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Flare

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About Flare

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    PUG Newbie
  1. Resolution: 1440x900 Monitor: Philips 190CW Refresh: 75Hz (want 120hz) Headphones: Alessandro MS-1, or some shitty plantronics gamecom one if i need mic Crosshair: Green + Mouse: Deathadder 1800dpi Mousepad: Razer mantis control the fuck big one DPI: 1800 m_rawinput 1 Polling rate: 500hz Ingame sens: 2.25 Windows sens: 6/11 ANYONE HAVE RECOMMENDATION FOR GOOD KEYBOARD NOT TOO NOISY BUT MECHANICAL
  2. Flare

    I have a few questions.

    lower ur sens as much as humanly possible then start playing. ull suck for a bit then ull get better. as for leaking, again THINK what are you leaking for? typical situation u are at 1 scout advantage, both you and your partner push hard at flank and try to break through to kill the other scout, now you 'leaked' behind and you force them to give up whatever their holding or take a v defensive spot. if they have 2 scouts up and you know their roamer likes to hang around their scouts to help, whats the point of 'sneaking' past a sticky trap in plain view then getting 2 shot to death instantly. use your brain and think who on the other team reacts to a 'leak' or how your team should. if the reaction is - yo retard scout leak scouts go kill him fast then its a useless attempt. if the reaction is oh fuck i lost my flank my demo might go down in 3 seconds then you accomplished something. and please if you leak dont just walk into me trying to +fwd the medic ill take it as an insult and splatter u. hang around, dont get killed, win ur 1 v1 scout dms, and get under the enemy's skin and u just did well.
  3. Flare

    Am bored at work, will answer questions!

    @madman I think for me, i only depends on my scouts and roam to tell me when they are aggroing (like yuko said), and the rest is up to me. Everyone on the team is in that sense expected to be able to defend the medic if someone else (INCLUDING ME) spots an opportunity to capitalise on. For eg, if i see my scout and roamer both do tons of damage to combo + some other players in a clump but not get the kill, as a pocket i WILL leave my medic to finish them all off regardless if my medic dies. In this situation, anyone that is around the medic (demo, scout, whatever shit) is expected to try their best to defend as well. I only rarely do this tho, because i must be certain i can kill the enemy medic at LEAST (if not the trade failed due to uber push on 4th). I think it really boils down to whether the main fragging power lies and the map. For eg, if the map were granary, i feel it is alot more helpful to the team if a scout helps with the mid-mid-fight jumping solly or +fwd scout, instead of trying to make a play, simply because it is so easy for any solly to trap the enemy once he has the freedom to take the crate ( ie 2v1 sollies). However, on BL, scouts in general are more useful and 2 unhindered scouts leaking on BL can really destroy the whole team no prob while i swat at whatever comes my way. Also for eg, if your team is combo frag heavy, then sometimes supporting and helping with the jumpers achieves goals more efficiently (than if u leaked and tried to clean everything up). If your pocket is capable of consistently wiping everythign 2 seconds after you helped him clear shit up, then play to that strength. If you land 100% meatshots and seldom die when doing that, then ur pocket should be 'supporting' and just defend. Everyone playing as though they were the 'star' player all the time really makes some tough times.
  4. Flare

    Am bored at work, will answer questions!

    Yup that is normal! Dont worry, if you keep playing these issues should generally sort themselves out as long as you keep trying to think about them. The good thing about playing solly is it is the most forgiving class aim wise, you really dont need to be a master quake/cs player to do well. The bad thing is that its easier to completely FAIL at if you lack experience or gamesense, and comfort with medic, which can only be built after many many many hours. That is also the reason why there are generally many more new players playing scout and demo, because you dont feel quite as useless even if you are actually failing, whereas if you are failing as a pocket you are close to being completely piss-poor worthless and slow.
  5. Flare

    Am bored at work, will answer questions!

    for mia what cherry said. bing needs to pull his imba demo weight around slightly more. @yuko thats a long post with lotsa points, so one by one: i think it really depends on the team and sollies/medic and how he heals and the map as well. Both setups can be extremely effective and its up to the team to figure out which is the best one to use. For eg, if you remember to old 20id with seagull and rocketsurgeon, they are a classic example of a very versatile pair, with both players just rotating in and out and not really having any set roles. As a result they raped on BL where i think more of that flexibility and movement is needed. Versus a map like say viaduct (especially), where on more occasion you need that sheer bully power of a combo and the roamer becomes more roamy and does things like pop enemy uber at good times and assist in picking demo. For eg your own team also has a more versatile set-up than vco (can you even imagine malice not connected to the medic for 1 second??????) but they do well also in their own way. For new teams i think its good to have a set pair though, its more straightforward for the medic. That was how i learnt the game and that defines my playstyle now. Note that being leashed to your med doesnt mean you cant be aggressive (you always can) and open plays for your team (although this moves slightly lower down ur priorities when you are the set pocket). In general its quite easy (for me at least) to know when it is my fault and when it isnt. Generally teams that collectively find it easy together to accept blame correctly do well also. Whenever something screws up, instead of trying to blame someone fully for what went wrong, i find its far better if each person in the team can think of ways in which he could hve done things better so that the situation wont happen. For eg if a scout kills ur med with pocket still alive (as u mentioned), everyone on the team should be able to think of at least 1 reason why that happened as a result of what THEY did. So the demo should question if he couldve watched the flanks more, the scouts commed better or helped more, the pocket himself if his aim was bad, the med himself if his dodge was shit, the roam if he didnt even catch the scout running past him. Even for things like a medic drop ppl tend to say FUCK u medic. But if the whole team improved their game by a little each, you wouldnt be faced with a situation where 2 rockets and a pipe direct shotted ur medic at the same time. Next, yea why not? All depends on safety of the medic and how critical the sitaution is (ie if u dont jump, good chance ur team wipes). If enemy 2 scouts down, yea usually u can do this without fear. For eg sometimes on BL mid, your roamer takes a lucky pipe in the face and cant jump anymore, sometimes I assess and feel the need to 'open' for my team also and just jump anyway and hope someone on my team sees me and covers duty for me. That i guess is the situation you see happening sometimes (more often with atx than me), cuz atx (prob more confident in his aim) sees himself doing more when jumping then staying back for 2 seconds more before jumping. I tend to must have a compelling reason before i jump (like i just saw the demo and medic take a splash nade), otherwise i just move forward and bully. My aim is prob not as crisp though, so that affects my calculations as well. So when i play with xe seldom u see both of us jump. Not sure which works out better - you be the judge.
  6. Flare

    Am bored at work, will answer questions!

    @ jared read my reply to yukari @ yukari : to be fair MGE is a decent practice for aim albeit in very controlled environments (without 10 things flying in ur face, having to worry about med), and reading movements of players, so i wouldnt rate it completely shit useless. I found that it HAS helped me abit in combo v combo fights where getting 4 rockets 100% on the enemy pocket ASAP (with not much time to track). Other than that, 95% of "aim problems" are generally correctable with better position or team pushes or other play skills. Who needs to aim when ur either 1) on a crate looking down on enemies or 2) right in their face. ive not played spammah in mge but as his nationality suggests he should be pretty bad. i am about even with cookies im pretty shit at mge. for the other qn: yup i do, its been carried over in my head since my NS days when using it make bhopping (esp up slopes) much more reliable, and bite-surfing alot more effective. its a simple script that goes like this: alias +cjump "+jump; +duck" alias -cjump "-jump; -duck" bind space "+cjump" Alias in autoexec, bind in config (doh). IF you have trouble getting max height jumps manually, you could use this and it should help. But i dont advise it anyway, you lose alot more flexibility with your jumps (i was getting flak for not being able to curve my blinks enough, and solus has mastered that curve airaccel abuse which is why he is the only tool ever to use adren fade). That can only be achieved through pure manual control. I still use it cuz old habits really die hard and 2+ years of NS has really weaned my pinky off the crouch key. But yeah its a toss up between flexibility and reliability (which you should be able to achieve 100% of the time anyway if u arent lazy). That being said, im glad TF2 has decent enough coding / fewer tools who abuse scripts/macros to the max as what was seen in NS. You had real bastards doing shit like rate switching with every JUMP or pistol shot so it was literally impossible to hit anything (on top of shitty hl1 code, poorer internet speeds/equipment).
  7. Flare

    Frag vid help

    srs? i justh ave the clips i dont want to cut/render them myself ;(
  8. Flare

    Am bored at work, will answer questions!

    kil them both u dickwad
  9. Flare

    Am bored at work, will answer questions!

    @ r3: usually its 1) close by stuff first before 2) follow up damage. for eg say bl priority usually goes for me 1) enemy jumping solly 2) demo (if over extended ie standing on point/in front of his train) 3) scout near medic (this is after demo cuz scout has potential to kill our med, demo can kill me + medic + anyone unfortunate enough to receive his imba stickies before 4) follow up. Sometimes i deviate esp if our roam has done a ton of splash to combo + med and our scouts are near our med and can play defensive for just 2-3 seconds while i finish off enemy combo. But since the 1 2 3 situations crop up 99% of the time, and by the time im done with THOSE, the fight is usually already won or lost. @ benny yeah ive played against, more than spec for m. Gran midfight is a 100% solly game. I think whats obvious is that your sollies have to start their damage output ASAP, and this is completely determined by their ability to hold crates. If you have one solly (pocket) staying back and being boring (as i found out for myself 2 months ago) then once the roamer dies the pocket has to pull some serious frag vid shit to protect against demo/solly on crates shitting down on team. Without saying too much, perhaps thinking through how best to WIN THE CRATES will help your gran mid fight, instead of thinking in terms of sides or flanks etc.
  10. Flare

    Am bored at work, will answer questions!

    Well this actually does not have much to do with you. Few suggestions that may help: Call it early/use sound cues – it helps to recognise and have some sense on when in the fight is a solly most likely to dive your medic. Obviously try for 1 airshot (if you miss, don’t try for the second one, aim for the full ground shot) Make SURE when he touches the ground he gets a full 110. Even better if you can bounce him in a strange direction– anything to throw off his aim. Often times if he was not buffed/was at <200, he will die instantly. This is what you want. When spamming, always try to chuck a rocket or 2 at the roamer so when he jumps he is less likely to have 300. Best thing u can do (train this in bball) is “act” as though you are not paying attention to him, then 1 second before hes going to jump, chuck a rocket at his feet to make him fly really high up and look stupid. Make absolutely sure your aim is 100% consistent so you can take him down asap. When spamming, do the reload-spam timing so youll always have 3-4 rockets loaded. Smarter/more alert roams will pay attention to what you’ve been doing in the last 3 seconds (did you just take 3 rockets to kill a demo, are you reloading, are you full) and time jumps at the worst time possible. Medic should rocket surf, airstrafe and time the jump right when the rocket lands (higher chance of flying and avoiding the next hits) Accept the fact that many times you wont be able to prevent your med from dying. If he lands 2 crisp rockets on ur medic’s head and ur medic couldn’t surf any, ur meds going to die.
  11. please join the AFA programme i think u guys will enjoy it
  12. Flare

    Am bored at work, will answer questions!

    HI IM BORED AT WORK AGAIN SO KEEP QNS COMING. NEW PLASYER DOTN BE SHY
  13. how 2 b mentor wanna help some scrubs
  14. Flare

    Am bored at work, will answer questions!

    ;D i just watched that moment again in demo it was sad and funny
  15. Flare

    Am bored at work, will answer questions!

    it was to keep u guys on ur toes and never take things for granted/expected things to happen when they havent happened! what if u guys thought i would cap and got off last point and a scout backcapped in 0.5 seconds!!!!!
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