best finals since s15
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SteamID64 | 76561198063216268 |
SteamID3 | [U:1:102950540] |
SteamID32 | STEAM_0:0:51475270 |
Country | United States |
Signed Up | October 6, 2014 |
Last Posted | August 13, 2021 at 2:30 PM |
Posts | 222 (0.1 per day) |
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the HR in HRT stands for human resources. all of their players are soft spoken human resources employees and thus do not have the commanding voice to call a last push
hi - can i get my tftv linked stream changed to twitch.tv/calebtf2? i no longer use my old one
good fucking game
*control. nice going idiot
I was taking a look at the tf2 wiki page for respawn times (https://wiki.teamfortress.com/wiki/Respawn_times) and want to make sure i know how they work. here is the map by map breakdown given in the article (for controll points):
https://i.imgur.com/vFRfuMW_d.webp?maxwidth=640&shape=thumb&fidelity=medium
- why do some maps (e.g. gullywash) have equal respawn times regardless of points owned, whereas others (e.g. metalworks) give shorter respawns for owning less points? i understand the logic of giving the respawn advantage to the defending team, but am unsure as to why this varies map by map
- are the numbers displayed in the table accurate for a 6v6 setting? the article for respawns states that the default values are scaled down when there are fewer than 8 players on a team, and im wondering if the table reflects those values
- is there information available on the respawn wave timers for all the maps in the current league rotation? the tf2 wiki only displays data for official maps
it's not letting me enter an alias - page just resets or says bad gateway after a while
ctri fuckin love this guy
nice