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SteamID32 STEAM_0:1:15305266
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Signed Up June 4, 2013
Last Posted April 7, 2021 at 6:59 PM
Posts 1183 (0.3 per day)
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#168 Hassassin_ cheat evidence. in TF2 General Discussion
Tangyy the current confusion is over whether or not he does it in matches.

what's the confusion? literally everyone who plays against him knows he doesn't hack in matches.

should we gather demos from every single player who has ever had any type of hack regardless of how long ago it was, what game it was in, or any other type of context of the situation?

posted about 8 years ago
#158 Hassassin_ cheat evidence. in TF2 General Discussion

proto were u hacking in pugme a few weeks ago when you got that nutty air hs on snakewater (the pug you had like 30 frags in 10 min)

posted about 8 years ago
#70 Hassassin_ cheat evidence. in TF2 General Discussion
TangyySo is cheating alright now?

idk why you keep addressing this point when like five people answered it already

Nurseyi've seen situations from this community b4 where they yelled at people for cheating in pubs and no where else, it's all dependent on who u guys like

it's pretty regarded as a bad move to bring a cheating allegation in public cause bias is always gonna put someone in their favor
Lunacideits pretty fucking dumb of him to cheat in a pub if he actually did, but i doubt anyone actually cares because there's 0 evidence of him ever cheating in anything that actually matters

regardless, ESEA's and UGC's policy has always just been that if they don't cheat in a match, it doesn't matter, so this thread doesnt really do anything
posted about 8 years ago
#704 ESEA-IM S20 Happenings/Predictions in TF2 General Discussion

you commented on the quoted comment by saam that originally said "trip and i" which is wrong as you only recently noted. i'm not quite sure what you're getting at here...

posted about 8 years ago
#35 Hassassin_ cheat evidence. in TF2 General Discussion
TangyyIn the third screenshot, it is completely red. This is evidence of a wall/material hack. Look up tf2 material hack on google images.

The red soldier model is called MATHacks, a vpk skin wallhack, making blu models red and red models green, which stopped working after steampipe.

posted about 8 years ago
#696 ESEA-IM S20 Happenings/Predictions in TF2 General Discussion
mustardoverlordsaamsafrixCHEERISS IS THE HARD COUNTER TO TRIP AND I

[*]

nice grammar dumb ass

actually safrix's was right in this case :D :DDD

no you're retarded. I'm assuming you're just trolling though...which wasn't funny..

posted about 8 years ago
#63 Think of a new name for me please in Off Topic

showstopper_is_a_faggot_420 :D

posted about 8 years ago
#3 The Unofficial Guide to ESEA S20 Playoffs in TF2 General Discussion

GO ALEC :DDDDDDDDDDDDD

posted about 8 years ago
#688 ESEA-IM S20 Happenings/Predictions in TF2 General Discussion

tfw cheeriss is better than saam ^_^

posted about 8 years ago
#3 scout/demo 21 in Recruitment (looking for team)

very good player!!!!!!!!!!!!!!!!!!!!!!

posted about 8 years ago
#9 ESEA S20 Playoffs Round 1: Team SoloUber vs. froyotech in Matches

alec to slam...

posted about 8 years ago
#3 ESEA S20 Playoffs: Ascent vs. woodpig in Matches

y o m p s y o m p s y o m p s

posted about 8 years ago
#36 Best mouse? in Hardware

ec2a

posted about 8 years ago
#100 the unpugable maps in TF2 General Discussion
Waldo1) movement of last point severely reduces importance of pipe, makes passive last holds significantly harder
2) last point itself is completely out of place, slight elevation over a displacement combined with nearby supports/boxes/tires make it way too strong of a position in post-fight 1v1/1v2 situations
3) removing props/non smooth in dropdown negates its purpose; it shouldn't be safe/winnable for someone going up dropdown
4) widening the sides of mid discourages taking high ground as soldier, makes 1/2 height crates even more of a death trap
5) pushing back 2nd forward makes the typical Z repush strategy less valid, one of the more interesting parts of the map. arguing that granary is the only rotation map with a forward that far forward doesn't take into account that it forces any fast repush after losing 4 to go through Z
6) removing various props/quirks in map geometry as "clutter" is removing those places for players to "bring some flair to their movement"
7) removing hiding spots is simply a bad principle; any good player knows of them and they give more options to roamers in an increasingly scout-dominated game. additionally, no-colliding every single wall prop simply makes the map bland; I've never heard someone complain about these being annoying/unfair.
8) changes to last spawn from the perspective of a defending team are negated by moving the point forward; it takes a comparable amount of time to get to point. arguing that the rocket room encouraged hiding for backcaps is irrelevant; process has a similar room and granary's is easier to check since it's on the way from spawn.
most of the interesting aspects of granary are in the contrast between its simple/open main path between points and cramped/complicated flanks. clearing out flanks and encouraging monolithic pushes via large, open doors (i.e. connector from mid) makes the game simpler and blander.

I was about to type out why nearly all of your points are either irrelevant or wrong, but it looks like clockwork did that.

also,
5) yes and that’s a good thing; moving the 2nd forward back makes it easier to repush out of last which is a greater positive change than any negative gameplay it can possibly force.
8) that’s just wrong. with the change, it takes about the same amount of time to actually fight people on/near point for a scout, it’s slightly faster for soldier, and it’s much faster for demo. If you were only talking about scout, that argument is still irrelevant. If a change is made to remedy an issue of an initial change, that’s not a bad thing.

posted about 8 years ago
#45 the unpugable maps in TF2 General Discussion

ya badlands is straight up the worst pug map

posted about 8 years ago
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