Mike's double airshot on TLR on snake
Stark's flank on gullywash dropping 404
spudd on viaduct against the aussies
Account Details | |
---|---|
SteamID64 | 76561198049741167 |
SteamID3 | [U:1:89475439] |
SteamID32 | STEAM_0:1:44737719 |
Country | United States |
Signed Up | September 20, 2013 |
Last Posted | October 7, 2025 at 6:18 AM |
Posts | 526 (0.1 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 0.8 |
Windows Sensitivity | 1 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1152x864 |
Refresh Rate |
240 |
Hardware Peripherals | |
---|---|
Mouse | razer viper mini |
Keyboard | keychron k3 |
Mousepad | Havit XXXL |
Headphones | hyperx cloud mix |
Monitor | AW2521HF |
the skill ceilling in ow is high enough that the best players in the game are mostly the ones who had similiar experience before it was released and dedicate a lot of time to it.
and I am willing to bet that anyone bashing the game for being way to easy won't become a top player unless he grinds his ass all day.
even clockwork who bashed the game when it came out is streaming mm for over 5 hours and then probably scrims.
I don't think he would be playing that much if he didn't need to.
btw I never said that being at the highest tier of tf2 wouldn't be hard if there was an initiative for it, but in the current state of tf2, there is no real reason to improve to get to the top level.
pendaI guess he didn't consider himself a pro tf2 player? He played for Awsomniac didn't he? Pretty cool he's found success in overwatch.
it wasn't his proffesion, it was a hobby.
the level in tf2 is if you played the game long enough you will be at the highest tier, so he probably enjoyed playing it and after a while got into prem.
in overwatch to be at the top requires much more, because if you don't practice enough, someone else will take your spot because there is a lot on stake.
what made you get into movie making and what made you quit making them?
yes because it is very likely that they have saved povs from a match that is more than a year and a half old
top 10 cautious and steady plays.
also never knew moursi is such a good scout, he should do prem Kappa
overwatch isn't really relavent for tf2 anymore, 90% of the people that quit tf2 for overwatch won't come back no matter how good their updates become, they probably want to appeal to newer players, I don't think they are capable of making the game bigger anymore.
and I don't think they want to waste too much resources on trying.
johnfEvrewsThe amount of trump apologists on the forums is actually disturbingI'm actually more surprised at the amount of libcucks on this forum
are you really?
would be surprising if it would otherwise
a good start would be emkay's video.
https://www.youtube.com/watch?v=y28xg94xO9E
if it works continue doing the same mid, when it fails change it.
mids should always be played to the strengths of the team.
go to your scripts folder, create a new text file and name it tf2_weapon_sniperrifle
and copy this:
WeaponData
{
// Attributes Base.
"printname" "#TF_Weapon_SniperRifle"
"BuiltRightHanded" "0"
"weight" "3"
"WeaponType" "primary"
"ITEM_FLAG_NOITEMPICKUP" "1"
"HasTeamSkins_Viewmodel" "1"
// Attributes TF.
"Damage" "4"
"Range" "8192"
"BulletsPerShot" "1"
"Spread" "0.0"
"TimeFireDelay" "1.5"
"ProjectileType" "projectile_bullet"
"DoInstantEjectBrass" "0"
"BrassModel" "models/weapons/shells/shell_sniperrifle.mdl"
// Ammo & Clip.
"primary_ammo" "TF_AMMO_PRIMARY"
"secondary_ammo" "None"
"clip_size" "-1"
"default_clip" "75"
// Buckets.
"bucket" "0"
"bucket_position" "0"
// Muzzleflash
"MuzzleFlashParticleEffect" "muzzle_sniperrifle"
// Animation.
//"viewmodel" -viewmodel is now defined in _items_main.txt
//"playermodel" -playermodel is now defined in _items_main.txt
"anim_prefix" "shotgun"
// Sounds.
// Max of 16 per category (ie. max 16 "single_shot" sounds).
SoundData
{
"single_shot" "Weapon_SniperRifle.Single"
"reload" "Weapon_SniperRifle.WorldReload"
"empty" "Weapon_SniperRifle.ClipEmpty"
"burst" "Weapon_SniperRifle.SingleCrit"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/bucket_sniper"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"weapon_s"
{
"file" "sprites/bucket_sniper"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"ammo"
{
"file" "sprites/a_icons1"
"x" "55"
"y" "60"
"width" "73"
"height" "15"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "64"
"y" "-1"
"width" "32"
"height" "31"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}
it should be in the center now, enjoy ;)
PercyyyyyDPI: 1000
Ingame: 1
22 in/360
scout/soldier/sniper
are you sure?
I think it's like 16" and not 22.
ScrewballValve- Gunboatshttp://i.imgur.com/y3sfoRk.jpg
- Lowered rocket jump damage reduction to -20%
- Added -40% fall damage
NOBODY asked for this.
that's the result of them using matchmaking statistics to buff and nerf weapons..
if they implement this tf2 is beyond hope if it is in the hands of this company
kKaltUuETF2L has some bans too. One of them is a high player.
rip
lethPhoenix21leth
Phoenix21CrosshairNormal that is in most huds.
you will have to show me an example because ive never heard of that.
this is CrosshairNormal I think https://www.youtube.com/watch?v=LaY77vCMERM
also having a cross with a circle around it from quake would be nice, the current ones have visiblity issues and look blurry.
if you look closely that is just a cross and there are already cross crosshairs in the pack
I didn't see one that is not that thick and has an outline.