Yo jon wanna make a mix team for lan invite bracket and lose everything? U can play pocket.
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SteamID64 | 76561198010239925 |
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SteamID32 | STEAM_0:1:24987098 |
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Signed Up | August 20, 2014 |
Last Posted | April 26, 2024 at 2:57 PM |
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K1Dude honestly how does thaigr get these stats
He doesn't miss.
If enemy team going to push soon and you need to delay push/force pop - put stickies on floor where everyone can see
If you want pick because its stalemate situation- put trap (usually on flank position, combo expects it) in hidden spot where a player could extend to during their push. Dont overextend for this but if your team supports you, you can bait yourself to kill players with traps like this (bdonski is very good at doing this).
Cerdurhttps://clips.twitch.tv/CoyFurtiveCroquetteMVGame
Are the girls b4nny dates normally 6 years old?
If you're consistently hitting over your fps cap, what method can you use to turn both types of adaptive sync off to reduce your input lag or is this just not possible? I'm considering which monitor to buy next time I build a pc and input lag is a large consideration.
http://i.imgur.com/dJ00FHq.jpg
God is watching u at all times in mysterious ways
Plug your keyboard in through PS/2 not USB, if your keyboard has the option to change the refresh rate lower it from 1000hz and see if your sens goes back to "normal". Sometimes having two 1000hz devices plugged into USB can interfere with one another.
I actually disagree with you on this nuze. It's all very well saying that teams should just improve whilst playing aggressively in an attempt to break se7en's playstyle but if teams have the objective of winning then it's far easier for them to play passively than play aggressively.
With the amount of incentive there is in TF2 and time that players are willing and able to put into the game of course they will attempt to take the path of least resistance to win. All teams that have contested (and even beaten) se7en have resorted to playing more slowly even if they don't do so vs other teams. Froyo and EVL games vs Se7en at rewind were significantly slower than games vs one another because both teams were taking fewer risks. This is pretty much the definition of a meta.
Even in much larger games, teams will play a style that has been demonstrated to be effective and although they might have differing styles, you won't see many teams playing in a way that goes entirely against conventional wisdom.
I think it's completely fine to alter the ruleset or gamemode to create a shift in meta. You see this done all the time in other games, large and small by developers. Valve only significantly updates the game once or twice a year but we do have the tools as a community to change things and then go back on them quickly if they prove to be catastrophic. The meta has shifted since 2014 to what we have currently exactly because of both valve and community based updates to our balance and gamemode.
5cp as a gamemode had an extremely good flow to it in the past and I think the entire current state of TF2 is a testament to what happens if you don't have frequent balance changes tailored towards creating a new way for people to play a format.
se7enslowdie.
^That's probably the greatest thing you lose in this scenario (although attacking teams committing more could lead to more repushes). Honestly it might be worth what you gain from having shorter stalemates.
Imo the best way for 6v6 to play is to have fights that are concluded relatively quickly and are separated by stalemates that are a few mins long at most. The game right now obviously has stalemates that are far too long, but also fights in higher level games often take a lot longer to conclude and aren't decisive when they do happen which I think is an issue too. Very chaotic games can be more entertaining to watch than stalematey games but if fighting is constantly going on this ruins the flow of the game.
Shorter round timers force the attacking team to commit more to their pushes as the timer ticks down. A lot of people worry that this will lead to turtling teams doing nothing and playing for the round reset more. While this is true it means failed pushes where a repush isn't possible (most of the attacking team gets out) lead to a round reset rather than another stalemate.
I'd also like to point out that although it doesn't do a huge amount to alleviate the problem, ESEA's ruleset does mitigate it a bit. This is mainly because of the increased map length and having a half time that allows people a reset. You see teams come back from being behind a lot more because of this.
Ultimately though I don't think that giving teams incentives to push is enough when 6 of the classes in the game are much better at stopping pushes than they are at making them, and 2 of the ones that aren't are sniper and spy. I don't think the game's going to get much quicker without valve doing anything about this.
tiptoesthere are so many things wrong with this I don't even know where to begin
albaI dissagree with everything in this post. Is this a troll?
GoaskAlice just clicking down the mouse whilst holding w and accidentally getting kills i see a lot of invite players do this (corsa to name a few)
Hmmmmmmm
Sorry but this thread is over because I've NEVER seen an airshot this good before or since