AimIsADicktiram_I just spend 3 days analysing the source code and you’re wrong it does have a different trajectory
Where is the code that changes the trajectory?
You can find it in the jungle inferno source code leak
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| Signed Up | February 27, 2021 |
| Last Posted | May 11, 2026 at 7:36 PM |
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AimIsADicktiram_I just spend 3 days analysing the source code and you’re wrong it does have a different trajectory
Where is the code that changes the trajectory?
You can find it in the jungle inferno source code leak
too obsessed with the prospect of getting out of open rather than just improving himself to reach that level, and i dont think this "drive to improve" is any stronger than anybody else's. both explain the stagnation and complacency.
holds the negative quality of being predictable as a roamer and here is some specific critique describing this:
metalworks holding 2nd even & disad, heavily overuses the ctap from bridge to walljump high bomb into deep alley, so consistent that eventually the strat just became that i high bomb then curve and/or bomb away flank to bait this jump and we get a 0 risk free soldier pick. this pattern of misunderstanding off-timings is apparent elsewhere, its just especially noticeable in this context.
gullywash pushing 2nd from last, overuses high bomb from upper into choke to sync. would be fine if it weren't for the fact that hes landing directly on ground in front of choke, even unbuffed at times after doing it. i remember telling my demo at one point to just stick ground since hed land there, think he insta died but even if not its still consistently enough damage that he may as well have, and theres no risk in shooting the ground.
process mids, every(<--) mid rolls out fast onto his crate. unimposing, unchanging, and abusable when a soldier fast rolls out directly onto him. when i roamed i forced the habit of fast rollout to mg, much more consistent than it may sound and would stop him from doing his default the following mid.
i remember villa mids being particularly repetitive but cant recollect. whatever, shit map gone now anyways.
i could go on, but i wont. i think ive made my point clear with what ive given that anything more just seems redundant, and those were tabs i dont value enough to keep to myself. ill let the rest remain in obscurity though.
i think b4nny would play himself
1:27 is sick, this would be pretty good if it wasn't a pub pyro frag video
I know it's a map issues but shadows are pretty fucked. Metalworks is the biggest culprit but you should still have shadows turned on for every map and it's silly
This can also be used to reuse a kritz multiple times, or you can drop other weapons. You can drop your demo another sticky full of 8 sticks when you're holding last and he can have 16 sticks + traps when the other team pushes
alto (RGL forums thread about this tech in highlander)some key facts -
-DR dropped weapons count as regular dropped weapons
-dropped weapons are fully loaded
-dropped weapons expire after 30 seconds without being picked up
-picking up a dropped weapon resets it’s 30 second timer
not only can a demo get 15 stickies on mid, if he wins the mid he can continue to juggle 2 launchers throughout the round, and with a 30 second lifespan on the dropped weapons it’s even possible to die and make it back before it fades. and even if it does, your spy can just do it again at any point later, and taking your spy out of the game for 10-20 seconds is arguably a small price to pay for a 2nd sticky if used correctly
you could take it to 11 and have your DR spy just fucking generate weapons with a dispenser during downtime
Not sure about videos but there's this rahthread
https://www.teamfortress.tv/58863/medic-tips-pastebin-feedback
https://pastebin.com/aN6RCaRT
shoutout cookiejake for the very entertaining pov stream
shoutout the very generous people that donated to the prize pool