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    vibeisveryo (@vibeisveryo)

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    Information about vibeisveryo

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    Best posts made by vibeisveryo

    • We need more game modes: a discussion

      Let me just begin by clarifying that I don’t disagree with this post in principle in the slightest. Having unique ways to play the game that challenge players to outsmart their opponents, especially as opposed to just winning DM fights, is an excellent thing.

      That being said, I think there are a number of logistical problems with actually trying to add new gamemodes to our existing formats of comp tf2 that it is not sustainable in our current community with its size and focus. Note that, as a baseline to compare against, it is hard enough to add new maps for existing gamemodes to any of the formats - they face stiff resistance, it is near impossible to get serious playtesting done short of actually adding the map to an EXP Cup, one of which happens at best twice a year, and mapmakers may be apprehensive to create new maps for a community that just tends to stick to its preconceived notions about them anyway. Note that I believe that, volume of maps to be tested permitting, frequent EXP cups, if not to actually determine whether a map is suitable for inclusion in a regular season to give the mapmaker feedback on how to improve it so as to make it more fun or playable, are an ecellennt idea and if they were implemented, would make this idea a whole lot more feasible.

      For gamemodes like KoTH, 5CP, and Payload, there are clear mapping standards for competitively viable maps - for example, for KoTH, there is the clear area-connector-area-connector-area-midpoint layout that most maps tend to follow, and for Payload there’s the unwritten rule that for each point there tends to be only one strong hold - such standards do not exist for other gamemodes and would require mapmakers already familiar with how comp tf2 plays (who are already few and far between) to improvise and theorycraft the map design such that it would not follow a standard that works in pubs but cannot work in comp.

      Take for example the standard layout of Capture the Flag maps. Setting aside the outdated layouts of 2fort or Sawmill that make you literally go into a basement with two chokepoints to retrieve the intel, even on modern and well-designed maps like Landfall, the intel is right next to its team’s spawn, meaning that against a competent team, especially one with classes like Engineer, for example, retrieving the intel with just a dry push would be near impossible, and you would need Uber AND significant other advantages to retrieve the intel - other advantages like players up to get close enough to the intel to take it in a clean Uber push, and Uber to actually reach the intel (god forbid the other team has Uber too).

      This is not to say that CTF is competitively unviable. It might very well be, but there might very well be an ideal CTF map design that maximizes both fun and competitive rigour for players in one of our existing competitive formats. The problem is that this ideal map design is so far unknown, meaning that mapmakers would have to play with simple trial and error to figure out what that map design is, which, given the constraints that already exist for competitive map designers and the mental block many people would have to seriously giving feedback for a CTF map and considering its merits (and knowing what feedback to give!) makes it a formidable task for any mapmaker that requires significant personal time and effort investment, and not necessarily one that will pay off.

      Then there is the problem that some gamemodes have fundamental flaws that make it impossible to make a map that is competitively rigorous. For example, Mannpower has random power-up spawns, making it possible for one team to beat another through pure luck of the draw on what power-ups spawned on their side. Obviously, this is bad. Then, Player Destruction (the format you mentioned "What about a mode where it’s just a kill fest where people collect points and need to score them? ") has a gamebreaking flaw in that the player carrying the most points on each team has the self- and area-healing and ammo restore power at the rate of e Level 1 Dispenser, which makes it a whole lot harder for a team to kill any players who simply stick to their “team leader” as I believe the mechanic calls that player.

      This is not to say that these barriers are insurmountable. For sure, my post is a bit disingenuous - you’re making an idealistic appeal, but I’m responding by citing realistic barriers, and not ones that cannot be overcome with enough willpower. My question is simply if that willpower actually exists. I believe that with enough effort, enough changes to the community to allow for, for example, more frequent EXP cups to give mapmakers feedback, and enough accommodation by existing players who encourage forward thinking mapmakers, anything you said in this post is possible. Am I for it? Also yes, but I’d definitely not be the one spearheading it just because of how much effort it is. What do you say about these challenges?

      posted in General
    • Addressing Racism/Anti-LGBTQ Speech on Off-Platform Media

      @Kastaling said in Addressing Racism/Anti-LGBTQ Speech on Off-Platform Media:

      Once again, I say this; GROW THICKER SKIN.

      Unfortunately, this always tends to be a bit of a strawman and really doesn’t work in context. That’s mainly because growing thicker skin is not an option for some people.

      Although some of you may not believe it based on my earlier posts, I am not easily offended. When someone uses one of the “big three” slurs or others, I can easily laugh it off. I can even use the one that applies to me in certain people’s company. Because of this, I have the privileged position of being able to simply ignore, or make a reasoned/civil argument, when someone expresses opinions that directly derogate someone’s identity. Even though one of the “big three” slurs applies to me, I really don’t care or get offended, on a personal level, when someone uses that slur. But not everyone has this position.

      I’ve come to know several people who, because of who they are, have been disowned, kicked out of their houses, lost any hope at inheritance they had, ostracized by their school communities, passed up for jobs because of what bathroom they came out of, or at worst, even attacked because of who they are.

      Some of these people used to be in RGL. There may be some like them still in RGL.

      I ask you: Is it fair to place the burden of growing thicker skin on them, who have already had to deal with countless burdens in their lives? Is it fair to say that they, who have this constant reminder in the form of a word of the hardships they have suffered, are the ones at wrong because they are offended by a word whose existence so many people take lightly?

      This is not about a minority imposing its will on the majority, either. I think you will find that most people in or outside the league, whether or not they support OP, are opposed to the use of racial slurs because in whatever context they are used, they demean people.

      So the fact that this discussion is about “growing thicker skin” shows how prevalent this rot, if you will, is within the TF2 community. The burden should rightfully be on those who use slurs to not use slurs, an action which can directly cause harm. Any less is an attitude that tells everyone that you (not you, Kastaling, just the audience of this post in general) are more important than the people who would be harmed. And so this discussion should not be about thick skin or thin skin at all, or if it is right or wrong to say slurs. It should be about whether it is feasible or not for RGL to act off of reports gathered on such platforms, and what should be the extent of this.

      posted in General
    • pl_eruption

      The second waterfall hold is really janky to push because they only have to watch one angle and they are comparatively very safe, especially the medic, and have high ground and can watch everything.

      This could be fixed in two ways IMO. One is to straight up remove the waterfall area as far as gameplay is concerned, walling it off with glass. This essentially forces defense to play in a passive position, though, so idk how good it is - others may have better input. The other way could be to link the left area to the waterfall - this would force players holding in that position to watch two angles with less safety, allowing flank to play more on that point.

      Also, in general I feel like players have to commit too hard to 2nd to cap it, maybe because the point is really far back. I’m not entirely sure how big of a problem this is or how it could be fixed, though. Maybe making the stream under the waterfall less deep and moving point into it?

      posted in Map Discussion
    • Addressing Racism/Anti-LGBTQ Speech on Off-Platform Media

      @Ampy said in Addressing Racism/Anti-LGBTQ Speech on Off-Platform Media:

      I can understand your argument, and would like to raise an objection that pug groups are essential. I find it incredibly unlikely that people will grow to higher level TF2 based solely on scrim time and matches alone. Consistently throughout my career I’ve been instructed or advised to join pugs to improve. It is not absolutely necessary, but I think players would severely hamper their growth and improvements by not taking this advice. Which then leads to the issue at hand of all the pug groups I’m aware of being filled with the toxic behavior.

      Hopefully RGL Pugs on launch will help mitigate this, with greater accessibility and reach than Discord Pugs.

      posted in General
    • What are the best points on payload maps in Highlander?

      Upward 1st > Vigil 1st > Borneo 1st > Swiftwater 1st > Barnblitz 1st

      Upward is pretty much the gold standard of first points, a point which can be exchanged on but isn’t a super strong hold either once ubers are out. Other maps (Vigil, Borneo, Swift) essentially have throwaway firsts, though you will see the exchange sometimes on borneo 1st, and others (Barnblitz) force the cart through a tight choke that can be painful to dislodge

      Vigil 2nd > Swiftwater 2nd > Upward 2nd > Borneo 2nd > Barnblitz 2nd

      Vigil is great because there are options and based on what picks you have there are multiple viable pushes (hill, side tunnel, 9 man main tunnel). Swiftwater has options too, but RED has a massive height advantage for 2 of 3 viable pushes so it’s not as good. Upward doesn’t have options but it’s saved from being a brick wall by the fact that it’s actually not that hard to push. Borneo and Barnblitz 2nd, well, suck. All points are holdable; Vigil, Swiftwater, and Upward are the most balanced here in that order.

      Upward 3rd > Vigil 3rd > Swiftwater 3rd > Barnblitz 3rd > Borneo 3rd

      Upward 3rd, once again, has options. It has good spam angles, good sightlines, and flanks that put you in the heart of the RED team, but is also very holdable for a team that knows what they’re doing. Vigil 3rd also has options but the hill for the cart can suck sometimes

      Doctor: Swiftwater 4th isn’t real, it can’t hurt you

      Swiftwater Last > Vigil Last > Upward Last > Borneo Last > Barnblitz Last

      Swiftwater is the gold standard of last points imo. It’s super defendable for a team that holds their ground well, but they can also be overwhelmed in the best of positions by superior dm and coordination. Vigil is a close 2nd; its last overall is designed excellently, but it’s hurt majorly by how close the spawn exit is to the cap; it’s too easy to reestablish a hold even after being near-wiped as red. Upward, Borneo, and Barnblitz last are all shitshows in every sense of the word.

      posted in Map Discussion
    • Qixalite North America Server Trial

      @Kodyn With regards to the naming scheme - it makes sense why you do it, but multiple scrims I’ve played so far have had issues with the server host using the commands, often instructed by others/by unofficial guides out there, to exec configs such as exec rgl_HL_stopwatch, but they did nothing, and we ended up playing out a scrim with no stopwatch and on the default config. I feel like this is an issue that is likely to pop up over and over again, and this will create the necessity for two sets of instructions - one for all non-Qixalite servers using the official config names like exec rgl_HL_stopwatch and one for Qixalite servers using your own config names such as exec rgl/HL_stopwatch - this is bound to generate much confusion and possibly the need for rounds played all over again or banned weapons being used, etc.

      Is there a way you could create a simple server side alias to match the config names we RGL players are used to, and that we tell everyone who asks to exec, to the config names you use? For example, an rgl_HL_stopwatch.cfg file that contains one line: exec rgl/HL_stopwatch - so that your updating service can update rgl/HL_stopwatch but using exec rgl_HL_stopwatch will still get RGL players to the right config.

      posted in Community Projects
    • Wallop lfp everything

      @djnnseng said in Wallop lfp everything:

      sniper: shaayy (but not until may)

      you mean not until maayy

      posted in Highlander
    • Forums Feedback & Updates

      The thumbs up button seems out of the way & rarely gets used from what I’ve seen. Is this something y’all want to/care to change?

      posted in Feedback
    • best cereal? why does the title need to be 8 characters

      honey bunches of oats are simply unparalleled.

      posted in Off-Topic
    • LFP Main - We Comm in Google Hangouts

      Looking for a solid roster of players with good mental and flexibility coordination wise to win Main.

      Starters so far: shmerps on sniper (beast), paprika on engi (beast), vibeisveryo on medic

      trying to schedule people for two tryouts each as possible to figure out who works best with who, etc.

      dm vibeisveryo#3643 for tryouts.

      posted in Highlander
    • pl_eruption

      In today’s pugs, feedback I heard a lot was:

      1- the ammo (and health) seems out of the way/hard to find on this map

      2- there is a hold on last, from red’s perspective on the top left, that is very strong and near impossible to break since it’s close to spawn and also watches everything.

      consider upward, where the only holds that are that easily accessible from spawn are distanced from the cap and players on cart are shielded from people holding there, for example from the crates. Therefore a much stronger hold is in Tiles, which is not very easy to reach from spawn.

      i think last could be much better if that hold wasn’t as safe or it wasn’t as easy to spam cart/players on the ground from there, while the hold across was strong as usual.

      posted in Map Discussion
    • We need more game modes: a discussion

      @luka said in We need more game modes: a discussion:

      One of the benefits of adding even at least one more game mode is making it reasonable to rotate out Product or even Upward for a season.

      I think this could just as easily be addressed by heavily encouraging new map development in payload and koth for HL or 5cp and koth for 6s, so that the whole map pool rotates out season to season. This is ideal imo. It sidesteps the problems of gamemodes being unfun and little continuity, while still keeping things fresh

      posted in General
    • vibeisveryo - LFT S8 Main Medic / IM Soldier

      Hey fellas, I’m Vibe. Currently leading a high IM team - led an Amateur team to 2nd place last season - both seasons on medic. I also have two seasons of exp from UGC - s18 and s19. I’m committed to improving and can keep your team healthy.

      https://rgl.gg/Public/PlayerProfile.aspx?p=76561198152690088&r=24

      posted in Highlander
    • KOTH Cascade

      @toast said in KOTH Cascade:

      too many sniper sightlines which make it hell pretty much in high divs

      you’re definitely right on this one, i feel like a lot of the stuff i was able to peek was only because my enemy snipers just weren’t good bc of the div my team got placed into for the 7s cup. I don’t think closing these sightlines off at the source - like the walls added to batts - is a good idea beyond the point it’s already been done, because otherwise sniper would be limited to irrelevance. Instead, I think cover on point should be expanded to provide for this - which also addresses another of toast’s points.

      posted in Map Discussion
    • CP changes to highlander

      I don’t think golden cap would be viable with how risk averse people are on it. IMO a tiebreaker round would just have to be a midfight

      posted in General
    • LFT S8 sniper IM/main sub or main (aka shmerps/Samual)

      support this man with buffs and he will pop off 100% of the time

      also p chill.

      yeah i think you should give him a go

      posted in Highlander
    • koth_berryville

      I heard feedback from a pugger in RGL Prolander experimental pugs today that the midpoint is too open and there’s too many ways to go places, it feels like old Cascade mid and so making it less like old Cascade mid would help a lot. Just passing it on

      posted in Map Discussion
    • CP changes to highlander

      @gobitoe said in CP changes to highlander:

      I really disagree with your last part though, if a team can’t push on payload, it is a stalemate though, you can’t really call it anything else. Even if you do call it a “defense”, then you could just say the same thing in 5 CP

      But the thing is that the payload objective is inherently one sided, and the 5CP objective is two-sided. At any moment in time, only one team can cap in payload, and either team can cap in 5cp. So then there’s zero disadvantage for attacking teams being held on a point on committing players for important picks so they get respawn ad and can just push again. Compare this to 5cp where if an attacking team is having trouble pushing a point and they commit 7 players, then they get rolled through two points.

      posted in General
    • jimsgims - lft S9 sniper [adv/challenger] [closed]

      very very underrated guy who hits shots and wins svs when it matters most, his rgl profile doesn’t show his true potential. give him a shot

      posted in Highlander
    • pl_midwest

      From speccing just part of this map, 3rd seems like a pain to push with only two super choky routes and a sentry very difficult to dislodge. Maybe adding a new route that ends up by the granary last type

      posted in Map Discussion