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After a long and faithful run, I am dropping my LiveJournal account. Any further blogging done will be posted on my Windows Live Space, located at http://thecoolsideofthepillow.spaces.live.com/ It's been fun, LJ, but your reputation for drawing whiney crowds of adolescent bitches has scared many of my potential readers off.
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If this is talking about a robotic pet, I'd have to say it would be a floating smiley faced orb.
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Nothing in my life ever went as I had hoped. When I'd want to go right, I would always be forced to the left. So when I finally got the courage to ask Sarah Parthon to go to the prom with me, I wasn't the least bit surprised when she rejected me, laughing in my face like I was nothing but a big joke. I wasn't surprised, but I was still hurt and angry. So with no date, my very soul crushed, and my anger at a boiling point, I went to the only place that calmed me down and comforted me. The only place I could go and not feel like a worthless nobody.
My uncle had a few acres of undeveloped back-country woods that I could roam around in often, as I loved nature and it was a place I could get away from my problems, and I had one day stumbled across a large ravine cutting the tranquil forest into two halves, deep in the furthest end of the property. I am not even sure if anyone but me knew of the ravine, and even when I found it I almost fell as I wasn't expecting it. However since then I have found solace in this spot. It's beauty was breath taking and the forest sounds; the birds chirping, the leaves rustling in the breeze, and the faint sound of rushing water from the bottom of the gorge calmed me in ways that nothing else could.
I sat on the edge of the cliff, my legs dangling, while I stared down the side, lost in thought. I was thinking about how much I wanted to leave everything I've ever known behind. How I wanted so badly to finally have revenge on those who hurt me and treated me like nothing. About how I knew I was destined for something great. I wasn't at all sure what greatness I would achieve, but I knew that one day I would do something spectacular. Something that no one else has ever done, or will ever do again. My concentration was broken, however, when the distinct sound of snapping twigs and the rustle of the underbrush came from behind me, and I snapped my head back to see what it was.
"Hey, Terry, look who it is!" I recognized the voice immediately. Charles Spitz, one of the dumbest yet somehow most popular meatheaded asshole in my school. He caused me nothing but misery and I was starting to believe his sole purpose in life was to torment me.
"Fucking fag boy! Who're you gonna ask out to the prom, queer? Me or Charlie?" Charles' faithful lackey, who was never too far away from his fearless leader said as both boys stepped out to where I could see them, laughing hysterically. I stood up, and turned to face them, anger flashing in my eyes; this was MY get away and these two fucking assholes found it? They weren't even allowed here, they were trespassing on my uncle's property.
"Just leave me the Hell alone you fucking jackals. I am not in the mood for your bullshit, and you're trespassing on private property." I said as I started to walk home. I didn't get far though, as when I passed them, Terry tripped while Charles simultaneously delivered a sucker punch to my gut. I barreled over in pain, hitting my head against a rock. I tried to rise but Terry quickly put a foot on my back keeping me on my knees. I saw my blood on the rock I hit and felt the warm trickle of blood down from my forehead to my chin.
"Now, now... We only want to TALK!" Charles grunted the last word as his kicked me in the ribs, dropping me to my stomach once again and laughed as I fell. Terry also laughed and I could feel his weight shift from my back as he shook with laughter. I gritted my teeth with rage and was finally pushed over the edge. I would not be taking their shit today or any other day, I thought to myself as I grabbed the blood stained rock and forced myself to my feet, causing Terry to lose his balance and fall over, I swung the rock in my hand as hard I could toward Charles and managed to deliver a crushing blow to his temple. There was a sickening crack, he gasped sharply, and then slumped to the ground, motionless. Terry scrambled to his feet and stood there staring at Charles', his eyes and mouth open with a strange mix of surprise and humor. It was obvious by looking at him that he was dead. He was dead, and I had killed him.
"You... You killed him... You fucking killed him! You're fucking DEAD! Do you hear me?! I'm going to fucking end you!" Terry screamed at me, brandishing a knife and taking a few steps back as I swung toward him, my rock in hand. I probably looked like a crazy person; a bloody rock in my hand, while blood trickled down my own face and the anger that I knew had to have been in my eyes. In a way I was crazy, I had to have been because what happened next was the stupidest thing I had ever done in my life, and I had just killed someone. Terry shifted his weight to his left foot, which he had behind him and I just charged. He swung, barely nicking my shoulder as I tackled him and sent us both over the edge of the ravine. In my adrenaline blinded rage, I wasn't paying attention to my surroundings and had forgotten about the ravine entirely. While we fell, helplessly to our deaths, Terry cried and screamed for help that would never come while I simply closed my eyes and accepted my fate with dignity.
Part of me was relieved that soon it would be over. I would never again be tormented by people who didn't understand me or even try to, I would never be rejected by someone I loved, and I would never have to live in a world which I detested again. If I had only knew what death entailed though, I probably would have never gone to the ravine that day, for I now know that what I had thought death to be couldn't possibly be further from the very truth of the matter. And so we hit the ground below with tremendous force and it was over. We were dead. However, death is only the beginning of my tale.
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| 2008-07-05 02:09 |
| High and Dry |
| Public |
depressed |
| High and Dry - Radiohead |
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I'm depressed again. Self doubt and morbid suicide fantasies playing out in my head I can't think about anything but my own demise, and how much better I would feel if I did. The loneliness is the hardest part. I have no one to really connect to, that thinks the same as I do. I have no to engage in a discussion on a topic I enjoy. I am not about anecdotes or recapping someone else's wit. I prefer to be original, but I only divulge my real ideas to people who I think would appreciate them, and I don't have many friends that can seem to appreciate the ideas I have; not close friends, at any rate.
It's not even the same loneliness one would feel when they are searching for love; I am not really looking for love in my life, God knows I can't handle another relationship. Not a single person I've tried to form a real relationship with gave a shit; they were more than happy to stab me in the back, tear my heart out, and stomp on it. I just want a friend who thinks the same as me and enjoys the same topics of discussion so I could have someone to talk to, seriously. Perhaps even a person I could confide the things I want so badly to say to someone, anyone who will listen but won't lose my trust by mouthing off to every single fucking person they know.
I find it hard to trust anyone, even my friends. I just always have that feeling in the back of my mind that even though they say they're my friends, that they're just waiting, plotting to fuck me over whenever they have a chance. I contribute a lot of these feelings to questions of doubt as to why my friends are my friends in the first place. It seems to me that many people I call friend, and who call me friend in return, don't really like me. I have never done anything remarkable to impress these people, nor have I really engaged in lengthy conversation with them either. No one ever invites me to anything either, which really pisses me off. Everyone tells me I should get out more often, but would they give me a suggestion or a reason to get out? Noooooo...
I hate to sound like a whiney little bitch, but that's life; people have complaints, and this is where I come to vent. If you ask me, this is a better forum for bitching anyhow; I absolutely hate people who complain about every little fucking detail, everything has to be just perfect to them. I am just too care-free to give a shit about something that doesn't fucking matter, but God damn it, this is my life and to me it DOES matter. I hate not being a part of anything and hate even more that the things I want to be a part of don't want me. I hate never getting a chance to say anything when I actually have something to say. I hate when people dismiss my thoughts because the other person or persons didn't think of it themselves. I hate being fucked around with, lied to, and ignored. I especially hate it when people argue with me when I am AGREEING with them.
If you don't think anything I say is valid, why the fuck do you hang out with me? Because no one else will fucking listen to you, that's why. I don't just wait for my turn to speak; I actually LISTEN. I don't have to go on for hours about what I did just to impress someone. I am a thinker; I like to think and even when I am awake, I live as if I am dreaming. There are just some things you need to keep to yourself. If you can't sit and enjoy a quiet moment with someone, and you just absolutely HAVE to flap your gums, you should actually be saying something. What you had for dinner is not a real big conversation. It's not even interesting. It might make me hungry, but that's about it. I say if it's not thought provoking, it's not worth talking about.
I am stern in my beliefs that humanity needs to evolve not physically, but mentally, and in keeping with my beliefs, I only find prudent conversation one that gets your brain working. If you're not capable of abstract thought, then we are on two different wave lengths and have nothing to talk about sensibly. That doesn't mean we still can't just enjoy each other's company. But of course, since no one ever invites me to do anything, everything I've said is moot. Fuck my life.
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 Free-IQTest.net - Free IQ Tests
Heh, in actuality when I took a timed IQ test while in highschool, I scored 141, which SHOULD have gotten me into the Gate program, but of course all the fucking asshole faculty at that school had to keep me out of it.
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So Caleb, my brother Ryan and I all played that Pirates of the Caribbean Online game the other day just to see what the hype was about. It's actually a pretty fun game once you get out on the seas and have ship battles. It's no Ultima Online/World of Warcraft, but it's also not a Runescape or Maple Story pile of shit. It's perfectly seated on the cust of poorly designed 15 minute fads and the "legitimate" powerhouse-MMOs.
Well, not even 24 hours later, I was suspended for 72 hours. I didn't know why at first. Could it be my character name? I tried to name him "Redbeard O'Mally" and it just so happens that a non-player character in the starting city had the same name. Was it the language I used? Because I only spoke in a private chat between Caleb, Ryan and myself so no other players would hear it. It turns out it was for the language. In a PRIVATE chat. I was baffled at my suspension until I received this email today:
Dear TheCoolSideofthePillow,
We are writing to inform you that inappropriate language has been found within a chat log attached to your account, shown below:
18:47:02 : Ryan's gay
19:27:00 : FUCK SHIT KIKE SPIC WOP JEW NIGGER CUNT
20:35:04 : Let's roll nigga
21:19:02 : Penis Dance
21:30:00 : Why can't you play Uno with mexicans? Because they steal all the green cards.
Due to the nature of the language, we have placed your account on a 72-hour hold. To regain access to your account after the 72 hours, please review and agree to our Terms of Use and House Rules here: http://disney.go.com/corporate/legal/terms.html.
We wish to create a friendly online environment, so using language that could be deemed inappropriate on Disney's community of web sites is not permitted. Remember to keep it clean and keep it kind!
Please take this time to visit our netiquette page at: http://home.disney.go.com/guestservices/netiquette to learn more about online safety and manners. Understand that this 72-hour hold serves as a reminder to promote a safer, more pleasant online experience for all Guests. However, keep in mind that further violations of the Terms of Use may result in account suspension or termination.
Thank you,
The Disney Online Team
Wow. Way to go you Nazi bastards. After receiving this email, I sent them one of my own, giving them a piece of my mind: I was suspended my very first day playing this game for "inappropriate language." While I will not say I didn't use fowl language (which I did) I only used it in a PRIVATE conversation with members of my group, whom I know personally, and were even in the same room as me. I know this is a Disney product and that there are more than likely a lot of children playing, I feel that censorship of private conversations is just plain stupid. I wasn't running around shouting profanities where everyone could see them, just two people whom I know are mature enough to not be offended by simple WORDS. I was actually considering purchasing a premium account before this incident. Now you can just forget it.
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| 2008-04-17 17:15 |
| I am ROOT |
| Public |
accomplished |
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In my household, I am the one who knows the most about networking, and as such, I take care of our home network. So when a user (namely my idiot brother) does something to clog the network with useless packets from some program he runs that even I don't know what it does except appear to be a form of low-key DOS attacker, I just disable the access for the port range, or the entire computer if need be.
So when I had computer problems a few weeks ago (my PSU died) I was using the public machine to keep in contact with people until I could fix my own computer. Little did I know that my brother had installed a keylogger on the system, and obtained my passwords. Too bad he told me about it, rather than being coy. I immediately changed my passwords, and installed a better, smarter keylogger on the same system that required a password to open, and would remain hidden from both the task manager and the uninstaller as well as the system tray, that also gives me remote access to the machine so I can check the logs, take control of the machine, or just observe a live feed of what is being displayed onscreen.
It's a good thing I did because his friend had given me access to his world of warcraft account, and I've been playing it a great deal more than both my brother and his friend who owns the account so my brother, jealous of my playing ability, changed the password. Thankfully, the keylogger grabbed it so I still have access to it. And much more. It also logged his Windows password, his MSN password and username and his Skype user name and password. Much more will come, I am sure. I will fuck with him so hard that he will never want to deal with computers ever again for as long as he lives (which I hope isn't too much longer kekeke).
He thinks he is so clever, but if he really was as clever as he thought, he wouldn't be downloading viruses and trojans all the time, nor would he be using McAffe antivirus. He's just a simple minded fool, like all these newer tech-kiddies who don't know a god damn thing about computers, but think that they do because they, unlike the loads of really stupid people out there, read the on-screen instructions for things they use. Too many kids these days think that by using a program to do something for them, they are cracking/hacking. They are not. If you were really hacking/cracking you wouldn't need to use a 3rd party application; you'd be able to gain access through the command line with some simple knowledge of how networking works, and for most home networks, it's not that hard at all (which is why there are quite a few programs that can do this at the flick of a button; though most are stopped by many AV programs as trojans).
As for my own security, I have biometrics installed on my computer. Nifty little gadget cost me $50 and makes my computer only accessible to humans I deem worthy by requiring a fingerprint (yes, I have a fingerprint reader for my computer. I smoke weed, I am paranoid :P). That, along with Windows' built in security measures, I can stop all access attempts dead in their tracks. Good luck trying to get me back, Ryan, you stupid little fucker.
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BUY IT, USE IT, BREAK IT, FIX IT, TRASH IT, CHANGE IT, MAIL UPGRADE IT, CHARGE IT, POINT IT, ZOOM IT, PRESS IT, SNAP IT, WORK IT, QUICK ERASE IT, WRITE IT, CUT IT, PASTE IT, SAVE IT, LOAD IT, CHECK IT, QUICK REWRITE IT, PLUG IT, PLAY IT, BURN IT, RIP IT, DRAG IT, DROP IT, ZIP UNZIP IT, LOCK IT, FILL IT, CALL IT, FIND IT, VIEW IT, CODE IT, JAM UNLOCK IT, SURF IT, SCROLL IT, PAUSE IT, CLICK IT, CROSS IT, CRACK IT, SWITCH UPDATE IT, NAME IT, READ IT, TUNE IT, PRINT IT, SCAN IT, SEND IT, FAX RENAME IT, TOUCH IT, BRING IT, PAY IT, WATCH IT, TURN IT, LEAVE IT, START FORMAT IT BUY IT, USE IT, BREAK IT, FIX IT, TRASH IT, CHANGE IT, MAIL UPGRADE IT, CHARGE IT, POINT IT, ZOOM IT, PRESS IT, SNAP IT, WORK IT, QUICK ERASE IT, WRITE IT, CUT IT, PASTE IT, SAVE IT, LOAD IT, CHECK IT, QUICK REWRITE IT, PLUG IT, PLAY IT, BURN IT, RIP IT, DRAG IT, DROP IT, ZIP UNZIP IT, LOCK IT, FILL IT, CALL IT, FIND IT, VIEW IT, CODE IT, JAM UNLOCK IT, SURF IT, SCROLL IT, PAUSE IT, CLICK IT, CROSS IT, CRACK IT, SWITCH UPDATE IT, NAME IT, READ IT, TUNE IT, PRINT IT, SCAN IT, SEND IT, FAX RENAME IT, TOUCH IT, BRING IT, PAY IT, WATCH IT, TURN IT, LEAVE IT, START FORMAT IT BUY IT, USE IT, BREAK IT, FIX IT, TRASH IT, CHANGE IT, MAIL UPGRADE IT, CHARGE IT, POINT IT, ZOOM IT, PRESS IT, SNAP IT, WORK IT, QUICK ERASE IT, WRITE IT, CUT IT, PASTE IT, SAVE IT, LOAD IT, CHECK IT, QUICK REWRITE IT, PLUG IT, PLAY IT, BURN IT, RIP IT, DRAG IT, DROP IT, ZIP UNZIP IT, LOCK IT, FILL IT, CALL IT, FIND IT, VIEW IT, CODE IT, JAM UNLOCK IT, SURF IT, SCROLL IT, PAUSE IT, CLICK IT, CROSS IT, CRACK IT, SWITCH UPDATE IT, NAME IT, READ IT, TUNE IT, PRINT IT, SCAN IT, SEND IT, FAX RENAME IT, TOUCH IT, BRING IT, PAY IT, WATCH IT, TURN IT, LEAVE IT, START FORMAT IT TECHNOLOGIC TECHNOLOGIC TECHNOLOGIC BUY IT, USE IT, BREAK IT, FIX IT, TRASH IT, CHANGE IT, MAIL UPGRADE IT, CHARGE IT, POINT IT, ZOOM IT, PRESS IT, SNAP IT, WORK IT, QUICK ERASE IT, WRITE IT, CUT IT, PASTE IT, SAVE IT, LOAD IT, CHECK IT, QUICK REWRITE IT, PLUG IT, PLAY IT, BURN IT, RIP IT, DRAG IT, DROP IT, ZIP UNZIP IT, LOCK IT, FILL IT, CALL IT, FIND IT, VIEW IT, CODE IT, JAM UNLOCK IT, SURF IT, SCROLL IT, PAUSE IT, CLICK IT, CROSS IT, CRACK IT, SWITCH UPDATE IT, NAME IT, READ IT, TUNE IT, PRINT IT, SCAN IT, SEND IT, FAX RENAME IT, TOUCH IT, BRING IT, PAY IT, WATCH IT, TURN IT, LEAVE IT, START FORMAT ITBUY IT, USE IT, BREAK IT, FIX IT, TRASH IT, CHANGE IT, MAIL UPGRADE IT, CHARGE IT, POINT IT, ZOOM IT, PRESS IT, SNAP IT, WORK IT, QUICK ERASE IT, WRITE IT, CUT IT, PASTE IT, SAVE IT, LOAD IT, CHECK IT, QUICK REWRITE IT, PLUG IT, PLAY IT, BURN IT, RIP IT, DRAG IT, DROP IT, ZIP UNZIP IT, LOCK IT, FILL IT, CALL IT, FIND IT, VIEW IT, CODE IT, JAM UNLOCK IT, SURF IT, SCROLL IT, PAUSE IT, CLICK IT, CROSS IT, CRACK IT, SWITCH UPDATE IT, NAME IT, READ IT, TUNE IT, PRINT IT, SCAN IT, SEND IT, FAX RENAME IT, TOUCH IT, BRING IT, PAY IT, WATCH IT, TURN IT, LEAVE IT, START FORMAT ITBUY IT, USE IT, BREAK IT, FIX IT, TRASH IT, CHANGE IT, MAIL UPGRADE IT, CHARGE IT, POINT IT, ZOOM IT, PRESS IT, SNAP IT, WORK IT, QUICK ERASE IT, WRITE IT, CUT IT, PASTE IT, SAVE IT, LOAD IT, CHECK IT, QUICK REWRITE IT, PLUG IT, PLAY IT, BURN IT, RIP IT, DRAG IT, DROP IT, ZIP UNZIP IT, LOCK IT, FILL IT, CALL IT, FIND IT, VIEW IT, CODE IT, JAM UNLOCK IT, SURF IT, SCROLL IT, PAUSE IT, CLICK IT, CROSS IT, CRACK IT, SWITCH UPDATE IT, NAME IT, READ IT, TUNE IT, PRINT IT, SCAN IT, SEND IT, FAX RENAME IT, TOUCH IT, BRING IT, PAY IT, WATCH IT, TURN IT, LEAVE IT, START FORMAT IT TECHNOLOGIC TECHNOLOGIC TECHNOLOGIC
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If I was going to torture someone, I would start by submerging them in a tub of cold water to make them more sensitive, then thrash them a bit with some bamboo stalks. Next, I would pull out their finger and toe nails and salt and burn the flesh underneath. After that I would stab them multiple times in the arms and legs and other non-vital areas, let them bleed for a while before cauterizing the punture wounds with a car's cigarette lighter. I would gouge one eye out with a spoon, and burn the other with a blow torch. I would cut the skin right below the scalp and peel away the rest by the hair, slowly. Assuming it was a man, I would also cut off his dick, and squash his testicles between two planks of wood.
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Fucked your day up, didn't I punks?
Team Fortress 2, FTW!
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In this frame of mind, there's no reference of time, the whole universe is mine. Creating and destroying worlds, in the blink of an eye. Future meets fantasy, fictionalized. In my reality I can fly; soaring with the eagles, as I kiss the sky. If you can dream, you can be a king; All it takes is imagination, and the right frame of mind.
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Here I'd like to point out some useful hints to new players as well as simple, general strategies for specific classes.
Teamwork, Teamwork, Teamwork!
It's not called Fortress 2 it's Team Fortress 2, and unlike the original Team Fortress/Team Fortress Classic, team work is vital to your success on any given map; this is not a death match.
First of all, no matter what class you are, pay attention to the chat. Whether it be by voice or by text, chat will often contain useful information regarding incoming attacks, the presence of spies, where to go and who needs help.
During sudden death, team work is even more essential and you'll need every last person to lend a helping hand if you're going to survive and win. Save your übercharge for when you really need it, heal those in need, even if they don't call out for a medic, and if you see a friend taking damage, help him out.
Class is in Session
This section will break down the classes into their specific and general roles while giving some general strategies to help you on the way to becoming a better player.
Offense
The Scout
Health: 125hp Abilities: Fast, Double-Jump, Double Capping Speed Weapons: Scattergun, Pistol, Aluminum Bat
The scout's role is to be the first one in and to take over CPs and run the intelligence back to your own base. They do little damage, but can easily outrun anything except for another scout. If you do need to fight back, use your weapons wisely! The pistol is a great long range weapon, though it's not very powerful; use it until you can make successful hits with your scattergun or bat. However, it is best to avoid fights altogether as a scout unless it is absolutely necessary. On 2fort, keep an eye on your spies activities so you can run in, grab the intel and run it back unmolested by enemy sentries. On CP maps (Well, Granary), stay on the cp. Let your team catch up to fend off the enemy, every second counts. On TC maps like Dustbowl and Gravel Pit, if you're on defense, DON'T BE A SCOUT! About the only good thing a scout can do on defense is to quickly reach a cp being taken over, and if you're lucky, buy enough time for a real killer to come in and clean them out. Unless you're confident you can stop an enemy attack, being a scout on defense is pretty dumb.
The Soldier
Health: 200hp Abilities: Can rocket-jump Weapons: Rocket-Launcher, Shotgun, Shovel
The soldier's role is pretty self-explanatory. They are the only class that's only purpose is to kill. Because of their somehwhat sluggish speed, they should try and stick to groups and defend those around the soldier that will be doing some more specific roles like the medics and heavies, scouts and engineers. They are good at removing dispensers, teleporters, and sentries if they can stick to a medic and time their attack just right. The most basic principle of soldiering is to aim your rockets not at the enemies themselves, but in their line of movement and towards their feet. The soldier is at a major disadvantage when he is on lower-ground than any enemy. When stuck in that situation, pull back and use you shotgun for covering fire as the rockets are easily avoided , and with no ground to shoot at, your chances of getting a direct hit are low. Stick to higher ground when possible. Soldiers also have the well-known and well cherished rocket-jump (jump and shoot at your feet to propel into the air). Use this to your advantage, but also sparingly unless you can get to a health pack or medic, as you WILL hurt yourself from both the blast, and if you miss your target, from falling as well.
The Pyro
Health: 175hp Abilities: Can set people on fire doing damage over time and can not be set on fire by other pyros Weapons: Flamethrower, Shotgun, Fireman's Axe
The pyro's role is primarily offensive, however they also make a great unit for defense to drive back enemy forces with a wall of fire, as well as lighting up spies as a beacon and warning to others your team. To be effective as a pyro, you must know when yo lay an ambush and when to press an attack. A lone pyro may be good against a horde of engineers or scouts, but they are not a class that can survive long without support. When attacking a cp, use your scouts to keep enemies wanting an easy kill distracted while you torch them and keep your scouts safe. When crossing over wide, open areas, switch to your shotgun until you're in a place where you could run into an enemy point blank. Remember, you don't always need a kill to do a good job; if all you do is drive the enemy back, you're winning. this player's opinion of the pyro is high as it is my class of choice. Just about the only thing I do not care for about the pyro is that his voice communications (the built in ones) are too muffled and unrecognizable to be heard by other players so unless you use one that also uses text, no one knows what you want. I would suggest making a script to use the voice coms that do not display any text say what your asking for in team chat.
Defense
Demoman
Health: 175hp Abilities: Can place sticky bomb traps Weapons: Grenade-launcher, Stick-Bomb launcher, Broken Bottle
This is a class that is primarily defense, but, in the proper hands, can be a devastating offensive tool. While they have no long range weapons to speak of, the grenade-launcher can shoot pretty far, though it is slow and you need to angle it right. The best defensive maneuver is of course the sticky-bomb trap that is remotely detonated with alternate-fire. When on defense, use this in areas likely of high-enemy traffic such as directly on capture points, or in choke points, fired at places the enemy won't see until it's too late. Remember though, they are not proximity mines and will not detonate on their own. You must keep a sharp eye on your traps to make sure they detonate effectively. This is why placing traps directly on capture points is good, as you can walk away and know that you're going to get some kills while you run back to finish off anyone the trap failed to kill. When using the normal grenade-launcher, it is best to stick to cover and shoot around corners, taking advantage of the grenade's bounce.
Heavy Weapons Guy
Health: 300hp Abilities: Big, dumb, ox of a man with a gun that's just as big (and dumb) Weapons: Minigun, Shotgun, Massive Fists
The Big Dadd... er Heavy Weapons Guy is the ultimate in both offense and defense, if properly supported. No longer are these badasses one man armies, instead they rely heavily on medics pumping their menthol cool morphine into them while they soak up just as much damage as they dish out. When on defense, they are like mobile sentry guns, and when on offense, especially when übercharged, they wreck devastation upon buildings and players alike. However, their main downfall is their slow speed and effective range; the minigun is not a rifle and is not accurate past a medium-range (it also, like all weapons, does less damage the further away you are unless critical). They are also spy-bait, and should fear the presence of spies at all times. When on the attack, pushing through choke points, hold that right-mouse button and take it slow so you can instantly begin hosing down anyone that you come across. Their large body also makes for a handy and effective barrier as they can only be jumped over by a grenade or rocket-jump, and they are almost as wide as almost every doorway in the game. Think of them as walls with guns.
Engineer
Health: 125hp Abilities: Can build stuff, automatically notified of spies presence if their equipment is being sapped Weapons: Shotgun, Pistol, Pipe-Wrench/Spanner
The engineer is like your team's supply line. They build dispensers to give you health and ammunition while pressing an attack, and sentries to defend your base and front-line outposts. The engineer has almost no fighting merit of their own to speak of, but can defend themselves in necessary. Stick to your team, but only get near your buildings to repair or upgrade them, as if you die, your sentries die as well, regardless of what their health was. It is also vital to keep in mind that on CP and TC maps, the engineer's place is keeping up the forward lines, providing quick routes with teleporters, dispensers for health and ammunition, and sentries for keeping these assets intact. It generally wise to have, at the very least in an average sized game, 2 engineers to watch each other's back and provide both front line supplies and defense as well as protecting your own control points/intelligence.
Support
The Medic
Health: 150hp Abilities: Constantly regenerates health, can heal others, gets the übercharge ability which, once charged, makes both the medic and his health gun target invulnerable for 10 seconds. Weapons: Syringe gun, Medigun, Bone Saw
Medics. This class is an absolute necessity. In addition to healing wounded players faster than a dispenser, they can also übercharge to give themselves and their medigun target a bursts of invincibility, allowing them to destroy anyone and anything in their path. The medic's role is not to get kills, and should only use their weapons if they lose their support and are all alone. They CAN be used offensively this way, but, like most other role-reversals I've mentioned, it takes some skill and should be eased into. Keep pumping your team with health and avoid taking too much damage yourself. The best combination for a medic, is to stay with a heavy, especially on defense as the heavy will be able to effectively keep your area secure. On offense, again, your best to stick with any heavies your team has, giving them your übercharge when ready to storm the capture points or enemy base. The same, too, can be done with pyros on the offense, creating total chaos allowing the rest of your team an easy mop up job.
The Sniper
Health: 125hp Abilities: Only class able to get head-shots, can take out targets long range Weapons: Sniper Rifle, Automatic Luger, Machete
The sniper is a vital support role, on any map. Primarily for defense, they can keep enemies away from your capture points and base from greater distances than any other class. They are the next best defense against heavies and medics, being able to take them down before they have a change to übercharge or get into an effective range. Offensively, snipers are next to useless. Their automatic does very little damage, and with their low HP, they should always try to stay in the back, even if it's the back of the enemy spawn. Sticking to higher ground and away from walls will ease the pain of soldier's rockets as they will be unable to hit your feet. A sniper should also keep moving around to make for a harder target to spot, as well as avoiding the chance of the enemy sneaking behind you. If they don't know where you are, they can't kill you, can they?
The Spy
Health: 125hp Abilities: Can disguise as an enemy or friendly class, can go invisible, can backstab, and can sap enemy buildings disabling them and destroying them. Weapons: Magnum Revolver, Electro-Sapper, Butterfly Knife
"The name's Bond. James Bond." Well, maybe not exactly, but you do get to sneak around and use fancy Q-esque gadgets! The spy is really weak when it comes to face-to-face confrontation (very much unlike James Bond) but when they take advantage of the shadows, nooks, and crannies of the enemy territory, they can be a force to be reckoned with. The spy's role is two-fold. First, and foremost, is the destruction of enemy encampments of sentries, dispensers and teleporters. Their secondary job is to eliminate medics and heavies on the front lines, saving the rest of the team head-aches later if the medic gets or has über fully charged and waiting for the attack. Use your cloak wisely, and think about your disguises before trying to fool the enemy remembering that both disguising and cloaking/decloaking are when you are the most vulnerable as there are tell-tale signs to point out what team you're really on. Once you have the timing down, you should be able to run behind the enemy's line of sight and destroy their buildings and assassinate their most valuable units. Also keep in mind that just because you're invisible or disguised doesn't mean you can't be spotted. Disguising as certain classes often lead to a spy's demise as they don't gain any movement aspects to any class other than the soldier (they walk slightly slower than normal) so if they see a slow moving scout or a fast moving heavy, or a pyro not setting fire to everyone, they'll know somethings wrong. . Running from your spawn into the enemy's territory is a sure sign you're not one of theirs, as they are all running the other way. Being cloaked sometimes fails as well in areas of high combat where a stray bullet may make you shimmer, giving away your position, and alerting the enemy to be on the look out for a spy. A more effective way to enter the enemy base is to disguise as another class on your own team (by pressing - by default when in the disguise menu). The enemy will know you're not on their team, but they won't know you're a spy if you can get in, cloak, and change your disguise. Last but not least, the pyro is your most feared enemy. Those crazy mofos will set fire to anything that moves, so stay away from them at all costs.
Map Specific Suggestions
cp_well/cp_granary
I put these maps together in one, as they are almost identical in layout and objectives. You should try to always be pushing forward. The only non front-line defense you should always keep in mind is your final capture point. Think of it like soccer or hockey, even if the action is at the other end of the field, you should still have a goalie in place. An engineer and/or demoman combination work well when all you need is minimal defense, but always be prepared to pull back and set up more capable defenses if your second cp starts to fall. This means that if your second cp is being hit hard, and your sentries there are destroyed, only build them back at that spot if you have time to get it upgraded to level 2 at the least, as a level 1 sentry is too slow and too weak to stand on it's own for very long. Teleporters are essential on these maps to help with pushing forward as you can get across the map quicker, giving those who fall in combat a chance to keep up the fight before it comes too close to home. It is also recommended that your team be equipped with spies and medics. Spies to remove enemy sentries and living defenses from within, and medics to provide health to those on the front line greatly improving your chances of success especially if/when the map goes into sudden death.
ctf_2fort
This map always has, and probably always will be an epic sniper battle, as it's perfectly suited for that class. However, snipers, remember your role as a first line of defense, eliminating heavies and medics before they have a chance to reach your base or activate their übercharge. Spies, again, will provide your team with some essential roundedness, cleaning out enemy buildings to allow your offense to make off with the enemy intel. Use the sewers to your advantage, but never neglect a defensive position in them as well. Setting up a forward supply post in the enemies sewer area, can be a powerful tool to stop them from getting your intel where they want it to be.
cp_gravelpit
This map has two sets of strategies; one for offense and one for defense.
Defense
Defending this map effectively as to get it's defense achievement (defend gravelpit successfully without giving up a single cp) can be difficult with out cooperation. Keep in mind that at the beginning, both A and B are open to attack, and C is not open to attack until both A and B are taken. If you're in a fairly good sized game, try to keep your team's classes balanced to protect both A and B from being taken over by setting up sentries, having pyro ambushes ready, sticky-bomb traps, and heavies with medics in good defensive positions. Pyros, also be on the lookout for spies as they will no doubt be used at some point on this map to remove your sentry gun setups. If worse comes to worse, and you lose both A and B, fall back to C as quickly as you can and set up dispensers and sentries in areas not easily spotted around entrances to the area as well as the mid to lower tiers of the tower. Placing these buildings at the very top is risky business, as they are easily destroyed by a few rockets, and they won't have the range to fight back. Heavies should be stationed at the very top, along with medics to provide health and über when needed. Remember, in any control-point based map, the best way to stop a capture is to stand on the cp, so make blocking the capture your first priority over killing those who are capturing.
offense
Medics, heavies, and spies will be your best tools here, but don't neglect engineers for teleporters and forward supply stations, especially when pushing on C. I see a lot of snipers play offense on this map, and, to be honest, the only time they are getting anything done is when they are taking out heavies set up at C or A. Use this class sparingly. Scouts are by far the most useful when on offense, on both A and C, and when B is completely clear, can make short work of an otherwise difficult, and easily defended capture point. As stated in the defensive strategy, a couple rockets do wonders to take out SGs and dispensers in the top tier of the tower at C, so if the other team is dumb enough to place them in such a location, take them out and let the spies deal with any others that may be hard to spot or destroy from a safe distance. Using übercharge on offense on this map when the defense gets more concentrated after capping A or B is the best method to clean out enemy encampments an assure domination.
tc_hydro
Probably one of the most confusing maps for first time players is Hydro, as it will change with every progressive iteration from round to round, depending on who was victorious in the previous round. Remember to watch for the big, blinking arrows pointing the correct way of attack. Since there are only 2 cps per area, defense is just as important as offense. If all your defensive people move to defend the front-lines, there is a chance that a spy or a scout can sneak by and capture your control point before you even realize what's happening. Always, always, ALWAYS, have someone to defend your capture point. Hydro is one of the few maps that every class has something to do. There are vantage points for snipers, ambush spots for pyros as well as the ever present threat of spies, effective sentry spots, and need for medics, heavies, demomen, and soliders. If you can not cooperate with your team on this map, YOU. WILL. FAIL.
cp_dustbowl
Another defense/offense map that really relies on cooperation and sheer determination to win, on either side of the fence.
Offense, Phase 1
Phase 1 is almost as difficult to assault as the latter part of phase 3 on this map, as all the advantages go to the defending team except 1; and that is pre-charging über. During the 30 second warm-up phase, medics, keep healing anyone, even if they don't need it, because as soon as those doors open, you will need to be invulnerable if you ever hope to take the first cp. Never forget that there are 3 exits from spawn; the left and most obvious, the middle through the canyon, and the far-right, atop the canyon walls. Spies should make use of the right-side exit, as there are, most of the time, very little defensive forces there other than say a sentry behind the shed. The middle exit is a sure fire way to get your face blown of by enemy snipers, and the left exit is just as bad, but should be where your übercharged rush should take place as it's the quickest way into the capture point. Once the first CP is conquered, keep moving forward. Spies will be more valuable at this point now, as the enemy will have a more concentrated defense of the second CP. Sneak in, being wary of pyros, and sap their sentries so you can get in and take over the capture point. Scouts have a good strategy here if the defending team focused all their energy on covering the initial area, allowing them to move quickly into position on the second capture point to start taking it as soon as the first one falls. Spies can be used in this way too, though not as quickly.
Defense, Phase 1
This can be easy, or hard depending on the skill and cooperation of your team, especially in the first part. The most effective choice is to surround the CP and try to create as much a barrier to it as you can, keeping in mind that with the 30 second setup time, the enemy has had a chance to fully charge their über. However, do not neglect the secondary point. As stated previously, you should always have a goalie in the back, even if the action is down field. If you lose that first CP, haul ??? back to the main CP and defend it with your life. There is no need for an aggressive defense at the first CP, especially if you do not have the man power to cover every exit from the initial area. Pyros will be much needed here to keep your sentries spy free and heavies can be glorious standing on the cp with a medic and dispenser giving them health and ammo as well as übercharge when things get too intense. Of course, if you fail, you still have two more phases to redeem yourselves.
Offense, Phase 2
So you've successfully captured both cps in phase one. Congratulations! But don't start slacking off now; you still have two more phases to go through before you win. This one can be difficult to get out of spawn, as the only way in is straight at them. Snipers, spies, heavies and medics are going to be valuable tools at the first area. Use the setup time to charge your über, take aim with your rifle, and plan your attack while spinning your minigun, because when those gates open, it's going to be like the battle of Normandy. First and foremost, you should be aware of the common sentry gun positions which are almost always on the house just to the right of the gates, and in the capture point building atop the stairs. At this phase, spies can be devastating as things get chaotic, but they must also be aware that any damage they take while cloaked will make them as visible as a heavy screaming like an idiot. While the most common ways spies get behind the enemy are to the far left and far right of the map, this is not always wise as they are narrow passage ways and your presence can be detected if you happen to block an enemy player. Once again, pre-charging your über will be the best thing that you can use in the initial zone of phase 2 sweeping the area clean so you can take over the first control point. If you manage to take over the first control point, engineers should try and get teleporters up to hasten the attack on the second cp. Spies again are going to be necessary, but may have a difficult time not being spotted as the enemy concentrates on keeping their territory. Soldiers now will be great to bombard sentries from the far left, using the boulders as cover, and übered heavies would be wise to sweep straight through the middle. Demomen too can be great at removing sentries from the elevated position of the barn to bounce grenades into the blind corner from behind cover.
Defense, Phase 2
Ok, so you lost phase 1. Don't lose hope! You still have two more phases to win. In the first zone, your primary units will be demomen, heavies with medics, and engineers. Don't neglect pyros though, as they are crucial to the survival of your buildings from spy attacks. A sentry on the roof of the building near the left of the enemy gates is definitely a good position for taking out the enemy, but if you can spare one, also put one in the alleyway behind it. However, more than anything, especially in small games, concentrate your efforts to the defense of the capture point, and not the area around it. Snipers and Demomen with sticky-bomb traps come in handy to stop any vital enemy units from getting very far, and heavies would be wise to stand your ground on the control point, even without a medic or dispenser, as the shed has a full health pack and full ammo pack. If you, once again, fail to defend the first cp, fall back to the second point, concentrating defense of the CP as well as the rocks on the right to keep the enemy from easily picking off your sentries with rockets from a safe distance. Be cautious of übered heavies on a path of destruction by having your own medics with über at the ready to stay alive long enough for the enemy's über to wear off. I haven't said this before, but it is something everyone should keep in mind when faced with übercharged enemies, and that is YOU CAN'T KILL THEM! Do not waste ammo on übercharged foes until it wears off, because if it wears off and you're out of ammo, you're done for. The best strategy against any übercharged unit is to back off or, if you have the right weapons (level 2/3 sentries, rockets, and stick-bombs), push them back and juggle them around so they can't get to their destination.
Offense, Phase 3
Ok boys and girls, you've come this far, don't flake out now. This is the most intense, and potentially most frustrating phase on Dustbowl. Both CPs are exceptionally well put together for the defending team, so you're really going to need to work together effectively as a team to win this one more so than any other phase. The first area is almost identical to the first area of phase 2, and the same lessons apply. However, where phase 2 has a couple of narrow, well hidden pathways, Phase 3 does not and you will be funneled into a not-too-wide area soon enough once you leave the gates. Once again, prepare über, and sap their sentries which can and most likely will be on both sides once you go through the choke point. Despite the almost impenetrable defense capabilities of phase 3, the first cp is relatively easy to capture, if you can reach it, that is. It's covered from 3 sides so any sentries or defending players coming from the right side of the choke point will not be able to get at you from a safe distance, and any sentries built in the forward area of the bunker will be out of range to attack you if they still stand. Be on guard for sentries and heavies on the capture point however. Once you've taken it, your next task is to not only get through a narrow, well defended corridor, but also across a well defended bridge. Spies, nows your time to prove how good you really are. You should try to move as quickly from the first cp to the second, because that will give you some breathing room to make it past the first section of the corridor and set up teleporters and a forward supply post to help press the attack of the second cp. While an all out assault on the bridge itself could be effective with übering at the right time and working as a group correctly, the alternative is to take the stairs to the lower levels to by pass much of the defenses the enemy is sure to have. Spies especially should make use of this path to get into enemy territory without being spotted for a spy or being hit while cloaked. Almost always, however, you will absolutely need to be übercharged to take the cp quickly enough to prevent being killed by freshly spawned players.
Defense, Phase 3
Don't lose hope, this is your last chance, and it's perfectly setup for defending. First off, book it to the first CP and set up your defenses. The area is similar to area 1 of phase 2, with the exception of a narrower choke point in which your enemies will be funneled through. Keep your über charged and ready to combat the enemy's use of the power-up and put sentries in positions where they will be most effective against enemies sneaking into the cp. Too far away and the sentry will be useless. Pyros, keep those sentries and dispensers spy free! Snipers, pick off the enemy medics and heavies before they can do anything. If even after your best attempts to defend the first area fail, falling back to the secondary point will be a long, intense, hopefully successful battle in your favor if you defend it properly. Keep the enemy as far back as you possibly can in the narrow passageway, not even allowing them access into the tunnels to come up beneath you. If you fail and they reach an area that they can set up forward supply posts, try sending spies to remove them so once again they are back at the beginning. Back at the CP, keep sentries, heavies and medics guarding the bridge to the CP and demomen, keep the tunnels trapped from the cliff face. It's pretty self-explanatory on what are the best defensive positions on this section of the map, so the only other advice I can give is to stay vigilant, stay alive, and keep shooting.
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Dull your mind, Dull your senses Numb the body and the soul. Cold, unfeeling Lose yourself inside your cell.
Fires quelled, magic spell Floods subside before you die.. Body and mind, imperfect balance, Manic depressive it's all the same.
Am I smart? Am I sane? Fantastic visions in my brain. Losing myself inside my cell, This is not where I wish to dwell.
Introverted and subversive. Alone and crowded, all too real. The things I want, the love I need My own mind is my zeal.
Broken, torn; old and worn I'm trapped inside my head The feelings I have and the the madness I am, won't subside until I am dead.
Who I am and what I want, Are both intangible to me. Find a purpose, find a match Only then will I be free.
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I had an "argument" (I use the word loosely because it was more of a school lesson with resistance than an argument) started when I said that I personally do not think that burning fossil fuel causes global warming, and that I believe global warming to be a natural cycle. One of these so called friends was being an idiot telling me that I was an idiot for thinking so and demanded I tell him why I think like I do. My reason is that I do not believe that a naturally occurring substance, being combusted by fire (which is also naturally occurring) could destroy the planet. The phrase, "naturally occurring" here is vital to the discussion, but he doesn't seem to understand this and says, and I quote, "So me shooting you in the head with a gun and bullet made from natural materials would be a natural death, because you should have been a stillborn and I would just be fixing God's mistake. Everything is natural, we don't pull resources from another dimension!" So I had to point out NATURALLY OCCURRING to him. Guns and bullets and shit don't form naturally, in fact, many of the materials used for such things have to be pre-processed because THEY don't occur naturally. Oil and fire do, and I proposed a scenario:
If man did not exist, and a bolt of lightning were to strike an oilfield and set it on fire, then the ecosystem would be destroying itself if burning petroleum was the cause of global warming. I do not believe that the balance of the planet can dramatically alter itself to the point of destroying all life, and that includes what humans do. Sure, we have destroyed countless species of animals, but that could be described as a way of natural selection because humanity is natural. Taking humans out of the equation of natural selection is to state that humanity is unnatural. The only way I see the world being destroyed is either through the natural course of time when the solar system's sun dies, or an object not of this earth and greater in mass to the earth, crashes into us. Some believe something close to that has happened in the past, in the case of the dinosaurs being wiped out by a meteor. I am skeptical about this, and have two theories:
The first is that this event did not happen and that dinosaurs became extinct through natural selection due to climate changes or humanity's rise in the food chain. We are very resourceful creatures, relying on tools and intelligence rather than physical prowess in almost everything we do. It is possible that the cycle of human life repeats itself every few billion years. Imagine an earth, 50 billion years ago. Now imagine it differently than what you read about in books; with a large human population and a high technological factor. Now picture a nuclear war that wipes almost everything out and starts an ice age. A period of cleansing. Dinosaurs, being cold blooded need natural warmth to survive, and thus they die because the ice age is long and brutal to them. Humans, however, are intelligent and some live, but the war that devastated the globe hinders progress because of sub-arctic temperatures and radioactive contaminant's and we essentially go back to the stone age. This is 50 billion years ago, plenty of time for all evidence of this to be washed away by wind, water, tectonic and volcanic activity. Radiation would no longer exist from that time, because of the atom's half-life.
The second is that a meteor did hit Earth, and it killed off many if not all of the dominant life of the planet so the ecosystem had to go to plan B and life began anew, compensating for the various changes in climate the asteroid caused, allowing things to adapt and creating new things in the process.
I can think of many hypothetical situations and can explain them all without certainty. But many of today's accepted "truths" are things that can not be said with absolute certainty. Many things we use in everyday life are theoretical, at least in explanation of why such things work. Knowing why something happens isn't necessary for us to do things. Do you think that the first human that ever started a fire knew exactly how fire worked or what it was? Knowing the why only makes it easier to perform things, and to harness nature. If we knew exactly how gravity worked, there is no telling what we could do with that knowledge. One of them is to create warp drive capabilities, if part of Einstein's theory of relativity is correct that is, and space is curved. We could harness gravity and use it to fold space for faster than light travel through the cosmos.
The fact is, we know very little, and by not keeping an open mind to every possibility, even those that seem outlandish and unrealistic, we only hurt our technological progress and understanding of our world by not pursuing or investigating everything. Open mindedness and imagination are the only truths of the universe that we should rely on to be constants, but first we must ensure that they remain constant, and in all of us.
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Ugh! I got jury summons today. I fucking hate that shit.
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That's a matter of opinion; I for one find AIDS hilarious.
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Dear .Hack//Sign,
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http://forums.steampowered.com/forums/showthread.php?p=6490940
Reason: Pointless / Spam Post ------- AIDS is not to be a subject of humour. -------
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Earth is dying. It has been dying for millennia but few know this. Fewer also know that in exactly 187 days, Earth time, the planet will cease to live altogether. The signs were there, but people of the planet failed to see them. But I know that there's a reason to everything, and there had to be a reason why the inhabitants of this small, blue world failed to recognize the signs, or, worse yet, deny them outright. So I did what any person of knowledge would do; I tried to stop it.
It is true, that no one on the planet the dominant species, who call themselves humans, call "Earth" seemed to know of it's impending destruction, but all our knowledge was from observation alone. I wanted to know the reason they had forsaken care of the Life Fountains on the planet. And the apparent deliberateness of them being stopped up caused outbreaks of rage and contempt towards Earth and it's citizens. It wouldn't be until much later would they all, like me, discovered the truth behind the stoppage.
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Standing on the edge, overlooking the foreboding precipice of desolate rock, charred by fire and marred with the pock marks of lead, watching the bodies of soldiers long past be devoured by vultures for millennia. Perpetual twilight casts shadows over this valley of death and decay as the sun lingers eternally peering over the horizon. The trees have no leaves, the birds here do not sing, and the insects only worm their way in and out of endlessly decaying flesh. The air does not stir, and the stench of the dead is unbearable. It is here that the will of the damned will show it's nature and rise once again to terrorize the will the of the living; the sheep like creatures that they are will continuously walk over the edge without second thought and continue to fill this crack of earth and stone with shattered, broken bodies of the Will-less, as if those who died before are beckoning for them to join their cause and when the precipice can hold no more, the dead will walk the Earth.
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