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sorry
some points i thought were surprising/interesting...
- he never takes a sniper v sniper battle on unless he's fully med buffed, lets spy take him
- he shoots at heavy first because its easy, then everything else
- etc.
Thursday 8:00 and 9:00
Sunday 8:00
Monday 8:30 and 9:30
Hopefully this will let us rest easy knowing that we won't have any more episodes of a BFB scout wiping his butt with us last like in last Thursday's scrim.
http://ugcleague.com/files_tf2h.cfm
Also I'll put in a plug for SOAP DM, very helpful for training gamesense, aim, focus fire, positioning. Even if you don't play scout or solly it changes the way you look at a fight
http://www.reddit.com/r/truetf2/comments/24ksna/tf2mixnahl_starting_friday_8_est_and_saturday_8/
Preseason: Granary
Week 1: Upward
Week 2: Gullywash
Week 3: Lakeside
Week 4: Steel
Week 5: Badwater
Week 6: Viaduct
Week 7: Snakewater
Week 8: Ashville
Playoff Match 1: Steel
Playoff Match 2: Upward
Playoff Match 3: Viaduct
looking forward to hearing your opinions
Generally, it seems right. But if their med is in the fight (ie, we're facing a slow push), it seems right to use and not to milk.
Guys i've been training every week for this map I will milk for hours and we will win
protect me minions or else I leave you to die
cp_steel match got casted by Kip. Enjoyable cast even if we lost. Rounds were a lot closer than we probably felt when actually playing the match
"A is a light hold, B should be strong, C can be strong if you get setup well and control BCE connector, D should be committed to almost as hard as E because holding E for very long after D is capped is next to impossible with spawn disadvantages. Zoning out the other team is more important than frags. If your team is big on calling every little kill and death, get them to stop, because that'll just really clog up comms that need to be filled with team movements and your main caller's directions. Avoid 1v1s like the plague on defense, it's more important to chase people off the point than secure the kill. Have a plan on where everyone is going to by default hold on every point, and how the combo or flank will rotate to deal with an all-in push on the opposite point."
http://www.youtube.com/watch?v=yIvIY0hZZ6Q
http://www.youtube.com/watch?v=S8BInm5ZpZs
http://www.youtube.com/watch?v=epXlZsiJuZs
(in 3 parts)
That's why I put together a comprehensive overview of
You should take a look. I'm not open to criticism, but maybe you can think about how to situate your own sorry organic behind with respect to the majestic
Here it is: http://imgur.com/a/s8xBH/
In all seriousness though, we should talk about hold locations because they've changed things around a bit, and this is a fine place to start.
https://www.dropbox.com/s/s3xftfl355ra3on/pl_borneo_rc3.zip
"hitscan: cl_interp .033
Projectile: cl_interp .0152
Medic: same as Projectile
sniper: .0314159265359"
Yes, use pi if you're a sniper.
To have a different lerp setting for each class, stick what you want as default in autoexec.cfg, and create class cfgs to change the relevant variables (eg, engineer.cfg, heavyweapons.cfg, etc). TF2 runs those configs when you change classes.
When UGC config is running it's not a big deal, since it forces lerp to 15.2ms if you haven't tweaked settings at all, which is as low as it can go. It's a good setting for scout/spy/soldier/demo/pyro/medic, since those classes benefit from being as close to the server state as possible (projectiles are not lag compensated, and spy and scout can more reliably backstab or meatshot with low lerp. Medic surfs rockets, has projectile primary, and needs to know true health as close as possible for best healing). Hitscan classes generally benefit from a higher lerp because it smooths out jitters from choke, and hitscan IS lag compensated (ie, what you see is what you hit).
Also, I seem to play decently in all of our games that end up getting casted.
"Man, Spec Deck's rollout is just flawless! :D" I think Grim will be jelly
http://www.youtube.com/watch?v=3LvbRrNkWXM
http://www.youtube.com/watch?v=5K2Ge7jpm3s
Maps for the season ya'll. Upward, the dreaded map it is, will be played. Let's win this time around.
- Tsien talking about our inability to hold last, all while fending last from the entirety of Blu while all of us were down, which eventually led to us holding them off and beating them that round
- Tsien taking down that minisentry with his Pretty Boy Pocket Pistol after the whole team wiped (all while narrowly avoiding a backstab)
- Past spreading those heals like butter (I apologize for not waiting for crit heals as often as I should have)
- Grim getting a clutch headshot on the medic
- etc
See you guys on thursday.
beta2.tf2center.com - A new tf2lobby. I haven't played here yet, but hopefully there are fewer trolls
http://www.reddit.com/r/truetf2/comments/1qnl4e/interested_in_hl_pugging_but_have_a_hard_time/ - Explanation on where to go to play Mix.nahl. Game quality is high, IRC web client is easy to use (looked pretty intimidating before I actually tried it, but is actually not bad).
http://www.reddit.com/r/truetf2/comments/1q7rrc/resources_for_cp_process_hl/