that guy was definitely not blackymonster, unless blackymonster was hacking on an alt
| Account Details | |
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| SteamID64 | 76561198013620065 |
| SteamID3 | [U:1:53354337] |
| SteamID32 | STEAM_0:1:26677168 |
| Country | Bhutan |
| Signed Up | July 18, 2012 |
| Last Posted | April 30, 2026 at 12:19 PM |
| Posts | 5523 (1.1 per day) |
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nonisheyyy this was my thread to make
match:
http://webmshare.com/play/jByDL
http://webmshare.com/play/0g5W1
center:
http://webmshare.com/play/qoyMg
http://webmshare.com/play/W5j1n
http://webmshare.com/play/mDyEX
i have a lot more, also theres a demo on sizzlingstats of him pyro hacking in a lobby, reflecting every projectile and tracking random things in the air
so...he upgraded from triggerbotting to all-out aimbots, including the ametrine-esque projectile aimbot?
haha
lol I think this was the team that was going to use Jake on sniper in gold
I guess they upgraded from sandbagger to hacker h3h
good team
rip ninjax tho he was actually nutty
I do not agree that the solution is a poll open to like div 6, but there are many better systems:
1) prem council votes on maps
2) the grand finals are pick/ban with 1 leftover map, not the higher seed getting to pick 2 maps. the punishment for the lower-seeded team is that they have to play games to make the grand finals where the higher team is just chillin there for them, that's enough
3) pick x amount of good maps and stick with them, we dont need to fetishize variety and we dont need to suck off map makers for making mediocre maps just because they spent a lot of time making said mediocre maps
to be fair, most teams are so shite at cobblestone that a lot of rounds boil down to like 1vx situations, so it can be exciting
it's just objectively the worst map in the pool h3h3h3
Mr_Owlfuck cobble
also fuck valve's map system l0l
I think everyone would've liked to see cache for sure as map 3
honestly, when the teams are this close it comes down to any given sunday, especially given that it's the first game of the day for both teams
it can really go either way
Twiggyhttp://imgur.com/1jq8q4n
this is what i get with esea links
you have the location set to europe on the left sidebar, there are no eu tf2 stats...
so, is eshock playin with tmac?
I hope they do, that nico kids is nuts and is really entertaining to watch
cajunb fuckin went huge on inferno, his entries combined with karrigan's super fast calls went large
AndKennethLove trident but if iM proper played them they'd be crushed.
I agree but I also think that certain members of iM are a bit washed up and there is definitely the talent to replace them in au
roamer is prolly the hardest because almost every really sick au soldier is a pocket, could always try yuki roamer but I don't think the other top pockets would play well with termo
(although puddy did)
kounterpartsWhats happening is that Valve wants us to play the game they intended. We as players turned demo in to this powerhouse class that did a ton of damage, and used stickies offensively. Demo was intended as far as Im aware to be area control, where he would just spam into a choke, not move with his team and make a ton of space. I personally liked the nerf, yes they nerfed stickies, but they also buffed demo in general, that damage variance and the fact that pills were inconsistent damage annoyed me. But, to every man their own. I think Valve had good intentions with this update. But, I think that it was the most logical of any nerf they couldve applied imo.
I agree with you that this nerf was logical in terms of fitting in with Valve's original vision of the game.
The problem is, who gives a fuck about Valve's original version of the game? I am willing to be a sizable number of people on these forums understand the way TF2, especially competitive TF2, works better than any Valve employee ever has or ever will. I am dead positive that I do, at least. Valve put pyro under "offensive", demo under "defensive", and sniper and medic both under "support", for fuck's sake.
In terms of describing this as an overall buff for demo, I think that that's extremely naive. Sure, if you make a list of the changes made both columns seem equally long, but they certainly do not carry the same weight.
santababythe game was good with regular stickies and unmarked equalizers esp with how good scouts are now
I agree, the mini crit escape plan is such bullshit, I used that weapon constantly to like fast juke around corners to dodge dmg when I was low health
So, my conclusions are as follows:
-Even though I do not believe the heal stats have skewed super far towards pockets, the game still feels more pocket-soldier-centric, with a) less spam denial and b) less of a reason to uber demos as well.
-Roamers and scouts aren’t necessarily getting more kills, as their demo is putting out less damage for them to clean up on, but they are outputting more damage themselves, as their aggression goes more unpunished.
-Teams like froyotech with very high-performing and, frankly, heal-heavy flank classes are more adapted to deal with these changes than teams like elevate.
I realize I did not discuss IM and open stats, but from what I saw the patterns were largely repeated (with the exception of the 4-5 individuals playing pocket or demo on the top open teams that roll everyone else, who all have like 450 dpm average).
I know this is rather a tl;dr, but I do it because I care. I didn’t like the sound of this nerf, and a month later, I still don’t like it.