Saullix
Account Details
SteamID64 76561198053056087
SteamID3 [U:1:92790359]
SteamID32 STEAM_0:1:46395179
Country United States
Signed Up August 7, 2015
Last Posted July 17, 2019 at 1:34 PM
Posts 26 (0 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
1 2
#561 ESEA Season 29 Open Happenings/Discussion in TF2 General Discussion
bearodactylsmesihttp://logs.tf/1690316#76561198058617608
i still have the highest amount of deaths/min i've seen anywhere
see the difference is you used the shotgun which makes it a LOT quicker to die, the honorable way is to use gunboats and leave your feed talent to do its own work in killing you rather than self damage

also 8 out of the 50 deaths weren't even to enemy players (u can add up the deaths to classes stat in the logs), mine had only 3/62 deaths not to enemy players (fall dmg? kill credit glitch? i def didnt just jump with 5hp or anything thats cheating)
also if you divide by the mins and your 50 deaths in 23 mins is an honorable 2.173 per min, but my 62 in 28 mins edges it out with 2.214

Thank You for this High Level Feed Analysis

posted about 5 years ago
#228 Most aids log? in TF2 General Discussion

https://logs.tf/2151457

Wasn't that bad until like 15 minutes in, when it completely dissolved into shit like double sniper+spy to mid

posted about 5 years ago
#19 favorite team you've ever played for? in TF2 General Discussion

Unironically season 5 ugc iron 4s when I got 3rd place with 3 homies who don't play anymore

posted about 5 years ago
#19 Se7en rubs shoulders with Domo as kaidus steps aside in News
ThespikedballofdoomHave any pro esport players truly suffered an injury directly caused by Gaming™?

Yes, especially wrist and other hand injuries. The SSBM scene had one of the top players in the world, Hax, drop out from competition due to wrist injuries caused the gamecube controller as one of the major contributing factors. He has come back to competition recently using a new box controller similar to hitbox fightsticks used in the FGC. I also live with a CSS surfer, Beetle179, who also has dropped off somewhat due to wrist issues caused by excessive use of his mouse. It's definitely something that exists.

posted about 5 years ago
#9 Faint Gaming passes out of Invite in News

kkktookthefattestinviteseasonaway

posted about 5 years ago
#24 Faint Gaming Dead? in TF2 General Discussion

cronjington magone :(

posted about 5 years ago
#58 Most Skilled players in the game right now? in TF2 General Discussion

wtf where is Robert_cheeto

posted about 5 years ago
#5 ESEA S29 W2: Ascent vs. SVIFT NA in Matches

Holy SVIFT

posted about 5 years ago
#126 its back in TF2 General Discussion
kaiserRegI haven"t been around long enough to see it. How is the Base Jumper OP/banned?

It used to have insane control in the air. You could literally keep all your forward momentum after jumping and deploying the parachute. And as most people here know, air control in tf2 is preeeetty good. It has since been nerfed, but it's still pretty good at making you harder to hit, and can make some bombs really difficult to counter, and possibly splits the attention of the people on the other team if you just jump in and float above them.

posted about 5 years ago
#43 3cp In 6v6 in Map Discussion
MouldSaullixA better way to get rid of stalemates would be to make the round timer after a point is capped much shorter and just give the team with more points the round win. This forces the defending team to have to push out of last otherwise they risk losing the round. The only issue I see with this approach is teams stalemating after they push up to second or last becoming a dominant strategy, but personally I think this opens up more interesting gameplay since the defending team now has to actively think about getting out of last as opposed to just waiting for the attacking team to retard push in.

Forcing teams to push out is something that isn't encouraged enough on 5cp, and threatening a round loss for turtling too long is a good thing imo.

you're giving the team that wins mid a free round for turtling second, it's very difficult to push into 2nd if the attacking team doesn't make mistakes

how is that better?

It's better because it's an actual resolution to the round. Teams can already do that after winning mid, but they don't get a round win for it. You need something to keep people from just stalemating forever, and just lowering the time limit doesn't give enough reward to feel good because then even though you won the midfight, nobody wins the round because neither team did anything after the one conclusive team fight. Plus I imagine most teams would take the risk and try to end the round immediately if some sort of advantageous position came up, as opposed to just trying to burn time. Plus I am of the opinion that the midfight should be the most important fight in the round, so to me making the midfight more important isn't that big of a drawback.

posted about 5 years ago
#41 3cp In 6v6 in Map Discussion

A better way to get rid of stalemates would be to make the round timer after a point is capped much shorter and just give the team with more points the round win. This forces the defending team to have to push out of last otherwise they risk losing the round. The only issue I see with this approach is teams stalemating after they push up to second or last becoming a dominant strategy, but personally I think this opens up more interesting gameplay since the defending team now has to actively think about getting out of last as opposed to just waiting for the attacking team to retard push in.

Forcing teams to push out is something that isn't encouraged enough on 5cp, and threatening a round loss for turtling too long is a good thing imo.

posted about 5 years ago
1 2