T0mPost Office Mandem
| Account Details | |
|---|---|
| SteamID64 | 76561198010239925 |
| SteamID3 | [U:1:49974197] |
| SteamID32 | STEAM_0:1:24987098 |
| Country | United Kingdom |
| Signed Up | August 20, 2014 |
| Last Posted | March 19, 2026 at 8:24 PM |
| Posts | 1677 (0.4 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | nice |
| Windows Sensitivity | the princess |
| Raw Input | 1 |
DPI |
over |
Resolution |
a picnic |
Refresh Rate |
luigi? |
| Hardware Peripherals | |
|---|---|
| Mouse | of |
| Keyboard | to |
| Mousepad | invite us |
| Headphones | for |
| Monitor | eh |
TrisTI'm not too concerned about MM, although I'm kinda worried it'll bring the intellectual level of tf2 down unlike games such as csgo that have basically no mechanics other than point and shoot
This is really wrong, the intellectual level of TF2 is way higher than you might expect considering the size of the game but the amount of effort teams put in and the stuff they think about is so much lower than a game like CSGO, despite the dm being different, and for good reason, a prize pool is the only thing that will drive that standard up as realistically you can't expect people to put the time in for no money. MM might actually allow valve to balance the game with respect to weapons and classes that are pretty broken currently and will introduce more people to a comp 6v6 format. I don't trust Valve to pull it off well from the start but after the initial shitfest it probably will mean more 6v6 players, more demand for tournaments and more support from valve which will grow the game, although I doubt we'll ever reach CSGO levels.
There used to be a training map called tr_flinger but the bots didn't strafe, the problem with airstrafing bots is that it's hard to get them to do it any way other than predictably, whereas players will airstrafe in a variety of ways.
Constantly airstrafe when you're jumping, mix up the strafe directions and how many degrees you turn/when you switch strafe directions.
Change the distance between you and the soldier a lot, stay at midrange and jump away to avoid rockets or into his face after he's just shot one to meatshot him whilst you're still in the air.
Try and always play on height advantage and dont fight soldiers in enclosed spaces (e.g. Process PC/IT room)
Delay your second jump/dont use your second jump so he doesn't just shoot where you're going to land after it.
Don't jump at all sometimes to mix it up.
If you're hit by a rocket surf it either into him if hes low or away if he's not
Don't do that thing where you stop moving when you shoot, it's really predictable.
If he 's using shotgun for some reason, w into him whilst a-ding and circle strafe around him whilst tapping w so that your hitbox jitters inside his model.
If you want a range of sensitivities to constrain a max/min sens.
Play scout, start with a really fast sens and try to keep your crosshair over a moving or stationary bot target whilst running or jumping around, keep lowering your sens until you find the fastest sens where you can do this comfortably. You can have this as your upper bound on sens.
Play any class, scout/solly demo. Start with a really slow sens and keep your crosshair, or targets off the screen and try to flick quickly to said targets (or between targets). With a really slow sens this will be uncomfortable to do, keep raising your sens until you find the lowest sens that's comfortable for doing this. You can have this as your lower bound.
I'd recommend playing around your lower bound, but then experiment with your sens using these 2 exercises and try and find an optimum.
When you've chosen something, don't fuck around with it for a while, try and develop a muscle memory for that sens.
Don't think about how you're aiming or how your sens should be in actual games and just think about what you should be doing ingame. I've always found that I aim way better if I'm not concerned with whether I'm hitting shots and am concerned about what my team and I are doing with respect to positioning etc.
Brit League NotLikeThis
flatlinewhy are you subbed to that person
Im subbed to a bunch of crazy people on yt
Been having this problem for ages now but guess I should ask here as I've never found a soln.
My mumble will often crash when I or someone else disconnects from a server. When this occurs I get crazy mouse lag where my sensitivity seems massively lowered and my mouse input is delayed, whether I'm ingame or on the desktop. This happens until I close the crash report window. It's probably something to do with the overlay although it occurs whether I started mumble or the game first and happens when I'm not ingame as well. I'd rather not turn the overlay off so if anyone knows a way of fixing this that would be really helpful.
Event logs always tell me that the faulting application is QtGui4.dll don't know if that's helpful
https://www.youtube.com/watch?v=Mt_iOnqfSEw
my entire childhood
Proud to present to you today the current TF2center cp_process_final wr brought to you by speedrun.tf!
The technique of this speedrun is a little sloppy and I think there are some things that we can improve to shave the time off by maybe even another 30s or so! Note that the timer we're using is the logs.tf timer to calculate our speedrun times.
Scout POV:
https://www.youtube.com/watch?v=Y5VjKe2gK2I
Log:
http://logs.tf/1124887
I encourage you all to try and beat this time as I think it's definitely doable! Happy speedrunning gamers!
This story misses the aftermath where b4nny's test results come back and he's got the dribbleAIDS
One thing people don't seem to have brought up much yet is that the lobby area between 2nd and last is HUGE and really complicated with loads of hiding spots, seems like it would make backcapping really easy on this map.