clearly the solution is to force med mains to play more hl to instill the fear of the anti fun sniper class /s
also i dont think i’ve ever seen a legitimately non-toxic (non-confrontational?) individual be shittalked publicly ever, fwiw
| Account Details | |
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| SteamID64 | 76561198059409038 |
| SteamID3 | [U:1:99143310] |
| SteamID32 | STEAM_0:0:49571655 |
| Country | United States |
| Signed Up | July 28, 2014 |
| Last Posted | February 10, 2026 at 3:56 PM |
| Posts | 754 (0.2 per day) |
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clearly the solution is to force med mains to play more hl to instill the fear of the anti fun sniper class /s
also i dont think i’ve ever seen a legitimately non-toxic (non-confrontational?) individual be shittalked publicly ever, fwiw
Sentinel- Sniper dot isn't aligned with any crosshair
Kinda going off this, I'm pretty sure the default sniper crosshair is still off center lmao
i n v i s i b l e p la y e r s (caused by lagging out, fix is to record and then stop a demo)
i know ya'll don't play hl so just believe me when i say playing upward last is so dumb when you get sent flying into the pit from so far away like ??
bearodactylsolid video but not quite correct when he says "at a fundamental level, the characters in tf2 take time to switch directions" because null movement cancelling scripts exist and are so widely used
time stamp in video where he says this https://www.youtube.com/watch?v=KuqImZKygvw&t=641
I think he means the non instantaneous movement accel that existe when going from being still to moving. Subtle in tf2 compared to cs:go but hey at least its not overwatch with no accel and aids adad crouch spam
i think im just dumb but I can't get the gofundme comments to work so I'll repost it here.
spring rollsJust like you to always think about others even during your time of need. Love you man, only wish I got to talk to you more. Godspeed.
hah i remember groundstalling. the real kicker of it was that you counted as airborne so you could get minicritted by the reserve shooter. man those were some dark times.
Airblasting downward is super weird right now; it makes the airblasted player glide across the ground like an ice rink for some reason. You can get airblasted over the pit on steel, land on the point, and continue sliding off like the point is coated in ice or something rofl.
Fuck man. Fuck cancer.
I hope his family can hold strong. Rest in peace, you will be missed miggy.
i encourage everybody to go to a local server and play around with tf_flamethrower_boxsize just to see how ginormous flame hitboxes are. Personally, I think the default value for it should be 1, not 12 like it currently is, range is so bad on the flamethrower anyway it's not like it's hard at all to hit huge player models that are really close and it adds just a tiny tiny bit of skill-indexing to the class.
oh and yeah fix parkinson's flames thanks.
https://www.youtube.com/watch?v=SNvDUO42Hys&t=0m35s
first two shots are very satisfying
hey mastercoms! two questions
do you know any commands that would improve visibility through pyro flames? i literally can't see anything if a pyro sprays in front of me rn.
also is there any way for boosting the brightness of players in dark areas (i.e. under badlands mid in that corner of the bridge) or should i just up my monitorgamma
edit: should note i'm using the standard launch options + comp config
Hunter_2_0If you stand on them it will be easier to hit them :)
i swear i click right on them as scout and they dont disappear??
am i just retarded?? i keep telling myself it really shouldnt be this hard but i swear i always take 2 shots at least
just me?
yahoo
wasnt there an update for FT on 31.10.2017
I think he means parkinson's flamethrower, which still exists.
Edit: Also, I think tf_flamethrower_boxsize should be changed to 1 imo, only to make the weapon harder to use so you can't just mongo and shred everything. I tried testing tf_flamethrower_boxsize 0, but it's like super inconsistent for no reason? 1 seems like a better choice. Default boxsize is 12, for reference and the hitbox is fucking ginormous.