dance music
| Account Details | |
|---|---|
| SteamID64 | 76561197999215868 |
| SteamID3 | [U:1:38950140] |
| SteamID32 | STEAM_0:0:19475070 |
| Country | United States |
| Signed Up | July 27, 2012 |
| Last Posted | December 26, 2025 at 12:55 AM |
| Posts | 2224 (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 |
lets revitalize invite tf2 viewership by replacing all current invite meds with mid open ones
(the sawtooth grin) techgrind with some of the most insane vocals you will ever hear. super spastic and crazy.
https://www.youtube.com/watch?v=elQ9cqoZkYA
(cloacal kiss) same vocalist, different band. pretty similar, but more polished and ~mature~.
https://www.youtube.com/watch?v=etbuauNSueQ
hi, i enjoy playing with mecha and he is good at tf2. i'm pretty good at keeping mumble atmosphere's nice and friendly even when known tiltl0rdz are around so i might b a little biased but I'm sure his attitude has improved. if you're still having trouble with him being mean, try to be his friend. he is good at being a friend :>
I think flames are hilariously op right now, but at least it shouldn't be too much work for valve to fix it, though i've been wrong about that before lmao. The current implementation of this is horribly unbalanced, but I think its interesting that pyro is now actually good at taking on a large group. One of pyro's big issues is that it doesn't really have its own niche that it excels at while being used offensively. You're supposed to flank, but the tools for that are pretty mediocre and before the pyro update you didn't even do that much dps even if you did manage to get close. It would be pretty cool if valve could find a way to make pyro sort of like a close range version of the demoman with more "support" based abilities, so he'd be good at taking on groups, but not at 1v1s. This could be accomplished by making the flamethrower like a lightning gun, reducing the damage flames do, and reworking afterburn so that it does very little damage itself, but slightly increases the damage they take from other teammates.
salmonbun <333333333333333333
Pretty okay but not as good as rocket.
Sparhawk_self-proclaimed better than space ghost coffee at soldier
no i said that and its a fact.
Here's something I posted on Reddit a while ago that may help u.
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r/truetf2Guide
rare scout movement tipz
u/capnfappin
I was going to post this in the scout movement thread but I figured what I had to say was uncommon enough to warrant bringing everyone's attention to it cuz its not just the typical "jump on props and airstrafe" stuff u see in every thread. also, my ego is huge.
The 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. 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.
The Fingerless Glove Gang is a new elite gaming organization destined to reign supremely over the entirety of Team Fortress 2. We have but one reason to fight and that is our thirst for world domination. Many have tried to join our ranks... and many have failed. Only the most truly skilled of gamers have the tactics and combat ability we're looking for so if you believe you have what it takes, give it a shot. You never know what you are truly capable of, but be warned, you may not live to tell your tale. If you still want to join us, respond to this post and if I am intrigued by your application I will honor you with a chance to pass our treacherous trials.
Game on, my friends and foes alike.
-Capnfapn, Leader of the Fingerless Glove Gang
this thread so if u downvote it fuck u
Hey
truxok team im bombing
*jetpack noises*
*lands*
*starts taking off jetpack*
"hey now wait like 5 seconds for me to get my flamethrower out before u start shooting at me, just a sec lol"
...
"Okay im ready!"
what if landing a headshot reduced the cooldown time before you can land another one while keeping the rest of the changes? This would make it so you can't snipe with it like you could before but you still have a good chance at winning a 1v1 if you hit your headshots.