http://i.imgur.com/wx1Qapr.png
uh oh b4nny ud better watch out!
Account Details | |
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SteamID64 | 76561198010239925 |
SteamID3 | [U:1:49974197] |
SteamID32 | STEAM_0:1:24987098 |
Country | United Kingdom |
Signed Up | August 20, 2014 |
Last Posted | April 19, 2024 at 1:38 PM |
Posts | 1621 (0.5 per day) |
Game Settings | |
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In-game Sensitivity | nice |
Windows Sensitivity | the princess |
Raw Input | 1 |
DPI |
over |
Resolution |
a picnic |
Refresh Rate |
luigi? |
Hardware Peripherals | |
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Mouse | of |
Keyboard | to |
Mousepad | invite us |
Headphones | for |
Monitor | eh |
http://i.imgur.com/wx1Qapr.png
uh oh b4nny ud better watch out!
It does give demo and shotgun soldier a bit more power in 6es which is pretty nice, also means that you can do some funky stuff switching between building with arrows and buffing players as med. Pretty much the only class you could say this negatively impacts is scout as it's the least affected compared to demo and soldier in 6es and in pubs/hl it probably won't matter.
If the ubercharge build on arrows proves too powerful then they should make the 1st arrow give 10% and all further arrows give no more than 3-5% for like 4s or something, that way you still get a lot of ubercharge for hitting that big arrow but can't build way too quickly on lasts.
Phlog isn't a good unlock when compared to the old degreaser but I think people are underestimating its use when you play around it with a team. Like you can whip and uber a phlog pyro with the crits and it fucks everything. (obvs not in 6es but whip and phlog are banned anyway lol)
In any case the core mechanics of pyro are pretty dumb and the whole class needs a pretty big rework to be a viable class that doesn't rely on weird gimmicks.
I think the same could also be said for engi and heavy though, it would nice to see the classes do something more than just "build area denial machine" or "be area denial machine" without being completely broken.
I Saw a Peacock, with a fiery tail,
I saw a Blazing Comet, drop down hail,
I saw a Cloud, with Ivy circled round,
I saw a sturdy Oak, creep on the ground,
I saw a Pismire, swallow up a Whale,
I saw a raging Sea, brim full of Ale,
I saw a Venice Glass, Sixteen foot deep,
I saw a well, full of mens tears that weep,
I saw their eyes, all in a flame of fire,
I saw a House, as big as the Moon and higher,
I saw the Sun, even in the midst of night,
I saw the man, that saw this wondrous sight.
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