Hi, I am coming from a strong background in CS:GO and plenty of other competitive e-sports and the only thing from getting me into competitive TF2 is that i don't know jack squat about configs, commands, and just generally EVERYTHING I need to know about TF2.
Lay EVERYTHING on me.
I want to know it all.
Add me on Skype if you would like to help me further. I am about 100% sure I'm going to scout.
Thanks,
k0ngzy
Hi, I am coming from a strong background in CS:GO and plenty of other competitive e-sports and the only thing from getting me into competitive TF2 is that i don't know jack squat about configs, commands, and just generally EVERYTHING I need to know about TF2.
Lay EVERYTHING on me.
I want to know it all.
Add me on Skype if you would like to help me further. I am about 100% sure I'm going to scout.
Thanks,
k0ngzy
Hay man, nice to meet you...I had a mentality like yours when I first started and the first lesson you should learn is modesty and realism. Chances are no matter how good you were in other games you won't be able to jump into his one and do well without some sort of competitive experience
That being said the most popular config is Chris's Max frames, if you look at the top of the page and click the forum button and in the seach bar type " omp's HUD" you will find a very good HUD... There is are several comprehensive guides on the competitive maps on Seanbuds youtube, www.youtube.com/theseanbud and those should be able to get you ahead of the game on calls and such..
If you noticed the recent events tab there will be a new event on Saturday called newbie mixes, the newbie mixes pair you up with experienced players that will help improve your game by offering helpful criticism while you play as well as teach you some of the fundamentals post match, as well as get you set up in some of your first 6v6 pugs... Use 90 fov (fov_desired 90) and the lowest interp possible (cl_interp 0) good luck
Hay man, nice to meet you...I had a mentality like yours when I first started and the first lesson you should learn is modesty and realism. Chances are no matter how good you were in other games you won't be able to jump into his one and do well without some sort of competitive experience
That being said the most popular config is Chris's Max frames, if you look at the top of the page and click the forum button and in the seach bar type " omp's HUD" you will find a very good HUD... There is are several comprehensive guides on the competitive maps on Seanbuds youtube, www.youtube.com/theseanbud and those should be able to get you ahead of the game on calls and such..
If you noticed the recent events tab there will be a new event on Saturday called newbie mixes, the newbie mixes pair you up with experienced players that will help improve your game by offering helpful criticism while you play as well as teach you some of the fundamentals post match, as well as get you set up in some of your first 6v6 pugs... Use 90 fov (fov_desired 90) and the lowest interp possible (cl_interp 0) good luck
mthe word is immense
I know, I typed it and I don't know if I can change it, sorry.
#4
I am on the Omps hud and i'm installing it but at the bottom it has this nonsense (to me) about some different things and whatnot that I do not understand.
[quote=m]the word is immense[/quote]
I know, I typed it and I don't know if I can change it, sorry.
#4
I am on the Omps hud and i'm installing it but at the bottom it has this nonsense (to me) about some different things and whatnot that I do not understand.
Also turn viewmodels off for scout.
And you could always try broeselhud, it comes with an installer that does everything for you.
Also turn viewmodels off for scout.
And you could always try broeselhud, it comes with an installer that does everything for you.
#6
What do you mean turn off viewmodels for scout?
and thanks, I will look at it.
#6
What do you mean turn off viewmodels for scout?
and thanks, I will look at it.
k0ngzy#6
What do you mean turn off viewmodels for scout?
and thanks, I will look at it.
On default, you can see your scout's gun, just like in other FPS's where you can see the gun you're shooting. Turning that off so all you have on your screen is a crosshair makes it easier to aim. I'm pretty sure most people will agree.
[quote=k0ngzy]#6
What do you mean turn off viewmodels for scout?
and thanks, I will look at it.[/quote]
On default, you can see your scout's gun, just like in other FPS's where you can see the gun you're shooting. Turning that off so all you have on your screen is a crosshair makes it easier to aim. I'm pretty sure most people will agree.
k0ngzy#8
How do I remove it?
steam -> steamapps -> username -> team fortress 2 -> tf -> cfg -> scout.cfg
Add this line:
r_drawviewmodel 0
This will turn off viewmodels for primary, secondary and melee weapons. If you want to just turn it off your primary or primary/secondary, you should probably go here:
http://clugu.com/tf2mate/
That website makes config files for you based on what you want and all you do is put it in your tf folder.
However, that website has a LOT of customization options other than crosshairs, so if you want to just change the viewmodels/crosshairs, you could try broesel's crosshair switcher.
But ultimately, you'll do fine without messing with crosshairs/viewmodels. All you really need is a custom hud and fov 90 and you're good to go. Also chris's config that someone mentioned above if you want high frames/your computer can't handle tf2/etc.
[quote=k0ngzy]#8
How do I remove it?[/quote]
steam -> steamapps -> username -> team fortress 2 -> tf -> cfg -> scout.cfg
Add this line:
r_drawviewmodel 0
This will turn off viewmodels for primary, secondary and melee weapons. If you want to just turn it off your primary or primary/secondary, you should probably go here:
http://clugu.com/tf2mate/
That website makes config files for you based on what you want and all you do is put it in your tf folder.
However, that website has a LOT of customization options other than crosshairs, so if you want to just change the viewmodels/crosshairs, you could try broesel's crosshair switcher.
But ultimately, you'll do fine without messing with crosshairs/viewmodels. All you really need is a custom hud and fov 90 and you're good to go. Also chris's config that someone mentioned above if you want high frames/your computer can't handle tf2/etc.
#10 Thanks that's really cool! Using it now!
What are the common xhairs used by the pro scouts?
#10 Thanks that's really cool! Using it now!
What are the common xhairs used by the pro scouts?
k0ngzy#10 Thanks that's really cool! Using it now!
What are the common xhairs used by the pro scouts?
Preference. Some use crosses, some use dots, some use X.
Also, how much of the game have you played non-competitively? I think it's too hard to just jump into competitive playstyle without understanding the underlying mechanics of the game. Pub a lot more, you need a few hours to understand the way classes work in general. Also try to play on control point push maps (cp_badlands, cp_granary).
[quote=k0ngzy]#10 Thanks that's really cool! Using it now!
What are the common xhairs used by the pro scouts?[/quote]
Preference. Some use crosses, some use dots, some use X.
Also, how much of the game have you played non-competitively? I think it's too hard to just jump into competitive playstyle without understanding the underlying mechanics of the game. Pub a lot more, you need a few hours to understand the way classes work in general. Also try to play on control point push maps (cp_badlands, cp_granary).
use whatever crosshair you feel comfy with and play na 6v6 newbiemixes on weekends, they should say when thier starting
use whatever crosshair you feel comfy with and play na 6v6 newbiemixes on weekends, they should say when thier starting
k0ngzy#10 Thanks that's really cool! Using it now!
What are the common xhairs used by the pro scouts?
use whatever crosshair you're comfortable with. there isn't a good answer to that question nor is it anything more than personal preference.
[quote=k0ngzy]#10 Thanks that's really cool! Using it now!
What are the common xhairs used by the pro scouts?[/quote]
use whatever crosshair you're comfortable with. there isn't a good answer to that question nor is it anything more than personal preference.
They're usually simple ones, like the dot/cross in parentheses, or a plain cross/dot. Less stuff on the screen. But do find one that you like personally. Broeselhud has built in HUD crosshairs, or you can modify the default TF2 ones.
They're usually simple ones, like the dot/cross in parentheses, or a plain cross/dot. Less stuff on the screen. But do find one that you like personally. Broeselhud has built in HUD crosshairs, or you can modify the default TF2 ones.
It's personal preference, some people like huge aviator crosshairs and some people like really small ones. A lot of people don't like the default options crosshairs and use HUD crosshairs instead.
HUD crosshairs are crosshairs which are part of your HUD, and need to be enabled by editing the HUD text files. If your HUD has crosshairs included (only custom HUDs will) you can find them in tf/scripts/hudlayout.res
Here's an example of one in my HUD:
CrossHairKonrWings
{
"controlName" "CExLabel"
"fieldName" "CrossHairKonrWings"
"visible" "0"
"enabled" "1"
"zpos" "-100"
"xpos" "c-58"
"ypos" "c-49"
"wide" "102"
"tall" "100"
"font" "CrossHairKonrWings"
"labelText" "i"
"textAlignment" "center"
"fgcolor" "255 255 255 255"
}
In order to enable the crosshair you need to change
"visible" "0"
to
"visible" "1"
If your HUD doesn't have any crosshairs you like then you can take ones from other HUDs, but that's a bit more work.
It's personal preference, some people like huge aviator crosshairs and some people like really small ones. A lot of people don't like the default options crosshairs and use HUD crosshairs instead.
HUD crosshairs are crosshairs which are part of your HUD, and need to be enabled by editing the HUD text files. If your HUD has crosshairs included (only custom HUDs will) you can find them in tf/scripts/hudlayout.res
Here's an example of one in my HUD:
[code] CrossHairKonrWings
{
"controlName" "CExLabel"
"fieldName" "CrossHairKonrWings"
"visible" "0"
"enabled" "1"
"zpos" "-100"
"xpos" "c-58"
"ypos" "c-49"
"wide" "102"
"tall" "100"
"font" "CrossHairKonrWings"
"labelText" "i"
"textAlignment" "center"
"fgcolor" "255 255 255 255"
}[/code]
In order to enable the crosshair you need to change [code]"visible" "0"[/code] to [code]"visible" "1"[/code]
If your HUD doesn't have any crosshairs you like then you can take ones from other HUDs, but that's a bit more work.
I use this:
https://code.google.com/p/broesels-crosshair-switcher/
And this:
https://code.google.com/p/toastyhudtf2/
I highly recommend them.
As for turning your viewmodels off, you can also use viewmodel_fov 0 so you won't see the tracers your gun shoots. You can also have this option different for each weapon slot.
Open your TF2 folder, then open your TF folder and click on the cfg folder. Open scout.cfg (you're scouting, right? if not, then open the .cfg of whatever class you're going to play). Inside of the .cfg paste this
bind key "slot1; viewmodel_fov 0"
bind key "slot2; viewmodel_fov 0"
bind key "slot3; viewmodel_fov 90"
Change "key" to whatever buttons you use for your primary weapon (slot1), secondary weapon (slot2) and melee weapon (slot3). By doing this, your scattergun and pistol won't show and you won't see the bullets/tracers that are being shot.
Since you put this in your scout.cfg file, it will only affect you when you're playing scout. You can paste this into every other class' .cfg and adjust them how you want. Only word of advice I have is don't do it for the medic's medigun and the pyro's flamethrower. Well, I at least don't suggest it. If you like it that way though, go ahead and do it.
As for turning your viewmodels off, you can also use viewmodel_fov 0 so you won't see the tracers your gun shoots. You can also have this option different for each weapon slot.
Open your TF2 folder, then open your TF folder and click on the cfg folder. Open scout.cfg (you're scouting, right? if not, then open the .cfg of whatever class you're going to play). Inside of the .cfg paste this
bind key "slot1; viewmodel_fov 0"
bind key "slot2; viewmodel_fov 0"
bind key "slot3; viewmodel_fov 90"
Change "key" to whatever buttons you use for your primary weapon (slot1), secondary weapon (slot2) and melee weapon (slot3). By doing this, your scattergun and pistol won't show and you won't see the bullets/tracers that are being shot.
Since you put this in your scout.cfg file, it will only affect you when you're playing scout. You can paste this into every other class' .cfg and adjust them how you want. Only word of advice I have is don't do it for the medic's medigun and the pyro's flamethrower. Well, I at least don't suggest it. If you like it that way though, go ahead and do it.
Similarly you can toggle view models with one bind
Bind <key> "toggle r_drawviewmodels 1 0" I use this and it's pretty handy because I'm to lazy to change class configs
Similarly you can toggle view models with one bind
Bind <key> "toggle r_drawviewmodels 1 0" I use this and it's pretty handy because I'm to lazy to change class configs
brownymasterk0ngzy#10 Thanks that's really cool! Using it now!
What are the common xhairs used by the pro scouts?
Preference. Some use crosses, some use dots, some use X.
Also, how much of the game have you played non-competitively? I think it's too hard to just jump into competitive playstyle without understanding the underlying mechanics of the game. Pub a lot more, you need a few hours to understand the way classes work in general. Also try to play on control point push maps (cp_badlands, cp_granary).
100 competitive hours are twice as valuable as 100 pub hours...
[quote=brownymaster][quote=k0ngzy]#10 Thanks that's really cool! Using it now!
What are the common xhairs used by the pro scouts?[/quote]
Preference. Some use crosses, some use dots, some use X.
Also, how much of the game have you played non-competitively? I think it's too hard to just jump into competitive playstyle without understanding the underlying mechanics of the game. Pub a lot more, you need a few hours to understand the way classes work in general. Also try to play on control point push maps (cp_badlands, cp_granary).[/quote]
100 competitive hours are twice as valuable as 100 pub hours...
Program Files\Steam\steamapps\{your username}\team fortress 2\tf\cfg -> your config files go here, autoexec.cfg is executed when you spawn, class_name.cfg is executed when you spawn as that class
Note - this will change soon: https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491
Configs to give you higher/more stable FPS: http://fakkelbrigade.eu/chris/configs/
(Read the config file, it has conditional settings that you might not want, it also has settings that depend on your network quality)
Custom HUDs highlight what's important and hide what isn't. I recommend Omp's omphud: http://rawr.am/tf2hud/ (Google "TF2 HUD" for more)
Play in public servers, try to learn how every class fits in the game.
Competitive TF2 is either 6x6 (called 6s) or 9x9 (highlander). The class limits involved in both types define how games work. Read about them or download/watch games to learn about it. Some general links:
http://wiki.teamfortress.com/wiki/Competitive_play
http://teamfortress.tv/articles/view/52-introduction-to-competitive-tf2-part-1
http://teamfortress.tv/streams - watch experienced (or not) players in competitive settings to learn how the game (and team communication) works.
http://tf2lobby.com is a good way to start playing in competitive settings.
http://atf2.org will connect you to the main IRC channels where North American PUGs (Pick-Up Games) are organized and played, read the FAQs in the each channel's topic for more information.
Welcome to TF2, have a nice stay! :)
Program Files\Steam\steamapps\{your username}\team fortress 2\tf\cfg -> your config files go here, autoexec.cfg is executed when you spawn, class_name.cfg is executed when you spawn as that class
Note - this will change soon: https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491
Configs to give you higher/more stable FPS: http://fakkelbrigade.eu/chris/configs/
(Read the config file, it has conditional settings that you might not want, it also has settings that depend on your network quality)
Custom HUDs highlight what's important and hide what isn't. I recommend Omp's omphud: http://rawr.am/tf2hud/ (Google "TF2 HUD" for more)
Play in public servers, try to learn how every class fits in the game.
Competitive TF2 is either 6x6 (called 6s) or 9x9 (highlander). The class limits involved in both types define how games work. Read about them or download/watch games to learn about it. Some general links:
http://wiki.teamfortress.com/wiki/Competitive_play
http://teamfortress.tv/articles/view/52-introduction-to-competitive-tf2-part-1
http://teamfortress.tv/streams - watch experienced (or not) players in competitive settings to learn how the game (and team communication) works.
http://tf2lobby.com is a good way to start playing in competitive settings.
http://atf2.org will connect you to the main IRC channels where North American PUGs (Pick-Up Games) are organized and played, read the FAQs in the each channel's topic for more information.
Welcome to TF2, have a nice stay! :)
Feel free to add me on steam, i'd be happy to help and answer questions. Welcome to tf2!
Feel free to add me on steam, i'd be happy to help and answer questions. Welcome to tf2!
The first step to playing competitively is choosing a main class.
Scout is definitely the most stock-FPS character. If you are coming from CS:GO scout would probably be the natural place to start.
Try #tf2.mix and ask people to give you tips if they can. #tf2.mix is a pick up game IRC channel. Go to atf2.org and sign in there, then double click on the #tf2.mix tab. From there its pretty self explanatory.
Keep playing, keep training, and you will improve rapidly.
The first step to playing competitively is choosing a main class.
Scout is definitely the most stock-FPS character. If you are coming from CS:GO scout would probably be the natural place to start.
Try #tf2.mix and ask people to give you tips if they can. #tf2.mix is a pick up game IRC channel. Go to atf2.org and sign in there, then double click on the #tf2.mix tab. From there its pretty self explanatory.
Keep playing, keep training, and you will improve rapidly.
http://steamcommunity.com/id/cro0ked
feel free to add me, i don't have a ton of insight but i'm always willing to help
http://steamcommunity.com/id/cro0ked
feel free to add me, i don't have a ton of insight but i'm always willing to help
Saltysally1100 competitive hours are twice as valuable as 100 pub hours...
Yeah, but playing with somebody who doesn't know how to rocket jump in a pug is really annoying. And also doesn't know how/when to cap. Fundamentals should come first. I was incredibly annoyed a few years ago when people who had played maybe 10 hours of TF2 wanted to play competitive, but didn't understand the objectives of push maps, or how uber is used/the mechanic specifics, rocket jumping (you don't need to be amazing at it, but understand it at least), some general aspects of classes. I don't think you start competitive TF2 to learn the game. You learn the game then play competitive once you feel that there's better competition out there with a better game style for you. I don't think you should just start comp TF2 and ignore learning the general mechanics through pubbing and other experimentation.
Although lobbies are probably bad enough that it won't matter that you start there. But it's filled with unfriendly people so then again maybe it's a bad idea.
[quote=Saltysally1]100 competitive hours are twice as valuable as 100 pub hours...[/quote]
Yeah, but playing with somebody who doesn't know how to rocket jump in a pug is really annoying. And also doesn't know how/when to cap. Fundamentals should come first. I was incredibly annoyed a few years ago when people who had played maybe 10 hours of TF2 wanted to play competitive, but didn't understand the objectives of push maps, or how uber is used/the mechanic specifics, rocket jumping (you don't need to be amazing at it, but understand it at least), some general aspects of classes. I don't think you start competitive TF2 to learn the game. You learn the game then play competitive once you feel that there's better competition out there with a better game style for you. I don't think you should just start comp TF2 and ignore learning the general mechanics through pubbing and other experimentation.
Although lobbies are probably bad enough that it won't matter that you start there. But it's filled with unfriendly people so then again maybe it's a bad idea.
I've been meaning to make this exact same thread but ask about CS. what's the main forum for CS players? (i'd offer this guy help too but it looks like he's already got all he can handle)
I've been meaning to make this exact same thread but ask about CS. what's the main forum for CS players? (i'd offer this guy help too but it looks like he's already got all he can handle)
Probably already know this but if you plan to go into the competitive side of tf2 only play on pub servers with crits/bullet spread disabled. Crits on really changes the flow of the game and can frustrate many new players.
Probably already know this but if you plan to go into the competitive side of tf2 only play on pub servers with crits/bullet spread disabled. Crits on really changes the flow of the game and can frustrate many new players.
k0ngzy#10 Thanks that's really cool! Using it now!
What are the common xhairs used by the pro scouts?
This thread mentions some of the pros crosshair preferences. A small green cross is a good choice, it contrasts againt red/blue trunks and the environment and gives a good feel for the axes. For instance, you can grab this from my HUD. It doesn't come with the shortcomings common in most HUD crosshairs.
Some handy slot binds:
//slots
alias "xslot1" "slot1; r_drawviewmodel 0; viewmodel_fov 0"
alias "xslot2" "slot2; r_drawviewmodel 0; viewmodel_fov 0"
alias "yslot1" "slot1; r_drawviewmodel 0; viewmodel_fov 54"
alias "yslot2" "slot2; r_drawviewmodel 0; viewmodel_fov 54"
alias "melee" "slot3; r_drawviewmodel 1; viewmodel_fov 54"
alias "xslots" "bind e xslot1; bind q xslot2"
The "viewmodel_fov 0" command removes your own hitscan trails (also flames, needles) which is particularily nice for scout. It makes it a lot easier to see what you're shooting at. You'll wan't to use the xslots settings for every class and weapon except medic needles (yslot1), medic healgun (yslot2) and pyro flamethrower (yslot1).
Class switch, building and disguise menus are pretty clunky and are better circumvented with scripts that require fewer keypresses. There are scripts for this in the manual that comes with my HUD.
Other things that are nice to have early on:
m_rawinput "1" //bypass operating system for mouse input
//good starting interp values for scout (the defaults are aimed at dial-up connections in Siberia)
cl_interp "0.030"
cl_interp_ratio "1"
hud_combattext "1" //enable damage numbers
//gossip girl sound binds (makes it easier to hear where the sound is coming from)
dsp_enhance_stereo "1"
dsp_slow_cpu "0"
snd_async_fullyasync "1" // may help stop freezes and sound looping
snd_pitchquality "1"
snd_spatialize_roundrobin "0"
//hitsound binds with maximum interval to better be able to pinpoint damage
tf_dingalingaling "1"
tf_dingaling_volume "1"
tf_dingaling_pitchmindmg "255"
tf_dingaling_pitchmaxdmg "1"
Get a different hitsound, like this. The default is just plain awful.
[quote=k0ngzy]#10 Thanks that's really cool! Using it now!
What are the common xhairs used by the pro scouts?[/quote]
[url=http://teamfortress.tv/forum/thread/634/1]This[/url] thread mentions some of the pros crosshair preferences. A small green cross is a good choice, it contrasts againt red/blue trunks and the environment and gives a good feel for the axes. For instance, you can grab [url=http://img138.imageshack.us/img138/9463/shudv4scout.png]this[/url] from [url=http://code.google.com/p/ellshud/]my HUD[/url]. It doesn't come with the shortcomings common in most HUD crosshairs.
Some handy slot binds:
//slots
alias "xslot1" "slot1; r_drawviewmodel 0; viewmodel_fov 0"
alias "xslot2" "slot2; r_drawviewmodel 0; viewmodel_fov 0"
alias "yslot1" "slot1; r_drawviewmodel 0; viewmodel_fov 54"
alias "yslot2" "slot2; r_drawviewmodel 0; viewmodel_fov 54"
alias "melee" "slot3; r_drawviewmodel 1; viewmodel_fov 54"
alias "xslots" "bind e xslot1; bind q xslot2"
The "viewmodel_fov 0" command removes your own hitscan trails (also flames, needles) which is particularily nice for scout. It makes it a lot easier to see what you're shooting at. You'll wan't to use the xslots settings for every class and weapon except medic needles (yslot1), medic healgun (yslot2) and pyro flamethrower (yslot1).
Class switch, building and disguise menus are pretty clunky and are better circumvented with scripts that require fewer keypresses. There are scripts for this in the manual that comes with my HUD.
Other things that are nice to have early on:
m_rawinput "1" //bypass operating system for mouse input
//good starting interp values for scout (the defaults are aimed at dial-up connections in Siberia)
cl_interp "0.030"
cl_interp_ratio "1"
hud_combattext "1" //enable damage numbers
//gossip girl sound binds (makes it easier to hear where the sound is coming from)
dsp_enhance_stereo "1"
dsp_slow_cpu "0"
snd_async_fullyasync "1" // may help stop freezes and sound looping
snd_pitchquality "1"
snd_spatialize_roundrobin "0"
//hitsound binds with maximum interval to better be able to pinpoint damage
tf_dingalingaling "1"
tf_dingaling_volume "1"
tf_dingaling_pitchmindmg "255"
tf_dingaling_pitchmaxdmg "1"
Get a different hitsound, like [url=http://fakkelbrigade.eu/archives/1728/quake-3-hitsound-for-tf2]this[/url]. The default is just plain awful.