I am going to shit yourself
Account Details | |
---|---|
SteamID64 | 76561198236109724 |
SteamID3 | [U:1:275843996] |
SteamID32 | STEAM_0:0:137921998 |
Country | United States |
Signed Up | April 3, 2020 |
Last Posted | February 19, 2025 at 11:39 AM |
Posts | 85 (0 per day) |
Game Settings | |
---|---|
In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | |
DPI |
|
Resolution |
|
Refresh Rate |
Hardware Peripherals | |
---|---|
Mouse | |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
Most of my experience with him was playing against him. He is a demo I really respect, and his first sticky on mids always hit someone.
Wild_Rumpusthis might be rose tinted glasses although na and eu faceit could have run pugs differently, but i remember the default elo being way too high which would force new players into brutal rolls were their team is pissed at them for the poor balance when that's not their fault
this isn't a problem with 12 experienced players but i thought the whole point of faceit was its accessibility for newer players who might not know about pug groups and such
When I first started with faceit 6v6 in 2018, I thought the starting elo was fine. The beginner division was perfect for people completely new to competitive tf2. Maybe it was different before TF2PL came along?
Ping nerfing 3/4 core 6’s classes because this game’s projectile netcode is dogshit.
ETF2LWHITELIST
The only change to the whitelist will be the removal of the Quickie Bomb Launcher.
That's such an arbitrary ban. Who even uses this weapon besides rare situations?
I am too lazy to do the math, but I think the main issue with ping is we are limited to sending information at the speed of light. I am not sure how much we can decrease ping with better hardware, it may not be much improvement at all.
I think good frag video music for TF2 should be exciting, while also having multiple points of rising energy/excitement so you can build up to your best frags multiple times, instead of just at the song's climax. I haven't made a frag vid before, but when I do, these would be the first songs I would consider.
Bumping, looking for more tryouts
zx37i feel like this benefits the defensive team more than the offensive. if you lose mid you have like 1-2 minutes to push out of your own 2nd/last and win, so it's a much better plan to just turtle last and give it another go next midfight. the reason people don't turtle mid with 10 minute timer is because it's hard to hold last for like 8-9 minutes.
The problem is if you just turtle hard, you will not get any opportunities to punish the attacking team for sending a sac. If you get a heavy and and engie on your second to defend it, the opposing team can find the gun, spam it down, and double sac onto your med/demo. If they fail? So what? You are not pushing out of your second with a heavy and engie. If the attacking team cant get anything done with constant uncontested double sacs, then that is a team problem. Similar problem with turtling last. If you never countersac or make any plays, the attacking team will likely find some crucial pick in 4 minutes, especially if they never get pressured by the defenders. I also think resetting to mid isnt a bad thing, considering mids are often the most exciting part of the game
det-JoesMonkeyLandI couldn't really tell them that they are wrong to think long stalemates followed by short periods of intense activity are common.I might just be dumb but isn't this the case in a ton of FPS's? Main one that comes to mind is CSGO, where over a minute can elapse with teams sneaking slowly to the bombsite and the actual aim duels being over in a few seconds?
You are correct, however, tf2 stalemates can last 3-4 minutes or more, whereas there is a hard 1:30 limit for the T's to get a plant or wipe the CTs.
I know this is a bit of a long shot, but is there any way of implementing changes to netcode so for example, rockets and pipes don't get delayed by ping unless your ping is unreasonably high? This may require server-side code changes and may not be possible at all.
Since the beginning of the season, none of my teammates have improved more than Dalenu did. His overall mechanics are definitely good enough for advanced. He also comms very well and is a seemingly tilt-proof individual.