hello my name is jeremy i tottally think that the super duper best player in this entire wold in all time probably maybe perhasp is muselk he is realy good wiht lochn lode
Account Details | |
---|---|
SteamID64 | 76561198058513958 |
SteamID3 | [U:1:98248230] |
SteamID32 | STEAM_0:0:49124115 |
Country | Sweden |
Signed Up | May 1, 2014 |
Last Posted | July 25, 2024 at 7:06 PM |
Posts | 1322 (0.3 per day) |
Game Settings | |
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In-game Sensitivity | 2.15 |
Windows Sensitivity | 5/11 |
Raw Input | 1 |
DPI |
800 |
Resolution |
1080p |
Refresh Rate |
144hz |
Hardware Peripherals | |
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Mouse | Logitech G703 |
Keyboard | Varmilo VA109M Red |
Mousepad | QcK XXL |
Headphones | Logitech G432 |
Monitor | Benq XL2411Z |
Downvoting sheepy's comments
EDIT: i don't care if this counts or not.
Me and my tinder date were gonna take a tram. A drunk man walked up to me and started screaming.
"Why are you so mean to this girl?"
I looked at him
"I know this girl. She is very pretty and she is very admirable. She gets good grades in school and studies every day. She is very ambitious. I know her parents. I can tell them how bad you treat her you know."
my tinder date says: "No he's not a bad guy"
Drunk guy: "Shut up I'm not talking to you. Look at me kid, this girl... I see her every day when she walks to school. Don't mistreat this girl, she's a very good girl."
Of course she didn't know him at all...
This went on for quite a minutes and she told him I wasn't mistreating her several times... This was in a public place with plenty of people around. Then when I stopped answering, he said "Look at me! You wanna fight!? Don't mistreat her! He walked towards me and started chasing me. Luckily he was drunk, old and slow so we could just run to a tram that was going in the opposite direction from where we were going. 10-20 people were just looking at us without doing anything LOL, I guess that's Sweden for you.
patysIn-game advanced options.
Just checked (again). The text and healthbar above heads not in the advanced options. (if it is, it doesn't work).
STOGEwhy do you want them off? Just curious.
I was gonna use lawena in an STV and had literally no idea how to remove the text and healthbar, and couldn't find anything in advanced settings (that worked) to remove the spawn times etc.
f_bluecl_use_tournament_specgui "0"
tf_spec_xray_disable "1"
Thanks
http://i.imgur.com/nMma5ki.jpg?1
How do I turn them off?
As well as the advanced spectator hud in demos
I hadn't found any hats for more than a year, but I found one a few weeks ago. So probably, yeah.
There were theories about valve removing hat drops to balance out the economy
BilbertWhy can't you connect the flatcar crates on top to create a flat surface, but keep the gaps for spam? That would prevent the gaps from swallowing rockets fired downward from bombs, but allow horizontal spam rockets to pass through. Instead of mesh, you could lay a thin piece of sheet metal on top to make it visually apparent that the crates work differently from those on Badlands. Or you could change the prop on the flatcar to something more fitting for this shape, like piles of lumber. http://i.imgur.com/YjwBve0.jpg
Nobody uses the gaps for spam anyway. What sense does it make to have gaps between boxes and planks on top of them?
Bilbert There's a clipbrush here, too. In my opinion, it doesn't matter for rocket jumping. I have never seen anyone jump off this wall. It doesn't help you get anywhere and it would be a left-handed jump anyway. It's nice to have the clipbrush for Scouts though, as they will no longer get caught on that overhang.
http://i.imgur.com/35Opiig.jpg
It doen't matter for rocket jumping unless you do a
Bilbertleft-handed jump
into saw or onto the shack on mid. Therefore it has a use...
mdvwhere the hell did the basechat go? first i didnt find in my fresh hud...so i head to the vpk, and no basechat either. anyone?
http://www.teamfortress.tv/19073/hud-editing-short-questions-quick-answers
http://i.imgur.com/4nADrQI.jpg
This looks really wierd.
http://i.imgur.com/ake4oVO.jpg
Why aren't both walls alligned vertically? (The one in the right in comparison to the one on the left)
EDIT: Deleted the first one, it was stupid.
skywalker096It seems that, compared to the version that is currently being used by Valve, this version is darker, especially on mid. It isn't changed by a major amount, but it's noticeable enough that it's a bit uncomfortable to play on because it feels like I can;t see what's in the shadows too well. I would definitely enjoy having the original brightness back, but if it's there for a reason I can deal with it.
Here's the lighting for snakewater_final http://steamcommunity.com/sharedfiles/filedetails/?id=653221667 and for snakewater_u5 http://steamcommunity.com/sharedfiles/filedetails/?id=653221638
I'm pretty sure he's not doing a full compile, so lighting doesn't look the same. Full compiles take a lot of time...
Decided to update my aged fps config. This one is working like a charm, great work!
Ond_kajaSpaceCadetLots of people talking about Snakewater mid-fights. Thoughts on adding a ramp for non-jumping classes to get on top of the point? A change like that might help the dynamic of mid-fights.
All classes can already get on top except for spy, heavy and sniper?
Heavy is the only class that can't get up there. (without speed boost effects)
EDIT: Is anyone playtesting these? I'd be interested in participating.
EDIT 2: Nvm... spy and sniper can't get up there in this update (i think)
PendjiYeah but when do you hold -that- far forward? Backpedaling to get highground on a team that is most likely already bombing you seems really odd. I was mostly thinking in terms of defending. Running out to a 2v3 in front of the point, where defending should have an edge.
Holding with your pocket on the ramp and with your demo next to the crate was already one of the better ways to hold. Now your rockets do sliiightly more dmg when they push in. And if you get suprised by the opposing team having an uber advantage you can kite the uber to the right side easier.
PendjiI can understand how it motivates holding a bit more forward, but the dead-zone behind it still doesn't see much action. Obviously you shouldn't need to use every spot of an area but it's almost a disadvantage to fall back there.
Yes, and?
PendjiIf they get a soldier/demo in from drop-down you're at an insane disadvantage that shouldn't reward the attacker to this degree. You should have an easier time defending than attacking a last, which is what I assume is the reasoning behind having the map carve downwards in the middle like on badlands, so having one of 3 high grounds in the area be rewarded to the attacker because there are no stickies or whatever, seems a little odd.
Stickytraps should probably be on dropdown wherever you're holding anyway.
PendjiShow ContentHaving had to defend last a million times (cusbad), that one left area just makes little sense, and it's like storming Omaha to respawn over there if you're fighting for last, and you might as well be dead if you run back for health due to how walled in the last point itself is.
I presume that the useless area between the spawn and the point is to prevent being able to block the capture 1 second after you spawn.
chojjeCollaidePendjidx 81
http://imgur.com/a/XVg6I
Not really sure if I like this ramp:
http://i.imgur.com/LT6TZ0t.jpg
I like how it's less compact than the current version, but the fact it's angled towards the attacker seems a little odd, as you're already incredibly fucked if you're stuck on the flat ground by that spawn area.
And the other side of the argument is:
Now you can hold closer and still have highground.
When opposing team pushes you can reach highground faster than before.
Would you say that this change helps defenders more than attackers?
I honestly don't know... Maybe it would need playtesting to be absolutely certain
Pendjidx 81
http://imgur.com/a/XVg6I
Not really sure if I like this ramp:
http://i.imgur.com/LT6TZ0t.jpg
I like how it's less compact than the current version, but the fact it's angled towards the attacker seems a little odd, as you're already incredibly fucked if you're stuck on the flat ground by that spawn area.
And the other side of the argument is:
Now you can hold closer and still have highground.
When opposing team pushes you can reach highground faster than before.