Got in boys. Pretty sure the rest of Jasmine Tea got in as well
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SteamID64 | 76561197995572690 |
SteamID3 | [U:1:35306962] |
SteamID32 | STEAM_0:0:17653481 |
Country | Australia |
Signed Up | September 15, 2015 |
Last Posted | August 9, 2023 at 10:07 AM |
Posts | 71 (0 per day) |
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faceHey guys to celebrate his inaugural tftv highlight appearance HisNameIsntRobertPaulsen has released his third frag vid!
https://www.youtube.com/watch?v=dcn9QOS4pQE
Hope you all enjoy, he'd really appreciate it if you liked and subscribed :)
For fuck sake cunt
https://www.youtube.com/watch?v=dcn9QOS4pQE
I'd like to thank elmo. Without his tips this video would have not been possible.
Can someone actually explain to me why all these "pyro mains" are complaining at all... looking at all the relevant changes made to the pyro, if anything the class was made stronger. I'm gonna ignore the changes to the axtinguisher and phlog as they didn't really affect much; axtinguisher is still kinda bad and the phlog is still kinda broken just like before the update. All the main complaints seem to be that pyro has been "nerfed" and been made "useless" because of the changes to the degreaser; the "only viable pyro primary".
I've been playing around with the degreaser exclusively since the change and it actually feels identical to the way it was before. The extra 5 ammo per airblast and the reduced afterburn damage were justified nerfs that actually incentivise the use of the stock flamethower. That being said, these changes are almost inconsequential and I haven't once thought while playing around with it, "Wow I really wish I had that extra airblast" or, "Damn, that guy should have burned to death" because that's not how you use the degreaser. You use it to take advantage of the switch speed in order to perform weapons combos.
That brings me to the change in switch speed (if you can even call it a change). I don't know if I'm missing something here but it's actually fucking unnoticeable. I've been using the weapon EXACTLY the same way as before, with the "changes" in switch speed literally never coming into play. Like I said before, it feels fucking IDENTICAL. I just dont understand...
And finally, the last change made to the degreaser was "Removed damage penalty" which is actually a buff. However, the other global pyro changes can't be ignored either:
- Extinguishing a teammate will now return 20 health to the Pyro (A BUFF)
- The base Flamethrower's damage fall off over distance has been decreased, resulting in higher damage output at range (A BUFF)
So overall, we have 3 nerfs to the degreaser that are either inconsequential or completely unnoticeable, 1 buff to the desgreaser, and 2 more buffs to the pyro in general. If anything, it seems like pyro actually got a fucking buff.
So yeah, I ask again; Why is anyone complaining about pyro being nerfed or made useless?? Am I missing something here??????????????????????
drakzeSIMON10% UBERCHARGE FOR A MAX DISTANCE HEALING ARROWCorrect me if I'm wrong, but can't you farm uber SUPER fast now?
Just did some testing on a server and can confirm that building uber is faster with the crossbow. Keeping the same distance between myself and my medic, we managed to build uber in approximately 33 seconds. Pretty huge difference.
I just had a better look at my game after implementing mat_mipmaptextures 0 and I didn't realize how grainy this makes everything look at larger distances. Its really quite distracting ugh. I hope there might be another solution to this where mat_mipmaptextures can be kept at '1'.
If anyone knows of a working alternative solution please let me know!
deguCZmat_mipmaptextures 0
This worked perfectly, fixed the problem completely! Thank you!
IncoI had this issue and using dxlevel 91 fixed it. If you want to use a different dxlevel, I have no idea what to do.
I'm running dx level 91, still all bugged out hey.
I just did some tests and it turns out that the "darkness" of the models directly depends on the level of texture detail. At low texture detail, the problem is almost non existent while it is at its worse for a very high texture detail. Weird..
Ever since the recent Halloween update the models of various things (mainly weapons and projectiles) have been coloured incorrectly. Specifically, the weapons look very dark/black. Here is an example of a bugged out scattergun:
http://i.imgur.com/6WuJydP.jpg
Another example are stickybombs. They appear entirely black in colour but weirdly, if you get close enough to the sticky, it reveals its true colour. Screenshots below:
http://i.imgur.com/ySVrILB.jpg
http://i.imgur.com/vnIKoym.jpg
http://i.imgur.com/m0Uc2WM.jpg
As far as I can tell, this bug seems to be only affecting certain models and not all of them. I've tried updating my NVIDIA drivers to the latest version and verifying my game cache; neither worked. Anyone know a fix for this?? Not fun dying to stickybombs because you had you no idea what team they were on...
Yo guys, first post here ever. My friend put together a compilation of some my clips from the last 2 seasons of the ozfortress winter league. I currently play as demoman for the best team in Australia, Team Impunity, so I'm hoping to pump out more videos in the future. Hope you enjoy!