capnnofapn
Account Details
SteamID64 76561197999215868
SteamID3 [U:1:38950140]
SteamID32 STEAM_0:0:19475070
Country United States
Signed Up July 27, 2012
Last Posted May 15, 2024 at 10:22 PM
Posts 2136 (0.5 per day)
Game Settings
In-game Sensitivity 12 inches/360
Windows Sensitivity
Raw Input 1
DPI
900
Resolution
1080p
Refresh Rate
420hz (120)
Hardware Peripherals
Mouse vaxee something
Keyboard durgod
Mousepad steelseries something
Headphones AKG EXPENSIVE ONES
Monitor benq 144hz
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#8281 Frag Clips Thread in Videos

https://www.youtube.com/watch?v=C6cm1TBXpJ4

posted about 2 years ago
#3 How would you buff the spy? in TF2 General Discussion

A slight revolver buff would be cool cuz it would give you another option to work with if the enemy has caught on to your presence.

posted about 2 years ago
#17 RGL S6 Invite Happenings/Discussion in TF2 General Discussion

^im p sure the built in demo recorder doesnt work right with the rgl match config cuz of half time but i might be wrong.

posted about 3 years ago
#2 throne lft adv/main in Recruitment (looking for team)

A beast

posted about 3 years ago
#31 griff pugs!! in TF2 General Discussion

Pools closed

posted about 3 years ago
#23 mech keyboards, what switches and why in Hardware

you should be like aimisadick but about keyboards

posted about 3 years ago
#10 Movement Mindset in Mentoring
me on reddit lmaoThe trick to making scouts miss their shots is making sure you aren't changing directions at a constant interval. If youre mashing your WASD keys randomly as fast as you can, you might be be changing directions completely randomly, but chances are you're switching directions at the same interval. When you're switching directions at a consistent rate they may not know how they're going to need to move their mouse, but they are going to know when.

Constantly switching distances and your angle of movement makes you considerably harder to track. When you're moving parallel to their field of view, you appear to be moving faster than when you're moving at a diagonal. The closer you are to them, the faster you move from one side of the screen to the other. Obviously, you're still moving at the same speed in terms of the game, but from the perspective of someone trying to aim at a point on a 2d plane, you're constantly changing speed which makes you more difficult to track.

One of the biggest aspects to improving your scout vs soldier DM is understanding how to move in a way that puts the difference in reload/fire rate between you and your enemy in your favor. For example, if he shoots a rocket at you, you're going to know much longer its going to be until he can fire the next one. By putting yourself in the air as soon as he's ready to fire his next shot, you're forcing him make a decision between going for a risky direct and waiting for you to land for an easier shot. This is really useful when he's at low health and you know that if you jump you can kill him before you land. Now take this concept, and combine it with using props that will let you spend more time in the air if you jump off of them. Someone else made a thread about countering scouts, so here's what I wrote to him so you can get the other perspective.

A lot of soldier vs scout comes down to knowing what sort of shots to go for based on how long it'll take him to kill you and how much ammo you have in your clip. For example, If you're at low health and you have a full HP scout on your ass smashing their space bar, your best best might be to take a risk and try to get damage out as quickly as possible even if it means going for an airshot. If you have high HP then you can afford to wait for the scout to land for an easier shot because it'll take more time for him to kill you.

From what I've noticed, soldiers tend to misplace the distance of their rockets more often than aiming too far to the left or right so constantly changing your distance from soldiers is really important. It also messes with their sense of your speed just like it does when you're fighting a scout. When a soldier is trying to aim at a spot on the ground, the further away the spot is the smaller it is on his screen. This effect is amplified the lower he is from the spot, and the opposite happens for when he's above it. From the soldier's point of view, they ideally want to fire a rocket when you're close to them because its easier to aim at ground that's close and there's less rocket travel time to account for. You can take advantage of this by moving forward right before he's able to fire another rocket and moving backwards right as he should be ready to fire it. If you do this correctly, He'll either aim too close to himself, miss, and potentially take self-damage, or he'll have to spend more time aiming his shot at a point that is more difficult for him to hint.
posted about 3 years ago
#28 scout lft (main/low advanced) in Recruitment (looking for team)

final preseason bump.

posted about 3 years ago
#27 Rave LFT in Recruitment (looking for team)

hot

posted about 3 years ago
#26 RGL S5 Post-Season Survey in TF2 General Discussion
CAP_CREATUREzanda I like reckoner but it's a pretty big process/gully clone.

Can you explain what you mean by this? Process and gully are very different maps so im not sure how reckoner could be a clone of both.

posted about 3 years ago
#4 lft in Recruitment (looking for team)

i know someone is a real 1 when they know phobia. idk wtf his skill level these days is but he is a certified chill person

posted about 3 years ago
#25 scout lft (main/low advanced) in Recruitment (looking for team)

https://i.imgur.com/npheOBZ.jpg

posted about 3 years ago
#18 bane lft in Recruitment (looking for team)

been playing with bane in pugs and he is a beast
would recommend for adv/top main

posted about 3 years ago
#5 any australian macbethers? in Off Topic

I'm cool with this

posted about 3 years ago
#2 daily reminder in The Dumpster

It's really important to have a balanced pelvic floor

posted about 3 years ago
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