snowblindi cant be the only one who cringes when people fall for really obvious troll posts
why would our invite overlords lie to us???
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SteamID64 | 76561198056222499 |
SteamID3 | [U:1:95956771] |
SteamID32 | STEAM_0:1:47978385 |
Country | Canada |
Signed Up | July 25, 2012 |
Last Posted | August 26, 2014 at 7:01 PM |
Posts | 339 (0.1 per day) |
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snowblindi cant be the only one who cringes when people fall for really obvious troll posts
why would our invite overlords lie to us???
The team indicators in the corner had a white line on the edge which bothered me, so I fixed it by making the vtfs solid colors and using the alpha channel for the shape.
http://www.mediafire.com/download/256597ab7jxl3x1/thumbnails.zip
Damn, FLV looks great.
Once you start playing and join a team do the menus change to your team colour? Kind of confused because I see there's a different red and blu version.
KidIpztrogTechnobladeAlso from the grand finals matches being pretty fast I think we can narrow down the problem to gullywash.:`( But gully can be the fastest map
Through the mangled quote I see your tear, and I too shed one.
I like gully :'(
Technobladeim seeing people going spy so they can switch to sapper and see enemy medigun several times during lan
QF changing the meta so hard we're incorporating highlander strats
Next we'll have renaming mediguns.
Also from the grand finals matches being pretty fast I think we can narrow down the problem to gullywash.
marmadukeGRYLLSneed to figure out a way to beat the QF+heavy with your own QF that doesn't involve running a heavy of your own, or the whole point of allowing the QF is kind of null and void.
Shouldn't running a heavy with the combo instead of a scout leave your flank really weak? I stopped watching after a bit but I didn't see anyone trying to abuse that really. With being able to jump your med around it seems like you could get away with using qf on the flank for picks, kiting their push since they have a heavy (either by backing up or maybe even jumping behind them so they can't push up?), and pushing back in before their respawns get back. And if they wait for respawns you'll basically have charge again.
idk, it doesn't always work out the way you theorycraft it, but it seems like it'd be worth a try.
megaheal thing heal rate is 100.8 hp/s minimum
rocket fires once every 0.8 seconds
medic heals 80.64 health in 0.8 seconds
max rocket damage is 112
medic overhealed hp is 185
so that works out to be 4 point blank directs in a row at max fire rate, putting the med into -21.08 health
good roamers shouldn't have a problem doing that!
Invite captains will vote on it for next season's ban list, it's too late to do anything for this season.
So yeah, you're making a ruckus for nothing.
A quick fix with normal heal rates, full uber on patient, and no uber on med would be a lot nicer. The patient being invuln means heavy isn't really a counter, med not getting the uber means there's still a way to fight it, and the crazy heal rate is just pretty dumb.
You can get a similar effect by reducing viewmodel_fov (I use 30) and then setting r_drawviewmodel to 0.
sherman_glucki like metalworks, but the sightline from the first forward spawn to choke needs to be covered up. i dont know if theres another map where this is even possible, (being able to spam the choke entrance from the forward spawn).
gully?
try deleting tf_english?
If you end up needing to you can mount the iso on a virtual drive and run it. Daemon tools lite is a program you can use, idk if there's better ones out there but that's what I've used.
There's and Fn key on the board which has to be pressed at the same time to use those, so you'll be fine.