Purely out of curiosity, where are you people buying and selling your bitcoins? When dealing with real money I'm a bit hesitant to put credit/debit card info on the web.
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SteamID64 | 76561198017946808 |
SteamID3 | [U:1:57681080] |
SteamID32 | STEAM_0:0:28840540 |
Country | United States |
Signed Up | December 7, 2012 |
Last Posted | October 21, 2017 at 11:05 AM |
Posts | 102 (0 per day) |
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Stop being so mean to Wills
I'm pretty sure he's like 8 years old
Ma3laaAre there any other good koth maps, viaduct blows
Someone who knows what he's talking about should test koth_arctic. It's shaped like viaduct, but bigger, with a couple crates added from granary mid.
5-1 get mad
Those weapon viewmodels are obnoxious and the FOV looks surprisingly limited, though it might just be distorted.
I wonder if the character models will move differently to reflect the complex aiming in OR. Normally you can tell where a soldier will shoot and what he is seeing by the direction his sprite faces, but with the swivel-head and independent mouse it must be a little weird.
There aren't enough coaches as it is, so you can't really pick and choose to the extent you suggest, defy. Stop by the mumble next time it's happening, even if you don't intend to coach, and look at the numbers in each channel.
At any given time there will be 4 or 5 mixes happening, each with 10 players and 2 coaches. In the coaching channel there will be probably 4 coaches added up - two who are organizing and 2 who are in transition/getting ready to play. Below that, there are 4 channels for the newbies to add in, each with 3 sub-channels for skill differences. In each of these sub channels there are between 2 and 6 newbies waiting to play. Call it 8-10 players per class and that's 32-40 newbies sitting around in mumble waiting to play.
Now, I totally agree that there should be standards for coaching, but all these newbies waiting create and overwhelming demand for coaches and it is always better to play the game, even if you're getting bad advice. Organizers would also be foolish to turn those coaches away who are partially there for an ego boost, as they are still showing up to play with inexperienced players on a Friday night.
More importantly, there are different levels of qualification. If you get a team of players who are still working on hitting rollouts and learning names for different areas of the map, a low open player will do just fine. On the other hand, some IM players are not ready to coach a higher-level mix because they don't know how to main call and don't do a good job interacting with the newbies.
Basically, newbie mixes can use all the coaches they can get and a lot of these issues fall more to personal preference than anything. At the end of the day it's better to have newbies playing TF2 than waiting in Mumble, so I appreciate even the trashiest clown I've had the honor of calling "coach" on a Saturday night (shoutout to Thomas the Train).
If you're a relatively inexperienced coach and you're reading this thread and thinking, "Wait, are they calling me bad?" I suggest you watch some of the VODs from the streams of high-level players and make a note of what they do well (or don't do well) when they coach. This could improve not only your coaching but your comms in general.
For example, Brad streamed a couple mixes where he would intentionally miss his rockets, or make his crosshair cover half his screen. He also told his newbies to call the pushes into last rather than just TELLING 5-10 people how to WIN at HIGH LEVELS of TF2. On pocket, Chriz keeps track of his team's heals, specifically asking the flank to buff before a push. Marxist lays very clear rules for each of his players (e.g. scouts should never be the first to die if the team has 6 players up). These are the types of things newbies can take away from a mix and feel like they learned something.
zigzterBentomatblah blah blahCouldn't you just have stopped watching it after Shane died?
Seems like it would've spared you some apparent grief.
Sure, but that's no reason not to complain about the new stuff.
mild spoilers for seasons 1 and 2
I was talking about this earlier today. I would have ended the series after the resolution of the conflict with Shane (the farm part) or even ended it at the end of the first season.
This entire season has felt unnecessary and I think the whole "zombie apocalypse" thing is quickly becoming stale. Not just in the show, but everywhere. Seriously, most popular FPS games of the past few years have included some baseless "zombie mode" and it's even more common in action films. It's lazy writing and once you've seen one gory zombie battle you've seen them all.
I tolerated the first two seasons because the conflicts were interesting. The first season introduced the apocalypse and asked "Can we live through this?" and "Can it be fixed?" The conclusion answered, respectively, yes and no. The apocalypse is here to stay and humanity will live with it.
Season two gave us a very interesting conflict between Rick and Shane, with each man representing a different approach to the new life. This concluded with Rick, the compassionate and principled half in this dichotomy, winning out, but compromising his ideals in doing so.
And what do we have in Season 3? A bullshit good-vs-evil conflict and a handful of entirely new characters thrown into the mix without a thought for development. With the loss of his wife and his rival, Rick's story is completely played out, and the remaining characters were pretty static to begin with. At this point, Walking Dead is a flat story about flat characters, and all it has left is its bloody zombie battles. And I've seen quite enough of those.
bind "s" "+forward"
+back is a crutch
ndustcilantro in my salsa niggaaaaa
Yes
Mexican food without cilantro is almost as meaningless as life without Mexican food.
Central location relative to the entire US makes no difference because you can't expect to draw people beyond a certain range. The average TF2 player on the east or west coast won't go to a Chicago LAN, it's too far.
I would put it in either Boston or southern California, as those are the best areas that come to my mind for concentrated populations of nerds. I wouldn't expect anyone further west than Pennsylvania to visit a Boston LAN. That said, there are a lot of TF2 players in the midwest and Great Lakes area. They could easily populate a Chicago LAN.
Keythis is why the highlander community is shit on by the 6s community
Really? You think offclassing "trolls" don't exist in 6v6? What about Scum (Thief's team)? How is that not the exact same thing?
There are shitlords in every community. Don't make this about HL vs. 6v6.
You probably just put a line in your sniper config or your overall config that says r_drawviewmodel_0. What you need is that line in the sniper config and a line in every other class config that says r_drawviewmodel_1. This will re-enable viewmodels when you pick a different class.
If you want to bind for your sniper rifle specifically (use viewmodels on the sniper's melee), you'll have to bind your weapon switching keys. I have an interp-changing script which does something similar. You can copy the script and change the lines about interp into viewmodel lines.
bind "1" "slot1;cl_interp 0.033"
bind "2" "slot2;cl_interp 0.01"
bind "3" "slot3;cl_interp 0.01"
bind "q" "lastinv;cl_interp 0.033"
The line about 'q' (quickswitch) is the best I could do with TF2 scripts to try to make quickswitch consistent with the interps I use. Basically, I decided that when I press q on this specific class, it will be because I need to quickly switch to my primary, so I set the quickswitch interp to match my primary. If I quickswitch to melee, I have to press 3 to set the correct interp.
If you use this, keep in mind you will have to put bind lines in all your other class configs or they will use these lines. You can just copy+paste to the configs, changing variables where you want to, or simply leave out the interp/viewmodel lines if you don't care to change on weapon switch with those classes.
It would be easier to use any features of your custom hud, but as far as I know you need to be using broeselhud for that to work.
Can you talk us through the thought process behind putting a map like ctf_haunt in the regular season schedule?
Have you thought about making your summer season more serious and adding more incentives to draw the schoolgoing crowd? UGC is most players' entrance into comp, and summer is naturally the time you should see the most players. One would expect that a more serious comp experience, rather than a handful of hit-or-miss "experimental" maps, would attract a larger part of the community.