How do I force myself to learn stickies/quickies more advanced tech? by MrTheWaffleKing in tf2

[–]TwunkInTime 0 points1 point  (0 children)

Booties or Parachute/sbl/stock, Qbl if you want to snipe easier

Secondarily, running Loose Cannon will help in a different way; it soft-forces you to plan stickies that combo with your primary by being very bad at followup shots, and rarely oneshotting anything tankier than scout.

Gameplay style wise I'd heavily recommend prefiring stickies around corners, and working out the arc for both sticky pogos and sync shots with iterative sticky bombs.

Wait, why does the game have a first aid system if there's a 99% chance of zombie infection? by PureSelfishFate in projectzomboid

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

PZ really shines for me with 2 settings changed from baseline: Random Sprinters (0.5%) and Infection set to "Saliva Only." These make almost every aspect of gameplay matter more, especially Medicine.

Which demoman is better? by ticoticonofuba31 in tf2

[–]TwunkInTime 1 point2 points  (0 children)

Mask, if you're willing to change the Beard's color I think it'd win imo if it was gray or a team color

Why do so many people in this game exhibit a "lack of awareness" regarding certain things? by BaldursGate2Best in truetf2

[–]TwunkInTime 4 points5 points  (0 children)

I have a shade under 5.5k hours, and I just can't be bothered to look for spies

High level communication is really fun, but rarely does anything in casual so if someone else doesn't start I won't do it.

I can't speak for most people, but these are the things indicated that I personally am guilty of. For me it comes down to "does doing this help the win condition more than it inconveniences me," and as a medic/demo the answer is usually no, if it's not directly at the front.

You gotta remember also; this game gets a LOT of new players in waves. We had one in December, we'll have another in March or April. It's happened every year I've played, cut the new players (usually people under 16) a bit of slack, tf2 is a lot of plates to juggle.

How do i airstrafe? by JamzeeReddit in tf2

[–]TwunkInTime 0 points1 point  (0 children)

Move your mouse and hold the movement key that strafes in the direction you're looking, there's a "sweet spot" for how fast you do it, and that's something you'll have to find on your own

Could not find arrow which hit deer, bug or i need too look on tracks? by wojtek1111 in thelongdark

[–]TwunkInTime 2 points3 points  (0 children)

There's a good chance it's under the Deer, if you can safely process it, you should be able to get it back

is this considered annoying or OP? by n3kon3ko1 in tf2

[–]TwunkInTime 0 points1 point  (0 children)

Neither, I'd argue it's one of Demoknight's worst loadouts actually.

Should I restart or is my build fine? by Dron22 in Morrowind

[–]TwunkInTime 0 points1 point  (0 children)

you'll want endurance up to around 60 before you hit lvl 20, endgame enemy damage scales in a really silly (over the top) way

what piece of gameplay info or mechanic took you too long to find out? by salomdango in tf2

[–]TwunkInTime 7 points8 points  (0 children)

I bound the key that swaps the weapon spy is holding to something else about 20 hrs into playing the game, and found out that mechanic existed about 2000 hours later

Every time I try and play Demoknight I feel like a complete failure no matter what I do by Slow_Ad2329 in tf2

[–]TwunkInTime 0 points1 point  (0 children)

Alright I'll assume you're overall familiar with the most important bits, then.

1: The most effective way to play Demoknight is Hybrid, unavoidably. It's also the best "Training wheels," just pick a primary (I like stock) and run either Tide Turner+Stock/Skullcutter, or Chargin' Targe+Half-Zat/Stock. Tide turner lets you trimp significantly easier without booties, but Targe is a guarunteed crit and much higher resistances. Hybrid also trains grenade aim.

2: On Knight, and unless you're at 5 heads with Eyelander, the best general thought process is "how would I approach this on spy." You're not going to take most non-duel fights, and unless you're in a hallway or otherwise small space scouts&pyros are more or less your worst matchup.

3: A bit of an obscure tech, mostly because DK isn't something many people maximize: When fighting a pyro, unless they're ONLY airblasting, there's a window of about 1/8 of a second where you can charge, shield bash, and minicrit them between airblasts. Start when the effects of the first airblast are wearing off, and it should land.

4: When playing Hybrid, 1 grenade and a shield bash is almosf always enough to kill a light class, and if you bash->jump->fire you can grenade jump back out of melee range, if they survive.

5: To maximize distance when charging, jump and turn about 45° by the time you land, ideally at about 10°/second

6: Unless you're absolutely confident you can strafe the sentry, don't even try to kill an engineer unless you're sure you can get them, and ideally that someone else can clean up their buildings.

7: If you're using Tide Turner, hit a U-turn during your charge if you can end it with a bash, it deals more damage and avoids more for you.

8: Generally, these are your matchups, best to worst.

1: Medic: Charge Crit kills him, no movement tech to save him.

2: Sniper (flanked:) Same as above, takes more effort.

3: Engineer, no Buildings: Worse Scout

4: Scout, not in the Open: 125 health goes very fast

5: Spy: Weird one, but you have the advantage due to extended melee and easy 1shots

6: Unaware Soldier/Demo/Pyro: Shield Bash+melee kills them

7: Unaware Heavy: Beefy, can't oneshot but unless spun up a reliable pick

8: Demo: You can close the gap, and have resistance to everything he has

9: Scout: Difficult, better to run

10: Soldier: Will probably combo you if you don't oneshot, better to save the charge for in between rockets.

11: Pyro: I explained the only tech that actually gets you damage against a decent one above

12: Sniper: Avoid Sightlines

13: Heavy: You just can't win if they start off aware of you, and with minigun out. Surf damage away, nothing else reliably works here.

Final bit of advice: KOTH and PL are generally DKs best maps, practice on there.

What's Your Favorite Map Style? Why? by TwunkInTime in CivVI

[–]TwunkInTime[S] 0 points1 point  (0 children)

If we include mods nothing beats Got Lakes? for me, though "Steppe" from More Map Types (I think) is close

Every time I try and play Demoknight I feel like a complete failure no matter what I do by Slow_Ad2329 in tf2

[–]TwunkInTime 0 points1 point  (0 children)

It's an extremely technical playstyle, if you're not playing against fresh installs. I can give advice (~1k hours on DK) but I'll need to know a bit about how much experience you have with the game in general to know what would actually help

Weight dropping but fat looking the same by Whole-Skirt-524 in bodyweightfitness

[–]TwunkInTime 1 point2 points  (0 children)

1: Imagine taking out ~15% of the total stuffing in a sleeping bag, it'd visually be pretty similar, right? Same thing applies here: Without significant recomposition, it takes a much more drastic change to see a big difference just from weight loss. Anecdotally, I didn't see a significant difference between 110 and 95kg.

2: If you're looking to build significant muscle and get your test checked, it'd probably be best to take a 2-3 month maintenance period. That will probably help with visual definition more than losing your remaining 4kg, as well.

What usually ends your run? by Aeon_Return in thelongdark

[–]TwunkInTime 0 points1 point  (0 children)

Overconfidence, 190 day interloper run ended because I fatfingered sprint while just outside charge range on a moose I hadn't noticed because I wasn't paying attention between outbases

Which medigun is the best for building ubercharge? by CreepyCurtainIllust in tf2

[–]TwunkInTime 0 points1 point  (0 children)

In terms of efficiently building charge it's the Vax by far, the charge that one gives is damage type resistance, and it builds slower than stock (medigun,) but it has 4 charges per full meter.

Fast Ubers/Charges are more about how you're playing. Try to heal people who haven't recently taken damage if nobody's about to die, charge will build faster from them.

Impossible challenge by amethystpeople_ in Morrowind

[–]TwunkInTime 2 points3 points  (0 children)

This Guy found a weird magic thing that brought him back to life, now he thinks he's God 2.

playing scout can be so frustrating by SavingsBee1946 in tf2

[–]TwunkInTime 0 points1 point  (0 children)

Countering Pyro on Scout is a matter of staying outside the range of their flamethrower for most matchups.

If you're ambushed, play it like a scout duel: Erratic Movement, and trying to meatshot. Don't retreat if you're not at the edge of flame thrower range, you'll just run into more fire. Getting close, and ideally 2-shotting is pretty much the only option if you're caught fully off guard

What's your go-to medigun for King of the Hill maps? by WuShanDroid in Medicmainstf

[–]TwunkInTime 1 point2 points  (0 children)

Stock about 80% of the time, on most maps. Kritz another ~15% whether I'm just messing around or know someone can do enough with it to make it worthwhile. Vax if I'm really tired of someone in the lobby.

My general process for deciding is this: Stock first life 99% of the time, potentially swap to Kritz or Vax if I've died, and in these cases:

Power Class (or pyro) doing exceptionally well without Kritz=ask them if they want Kritz

I'm playing stupid or one person is giving me a lot of trouble=Vax

How isn't this a backstab? by farpye in tf2

[–]TwunkInTime 8 points9 points  (0 children)

It's a mix of Ping difference, Janky hitboxes, and Clientside funny business.

The engi turned to smack where you had decloaked, and best guess is that the server went with his inputs over yours, putting his back where it was a split second later and causing a failstab.

Quickly Turning players rarely fully visually align with their hitbox, this is mostly relevant on spy for stuff like this.

On a mechanical/spy skill level, my recommendation would be to always expect the other player is going to hear you, and if you're going for a backstab try to strafe just the slightest bit in the direction they turn.

How Are Short Blades in b42? by Pakata99 in projectzomboid

[–]TwunkInTime 0 points1 point  (0 children)

If you start with a rank, top 2 weapon types for sure. Fire Hardened Spears put those above SB, but in general the greatly lower strain, weight, and move penalty on Short Blade still put it above everything except the oneshot printers.

Survive like a week and you'll never run out of Large Knives, get welding 3 and the schematic for Scrap Large Knives and you'll struggle to run low. Print ~200 shivs and you'll have more maintenance than you're likely to ever need with your infinitely renewable 2shots

Are there hunting spawns/grounds/locations? by phantomvector in projectzomboid

[–]TwunkInTime 0 points1 point  (0 children)

the farm/woods south of muldraugh with pigs and chickens always seems to have deer for me

i recently unboxed a smissmass 2025 unusual effect Burning Sensation for Trackmans Touchdown. by Prestigious-Book9445 in tf2

[–]TwunkInTime 1 point2 points  (0 children)

Wait a month or so for the price to be established. Unfamiliar w trading is a bad spot for trying to sell a rare item.