zensanity
Account Details
SteamID64 76561198112430870
SteamID3 [U:1:152165142]
SteamID32 STEAM_0:0:76082571
Country United States
Signed Up March 31, 2015
Last Posted July 16, 2018 at 4:54 PM
Posts 55 (0 per day)
Game Settings
In-game Sensitivity 1.25
Windows Sensitivity 6/11
Raw Input 1
DPI
800
Resolution
native
Refresh Rate
144hz
Hardware Peripherals
Mouse Logitech G403 Wired
Keyboard HyperX Alloy FPS (MX Blue)
Mousepad Corsair MM300
Headphones HyperX Cloud Alphas
Monitor ACER GN246HL 144Hz
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#6 lft mid open scout (combo preferred) in Recruitment (looking for team)

bumping. open to play either combo or flank scout now for a mid high open team

posted about 6 years ago
#15 ESEA Season 28 LFT Spreadsheet in TF2 General Discussion

thanks for this :)

posted about 6 years ago
#105 bring back pugchamp in TF2 General Discussion

mixchamp < tf2pl < pugchamp

while I can appreciate FACEIT's attempt at a system, pugchamp's system just seems way better for the quality of pugs
just implement the pugchamp system along with FACEIT's incentivization and it's ez $

posted about 6 years ago
#15 lft im scout man in Recruitment (looking for team)

<3

posted about 6 years ago
#14 Let's discuss about Spy's balance. in TF2 General Discussion
nitei've made the (poorly received) argument before that a sniper nerf and spy buff would have a positive impact on 6's, because a failed spy pick often results in a spies death and an opportunity to push, whereas a failed sniper pick generally leads to countersniping and gridlock. that being said OP is way off base i think, amby nerf is kinda dumb granted but its a band aid of a weapon that only existed to artificially prop up a class thats not capable of killing good players with its basic skill set well enough, and dead ringer is (imo) just a fundamentally flawed weapon concept.

also i am totally a proponent of the generalists and specialists argument, but there is a difference between a class being a specialist and a class being almost universally a less flexible and less capable version of another class (i.e. spy vs sniper)

spy shouldn't be put on the same level as sniper in 6s. sniper is a long range threat that forces the enemy into decisions and positions that allow for him/his team to get picks or a tool to catch enemies out of position. the spy is meant to gather info and get a key pick when the enemy is distracted. they are useful for two different and viable scenarios and as such do not deserve equal treatment.

a "missed pick" for a sniper lets the other team know a sniper exists, and they maybe sack to try and get someone up on a sniper or spy. but the whole "sniper vs sniper" stigma is often reserved for last pushes, which are already stalematey as-is. a failed spy pick typically means a 1 man ad which isn't pushable unless another example exists (uber, health, etc.). you're overestimating the impact a spy pick has to a large degree and just assuming that because one team runs a sniper the other is forced to.

not all classes should be equal, despite what r/tf2 would like to think, or else each class would lose its usefulness in unique circumstances that make them useful to begin with, or just become weaker versions of already generally applicable classes. spy is fundamentally weak and should remain that way or else we get everyone whining about dead ringer, amby (even though amby was fine), or any other option the spy might gain in order to make him more versatile or escape when he's discovered.

posted about 6 years ago
#1862 Do you like the song above? in Music, Movies, TV
rzrgood, wish the vocals were louder
edit: ninja'd.
I like this piano. Interesting radiohead cover
https://www.youtube.com/watch?v=974TXFKtyls

Nice beat, overall it's kinda meh tho.
https://www.youtube.com/watch?v=u-BrIa2fO90

posted about 6 years ago
#229 TF2 Pro League in Projects
vulcI was thinking more so adjusting the levels of the hubs, or even allowing advanced players to queue into amateur if they want

fair enough, that would allow people to experiment with classes theyre less experienced with as well

posted about 6 years ago
#226 TF2 Pro League in Projects
vulcThere really aren’t enough tf2 players to justify three different hubs. Amateur pugs won’t start until prime time and I would imagine the problem is even more prevalent in advanced and invite

while pugs would q faster, the hubs would become so diluted and the skill gap would basically be like a tf2c all over again. assuming you mean a beginner-amateur merger, you'll never know if you'll get a competent team or not until you're in game, and newer players would get absolutely pounded, which sucks for everyone involved. I'd rather the distinction stay in place to maintain as quality pugs as possible

posted about 6 years ago
#1 name change in Requests

please change to zensanity

posted about 6 years ago
#4 LFP Mid Open Scout in Recruitment (looking for players)

When I rang for anthony's team, I saw that both anthony's individual skill and the overall team comms were a bit of a weak link, but other members of the team were pretty good individually (timewarp notably). Once those two issues are addressed I think the team can at least hold its own in mid open.

posted about 6 years ago
#945 best pub quotes in TF2 General Discussion

lalechuzadepatricios : step back bois,i know jew-jitsu

posted about 6 years ago
#74 psa to dm players in TF2 General Discussion

how to successfully play dm:
unbind tab
congratulations, your life is now 10x less stressful and you wont hold s 24/7 to save your k/d and doms

posted about 6 years ago
#13 Sens too slow? in TF2 General Discussion
corsawhile all of these comments are true that you should use what's comfortable for you, it's also true that a slower sens just limits how much you can airstrafe and do other things. i've never seen somebody use a really slow sens and have legitimately good airstrafe movement, because it's honestly not possible, even if you do have a very spacious setup. this doesn't necessarily matter for every player though. as far as aim goes, that's 100% preference and probably can't be too slow for that if you're used to it.

Yeah, movement and an easier time w/ projectile classes were the main reason cited as to why i should up my sens. I do main hitscan classes tho so that's a large factor as to why I'm hesitant to switch things up. If I wanted to progress deeper into comp/esea my main concern would be whether or not I'd be hindering myself from improving (at least movement wise) if I were to keep my sens. After seeing what the thread says I'm inclined to stay w/ 2.5 @ 400, but since you have invite exp I wanna know your thoughts on it.

posted about 6 years ago
#1 Sens too slow? in TF2 General Discussion

I use 2.5 in game @ 400 dpi. Im often told the sens is "way too slow" but it's the sens Ive used since I started playing cs around 2 years ago. It feels comfortable to me and it's what I steadily improved my aim with. Because others suggested I change it, I decided to try 3.125 @ 400, which is still considered relatively slow. Problem is I'm so accustomed to the other sens that I don't want to completely ruin the muscle memory Ive been developing so far. I can see the benefits in a higher sens, but I've improved and learned the fastest at 2.5 @ 400, so I'm hesitant to switch.

Should I keep my old "slow" sens, or switch to the newer one?

posted about 6 years ago
#20 TF2 update for 3/28/18 in TF2 General Discussion
RacsoAlso did anyone see a mention of the sticky det bug???

nah, just this:
"Fixed stickybombs sometimes blocking explosive damage from other stickybombs"

posted about 6 years ago
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