welcome to 2010
Account Details | |
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SteamID64 | 76561198032857178 |
SteamID3 | [U:1:72591450] |
SteamID32 | STEAM_0:0:36295725 |
Country | Pirate |
Signed Up | July 23, 2012 |
Last Posted | March 25, 2019 at 7:24 AM |
Posts | 5130 (1.1 per day) |
Game Settings | |
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In-game Sensitivity | 1.6 |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
1800 |
Resolution |
1280x1024 |
Refresh Rate |
75hz |
Hardware Peripherals | |
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Mouse | Deathadder 3500 |
Keyboard | Dell |
Mousepad | Puretrak Talent Large |
Headphones | Panasonic |
Monitor | acer 75hz |
MYLESA lot of the pre-rendered videos are killing me. They don't show anything that the machine can do except that it can play videos.
<stopped watching due to homework>
they were showing off Unreal 4 in real time iirc
Not really a PS4 exclusive thing or whatever, but I'm excited for UE4.
And why is that?
I think I also remember the demo playing with the flank over the roamer. I can't be so sure on this though.
Was it two medics and two demos when it was 8v8? I can't remember.
Man comp. TF2 has changed a lot, even since I started.
In roughly 13 minutes, Sony's "Future of PlayStation" event will start.
Live Stream via IGN
http://www.ign.com/articles/2013/02/14/watch-the-220-playstation-event-on-ign
So I tested cp_granary_spawnfix and the spawns on red work perfectly fine. Bots would only spawn right side after having spawns on the left filled.
I also tested cp_granary_pro, and there were major differences in map structure as well as spawn fixes. After looking at the map structure changes, I thought they might have been okay but I'm not entirely sure.
All I know is cp_granary_spawnfix's red spawns work as they should from what I've seen.
wareyathe .bz2 is the extension of an archival format like .zip and .rar. you need to use an archive manager like 7-zip to extract it, hopefully.
how silly of me, thanks!
And Hooky, if I'm thinking correctly, blu spawns work so that you spawn left first then right, whereas on red it will just spawn you where ever with no pattern in place 100%. If this is correct, then we can just go into a local server and spawn bots.
I also still think we should remove the train tracks from badlands middle. It's ridiculous how something can just randomly absorb rocket splash.
"Imagine a heavy running as fast as a scout." I have, and it doesn't work. The heavy would basically be a 300 hp scout. Why even use scout then? Double jump while bunny hopping only screws up your speed.
There has yet to be an actual way to make bhopping work in TF2.
I think reducing damage would be fine. By how much? Not necessarily sure. If you removed how long it took to detonate them, you would have 14 stickies. A damage decrease would be nice.
You see, the only problem for this whole thing is none of this will happen. Valve won't do this, and ESEA won't put in some plugin that changes values of items just so they're viable.
Heavy would become top tier, some classes would be useless (both tie into the fact that movement speed pros and cons would become irrelevant) and holding space would allow you to bunnyhop.
I don't understand how in the world these aren't reasons enough to some people as to why bunnyhopping wouldn't work in TF2. And no, you can't do it like they do it in CS. In CS you don't have different classes with different health values and movement speeds.
4812622http://download.eoreality.net/tf2/maps
I'm at school so I can't actually open the page, but I see a bunch of Granary changes and at least one Gravelpit + Gullywash.
Those don't work. Removing the .bz2 makes the maps show up in the maps list in TF2, but the maps won't load. Keeping the .bz2 will make the maps not appear in TF2.
TurboliciousWait how? Pocket and scouts are same speed either way they go since they're just running. Roamer is only as fast as the med who's running. And demo can be same speed from either side.
Imagine the medic, roamer and a scout spawn near the right while the demo, pocket and other scout spawn left. The pocket can just equalize left, the demo might still be able to get 260 before he jumps to second (I say might because I've never tried), the scout on the left would have to change to the right side in order to get any type of buff or wait in yard like the pocket, which takes more time than if everyone went left. The roamer wouldn't be affected by buffs, but I think it takes longer to do a jump from the right side of last and the fact that it's harder than the left side to get an effective jump that lands you right by the door without being stopped by the ceiling above.
you'll probably get one good moment with the SR every 2,000 games