warriordragon12i need to add a player to my roster due to a last night lineup change, how do i do this
im pretty sure you just dm @heny
| Account Details | |
|---|---|
| SteamID64 | 76561198098770013 |
| SteamID3 | [U:1:138504285] |
| SteamID32 | STEAM_0:1:69252142 |
| Country | United States |
| Signed Up | September 13, 2016 |
| Last Posted | December 18, 2025 at 1:42 AM |
| Posts | 403 (0.1 per day) |
| Game Settings | |
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| In-game Sensitivity | 2 |
| Windows Sensitivity | default |
| Raw Input | 1 |
DPI |
1000 |
Resolution |
1920x1080 |
Refresh Rate |
60hz |
| Hardware Peripherals | |
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| Headphones | HyperX Cloud Stinger |
| Monitor | |
warriordragon12i need to add a player to my roster due to a last night lineup change, how do i do this
im pretty sure you just dm @heny
ILLEGALELEPHANTGUNnew scout pistol:
-removes secondary weapon
-adds +2 ammo to primary
broken?
The reason the pistol is essential is because if you're beefing your scattergun shots you can use the automatic pistol to track your enemies and have more wiggle room to miss.
Your idea just gives more room to beef with the primary.
Ideally, I'd like all pistols to be 100% accurate. just nerf firing rate on Pretty Boy's and I think the Winger could be left how it is after the accuracy add (because I don't see how adding accuracy will make the Winger any better, but then again I'm a beginner so yeah nerf the hypothetical new winger if it will need it).
I also think adding spray is a terrible idea for TF2. Automatic weapons are already a stretch as it is. The hitscan weapons are supposed to elevate aim above all else, not to mention sprays are the territory of army sims and 'realistic'-esque shooters. Maaaybe a simple recoil where you have to pull down but even that sounds against the spirit of TF2.
I ( in my beginner noobiness ) think that as long as the damage is low and the fire rate is low enough, a spray would not be needed to balance a 100% accurate pistol.
If Scout's pistol were 100% accurate, it would just be a damage monster for people with good tracking. I understand that.
But I also don't like RNG. So I'm wondering how the pistol could be reasonably balanced to fit with 100% accuracy but still staying automatic so it doesn't become a smaller shotgun.
FUNKeI specifically avoided overwatch comparisons because i'm personally just tired of hearing them and using them myself for comparative measurements.
fair enough, but i do think you could have held out for comparisons. think of it like writing an essay for english... you can't praise literary works without showing off how a different work falls short (or at least that's how my school preferred it. half my english essays were gauntlets of short stories and poems we read in school)
If FUNKe were to make a "final draft" version of this video, the one thing I'd suggest is comparisons to other games. Like, we have the complexities but they can't be truly appreciated until you see how other games just... don't. Like in Paladins and Overwatch, there are no rocket jump complexities. You just press your button and Pharah/Drogoz fly upwards. That's it (I assume for OW, I haven't played much). In Counter-Strike, there is no complexity to sniping. You just gotta aim right. I'm sure there are more examples but I don't play any shooters but TF2 and a little CSGO atm.
I'm Captain Zidgel, I have 1000 hrs in tf2 gameplay (steam counts 2000 because of downtime, though)
I play pocket. i have a mic and i do communicate. i have 500 lobbies on tf2center and a handful of tf2pl pugs.
http://steamcommunity.com/profiles/76561198098770013/
i made a small post in the Cup thread but i made this thread so it didn't get lost in all the lft posts on the Cup thread.
why are we focusing on 6s when we could be creating the casual 12 vs 12 dream team?
i like it in casual because the fixed bullet pattern means significantly more reliable damage, and the faster swap speed is a huge plus.
FUNKeWould it be possible to have a a weapon lockout system?
Say, theoretically everyone who plays comp is given every weapon (only during comp) so they can fairly change loadouts, what say if you have one medigun then all latter medical must use a separate gun? The downside to this is that weapons with <6 items in the slot would NEED this to be lifted. This would also arbitrarily fuck with stuff like double scattergun/RL's, which is counter Intuitive. But if valve is so deadset on avoiding class limits, maybe there is something tangible in there. Maybe have it only apply to specific things like mediguns.
I don't think that sounds like a good idea at all, but you've got influence to test it out. Rent a server and try a few pugs with it! See what it feels like in practice.
Menachemyeah no this system is definitely not fixed
Don't confuse low player base for matchmaking glitches.
LegendaryRQAApparently a fix came out. Seems to be working fine for me now. Already found 3 games (one was canceled)
It's late and I want to sleep but I'll be damned if I'm not gonna play 2 hours of matchmaking now that its fixed.
media talking about football: hello everyone here is our football expert to present this news in a way that is knowledgeable
media talking about esports: I saw my son play a video game once so im pretty much an expert in esports, lets talk to these nerds right here about their dumb hobby
frontier is what my family uses and i have no gripes with it.
its worth noting that ethernet > wifi, in case you didnt know.
lft pocket (NA)