ParanoidDrone
-
Posts
1,086 -
Joined
-
Last visited
Content Type
Articles
Profiles
Forums
Events
Posts posted by ParanoidDrone
-
-
I keep meaning to bring this up but also keep forgetting.
Is there a reason I can access the admin menu with what looks like typical kick/ban functionality, but can't /slap or similar?
-
So what, exactly, is the cause behind the background map being an option in map nominations? (Also, it showed up as arena_ravine when looking at the server info through Steam.) I assume it's fixable, if only we could figure out what was wrong. There seemed to be debate on the issue in the server the other day.
-
I've heard something about the updating changing player-specific IDs that some server mods use to keep track of bans, donations, etc. The details are beyond my comprehension. Does that affect us?
-
Most of my time in TF2 lately has been on the beta maps. I want to like Cactus Canyon but the difficulty curve is inconsistent across the map. And it's hard to form a concrete opinion when there's always a few people doing the conga in spawn instead of playing. </rant>
-
I'm glad they changed Cactus Canyon, the map was fairly schizophrenic in that it was either a complete faceroll for BLU or a complete stonewall for RED, at varying points of the map depending on when they get their act together. There was also a massive chokepoint on the first point of stage 2, with everyone being funneled through a single arch.
Asteroid may as well be a new map entirely, but I wish they'd left the cave systems in.
-
To be honest, me. I never really liked how the Demoman could excel on both offense and defense, and his ability to lob stickies and detonate them ASAP was a large part of his offensive game. I thought it made sense to nerf that aspect in order to reign him in a bit and encourage more thoughtful sticky placement, laid in advance as traps. It also doubled by making the Demoman more vulnerable in close quarters, which makes sense given that his counter is Scout. The one part of the nerf I disagreed with was how it applied to taking out Sentries as well.
The rest of this dives into speculation with a side of ranting since I have no 6s experience, so feel free to stop reading here.
From what I understand, Demoman was limited to a single player in 6s because of a combination of high damage and simple trap creation. With 2 Demomen, a team could lock down all possible chokepoints around a given area and that's no fun for anyone. Okay, makes sense.
Now that Demoman was nerfed so that his stickies do middling damage at best in direct combat, people started acting like the sky is falling, demanding Valve roll back the change (which they did...) and some proposed a mod to do so themselves. But since the Demoman in his previous state was such a powerhouse to the point that he was explicitly limited to 1 per team, shouldn't have that been a red flag that he was perhaps too powerful? Did anyone in the comp scene suggest perhaps raising the Demoman limit to 2? (Likely not since the trap issue remains.) Or perhaps accept the idea that a 6s team wouldn't have to be Medic/Demoman/Soldierx2/Scoutx2 once one of those classes was nerfed off his pedestal? Embrace change? Explore new options? Evolve the metagame? Anything?
IDK, I'm ranting at this point, but it honestly worried me to see very little constructive feedback about the nerf. (Admittedly I don't frequent the competitive forums much so feel free to point me to reasoned arguments if they exist.) And now that it's been rolled back, I assume purely in response to the outcry, I can't help but be slightly annoyed.
Also what about Heavy's nerf? That one I can easily see room for improvement but it's been left alone.
-
Turns out that the explosion on pl_upward is triggered by any prop_physics entity falling into the pit, not just the cart. This includes the bread that pops out of teleporters nowadays. If this happens, the pit explodes and the cart vanishes. I think the HUD also shows the last point as being captured.
-
Verdict on new Diamondback: It's amazing, my aim just continues to suck.
-
You know I don't think I've played a non-MVM round in weeks. That needs to change.
I concur, MVM isn't really my cup of tea.
-
- Diamondback:
- Now also gains a critical attack on successful backstab kills
No points for guessing what I'll be trying out next time I end up playing TF2.
-
WTF am I looking at.
-
The comic is amazing and does a great job characterizing the mercenaries. Well, the ones shown so far. And my love for Ms. Pauling continues to grow.
There's a second update that fixes a crash on startup related to custom HUDs, IDK if that has anything to do with the server issues.
-
The sheer number of Swiftwater versions is kind of funny.
-
ctf_turbine_pro_b1 - A modification of Turbine, adding a new route to the intel via a hallway that leads to on top of the ledge just outside, and modifies how the vents go into the room, to break up turtling. Given that as a group, we understand the concept of "ubering" and not "Run blindly in as a brass beast heavy", this map is largely useless to us. Remove
I still prefer turbine_pro because the banana hallway is massively useful to me as a Spy, but I understand your point.
-
Excellent work. I don't recognize a lot of the map names (and isn't that sad considering they're on the server) but kudos for taking the time to look at them all.
Can you perhaps sort them by A/D vs. 5CP style?
-
I voice the sports cast.
I'd probably play more Arena just for this, actually. Didn't realize you were still doing it.
-
So, um, J22 was saying that he wanted to be banned, so I obliged, but I forgot how to unban him.
Help?
EDIT: Nevermind, I got it sorted out. But thank you Brushfire.
-
Why not track how often a map is being played, and if it exceeds a certain percentage threshold then it is not available for nomination, on top of the recently played maps?
TBH I'm not sure this is possible to keep track of, but I also have zero SourceMod experience.
-
Arena's okay in small doses. It's not my particular cup of tea, but I can tolerate it for short stretches. I would appreciate them appearing for a vote via nomination only though. It wasn't too long ago when I remember the vote list came up with something like three Arena maps and one other that I was less than enthused about, but I didn't notice if they were nominated or if it was random chance. (If they're already off the normal map cycle then of course disregard what I just said.)
I agree that customs that are simply a mirror/reskin/whatever of existing maps should be thrown out en masse.
An idea: Allow Badwater/Harvest/etc. to be selected via nomination and RTV as usual, but remove them from the normal map cycle. That way we can still nominate and play them if enough people agree but by default we'll experience a bit more variety. I'm kind of approaching this from a "break the habit" perspective and counting on the crowd at large to keep it under control and not nominate them every other map. (And if enough people vote for it anyway then majority rules and I don't see the problem.)
-
I enjoy Badwater a great deal (it's very nice for Spy play) but I agree we play it and various other maps perhaps more than is strictly necessary. The primary negative effect that I feel as a result is stagnation. As in, there's rarely a fresh or exciting experience when the maps are usually the same every time I play.
I do enjoy playing the occasional custom, although they do tend to result in lower player counts since they're not everyone's cup of tea. Multiple customs in a row is probably even worse in that regard. Although I think Baha had a thing semi-recently where we would just romp around on a bunch of customs and vote yea/nay on them? That was enjoyable.
-
"/ban "User" 0 "Being a racist is fucking stupid and completely out of line. Buh-bye!"
So that's the syntax for doing it from chat. Splendid.
I'd also like to point out re: adminning that I'm probably a bit too lenient or willing to stretch a situation out for my/the server's own good. Mostly because I don't like the idea of becoming an abusive admin but w/e. Anyway, point is, if there's something going on and you think I'm waffling too much on bringing down the admin hammer, please tell me. (Admittedly this hasn't been an issue lately because there's usually 2-3 of us on at once and I'm normally beaten to the punch. Point stands.)
-
To be fair, it's incredibly annoying, especially if your backpack is mostly filled, because it prevents you from actually playing the game. You have to sit there and delete each crate and ticket one by one before you can get back into the game proper.
I'm not an admin anymore and don't really play as much these days, so my opinion probably counts less, but there should probably be some kind of rule in place about crate-spamming.
CTRL + Click works in TF2 to select/delete multiple items at a time. Massive timesaver.
Backpack expanders are a buck a pop. Sell some cards!I've got my backpack organized the way I like it though. 1 page per class, one for all-class equips and action items, and two for random drops/metal/trade fodder/etc. I have room to spare for a deluge of crates, but it's just an annoyance since I'm going to junk them anyway.
-
I won't even ask what happened after I left.
Shrub saw that Pallets of Crates were going for super cheap on the Steam Marketplace, snapped them up en masse, and used them on the server.
I now have nearly a full backpack screen's worth of summer coolers, which would require $112.05 to unlock if I cared about opening them all. (As it is, I'll probably buy one of each key because some of the items honestly look pretty cool. The rest IDK what I'll do with.)
-
Oh god yes.
Turns out he only got the glasses, not the hair.
OCR TF2 Server - Anyone interested in trying out TF2 should join us!
in General Discussion
Posted
Okay, just checking.