https://www.twitch.tv/botmoding/clip/SwissDeafPuffinRuleFive-VmhuOGROd-3k66XE
Account Details | |
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SteamID64 | 76561198071785065 |
SteamID3 | [U:1:111519337] |
SteamID32 | STEAM_0:1:55759668 |
Country | Italy |
Signed Up | November 15, 2015 |
Last Posted | June 3, 2025 at 3:56 AM |
Posts | 2121 (0.6 per day) |
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In-game Sensitivity | 6.91 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
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400 |
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1920x1080 |
Refresh Rate |
240hz |
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Mouse | Logitech G Pro |
Keyboard | Logitech G Pro Keyboard |
Mousepad | Steelseries QCK + |
Headphones | Apple earbuds |
Monitor | Alienware 240hz |
mastercomscapnnofapnThe best way to make them accessible would be to include as an optional add on for mastercomms just like null movement, and you could even do the same for resupply binds. My apologies for asking you to do more work when you already do so much, but your website is super easy to use and I'm pretty sure almost everyone who is even interested in competitive play uses mastercomms alreadyI'm more asking from the context of a game feature, similar to how jump throws in CS2 were mentioned in this thread. What would people want the game to do and how would the game tell?
I would prefer ctaps to remain in the game as is. Any in-game feature to make performing them easier should not make performing them as they used to (script or not) any different. I was also disappointed when Valve got rid of jump-throw scripts in cs2, as well as their general dumbing-down philosophy when it comes to console scripts in that game. The source engine is beautiful for many reasons and one of those reasons is the native console scripting
Makinsufferable drooling
https://wiki.teamfortress.com/w/images/thumb/d/d1/Detonator_RED.png/250px-Detonator_RED.png
boo!
Really curious who (if anyone) is complaining about this script lmao. I refuse to believe anyone is dying to soldier bombs and blaming it on the 1 tick ctap script. People are out here saying its overpowered when doing ctaps without scripts at all is trivial, all this script does is decrease the amount of inputs require to hit the ctap, the timing isn't any easier than a m2 duck script. I can understand ETF2L banning it as they ban lots of things (pyro unlocks LOL), but I'm certain that RGL banned it because, as usual, the RGL administration is LARPing as student government and are desperately trying to justify their existence so every season or so they make An Important Decision to make themselves feel good.
This image remains timeless
tf2 has upgraded from being the game with pedos in it to being the game with charged (soon to be convicted) pedos in it.
cant wait to see the rgl page with the ban reason "breaking RGL's Code of Conduct", i wonder if someone will have to open a support ticket first though!
used to be able to type
alias net_graph ""
and that would fix this but the janitor at valve that maintains tf2 thought this was exploitable or something so we can't do it anymore
I get the reasoning behind the first come first serve for open pugs, however if it results in favorability that looks like this, also resulting in 5-1 games giving negative elo for winning players, then it shouldn't be a thing in place. The ultimate priority for the open pugs should be to favor an even matchup/favorability. I think that if a certain player is fatkidded 2 times in a row, they get to get a guaranteed slot in the third pug, or a similar system. I understand getting fatkidded repeatedly is frustrating but I think the frustration of being placed in an unwinnable pug is way higher.