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SteamID64 76561198029695777
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SteamID32 STEAM_0:1:34715024
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Signed Up April 29, 2015
Last Posted November 4, 2023 at 5:03 PM
Posts 256 (0.1 per day)
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#181 all aboard in TF2 General Discussion
DavidTheWinMankySteam\steamapps\common\Team Fortress 2\tf\resource\tf_english.txt
"TF_Competitive_Rank_1" "Recruit"
"TF_Competitive_Rank_2" "Mercenary"
"TF_Competitive_Rank_3" "Field Mercenary"
"TF_Competitive_Rank_4" "Veteran Mercenary"
"TF_Competitive_Rank_5" "Infiltrator"
"TF_Competitive_Rank_6" "Operator"
"TF_Competitive_Rank_7" "Raider"
"TF_Competitive_Rank_8" "Guerrilla"
"TF_Competitive_Rank_9" "Agent"
"TF_Competitive_Rank_10" "Field Agent"
"TF_Competitive_Rank_11" "Master Agent"
"TF_Competitive_Rank_12" "Assassin"
"TF_Competitive_Rank_13" "Field Assassin"
"TF_Competitive_Rank_14" "Elite Assassin"

Well, at least top rank has elite in name.

I do hope they change some of them, if someone tells you they're FA they could be rank 10 Field Agent or rank 13 Field Assassin. If you tried adding the second letter you get FAs and... FAg.

As i said these are temporal names, and i would probably see people using the numbers 1-14 instead of the names.

posted about 8 years ago
#168 all aboard in TF2 General Discussion
MankySteam\steamapps\common\Team Fortress 2\tf\resource\tf_english.txt
"TF_Competitive_Rank_1" "Recruit"
"TF_Competitive_Rank_2" "Mercenary"
"TF_Competitive_Rank_3" "Field Mercenary"
"TF_Competitive_Rank_4" "Veteran Mercenary"
"TF_Competitive_Rank_5" "Infiltrator"
"TF_Competitive_Rank_6" "Operator"
"TF_Competitive_Rank_7" "Raider"
"TF_Competitive_Rank_8" "Guerrilla"
"TF_Competitive_Rank_9" "Agent"
"TF_Competitive_Rank_10" "Field Agent"
"TF_Competitive_Rank_11" "Master Agent"
"TF_Competitive_Rank_12" "Assassin"
"TF_Competitive_Rank_13" "Field Assassin"
"TF_Competitive_Rank_14" "Elite Assassin"

Well, at least top rank has elite in name.
Kanecoman, tf2 has decent lore names for ranks why would they go with the most generic names ever. tf2playerrankings is decent at that.

In the same file where the rankings are (tf_english.txt) there is a commentary that says

// work in progress..temp names

Dont forget that

posted about 8 years ago
#160 all aboard in TF2 General Discussion

https://www.reddit.com/r/tf2/comments/3ryi48/juicy_finds_about_matchmaking_and_its_servers/

posted about 8 years ago
#108 all aboard in TF2 General Discussion

https://www.reddit.com/r/tf2/comments/3rpf23/matchmaking_mode_disables_random_criticals/

posted about 8 years ago
#1 TF2 News Post : EdgeGamer's Ultiduo Tournament in TF2 General Discussion

http://www.teamfortress.com/post.php?id=19091

posted about 8 years ago
#34 MAJOR TF2 update for 10/28/15 (Scream Fortress 7) in TF2 General Discussion

The comic is freaking hilarious lmao

posted about 8 years ago
#5 TF2 update for 10/21/15 (10/22/15 UTC) in TF2 General Discussion

For those who care (comparations between two of the old/new cosmetics changed this update):

http://images.akamai.steamusercontent.com/ugc/575691590883379298/AD7AFB5EA3EE9A271D1AC502D0CB1C50E17A9640/

http://images.akamai.steamusercontent.com/ugc/639867885559011762/439C006B5A0D57E40C8388E4FECB75B1948751A0/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637:358&composite-to=*,*%7C637:358&background-color=black

posted about 8 years ago
#1 If Scout was limited to 1 in 6s? in TF2 General Discussion

How would the meta change? What would be the 6th class? I'm geniunely curious about this. Would teams run sniper to mid?

posted about 8 years ago
#5 Balanced Mod Ideas in TF2 General Discussion
FireStarwIf you didn't already know, a project called TF2 tightrope already exists that kinda does this, but it seems recently they added a bunch of crap as well like their own weapons, so don't go down that route.

Never planned to and most likelly never will add new weapons.

Jerm --snip--

I'll take a look onto that

Frost_BiteCool concept, though it pays to actually do the math with the numbers you post. For example, changing the wrap assassin cooldown from 15s to 45s is a +200% increase, not +150%.

Fixed that

Additionally, this lets you see the full consequences of your suggestions; the suggested back scatter is capable of 1-shotting light classes even a few yards away.

Isnt that possible right now too? It technically trades 10% damage and falloff for 6 shots. And a negative frontshot penalty

The suggested candy cane might have the issue that the player you hit picks up the health kits, actually gaining health.

The medkit would have to spawn being launched somewhere nearby

Liberty launcher seems fine; it's already capable of 2-shotting medics at decent range.

It's unclear if the updated mantreads still have the knockback effect.

Its not mentioned so they still do

Pyro runs faster than medic now; not sure if intended.

It is, Pyro is very weak without airblast, and since i find airblast to be a bit broken, i buffed pyro and nerfed airblast

+50% pushback force on the backburner puts it at half of the previous force, not 84% of it.

When i say -16% i mean that thats the difference between Stock and Backburner

Part of the reason that the phlog doesn't have airblast is that right clicking activates it.

Special attack would be used to activate MMPH, like suggested scottish resistance

You're removing the main point of the back scratcher: that it lets the pyro play on the flank when there are no medics. Might want to reconsider the change.

How about lowering from 75% from healers to 50% from original stats

How do you plan on increasing the bleed damage on the SH as suggested? 5/hit?

80 in 10 seconds so 8 per second , 4/hit

Overdose becomes a little too good with suggested change, might need testing. Also goes against current game philosophy of only having changes apply with held/visible items. (See changes to bushwhacka, pocket pistol, etc.)
Also note this for the amputator.

Guess that philosophy makes sense, maybe the gun could be seen somewhere in the medic model?

Otherwise I guess i'll change it to up to +15% speed but requires the gun out, and amputator from +3 to +5

Sleeper needs a nerf, not a buff.

How so? Lacking headshotting isnt hard enough?

Suggested change to the danger shield is terrible; punishes quickscoping even harder (uncharged headshot does 120), while leaving charged up bodyshot->peek unaffected. A better change would be to simply increase critical damage taken, reversing the problem.

Yet by that you lose the "immunity" to quick-scopes, which is the main point of the gun
posted about 8 years ago
#1 Balanced Mod Ideas in TF2 General Discussion

I always had in mind to make a mod to try to balance out most weapons/classes. I posted on reddit the ideas that I came up with, and there are also some responses in that thread. I would like the perspective of you guys on these ideas. And i'd love some feedback and changes that could be made.

https://www.reddit.com/r/tf2/comments/3hz5u8/balancedmod/

Have these in mind fo both pubs/HL/6s

posted about 8 years ago
#3 Both Senties health on StatusSpec HUD? in Customization
kKaltUuWould be nice to have yea. I have never seen a spectator HUD with that so mind telling how you got that working?

I didnt get it to work, I've never worked with HUDs. This is a suggestion.

posted about 8 years ago
#1 Both Senties health on StatusSpec HUD? in Customization

I already suggested this to eXtine on one of his videos and he said that 'why not?'. Would this be easy to implement on the HUD? Do you guys like the idea of showing the Sentry health? It could be also used in 6s because Sentries are common while holding last.

posted about 8 years ago
#52 10k hours to mastery in Off Topic

http://steamcommunity.com/id/PurnPum/

I guess in 1k more hours i'll switch from a dustbowl valve server pubstomper to an invite player?

Maybe..?

posted about 8 years ago
#25 Fully Charged! Valve and Competitive TF2 - Episode 42 in Events

Will the match making system be similar to MvM's? In terms of internal functionability

Will VAC be reworked for this? It needs it seeing how flawed it is as hacks like premium LMAOBOX are undetected.

posted about 8 years ago
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