Navigation

    RGL.gg Forums Home
    • Steam Login
    • Search
    • Recent
    • Popular
    • Tags
    • Users
    • Groups
    • Awards
    • Calendar
    • Rules
    • RGL Community Links
    1. Home
    2. vibeisveryo
    3. Posts

    vibeisveryo (@vibeisveryo)

    47
    Reputation
    120
    Posts
    186
    Profile views
    0
    Followers
    0
    Following
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Steam Community Links

    RGL.gg Profile Steam Profile
    SteamID
    76561198152690088

    Information about vibeisveryo

    RGL Guides RGL PUG Admin
    Joined
    Last Online

    Posts made by vibeisveryo

    • vibeisveryo LFT im medic

      hey everyone, i’m vibe. here’s my rgl profile https://hl.rgl.gg/Public/PlayerProfile.aspx?p=76561198152690088 - looking to seriously get into 6s for the summer season

      s3 i effectively subbed for this team https://rgl.gg/Public/Team.aspx?t=6479&r=40 i just was never rostered, i had more playtime with them than with AsF

      i may only be able to sub so if you’re just looking for a sub i’m still interested

      looking for like-minded teams with strong drive to win, and more than anything, disciplined players

      posted in Traditional Sixes
    • vibeisveryo LFT main/adv medic

      @concepting - reputation on steam

      posted in Highlander
    • vibeisveryo LFT main/adv medic

      @scaredy-bat said in vibeisveryo LFT main/adv medic:

      Will make dad jokes.

      noooooooo youre not supposed to tell them !!! !!! !!!

      posted in Highlander
    • vibeisveryo LFT main/adv medic

      hey everyone, i’m vibe. here is my rgl profile https://rgl.gg/Public/PlayerProfile.aspx?p=76561198152690088

      looking for like-minded teams with strong drive to win (i want to win main or do well in adv), and more than anything, disciplined players

      got 2nd in amateur s6, placed in im s7, played main non-playoffs s8, looking to win s9 - all medic

      will also try out IM solly/demo

      posted in Highlander
    • LFP Main - We Comm in Google Hangouts

      no longer lfp, thanks for trying out

      posted in Highlander
    • Tf2 Log Searcher

      @tua said in Tf2 Log Searcher:

      really cool features, thanks for putting in the time to do these
      however, at least for the stats search, i think you forgot to remove a test print statement or something, because my names always end with cum
      pic

      LMFAO

      posted in General
    • snaetos lft adv spy

      has insane mechanical skill but doesn’t rely on it to carry him - well-rounded player with good timing/coordination and callout importance sense with a solid drive to improve

      posted in Highlander
    • Wallop lfp everything

      @djnnseng said in Wallop lfp everything:

      sniper: shaayy (but not until may)

      you mean not until maayy

      posted in Highlander
    • Question about pl_millstone

      @Markers said in Question about pl_millstone:

      a new version derivative of valve’s since someone already did

      it’s still the millstone creator’s original work, whether or not valve owns the rights to the derivative, and both parties would have to at least tacitly approve of a new version

      posted in Map Discussion
    • isllama lft pyro main/adv

      DENIED! | A PYRO HL FRAG VIDEO

      posted in Highlander
    • LFT? Advanced/Challenger Heavy + Spy

      @BBL this guy is literally jesus

      posted in Highlander
    • lft 6s am/im med

      good basic understanding of game theory and heal priorities, can def support the right team really well

      posted in Traditional Sixes
    • LFP Main - We Comm in Google Hangouts

      Looking for a solid roster of players with good mental and flexibility coordination wise to win Main.

      Starters so far: shmerps on sniper (beast), paprika on engi (beast), vibeisveryo on medic

      trying to schedule people for two tryouts each as possible to figure out who works best with who, etc.

      dm vibeisveryo#3643 for tryouts.

      posted in Highlander
    • Question about pl_millstone

      @H20Gamez said in Question about pl_millstone:

      and why doesn’t someone make a pro version?

      imo generally having a pro version for any map is problematic since you can’t actually make huge changes to the map without it no longer being a derivative work of the original, and it has copyright issues, etc. doubled if the map isn’t an official Valve map like Viaduct.

      why not just play new maps that are being actively developed?

      posted in Map Discussion
    • LFP 'In Da Hoop'

      @Mothership ur team name is god tier

      posted in Highlander
    • jimsgims - lft S9 sniper [adv/challenger] [closed]

      very very underrated guy who hits shots and wins svs when it matters most, his rgl profile doesn’t show his true potential. give him a shot

      posted in Highlander
    • cp_powerhouse

      @LegendaryRQA no

      no forward spawns = team pushing last has WAY WORSE positions than team pushing mid, because they have to travel 2x as far to push last

      posted in Map Discussion
    • cp_powerhouse

      @scaredy-bat not point based time limits, just match/half time limits can be done by config, something that’s never been done in casual

      posted in Map Discussion
    • koth_berryville

      right now, this map has several things i think could make it way better. it plays very nicely right now but it doesn’t stack up to other staples like product.

      1. distance from spawn to point is VERY far. the intermediate zone, the one i’m looking towards right now, is very very big. rollout and taking spawns are too long as a result. spawn should be moved up imo, 96fb6d7e-fb87-4065-a11f-4ba8e95e3df6-image.png

      2. point is very free/empty and very dm based/dm heavy. imo that means there aren’t really any bad positions on point so defenders are free to play super aggro and can get away with it, backing up to a just as strong position on point. to prevent this i think everything should be tightened up more, made more chokey, especially one of the two routes around point and the “concrete” area i’m looking at here - maybe take cues from new cascade’s concrete. more props everywhere would also help 10980824-cdd8-4ad8-9f16-d164caa48dd9-image.png

      3. ammo placement is still a bit weird. there should be fewer small packs imo and more medium packs

      4. there’s like no height variation on point other than the two roofs, there should be more.

      posted in Map Discussion