Looking at picking up a new pair of earbuds because mine are kind of torn up after a year or two of being carried in my pocket, how would these hold up being carried around in a small bag because I've had some pretty bad luck with non braided cables in the past in terms of tearing and breaking.
Account Details | |
---|---|
SteamID64 | 76561198040399924 |
SteamID3 | [U:1:80134196] |
SteamID32 | STEAM_0:0:40067098 |
Country | United States |
Signed Up | January 29, 2013 |
Last Posted | June 23, 2023 at 12:09 AM |
Posts | 1213 (0.3 per day) |
Game Settings | |
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In-game Sensitivity | 1.1 |
Windows Sensitivity | 5 |
Raw Input | 1 |
DPI |
1800 |
Resolution |
1920x1080 |
Refresh Rate |
240hz |
Hardware Peripherals | |
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Mouse | Razer Deathadder |
Keyboard | Logitech G610 |
Mousepad | Steelseries Qck Heavy |
Headphones | Sennheiser 569 |
Monitor | ASUS VG259QM |
Medusakyub1Quake Live rumored gameplay changes - "rumored" That's all.
https://i.imgur.com/5YInj7B.png
For those who are unaware, sponge is a beta tester for QuakeLive and an Admin on #Quakelive, a channel I didn't even know I was idling in.
While a lot of these changes are fairly drastic considering how stagnant QuakeLive and other Quake games have been for the past couple of years I can see some of them being a solid improvement. The increased item hitbox size should be nice for people trying to grab weapons, health, and armor whilst jumping around. Speaking of jumping around holding space to continuously jump should make some things a bit easier for new players, I do hope they add a cvar like Warsow did to enable/disable this change as some people will obviously prefer it off. As for the weapon re-balancing I'm not exactly sure how I feel about most of those changes, the respective buffs and nerfs to the Railgun and Lightning gun seemed rather unneeded but could foster better gameplay (probably not though). I think the most strange changes were that of TDM, a mode where weapons respawn slower than armor perhaps they wanted to shift it towards a more accessible "team-ffa" styled mode. Regardless I hope QuakeLive has a good launch on steam and gathers a decent amount of new players.
The next update will include a large number of gameplay changes, all of which are slated to be released prior to our Steam release. The vast majority of changes are being encapsulated within the new default ruleset, while the legacy style of play will remain available in a "classic" ruleset available via Create Match.
The goal of this release is to bring the game up to shape and slightly modernize some aspects to make the game more accessible, friendly, and enjoyable to new comers.
New Default Gameplay Ruleset
Players may now hold jump to continuously jump.
The minimum allowed time between jumps has been increased from 50ms to 100ms.
Players may now hold forward and jump to 'bunny hop', allowing them to slowly gain up to 2x their base movement speed.
When wielding the Gauntlet, ground movement speed is increased 6.25%.
Introduced Loadouts, allowing players to select one Primary Weapon (hmg, rl, lg, rg) and one Secondary Weapon (mg, sg, gl, pg).
Added the command "weapon toggle" to toggle between your Primary and Secondary weapons.
Unified weapon respawn time to 5 seconds across all gamemodes.
Added global Ammo Packs, in lieu of weapon specific ammo, where each pack grants you a small amount of ammo for each weapon in your inventory.
Reduced ammo respawn time from 40 seconds to 10 seconds.
Added in-world item timers for "major" items, including armors, megahealth, power-ups, and medkit. Respawn timers blink once per second, and display one "pie piece" for every 5 seconds that has elapsed.
Items have taller pickup collision boxes, so that players will not miss items as they jump over them.
Power-up spawn indicators now appear when a power-up has spawned in the arena.
Enabled self-kills with an additional 1 second respawn penalty.
Railgun damage 80->90
Rocket splash damage 84->100
Gauntlet damage 50->75
Weapon Changes
Added new weapon, the Heavy Machinegun to act as a viable primary infinite range hitscan weapon with some but minor spread.
Lightning Gun now does 6 damage per cell across all rulesets, or 120 damage per second.
Public FFA Settings
New ruleset in full effect
Public Duel Settings
New ruleset in full effect
Public TDM Settings
New ruleset in full effect
Friendly-Fire disabled.
Power-up drops enabled.
Fraglimit 150
Timelimit 15
Teamsize 5 (no callvoting teamsize).
Public CA Settings
New ruleset enabled without loadouts (new physics, but 'all' weapons - classic ca + hmg)
Round Limit 7
Teamsize 5 (no callvoting teamsize).
Public CTF Settings
New ruleset enabled without loadouts (new physics, mg starter, in-world item timers, etc)
Timelimit 15
Teamsize 5 (no callvoting teamsize).
Public FT Settings
New ruleset in full effect
Timelimit 15
Teamsize 5 (no callvoting teamsize).
Public DOM Settings
New ruleset in full effect
Weapons drop for additional weapons.
Self damage enabled.
Timelimit 15
Teamsize 5 (no callvoting teamsize).
Public AD Settings
New ruleset in full effect
Weapons drop for additional weapons.
Timelimit 15
Teamsize 5 (no callvoting teamsize).
General Game Changes
Fixed the CHEATS ENABLED notification on the map loading screen from lagging behind its proper state.
Reduced the default amount of player movement bobbing.
Reduced the default amount of damage kick movement.
By default, don't show weapons you don't have in inventory on your weaponbar.
By default, bob major items when simpleitems are enabled.
Prevent broken shader image on crosshair '30', '60', '90', which would equate to crosshair "none" as the cycle repeats.
Bots now randomly select loadouts, when applicable.
Greatly reduced multiple pickups prediction errors.
Removed the option to move to FreeCam while dead in elimination based gametypes.
Create Match Features
Now support custom values of starting ammo in AD, CA, DOM, and RR.
Added optional Double Jump physics player movement mechanic.* (*Not yet actually on Create Match UI.)
Arena Changes
Removed Team Arena Runes from all maps.
http://www.duelcraft.net/2014/08/08/quake-live-work-in-progress-update-leaked/
http://www.reddit.com/r/QuakeLive/comments/2cxrjh/new_ql_wip_patch_notes_next_step_on_destroying/
http://www.playmorepromode.org/
Stuff linked to me in IRC, SyncError has been talking about some gameplay overhauls for QuakeLive for some time. Currently they are all just rumors but some of these changes don't see too unlikely (Jumping over health/armour/weapons) but the "loadout" concept seems really far fetched unless they plan on implementing a NTF-esque gamemode. Some of the other changes do seem kind of interesting such as the weapon damage re-balancing since LG is currently so dominant in QL duel right now.
These two are my favorites by far but like no place ever really has either in stock. So I normally opt for Salt+Pepper or Buffalo. Also really like sunflower seeds as a snack but they're pretty damn salty so a small bag will last me normally a week or two.
bump, got something lined up for tonight but I am free for the rest of the week.
After some roster issues on Ducks Per Interface/Danger Zone we have all decided to call it quits. Looking for a new team as soldier, I would prefer to roam but I am willing to pocket for the right group of people. I can normally play after 9 EST most days of the week but with my school starting up soon that might change. Currently paid for CEVO and ESEA Open and I would consider backing up for teams but I would much prefer a starting position.
Past Teams:
S15 ESEA-O: Catface Party (Roamer/Pocket)
S16 ESEA-O/S3 CEVO-O: Ducks Per Interface (Roamer)
I have also played/backed up for various UGC 6s, 4s, and Highlander teams.
Add me on Steam or PM over TF.TV
Looks like PVHUD w/ Zimmys custom capture points
Played with Rastsy last season and had a great time playing with him on the flank, he has strong DM and plays intelligently. Past that he's a great friend and is incredibly dedicated to the game and progressing as an individual and even more so as a team. He deserves a good team that is dedicated to improving and looking to have fun as well.
Also he plays more promode
AoshimaThere was a post that was deleted or edited where somone said "slin are you angry that you can't track in quake with your tiny asian eyes" or something like that.
9v9enthusiast: how mr slin see what game he played when he have eye like -_- ????
Something I use that I found incredibly useful for practicing rollouts/jumps in general is a offline teleport script. This is one I found off the jump forums, lots of other helpful stuff on there if you're looking to improve your jumps.
//Settings
sv_cheats 1
con_timestamp 0
con_logfile console.log
//Binds
bind F1 gotoPosition1
bind F2 gotoPosition2
bind F3 gotoPosition3
bind F4 gotoPosition4
bind F5 gotoPosition5
bind ALT +savePosition
//Code
alias +savePosition "bind F1 savePosition1; bind F2 savePosition2; bind F3 savePosition3; bind F4 savePosition4; bind F5 savePosition5"
alias -savePosition "bind F1 gotoPosition1; bind F2 gotoPosition2; bind F3 gotoPosition3; bind F4 gotoPosition4; bind F5 gotoPosition5"
alias resetLogfile "con_logfile console.log"
alias savePosition1 "con_logfile cfg/position1; getpos; resetLogfile;"
alias savePosition2 "con_logfile cfg/position2; getpos; resetLogfile;"
alias savePosition3 "con_logfile cfg/position3; getpos; resetLogfile;"
alias savePosition4 "con_logfile cfg/position4; getpos; resetLogfile;"
alias savePosition5 "con_logfile cfg/position5; getpos; resetLogfile;"
alias gotoPosition1 "exec position1.log"
alias gotoPosition2 "exec position2.log"
alias gotoPosition3 "exec position3.log"
alias gotoPosition4 "exec position4.log"
alias gotoPosition5 "exec position5.log"
from: http://tf2rj.com/forum/index.php?topic=422.0
The one I use is slightly different and less polished, though I have not tried this one myself it should work fine. I liked having a script like this because overall I find it easier to grind certain jumps versus doing the whole thing over and over. This one seems pretty cool because you could probably just set up practice areas and just go to them as you please. For example have one right next to spawn door on blands, one at the bottom of the stairs heading to dropdown and one at dropdown itself.
defyi'm really curious as to why people are praising sunshine so much, it would be nice to hear some actual thoughts instead of just 'its good' , i'd personally like to see the raw stages of sunshine before everything was added, and by everything i mean all the useless clutter/objects surrounding the map, the size of the map is fine and in transition to each point it works but there is so much shit on the map that should just be scrapped
http://puu.sh/abaUB/9eaa688dc6.png
since I am assuming the dropbox links are dead I'd be willing to upload any version of the map that I have.
That being said I agree that the map is overly cluttered with props and details specifically the flanks. I think the map could use a large amount of cleaning to remove some of the excess details and save a bit of file size and optimize the map slightly in turn. The only other major complaint I have with the maps is the clipping on the roofs around mid, I think viaduct did it best by making the roof brush itself a func_illusionary or something and then just clipped off the top of the building.
http://puu.sh/a8pF7/889afcb4fd.jpg
CPMA
http://puu.sh/a8qes/7868121ac0.jpg
QuakeLive
Don't really play QuakeLive at all anymore so I have not fixed up my config/HUD for it.