good people and put a lot of effort into the game; look forward to seeing them all debut
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SteamID64 | 76561198050626676 |
SteamID3 | [U:1:90360948] |
SteamID32 | STEAM_0:0:45180474 |
Country | United States |
Signed Up | April 21, 2015 |
Last Posted | November 17, 2023 at 9:29 PM |
Posts | 259 (0.1 per day) |
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serial edater and online fuckboi; will break your heart and leave you
Antecedentwe love tony
dishsoapwe love tony
top invite as advertised
Nice work!
If you're curious, I did something similar for pugs ( https://github.com/TheAntecedent/Quintessence ), which was based on grabbing logs uploaded by a single uploader. You could swap out the intake piece with grabbing all logs for a given player and use the rest of the code, if that's helpful.
Zesty also wrote some log analysis code a little while back to predict which team would win a given match, and 1Stirling ran a long-term metrics project that ranked both players & teams for about 3 years ( https://tf2metrics.wordpress.com/ ).
zandafeno is the hero we deserve. thanks buddy. ur a legend in my book
This team has so many 400 iq gamers. First rkt joined halfway through the season and left after roster lock to 4D chess them out of a med, then feno joined and had "corrupted demos" to get the ol' team expulsion.
martholomew is good at the video game and chill to hang out with
hooliwhich candidate is best for the growth of competitive tf2?
There's two components of aim: putting your shot where you want it to go; and knowing where you want it to go.
For the first part, you can play tr_walkway - I like setting up the ramp to launch bots in the air at a consistent speed (similar to actual rocket jumping speed) and hit as many airshots / double airshots as possible. You can also try "host_timescale 1.5" or "host_timescale 2" (and ramp up / slow down the speed over your session) to balance working on flick aim vs prediction. You can also practice air sticky into pipe or juggling people with stickies on walkway if you want.
Figuring out where people are going is tough to practice; I think dm servers or 2v2 mge are best for that. 1v1 mge is okay; I would recommend only mgeing friends and mixing up what classes you play to be less frustrating for them. Honestly, you just have to play - preferably on a team, but pugs are okay. Players move very differently in game and are usually much easier to hit because they're playing around some goal that constrains their movement - they're dodging your soldiers' spam, they want to be on high ground, or get through the doorway, they want to play captime, etc.
Finally, borrow how to aim and position from good demomen - habib streams often, and sigh and chunkey do occasionally. A lot of aim in-game is really just being in the right position near your team & medic, and if you're in the right place, the damage comes for free. There's also differences in demo styles - direct damage stickies vs zoning, and which to use when. The easiest way to pick up mid-fight sticky timings or pipe spam angles by watching experienced demos. Can likewise borrow how to hold and spam on each point, how to best stuff a choke without overextending, and how to push/transition (e.g. free soldier picks in lower divs by shooting the floor of gully mid -> second choke; no aim required).
Hello Fellow Invitational Gamers
https://cdn.discordapp.com/attachments/753390866344706148/757711139793797160/unknown.png
go team zoomer!