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SteamID64 76561198046926728
SteamID3 [U:1:86661000]
SteamID32 STEAM_0:0:43330500
Country Canada
Signed Up August 21, 2012
Last Posted November 19, 2018 at 3:04 PM
Posts 247 (0.1 per day)
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#45 Thoughts on wallbugging? in TF2 General Discussion
here's a few spots:

i would say these all look like you're floating in the air, but a lot of them are debatable because you're still close to a wall. however, i think up top on gully 2nd where you literally can float in the ceiling (this is not a wallbug fyi), and the one on sunshine last where you legit look like you're floating are perfect examples. i dont get how someone can be okay with these spots and not wallbugs.

i think the rest of what you said is pretty fair, although i dont think it matters what order you clear stickies/wallbuggers; if you know he's there, you can just clear stickies and if he falls down on you, you can back up back through the choke and one/two shot him with little effort.

barring the dumb arguments about "map glitching" and "map maker intention", it honestly just boils down to opinion on whether you think its broken enough to be worth banning, which i really do not. i also think roamer is a bit of an underpowered role and giving him a slightly bigger toolset would only improve the metagame and make it more balanced.

Well, I can definitely see the hypocrisy of wanting wallbugs being banned and not those spots but tbh I think those particular hiding spots are just as bad personally. All in all, fair enough-- I don't have much else to add to the discussion beyond what I've said already.

posted 3 weeks ago
#40 Thoughts on wallbugging? in TF2 General Discussion

Point 1: Somewhat debatable imo but we're not really here to talk about speedshotting.

Point 2/3: I'm a bit uncertain as to what hiding spots you're referring to, and would like it if you could provide some examples for me.

Point 4: I agree to some extent, however a scout can't both look up and to the sides at the same time. What do you clear first, the trap or the soldier? It's not as simple as just "look up noob lol" of course there are ways to deal with that to some extent because you have teammates, but in general it's just another tool that could potentially slow down pushes imo. Though I do agree some spots are much worse than others and clearly not useful at all.

In general I don't think it's OP or anything like that but I do believe it's another thing to just make pushing even more of a pain than it needs to be when used in tandem with your team. Perhaps you're indeed right in it overall being somewhat not practical and as time goes on it would be even less useful because now playing against you I can very much expect such play. This is a bit of a non-argument from me, but personally I just think anything that involves floating on invisible shit in a competitive FPS is a little bit dumb even if there's a frame of logic for not banning it.

posted 3 weeks ago
#32 Thoughts on wallbugging? in TF2 General Discussion
yeah it's true learning to wallbug is pretty easy but there are actually some pretty precise wallbugs that are harder than ctaps or speedshots. it's a bit weird saying wallbugs dont take skill when i dont think you know how wallbugs work

What is the most efficient method to finding these wallbugs? I'm curious.

posted 3 weeks ago
#30 Thoughts on wallbugging? in TF2 General Discussion

Okay I gotta be honest, calling wall-bugging a skill based mechanic is a big stretch. Half the skill of it is simply knowing where the bug can be used. Speedshotting requires impeccable timing with your rocket to pull off, along with Ctapping. Both give advantages while legitimately being harder to do and requiring a degree skill and there is progression to how good you can get with each mechanic.

You can literally teach anyone who has really basic rocketjumping ability how to do a wall-bug, you just need to know where to do it. It's not skillful nor is it a movement mechanic that adds layers of depth to the class. Floating on invisible walls is also not even close to the same thing as hiding on a physical prop because there is absolutely zero physical indicator you could be there or should be there.

It just adds nothing to the game but a tool for people to get easy forces or kills in a manner that is not conducive to competitive play simply because of how random it is. Which walls are we supposed to check? Are we supposed to go into a map editor to find where these spots exist or just kinda aimlessly jump against them until we find one? Again "hiding spots" are different because there is a visual indicator that someone could be there, and it makes logical sense in the game world. (edit: I was corrected a bit on the nature of finding these spots but I do think this is still overall applicable)

Now personally I don't think it would've had much of an impact on the OVERALL result of our match against you since you guys were the better team (it definitely affected a push or two though), but going forward I don't think it should be allowed personally.

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Also as a side-note it's really egregious to say that somehow it's no big deal because in actuality the floating soldier is really easy to kill. That's simply not true, any invite team with sense would simply pounce on that scout wasting time shooting the floating soldier and kill him and get the force. You see teams like Froyo do this all the time even when there isn't a soldier floating in the sky. The scout is taking time to clear traps for his team? Jump on his head and kill him. The push is now stuffed.

posted 3 weeks ago
#93 Crouching while rocket jumping in TF2 General Discussion

gravity was still a thing before mr isaac newton figured out how it worked. you don't need to know how something occurs in order for it to actually be occurring. any genuine experiment within the game will display the fact that crouching makes you go farther when taking knockback damage (for one reason or another), just because you can't find it in the code doesn't take away from that very fact.

posted 1 month ago
#19 lft in Recruitment (looking for team)

super cool guy from my experience with lots of potential on scout!

posted 1 month ago
#58 ESEA Season 29 Invite Happenings/Discussion in TF2 General Discussion

if you're serious about playing invite to fill up the division you should message tri please, apparently he's only heard from potentially king's crew.

posted 3 months ago
#17 invite e-thot returns?? in The Dumpster
aieraemiihow sad do you have to be to dig up a 10 day old picture from my twitter to farm upfrags on tftv at 3 in the morning on a saturday nighthow sad do you have to be to post on tftv to farm downfrags whore for attention at 3 in the morning on a saturday night

how is posting on a thread specifically targeted at you whoring for attention? I wasn't going to post on this thread and lend credence to the people in it but what you said was really stupid. The brad rando thing happened over 2 years ago just as much as me being with her is old news that is more than months old. Brad knows I'm dating her and probably really could not care less.This is the stupidest attempt at trying to create drama where there is none that I've ever seen.

posted 6 months ago
#9 ESEA S27 W6: Ascent vs. Velocity eSports in Matches

posted 9 months ago
#5 Combo Mentality in TF2 General Discussion

The first quote is definitely an effective way to lead. Everyone on a team has the capacity to bring their own flair and creativity and you should let that flourish instead of stifling it, you just need to give them a vision and a goal to work towards. You'll have a lot more success and your teammates will grow to truly respect you and each other.

posted 11 months ago
#29 FROYO WeedTitty in TF2 General Discussion


posted 11 months ago
#17 Perfect dance moves for 1 song only in Off Topic

posted about a year ago
#8 ESEA S26 W3: froyotech vs. Velocity eSports in Matches

Avenge me brothers

posted about a year ago
#53 rando steps down from Ascent in TF2 General Discussion
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posted about a year ago
#11 soldier sensitivity in TF2 General Discussion

I used 6.8 inches 3 in-game and 800 dpi at ESA Rewind LAN while running shotgun, and I felt very comfortable with that-- unlike my 12 inches at i58 which I definitely felt like I had terrible aim with at least relative to ESA. Preference obviously applies, though I've always personally felt anything higher than 9 inches begins to inhibit my ability to hit high-impact shots and be really mobile at the same time.

posted about a year ago
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