KevinIsPwn
Account Details
SteamID64 76561198027325929
SteamID3 [U:1:67060201]
SteamID32 STEAM_0:1:33530100
Country Rainbow Nation
Signed Up May 18, 2013
Last Posted January 1, 2024 at 3:08 PM
Posts 2124 (0.5 per day)
Game Settings
In-game Sensitivity i'm bad dw about it
Windows Sensitivity i'm bad dw about it
Raw Input  
DPI
i'm bad dw about it
Resolution
i'm bad dw about it
Refresh Rate
i'm bad dw about it
Hardware Peripherals
Mouse Razer Viper (Wireless)
Keyboard WASDKeyboards v2 w/ usb-c port
Mousepad ltt deskpad (the big ass one)
Headphones Sennheiser HD 598 Cs
Monitor LG 32GK650F-B 32" QHD
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#78 A/D cp_badwater in Map Discussion
taladorOK so i jumped around a little and found this "spot" i guess http://imgur.com/a/W6axP
if you jump inside it you get stuck in there

Yeah I saw that right after I posted bur then I had to leave. I'll make a hot fix when I get home.

posted about 9 years ago
#72 A/D cp_badwater in Map Discussion
kirbyNice changes to Badwater! Are there any pubs, by any chance, running this?

I'll go ahead and put it on my server, I guess. There's no fast download though.

connect 162.248.92.96:27015

kirbyAs far as feedback goes, I think for visual purposes, having the cart still in the map and moving on its own just for the sake of it would be a little neat.

That could be neat. BLU would have to destroy barriers by capping the points. The cart moves at a set speed, and if it gets to a barrier, BLU loses. I may or may not incorporate this, it'd be neat.

posted about 9 years ago
#70 A/D cp_badwater in Map Discussion

a5 is out!

https://mega.co.nz/#!18FjhQga!TJ8gFzrD7ba649btSvea56JBJseoaw58c276BD7oOqM

I essentially scrapped a4 and started fresh with this. This fixed a lot of broken things, and made the map much more similar to pl_badwater. I'll make changes as needed, but the goal is to keep the maps as similar as possible.

Album: http://imgur.com/a/iMiof

Please post feedback on this thread. I'd love to make this map as good as it can be. Thanks!

posted about 9 years ago
#26 ESEA Invite: Classic Mixup vs. Exertus eSports in Events

The cast in a nutshell, essentially.

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

edit: i just watched it again on youtube and one of the clips is repeated once, so it's one less than it says, oops

posted about 9 years ago
#19 our team is amazing in Videos

While this clip probably didn't warrant a thread, I didn't find it horrendous like some of you guys. Seriously, that smile is infectious.

posted about 9 years ago
#174 TF.TV WHIPS, what do you drive? in Off Topic

#173, that bike thing looks really really fun

posted about 9 years ago
#39 would you kill an ant in The Dumpster

When I was really little my family went on vacation to a beach in Florida. For dinner one night, we ate at a really touristy restaurant and I got a balloon sword (the lamest of all balloon shapes/ animals). Regardless, I was ecstatic. Stomachs full of sub-par food with balloon figures in hand, my family left the restaurant. A gust of wind snatched my blade and dragged it under the family minivan. I chased after it and reached under the van as far as my little hands could.

I found a fire anthill and a popped sword.

Yes, I would kill the ants.

posted about 9 years ago
#36 MGE_Oihguv_Sucks in Map Discussion

I love the new skybox, looks fantastic.

The new counterjump granary hurts my eyes a bit. The water seemed much more natural.

Everything else looks great. Thanks!

posted about 9 years ago
#55 Hooli's Team Cohesion Guide in TF2 General Discussion
Hellbentyou're lucky that pey was on that team and that pt didn't want to play which resulted in okie not getting replaced by pt.

everyone would realize then how two-faced you and devon are

maybe one day you'll be able to bullshit your way into invite. god knows it's been 3 years already

I have no clue what the backstory is to this, and I have no idea who is in the right (if anybody), but a public forum probably isn't the best way to communicate your frustration to hooli dude jeeze

posted about 9 years ago
#311 GXL LAN Fall 2014 in News

Paid up. Not 100% sure about being able to attend though, so not lft yet.

posted about 9 years ago
#75 Speedrunning in Off Topic
Sideshowif anyone fancies trying to learn to speedrun Portal2 co-op I'm your man

I've been wanting to do this for a while and haven't had anyone to do it with. I'd be down to try it. I don't know how badly ping would affect the run, but it sounds pretty fun.

posted about 9 years ago
#8 Infinite - A TF2 Market Gardener Fragmovie in Videos
obsidiianmarmadukeGRYLLSi feel like a video of you getting raped on failed gardner attempts via airshot/airheadshot/cratering would be hilarious and awesomeI have a couple where I get bodyblocked in the air and one where I run into a rocket that was intended for someone else but the demos are all broken

You can always go to the tf2 properties thing and opt in to on older version of the game in the "beta" tab. Not sure if it would be worth it though

posted about 9 years ago
#107 ESEA-O S17, CEVO-O S5 Happenings/Predictions in TF2 General Discussion
OrdooShikiShikiTino_Powerthirst to be worst team because imon demo and my ass is to fat to get carried rofl
Now it's my time to bulk up...

Shiki to get airshot every uber

Powerthirst to post about their own team in open happening thread.

posted about 9 years ago
#4 Be careful of virus/phish messages from tf.tv in TF2 General Discussion

you may want to put spaces in the link or something to prevent accidental clicks or whatever

posted about 9 years ago
#9 cp_steel in TF2 General Discussion

In highlander, I've only ever played soldier in low-mid gold, and personally I hate all hl that isn't 5cp or koth so take this with a grain of salt. I dunno if this is a joke thread or not, but if you're serious (and if anyone finds this via google or whatever)...

Super Basics
Typically, flank plays E and combo plays A-D. Engie builds guns far back and wrangles a lot. Pyro rotates a lot. Spy needs to gather lots of info.

Basics of defense
pre-a cap
You start the round with your combo holding A and your flank/ pyro/ engie playing B. Your combo's goal at A is to force the pop out of the attackers and then to retreat to B through spawn. A is typically given for free (much like GPit A) except in rare ironman defenses. When they pop, you get out through spawn and fall back to B.

post-a cap
Your combo should be out at B with full uber advantage and a level 3. If you forced a pop at A, you're golden to hold B for free for a while, just be ready for sacks. Your combo should be playing outside at B passively, forcing them to come to you. When they do come, fall out through B-E and avoid popping at all costs. Push back in after their uber and pop.
While combo is holding B, it's flanks job to watch last. It's easiest to do this with a scout, soldier, and pyro standing in the B-E connector. You just spam whatever gets on the point, make sure their engie doesn't build a tele anywhere inside the E/ lobby area, and make sure your medic doesn't die to spies or other stupid flank stuff. The pyro's job is to play both combo and flank depending on the situation. Spycheck around, but make sure the enemy soldier doesn't get free spam on your soldier/ scout.
When loosing B, it's important to have your engie have enough time to set up a level 2 or 3 on C.

post-b cap
Your combo should be playing in the C to D connector (but not too far back because those connectors are nightmares), and your flank should be playing in the lobby by E. At this point, it becomes normal for combos to try and push E. Be ready to rotate when that happens.
C is pretty long and hard to enter from anywhere other than B-C connector, so really it's just a matter of spamming those corridors and denying entry from behind the rocks.
If the attackers have a pyro on flank (by A-E), it may be good to send your pyro over there depending on how good the enemy spy is (you can usually figure that out by this point in the round).
Once again, it's important to get out with uber if possible. But this is a point that is very easy to hold with uber, so don't just run away with it.

post-c cap
D is often hard to contest, so unless the enemy team is bad I'd recommend sacking some player at D for their medic and having your engie/ combo set up at E.

post-d cap
E is (obviously) the deciding factor in steel. E holds can last 30 seconds or 15 minutes, and they make or break your rounds. What's important here is having your pyro with your engie during the actual push faze, a sniper watching the sniper hut, and your flank/ combo rotating to fit to the needs of the hold.
A few things that are also good: soldier can roam a lot here. Pyro can hide and nullify ubers with airblast into the death pit. Spy can relay information (that's often more important than picks during E holds). Scout should be watching the places the spy can't to call that info out. Really, it's an easy point to hold if everyone is on the same page, and everyone is thinking.

Basics of Offense
round start
Have your (working on this part, check back in a second)

posted about 9 years ago
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