Dolly
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SteamID64 76561198069303270
SteamID3 [U:1:109037542]
SteamID32 STEAM_0:0:54518771
Country United Kingdom
Signed Up January 24, 2016
Last Posted December 24, 2023 at 4:19 PM
Posts 671 (0.2 per day)
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#5 Analytical Essays in Off Topic
KonceptTry writing about something that you have negative feelings towardswrusheepy and muuki's posts/threads

Bingo

posted about 7 years ago
#8 TRACER VS SCOUT RAP BATTLE in The Dumpster

Kiss already

posted about 7 years ago
#2 Statistics Help in Off Topic

Take 1 rod and stick it up your lecturer's ass

posted about 7 years ago
#15 Top 10 August i58 clips ranking in TF2 General Discussion
ShpeeismeMikes flick airshot on viaduct where you could hear the crowd cheer. I forgot what team that was against, someone help me out here

Dreamhack summer lol

posted about 7 years ago
#12 Top 10 August i58 clips ranking in TF2 General Discussion
FMX1Stark going through dropdown on Gullywash to headshot phorofor

I think that should be near the top tbh

posted about 7 years ago
#11 Top 10 August i58 clips ranking in TF2 General Discussion

Raymon 1v1 escape against silentes on gullywash please

posted about 7 years ago
#1 Zappis player id in Off Topic

https://www.youtube.com/watch?v=v5m12s9PgTM

posted about 7 years ago
#2 Welcome To TEAMFORTRESS.TV in Videos

Hi

posted about 7 years ago
#18 Crowns are going to fold :< in TF2 General Discussion
aveexDollyWe hate to play, it makes us enraged, you guessed it right, we're team nerdrage.did you just rhyme rage with rage

no

posted about 7 years ago
#16 Crowns are going to fold :< in TF2 General Discussion

We hate to play, it makes us enraged, you guessed it right, we're team nerdrage.

posted about 7 years ago
#4 wat is your biggest regret in Off Topic

http://cdn.emgn.com/wp-content/uploads/2014/04/no-ragrets-1.jpg

posted about 7 years ago
#27 TF2esports Episode #3 This Friday! in TF2 General Discussion

Dicuss Different gamemodes? a/d and payload perhaps.

posted about 7 years ago
#2 mr slin is a criminal in Off Topic

He's japanese you idiot!!1 xD

posted about 7 years ago
#41 koth_bagel in Map Discussion

We hosted a double mix on this last night. I and others had a lot of fun and voiced admiration for this map and thought it had potential. We discussed some changed we'd like to see experimented with (in priority order:

More obsticles to dodge behind/on (The map feels very flat and it makes it very easy to edge the point, there's no real places for medics to hold even remotely safely during a team fight and scouts seem to get pounded, would feel better if the map was more enclosed with more props such as boxes, ramps, trucks, logs?) (One thing we discussed was on the flat area when you rollout to the left, having the sheet of metal rotated to be facing the same way as the ramp with two smaller exists would still allow for spam but not as heavily, if you're looking for an example we took inspiration from reckoner last middle entrance)

Decreased sniper sightlines (Koth maps keen towards defensive snipers anyway, but having these long sightlines because of the barren space makes it really unfun, as you can't punish a sniper who is sitting on bats or in the connector/house)

Encouraging different playstyles (While this could be a fault of limited map testing, it seems like there is only 1 way to hold the point, on viaduct we see different positions based on the uber advantage, but this doesn't seem encouraged on Bagel, there are no real defensive positions for medics, or aggressive even uber positions, it just doesn't seem like there's a lot of room for different hold styles, we did discourage the idea of a forward hold since there's lots of large doors that are hard to cover, not sure if this was the intention. Although this point is subjective, it feels like it needs some room to experiment with defensive and aggressive positions.)

Narrowing the chokes (At the bottom of the list since we were unclear about your intention of the playstyle of the map, but it feels like the doors towards the point are way too large, and if you're on the defending perspective, it's very hard to stop them from walking through for free, which i feel should be an advantage if you're holding the point)

Increasing areas to jump from (it feels like there is only 1 way to jump to not get instantly denied by scouts which makes it super predictable, I would suggest maybe adding some ramps or making some skip jumps available for sollies, they seem relatively immobile when playing the 6's cookie cutter).

Hope this info is of value to you, would really like to see this map hopefully in a league one day.

posted about 7 years ago
#39 Ready Up: Competitive Team Fortress 2 in TF2 General Discussion

Really excited.

posted about 7 years ago
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