Koobadoobs
Account Details
SteamID64 76561197995281217
SteamID3 [U:1:35015489]
SteamID32 STEAM_0:1:17507744
Country United States
Signed Up August 2, 2012
Last Posted January 2, 2015 at 3:27 PM
Posts 239 (0.1 per day)
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In-game Sensitivity 1.2
Windows Sensitivity default
Raw Input 1
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1680x1050
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Hardware Peripherals
Mouse Deathadder
Keyboard  
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Headphones Turtle Beach
Monitor  
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#10 Scripting help in Q/A Help
Benroads
bind "1" "slot1; r_drawviewmodel 0"
bind "2" "slot2; r_drawviewmodel 0"
bind "3" "slot3; r_drawviewmodel 1"

Found this on the steam forums and used it, problem is when I respawn my weapons view models turn back on until I press 1. Is there a way around this?

Turn on "remember last active weapon" in advanced options. Your problem is that u died while holding your melee and when you spawn u switch to primary without pressing the button that changes view models. Remembering last active weapon prevents any weapon changing while dead that screws up view models. Your only other problem would be weapons that switch your active weapon automatically (like using a throwable item or running out of ammo). This will change to your last active weapon which may have had a different view model setting. The only way around this is to set up a more complicated bind that works only for a specific class when they're holding a specific slot, which is extensive and gets screwed up if you switch that slot to a different item that works differently. Ex u could make the sniper always switch to primary and turn off view models every time he fires secondary (jarate), but then if u use an smg u have problems (or even worse if u use a backpack and accidentally press two, switching ur binds without switching ur weps).

Long story short, it's easier to just press one either while ur dead or after u spawn.

posted about 11 years ago
#39 Battlefield 4 - 17 minutes gameplay reveal in Off Topic

I find it interesting that the only reason to buy this game when you already have BF3 is better graphics yet the gun's viewmodel is so huge that you pretty much lose 1/4 of your screen. When they're walking through those long areas where no enemies appear does he really need to hold the gun up to the point where its tip is almost touching the crosshair? None of his allies are. Get it out of the way and let me watch the movie.

posted about 11 years ago
#10 sniper/spy/pyro/engy in TF2 General Discussion
4812622KaeyelOne use I can think of for the DR is to fake dropping a demo to a trap or something when you push into a last point.

And then you can surprise the enemy team with your actual demo when they bunch up and chase.

I heard that friendly disguises don't drop friendly corpses with the DR anymore?

This

Which is why DR is absolutely useless. Spies only get one kill every life, and that's only if they remain completely unseen until it's too late. DR tells the other team "Hey! Look out for the spy!" and then the spy is just giving the other team a player advantatge.

posted about 11 years ago
#17 Getting Into Competitive TF2 in Q/A Help
lamefxKoobadoobsUGC is free, more newbie friendly, gives hardly any prizes at all, and has a more controversial map list.
i might be mistaken but i think UGC 6's uses the same map list as esea

It's a map list based on all maps ever used in ESEA, including Freight, Warmfront, and other maps commonly considered to be really bad.

posted about 11 years ago
#10 Getting Into Competitive TF2 in Q/A Help
SaullyAlright so I think I'm going to go with lobbies, DM, and MGE first to get better. Then once I get better I will try out some #tf2.pug.na and Power Pugs.

Thanks guys!

Also if you don't mind me asking what is the difference between ESEA and UGC?

ESEA is pay-to-play, has better rewards, and a higher skill level.
UGC is free, more newbie friendly, gives hardly any prizes at all, and has a more controversial map list.

posted about 11 years ago
#4 Getting Into Competitive TF2 in Q/A Help
miwoKoobadoobstf2lobby.com is good for getting a feel for your role in 6v6. The skill level is lower than pugs. TBH though, you should start pugging sooner rather than later because lobbies are ultimately just organized pubbing with no team communication. After 10-20 lobbies you're probably ready enough.I actually would not recommend TF2lobby. You'll just get bad habits.

A lot of people say that, but really it isn't that bad. If he doesn't feel comfortable doing pugs then he might as well do lobbies. It's better than waiting for the next mix or pubbing. Just watch streams too so you see how the game is actually supposed to be played so you don't think that a silly strat (ex. liberty launcher) is actually as effective as it is in lobbies.

posted about 11 years ago
#2 Getting Into Competitive TF2 in Q/A Help

tf2lobby.com is good for getting a feel for your role in 6v6. The skill level is lower than pugs. TBH though, you should start pugging sooner rather than later because lobbies are ultimately just organized pubbing with no team communication. After 10-20 lobbies you're probably ready enough.

posted about 11 years ago
#6 THS Presents: TryHard Tactics HighlanderSpringOpen in TF2 General Discussion

I don't understand the map pool. KOTH and PL are the best gamemodes for HL. Other than that, cp_steel is the best HL map. Stick to those gamemodes and steel.

posted about 11 years ago
#45 Favorite Highlander Map/Gamemode in TF2 General Discussion

Favorite Map: Steel
Favorite Gamemode: A/D

posted about 11 years ago
#3 Hitsound pitch problem in Q/A Help

Is it because the min value is greater than the max value? 0_o

posted about 11 years ago
#94 Comms that make a 6s mumble terrible in TF2 General Discussion

"I SWEAR I popped that uber!"

posted about 11 years ago
#30 Fully charged #21 -- ask infinite/Fornaught stuff: in TF2 General Discussion

What do they think about reducing the number of different gamemodes played each season to make spectating and playing easier (you don't have to learn new rules for each match)? Let's say there were a map contest to create new A/D and PL maps, and plenty of competitive-ready maps were submitted. Would they consider a stopwatch-only season for the sake of consistency and ease of understanding what's going on? I feel like these are the easiest to spectate and are some of the most popular maps among 9v9 players, as well as the most highlander-oriented ones. The role of each class on stopwatch maps is very clear and it is rare for a stopwatch map to handicap a particular class (ie. what haunt does to snipers) or favor a particular class (ie. what haunt does to scouts and soldiers).

Being that PL is already the most popular gamemode in pubs (possibly second to ctf_2fort), I think this would bring in more new people and keep them in the league season after season because they know that the maps each season won't vary too much and they don't have a couple weeks each season that they want to skip/forfeit because a gamemode few people like was forced in on a bad map.

This would obviously be a very radical change but I'd be interested to know how the admins feel about something like this.

posted about 11 years ago
#3 rollouts in TF2 General Discussion

http://www.youtube.com/watch?v=EuUgjydRiew
skip to 6:30

posted about 11 years ago
#10 Favorite Highlander Map/Gamemode in TF2 General Discussion

I actually enjoy arctic a lot. Badwater is always fun, and swiftwater's pretty good too.

posted about 11 years ago
#5 Cp_wetCoal in Map Discussion
kaceI don't really like 2nd point. If you are trying to defend it, there is literally no place for the combo to stand without getting spammed, flanked, or bombed easily. The flanking areas are uncoverable by defenders because there are entrances that are at mid and exits that go behind second as well as the regular flanks. You cannot hold on point either because the demo can just spam over the rock. In general, there are way too many entrances and exits for a team to manage. I think that most of the lower and out of the way routes should be taken out. Like, all the routes (on the whole map) that have water.

Agreed.
As a general rule, every point should have ~3 entrances each from the point before or after it. The last point sometimes has 4 (because last points should, in general, be more difficult to push into, so it compensates), but rarely more than that.

posted about 11 years ago
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