Hunter_2_0
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SteamID64 76561198085325660
SteamID3 [U:1:125059932]
SteamID32 STEAM_0:0:62529966
Country United States
Signed Up March 7, 2016
Last Posted August 25, 2024 at 9:12 PM
Posts 679 (0.2 per day)
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#81 2022-2023 NBA Season in Off Topic

https://twitter.com/SportsCenter/status/1664271081161764865

what a shitpost

posted about a year ago
#3 fyg lft in Recruitment (looking for team)

they beat the washed allegations

posted about a year ago
#1 hunter lft in Recruitment (looking for team)

catface derailed my last lft so I had to make new one
new pc + 240 hz make playing tf2 fun (copege?)
think I'm finally ready to play invite scout
was doing well against anglerfish during scrims throughout the season so maybe comfortable saying that I can hang in that mid-ish invite area
focused a lot on combo this season but flank scout is my passion...

posted about a year ago
#9 How do uber flashes actually work? in TF2 General Discussion
SetsulHow you picture the end of über flashes in your head: Free über for the whole team.
How it actually goes: You turn to flash the flankers and get surprised by how fast the über drains when it's on 5 people simultaneously. You don't manage to turn back in time, drop both of your main über targets, push's fucked.

Seriously, at the end of your über you flash the second scout or whoever else is coming in for post über cleanup and is within reach, and that's it. You take that, and you're happy with it.
If you can manage two extra flashes, probably because it was a solo über, then great, but don't get greedy.

Your main uber target is getting like 0.2 seconds less of uber man, relax. It’s hardly going to be the difference between life and death for them, especially since this would only be something you do in a trade that you’re already winning. You only benefit from getting more people into the uber if there’s non-ubered people to shoot at with it. In that scenario, if they commit to shooting the guy that you just unflashed, they are also committing to getting nuked by all the people that you just brought into the uber.

posted about a year ago
#5 How do uber flashes actually work? in TF2 General Discussion

This was written up in a kind of difficult way to read, but the basic takeaway for me is that players who are ubered while not actively being beamed drain the uber at a faster rate. That's why when you beam them, overlapping your "free" uber with the "flash" uber, the drain goes back to normal.

Some gameplay applications:
1. Breaking beam during a solo uber proportionally as bad as flashing, so don't do it lol. Or account for it if u do and leave earlier.

2. The "free" flashes at the end of an uber aren't technically actually free, it's just that the tradeoff (1 second flash for 0.5 off the original uber) goes from a 2x ratio to approaching an infinite value as the uber approaches its end. (flashing x people with y < 1 second of uber remaining will shorten it to y/(1 + 0.5x) while generating x total seconds of flash. Let's say we have 0.25 seconds of uber left and a robotic medic who flashes 4 people in that span. That shortens the original uber to 0.08 seconds and creates 4(!) seconds worth of uber from thin air. Your net uber gain is 4/0.16 = 24x return!

That said, gaining real value from it is easier said than done. It won't matter in even uber trades since both medics have access to this (unless one medic diffs the other? OMG), and if your uber is clearly better to the degree that you can take advantage of this by having your team flood at the last second, it's likely the other team will already know this and back off/scatter enough to where it doesn't really matter. Teams pretty much already run away to reset towards the end of uber trades regardless.

I think the most realistic way I can see this getting value is an aggressive yard to second trade on granary where you flash your entire team in at the last second and count on trading out favorably or forcing the enemy out of the point. Even then, there are complications since the force has to be near instantaneous in order to gain value from forcing flashes.

Also theres no point when u can just run a sniper or something and be way more successful with no risk LOL

edit: wait it might be goated on koth tho

posted about a year ago
#12897 stream highlights in Videos

https://clips.twitch.tv/AggressiveHonorablePheasantJebaited-EycUApyk-Y9hDwrk

posted about a year ago
#18 RGL PUGs Public Alpha in Projects
DolphInNI may be misinterpreting what you're saying, but what I understood is that you would want to get otherwise fat-kidded players to be auto-assigned to med if there aren't enough?
My main concern would be that forcing somebody onto medic who doesn't want to be would increase the likelihood of throwing. A couple solutions I've thought of is providing incentives (e.g. fat-kid passes) to play medic or prompting players to volunteer as medic if medics are the only classes needed to start the pug.

Of course, I am willing to try your proposed solution for a weekend and gather feedback if enough people agree.

This is already the reality of discord pug groups right now. Players add up, an admin rolls randomized medics, and the medics then captain for their teams. Throwing isn't an issue because everyone understands that pugs would suck ass without medics and that they will get banned if they troll. People are still able to volunteer to play medic for a pug if they want. The only issues that we have right now are that rolling medics/setting up servers needs to be manually done by an admin, and that there isn't class-based picking so pug quality is inconsistent depending on what people feel like playing. Solve these two issues and people will be lining up to pug.

posted about a year ago
#4 RGL PUGs Public Alpha in Projects
mmrarktei hate how this is just a copy of pugchamp... one of the biggest things that sucked about that website were medics and i feel like we figured out a way better solution with discord pugs randomizing all of the players onto med.

+1 Seriously all we need is random medics+pugchamp style picking after that.

posted about a year ago
#733 TF2 benchmarks in TF2 General Discussion

i7-13700kf
GTX 1070
2x8 DDR5 5200 MHz
mastercomfig medium-low
dxlevel 95
1920x1080 fullscreen

benchmark1.dem
2639 frames 5.879 seconds 448.89 fps ( 2.23 ms/f) 45.339 fps variability

posted about a year ago
#2 RGL S11 W4B: THE GOBLINVITE ZONE vs. 3D3M in Matches

https://steamcommunity.com/id/newmemes/

https://i.imgur.com/D8j1EIG.png

posted about a year ago
#62 RGL S11 Advanced Happenings/Discussion in TF2 General Discussion
chellI don't think home team going to higher seed has ever been a thing unless im dumb. Last szn there were many times where we'd be first/2nd seed and much lower seeded teams would be the home team. Maybe in advanced it's been consistently different but I don't think that's the case.

has been a thing before, but never for the pick ban match format. usually at worst you just have to play on dallas if the other team cares about it.

posted about a year ago
#25 RGL S11 Advanced Happenings/Discussion in TF2 General Discussion
umlpst

ok I'm not going to deny that I was wrong about the classes but is monsta going 5-11 with 2 forfeit wins on kcrew 12 seasons ago really proof that he's going to roll advanced

posted about a year ago
#22 RGL S11 Advanced Happenings/Discussion in TF2 General Discussion
umlpst

https://i.imgur.com/YBpdfhf.png

posted about a year ago
#19 RGL S11 Advanced Happenings/Discussion in TF2 General Discussion

monsta has played one season of scout in RGL, 8 seasons ago, and got third.
Prior to that, he never played scout in ESEA.
Apparently this means he has “proved to be an outstanding scout through and through, especially for advanced.”
The other bans are w/e, it's the main cast of kronge + what they played last season. But monsta's restriction seems to completely deviate from past guidelines for restrictions.

posted about a year ago
#6 RGL S11 Invite Qualifier QM 3: Cat Posse vs. Anglerfish in Matches

RGL S7

posted about a year ago
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