bumping. open to play either combo or flank scout now for a mid high open team
Account Details | |
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SteamID64 | 76561198112430870 |
SteamID3 | [U:1:152165142] |
SteamID32 | STEAM_0:0:76082571 |
Country | United States |
Signed Up | March 31, 2015 |
Last Posted | July 16, 2018 at 4:54 PM |
Posts | 55 (0 per day) |
Game Settings | |
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In-game Sensitivity | 1.25 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
800 |
Resolution |
native |
Refresh Rate |
144hz |
Hardware Peripherals | |
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Mouse | Logitech G403 Wired |
Keyboard | HyperX Alloy FPS (MX Blue) |
Mousepad | Corsair MM300 |
Headphones | HyperX Cloud Alphas |
Monitor | ACER GN246HL 144Hz |
thanks for this :)
mixchamp < tf2pl < pugchamp
while I can appreciate FACEIT's attempt at a system, pugchamp's system just seems way better for the quality of pugs
just implement the pugchamp system along with FACEIT's incentivization and it's ez $
nitei've made the (poorly received) argument before that a sniper nerf and spy buff would have a positive impact on 6's, because a failed spy pick often results in a spies death and an opportunity to push, whereas a failed sniper pick generally leads to countersniping and gridlock. that being said OP is way off base i think, amby nerf is kinda dumb granted but its a band aid of a weapon that only existed to artificially prop up a class thats not capable of killing good players with its basic skill set well enough, and dead ringer is (imo) just a fundamentally flawed weapon concept.
also i am totally a proponent of the generalists and specialists argument, but there is a difference between a class being a specialist and a class being almost universally a less flexible and less capable version of another class (i.e. spy vs sniper)
spy shouldn't be put on the same level as sniper in 6s. sniper is a long range threat that forces the enemy into decisions and positions that allow for him/his team to get picks or a tool to catch enemies out of position. the spy is meant to gather info and get a key pick when the enemy is distracted. they are useful for two different and viable scenarios and as such do not deserve equal treatment.
a "missed pick" for a sniper lets the other team know a sniper exists, and they maybe sack to try and get someone up on a sniper or spy. but the whole "sniper vs sniper" stigma is often reserved for last pushes, which are already stalematey as-is. a failed spy pick typically means a 1 man ad which isn't pushable unless another example exists (uber, health, etc.). you're overestimating the impact a spy pick has to a large degree and just assuming that because one team runs a sniper the other is forced to.
not all classes should be equal, despite what r/tf2 would like to think, or else each class would lose its usefulness in unique circumstances that make them useful to begin with, or just become weaker versions of already generally applicable classes. spy is fundamentally weak and should remain that way or else we get everyone whining about dead ringer, amby (even though amby was fine), or any other option the spy might gain in order to make him more versatile or escape when he's discovered.
rzrgood, wish the vocals were louder
edit: ninja'd.
I like this piano. Interesting radiohead cover
https://www.youtube.com/watch?v=974TXFKtyls
Nice beat, overall it's kinda meh tho.
https://www.youtube.com/watch?v=u-BrIa2fO90
vulcI was thinking more so adjusting the levels of the hubs, or even allowing advanced players to queue into amateur if they want
fair enough, that would allow people to experiment with classes theyre less experienced with as well
vulcThere really aren’t enough tf2 players to justify three different hubs. Amateur pugs won’t start until prime time and I would imagine the problem is even more prevalent in advanced and invite
while pugs would q faster, the hubs would become so diluted and the skill gap would basically be like a tf2c all over again. assuming you mean a beginner-amateur merger, you'll never know if you'll get a competent team or not until you're in game, and newer players would get absolutely pounded, which sucks for everyone involved. I'd rather the distinction stay in place to maintain as quality pugs as possible
When I rang for anthony's team, I saw that both anthony's individual skill and the overall team comms were a bit of a weak link, but other members of the team were pretty good individually (timewarp notably). Once those two issues are addressed I think the team can at least hold its own in mid open.
lalechuzadepatricios : step back bois,i know jew-jitsu
how to successfully play dm:
unbind tab
congratulations, your life is now 10x less stressful and you wont hold s 24/7 to save your k/d and doms
corsawhile all of these comments are true that you should use what's comfortable for you, it's also true that a slower sens just limits how much you can airstrafe and do other things. i've never seen somebody use a really slow sens and have legitimately good airstrafe movement, because it's honestly not possible, even if you do have a very spacious setup. this doesn't necessarily matter for every player though. as far as aim goes, that's 100% preference and probably can't be too slow for that if you're used to it.
Yeah, movement and an easier time w/ projectile classes were the main reason cited as to why i should up my sens. I do main hitscan classes tho so that's a large factor as to why I'm hesitant to switch things up. If I wanted to progress deeper into comp/esea my main concern would be whether or not I'd be hindering myself from improving (at least movement wise) if I were to keep my sens. After seeing what the thread says I'm inclined to stay w/ 2.5 @ 400, but since you have invite exp I wanna know your thoughts on it.
I use 2.5 in game @ 400 dpi. Im often told the sens is "way too slow" but it's the sens Ive used since I started playing cs around 2 years ago. It feels comfortable to me and it's what I steadily improved my aim with. Because others suggested I change it, I decided to try 3.125 @ 400, which is still considered relatively slow. Problem is I'm so accustomed to the other sens that I don't want to completely ruin the muscle memory Ive been developing so far. I can see the benefits in a higher sens, but I've improved and learned the fastest at 2.5 @ 400, so I'm hesitant to switch.
Should I keep my old "slow" sens, or switch to the newer one?
RacsoAlso did anyone see a mention of the sticky det bug???
nah, just this:
"Fixed stickybombs sometimes blocking explosive damage from other stickybombs"