Bilbert
Account Details
SteamID64 76561198009250529
SteamID3 [U:1:48984801]
SteamID32 STEAM_0:1:24492400
Country United States
Signed Up October 15, 2015
Last Posted January 1, 2024 at 4:22 AM
Posts 443 (0.1 per day)
Game Settings
In-game Sensitivity 1.125
Windows Sensitivity 6. The middle tick.
Raw Input 1
DPI
800
Resolution
1920x1080
Refresh Rate
144
Hardware Peripherals
Mouse Logitech G400
Keyboard Rosewill RK-9000V2 BK Cherry MX Black
Mousepad Steelseries Qck+
Headphones Sony MDR-V6
Monitor BenQ XL2411z + some 24" chinese thing
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#33 cp_reckoner (5CP) in Map Discussion

I tried out some rollouts on this map. For Demo, the fastest I was able to do was 9:47 on the Stairs pack, then ~9:42 through Main. I'm sure it could be done faster by a real Demo main. I wasn't recording at the time, but I managed the Bigdoor jump a bit faster by placing two stickies on the right Spawn door and sliding up the right ramp to lower my altitude. The other routes I found involved going through A/C, which took time to walk through.

https://youtu.be/HIJpX1swTTI

I haven't worked out anything for Soldier yet, but for Scout it's ~9:40 to get through Main or ~9:40 to get to Hoodoo.

posted about 9 years ago
#31 cp_reckoner (5CP) in Map Discussion
xattuui dont know if it was mentioned, but is there a good place to hold last on? all the spots in lobby look awful for medic, theres no real main choke area that doesnt have a huge flank to it

When we played it last night, it worked okay to hold in Bigdoor, but that may have been because no one knew the flank routes yet. It seemed like Gullywash positioning would work okay, where you just hang by the point and watch all the routes. Unlike Badlands where you can clamp down on all the routes, on cp_reckoner_a1b they're spread out too far and Secret is a huge flank that's hard to stop unless you're on the Last point itself.

posted about 9 years ago
#27 cp_reckoner (5CP) in Map Discussion

Just played a couple games with my group, Iron Pugs. Everyone had fun. The Sniper lines, as others have mentioned, look really big, but we have rules against excessive offclassing so they didn't come into play. The problems were the eternal spawn times and the quick Last cap. It seemed like we could wipe a team at Mid and cap Last before they spawned. I'll think some more about what could have been better, but for now here are the STV's:
http://sizzlingstats.com/stats/423723
http://sizzlingstats.com/stats/423757

Edit: I personally liked the spaciousness. Plenty of room to jump around. Others liked the high frame rates they got on the map in its naked cp_orange textured state.

Edit 2: Bridge over Mid could possibly use an obstruction in the middle, like Spire on Gullywash. It's very easy to bomb (as a Soldier) from one Stairhouse to the other by skipjumping or pogoing across Bridge. If the enemy Combo is leaving their Stairhouse, they have no time to react. It seems like a bomb across Bridge should require wallpogoing off the Cell Towers so that the Pocket has a chance to protect his Med.
The area we referred to as Stairhouse (using botmode's screenshot):

http://i.imgur.com/H9pwzEr.jpg

posted about 9 years ago
#27 Slinumentary 2015 in Videos

Can I get "Yes!" and the female baboon mating call as hitsounds?

posted about 9 years ago
#3607 Frag Clips Thread in Videos

Woops. Accidentally posted here. How do I delete?

posted about 9 years ago
#2022 HUD editing: short questions, quick answers in Customization
JermBilbertHello,
ToastyHUD isn't quite working right for Spy. The disguise class outline is just a big white square, and I don't know how to fix it, make it smaller, or make it go away.
http://imgur.com/a/aD0iW
Thanks.

It seems like there's no fade out, maybe try copying and pasting this to your hudanimations.txt

If it ends up not fading away you can probably just comment the whole section out so you never get the outline

Thanks for the help! Maybe I didn't describe the problem very well. On other huds, there's an outline that pops up which shows the class one is disguised as. For me, it's just a big white square that pops up and fades away. It blocks a lot of the screen. The section you gave me didn't solve this, so I just commented it out. It's a definite improvement not to see the popup at all though!

posted about 9 years ago
#2019 HUD editing: short questions, quick answers in Customization

Hello,
ToastyHUD isn't quite working right for Spy. The disguise class outline is just a big white square, and I don't know how to fix it, make it smaller, or make it go away.
http://imgur.com/a/aD0iW
Thanks.

posted about 9 years ago
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