the degreaser then it gets annoying

also, I have a sort-of kind-of solution for the airblasting airstrafing thing
right now it seems like when you get airblasted, your air acceleration is set to zero or near zero so that you can't just airstall yourself and defeat the whole point of horizontal airblasting
the problem is that it prevents airstrafing too
how about, instead of turning off air acceleration, it makes it so that any air accelerations you make need to maintain the same speed you started with

that way you could totally still airstrafe, but if you tried to airstall yourself, it would do almost nothing
just an idea in case someone with the know-how (or a valve employee who feels like trying it out) reads this

posted about 11 years ago
#99 Cp_Warmerfront in Map Discussion

100 units is a lot

also yes height of a non-vertical jump will affect which classes can get on it

https://dl.dropboxusercontent.com/u/1811521/asdfgqarefsdgaef.png

posted about 11 years ago
#3 What do you guys keep your room temperature at? in Off Topic

55 winter 60 spring/fall 70 summer

posted about 11 years ago
#31 What Would You like to See On: Pyro in TF2 General Discussion
skynetsatellite013smoboskynetsatellite013Just curious what you mean by air control. Everyone in the air is subject to the exact same air physics. Airblast does not remove the ability to air-strafe. I think the double jump bug is the most significant thing here.
What is this bug?

You get airstalled if you double jump right after certain movements. Getting airblasted and getting knocked back by the FaN specifically.

posted about 11 years ago
#17 What Would You like to See On: Pyro in TF2 General Discussion
RadmanNot super sure what youre trying to say here. Youre saying that pyros bad mobility is a balancing factor of the class, but the powerjack (which is p much a 100% upgrade) is fine? And that the soldier needs an buff to a melee that has been nerfed 3 times in a row and is STILL used the most of any soldier melee to be on par with pyro?

Sacrificing the original principles of the pyro class is fine, because the pyro class was extremely flawed. But they didn't make the pyro class into the kind of class where it makes sense to have more mobility than a mobile class. Yes, they can make pyro a class where mobility isn't their problem, but it doesn't make sense to turn them into a class where mobility is their benefit. I hope you understand what I mean now. It's not black and white.

The reason the escape plan is the most used of any soldier melee isn't the fact that it's overpowered. Take a look at all the other melees for soldier. None of them, except MAYBE the disciplinary action, are anywhere NEAR as good as the escape plan. I'm not even talking about versatility, or power, or utility, but just general goodness. The disciplinary action is good, but pubs don't really use it that much because it's a very selfless weapon, and it's basically a sidegrade if you're using it as a weapon. That's not a good combination. People like using selfish weapons like the market gardener and (to a lesser extent) the chargin' targe.

The reasons the escape plan is the most equipped melee are just like the reasons for equipping a melee on any other class. "Can I personally get things done with this? Is it useful in more than just a handful of situations? Am I sacrificing something else if I used this weapon?" If you made soldier's other melees appeal to pubs in the way that the escape plan does, you'd see a lot more equipping of other weapons. Maybe if you merged the discipinary action and the equalizer. Though I'm sure valve would never merge weapons at this point.

posted about 11 years ago
#11 What Would You like to See On: Pyro in TF2 General Discussion
erkstonpyro with powerjack is still nowhere near as mobile as a soldier who can rocketjump. having one pyro melee unlock that is better than one soldier melee unlock does not break the game

Yes, thanks for misrepresenting my argument. The problem isn't the powerjack being so good. The problem is the escape plan being useless except for the sole purpose of getting to the middle point without rocketjumping. The powerjack is a mobility utility that is an upgrade to a mobility class's equivalent mobility utility.

The pyro is, in many cases that really are not obscure or rare or very situational, better than soldier at running away on foot. This is not a case of "the powerjack is better than the escape plan sometimes". This is a matter of "the powerjack is better than the escape plan except for extremely rare circumstances".

Soldiers need to: make themself a target, be on low health, probably not able to rocketjump without putting themselves at even lower health, and forfeit their ability to quickly shoot anyone who's chasing them. Pyros don't have any of that when they use the powerjack.

Yes, soldier can rocketjump. Yes, soldier has more choice in general in how to deal with situations where he's screwed. No, this is not a bad thing -- that's the whole purpose of the class. Rapid adaptability and the ability to jump from situation to situation with a middleground between other class's abilities. A worse version of the heavy's tankiness, a worse version of the demoman's mobility, a worse version of the scout's utility, and a combination of minor aspects of other classes that make an extremely versatile thing.

The equalizer's original concept was based on (or at least extremely similar to) the trading health for mobility and advantage aspect of rocketjumping. It was too good because it was a passive version of it, so they split it. Now the powerjack is basically a better version of the "nerfed three or four times" escape plan, because it's on a class with less health that's supposed to be good at melee in the first place?

Tell me, what would be so bad about the soldier having the powerjack? The fact that he can rocketjump into people with it? But then the only unreasonable thing there is the health on kill, so remove that. Now what's wrong with it? The fact that he gets mobility for free despite being a class that's not supposed to get mobility for free? Okay, so tie its speed bonus to your health. Now what's wrong with it? The fact that a versatile combat class has the option to use their melee weapon better than their stock melee when they're easy to kill? I don't really get it, but if you really don't like that, reduce its damage. Now what's wrong with it? It annoys part of the playerbase because a versatile combat class can escape situations where their enemy didn't fully engage them?

I'm not mad about the powerjack. I'm mad about how valve seems to treat the powerjack and the escape plan in comparison to eachother. I already said this. Please stop putting words in my mouth.

posted about 11 years ago
#6 What Would You like to See On: Pyro in TF2 General Discussion
RadmanIs this a fair comparison though?

Powerjack is better than EP, sure. But pyro as a whole is way worse, and has shit mobility.

Its like asking to buff the flamethrower cause its so much worse than the rocket launcher. or increasing the soldiers movespeed cause its slower than scout.

If some class got a projectile weapon that could get headshots, and it were better than the huntsman, would that be fair to the sniper class?
That's the same as what you're implying. Soldier IS A MOBILITY CLASS, so he should NOT be screwed over for using mobility that is available to him. The powerjack increases the mobility of the pyro class, WHO IS NOT A MOBILITY CLASS, practically for free, AND DOES MORE. I don't care about the latter as long as the former doesn't happen, but when the former is happening then the latter has no right to. I don't want to screw over the powerjack because I think that it does improve the game, but there's no reason that the powerjack should be "better" than the escape plan in what the escape plan AND THE ESCAPE PLAN'S CLASS have inherent to them.

Pyro's bad mobility is part of the class's design. It is a balancing factor. Giving the pyro a better version of a mobility utility that another class has, in the name of making the pyro class better, is a sham.

posted about 11 years ago
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