Would you rather have a 2 inch dick or a 20 inch dick?
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SteamID64 | 76561198013049459 |
SteamID3 | [U:1:52783731] |
SteamID32 | STEAM_0:1:26391865 |
Country | United States |
Signed Up | October 13, 2012 |
Last Posted | March 30, 2017 at 10:30 AM |
Posts | 554 (0.1 per day) |
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Check that neither your autoexec nor listenserver.cfg has maxplayers 1 in it.
Currently studying German at Goethe Institut. Beginner level.
I also speak fluent English.
saamwhat is console tf2?
The orange box was released on xbox.
It has no patches. Just the 2007 release.
BumFreezeGeknaiirin TF2 the halves end when a team gets 3 rounds, which means the other half then goes on first to 5. one half can have 3 rounds then the other has 6, not really "halves" at all.BumFreezeESEA halves make no sense, imagine if a half in CSGO ended when you got the majority of round (8 points) and then you had to play up to 22 rounds on the other half? It's completely illogicalthat makes no sense
If one half has three rounds, the other will probably have 2-4.
If one half has four rounds, the other will probably have 3-5.
If one half has five rounds, the other will probably have 4 rounds.
In other words, it's usually even. Sure, it can theoretically be lopsided, but it almost never is.
Try here; highlander (the only format where full-time sniper is a thing) team leaders typically look there. Try looking for iron or steel.
TF.tv is still a good site for news updates and such.
Good luck in finding a team!
Fix update is coming HLDS-time "soon", which is actually soon.
tscSomething else interesting to consider: having map veto processes to determine the map(s) played each week? Not sure how viable it would be outside of the top division, but it would be another potential venue for strategy that we don't normally see outside of playoffs.
While I like pick/drop systems of map selection, applying it to tf2 does have the issue that it will cause the new maps to get scrimmed and played less. There isn't enough time to play three straight maps, so it's just drops until a pick, which means that, outside of playoffs, teams only need to "know" half of the maps.
JarateKingCan someone say what the differences between leagues/regions are? I thought I knew the ruleset differences but this thread's made me realize that I've got no clue.
NA and AU: One map per match and week. The first half is first to 3 rounds won or 30 minutes, whichever comes first. The second half is first to 5 total rounds won (between first and second halves), or 30 minutes, whichever comes first. If the teams are tied after the second half, there is then a tiebreaker (golden cap) round.
EU: Two maps per week and match. For each map, there are 30 minutes allowed. If any team is up by 5 rounds at any point, they win the map and move on to the other one. If the score is tied at the end of 30 minutes for either map, play a tiebreaker round on that map. 3 points for winning a map outright, 2 for winning in golden cap, 1 for losing in golden cap, 0 if lost normally. Add points earned for all maps throughout the season to determine placement.
Scorch shot and detonator do the same amount of knockback now.
Also, I would like to say:
6v6 doesn't necessarily mean "6v6 with the 6s class and weapon restrictions that we are used to". It just means "six players play six other players."
Taunting with an unusual puts the effect in front of your face.
Taunting with the box taunt lets you dodge sentry fire.
There's some glitch that lets you see the classes of players on the enemy team.
deetrTeam-Strike 2; GOTY Edition : Yeah uh I found a glitch
Team-Strike 2; GOTY Edition : I can capture while being disguised
idk if this is legit somebody should test it
Checked, is not legit.
Added individual player-ready state for tournament mode
Added new convar mp_tournament_readymode (allows tournament mode to use a per-player ready system)
Added new convar mp_tournament_readymode_min (minimum number of players required on the server before players can toggle ready status)
Added new convar mp_tournament_readymode_team_size (minimum number of players required to be ready per-team before the game can begin)
Added new convar mp_tournament_readymode_countdown (the number of seconds before a match begins when both teams are ready)
HOLYSHITHOLYSHITHOLYSHIT
ComangliaRagorUnfortunately not, 150 damage will only do 120. welp
That's not exactly true. Crits don't get damage resistance applied normally.
Example.
https://wiki.teamfortress.com/wiki/Darwin's_Danger_Shield
-15% Bullet damage
A headshot to a sniper wearing this SHOULD be about 128 damage, BUT you actually do 143 damage.
Basically the calculation is this.
(50 x 3) - (50 x .15) = 143
So with that calculation using 20% resistance
(50 x 3) - (50 x .2) = 140
It is accurate. The DDS only stops bullet damage. This is 20% resistance to all damage, including critical damage.
An uncharged headshot on a cloaked spy will do 120.
Incidentally, a caber hit now does 124.