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Healix

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Posts posted by Healix


  1. It's been deemed overpowered because usually the sniper plays with the combo, so the sniper can just sit on a hill with a 185 overheal and just snipe anything, and the spy can't do much. Either it's too risky to approach the combo just to pick the sniper, or if you use your gun you will get spotted and hunted down.

     

    A good example is Swiftwater final.

    The combo stays at pallet along with the Engineer, and that's where the sniper is usually is found as well, and a place where you could get the sniper from is either Deck, Yard, Data, Garage and Crates. The scout will roam that area, especially around Deck and Garage, so using your gun there usually leads to you getting mad milked and chased


  2. Here's my autoexec, if anyone would be interested in that.

     

    >fps_max 120
    -full
    -w 1280 -h 720
    mp_decals 1000
    cl_playerspraydisable 0
    sv_allow_point_servercommand always
    r_rimlight 0
    mat_phong 0
    mat_bumpmap 0
    mat_specular 0
    
    // Null-cancelling movement script
    // (prevents you from pressing two opposing directions, which causes you to stop moving)
    
    bind ] "cl_autoreload 0"
    bind [ "cl_autoreload 1"
    bind - "crosshair 0"
    bind = "crosshair 1"
    
    bind w +mfwd
    bind s +mback
    bind a +mleft
    bind d +mright
    
    alias +mfwd "-back;+forward;alias checkfwd +forward"
    alias +mback "-forward;+back;alias checkback +back"
    alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
    alias +mright "-moveleft;+moveright;alias checkright +moveright"
    alias -mfwd "-forward;checkback;alias checkfwd none"
    alias -mback "-back;checkfwd;alias checkback none"
    alias -mleft "-moveleft;checkright;alias checkleft none"
    alias -mright "-moveright;checkleft;alias checkright none"
    alias checkfwd none
    alias checkback none
    alias checkleft none
    alias checkright none
    alias none ""
    
    
    cl_ragdoll_fade_time 0
    cl_ragdoll_forcefade 1
    cl_ragdoll_physics_enable 0
    g_ragdoll_fadespeed 0
    g_ragdoll_lvfadespeed 0
    ragdoll_sleepaftertime 0
    cl_phys_props_enable 0
    cl_phys_props_max 0
    props_break_max_pieces 0
    r_propsmaxdist 1
    violence_agibs 0
    violence_hgibs 0
    
    
    tf_dingaling_pitchmaxdmg 10
    tf_dingaling_pitchmindmg 200
    tf_dingaling_volume 2.00
    
    cl_cmdrate 66
    cl_interp 0
    cl_interp_ratio 1
    cl_lagcompensation 1
    cl_pred_optimize 2
    cl_smooth 0
    cl_smoothtime 0.01
    cl_updaterate 66
    rate 60000
    
    bind "F1" "+loadoutA"
    bind "F2" "+loadoutB"
    bind "F3" "+loadoutC"
    bind "F4" "+loadoutD"
    
    alias +joinclass "bind 1 scout; bind 2 soldier; bind 3 pyro; bind 4 demoman; bind 5 heavy; bind 6 engineer; bind 7 medic; bind 8 sniper; bind 9 spy"
    //binds each class to a number, this is done in the same order that they appear in the class menu
    
    alias "-joinclass" "bind 1 slot1; bind 2 slot2; bind 3 slot3; bind 4 slot4; bind 5 slot5; bind 6 slot6; bind 7 slot7; bind 8 slot8; bind 9 slot9"
    //
    alias scout "join_class scout"
    alias soldier "join_class soldier"
    alias pyro "join_class pyro"
    alias demoman "join_class demoman"
    alias heavy "join_class heavyweapons"
    alias engineer "join_class engineer"
    alias medic "join_class medic"
    alias sniper "join_class sniper"
    alias spy "join_class spy"
    //
    bind "shift" "+joinclass"
    
    //Voice shortcuts
    bind "r" "voicemenu 2 5" //Negative
    bind "mouse3" "say_team ***UBER/KRITZ USED***"
    
    //UBER FAKE
    //Fakes uber, alerts your team in chat.
    bind "c" "voicemenu 1 7; say_team ~~~ UBER FAKED ~~~"
    
    
    
    //
    // Water
    //
    mat_wateroverlaysize "0"
    r_waterforceexpensive "0"
    r_waterforcereflectentities "0"
    r_WaterDrawReflection "0"
    r_WaterDrawRefraction "0"
    r_cheapwaterend "1"
    r_cheapwaterstart "1"
    r_forcewaterleaf "0"
    cl_show_splashes "0"
    
    //
    // Light
    //
    mat_debug_autoexposure "0"
    mat_debug_bloom "0"
    mat_specular "0"
    mat_fastspecular "1"
    mat_hdr_level "0"
    mat_hdr_enabled "0"
    mat_disable_lightwarp "1"
    mat_disable_ps_patch "1"
    mat_disable_fancy_blending "1"
    mat_autoexposure_max "0"
    mat_autoexposure_min "0"
    mat_filterlightmaps "0"
    mat_disable_bloom "1"
    mat_bloomscale "0"
    mat_force_bloom "0"
    mat_parallaxmap "0"
    r_dynamic "0"
    r_lightaverage "0"
    r_worldlightmin "0"
    r_worldlights "0"
    r_maxdlights "0"
    r_PhysPropStaticLighting "0"
    r_dopixelvisibility "0"
    r_ambientboost "0"
    r_ambientfactor "1"
    
    //
    // Models
    //
    g_ragdoll_fadespeed "0"
    g_ragdoll_important_maxcount "0"
    g_ragdoll_lvfadespeed "0"
    g_ragdoll_maxcount "0"
    r_eyes "0"
    r_eyemove "0"
    r_eyegloss "0"
    r_eyesize "0"
    r_eyeshift_z "0"
    r_eyeshift_y "0"
    r_eyeshift_x "0"
    r_teeth "0"
    r_lod "-1"
    r_rootlod "2"
    cl_ragdoll_collide "0"
    
    //
    // Shadows
    //
    r_shadowmaxrendered "0"
    r_shadows "0"
    r_shadowrendertotexture "0"
    mat_shadowstate "0"
    
    //
    // Props
    //
    props_break_max_pieces "0"
    props_break_max_pieces_perframe "0"
    cl_phys_props_max "0"
    func_break_max_pieces "0"
    
    //
    // Sound
    //
    snd_mixahead "0.1"
    dsp_enhance_stereo "0"
    dsp_slow_cpu "1"
    
    //
    // Ropes
    //
    rope_smooth_maxalphawidth "0"
    rope_smooth_maxalpha "0"
    rope_smooth_enlarge "0"
    rope_wind_dist "0.01"
    rope_subdiv "0"
    rope_smooth_minwidth "0"
    rope_smooth_minalpha "0"
    rope_averagelight "0"
    rope_smooth "0"
    rope_shake "0"
    rope_collide "0"
    r_ropetranslucent "0"
    
    //
    // Decals
    //
    mp_decals                "200"    // def. "200"        # Count of Decals used for Multiplayer
    
    r_decal_cullsize            "5"    // def. "5"        # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
    r_decals                "2048"    // def. "2048"        # Count of Decals used by the entire SourceEngine
    r_drawmodeldecals            "0"    // def. ""        # Render decals on the Models on(1)/off(0)
    r_maxmodeldecal                "32"    // def. "32"        # Count of Decals to Render on the Models
    r_queued_decals                "0"    // def. "0"        # Offloads a bit of decal rendering setup work to the material system queue when enabled. on(1)/off(0)
    r_spray_lifetime            "2"    // def. "2"        # Number of rounds player sprays are visible
    //
    // Violence
    //
    violence_ablood "0"
    violence_agibs "0"
    violence_hblood "0"
    violence_hgibs "0"
    
    //
    // Preload
    //
    cl_forcepreload 1
    sv_forcepreload 1
    
    rate 60000
    cl_interp 0.030
    cl_smooth 0
    cl_smoothtime 0.01
    cl_pred_optomize 2
    cl_lagcompensation 1
    cl_interp_ratio 1
    
    r_drawviewmodel 1; viewmodel_fov 112
    
    cl_autoreload 1
    
    bind "i" "toggle r_drawviewmodel 1 0"


  3. You're not a bad person. Just because you got -1'd doesn't mean that we don't like you, or that you're supposed to feel unwelcome in the community. Same goes with the little argument that happened on Trade Gaming last night. It's just sorta how xG is really, I can't say much else than that. It's common, people yell at eachother all the time for having a different opinion or a certain point of view. I mean shit, how many times hasn't that happened to me because I really don't like anything about pyro. I've become a meme on the server for saying "Everything about pyro is either op or broken." So please don't take it that harsh.


  4. -1 What Bonfire said.

     

    A: 8/10

    M: 4/10

     

    I also think that he complains too much about things that aren't really real problems. For an instance, going friendly if you're friendly and keep getting killed. It's a small "problem" I suppose but I still feel it's worth mentioning. Also getting into fights with other members, I know it's happened before. But the latest one I can recall is from last night with Hachi.