yttrium
Account Details
SteamID64 76561197994749697
SteamID3 [U:1:34483969]
SteamID32 STEAM_0:1:17241984
Country United States
Signed Up April 1, 2014
Last Posted July 5, 2024 at 6:46 PM
Posts 2137 (0.5 per day)
Game Settings
In-game Sensitivity 6.0
Windows Sensitivity 6/11
Raw Input 1
DPI
1600
Resolution
1920x1080
Refresh Rate
144Hz
Hardware Peripherals
Mouse Logitech MX Master
Keyboard Ducky 9008G2 Pro Limited Edition (PBT, MX Greens)
Mousepad Razer Sphex
Headphones Philips SHP9500
Monitor HP L1925 (vert), BenQ XL2420Z, Apple Monitor II
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#46 Unlocks in 6v6 in TF2 General Discussion
JojoI guess it might be okay if all you wanted to do as roamer is run shotgun and fight scouts.

don't underestimate a 200 hp scout that can rocket jump and be buffed to 300

posted about 9 years ago
#8 Upcoming TF2 Content Leaked in TF2 General Discussion

oh god you guys don't even want to know how overkill the russian taunt is going to be

i'll give you a hint

https://www.youtube.com/watch?v=msQNUzz98D8

Show Content

edit: it's live, four hours of my life down the drain

posted about 9 years ago
#4 Upcoming TF2 Content Leaked in TF2 General Discussion
Foxi wish people would stop exploiting taunts so we could actually use these in matches/scrims

What exploits have come from non-partner, non-interruptable taunts? So, excluding the Rancho, Pool Party, and all the partners? Is it just the third person camera?

At least they made it so you can't detonate stickies during a taunt... that fucking high five idle corner checking.

edit: ugh what are multiple images on the same line

posted about 9 years ago
#1 Upcoming TF2 Content Leaked in TF2 General Discussion

Hey all, I was digging around and making some posters today in SFM when I came upon a few bits of content that aren't actually in TF2 yet. It appears they were added with the January 12, 2015 update to Source Filmmaker.

The official news post reads:

  • Added missing materials from Left 4 Dead Content Pack DLC
  • Added latest Team Fortress 2 content
  • fixed Add Team Fortress Item to work on non-hwm player models

They added more than just the "latest Team Fortress 2 content", though. Specifically, they've added a bucketload of new taunts, which mostly involved updating previously class-specific unreleased taunts to be all-class. I've composed previews of all of the new taunts below.

Class-Specific

Scout: "The Boston Breakdance"

http://i.imgur.com/3Kd04EA.png

This taunt was previously added to the Steam Workshop under the same name. It has not yet been marked as approved.

Heavy: "taunt_russian"

http://i.imgur.com/Mw484nb.png

This taunt was leaked into Source Filmmaker sometime last year, but previously only consisted of a "taunt_russian" animation. In the January 12th update, additional "taunt_russianin", "taunt_russianinblend", "taunt_russianinterior", "taunt_russianout", and "taunt_russianoutblend" entries were added. None of these animations appear to function, and based on their nomenclature, it seems like this taunt won't be a partner taunt - partner taunts have "intro", "start", and "success" tags for the idle animations while waiting for a partner. This is an all-class taunt, but only the Heavy variant has all of these additional entries. The Heavy's version is now very long.

All-class (or multi-class)

"taunt_loot"

http://i.imgur.com/sDSgeyL.png


All classes except for the Heavy and Soldier have this taunt so far. It is not a partner taunt and has drastically varying lengths. Additionally, some of the animations appear to be sped up (Engineer), while others are slowed down (Sniper). This hints at this taunt becoming all-class with similar lengths by the time it gets added to the game, a-la the Schadenfreude or Shred Alert.

"taunt_russian"

http://youtu.be/CN99SnJwhCc

Previously only an unreleased Heavy version of this taunt existed. Now it's all-class.

Previously unreleased
Soldier: "taunt_gimmie20"
Soldier: "taunt_slit_throat"
Pyro: "taunt_sit"

All of these taunts have existed for over a year in SFM. As of this most recent update, these taunts no longer work, even though they still have entries. Because of this I have no previews, but I'm sure you could find some with enough googling.

posted about 9 years ago
#79 TF2 Feature Requests and Bug Fixes in TF2 General Discussion
-protoFix all players and props becoming invisible when viewmodel_fov is set to -360/360 after a short period of time.

Fix tracers not being disabled/game crashing with viewmodel_fov set to 0.

This is probably not a big deal for many, but people who played without tracers and viewmodels for years are getting fucked over right now.

Valve specifically stated in patch notes a couple weeks ago to stop using viewmodel_fov 0 to disable viewmodels. Use r_drawviewmodel instead, and the brand new command r_drawtracers_firstperson 0 to disable self tracers.

See the Feb 11 patch notes for more info.

EDIT: Apparently I can't see when you posted, but considering the thread was started on the 9th, my apologies if you posted before this patch.

posted about 9 years ago
#408 cp_sunshine (5CP) in Map Discussion
kounterpartstime to abuse some sticky spots for sunshine week :^)

send .dem pls ( ͡° ͜ʖ ͡°)

posted about 9 years ago
#406 cp_sunshine (5CP) in Map Discussion

Just some stuff I've found so far:

* Broken visleaf on mid
* Weird bump issue in corner of second
* Abuse of that corner for no fall damage ever
* The kinds of absurdly long jumps with no fall damage that are possible by abusing this
* Invisible wall in the sky preventing medium-height jumps from second to mid (stickies actually bounce off of this, it's not just a player wall, leading me to believe it's a bug rather than a feature)

Here's an album of quirky sticky trap spots. I believe some are bugs and need to be fixed, but some are more of design issues rather than bugs - for example, really thick brush next to steps.

posted about 9 years ago
#405 cp_sunshine (5CP) in Map Discussion

Holy hell, the last time I looked at Sunshine was rc1a because that was the last time I casted.

Looking at it now... I really need to fire this up in SFM, it's just a beautiful map.

posted about 9 years ago
#31 Competitive TF2 Today in The Dumpster
TurinDotA technically was around for 3 years longer than tf2 but it wasn't really an esport for the first few years, it was mostly just a mod that some people ran.

This is true. So let's say the DotA comp scene started around 2005. It still had a good 6 year run before Dota 2 hit beta, and 8 years until Dota 2 was released. So I'd say it's been around a little longer than TF2 but not by much, and it's dead now.

posted about 9 years ago
#29 Competitive TF2 Today in The Dumpster
KanecoWith a scene as active as tf2 I can only think of quake but even then, quake live can be considered a different game, and it was released after tf2 iirc. Maybe W: Enemy Territory? But the scene is pretty much dead.

I think the only thing big enough that wasn't CSS since it just came after 1.6 and leeched the scene from it might be DotA, which stayed around from 2003 until Dota 2's release in 2013 (2011 if you count beta). That's a good 10 years I guess, so I guess that's longer than TF2, but it's dead now and if TF2 stays alive a couple more years it'll surpass it.

posted about 9 years ago
#27 Competitive TF2 Today in The Dumpster
TohsakaRinReading comprehension. I said it was a major reason. No one is going to take a game where the players give 0 fucks about most of the weapon list seriously. It means you're acknowledging that you're playing a flawed game and have no intention of doing anything about it. I also never said that the phlog was balanced, it definitely falls into the category of guns with a fundamentally broken design.

Right now, I want you to go down the list of ESEA weapon bans, and share with me one weapon you think should be unbanned. I will give you a legitimately good reason for keeping that weapon banned.

Here's a friendly list if you're lazy.

Now, if you were trying to argue against ETF2L, maybe I could even slightly see an argument worth having. But ESEA?

posted about 9 years ago
#26 Competitive TF2 Today in The Dumpster
TurinAlso, no other esport has been alive as long as tf2 other than like CS 1.6 and Broodwar.

Man I'm digging at my brain trying to prove you wrong but I really just can't. I guess CSS? That doesn't really count though. SC2 has been around since 2010, L4D2 since 2009. Maybe original DotA?

posted about 9 years ago
#20 Competitive TF2 Today in The Dumpster
TohsakaRinWhat about what I said is wrong?

oh fuck you're serious?

posted about 9 years ago
#17 Competitive TF2 Today in The Dumpster
dokidokipanic50 total

Oh alright. I know I saw a couple of posts a few weeks ago encouraging more teams to sign up because ESEA would pull TF2 for the winter if they didn't meet the 50 team cutoff, and that they only had around 40 at the time. I guess that might have encouraged more people to sign up because now they're at a strong 83. I was genuinely worried for a little bit.

KevinIsPwn58 in open
16 in IM
9 in invite
(i think)

That's what the current numbers are, yes, I just didn't know if the 50 team cutoff was just for open, in which case we only barely met the cutoff considering that count was far lower a week or two ago, or if the count was all divisions combined in which case we're fine now.

posted about 9 years ago
#14 Competitive TF2 Today in The Dumpster
KevinIsPwntf2 doesnt need to change to stay "alive" or whatever. esea is huge this season despite it being winter, when numbers are typically much lower. we keep the meta the way it is because it's fun and it what we like.

Not quite on topic with OP but what are the current ESEA enrollments looking like? From what I can see, the NA Open division only just made the cutoff of 50 registered teams. Wasn't TF2 going to get pulled without 50? Or does that count include intermediate and invite as well?

posted about 9 years ago
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