Really miss the editing style from this era tbh. Pretty good frags for being a decade old ;)
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SteamID64 | 76561198042494131 |
SteamID3 | [U:1:82228403] |
SteamID32 | STEAM_0:1:41114201 |
Country | United States |
Signed Up | December 28, 2016 |
Last Posted | March 24, 2024 at 9:59 AM |
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IMO, Scout fragmovies are more impressive because hitting center mass on fast moving targets consistently is something that I will never myself do.
However, Soldier/Demo frags are cooler looking and more entertaining.
It's been a while since I've seen an S tier Team HL Fragmovie, that was excellent!
I'm not sure if you're familiar with TF2 jump maps and their servers but improving your rocket jump mechanics is something you can always do at any time and has a very tangible effect on your gameplay. Join a jump server with an easier map like jump_beef or jump_academy and try it out!
It's also worth saying that the roamer role especially tends to have bad looking stats even in a normal game where the player is doing their job just fine.
If you're not already playing them and are NA based, Newbie Mixes are a good environment to play 6s PUGs in, the people around you are generally more invested in your improvement and having a good time: https://discord.gg/JUMQFDta
BrockHas this had any major effects on other professional players outside of tf2 in Russia?
Yeah, at least in the CS:GO scene one of the biggest tournament organizers just banned two top tier teams from competition, and NA'VI, currently ranked world #1, cut ties with their parent organization because it was denying the existence of the conflict
edit: I got sniped with part of my message
3 minutes feels like it's too short, it means you have only 2 well thought out, prepared, and executed attempts at breaking the other team's hold, 3 if you rush it a bit. The flip side of this is that on defense, you only have to hold 2-3 sac or push attempts from the other team to get a round reset to mid. At least at my level, if my team is holding last against an opponent that's about the same level as us, I'm pretty confident that we can hold against 2-3 attempts if we make no effort to countersac more than one player or push out. Extend that out to 3-5 attempts by extending the round timer to 4 or 5 minutes, and it becomes significantly more risky to just turtle.
If you cannot break a hold with 2-3 attempts I don't blame you, if you can't break it with 5 attempts you probably deserve to be reset to mid IMO, so my vote is for a 5 minute round timer.
Watching top Invite players take DM fights over and over *is* wildly entertaining, I must say, but as others have said, 3 minutes does remove some of the interesting depth of breaking a hold.
I do really like the "overtime until one team wins" aspect of the ruleset, and I think Fullerton demonstrated that running a proper tournament with it is possible even with potentially infinite overtime.
I was extremely confused until the very end of the clip LMFAO
edit for more functional link - if you know, you know
SeniorsodaHOLY SHIT!!
https://i.gyazo.com/7bc697662cd35db8da310609b13c127a.png
if anyone doesn't know who ronald jenkees is:
https://youtu.be/0O2aH4XLbto
It's been probably a year since I played with juha but if he's fixed his mental game since then he'd be a great pickup. When he gets beam and has confidence he steamrolls other teams almost singlehandedly.