trippa
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SteamID64 76561198109904512
SteamID3 [U:1:149638784]
SteamID32 STEAM_0:0:74819392
Country Netherlands
Signed Up October 7, 2013
Last Posted June 20, 2025 at 5:50 PM
Posts 2804 (0.7 per day)
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#7 RGL.gg Philly LAN 2025 (18-20 July 2025) in LAN Discussion

Whos going...announce yourselves

posted 19 hours ago
#2 Stop hot linking to Discord images in Off Topic

whats the best thing to do to post an image from discord

do you just have to put it on imgur? thats kind of annoying

posted 1 month ago
#20 ctap scripts banned in rgl in TF2 General Discussion
Walrexvery excited to see this manual 1-tick ctap tutorial

its hard but there are at least 3 ways to do it. 1. just press crouch for 1 tick (VERY hard but physically possible esp with rapid trigger keyboard) 2. spam crouch in air to reach crouch limit then hold crouch and release on the first tick you land 3. bind duck to scrollwheel which always does 1 tick inputs.

i would suggest that no one actually does any of these because its not worth it and there are easier ways to get good ctaps, but these are possible ways to do 1ticks without a script. the script really wasnt that great in comp anyway and i mainly used it because its useful for jump map speedruns

posted 1 month ago
#2 face lft in Recruitment (looking for team)

my favorite medic

posted 2 months ago
#15 darty LFT in Recruitment (looking for team)

okay but i legitimately liked playing with him. he has lots of clutch moments and is a good teammate

posted 5 months ago
#14 darty LFT in Recruitment (looking for team)

legend

posted 5 months ago
#40 Fireside announces Physgun Fireside Denver 2025 in News

cu@

posted 5 months ago
#202 sin karma? in TF2 General Discussion

am i trippin or do the crazy aimbot looking flicks happen only after shooting each rocket. not sure how these cheats work but i assumed that kind of desync wouldn't be a thing?

posted 5 months ago
#271 RGL PUGs Public Alpha in Projects
wonderoflmake open pugs first 12 queue captain. balancing pugs with just an algorithm is impossible

I actually disagree, at least as far as the site’s favorability is concerned. an auto captained open pug should probably never have worse than .55-.45 calculated favorability. you can just do 1 to 1 swaps after choosing the players and roles
to even out the ratings between each team. there are only 32 combinations to try before figuring out which one gives the closest to 50-50 favorability. of course the ratings themselves being inaccurate will throw this off but provided sample size the ratings will move to approach more accurate numbers. ive seen the auto picker pick teams that it calculates are 75-25 and this should literally just never happen. it wouldnt be hard to implement this either, and it would be fully independent of whatever logic they are using for picking the players / roles in the pug.

posted 6 months ago
#5 SPIRE KING $100 tournament series in TF2 General Discussion

fun tournament join up for the next one

posted 6 months ago
#7 corn syrup screenager music in Off Topic

https://soundcloud.com/solidsoundfm/djwitchgirlmiracle-producer

posted 7 months ago
#3 RGB 7 Shoutouts thread in LAN Discussion

Shoutout to my beautiful friends and also the 2 middle aged dudes playing rock band in the corner

posted 9 months ago
#225 RGL PUGs Public Alpha in Projects

you can do first come first serve and still avoid favorability that bad. have the system get the pool of 12 ppl that will be in the pug (and even what classes they will be on, if you want to make optimization simpler) and then have find the combination of players such that the total rating is the closest to even. if you lock the classes, there should be only 32 ways to slice it which should take literally no time even if you use just brute force to find the most even favorability.

posted 9 months ago
#16 Favorite part about Tf2's gameplay? in TF2 General Discussion

Shooting rockets at gullywash choke

posted 9 months ago
#282 OMG 4 in TF2 General Discussion

I feel like looking at demos at a speed where every tick lasts nearly a second can throw off your perception. TF2 doesn't actually record POV demos at that high of fidelity, the aim is just interpolated from the position it was on the previous tick. it seems pretty possible for this to trick you into finding "impossible, cheating" aim from something that in actuality could be explained through natural causes.

below is my artist's depiction of where his crosshair actually is at the time of each tick. the second diagram is how it looks on the POV demo due to interpolation and you can see the hard stop to the flick and downward motion. the third diagram is how it could have actually been aimed, and you can see overflicks and acceleration begin in the opposite direction at the end of each direction of the flick. obviously I can't know if this was the case, but you can't know that it wasn't either, since the data just isn't there.

https://i.imgur.com/LKt1Kcn.jpeg

I would also like to say that his aim lingers around the medic's head for around 2 ticks and doesn't instantly start snapping back to where it started; this is consistent with aim deceleration and just having decent click timing. as for the aim returning to where it started; this just happens for a lot of people who aim like this, sometimes. finding a couple clips of this isn't exactly evidence, you need a larger sample size.

posted 10 months ago
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