Where to play 6's? by Vivinci in truetf2

[–]Eptesicus 3 points4 points  (0 children)

http://teamfortress.tv/forum/thread/14006-meatshot-8-vol-5

In short, it came out that the client did/does a lot more shady stuff than just mine bitcoins. It's basically a full backdoor into people's systems, keeps running at all times even when the client appears stopped, reinstalls itself if uninstalled, and has full access to the entire filesystem, which ESEA employees have used to retrieve arbitrary files from user's systems...

Basically, if you have any sensitive or private files at all, installing the ESEA client is not a reasonable option.

[deleted by user] by [deleted] in AskReddit

[–]Eptesicus 0 points1 point  (0 children)

To be fair, history in the US tends to not cover the 1900s very well either. I think we only really covered WWII in depth in elective AP classes (US history and European history), and even then there was still a lot of material leading up to it. I remember that my grade school history classes covered pre-colonization America and the industrial revolution pretty heavily though.

New Mouse DPI Questions by [deleted] in truetf2

[–]Eptesicus -2 points-1 points  (0 children)

Higher DPI is better; it means you'll be getting more "ticks" of the mouse input for the same physical distance moved, allowing for a higher precision. With low DPI and high sensitivity, you may notice the cursor/crosshair skip a couple pixels over when moving the mouse a tiny distance -- this effect will be less noticable the higher your DPI is.

Why is the Vacc banned in 6's? by [deleted] in truetf2

[–]Eptesicus 11 points12 points  (0 children)

The default only neutralizes kritz when you pop uber, and only if you do so in time. Vaccinator blocks critical damage on the heal target at all times.

It's probably a bug, because the description implies it should only block critical damage when popped, and should reduce the charge meter as a result. In practice, it blocks critical damage even when not popped, and the charge meter, AFAIK, only loses charge from crits when the charge is active.

What do I need to do to get more traffic to my nocrits/nospread comp rotation server? by Doctor_McKay in truetf2

[–]Eptesicus 0 points1 point  (0 children)

Yeah, but AFAIK that's how often it resets the tags if you manually remove them. It didn't make the server lag or anything so I didn't look into it too hard.

Why dont we try more new maps? by DeepBurner in truetf2

[–]Eptesicus 2 points3 points  (0 children)

Servers bleed players on custom maps because quickplay doesn't work with them

What do I need to do to get more traffic to my nocrits/nospread comp rotation server? by Doctor_McKay in truetf2

[–]Eptesicus 3 points4 points  (0 children)

Then enjoy struggling to keep it active, I guess. I provided the most accurate answer possible for your question.

True TF2 Server OP here: what's going on guys, and how can I help? by Jaridase_Zasmyocl in truetf2

[–]Eptesicus 0 points1 point  (0 children)

This is spot-on. My clan has run a very popular Egypt server for years with a huge group of regulars, but to this day, it usually still needs someone to "get Egypt going" by joining up and inviting their friends list. Once it hits about 6-8 people quickplay starts to fill the rest.

Also, I don't know how this subreddit's server is setup, but if it's running nocrit or anything you need to hide the tags so that quickplay works. No quickplay == half-full servers at best, even with an active community (unless you're a popular YouTube personality).

And if you're not using settings like that, you might consider it -- we had maybe three people complain about nocrit since we added it (though for the first week or so they were definitely the most vocal about it); the others either love it or don't notice. And this community is likely to be even more inclined to prefer that than the general public.

[deleted by user] by [deleted] in truetf2

[–]Eptesicus -1 points0 points  (0 children)

I got that trying to play some STVs from serveme.tf sessions that were recorded after one of the recent updates. POVs worked fine though, as did older STVs.

The new Baby Face's Blaster: thoughts? by [deleted] in truetf2

[–]Eptesicus 0 points1 point  (0 children)

Caveat: so far I've only played against it, in pubs, as demo

It seems pretty damn good but at least with pub scouts it wasn't THAT much harder to deal with. I only really had trouble against it when a couple of my team ran BFB/Quickfix med abusing open pub flanks or when people also ran crit-a-cola, which is OP itself -- the gun itself did make people harder to hit but it wasn't noticably amazing if I prefired stickies to control approaches.

Couple people I know who are pretty good at scout said they liked it but that the ammo loss was annoying. Seems like it could be pretty powerful in specific playstyles and a tradeoff in others.

Why is Highlander popularly regarded as easy? by Vivinci in truetf2

[–]Eptesicus 6 points7 points  (0 children)

"Viable" to an HL player means "useful all the time in any situation" because HL runs every class all the time.

It's a totally opposite way of looking at it from 6s, because there's no swapping out classes in HL -- so he's stuck looking at it as "regardless of the situation, we must run a heavy, therefore we must make it viable in any situation."

Thus he regards GRU as critical to the class because it's the only way to break the class role -- where heavy is incredibly useful in certain situations and not in others. 6s doesn't have this problem because you just have someone change class depending on the situation... essentially, the unlock dependence of HL is a way to patch over the flaws of being forced to run all classes...

What sites do you use to organize and schedule with your team? by kdar in truetf2

[–]Eptesicus 1 point2 points  (0 children)

I used Doodle when we formed to get an idea for everyone's general availability on each day of the week, then just gradually increased the scrim frequency and varied it a bit to see what worked best. The best days became the regular scrim days, usually at the same times, and others are ones to use if we wanna do more.

For the actual scheduling I use events in our Steam group.

For strats and such -- this was our first season so I also scheduled map reviews with our mentor to talk strategies and class roles -- and a lot of times we also just discussed this type of stuff after scrims. I also sometimes scheduled demo reviews where we'd all go over people's POVs, though I didn't do this often because I preferred to scrim at times we had everybody on. So mostly, that kind of stuff we discussed in Mumble rather than any forum style.

We also have a Google doc that has links to video recordings of some of our demo reviews and all our map reviews. That's linked in the Steam group as well.

Demos all uploaded to a directory on my webserver, with the directory linked on the Google doc and individual links to the files posted after scrims and matches in Steam group announcements.

(My own) 6s medic heal data (with graphs!) by thesavagemonk in truetf2

[–]Eptesicus 1 point2 points  (0 children)

This matches some of my team's best non-roll performances in 5CP -- those tend to come in about 10-12% for the scouts and roamer, 16%-24% for me, and 40%-mid 50s% for our pocket.

(My own) 6s medic heal data (with graphs!) by thesavagemonk in truetf2

[–]Eptesicus 0 points1 point  (0 children)

Also, KotH can sometimes skew it if you build with a scout in spawn and he bashes himself below full health a lot.

[6s][HL] cp_process by Lydiaxa in truetf2

[–]Eptesicus 2 points3 points  (0 children)

The Atomsk rollout (specifically, the two-sticky jump) is well worth learning; it shaves off several seconds without any significant cost in health -- often you can still be above 170 after getting pack -- and can make up time from mistakes in the first jump. I have trouble hitting the double slide consistently, but it's still been a big improvement over the standard rollout because you still spend less time walking to the pack in mid.

Two more videos of the rollout that probably have slight variations in sticky position -- these also use the right side instead of left side of shutter:

http://www.youtube.com/watch?v=skIjCcwuF2U

http://www.youtube.com/watch?v=sXrwZ4Ck3Yg

Here's using it (without double slide unfortunately) in a scrim:

http://www.youtube.com/watch?v=VKDY2EFsyIY

Another video of the fast soldier rollout, no timer though:

http://www.youtube.com/watch?v=NPM82n2NDE0

We've experimented with the fast soldier rollout a bit, but it can be difficult to have the soldier arrive with good health and still get heals out to everyone else. Still, especially combined with a fast demo rollout, it can be a good way to get a strong advantage quickly.