Posts for Dada


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Yeah, you should really only use these things for carrying around data that you regularly use, not for backup. Like, personally I have two 2TB hard drives that are strictly backup (well, also downloads, movies, music etc) and my USB keys only contain current projects that I'm working on, music and stuff I want to share with other people.
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Go for the major brands, that's all I can really say. It's the cheaper brands that fail easily. A good USB drive that's properly used should last you up to 10 years. I bought this a while back, perfect for my 11" laptop and it contains 32GB despite its size.
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Unfortunately I never played TFC, although I did play a ton of Quake. Whoever wasn't a part of that groundbreaking community (and I say that with a completely straight face, it really was groundbreaking in a number of aspects) really did miss out.
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hegyak wrote:
Dada, the thing is, those hats, can (rarely) drop and can also be made (crafted). But, their introduction was before crafting (if I remember correctly) and everyone was NOT pleased with Valve over the item set bonus. Valve replied, "We sold it, so it's not fair to nerf it."
Yeah, I'm not talking about those, I think it's a good thing they're banned because it's lame to expect people to buy all those items. Everything I wrote just now was in reference to banning weapons, which to me seems more about banning specific tactics rather than any real unfair advantage. Maybe you could do some specific bans, like the Fists of Steel for the Heavy which as I recall has some complaints about it, but I personally don't see much of a point in restricting virtually everything.
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scrimpeh wrote:
I'm not sure why the ETF2L bans so many weapons. In fact, I remember most weapons were just fine in the Highlander seasons a few months ago. For the record, most competetive TF2 is played 6v6, and usually consists of 2 scouts, 2 soldiers, 1 medic and 1 demo. More than one medic or demoman at the same time is prohibited, as are more than two of the same class for any other class. It's very restrictive to begin with, and banning weapons isn't a long way off from there.
One of them even bans the Bombinomicon. Why? It doesn't do anything that would upset competitive balance.
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hegyak wrote:
An argument for banning is this: The items can (and some do) create an unfair advantage. Pyro X goes faster because that Pyro has the Polycount set. It is like Pay to Win. No one likes that. The Polycount items were created well before the game became F2P. The game before F2P had an ingame store to buy weapons/hats, but the Polycount set broke balance by giving an unfair advantage to those that paid for the items and used them.
Yeah, it's a good argument. You need to have fair and even chances for all players. That's a basic necessity for a serious tournament. There's one thing I don't really get, though. If you discount the Polycount packs for a minute, surely all of those serious competition players must have all of the weapons? Everybody has a Soda Popper or a Backburner, and surely the best players do. So as long as every player who takes part in the competition has the full set of items, it's still fair. There's the argument that certain classes are overpowered, but on the other hand, it's not like you can win with an all-Heavy team. And as long as the teams have the same amount of players in them, there's nothing stopping the other team from abusing the system as much as they want to as well. So if, say, two Scouts with the Sandman are virtually unbeatable, there's nothing stopping the other team from also casting two Scouts with the Sandman. Maybe I'm wrong here (I've never watched or followed the TF2 competitive scene) but it seems to me to be mostly about banning certain tactics rather than banning unfair advantages, when you consider that every serious player has all the weapons at their disposal (minus the Polycount packs because of the cost), and is free to use whatever techniques they want to use. In my experience, few things are really unbeatable/broken because there's always a way around them or some new technique that makes the old one unviable. Kind of like how in the old days, getting a lv3 Sentry up was the easiest way to rake up a lot of kills, but these days you have to be extremely careful with them because people got so good at defeating them. Looking forward to hearing your thoughts on this because I don't really follow this scene, so I'm probably wrong about some of these things. (I do totally agree with banning Polycount pack advantages because having to pay a lot of money for those items is lame.) I'm mostly talking about the ETF2L here which bans a ton of weapons, not just the Polycount packs.
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hegyak wrote:
http://wiki.teamfortress.com/wiki/Competitive_item_restrictions The Polycount hats are banned for a reason.
That's a lot of restrictions. One argument against this is the fact that it creates sort of a rift in the competitive community: those who focus on training for the very restricted tournaments, and those who practice for the more liberal tournaments. It makes it a bit harder for trends (strategies, counterstrategies, etc) to develop.
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hegyak wrote:
For those of you not in the know, competitive players BAN (not allow) some weapons into their games. They consider them broken. When competitive players decide something is broken, it's broken.
Such as?
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scrimpeh wrote:
I am perfectly fine with paying money for a game. In the end, it provided me with several hundred hours of entertainment, so I can say it was a good deal. Purchasing a key for a crate however nets you a virtual item for a mostly secluded economy. In most cases, you will also be able to obtain it by finding or trading the item without paying any real money, and hats, misc. items, paint and all the other useless pish they've added over the years are only cosmetic to begin with. As far as I am concerned, it's a confusing mess, and the less I'm involved with it, the better.
I actually agree with a lot of what you said, a lot of the stuff they added is just cosmetic and there's little point in spending money on that sort of thing. Thankfully there are only a rare few actual tactical effects associated with those cosmetic changes. However, that's just one part of what they added to the game over the years. They also added a ton of new weapons, and they're really interesting and can make for interesting tactical decisions based on play style. The only reason I spent any money on tf2 is because I wanted the extended backpack that comes with your first purchase (you get like 10x more storage space for items that you randomly obtain over time) and so I could get a few weapons I wanted without having to find a trader. edit:
YoungJ1997lol wrote:
In the words of Bisqwit, "...too long, didn't read, lol."
Don't visit a library, you might die.
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scrimpeh wrote:
YoungJ1997lol wrote:
I'm still a f2p n00b. I've played the game for only 4 months. Soon as I get to premium I'll buy a key and achieve myself a crate.
Why would you pay money for that? Why would anyone pay money for that?
You've been playing the game since before it was f2p, so ironically I've spent less money on it than you.
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Might be interesting to post records/stats. Here's mine. My damage record is 10,936 (60 kills) as Engineer. Not that great, but at least it was achieved on a regular server (on ctf_sawmill with a Wrangled Lv. 3 Sentry at the center point) rather than an idle/achievement one.
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I got mine from a trading server because I specifically wanted the weapon I use the most. Hope they'll add a Strange Tomislav to the game sometime, I use that one a lot too lately.
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YoungJ1997lol wrote:
You sure like a lot of stock. How so?
Nothing wrong with stock, other weapons aren't necessarily better by definition. Just got my first Strange weapon today, a strange liberty launcher.
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scrimpeh wrote:
People still play TF2? I used to absolutely love that game, played it since early 2008 with an accumulated 584 hours. Then of course, Valve proceeds to gradually ruin it over time. The game had a good run for me, but I rarely ever play it these days.
The updates since around that time are of the "love it or hate it" variety. edit: since everybody's posting their favorite weapons. Of course it sort of depends on the situation... Scout: Soda Popper, Atomic Punch, Candy Cane Soldier: Liberty Launcher, Gunboats, Escape Plan (split off from Equalizer) Pyro: Degreaser, Flare Gun, Axtinguisher Demoman: Grenade Launcher, Splendid Screen, Persian Persuader Heavy: The Brass Beast, Sandvich, Gloves of Running Urgently Engineer: Frontier Justice, Wrangler, Southern Hospitality Medic: Crusader's Crossbow, Quick-fix, Übersaw Sniper: Machina, Jarate, Tribalman's Shiv
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I never used the Equalizer much, but its recent splitting up made me try it out again. I'm using the Escape Plan right now and man, it's awesome. I can't believe I wasn't using this before. There's nothing as useful as being able to move about as quickly as a Scout when you really need to.
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Spy is pretty much the only class I can't play (although I also play Scout extremely rarely, usually only for the occasion that a point really needs to be captured, or on low gravity Orange maps).
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2fort is nice as long as there aren't too many people on there. I'm partial to Harvest, Badlands, Barnblitz, Viaduct and Nucleus. Out of the ctf maps probably Turbine. I mostly play as Engineer (record: 60 kills, 10936 damage), otherwise usually Soldier.
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I've spent 309 hours on this game already, and it's still fun. I got it when it became free-to-play. My nick is dada78641 in case anyone wants to add me to their friends list.
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Comment someone left on Youtube: "52minute mark you know this can be done faster by trying to leave lol." He's talking about the part where you have to wait to see if you graduated the SeeD exam. I don't remember being able to speed that part up, though.
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Well, you don't necessarily need to use glitches to make a good TAS. A lot of the early movies were virtually glitch-free. But you're probably missing something if you can't find a few decent glitches, they're in practically every game. Remember that your first attempt will most likely fail. Even experienced TASers sometimes first do a "test run" and then a final run using their experiences from the test. You might want to consider just TASing the game without searching for glitches first...you'll probably find a bunch of them while you're making your movie, then when you're done, you start over and make maximum use of what you've discovered.
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One important aspect of glitch finding is knowing where to look. One very good place to look is other glitches that people found. For example, it was known that exchanging equipment in FF3j while in battle can cause your old equipment to be saved in the wrong section of the inventory. A very minor problem, or so it seemed; until pirohiko found out it can be used to change your characters' classes to make them walking gods, teleport around the world map and summon airships out of thin air. Other than that, having some knowledge of how games are programmed helps. A lot of game have imperfect collision detection for purposes of speed. This makes sense: perfect detection wouldn't be possible on the old hardware, and imperfect detection works quite well 99.999% of cases. Jump just right, and you'll go right through the wall. It's not just collision detection, but quite a lot of things that can glitch up in case an extraordinarily rare set of circumstances is true. With the benefit of save states and frame-perfect mobility, you can easily find that one rare occurrence and exploit it. (Perhaps the most triumphant example of this is the DelayStageClear glitch in Shinryuu and Finalfighter's Mega Man TAS, which is so absurdly rare that it required a specially programmed bot weeks of trying out random permutations before it could be triggered.) Another common source of glitches is the phenomenon known as race conditions. Simplified: the developers expect you to do A before B, and if you do, everything works as intended. If you manage to do B before A (using your superhuman playing skills that TAS tools provide) you can end up severely confusing the software. If you have some starting point, all it takes is a lot of experimentation. Some glitches require a good deal of programming knowledge (or at least the ability to read and search the game's live memory).
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We didn't deserve it, just like we didn't deserve to win the World Championship. It's too bad, but it is the way it is. Go Germany.
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Ach Holland, was machst du denn?
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Yes, but Mokujin is only available after you beat the game, right?
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I must say, I didn't think it was really that interesting. It's like the primary run of MMX, but with half of it skipped. It was interesting to see you optimize the game without the dash, and it was a lot of fun to see X blow himself to pieces at the end of the ending, but I'm inclined to vote meh on this one.