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HaXxorIzed

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Everything posted by HaXxorIzed

  1. HaXxorIzed

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    Wa_t. Respawn always favours the attacking party. This is why playing defense on gpt/viaduct requires you to be proactive - you cannot let the attacking team take too much ground or you have an "Even" teamfight. That'll open you up to a late player death and playing down numbers against a better respawn time.
  2. HaXxorIzed

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    O-k
  3. HaXxorIzed

    The latest TF2 engine patches

    Ruins trickjumping a bit for me.
  4. HaXxorIzed

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  5. HaXxorIzed

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    There's some things you can do, I suppose. Playing close with your support, trying to orientate your team's game so you very much play as a blob and have "teamfights" where nobody is unsupported, etc etc. The problem is this is all 100% situational although the common "rule" is you never ever want to fight evenly (so get some help). What you want to do to shut down a scout who is picking duels on Granary Last defense with even Ubercharges will be very different to shutting down the same play on a Badlands rollout or last, a Gpit B defense, Viaduct attacking, or Asheville. So I would be watching situations in your demo from thirdperson pov or sourcetv and looking at the situation your screen when you pick a duel. Look for who can help you, which team has the advantage, where you are and where he they are, what this duel will open up for the victor. The fact your question is so general kind of suggests you aren't looking at this thoroughly enough. The key is to be going over your game, analysing ever every bad decision and understanding that there's a different context and reason and optimal and/or "doable" solution for your level to each one. Do not make the mistake of letting a string of bad losses in sift into a haze of "I can't do shit when the destroyernator comes knockin". All this said, of course there's only so much you can do. They have better DM, they earned it and you need to learn to get around it.
  6. HaXxorIzed

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    doing this + having aimbot-like aim = yz50 doing this + having anything else-aim = dm idiot isnt this the sad truth Even if it's jest' date=' I have literally never, [i']ever[/i] got a positive vibe from you about your own play, ever. Maybe you should drop all one liners and embrace that taking risks is a percentage game, maybe even stand up for yourself and play your own game instead of always talking about other people. The simple truth is if you understand advantage/disadvantage and spawn times + situations you can literally go for a shitton of +W plays even if you can't hit like a god (see, bowt). Yz50's power wasn't his execution, even though he executed better than anyone else ever has in that role ever. It was that the moment YZ50 had the advantage, his timing was perfect. Sure, it helped that he could slug your scouts 2v1 and dropped any demo in a straight fight, but what made him REALLY scary was he'd do it for free. When you're taking spire vs eMg after a mid wipe and they're delaying your cap he'd grab an overheal, embarrass one of your scouts more than 50% of the time and end up behind your team target hunting (now you're 5v6 and can't push uber easily with any huge advantage). And if he died, who cares? He'd time it 7/10 times so that even if he died he'd respawn in time for the last defense. At worst you lose nothing and well timed, he can help the teamfight (killing a player, especially a demo frag) and best, neutralise uber or some combination of these. The difference between a DM idiot and YZ50 isn't the aim, it's the timing and knowing when you can go for almost "free" risks or those risks are way less important then the rewards/team disadvantage you need to counteract. You have never, ever illustrated a real knowledge of this concept and that's probably why you treat yourself like you suck (and you probably do). Being positive is doubly fucking important because as a playmaker (especially scout/roamer) in this game a lot of your opportunities won't result in anything other than you getting dropped. The point is to keep your goddamn eyes on the prize, keep communicating, keep being positive and focus until you're both getting it done and they're following it up. eMg and Dignitas scrimmed five nights a week for a couple of hours each n for months to get their communication together. They shed players, they pulled people up when they didn't give and shit and they took fucking heavy blows. There were points (as was well but by cbear in the latest MGE podcast) where these champions were once bads laughing stocks. Clearly, it didn't dent their positivity . Every single person in asiafortress should keep this in mind before you act like primadonnas, because getting good is hard, it takes more than a cute little sentence to get good. I can explain it in simple sentences, but the wheels and the rotors and the gears ticking behind that simplicity isn't easy to get and I'd never claim to be in mastery of it like some are (F2, Bowt, etC). But it takes work. Having that confidence also shifts the pressure from "shit man got to hit my shots" to "shit man got to know when I can afford to die". You might even find you hit more.
  7. HaXxorIzed

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    You could try thinking. Particularly about advantage / disadvantage, examples of the step by step process being described in his guide. Simple things are very obvious - that an uber vs uber push should either aim to get player advantage early, or create a positional advantage from where you get kills and cap. The mentality is knowing situation and what to do. There is no one size fits all strategy and every point requires a new answer. As a staring point my advice would be remember what's consistent and what isn't. The optimal response you can have to a situation will vary based on uber advantage/players, but the terrain/positions you need to take on each point don't change. That is to say, while you may have two players up, or an uber, or just a demo up on even players attacking granary last - the key to winning that point is seizing the pipe and ground around it, this is constant. So that is where I would start thinking about "what do we do" both on the attack and the defense.
  8. HaXxorIzed

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    Wanna fite about it?
  9. HaXxorIzed

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    I don't think there is a class that really stands out in any one country when you settle down and actually watch the teams, we're mostly influenced by personalities. Europe is all about the arrogance and hilarity of the old diggy team + the demomen (Byte, Extremer, Numocked). We remember them over the selflessness of the dm soldiers GeaR and Punpu, who dont' stick out much (or Zerox and waltrs, the aim machine) I think you can apply that to to most scenes - their big personalities define the classes we "fear", but every scene tends to have players of an equivalently strong level in every class. America definitely has more of an emphasis on the role of the pocket for example, but that simply means the soldiers in the US have different skillsets - I see both Hocz and TLR as very hard-hitting pockets with great dm, it's just one is very subservient to his demo's 'wants' and one is all about the HEAL ME AND I WILL MAGE-FIST THESE NERDS, so it's obvious who "sticks out". Robin Walker's research has saved nobody, and I alias a lot. I think Bowt's get good guide answers a lot of questions on how to get better, but it's about attitude. I things any new team needs to have are positive attitude (this is so important, no politics, no shittalking) and watch their own games. Don't generalise, reread Bowt's get good until you can quote it at lecture readings, and think about every situation specifically.
  10. HaXxorIzed

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    I think comms improve when the players in the team understand the game better. Because not only then do you understand what to call, but also why (which affects how you call). The current relic are allright. Larsa's got pretty good aim, they just don't look too polished / probably don't scrim enough.
  11. HaXxorIzed

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    Asian tf2 has a lot of dynamic factors like deathmatch kings and kritzkriegs and utilities (sniper/spy) which can blow a game wide open. Those kind of X factors are what you want in a stable, reliable team to bring in wins - teams don't have much stability and it shows. Like, Bowt's get good guide kind of has his "creed" with creating a team. IM have been the top of Australian TF2 for aeons (and dogz before that), and the way they accomplished that was a mixture of consistency and X factor. They have their 6-8 core players, who all are on the same page with how the team wants to play. They all play as much as they can and they understand advantage/disadvantage. If people have issues they voice them clearly (well, comparatively clearly). It's just about keeping the game simple, everyone being positive and talking openly if they have a problem + watching their own games. I presume this was the reason Bowt had an issue with me in Fray until we talked about it I presume - Fray was a pretty negative team because we didn't have 6 players on the same page. There was a lot of infighting and I guess he thought I was the leader and that I was really behind a lot of the infighting/negativity/hating on own team. Funnily enough, that observation is kind of the opposite - I let the negativity happen and would back down from fights/defend the mistakes of teammates too much. I guess you could say I was not confident enough in the opinions I had until half our core was over trying to get one player in particular on the same page, which is when I produced my best play. This is also why I get especially angry when I see other teams having no confidence/not confronting obvious issues, because it's the dumb mistakes my team made. I haven't seen a single Asian TF2 team that did that. I mean, xq might have (of course I'm only speculating given they played 'smarter' than the rest from like two years ago). As we discussed a lot in the casting for Masters, it was no surprise Choice won even when every game they played had them on some kind of ping or server disadvantage. They had a core of four players who all seemed to know who the leader was, had been playing together for ages, and the +2 in their team were Dohash and Peanut, who (going on ingame) shut up and played off what their team was trying to do. It's really telling that Asiafortress teams got embarassed by what was basically a mix that stuck to three simple rules. -> Keep it Simple -> Play percentages -> Being really positive and enthusiastic. (You listen to IM and it's so obvious how excited they are to be playing TF2 at a top level. Any american or euro team is the same. ) That's all they needed. They turned a scout down into a popped uber or a backcap or a team fight win, they were unselfish, they were focused. 9/10 Their players had the mentality , and even when they ran into a brick wall of deathmatch (Dizziness, Masterful, everyone else) they'd wear them down by never picking bad fights. As for the other scenes I think the US top4 teams are a little better than their "equivalents" in the EU, but the EU has a larger number of "Invite/Premier" level teams, and has ever since old Dignitas stopped caring. Most of the top European teams in their place show a level of understanding of advantage/disadvantage that isnt' as good Prophets/eMg, or x6 displayed. The big reason behind this is the core of most European teams hasn't been around the many, many seasons Prophet's core of b4nny/Mackey/Tyrone has*. I think that's not helped by the fact only a few European soldiers understand the value of their own life (Hocz, Punpu, GeaR, Mike), especially in the Pocket role - Matnun's been a standout for me so far this etf2l season, especially given he plays on 120 ping. I think Epsilon have the understanding and are ahead of everyone but the best Americans, but until they come together as a team and Knoxxx stops playing a dumb unnecessarily high-death pocket game, they are not quite as well rounded. However, against anyone but the "old" x6 / Prophets / Maybe this new mixup (tl;dr, the absolute best america can produce) Epsilon would win. So if you like, the short version of that is I feel like the rationale behind the "best" team isn't so much which side of the continent they come from, it's team stability and having a committed roster. The stability and commitment of the top American teams is the strongest right now and I think that's reflected in them being marginally better. However, I do think the Euros put themselves on the back-foot in that they lack in dominating pockets. * I Also think Tyrone is the best caller in the game. He seems to be really clear, concise and obvious at all times - and gets numbers and so on. Hopefully he can get a decent PC for online that gives him more than 30 fps, lol.
  12. HaXxorIzed

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    Camel. Okay let's do some of those tf2 questions cmon.
  13. HaXxorIzed

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    In my experience most people can't laugh at themselves but sure as hell can at other people. Sure, they say they can - but they really can't. If you can laugh at yourself, you find it easier to say what you really want to say around other people. You can only say that a limited number of times before it gets boring, or old. So you have to talk about new things, new experiences. The alternative is to talk about more complicated things, like hopes and fears and aspirations. I think most people are easily capable of being a solid 7/8 out of 10 in interesting when they're honest with themselves. I mean, I think what makes people interesting is usually 'different' like topics (ie, I'm really into economic motivations behind 'rational' and 'irrational' behaviour), but what's the 'same' behind those 'different' topics is basically standard human emotions and responses. Since I seem to feel much more confident talking about this than most people, I appear to be the most interesting. Or that's my theory. I don't think I'm that much more of an innately interesting person than anyone else because of my life experiences. And everyone tends to be pretty interesting when they finally start talking about what they want. Fuck, our most loved cultural icons built careers out of it - Radiohead, George Carlin and Mark Twain, anybody?
  14. HaXxorIzed

    spammah willing to mentor

    I doubt this is a troll thread. If you expect Spammah's mentoring to be holding hand walking you through how to push a point then you're wasting your time, I suspect. Unless you want analysis like "how about we walk out the door with our uber and kill them with it / take the height while the other classes either get on the point or stay alive" (also known as, really obvious shit you should know already). But if you want to take apart the game and look at qualities that count (establishing a regular routine, making decisions, listening, thinking about how to think about each situation individually), then this is why you're here. Which is the bit people are lacking anyway.
  15. HaXxorIzed

    How to deal with JUMPERS on rollouts

    As a more advanced thing don't panic and remember what advantages / disadvantages of their rollout are. A team going through granary garages with both of their soldiers is going to be overwhelming because it's supposed to be - but as a disadvantage their demoman has zero position and either the scouts (if the medic follows the demoman balcony) or the demoman (if the medic plays from point / near crates) are going to have less heals. These types of things are killers as the rollout goes on, etcetc.
  16. HaXxorIzed

    spammah willing to mentor

    Can't spell camel without came
  17. HaXxorIzed

    Kig's AFA Mentoring Channel

    Think about each and every situation specifically and make that call. I've seen plenty of fights and situations won because a medic decides early who and when is going to get healed (even if it's against a traditional "order") and who will be left to die, leaving his team with better health and thus better able to hold advantage/defend disadvantage. Every situation is different too - so if you're going to leave your demo to two scouts and keep your soldier healed because you know you've won this fight with uber advantage IF you live and you can risk a demo death, say it!
  18. HaXxorIzed

    Am bored at work, will answer questions!

    I think these types of questions come up because a lot of people forget that roles aren't there because nerds get mad if you don't play the game 'properly'. They're there because they the optimal way to structure a team. This said' date=' there's plenty of room for stylin and 99.9% of it hinges on the ability of the players to understand the game. It is really about mentality, not a strict set of rules to follow. And generally, teams that say they 'don't have pocket or roamer' are generally teams who have their soldiers spending the time game looking at a respawn timer. This behaviour doesn't last long as the teams get to the top level, either. Even the top european teams have moved more towards set roles in each soldier over time. Someone has to initiate. If you don't have an advantage, you better [i']make one[/i]. This is usually the off soldier in modern tf2, or one of the scouts with soldier support. The roamer will always be getting in there early though. So one of your soldiers should have the mentality of "initiate on duh middle lane pls" when they need to, so they can stand in spots where this is a good idea. There's a lot less confusion here. There's a lot of ways with which you can play this. Seagull was either all out aggression or defensive and tended to take a medic with him (TLR probably plays the most like him nowadays). Platinum likes getting both his soldiers and his scouts right on top of the enemy team and leaves the med a bit more. Hocz seldom leaves his medic but also likes to give a lot of freedom to his demoman. The point is all of these soldiers are taking actions to win each situation for their team, not hide in a corner because a scout might drop their healbot. You can work this however the fuck you want but the point is the roles are still there. As for what I think about combo soldier and it's responsibility to defend the medic from scouts, I don't really put the responsibility on any one player. Every player needs to be aware of if your team has advantage/disadvantage, what kind, what position you're in and how to use it or defend against it. That kind of ability to understand the game is how you'll keep your medic safe more than any kind of stunning death-match. Although obviously your overhealed demo or soldier is going to need to be able to smack around anyone who comes hither. The reverse of this is also that it's every single player's responsibility to focus all their efforts on winning a fight for their team. If you need to jump and smack a bitch to salvage a fight but say bye-bye to your medic due to his impending death, well he can get over it. Welcome to tf2. I also don't like the idea that the pocket is the "goalkeeper", because that's a load of bullshit. Yes, you're in a good position to defend your medic and yes, you want him to live as much as possible. But there's going to be a lot of situations where the reason your medic dies is 'out of your control' (and that might not even be a bad thing). The reason your medic might die in a midfight can be the same reason you won the bloody thing. Look at the situation after the game and understand why. This game is about territory and position, not just heals. Losing the medic is always an outcome I'd rather avoid, but what's more important than the life of a medic is the situation in question. Wiping a midfight and losing a medic isn't perfect, but if every fight ends up that way you'll never lose a game of tf2. Chances are the reason you're losing your medic is the same reason you are winning the midfights - aggression and committing totally. The entire game is about advantage/disadvantage and you don't "track" by hanging back with your team and being a sissy or waiting for them all the time. Don't wait for an advantage to come to you, take it. The exceptions are stuff like you've just turned their medic/combo into mush and you know they have one late player making a desperate play, or something equally obvious. As for dodging rockets, crouchjumping away if you are medic.
  19. HaXxorIzed

    Am bored at work, will answer questions!

    On a scale one of to obscure how aggravatingly useless and overrated is mge. Bonus points if you make a reference to there being some element of truth or skill assessment in mge because cookies and spammah are bad at it. ZING. As for a reasonable question, do you have a script for duckjumping or maximum height rocket jumps in your config folder? I know more than a few people who have one for jumps they can easily do manually, just in case.
  20. HaXxorIzed

    Regarding unlocks

    Just copy the american whitelist. Alternatively medic unlocks, equalizer and paintrain.
  21. HaXxorIzed

    Mercenaries' Cup 2 Round Up

    Nerd kings
  22. HaXxorIzed

    why am i banned?

    It should be considered a utility too. I mean, if a team "Agrees" to run one sniper or one heavy in place of a scout or soldier on maps where it actually is viable (yukon, gullywash etc) then it should be something the team actually kind of agrees on. Keep in mind, that there probably needs to be a push to make the pickup servers more 'professional' or 'serious' places to play, so that f2p players etc can actually get a decent cohesive and consistent experience. Not commenting on whether or not this ban was justified, just saying that it can be really unpleasant to play solo soldier or scout when your team isn't prepared for it and is definitely all me no gusta up in this. Even moreso when people don't explain why they do a utility switch. Explaining when and why you do it as well as recording the game might also go a long way towards making a case to be unbanned. Certainly more of a case then posting on an open forum instead of contacting an admin privately l0l.
  23. HaXxorIzed

    Hi!

    demoman still causes stalemates more awful custom maps were made that make demoman more able to force stalemates the one pocket who looked like he had a good deal crushing demomen decided to catch the retardation and fuck a horse scouts and demomen still want to make the equalizer a disallowed unlock you missed nothing
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