how do you expect people to get stvs from matchmaking servers
Account Details | |
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SteamID64 | 76561197998954523 |
SteamID3 | [U:1:38688795] |
SteamID32 | STEAM_0:1:19344397 |
Country | United States |
Signed Up | July 18, 2012 |
Last Posted | December 30, 2021 at 10:03 PM |
Posts | 804 (0.2 per day) |
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Windows Sensitivity | fuck you bape |
Raw Input | 1 |
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1920x1080 |
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Monitor | Asus 144hz |
would love a pass, hit me up if you got one
got one
everyone rolled out through choke on gully
just some motivation for new teams
in my first season of esea, we got 5 forfeit wins in a row, and proceeded to get destroyed for the entire rest of the season because we didn't actually deserve those wins
we stuck together after that and made playoffs next season (then went 0-2)
every season since then has been tons of fun and I don't regret any of them
whymeoringo
nah it has to be something else, cant be a list of good scouts
saying the word objectively does not automatically make you right
timing your crit heals by watching the clock
after 10 seconds of not taking damage, your heal rate will increase linearly. it maxes out after 15 seconds of not taking damage, which will give you 72 hp/s compared to the regular 24 hp/s
very important for flank classes that aren't getting tanked all the time. you can have multiple people conserve their crit heals, then push a flank for a pick with several fully buffed people
r a n d o m l y s e l e c t e d
poopsharkso i guess the rumors of a collab with james blake werent true?
he'll be on james next album, radio silence
I feel like the sightline through the fence from the back of 2nd to lower is a bit too strong. Its incredibly easy to bodyshot a medic through there.
i've heard warcraft 3 required a pretty insane amount of micro
Viaduct stands out because the point is actually a good defensive position. Most other koth maps it seems, standing on the point leaves you completely exposed. The forward hold is also a pretty unique feature. It's viable to do, but not completely overpowered.
I think to replicate the success of viaduct you have to emulate it almost entirely. 3 entrances into the "mid" allow teams to forward hold, but don't make it completely unbreakable. The buffer zone in between the 3 entrances and the point allow attacking teams to organize their push without getting spammed to death. And making the point a good place to hold means that it generally it isn't a good play to let the attacking team get on the point and then collapsing on them (like ashville).
Also I hate koth maps with paths that go underneath the point, that just seems like a lazy attempt to make a flank route.
check your house for a carbon monoxide leak