historic
Account Details | |
---|---|
SteamID64 | 76561198034298909 |
SteamID3 | [U:1:74033181] |
SteamID32 | STEAM_0:1:37016590 |
Country | United States |
Signed Up | November 14, 2012 |
Last Posted | June 12, 2019 at 2:30 PM |
Posts | 534 (0.1 per day) |
@257 actually the demo got buffed because the charge n' targe now resists afterburn from any source. pretty much allowing a demo to melee pyros with ease.
By default, items with non-standard qualities (ie., strange, unusual) will not be selectable as craft ingredient.
thank god, you have no idea how many valuable items i've destroyed through this.
Fields is right Forest Gump does suck. The whole thing is conservative propaganda. With pretty much every historical malady being blamed on deviations from the values of the religious right.
Korean Airline Pilots
Tag: Crash
I can't go into the minds of the players but neither can you. Alls I can conjecture is that perhaps the tri hards made some missteps because they felt "pressured" to play aggressively because of how tight HRG plays. Nothing occurs in a vacuum.
the reasoning in some of these posts is appalling. I will grant you that tri hards made some mistakes, but do the tri hards usually make the same mistakes against lesser teams? Surely it is an indication of how "good" HRG is that they can force the other team to make mistakes?? If anything the casters were on the ball, both of them having been apart of competitive TF2 for so long that they have developed the ability to notice when play truly is exceptional.
I somehow find shitwizards accomplishment much more impressive. The dedication to keep sticky jumping in time after time to no avail in a pub is surely the stuff champions are made of.
Jas I think you are glossing over some pretty important details about payload. The reason payload is not in 6s is because payload by definition slows the run of play. What I mean by "slows the run of play" is that the distance between each capture point that he cart must traverse effectively removes any sort of transition play that we see in 6s. For example if the highlander combo moved up too far beyond the cart and got killed, then the cart can be easily defended without the attacking team having captured the next point. Slower play works for highlander because highlander is about each team setting up their front which allows the pick classes (soldier,spy,sniper,scout) to go to work. In contrast 6s is all about the transition where the fights between points after picks and advantages determine the winner.
So the fundamental problem remains that attack/defend maps just lack the capacity for transition play because one team (defenders) have no reason to move into the other team like we see in 5 cp maps.
I got a great idea, make a new sub forum for all the shitty gender threads that insta delete any gender related thread put into them.
~~Leeev da gurlz alone~~
i'm confused, do you think it is because of the volatile rosters that TF2 is not as popular as League of legends or Starcraft? If that is so I think you need to reevaluate the differences between the scenes.
the lack of mic actually made it better.