obla
Account Details
SteamID64 76561198061469495
SteamID3 [U:1:101203767]
SteamID32 STEAM_0:1:50601883
Country Australia
Signed Up December 20, 2013
Last Posted November 10, 2024 at 2:53 AM
Posts 553 (0.1 per day)
Game Settings
In-game Sensitivity 1.73
Windows Sensitivity 6
Raw Input  
DPI
1200
Resolution
2160x1440
Refresh Rate
144
Hardware Peripherals
Mouse Logitech G703
Keyboard Corsair K95 RGB Cherry MX Brown Switches
Mousepad SteelSeries QcK
Headphones ATH-M50 w/ Antlion Modmic 4.0
Monitor XB271HU
1 ⋅⋅ 21 22 23 24 25 26 27 ⋅⋅ 37
#14 R.I.P AVICII in Off Topic

heck just 28

rip

posted about 6 years ago
#20 Strange Part Ideas in TF2 General Discussion

# of healing xbows

posted about 6 years ago
#13 post last.fm profiles in Music, Movies, TV

https://www.last.fm/user/oblaa

posted about 6 years ago
#230 Logs.tf match stats in Projects

Confirmed livelogs produces the overhealing component of the log.

https://github.com/ozfortress/tf2-livelogs

posted about 6 years ago
#228 Logs.tf match stats in Projects

I'm the server administrator for both logs in question. Neither server runs TFTrue. Does that mean `medicstats_logbuffs 1` removes overhealing or the opposite. As of yesterday, ozfortress servers now use that cvar set to 1, while PugChamp uses '0'. I'm looking through logs to see the difference.

posted about 6 years ago
#226 Logs.tf match stats in Projects

That seems to be the case in that log. Yet, take this for example: http://logs.tf/1956398

L 02/13/2018 - 23:04:51: "ozfortress obla<6><[U:1:101203767]><Red>" triggered "healed" against "ozfortress obla<6><[U:1:101203767]><Red>" (healing "3")
L 02/13/2018 - 23:04:38: "ozfortress obla<6><STEAM_0:1:50601883><Red>" triggered "overhealed" against "sf.wig<8><STEAM_0:1:22838924><Red>" (overhealing "35")

Overhealing clearly distinguished from healing. I can't seem to find why one has it but not the other? I looked on both servers, both utilise F2's Supplemental Stats v2 and Medic Stats

posted about 6 years ago
#224 Logs.tf match stats in Projects
Paulsengood post

I strongly agree with the above recommendation. If it doesn't clutter up the page too much and doesn't take too much of zoob's time, I would like to request this also.

posted about 6 years ago
#4 ozfortress trialing 7v7 in TF2 General Discussion

We've been planning the new format for about half a year now. In light of the rapid increase in new teams forming over the past two seasons, especially in the lower bracket, we wanted to revitalise the league with a new and exciting format. Highlander was obviously a possibility, having the meta and rules already established, as well as having run ozfortress Highlander in the past. However, due to the poor state of Highlander in the region, it wasn't going to be effective having another Highlander league and fighting over the same player base.

So we decided to look at newly established formats, such as the highly debated 7v7. We're excited to give this a shot and see what the concensus is on the future of ozfortress.

posted about 6 years ago
#164 TF2 update for 3/28/18 in TF2 General Discussion
John SchoenickWe're working on a mandatory update for Team Fortress 2. The notes for
the update are below. We should have the update ready soon.

- John

------------------------------------------------------------

- Added smoke to the Punk's Pomp
- Made the Sky High Fly Guy and The Hot Case paintable
- Fixed the Short Circuit still performing its old area-of-effect attack
when firing
- Fixed Scouts taking to the skies
- Fixed thumbnail for ctf_foundry
posted about 6 years ago
#57 TF2 update for 3/28/18 in TF2 General Discussion

https://i.imgur.com/aqJGVUI.png

New status thing is pretty neat

posted about 6 years ago
#34 new update coming in TF2 General Discussion

THEY FIXED PYRO

Flamethrowers
Flamethrowers were able to do full damage regardless of the spread of their flames, rewarding maximizing flame spread over focusing on a target. We've made changes geared toward preserving the current damage range of flamethrowers, but requiring better aim to do so.
- Flame damage per second now ramps up based on density of flame encountered, up to 200%
- Initial flame damage per second reduced by 50%, resulting in the max damage being unchanged

posted about 6 years ago
#15 Hugs.tf 2018 Announcement in Projects

H U G S

posted about 6 years ago
#19 Ready Up: Competitive Team Fortress 2 Premiere in Events

Less than a day to go.

K E E N

posted about 6 years ago
#3 plEAse fix /servers in Requests

Thanks for the fixes.

Conquer #4 DM in AU can be removed. Also the AsiaFortress Jump servers that have been offline for 60 days seem dead.

posted about 6 years ago
#10 Announcing ozfortress Season 21 in TF2 General Discussion

Signups close tomorrow, signups are looking good! We have some top teams in Premier, should be an exciting season.

posted about 6 years ago
1 ⋅⋅ 21 22 23 24 25 26 27 ⋅⋅ 37