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Account Details
SteamID64 76561198040946044
SteamID3 [U:1:80680316]
SteamID32 STEAM_0:0:40340158
Country United States
Signed Up March 28, 2014
Last Posted July 3, 2023 at 4:03 PM
Posts 762 (0.2 per day)
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Mouse Zowie ZA11
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#56 favorite jump maps? in TF2 General Discussion

jump_bomb is one of my favorites to do again and again. Good variety, good difficulty curve.

posted about 7 years ago
#5 Evidence of match fixing in semi pro CSGO in CS2 General Discussion

steel has said on stream several times that there's match fixing in the pro scene, but no one will spill the beans or get caught, glad it's finally being investigated and hopefully this will lead to a truly competitive scene with no throwing

posted about 7 years ago
#4 ESEA S24 W7: Six Apes vs. Jamal E-Sports in Matches
corbtbotmode skip jump to save round:
https://clips.twitch.tv/SweetSneakyAntelopeShadyLulu

Play of the match tbh

posted about 7 years ago
#41 To Valve. RE: The current state of demoman in TF2 General Discussion
clckwrkit's unlikely valve will balance the game around an arbitrary ruleset of "class limit 2, except for medic, demo, engineer, or heavy" or whatever the accepted ruleset is

I've always hoped valve could see the value in class limit 2 for offense, class limit 1 for defense/support. Let's us keep our meta without overcomplicating the class limits.

posted about 7 years ago
#42 ESEA S24 W3: Nutting 2 Lose vs. mario party 4 in Matches
Hunter_2_0why do none of the esea match threads ever show the match stats

@thesupremecommander @enigma

posted about 7 years ago
#5 pl_tapline in Map Discussion

a payload that doesn't need babysitting... that could actually work

posted about 7 years ago
#6 caption this picture in Off Topic

You won't believe what one game is doing to its playerbase!

posted about 7 years ago
#13 Jump_NoSkillRequired in Map Discussion

love you daney your demo frag videos are just as good a legacy

posted about 7 years ago
#7 Just broke my m2 key in Hardware

change your main to soldier is a good mid-ground solution

posted about 7 years ago
#14 Gravel Pit discussion in Map Discussion
Jarrett000If you're going to have a gamemode that facilitates "abusing" classes that lack mobility (being able to set up perfectly fine with a heavy, sniper, engi ect) then you cant have too many giant towers, powerful sightlines, or cramped doorways without it being hell to push.

This is a really good point about gravel pit; while it hosts numerous entrances on every point for offense (bar the "give-up-A-for-free" strat), defense has always been ridiculously strong in certain spots with a hidden heavy on C-tower, engineer away from a sightline in the gravelpits with spam support at nearby entrances, etc. This is what makes pushing C a nightmare for your standard offense, and typically requires the specialists, which offense has very little to offer compared to defense's specialists which host virtually no limitations.

Jarrett000edifice was played in ugc and it was better than gpit imo but not better enough.

Edifice's main problem was the main connector from B-site (I think it was B) to A and the ramp-room/window leading to C. This was a very powerful spot to watch the point and one of the main entrances to C as a team. Also the sightline is incredibly awful for both A and B, it has a slightly worse BLU-spawn tunnel than gpit, and the spire on C was unique but overall the site is just way more flanky than gpit's C in terms of places to hide and run around while avoiding enemy players.

posted about 7 years ago
#5 Gravel Pit discussion in Map Discussion

Gravel Pit is unique in the 6s meta because of its strategist nature (Attack/Defend style), where teams can take the time to understand sightlines and positioning and orchestrate coordinated pushes. The reason it falls out of the interest-pool I feel is because it's just not fun to play in a pick-up-game setting, where it's not something that's easy to have a basic understanding for.

The pug thing aside, I hope gravel pit will get back in the normal rotation and people will look into it as an opportunity to develop their game sense and tactics, something that gpit is unique in enabling for its players compared to more DM-intensive maps.

Its biggest weakness is the capture times. If it were time to try and improve it, the capture time simply needs to be knocked down a few seconds so that defense isn't incentivized to bum-rush B repeatedly, but can still have enough time to prepare to defend C. Also it prob wouldn't kill to have more health packs on the map, as well as ammo. It's spread too thinly to allow a fair amount of fighting on the points.

posted about 7 years ago
#3 Poorly describe your hobby in Off Topic

I shoot my feet to see how fast I can travel

posted about 7 years ago
#21 TF Comics #6: The Naked and the Dead in TF2 General Discussion

http://i.imgur.com/2ZX3rRK.jpg

posted about 7 years ago
#10 Philosophical Question About Whitelists/Blacklists in TF2 General Discussion
MR_SLINThe truth is, we already have a lot of weapons in the rotation now that I feel are very, very strong. Crossbow, gunboats, and escape plan are three examples of extremely strong unlocks. So strong that everyone uses them. My personal feeling is that making more unlocks available can increase the variety of the game. Some people might not like the changes to the metagame, but the comp scene will live on either way.

The "So strong everyone uses them" is a good point to bring up. However, these weapons are used because their alternatives are niche or pale in comparison to the unlock. Unlocks for the primary roles like scout would be a mad milk spree because the healing far outweighs the extra dpm in a firefight, AND supports the team.

However, that can't be said for all unlocks, and this is an opportune time to feel for the unlocks and loosen up. It's been what, 7 years since Bonk was legal? The speed boosting of Crit a Cola is prob a bit much to allow it, but Bonk is certainly worth a try. Guillotine seems like a no drawback secondary, as do Atomizer and Sandman.

posted about 7 years ago
#30 Make Sunshine great again? in TF2 General Discussion

I'm just curious if making sunshine great again required building any walls

posted about 7 years ago
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