gr8 human
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SteamID64 | 76561198013620065 |
SteamID3 | [U:1:53354337] |
SteamID32 | STEAM_0:1:26677168 |
Country | Bhutan |
Signed Up | July 18, 2012 |
Last Posted | June 24, 2025 at 11:55 AM |
Posts | 5514 (1.1 per day) |
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MIndHope LDLC drops fnatic out of the game.
HR v NiP will either be a steam roll (If HR on fire) or quite close (HR not on fire).
Virtus ez semi spot.
NaVi - Diggy depends heavily on maps. The random draw could easily decide the match.
I agree with all of these, but I wanna add that I dont think ldlc will beat fnatic as much as I want them to
diggy v navi will prolly be on overpass, inferno, and mirage, if I had to guess, not in that order (inferno tiebreaker?)
I favor diggy prolly
FanofAngelsmustardoverlordDignitas would have veto'd one of those. Most teams would rather play a slightly uncomfortable map than to play the others strong one.FanofAngelsmustardoverlordYeah but dignitas is a super heavy CT team, and Nuke is the most CT sided map. Besides Cobble/overpass nuke should be one of their first vetos vs them.FanofAngelsAll these nuke matches though. Why on earth did Ibp let dignitas play this and have CT side. Just asking to lose.
because the veto system for majors is retarded, each team bans twice and then valve randomly selects a map out of the three left lol
look at what u just said
after cobble/overpass nuke should be their next veto
they have 2 vetos
they veto cobble/overpass
idk about cobble but dignitas is really good at overpass, plus they prolly had a lot more time to prac both because ibp has only been in europe for a lil bit and because theyre retards who cut their igl
FanofAngelsmustardoverlordYeah but dignitas is a super heavy CT team, and Nuke is the most CT sided map. Besides Cobble/overpass nuke should be one of their first vetos vs them.FanofAngelsAll these nuke matches though. Why on earth did Ibp let dignitas play this and have CT side. Just asking to lose.
because the veto system for majors is retarded, each team bans twice and then valve randomly selects a map out of the three left lol
look at what u just said
after cobble/overpass nuke should be their next veto
they have 2 vetos
they veto cobble/overpass
MOOSE_HOW DID HR BEAT FNATIC? They are like the shittiest team vs an actually good team
that's the thing about inconsistent teams, when they are on they can win matches
nothing about cheating or anything else, hr is just really hit or miss
FanofAngelsAll these nuke matches though. Why on earth did Ibp let dignitas play this and have CT side. Just asking to lose.
because the veto system for majors is retarded, each team bans twice and then valve randomly selects a map out of the three left lol
I honestly believe that MGE vs scouts is really helpful as demo, because there are tons of situations where you're doin normal mid range demo spam and a scout forces you to DM him, and being able to shift from just spamming to actively DMing a scout on a moment's notice means that having that muscle memory (as termo said, the sticky-pipe combo) is really useful
from my experience, good players will always be willing to MGE a demo, whereas MGE shitlords will complain and ragequit. I have never seen a current or former invite player ever complain about stickies, with one exception who shall remain nameless, but suffice it to say he's really washed up.
edit: I feel I also need to add that pipes only anything is just a ridiculous waste of everybody's time. it won't make you better, it won't make your opponent better, might as well just never do that ever.
WARHURYEAHI don't follow the CSGO scene a lot but would/could flusha be banned without proof from an AC? When I used to play 1.6 and CSS some leagues would have anti cheat admins or something similar to check peoples demos and make a decision (like ETF2L). Not sure if something could apply to such a high profile player/situation.
I think the important distinction here is that people are claiming that, with how subtle the new hot silent aimbot that everyone seems to be using is, cheating on lan is a lot more plausible than it used to be.
Now, I'm still not personally convinced that any of these people with the possible exception of sf attempted to cheat on lan, but given that such is apparently a possibility, having anti-cheat admins looking at online results suddenly seems like less of a priority for the top teams that go to all the lans anyways.
harbleu really enjoys his 9 inch husky cock
I mean its possible that these guys are cheating but given the level of witch hunting going on I think yall should take things with a grain of salt
TendaMonstaIdentical Radius to that of a rocket (once trap mode enables stickies return to their original radius)
Slightly brighter sticky trails (doesn't effect traps)
BellCurve Damage System (Mid-range damage for stickies is unaffected, but stickies gradually deal less damage in non airburst ranges. I even made an annotating suggestion a slight buff to the initial reload speed on the Pill Launcher) This one doesn't apply to buildings or the kritzkrieg.
my opinion of these changes:
radius: would possibly be acceptable in terms of limiting raw dmg on say a mid fight, but would make demos even worse in 1v1 situations, as demos don't just use pipes to fight off bombing sollies and +forwarding scouts as some people seem to believe, but use stickies as a deterrent- this nerf would make that more difficult and you'd see more scouts and soldiers going for high-risk high-reward plays, only their risk would be lessened
brighter sticky trails: would be great if it could be implemented without killing everyone's fps. idk if it can though.
bellcurve damage system: I really don't like this because it punishes a more difficult aspect of using stickies.
honestly, I think the only really viable nerf would be to reduce stickies from like 8 to 6.
smobodid any of you actually play during the sticky spam nerf? games went really fast and traps were unaffected. sentries were still focused by soldier/spy/sniper/pipes so they weren't broken. the game was fine and nobody gave it a chance
weird, because I seem to remember that sentries were almost completely unkillable, heavies getting continually buffed actually countered demos rather than vice versa, and that demos in 6s were frequently bottomdamaging and contributing almost nothing to games, and that sometimes they did more going heavy
wareyaThe problem with nerfing demo is that it's like a rusty nail holding TF2 together. Sure, if you look at it itself, demo is really overpowered, but the fact of the matter is that stickies are kind of a double edged sword as far as game speed goes.
Without traps small teams wouldn't need much cohesion, without stickyspam large teams' passive play would be incredibly overpowered, and if either of them were weakened enough to stop being "annoying" then all of the game's other problems would come to the forefront in massive blatancy.
Stickies are like the medigun. They're one of the handful of things that make the entire rest of the game tick. This game could definitely use a lot lot of balance changes but picking out one thing at this particular stage doesn't make any sense.
This is pretty much my stance as well, well put
gewtKanecoWe also limit medic to 1 but do you think a team of 6 medics would win every 6 game ever?
brad - healer
shade - healer
kbk - crossbows
mesr - crossbows
stultus - needles
harbleu - ubersaws
gg invite
mesr is the besr
the thing about demoman is that it's extremely balanced in 6v6, it's just overpowered as fuck in highlander and especially in pubs
it's frankly a miracle that valve hasn't nerfed the shit out of it even more because they almost never balance around 6s
but if demo is nerfed it will hurt 6s, and since 6s is by far the most balanced and respectable way to play tf2, that would be really bad