
Posts by babE:
[PCW] N3. vs. fu. [Lose]
March 11th, 2009Granary 2-6

Badlands 4-4

overall: 1-4
gg guys, both teams had som problems with time outs and some ping problems butt gg anyway
wp
[PCW] N3. vs. exS(wL) [Win]
March 7th, 2009Badlands 5-4

Granary 3-0

Really nice game tonight
very tight :p thanks to Crink and blue for mercing and Crunchy for trialing
[PCW] N3. vs. cR. [Win]
March 7th, 2009Badlands 8-0

Thanks to Crink, Blue for mercing and Crunchy for trialing
gg guys
[PCW] N3. vs. Rangers [Win]
March 6th, 2009Fastlane 4-1

We only played one serious map tonight against these guys… After fastlane we played dustbowl and egypt and was really not serious at all and i have no comments on that :p fun playin, gg
[PCW] N3. vs. Rangers [Lose]
March 5th, 2009Badlands 2-3
[Missing screenshot]
Granary 2-3

gg guys, much better than the last game against these guys! and thanks to m1neraL for mercing
[PCW] N3. vs s7 [Lose]
March 2nd, 2009Badlands - 2-5

Granary - 1-4

Overall - 0-6
Close game
gg guys!
Complete Lineup!
February 26th, 2009Hey!
We’re happy to anounce that our 6th player joined us yesterday. We welcome Largos to TheN3! Hoping to start improve more and more now with our full lineup ![]()
The lineup is today:
Joshua - Medic
rez_E - Demo
babE - Scout
VooDooMastah - Scout
Mag - Soldier
Largos -Soldier
Crunchy - MultiClasser
GL to us
New TF2 Update Last Night
February 17th, 2009Last night Team Fortress 2 had another update, with some changes regarding the demoman. It was not however the upcoming scout patch. Here is the list of updates from last nights patch:
Updates to Team Fortress 2 and Day of Defeat: Source have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Team Fortress 2
* Sticky bombs now get a reduced close range damage ramp up (like Rocket Launcher & Syringe Gun)
o Ultimately reduces damage done by sticky bombs to enemies <512 units from the Demoman
* Moved the unlockable system over to the new item backend:
o Added a warning dialog to the loadout screen telling clients when the server they’re on could not get their loadout
* Made “tf_damage_disablespread” a replicated convar, so clients can see the value of it on the server they’re connected to
* Renamed “mp_stalemate_at_timelimit” to “mp_match_end_at_timelimit”, to better explain its function now that stalemate is optional
* Fixed muzzle flashes & shell ejections still playing when viewmodels are hidden
* Server tags can now be used to include or exclude servers from the list
Team Fortress 2 and Day of Defeat: Source
Protected several more commands from client exploitation
Cheers, babE!

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