there is a small group of players playing competitive pass time on a really cool custom map. not sure how frequently they meet or if the format is any good, but the frag videos i've seen are kinda nuts
| Account Details | |
|---|---|
| SteamID64 | 76561198027325929 |
| SteamID3 | [U:1:67060201] |
| SteamID32 | STEAM_0:1:33530100 |
| Country | Rainbow Nation |
| Signed Up | May 18, 2013 |
| Last Posted | October 18, 2026 at 3:20 PM |
| Posts | 2135 (0.4 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | i'm bad dw about it |
| Windows Sensitivity | i'm bad dw about it |
| Raw Input | |
DPI |
i'm bad dw about it |
Resolution |
i'm bad dw about it |
Refresh Rate |
i'm bad dw about it |
| Hardware Peripherals | |
|---|---|
| Mouse | Razer Viper (Wireless) |
| Keyboard | WASDKeyboards v2 w/ usb-c port |
| Mousepad | ltt deskpad (the big ass one) |
| Headphones | Sennheiser HD 598 Cs |
| Monitor | LG 32GK650F-B 32" QHD |
yurkxy123Also any tips on how to counter a 6s team that runs perma heavy pyro engie on villa and gully?
keep your scouts alive and buffed
yurkxy123Also any tips on how to counter a 6s team that runs perma heavy pyro engie on villa and gully?
keep your soldier/demo alive
those classes aren't particularly good, especially relative to a stock lineup. focus hitscan on the pyro then take out the other two in any order
Young_SanityvI appealed 2 days ago
it's the weekend. just wait a while. if you don't hear anything back after a week, bump this thread and someone may be able to help further
why do some maps (e.g. gullywash) have equal respawn times regardless of points owned, whereas others (e.g. metalworks) give shorter respawns for owning less points? i understand the logic of giving the respawn advantage to the defending team, but am unsure as to why this varies map by map
map layout will inherently delay some times and/or make holding/pushing harder or easier. good mappers fix this by adjusting times.
are the numbers displayed in the table accurate for a 6v6 setting? the article for respawns states that the default values are scaled down when there are fewer than 8 players on a team, and im wondering if the table reflects those values
yes, unless my whole life is a lie. i was told a long time ago that tournament mode locks it in. (assuming someone can confirm)
there information available on the respawn wave timers for all the maps in the current league rotation? the tf2 wiki only displays data for official maps
mp_showrespawntimes. or you can decompile the maps with bspsource
Switching classes won't make this go away. Imo, you should probably step away for a little while and come back. It seems like you're acknowledging that playing the game isn't something that's super healthy for you rn. Take a while to go away, come back, and see if you can enjoy the game again. If the past 13 years are any indication, it will be here when you get back lol
If you don't enjoy your time playing TF2, there's no reason to play it. I 'quit' taking it incredibly seriously 3-4 years ago now. It's not like an esport where there are any huge stakes. The ONLY reason to play is to have a good time, and if you don't enjoy it... stop. It's one of the best decisions I ever made. Grades turned around, I got healthier, found the love of my life, worked on friendships with people that put up with me never being available, the list goes on.
And if I get the urge to come play some pugs... guess what, it's still there for me. The game's still around. And I suck at it a lot more than I did when I had 60 hours every week, but guess who cares? no one! Still fun.
Best of luck, robln.
We will likely need some coaches here in a little bit.
riotbzTriRIKhttps://i.imgur.com/kEhWyXh.pngis this one actually true
DX8 too
if so it is probably on the scale of a couple milliseconds. If it allows you to get playable frames, keep playing on dx8. i prefer dx9 because it's easier to see outlines in certain situations.
Wandumplug urself directly into the mainframe and become the game itself to reduce input lag
thinking increases input delay
Try these things, one at a time:
- Verify game integrity
- Remove your custom folder (just name it customTEMP or something)
- Reinstall
In the unlikely event that it is a DDoS attack:
- Call your ISP and ask for a new IP, explaining why.
Need coaches! Every week we will need coaches!
Come coach! God bless
cukeiI'm not sure if this actually removes the voice lines from being played. You have to just activate a contract that you never accidentally complete, or alternatively complete all the contracts.
sry for derailing thread a bit. if u start a random contract the voices go away iirc
also if ur down to trust a random mediafire link, u can mute her with this (i didnt make it so use @ ur own risk or whatever): http://www.mediafire.com/file/au221bnxrxqc00w/MutePauling.vpk/file
bearodactylglassdoes that mute the stupid demo i've got a job for you shitive never heard a single one of those sounds so im pretty sure theres a way to get rid of that with a console command or something (or maybe i just never opened contracts in the first place and thats why lol)
tf_contract_progress_show 0
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