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Account Details
SteamID64 76561198058513958
SteamID3 [U:1:98248230]
SteamID32 STEAM_0:0:49124115
Country Sweden
Signed Up May 1, 2014
Last Posted December 29, 2023 at 5:31 PM
Posts 1320 (0.4 per day)
Game Settings
In-game Sensitivity 2.15
Windows Sensitivity 5/11
Raw Input 1
DPI
800
Resolution
1080p
Refresh Rate
144hz
Hardware Peripherals
Mouse Logitech G703
Keyboard Varmilo VA109M Red
Mousepad QcK XXL
Headphones Logitech G432
Monitor Benq XL2411Z
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#14 Team names you never got to use in TF2 General Discussion

Donger Donkeys :(

posted about 6 years ago
#17 Copenhagen Games Team Preview in News

All french? #sanz

posted about 6 years ago
#35 TF2 update for 3/28/18 in TF2 General Discussion
Valve- Lag compensation system will now reliably restore pose parameters responsible for animation layering
- This makes server-side hitboxes for lag compensated players better match client-side rendered models

Does anybody know how exactly this will affect the game?

Additionally does anyone know if https://www.youtube.com/watch?v=oYfx64j3BGc is still an issue or if this has been patched?

Lastly, if they're not gonna fix the sticky det bug I would like to know why. I'm 100% sure they've heard about it. Along with that bug, I would also like to know why soldiers with gunboats deal 80 damage to themselves if they also hit an enemy (even if they perform a rocket-jump, which are said to have reduced self-inflicted damage according to the item's description)

posted about 6 years ago
#30 To all MGE lords in TF2 General Discussion
charlehttps://youtu.be/jrimC9JDHG8
Y'all dum

His opponent doesn't know how to play though

posted about 6 years ago
#186 cp_prolands in Map Discussion
SPAMMTristOne beam near dropdown on red side is solid while on blu is not.

fixed for next version, ty.

SPAMMTristAnd also on red side of mid is a perch bigger than blu side giving roamers on blu a slight advantage if they take advantage of it. Both tiny just worth mentioning.

Cool, nobody including me noticed this before. Same issue on default badlands.

SPAMMTristAlso in the gallery is a screenshot of the platform above the flank on last, why was this added.

It's a less powerful replacement for the lamp, backcap spot. (people can check it from lobby unlike the lamp.)

SPAMMTristSoldiers already have an easy enough time controlling this area without having an ambush above a choke and this could make it even harder to push out, if taken advantage of

Unless you have wallhacks, scout is favoured since they can run past and meatshot before you have time to react. Also, peaker's advantage. Holding normally as soldier is still better. I don't see this as being an issue on any level really. (Maybe the aesthetic of it)

posted about 6 years ago
#184 cp_prolands in Map Discussion
kolinghttps://imgur.com/a/uribd
watch out

b5 leaked

posted about 6 years ago
#25 TF2 Pro League announced in News
riotbzNbc66Finaly a worthy competitor to tf2centerpugchamp has been better since its conception

Not for the average tf2 player, or the average new competitive player.

posted about 6 years ago
#19 album recommendations in Music, Movies, TV

Turnover - Peripheral Vision
Hail The Sun - Wake
Fiona Apple - The Idler Wheel Is Wiser Than the Driver of the Screw and Whipping Cords Will Serve You More Than Ropes Will Ever Do
Culprate - Deliverance
A Tribe Called Quest - Midnight Marauders

posted about 6 years ago
#16 Team Fortress 3 in TF2 General Discussion

cylindrical projectile hitboxes
fix splash damage
make soldiers & demomen able to direct other classes from close range without doing 100 damage to themselves
slightly reduce hitscan knockback
continuous dev support
similar humour and artstyle

revamping several weapons entirely to more dynamically change how a class plays (like gunboats, kritzkrieg) instead of having weapons that are plain stat changes

removing airblast from pyro
giving mapmakers better and more efficient tools
slightly increase rocket base projectile speed, decrease blast radius

de-incentivize running perma heavy, perma engineer, sniper, spy, pyro and have some sort of restriction for "specialist" classes (So you just can't whip out a level 3 sentry, pyro and a heavy on last point every time, can't go sniper in every slight stalemate etc)

posted about 6 years ago
#15 koth_almih in Map Discussion

After another fast runthrough:

- Way too much ammo on the roof. The danger of having too much ammo is it makes engineer a lot more viable, which I personally think shouldn't be a goal of any map.

- Still many crammed doorways

- The fence outside spawn is really low, make it obvious you can't walk outside the map.

- Cliffside health kit house is too big/too close to the main building, very small gap in drop.

- Ramp room next to the shutter, I really like it. What's worth experimenting is flipping the ramps around, and also I feel like there might be too much space & almost impossible to chase down a scout frag in the lobby.

- There are 5 exits from lobby to the main area. This will make it fairly easy to get flanked, but I don't know if it matters as much as it's koth map and the flanks on either side of the point (I will call them Cliffside and Pitside for simplicity.

- Any reason in particular you have a tiny balcony and straight ramp between lobby and second? I think it would work better by just having a sideways ramp or a straight ramp (and then flipping the orange dev wall inside small healthkit room.)

posted about 6 years ago
#82 ETF2L bans wall bugs in TF2 General Discussion

I blame valve they should have patched this and many other things years ago.

posted about 6 years ago
#11 koth_almih in Map Discussion

Just some initial thoughts on the map, didn't run through it very thoroughly:

- I really like the idea of having crammed "doorways without roof" outside, because it allows people to go around and jump over, while also making splash easy to hit on scouts
- Some areas seem really crammed, especially the underground passage between spawn and mid area, as well asa the area around the house with a medium healthkit outside the point. (I think instead of having extremely narrow gaps separating vertical floors it would be better to extending it and just creating a roof, or contracting it, giving players more space to move.
- It's interesting that the point is indoors.
- With mirrored symmetry, I feel like having health packs next to ammopacks with different distances between both teams is kind of messy, or maybe I'm too organized. I think the pack should be in the middle instead.
- The white sphere-roof is not very intuitive for movement. i personally would use a more simple shape so people can get a better understanding on the movement on top of the surface and the splash damage spread.
- I think the map has some good potential. I think you should make sure there's both interesting areas to fight in both inside & outside, so people will put up with shooting enemy gamers indoors.

posted about 6 years ago
#20 B4nny streaming on Twitch front page this month in TF2 General Discussion

This is pretty cool. If a concern is that there's no action maybe he could play a couple of eu pugs, you never know,.

posted about 6 years ago
#185 VTF Crosshair pack in Customization

Does anybody have a version of the "circle" crosshair where the circle is thicker? (aka the area of the hole smaller in proportion to the radius of the circle)

I'd really appreciate it.

posted about 6 years ago
#4 Nvidia control panel won't open in Q/A Help
CorunsonKarenbtry running it in admin if you haven't already
if not just uninstall and reinstall
no idea about the pugchamp names
How do you run in admin? do you mean open it on the admin user?

He wants you to locate the icon of nvidia control panel, right click it and select run as admin.

For pugchamp name change, contact any of the admins currently online on the site... sooner or later they're bound to notice you.

posted about 6 years ago
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