Kassem G best part
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SteamID64 | 76561198025476793 |
SteamID3 | [U:1:65211065] |
SteamID32 | STEAM_0:1:32605532 |
Country | New Zealand |
Signed Up | October 5, 2012 |
Last Posted | December 18, 2012 at 4:05 PM |
Posts | 13 (0 per day) |
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shootistIt also affects the ways you can play flank. Usually with gunboats I feel a lot safer playing a really close corner that the scouts might round because I can rocket jump twice, do 30 damage in total to myself, and completely wreck or destroy the scout that peeked the corner.
Gunboats don't negate rocket damage if you damage enemies.
Mysterious monkey in posh miniature winter coat found alone at Toronto Ikea
That headline could not be more apt or enticing
It's too white, needs more distinction between the sections
Epzcolgate come on dude
epscolgate... why man?
Did you guys coordinate this?
I find this rollout is too risky to do consistently (at least on my constant 70 ping) because if you miss the last ramp slide you're left without crit heals and on around 100hp at choke. Does make for some ridiculously easy demo picks if you nail it though.
Haha, thanks for the input guys, will try it out tonight!
ShiftaShould be on GTV for you guys, tune in.
This :)
Hey, my team is having difficulty on Snakewater mid on a super aggressive team whose DM is better.
Our demo gets there the same time as theirs, but a scout literally holds W into our own demo. If he places defensive stickies, their demo has free reign, while aggressive stickies lets their scout in. Their entire team bombs pretty soon after the first scout has come, and most of our team is distracted trying to kill the one forward scout meaning they land easy damage.
Has anyone got tips to counter this kind of aggression? We do fine against them in uber fights and normal pushes, just get dunked at mid.
Thanks! :)
holy fuck that was amazing
TwitchTVJohnHey Slin
Pretty sure someone has already/is making/ has released a mod along similar lines of this thread. Can't find it though.
Payload seems like it'd be easier to implement for shorter games (although probably far more unlikely). Possibly 2-4 points, while the cart takes ~50 seconds to get between each point at max push rate, allowing for an uber to build and a defence to be held. Also introduces the stopwatch element, and possibly dynamically changing maps etc. Just an idea.