gotta love a story with a happy ending
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SteamID64 | 76561198120374593 |
SteamID3 | [U:1:160108865] |
SteamID32 | STEAM_0:1:80054432 |
Country | United States |
Signed Up | May 8, 2016 |
Last Posted | March 23, 2024 at 2:38 PM |
Posts | 126 (0 per day) |
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SOOOOOAPYMEISTERi think its more useful to stop yourself from fall damage more than actually hiding because you cant stick to the wall (ive been trying for months it doesnt work) also the red teams side is harder to pull off than the blue teams side idk why.
that is a coordinate wallbug. When a wall is near a power of 2 units from the map origin you can do instantaneous wallbugs (just resetting your vertical velocity to 0 over and over) like that. It's only on blue side because the map origin is not at the geometrical center of the map so the mirrored side is at a different distance from origin. However, on red side if you go through underpass and onto the bridge, you can coordinate bug on the wall there above the doorway, which you can't do on blu side. So each side has their own special coordinate wallbug (this was obviously intentional). When you do the alley one on red side you are texturebugging on the windows or where the walls starts, so smaller timing window at only those specific points.
THE GOBLIN ZONE: THE MOVIE 2
https://www.youtube.com/watch?v=O4jSsPX5fVw
bump
GOBLIN.
goblin
add here: https://steamcommunity.com/id/tomatotom_
scout (flank): magma
scout (combo): deadlyseed
roamer: muma
pocket: tomato tom
demoman: guyehhh
medic: saam
bump need medic
hello, we are looking for a medic who will be committed to playing together and improving. We will be playing advanced next season and scrimming 4 days a week: monday-thursday.
goblin
add here for tryouts: https://steamcommunity.com/id/tomatotom_
scout: saam
scout: Waldo
roamer: tomato tom
pocket: Muma
demoman: Hedgehog Hero
medic: bloompi
Collaide since when and why do people think this should be a part of the game
https://www.teamfortress.tv/46081/etf2l-bans-wall-bugs
https://www.teamfortress.tv/50391/thoughts-on-wallbugging
There is not a clear decision whether wallbugs should be banned or not to start with, considering it is not really an exploit just an unintended game mechanic in the same way c-taps, rampslides, jumpbugs, speedshots, edgebugs, and texturebugs are. I know the last time I asked an RGL admin they said wallbugs were allowed. I don't know etf2l's status on wallbugs, but randomly removing a skillful game mechanic that is allowed in competitive play doesn't make sense.
However, the most important reason wallbugs should be part of the game is how essential they are to jumping; some jump maps would become impossible without wallbugs and any world record using a wallbug could become unbeatable if it was used to save time. On some maps these wallbugs are unintended but others wallbugging is the intended strategy so it would ruin these maps and reduce the amount of skilled mechanics jumping can use.