https://www.reddit.com/r/tf2/comments/4wrddc/how_to_improve_at_tf2/
My friend made this guide over on r/tf2, and is looking for feedback on anything he might have missed or what not to improve it. He just wants to make a general purpose guide for helping pub players get better and hopefully get into competitive. It'd be a great way to help the scene grow, as I know most of you want.
Ty
https://www.reddit.com/r/tf2/comments/4wrddc/how_to_improve_at_tf2/
My friend made this guide over on r/tf2, and is looking for feedback on anything he might have missed or what not to improve it. He just wants to make a general purpose guide for helping pub players get better and hopefully get into competitive. It'd be a great way to help the scene grow, as I know most of you want.
Ty
i honestly think one high quality graphics config should be made available from some of these config gurus.
I know a bunch of people that tend to stay away from the configs available because they just dont like how the game ends up looking, eventually not realizing the benefits of an increased fov, better rates, raw input on, or vsync off among others.
i honestly think one high quality graphics config should be made available from some of these config gurus.
I know a bunch of people that tend to stay away from the configs available because they just dont like how the game ends up looking, eventually not realizing the benefits of an increased fov, better rates, raw input on, or vsync off among others.
a bunch of us should get together and create an extremely detailed, comprehensive guide to playing this game that includes everything from basic info about the different classes and gamemodes to instructions on how to install huds and configs, sign up for different leagues, and pretty much anything that a player could ever want to know
if we had a one stop shop resource for any players who either want to learn how to play when they're new or want to up their game and get better, I think it would be extremely popular
of course, something like this would take a lot of manpower to do, but I think we as a community could get it done
a bunch of us should get together and create an extremely detailed, comprehensive guide to playing this game that includes everything from basic info about the different classes and gamemodes to instructions on how to install huds and configs, sign up for different leagues, and pretty much anything that a player could ever want to know
if we had a one stop shop resource for any players who either want to learn how to play when they're new or want to up their game and get better, I think it would be extremely popular
of course, something like this would take a lot of manpower to do, but I think we as a community could get it done
swyif we had a one stop shop resource for any players who either want to learn how to play when they're new or want to up their game and get better, I think it would be extremely popular
think of how many arguments people would go through in order to defend their way of getting mechanically/mentally better
u go to any thread saying should i do dm or mge or some shit and theres always fucks trying to defend x method of playing the game to get good quick
same thing with playstyle, there are so many unique ways of thinking about the game from passive to aggressive and roles and shit that its impossible to come up with the right answer
theres no guaranteed way to get good at this game other than to keep playing it and experimenting when something doesnt work
[quote=swy]
if we had a one stop shop resource for any players who either want to learn how to play when they're new or want to up their game and get better, I think it would be extremely popular
[/quote]
think of how many arguments people would go through in order to defend their way of getting mechanically/mentally better
u go to any thread saying should i do dm or mge or some shit and theres always fucks trying to defend x method of playing the game to get good quick
same thing with playstyle, there are so many unique ways of thinking about the game from passive to aggressive and roles and shit that its impossible to come up with the right answer
theres no guaranteed way to get good at this game other than to keep playing it and experimenting when something doesnt work
Geknaiirthink of how many arguments people would go through in order to defend their way of getting mechanically/mentally better
Holy shit yes. I made the mistake of going through all the banned weps because people dont get it, and holy shit it is painful. I cannot imagine doing this with more subjective ideas like how to get better.
[quote=Geknaiir]
think of how many arguments people would go through in order to defend their way of getting mechanically/mentally better
[/quote]
Holy shit yes. I made the mistake of going through all the banned weps because people dont get it, and holy shit it is painful. I cannot imagine doing this with more subjective ideas like how to get better.
murdermeformysinsBecause Europe doesn't matter and they're bad at tf2
:(
[quote=murdermeformysins]Because Europe doesn't matter and they're bad at tf2[/quote]
:(
nice thread. one thing that i would make sure to cover is why the default network settings are bad, and the benefits of changing them.
nice thread. one thing that i would make sure to cover is why the default network settings are bad, and the benefits of changing them.
Geknaiirswyif we had a one stop shop resource for any players who either want to learn how to play when they're new or want to up their game and get better, I think it would be extremely popular
think of how many arguments people would go through in order to defend their way of getting mechanically/mentally better
u go to any thread saying should i do dm or mge or some shit and theres always fucks trying to defend x method of playing the game to get good quick
same thing with playstyle, there are so many unique ways of thinking about the game from passive to aggressive and roles and shit that its impossible to come up with the right answer
theres no guaranteed way to get good at this game other than to keep playing it and experimenting when something doesnt work
How about mentioning 1-3 most popular methods and explain it something like "some people think mge is the best way, others say dm because yaddayadda, try all of them and use whichever you like"?
Also I think sparseness is very important when trying to reach as many new people as possible. People have short attention spans and some people wouldn't watch a 45 minute video/huge wall of text titled "A Complete Guide to TF2 Part 1/14".
EDIT: About the configs, how about some sort of a basic config that doesn't affect graphics at all, just sets all the stuff like fov, autoreload, fast switch, etc. to values that should be default anyway? Wouldn't discourage people by making the game ugly.
[quote=Geknaiir][quote=swy]
if we had a one stop shop resource for any players who either want to learn how to play when they're new or want to up their game and get better, I think it would be extremely popular
[/quote]
think of how many arguments people would go through in order to defend their way of getting mechanically/mentally better
u go to any thread saying should i do dm or mge or some shit and theres always fucks trying to defend x method of playing the game to get good quick
same thing with playstyle, there are so many unique ways of thinking about the game from passive to aggressive and roles and shit that its impossible to come up with the right answer
theres no guaranteed way to get good at this game other than to keep playing it and experimenting when something doesnt work[/quote]
How about mentioning 1-3 most popular methods and explain it something like "some people think mge is the best way, others say dm because yaddayadda, try all of them and use whichever you like"?
Also I think sparseness is very important when trying to reach as many new people as possible. People have short attention spans and some people wouldn't watch a 45 minute video/huge wall of text titled "A Complete Guide to TF2 Part 1/14".
EDIT: About the configs, how about some sort of a basic config that doesn't affect graphics at all, just sets all the stuff like fov, autoreload, fast switch, etc. to values that should be default anyway? Wouldn't discourage people by making the game ugly.
i made a short simple guide to basic commands and settings for comp
maybe you can use it
i made a [url=http://i.imgur.com/GsW3jPC.png]short simple guide[/url] to basic commands and settings for comp
maybe you can use it
gatsanmurdermeformysinsBecause Europe doesn't matter and they're bad at tf2
:(
Blame elliott
[quote=gatsan][quote=murdermeformysins]Because Europe doesn't matter and they're bad at tf2[/quote]
:([/quote]
Blame elliott
DatDrummerGuygatsanmurdermeformysinsBecause Europe doesn't matter and they're bad at tf2
:(
Blame elliott
yeah but seriously, you guys think that attitude might just turn off euro pubbers from competitive?
[quote=DatDrummerGuy][quote=gatsan][quote=murdermeformysins]Because Europe doesn't matter and they're bad at tf2[/quote]
:([/quote]
Blame elliott[/quote]
yeah but seriously, you guys think that attitude might just turn off euro pubbers from competitive?
He mentioned steam guides. Maybe after it's perfercted, make it a steam guide and maybe more people will see it?
EDIT: I think a basic intro to the 6s meta and each class's roles would be helpful because if I play a MM match, I find a scout, a soldier, a demo, an engineer, a medic and a spy, and people are telling the demo to play heavy.
He mentioned steam guides. Maybe after it's perfercted, make it a steam guide and maybe more people will see it?
EDIT: I think a basic intro to the 6s meta and each class's roles would be helpful because if I play a MM match, I find a scout, a soldier, a demo, an engineer, a medic and a spy, and people are telling the demo to play heavy.
sage78i made a short simple guide to basic commands and settings for comp
maybe you can use it
One mistake in there is that hud_combattext_batching_window has a max value of 2. Also lots of people don't even know console is a thing so I recommend putting in a couple of methods for enabling the console
(with ~, with launch options, binding a button to "toggleconsole", some custom huds also give you the option to toggle it in the main menu. Some keyboards can't open console with ~. German keyboards and Belgian keyboards are an example)
I can also make a vpk that people can just put in Custom and it execs all the basic commands like fov_desired 90, m_rawinput 1, etc without people having to go through the process of putting a folder within Custom, adding a cfg map, making an autoexec.cfg etc. Might make that later. Should be very easy but I have exams so I'll do it during a later break today
edit: nvm making it now
also it's tf_dingalingaling 1, you misspelled it
[quote=sage78]i made a [url=http://i.imgur.com/mAC3YWt.png]short simple guide[/url] to basic commands and settings for comp
maybe you can use it[/quote]
One mistake in there is that hud_combattext_batching_window has a max value of 2. Also lots of people don't even know console is a thing so I recommend putting in a couple of methods for enabling the console
(with ~, with launch options, binding a button to "toggleconsole", some custom huds also give you the option to toggle it in the main menu. Some keyboards can't open console with ~. German keyboards and Belgian keyboards are an example)
I can also make a vpk that people can just put in Custom and it execs all the basic commands like fov_desired 90, m_rawinput 1, etc without people having to go through the process of putting a folder within Custom, adding a cfg map, making an autoexec.cfg etc. Might make that later. Should be very easy but I have exams so I'll do it during a later break today
edit: nvm making it now
also it's tf_dingalingaling 1, you misspelled it
Tobsage78i made a short simple guide to basic commands and settings for comp
maybe you can use it
One mistake in there is that hud_combattext_batching_window has a max value of 2. Also lots of people don't even know console is a thing so I recommend putting in a couple of methods for enabling the console
(with ~, with launch options, binding a button to "toggleconsole", some custom huds also give you the option to toggle it in the main menu. Some keyboards can't open console with ~. German keyboards and Belgian keyboards are an example)
I can also make a vpk that people can just put in Custom and it execs all the basic commands like fov_desired 90, m_rawinput 1, etc without people having to go through the process of putting a folder within Custom, adding a cfg map, making an autoexec.cfg etc. Might make that later. Should be very easy but I have exams so I'll do it during a later break today
edit: nvm making it now
also it's tf_dingalingaling 1, you misspelled it
thanks for telling me, will correct
[quote=Tob][quote=sage78]i made a [url=http://i.imgur.com/mAC3YWt.png]short simple guide[/url] to basic commands and settings for comp
maybe you can use it[/quote]
One mistake in there is that hud_combattext_batching_window has a max value of 2. Also lots of people don't even know console is a thing so I recommend putting in a couple of methods for enabling the console
(with ~, with launch options, binding a button to "toggleconsole", some custom huds also give you the option to toggle it in the main menu. Some keyboards can't open console with ~. German keyboards and Belgian keyboards are an example)
I can also make a vpk that people can just put in Custom and it execs all the basic commands like fov_desired 90, m_rawinput 1, etc without people having to go through the process of putting a folder within Custom, adding a cfg map, making an autoexec.cfg etc. Might make that later. Should be very easy but I have exams so I'll do it during a later break today
edit: nvm making it now
also it's tf_dingalingaling 1, you misspelled it[/quote]
thanks for telling me, will correct
Making a list of basic commands. Give feedback
Show Content
vpkfov_desired 90
hud_combattext 1
tf_dingalingaling 1
cl_autoreload 1
hud_fastswitch 1
m_rawinput 1
cl_autorezoom 0
cl_cmdrate 67
cl_interp .033 // change to whatever you like for certain classes projectiles/popping uber/flames = .0152 hitscan = .031 on bad connections = .062
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 67
rate 60000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL
Though some people might not like m_rawinput 1 and cl_autorezoom 1 I think it's fine to keep those in. If they don't like it and remove the vpk for that reason the other commands will remain at the correct values unless they change them back. And if they stick with it they'll realise these commands are better than the values they were at before
The end product will include a readme.txt with all the commands and a short description for all of them + further customization (stuff like tf_dingaling_volume)
Making a list of basic commands. Give feedback
[spoiler][quote=vpk]fov_desired 90
hud_combattext 1
tf_dingalingaling 1
cl_autoreload 1
hud_fastswitch 1
m_rawinput 1
cl_autorezoom 0
cl_cmdrate 67
cl_interp .033 // change to whatever you like for certain classes projectiles/popping uber/flames = .0152 hitscan = .031 on bad connections = .062
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 67
rate 60000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL[/quote][/spoiler]
Though some people might not like m_rawinput 1 and cl_autorezoom 1 I think it's fine to keep those in. If they don't like it and remove the vpk for that reason the other commands will remain at the correct values unless they change them back. And if they stick with it they'll realise these commands are better than the values they were at before
The end product will include a readme.txt with all the commands and a short description for all of them + further customization (stuff like tf_dingaling_volume)
swya bunch of us should get together and create an extremely detailed, comprehensive guide to playing this game that includes everything from basic info about the different classes and gamemodes to instructions on how to install huds and configs, sign up for different leagues, and pretty much anything that a player could ever want to know
if we had a one stop shop resource for any players who either want to learn how to play when they're new or want to up their game and get better, I think it would be extremely popular
of course, something like this would take a lot of manpower to do, but I think we as a community could get it done
How about y'all contribute to the comp.tf wiki. There's a lot of stuff that needs updating on there, but there's no need to reinvent the wheel.
[quote=swy]a bunch of us should get together and create an extremely detailed, comprehensive guide to playing this game that includes everything from basic info about the different classes and gamemodes to instructions on how to install huds and configs, sign up for different leagues, and pretty much anything that a player could ever want to know
if we had a one stop shop resource for any players who either want to learn how to play when they're new or want to up their game and get better, I think it would be extremely popular
of course, something like this would take a lot of manpower to do, but I think we as a community could get it done[/quote]
How about y'all contribute to the comp.tf wiki. There's a lot of stuff that needs updating on there, but there's no need to reinvent the wheel.
It's good to have people trying to present this info in other places and simpler ways too.
The best thing would be if Valve added better tutorials to their tutorial menu, but seems like they won't be doing that anytime soon.
If they keep their attitude of "no meta" in comp and don't tell anyone how to rollout or even do simple rocket jumps, the people who want that info will find it anyway, but I feel its really valve's responsibility to do at least basic tutorials for stuff like that, specially now.
It's good to have people trying to present this info in other places and simpler ways too.
The best thing would be if Valve added better tutorials to their tutorial menu, but seems like they won't be doing that anytime soon.
If they keep their attitude of "no meta" in comp and don't tell anyone how to rollout or even do simple rocket jumps, the people who want that info will find it anyway, but I feel its really valve's responsibility to do at least basic tutorials for stuff like that, specially now.
gatsanDatDrummerGuygatsanmurdermeformysinsBecause Europe doesn't matter and they're bad at tf2
:(
Blame elliott
yeah but seriously, you guys think that attitude might just turn off euro pubbers from competitive?
Yeah, probably some, just like "lolhl". It's not like we can stop it, tho.
[quote=gatsan][quote=DatDrummerGuy][quote=gatsan][quote=murdermeformysins]Because Europe doesn't matter and they're bad at tf2[/quote]
:([/quote]
Blame elliott[/quote]
yeah but seriously, you guys think that attitude might just turn off euro pubbers from competitive?[/quote]
Yeah, probably some, just like "lolhl". It's not like we can stop it, tho.
Differ How about y'all contribute to the comp.tf wiki. There's a lot of stuff that needs updating on there, but there's no need to reinvent the wheel.
I probably will end up doing that, but the issue I see with the wiki format is that for a new player going to comp.tf for the first time, it can be pretty confusing as they don't know where to start. Along with that, while comp.tf is a great resource for information about the game, it's not really ideal for people who want to get started, but are either confused about how to do it, or are afraid/intimidated to do so (the latter is more common than most people think)
What I had in mind was something like playcomp.tf, but far more in-depth; playcomp is a great resource because it's very simple to navigate and presents the information in an attractive and easily understood way. Personally, I think we need a resource that has the information that people need as well as directly addressing the concerns that new players often have. Comp.tf is an invaluable resource, but it serves as a reference tool, which is great, but I think we need a quality teaching tool.
[quote=Differ] How about y'all contribute to the comp.tf wiki. There's a lot of stuff that needs updating on there, but there's no need to reinvent the wheel.[/quote]
I probably will end up doing that, but the issue I see with the wiki format is that for a new player going to comp.tf for the first time, it can be pretty confusing as they don't know where to start. Along with that, while comp.tf is a great resource for information about the game, it's not really ideal for people who want to get started, but are either confused about how to do it, or are afraid/intimidated to do so (the latter is more common than most people think)
What I had in mind was something like playcomp.tf, but far more in-depth; playcomp is a great resource because it's very simple to navigate and presents the information in an attractive and easily understood way. Personally, I think we need a resource that has the information that people need as well as directly addressing the concerns that new players often have. Comp.tf is an invaluable resource, but it serves as a reference tool, which is great, but I think we need a quality teaching tool.
TobMaking a list of basic commands. Give feedback
Show Content
vpkfov_desired 90
hud_combattext 1
tf_dingalingaling 1
cl_autoreload 1
hud_fastswitch 1
m_rawinput 1
cl_autorezoom 0
cl_cmdrate 67
cl_interp .033 // change to whatever you like for certain classes projectiles/popping uber/flames = .0152 hitscan = .031 on bad connections = .062
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 67
rate 60000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL
Maybe hud_combattext_batching 1 and hud_combattext_batching_window 2? People have their preferences but damage batching is so useful if you start with it.
[quote=Tob]Making a list of basic commands. Give feedback
[spoiler][quote=vpk]fov_desired 90
hud_combattext 1
tf_dingalingaling 1
cl_autoreload 1
hud_fastswitch 1
m_rawinput 1
cl_autorezoom 0
cl_cmdrate 67
cl_interp .033 // change to whatever you like for certain classes projectiles/popping uber/flames = .0152 hitscan = .031 on bad connections = .062
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 67
rate 60000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL[/spoiler][/quote]
Maybe hud_combattext_batching 1 and hud_combattext_batching_window 2? People have their preferences but damage batching is so useful if you start with it.
DatDrummerGuyMaybe hud_combattext_batching 1 and hud_combattext_batching_window 2? People have their preferences but damage batching is so useful if you start with it.
Instead of putting in default values for those commands, it would be better I think to explain what the batching does, that the values for the window command represent seconds, and that it's all personal preference and that the user should experiment until they feel comfortable
[quote=DatDrummerGuy]Maybe hud_combattext_batching 1 and hud_combattext_batching_window 2? People have their preferences but damage batching is so useful if you start with it.[/quote]
Instead of putting in default values for those commands, it would be better I think to explain what the batching does, that the values for the window command represent seconds, and that it's all personal preference and that the user should experiment until they feel comfortable
swyDatDrummerGuyMaybe hud_combattext_batching 1 and hud_combattext_batching_window 2? People have their preferences but damage batching is so useful if you start with it.
Instead of putting in default values for those commands, it would be better I think to explain what the batching does, that the values for the window command represent seconds, and that it's all personal preference and that the user should experiment until they feel comfortable
I'll be adding those to the list of further customization.
I'd like to set it up with a basic vpk and a more in-depth one.
The Basic vpk will have the basic commands but will include a readme explaining every command. There will also be sections in the readme on more advanced commands + how to open console because many players don't know how to.
examples:
A Hitsounds section will go over killsounds, dingaling_volume, min_pitch, max_pitch, etc
A Damage Numbers section will mention batching, batching_window and I'm probably also going to include an optional Huddamageacount.res for readable damage numbers so Default HUD users can have readable damage
With the basic vpk it's up to them how they customise things
The in-depth vpk will have settings such as combattext_batching enabled by default and more visible damage numbers. Probably something like b4nny's damage numbers. Bigger and yellow (or maybe white). This is for very new users that want the more in-depth settings but don't want to go through the process of figuring out how to customise everything
[quote=swy][quote=DatDrummerGuy]Maybe hud_combattext_batching 1 and hud_combattext_batching_window 2? People have their preferences but damage batching is so useful if you start with it.[/quote]
Instead of putting in default values for those commands, it would be better I think to explain what the batching does, that the values for the window command represent seconds, and that it's all personal preference and that the user should experiment until they feel comfortable[/quote]
I'll be adding those to the list of further customization.
I'd like to set it up with a basic vpk and a more in-depth one.
The Basic vpk will have the basic commands but will include a readme explaining every command. There will also be sections in the readme on more advanced commands + how to open console because many players don't know how to.
examples:
A Hitsounds section will go over killsounds, dingaling_volume, min_pitch, max_pitch, etc
A Damage Numbers section will mention batching, batching_window and I'm probably also going to include an optional Huddamageacount.res for readable damage numbers so Default HUD users can have readable damage
With the basic vpk it's up to them how they customise things
The in-depth vpk will have settings such as combattext_batching enabled by default and more visible damage numbers. Probably something like b4nny's damage numbers. Bigger and yellow (or maybe white). This is for very new users that want the more in-depth settings but don't want to go through the process of figuring out how to customise everything