Fog
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SteamID64 76561198034065868
SteamID3 [U:1:73800140]
SteamID32 STEAM_0:0:36900070
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Signed Up July 23, 2012
Last Posted July 2, 2019 at 2:51 AM
Posts 1742 (0.4 per day)
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#216 Update 7/10/13 in TF2 General Discussion
conductorthere are new sourcemod snapshots out if you want to update your scrim servers, all of the iT servers should be working now

By my testing SOAP DM is still incredibly broken at this point

posted about 11 years ago
#4 Update 7/10/13 in TF2 General Discussion

This is one giant fucking update

posted about 11 years ago
#3 Update 7/10/13 in TF2 General Discussion

Items:

- The Chieftain's Challenge, Lord Cockswain's Pith Helmet, That '70s Chapeau, The K-9 Mane, The Stovepipe Sniper Shako, The Pounding Father, and Vox Diabolus can now be painted
- "The Public Enemy", "The Urban Professional", and "The Dumpster Diver" sets will now show up as sets in the in-game UI
- Cursed Soul items (Halloween zombie skins) are now renameable
- Strange Bacon Grease can now be gift-wrapped
- Added LODs to the Airborne Armaments set items
- Fixed Bison/Pomson projectiles getting stuck on doors
- Fixed Baseballs and Jars sometimes going through thin geometry

- Crit-A-Cola
- Removed: Damage taken mini-crits
- Added: Damage taken increased 25%
- Shortstop
- Added 20% bonus healing while deployed
- Added 80% vulnerability increase to all push forces while deployed
- Winger
- Added +25% Jump Height bonus when active
- The Special Delivery (set)
- Removed: +25 max health on wearer
- Added: Leave a calling card on your victims

- Battalion's Backup
- Added additional +15% Sentry damage resistance to all teammates while banner effect is active (50% damage reduction while banner is active)
- Rage is now generated from damage dealt instead of damage received
- Black Box
- Rocket explosions now use correct sound
- Begger's Bazooka
- Fixed an exploit that allowed players to hold a set fixed number of rockets (reload cancelling)
- Misfired Rockets now remove one loaded rocket from the clip
- Concheror
- Rage is now generated only from damage dealt
- Buffed players now receive a speed boost, in addition to the previous Health-On-Hit effect
- Cow Mangler 5000
- Reduced clip size (from 5 to 4)
- Removed -10% damage attribute
- Removed 5% slower reload attribute
- Added missing "sets players on fire" description text
- New particles and sound
- Escape Plan
- Players receive the Marked-For-Death effect after deploying, and for a short period after holstering.
- Liberty Launcher:
- Removed: 25% reduced clip size penalty
- Added: 25% reduced damage penalty
- Original
- Rocket explosions now use correct sound
- The Tank Buster (set)
- Removed: +20% Sentry damage resistance on wearer
- Added: Leave a calling card on your victims

- Phlogistinator
- Fixed "Mmmph" progress resetting after touching a resupply cabinet
- Powerjack
- Added: 15% increase move speed while deployed
- Added: 20% damage vulnerability to all sources
- The Gas Jockey's Gear (set)
- Removed: +10% faster move speed on wearer
- Removed: +10% bullet damage vulnerability on wearer
- Added: Leave a calling card on your victims.

- Chargin' Targe
- Added: Afterburn immunity
- Loose Cannon
- Range no longer affects direct cannonball impact damage
- Reduced charge time to 1 second
- Added: Double-Donk (directly impacting an enemy within half a second before the bomb explosion) sound and particle effects
- Double-Donk damage now mini-crits
- The Expert's Ordnance (set)
- Removed: +10% fire damage resistance on wearer

- Buffalo Steak Sandwich
- Removed: Damage taken mini-crits
- Added: Damage taken increased 25%
- Dalokoh's Bar
- Increased amount of health restored per-bite from 15 to 25

- Gunslinger
- Fixed a bug that caused mini-sentries to heal while being constructed
- Rescue Ranger
- Minor increase in damage per bolt
- Increased building healing from 50 to 75 per bolt
- Short Circuit
- Ammo cost reduced when an attack destroys a projectile.
- Wrangler:
- Slightly reduced accuracy of manually-controlled sentry at long range
- Protective shield now fades 1 second after the owning Engineer dies

- Crusaders Crossbow
- Changed arrow projectile to a large syringe
- Added new trail effects
- Smoothed out reload animation (DPS unchanged)
- Fixed being able to heal players that are using items that block healing
- Quick-Fix
- Added 50% Overheal
- Über now affects the medic when there's no heal target
- Shotguns with pushback (Force O' Nature) no longer affect players under the effect of Quick-Fix's Über
- Vaccinator
- Über now fully absorbs crit damage for the selected damage type, but depletes Übercharge based on the amount of damage prevented

- Bazaar Bargain
- Fixed the starting charge rate being -40% instead of -20%
- Capped the max charge rate to 200%
- Cozy Camper
- Removed movement penalty.
- Added: Damage taken increased by 20%
- Darwin's Danger shield
- Added: Bullet damage taken reduced by 15%
- Added: Explosive damage taken increased by 20%
- The Croc-o-Style Kit (set)
- Removed headshot immunity
- Added: Leave a calling card on your victims

- Dead Ringer
- When under the effect of Feign Death, damage taken decreases the duration of the effect
- L'Etranger
- Added: 40% increased cloak duration
- Spy-cicle
- Fixed a bug that would cause the charge meter to not reset when the spy was killed
- The Saharan Spy (set)
- Removed: Reduced decloak sound volume
- Removed: 0.5 sec longer cloak blink time
- Added custom particle effects when taunting

posted about 11 years ago
#2 Update 7/10/13 in TF2 General Discussion

Maps:

- Added cp_standin and cp_process
- Renamed mvm_coaltown_event to mvm_ghost_town to fix a problem with voting for challenges in MvM when on Coal Town

- cp_badlands
- Fixed jumps being ruined by small rock ledge near spiral
- Fixed prop collisions
- Fixed clip smoothing
- cp_dustbowl
- Fixed players building in Blu's first spawn
- Fixed players shooting through rocks in stage 2
- Fixed collision in tunnels in stage 2
- Fixed textures not displaying properly in Pyrovision
- Fixed lighting on cliff faces
- Fixed skybox error in stage 3.
- Fixed players getting killed through the ceiling under stage 2 cap 1
- Adjusted ceiling height in stage 3 tunnel for better clearance
- Cleaned up prop collision
- cp_egypt
- Fixed clip brush exploits
- Players can no longer build on top of arches and high ledges
- cp_gorge
- Players can no longer build in Blu's first spawn room
- Changed scale of water texture
- cp_granary
- Fixed improper orientation on arrow signs
- Fixed players getting above red forward spawn
- Fixed players building on cargo containers inside spawn room
- Fixed holes in skybox geometry
- Removed collision from hanging lamp over Red spawn
- Removed collision from security cameras above Red and Blue spawns
- Mirrored fence alcove from Blu final cap arena to Red side
- Balanced collision of rocks in final capture arenas
- Re-ordered spawns in the first spawn room to be consistent between Red and Blu
- cp_gravelpit
- Clipped roof of building over cap A
- Removed helthpack under terrain
- Added decals under health kits and ammo packs
- cp_gullywash
- Fixed players getting out of the map near the middle capture point
- Fixed collision exploits near middle capture point
- cp_mountainlab
- Fixed collision issues on the ladders and hill that lead to the first point
- Fixed static prop lighting
- cp_steel
- Fixed players blocking Blu's spawn exit door leading to capture point B
- Fixed collision on ledge near capture point B
- Players can no longer build inside Red spawn room.
- Blu spawn point over grate removed.

- ctf_2fort
- Fixed building inside of spawn doors
- Fixed clipping exploits on battlements
- Fixed height of door leading to spiral stairs in Blu base so players can now crouch past a placed dispenser
- Cleaned up prop collision
- Smoothed clipping on wagon wheel and other props
- ctf_well
- Fixed players jumping out of the map

- koth_king
- Health and ammo packs now match on Red and Blu sides of the map
- Players can no longer build in spawn doors
- koth_lakeside
- Fixed rockets passing through terrain near the capture point
- koth_viaduct
- Players can no longer build in spawn room rafters

- mvm_bigrock
- Fixed players building on rock in cave section

- pl_badwater
- Fixed player clip brush exploits and missing player clip brushes on roofs and rock walls
- Fixed player clip smoothing
- Fixed fence collisions
- Fixed floating rocks in skybox
- Fixed lighting on props
- Fixed lighting on canyon vista
- Handrails no longer collide with bullets and projectiles
- Performance increase through poly reduction, model collision reduction and model fade distances
- Players can no longer build inside Blu spawn room
- Players can no longer be trapped with teleporters under the sign by the first capture point
- Players can no longer enter the room overlooking the final cap through the windows before point 3 is captured
- Players will now be crushed by closing doors upon the capture of point 2
- pl_barnblitz
- Fixed building in the skybox above Red's final spawn
- Teleporters will no longer self destruct when used on the battlements near Blu's first spawn
- pl_frontier
- Fixed spawn doors not working properly after second capture.
- Players can no longer build inside kill volumes
- Players can no longer build inside of Blu's second spawn room
- Red players can now enter the Blu team spawn upon round win
- pl_goldrush
- Fixed collision on props and clip exploits
- Fixed buildings being prohibited from construction in the garage near the end of stage 3
- Players can no longer block the cart through the wall in stage
- Players can no longer build in spawn exits
- Players can no longer build on the shack roof near the end of stage 3
- Players and buildings can no longer be killed through the floor in stage 1 in the upper room by the cap
- Players can no longer build on the perch in stage 1
- Handrails no longer collide with bullets and projectiles
- pl_thundermountain
- Fixed gate visible through ceiling in stage 3
- Fixed clipping in stage 3 Blu spawn
- Prevented players from building in the cliffside kill zone in stage 1
- pl_upward
- Fixed exploit where Blu team could be trapped in their final spawn room
- Fixed gap in collision which allowed Blu players to be shot in their first spawn
- Fixed fade distances on props in Blu spawn
- Fixed players building under catwalk on the ledge of the final pit
- Fixed clip brush exploits
- Players can no longer be trapped by teleporting under stairs near final capture point
- Players can no longer build inside of Red's final spawn room
- Players can no longer build inside of spawn room doors
- Players can no longer be trapped inside of the capture point sign
- Prevented Blu team from entering final spawn room while it is neutral
- Smoothed clipping collision
- Collision performance increases
- Handrails no longer collide with bullets and projectiles
- Replaced floor texture in Red team final spawn room

- plr_hightower
- Fixed clip brush exploit above building on cliff edge
- plr_nightfall
- Fixed players jumping outside of the map
- Reduced prop collision
- plr_pipeline
- Fixed invisible faces
- Handrails no longer collide with bullets and projectiles

- tc_hydro
- Fixed clip brush exploit where players could get out of world
- Fixed players getting on top of monument.

posted about 11 years ago
#1 Update 7/10/13 in TF2 General Discussion

General:

- Added over 60 Gold Star community-submitted Workshop items
- Summer Claim Checks can now be redeemed for Summer Coolers
- Summer Cooler Keys are now available in the Mann Co. Store
- Map Stamps and Strange Filters for the new community maps cp_standin and cp_process are now available in the Mann Co. Store

- Reduced intensity of Bleed and Jarate screen effects under DX8
- Added text search functionality to the backpack and the store
- Added tf_hud_show_servertimelimit to display the server's per-map time limit on the in-game HUD
- In MvM, if all team members unready, the pre-round countdown will stop
- In MvM, when robots are killed by sniper headshots or explosive headshot upgrade, they will drop 'red' money that will automatically be collected when it would otherwise dissolve
- Fixed a bug with the Unusual Adjustment Slider that would cause changes not to take effect
- Double-clicking a crate will now take you to the appropriate key in the store
- By default, items with non-standard qualities (ie., strange, unusual) will not be selectable as craft ingredient. The ingredient selection UI has a checkbox to disable this feature and allow selection.
- Unusuals and Stranges no longer stack in loadout equip pages
- Fixed a bug that would sometimes cause incorrect Steam Community Market prices to be shown on item tooltips when using non-USD currencies
- Fixed a bug that would cause the popular items page in the store to not always update correctly
- Fixed a bug where disguised red spies spawned a blue heal particle when touching healthkits
- Fixed a bug where certain projectiles and Engineer building gibs could cause doors to become stuck
- Fixed a bug where crouch animations would not properly play while in humiliation state
- Fixed a bug where full ÜberCharge effects would always show on the client if a player was killed with full ÜberCharge
- Fixed a bug that allowed custom item names/descriptions containing HTML to sometimes change the appearance of items in Steam Community
- Fixed level 3 dispensers missing geometry
- Fixed level 2 dispensers appearing identical to level 1 dispensers at certain LODs
- Fixed the Marked-For-Death effect showing over the head of disguised or stealthed players
- Fixed suicide deathnotices showing the dead player's last deployed weapon instead of the skull and crossbones
- Fixed characters in the loadout page sometimes appearing as if they were cloaked
- Weapon attributes will now show in the same order in-game and in Steam Community
- Support for the ITFItems/GetPlayerItems and ITFItems/GetSchema WebAPIs have been removed

posted about 11 years ago
#4 New Open Team LF players in Recruitment (looking for team)

you have only one option for scout.

Jerry.

Fucking.

Jiggler.

posted about 11 years ago
#15 Auctioning off the #101 Team Captain in TF2 General Discussion

ヽ༼ຈل͜ຈ༽ノ raise your 150 dollars ヽ༼ຈل͜ຈ༽ノ

posted about 11 years ago
#13 Auctioning off the #101 Team Captain in TF2 General Discussion

$115

posted about 11 years ago
#144 Overclock.net Toronto LAN July 6th in LAN Discussion

3rd place: The Bears: (L to R) Xero, Me, x3, GrumpyBear, Giga (Missing: Fumbles)

https://dl.dropboxusercontent.com/u/21833101/IMG_20130706_220252.jpg

2nd place: Cooking with Coolio: (L to R) Nomadic, Okas, Dashner, Money_B, megawac, SizzlingCalamari

http://i.imgur.com/w4YnExx.jpg

1st place: Cyz with the Guys: (L to R) Grillz, Cyzer, Abangale, Headcrab, Ruwin, Not Ibby (ehFk)

https://dl.dropboxusercontent.com/u/21833101/IMG_20130706_220155.jpg

posted about 11 years ago
#143 Overclock.net Toronto LAN July 6th in LAN Discussion
x3Fog, post those pictures lul

Dude I was in the process of posting them when the power went out at my house. I'll pay them shortly when I'm at my computer

posted about 11 years ago
#141 Overclock.net Toronto LAN July 6th in LAN Discussion
AznpwneddashnerGigaI hope we converted a couple of the newbies to join our fine community
I felt a lot of passive aggressiveness from the pubbers honestly. Particularly the one time I tried to plug tf.tv to them.

Thought i was reading too much into it but I heard the OCN tf2 players were unhappy about competitive tf2 players being there last year as well.

Tried to be nothing but courteous to put a good face on comp tf2 but oh well.

They didn't want to play us for 15 minutes because Coolio stomped on them too hard. GG goes to x3 and Fog's team, probably the only non 5-0 game all day.
Hope to see you guys next year!
- xMLGL33TSNIP3R420HasHDankGanJax

Oh boy that game on granary had me sweating bullets for the first few round (even more so than the lack of a/c)

posted about 11 years ago
#94 ghos7 Donation Drive in Off Topic

If you have any unusual hats that you want to sell for this event just get in contact with me and I'll handle them ASAP

posted about 11 years ago
#134 Overclock.net Toronto LAN July 6th in LAN Discussion
dashnerGigaI hope we converted a couple of the newbies to join our fine community
I felt a lot of passive aggressiveness from the pubbers honestly. Particularly the one time I tried to plug tf.tv to them.

Thought i was reading too much into it but I heard the OCN tf2 players were unhappy about competitive tf2 players being there last year as well.

Tried to be nothing but courteous to put a good face on comp tf2 but oh well.

Should have offered them chips

posted about 11 years ago
#46 When did you realize you were better than average? in TF2 General Discussion

When the main admin for the pub server you're on tells you that you're one of the best medic's he's ever played with. It was then I decided to try competitive TF2.

posted about 11 years ago
#26 9 team invite in TF2 General Discussion

One thing that we have to consider here though is that with a nine team invite, the prize pool for TF2 shrinks. Perhaps instead of asking for a nine team Invite, we have the Invite matches work the same way as they currently do in IM and Open where the first four weeks of the season per-determined. Then once the second half of the season begins, we have it make a schedule based on record.

posted about 11 years ago
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