I've had Piston 2 (two pairs), Piston 3 and the Hybrid pro HDs, they're just as good. I got them from the official store, could have been pricier but I didn't have to look for non-counterfeits, so that was good.
| Account Details | |
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| SteamID64 | 76561198020242938 |
| SteamID3 | [U:1:59977210] |
| SteamID32 | STEAM_0:0:29988605 |
| Country | France |
| Signed Up | November 6, 2012 |
| Last Posted | August 21, 2026 at 11:40 AM |
| Posts | 876 (0.2 per day) |
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Messing_Aroundbit late isn't it
bitch this is Off Topic i wont be afraid to call you out, . i was scrimming when this was posted and then i watched the GF (well played SVIFT btw)a nd then i went to h&cking bed soooo BUgGer off okay!? also nobody else posted it
i aint need your stinky passive aggrievance
https://twitter.com/CokeEsports/status/938472994111934465
Coke EsportsThere's more that unites us, than divides us. #ShareaCoke
gemmdiscord.teamfortress.tv
edit: RATS!
Expired invite, missing http:// in your link.
I'm beginning to question your virginity, Gemm...
guyehhhdx8
Did you try Comanglia's Max FPS for High Quality PCs? Or even default settings?
Toaster settings don't make the game run better for most recent builds.
I'm fairly certain DX8 features need to be emulated.
https://clips.twitch.tv/ApatheticTameFinchFreakinStinkin
https://clips.twitch.tv/FurtiveCuriousRingTwitchRaid
https://clips.twitch.tv/HilariousCautiousSaladBabyRage
https://clips.twitch.tv/ResolutePricklyOrangeBrainSlug
knuck120 ticks
+ Tickrate Enabler works (but it needs to be compiled, the provided release using the -tickrate argument doesn't work)
+ It seems to set the tickrate properly, it's mentioned in a few console logs and netgraph shows sv: 120
+ Doors aren't affected, actually most bugs reported from last investigation don't seem to happen anymore
- Wallbugs happen a lot more often, to the point where it's annoying and abusable. On 1000 tickrate, touching a slanted wall guarantees instant freeze. -- If that's the only issue, it might be worth trying to find a temporary or sending a permanent fix to Valve.
- On 1000 tickrate, sliding off slanted surfaces is impossible, I wouldn't be surprised if this affects 120 tickrate as well, but it's a lot less noticeable (it's still possible to). It could just be a new type of wallbug because it stops you with no fall damage, I'm pretty sure.
- Air accel should be affected but it isn't, leads me to believe that the plugins doesn't actually work ?
- The hitscan benefits aren't obvious to me, I'll let actually good players decide
https://github.com/daemon32/tickrate_enabler
EDIT: Rewrote using Metamod:Source, a lot easier to compile and I'd assume less likely to break after updates
https://github.com/ldesgoui/mms-unlocked-tickrate
EDIT 2: My plugin actually affects the game entirely to a point where it's not playable. I hadn't tested it ingame before release. I assume tickrate_enabler only affects deeper layers of the engine code (old source code) whereas mine affects every layer, tf2 included. I doubt daemon32's plugin actually does anything significant other than burn CPU time and show bigger numbers. Sorry folks
Vulcanhow
Pretty old bug, the metal beam isn't physically present, only visually.
https://imgur.com/a/5FlVl
AMS__ triple dh
https://clips.twitch.tv/WittyFunnyPenguinTinyFace
WARHURYEAH crackshot
https://clips.twitch.tv/InventiveColorfulOysterKappa
WARHURYEAH backcap strat
https://clips.twitch.tv/CaringManlySandstormNotATK
I'm not sure if this was posted yet:
You can let the damage taken indicator circle tell you when you've got crit heals.
Edit scripts/hudlayout.res and find "HudDamageIndicator", inside of that block, set "MinimumTime" to "10" and "MaximumTime" to "10". I'd also suggest playing with the rest of the values to find a comfortable mix of visible but not obtrusive.
When all indicators disappear, you've not taken damage for 10 seconds.
Sadly, it doesn't work for fall damage.
Menachemonly works with linux servers :(
Yeah, that'll be fixed tomorrow hopefully.
EDIT: Should work now.
Hello, here's a temporary solution as a sourcemod plugin: https://github.com/ldesgoui/tf2-sticky-delay-fix
Hopefully VALVe acknowledges this.
driftahi sticky det bug
i fix :)
https://github.com/ldesgoui/tf2-sticky-delay-fix
(running temporarily on: connect 212.47.245.244)
nuzeMedi beam bug.
Has it been documented by anyone yet ?
DuMmTmAll i know is something along those lines is being worked on, prolly cant say more without an angry frenchy beating me up tho
Ever since Reflex (the purist quake clone) came out, I've expressed sentiments of making a purist/pro version of TF2. I can promise that nothing on my end has been developed so far, I've merely sketched ideas. I would consider myself passionate enough to spend a year creating such a thing, however a lot of things need to be flushed out before I consider actually starting.
Following up on this thread:
- Adoption is a huge gamble and could result in a fractured community. Not only do the players need to accept that this new way of playing TF2 is the future, but the service owners as well, and if they don't, their user base would need to move to a new service.
- If that amount of work is put into a project, creating a new league for multiple regions isn't that much more added, or even services like serveme, pugchamp, etc. I'd like to be clear on the fact that I don't intend to replace those services and I am extremely grateful to the creators and maintainers of these projects.
- If I recall correctly, it is not a legal grey area: you're allowed to redistribute the source SDK and source assets into a mod, as long as you don't monetize it.
I have, however, started working on a set of smaller server plugins in hopes that they would be played during Essentials.TF Experimental Cups, and I intend on making them digestible by VALVe if they ever come to listen to us.
The first one I've made might be a polarizing example, I'm not sure everyone would agree to those changes, but bare with me: here's a change to 5CP that involves timers in the gameplay.
Next mod will probably attempt to turn Pyro's flamethrowers into lightning guns. I don't see why more changes in that scope wouldn't be welcomed (medic movement, demo's stickies); besides we've learned from VALVe's mistakes that pushing an update focused on a single class is an awful idea.
N.B.: I'd like to call for people not to be so close-minded about the issue of ProMod/server side mods; exploration does not mean commitment, it's the next best thing after VALVe, the game is on its last breath, what's wrong with making the most of it? etc.
Thanks for reading, let's give demo a glock.