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Leader of #1 TF2 Team Froyotech. My Stream - Watch me play live! My YouTube - Stream Highlights, Pro POVs, Tips & Tricks, and more! Mit Standort twittern. Du kannst deine Tweets vom Web aus und über Drittapplikationen mit einem Standort versehen, wie z.B. deiner Stadt. Profilbanner für b4nny. Avatar für b4nny The people are quiet. [fixatilldig.se​]. Team Fortress 2. Frühere Übertragungen von b4nny. Videolänge. Sieh dir den Clip von b4nny mit dem Titel „!gamerequest [fixatilldig.se]“ an. Dieses Inventar ist momentan nicht erreichbar. Bitte versuchen Sie es später erneut. Erneut versuchen. Tags: Tags: >. 1 von 1. <. Es sind derzeit 0 Gegenstände.

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A1 1st. A1 A-Tier. Esports Arena Rewind II. Rewind Invitational. A2 B-Tier. Full Roster. B4nny confirming that the secret to being good at tf2 is not configs and huds.

Sens and accel is wrong. DunderBro B4nny confirming that the secret to being good at tf2 is not configs and huds D: My life is a lie to?

DunderBro B4nny confirming that the secret to being good at tf2 is not configs and huds completely true of course, it's obviously down to what hitsound you use.

DunderBro B4nny confirming that the secret to being good at tf2 is not configs and huds It's really stupid that people have to be told that.

Like, get comfy, have a sens you can handle well. The practice, practice, practice. Fightmaster completely true of course, it's obviously down to what hitsound you use Quake 3 hitsound is the superior hitsound.

DK He just likes to use the things he find comfortable, and everyone should do this instead of copying exactly some pro's cfg just because he's good.

Very true.

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Standardize the spawns for both sides. From my experience, the BLU team tends to spawn more skewed off to the left side of the spawn room, while the RED team tends to spawn more skewed off to the right side of the spawn room.

Generally the right side of the spawn is preferred to be used as the main exit, so it currently gives a small advantage to the RED side.

Unless you centralize all of the spawns, the spawns on the RED side should be mimicked. Remove the clipping on the spawn garage props.

By climbing on the tank and then across the tops of these garage doors you are able to get pretty much any class on top of the shed, which is a position that should probably be reserved for classes that have high mobility so that defending doesn't become too easy.

Raise one of the walls on last to give an option for a soldier wall jump. Since some have voiced concerns over last being difficult to break open, offering an additional option for the offense could be useful.

Reduce the size of the building on the 2nd point. Right now I would say the single biggest issue on the map is the flow of the 2nd point. Often you get awkward ring-around-the-rosie fights happening here.

Also, when one team pushes from the opposite side, it becomes very difficult to rotate to the other side to apply pressure.

I would suggest to keep the balcony that overlooks the front chokes, as well as the side shed structure, but remove the majority of the building outlined in red , and potentially replace it with a new height structure that can be jumped over and landed on.

Standardize the cover of fences on the 2nd point. I believe the fence should be on both sides, mimicking how it appears on the RED side.

Widen the side path on 2nd. The side path on 2nd is a bit narrow and could potentially be widened up for more free movement.

Replace one of the rocks on 2nd with a fence. The rocks on 2nd are very large and take up a lot of space, lending to a cramped, cluttered feeling at times, especially if you are walking on the low ground.

This rock on 2nd could probably easily be replaced by a thin fence, like some of the other cover around the area, and still serve the purpose of blocking the sightline, but taking up far less space.

This could potentially be done with some of the other rocks around the map, but this seemed the most obvious one to start with.

Fix sticky trap spots in details. Like some of the other feedback here, this is very specific to the detailing props being used, so if they will be removed when the theme changes, this shouldn't be relevant.

The flower pots in these window props that are plentiful on the map do not have any clipping, so stickies can be hidden in every single one of them. These kinds of traps are probably too extreme in this quantity around the map, so I think it should be prevented in the majority of situations, but 1 or 2 throughout the map are fine.

Remove the awning above the mid-connector-building entrance on the 2nd point side. These awnings are very strong aggressive defending positions or hiding spots, which is good to have, but I think only having one would be sufficient.

With two awnings, it becomes very overwhelming to try to push through the building entrance here. The awning immediately above the doorway should be removed, which would allow people to move through the doorway with more confidence while still having to worry about the second awning as a viable hiding spot.

Because the ground on the archway path is very bumpy, it can be very difficult to get any sort of consistent rampslides off it, which is something a lot of people desire to do during rollouts.

Making it a bit smoother or ramplike could make it a lot more intuitive for people on rollouts and also give people a high skill option for mid, that will likely make people enjoy the map more.

Clean up some of the ground clipping on mid. As you enter mid and hug this wall, the clipping of the rocks along the ground and the small ledge do feel a bit awkward.

The forward spawn on mid currently opens directly into the fountain being right in your face, which is a bit awkward and jarring.

Adjusting the spacing or positioning of the spawn or the profile or positioning of the fountain could help with this.

I know you said the frontline assets may be removed entirely, but if the fountain somehow is being kept, a custom clipping of it could be useful, since it has some annoying splash-eating properties especially on the very top ring.

If I recall correctly, last season during playoffs mu had to reinstall Windows entirely to fix it. The clip in question is taken completely out of context.

When I heard them speak and compared it to previous times I had heard them speak, it seemed suspiciously different, so I thought it was a sign that they were trying to hide their voice on purpose.

Uncovering alts is something I do regularly as an admin, and I thought this was just another alt to investigate.

I can see how it can be misunderstood, and I am sorry about how the confrontation went and the confusion that followed. The next game we played together on the same team with no issues whatsoever.

If frogtree is someone that is transitioning I was completely unaware, but would not be bothered by that fact. I have played with countless people in a similar position and have never made it a topic of contention.

Everyone knows I'm much more focused on the game itself than on the personal lives of the players. As far as people's identities go, I'm very live and let live.

The person posting all this is a proud member of KAT and the Mireal Fanclub racist and transphobic harassment groups and uses plenty of derogatory names on his own, as you can see in these screenshots:.

Their attempts to smear me through out of context clips only serve to distract bystanders from their actual stances. I'm not one of your fellow bigots.

The biggest issue on the current version of the map lies in the size of the choke points. Since people can flood through every doorway and there are so many options for skybox walljumps, holding aggressively is impossible, and even holding at midrange is extremely risky.

The only way to avoid getting wiped when defending at a disadvantage by getting surrounded and your exits cut off is to hold very passively, so points get given up for free when otherwise you might see fights.

By making a few of the chokes smaller you would greatly improve this issue. In the following screenshots, green lines are where I would suggest adjusting the choke boundaries to, and any blue lines mark spots where clipping could be smoothed out a bit.

The next biggest issue I'd say would be the health location on middle. In the current position, it is quite awkward to access, especially for any demoman rolling out to mid, injured medics, or for teams after fighting their way through choke.

A clipping spot that should be smoothed. Backing into this room you can easily get caught here next to the stairs.

The majority of this room goes unused since the two passages are right next to each other. The wasted space could be reduced significantly.

The geometry of the points themselves and the immediate surrounding areas are quite nice, so with just the few changes to the chokes bringing the flow of the map to a more reasonable place, I think the map will be in a pretty great spot.

Shortly after Season 4 was over b4nny was approached by fellow Open player enoryt in regards to forming a new team with the goal to win Season 5 Open.

Eventually a full roster was made with jnkx and blaze on Scout, enoryt and Mackey on Soldier, b4nny on Demoman and karenbear on Medic.

After a roster reshuffle which included bringing in a new Scout combo in the form of Yz50 and raf and replacing karenbear with experienced Invite player shade.

Despite going into the Finals as the 3rd seeds the team had a lacklustre showing, finishing 4th overall after a tight game to Blight.

Next season proved to be far better for the team, after switching out raf for Ggglygy the team finished 3rd in the Regular Season for the second time in a row with a record but coasted their way to their first ever Invite title without dropping a single map in the playoffs eventually beating compLexity Gaming in the Grand Final.

After this the roster was shuffled again, Ggglygy , Yz50 and Shade were out and subsequently replaced by cyzer , Clockwork and Reptile.

The roster now playing as Prophets subsequently won the finals, earning their second Invite title as a team all without losing a single map yet again while beating the newly formed Classic Mixup in the Grand Final.

But in a huge upset they were beaten in the Grand Final by Mixup , who managed to win two best-of-three series while coming from the Losers-Bracket to secure their first Invite Championship instead.

The changes seemed to work however despite a lacklustre 4th in the Regular Season, after which the team was signed by another Organisation in the form of Leviathan Gaming in time for the LAN finals.

After the name change, Leviathan would subsequently win the Season 11 Finals, beating perennial rivals Mixup once again to take a third Invite title.

Both of the American representatives Leviathan Gaming and Mixup dominated the European competition with both teams booking their place in the Grand Finals, Leviathan Gaming eventually lost to Mixup in a tight best-of-three series.

After this clockwork moved to The Spacewhales and was replaced by hero. Shortly after this the team disbanded allegedly due to a lack of dedication on the part of enoryt [6] with b4nny wanting a team that was fully committed to win.

With Season 13 having the fruitful bonus of receiving a Community Fundraiser to help the winning team travel to the upcoming i49 LAN [7] , b4nny and HRG proved their intentions with a regular season record and coasted to the Championship, winning the LAN finals without dropping a Single map.

Season 14 was a similar story with yet another Regular Season on their way to back-to-back Invite titles b4nny s fifth title overall.

This dominance didn't convert over to i49 however, eventually finishing 3rd overall with a loss to European team TCM-Gaming in the Lower-Bracket finals.

Shortly after i49 , cyzer , Tagg and Shade left HRG for various reasons, leaving b4nny to rebuild the roster and form new team iT for Season Yet another Regular Season record followed, but in echoes of Season 10, Mixup once again beat Grant's team in two best-of-three's coming from the losers bracket to win the Championship.

After missing out on the Season 15 crown, b4nny was approached by former Medic Shade with the proposition of forming a North American "superteam" to attend and win the upcoming i52 LAN.

Despite this dummy couldn't commit to the I-Series event and was swapped out for duwatna from Street Hoops eSports.

Thus would begin what is arguably the most dominant roster in TF2 history, all spearheaded by b4nny. After Lansky retired he was swapped out for another ex-Street Hoops player in the form of Ash with b4nny himself switching to Pocket Soldier.

The teams dominance continued despite this change with a fourth consecutive Invite title in Season 19 and froyo would go on to be the first ever back-to-back American I-Series event winners, defeating nerdRage in the Grand Final of i During the Season 20 playoff match between froyotech and Team SoloUber , newest pickup Ash left the team mid-game over internal issues [9] and the team subsequently lost the series, finishing in 3rd overall for the Season the first time b4nny had finished 3rd in Invite.

Reportedly after the game b4nny asked the remaining players one by one if they wanted to stay on for next Season, which subsequently left him and clockwork as the only one willing to commit [10].

Grant subsequently reformed froyotech , cherry picking numerous Invite players including decimate who retired before the season started , corsa , Freestate , Paddie , Muma and Ninjanick.

Despite all the changes the team immediately returned to their winning ways, winning Season 21 and defeating reigning champions RONIN with a lower-bracket sweep.

But at i58 the team finished a disappointing 3rd which prompted more roster changes. Cementing froyotech as the best team in the world and b4nny as the most successful player in the history of the game.

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