Comanglia
Account Details
SteamID64 76561198004663727
SteamID3 [U:1:44397999]
SteamID32 STEAM_0:1:22198999
Country United States
Signed Up August 19, 2012
Last Posted February 20, 2020 at 4:44 PM
Posts 1918 (0.4 per day)
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In-game Sensitivity 1.7
Windows Sensitivity
Raw Input 1
DPI
780 (850 in Drivers)
Resolution
1920x1080
Refresh Rate
1000Hz Mouse
Hardware Peripherals
Mouse Logitech G MX518 (hero sensor)
Keyboard Logitech G Pro
Mousepad Zowie G-SR-SE (Red)
Headphones Beyerdynamic DT770 Pro 80Ohm
Monitor BenQ XL2540 @240Hz
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#40 Best hackusations from any place in TF2 General Discussion
SpaceGhostsCoffeepaging bo4r

also the axiomatic accusing kresnik of cheating on heavy is the funniest one imo
NurseySpaceGhostsCoffeepaging bo4r

also the axiomatic accusing kresnik of cheating on heavy is the funniest one imo

I personally found this one to be the funniest, at least. I'm honestly too lazy to find the thread but it was Axiomatic claiming Kresnik had an aimbot on heavy because he killed him insanely fast from a ridiculous range. Now I think for most people because it was Axiomatic, no one even bothered to listen to him about it. I think only a little amount of people know the reason why he thought this. He was being revolvered from a Spy and he was completely ignoring it, and Kresnik was barely hitting him for any damage but managed to sneak the kill. I believe the spy was even in the kill assist feed, and he completely ignored that even after rewatching the footage multiple times.

http://www.ugcleague.net/forum/showthread.php?38641-UGC-Platinum-Heavy-quot-Kresnik-quot-Blatantly-Aimbotting

https://www.youtube.com/watch?v=plSBL8i9J3I

posted about 6 years ago
#10 Competively Viable Spy in The Dumpster

was hoping to see a real suggestion on playstyle or a what would it take? thread.

2 things I'd like to say though

remove footstep sounds on cloaked spies

and

deadringer gun spy might be worthwhile enough to run more often than it has been.

posted about 6 years ago
#36 Best hackusations from any place in TF2 General Discussion

Axiomatic's M4risa hackusation has to be the best

Part 1.
http://www.ugcleague.net/forum/showthread.php?27033-Official-M4risa-Hacks-Thread

Part 2.
http://www.ugcleague.net/forum/showthread.php?32346-M4risa-Leaky-and-Stones-cheating-thread

https://www.youtube.com/watch?v=eyBoBoY6Z1w frag video Axiomatic did an analysis of in part 2.

posted about 6 years ago
#11 PSA: ESEA Alias Update in TF2 General Discussion
bill_"Must include at least two consecutive letters or numbers"

That seems a bit odd? is there a reason for it?

Probably to discourage l33t speak aliases or particularly dumb ones from occurring. Probably trying to make the userbase seem more professional than they really are. (Could also help the filtering of people trying to bypass word/alias name filters)

posted about 6 years ago
#3 Can anyone help me with my microstuttering? in TF2 General Discussion

http://www.teamfortress.tv/47438/microstuttering#6

hopefully I put something helpful in that post for either one of you

posted about 6 years ago
#7024 stream highlights in Videos

posted about 6 years ago
#5564 HUD editing: short questions, quick answers in Customization
MeironWhat is file of the bar on the top of the screen next to the time that you can see who is dead and who is alive?

I want to edit that a bit. Ty

hudmatchstatus.res

Side question related to this

I can't seem to find a way to disable the center part of the panel when you have tf_use_match_hud 1 it's not there when it's set to 0. I don't know beginning to this it's tied to a different HUD file other than hudmatchstatus.res

I see Camus in his screenshots above doesn't have this center panel that's a transparent Blue | Red and then black under neath it.

posted about 6 years ago
#109 Crossbow is still dumb in TF2 General Discussion
Daffodil-ComangliaWhy should the crossbow by itself have a higher heal rate at close range than the medigun in combat conditions?Because the medigun auto aims and the crossbow doesn't. Also you sacrifice heals/minute if you miss, situational awareness while arrowing people, scout speed if you had a beam on a scout, and potentially your uber (or uber targets) if you switch away from your medigun.

"Because the medigun auto aims and the crossbow doesn't"

Are you implying it takes skill to shoot a teammate that WANTS to be hit? Shooting a demo who just took 230 and decided to simply Hold S doesn't take skill which is precisely why people complain about this. Think about it WHY should a player get rewarded for going down to sub 50HP and start moving in a 100% predictable way while still in a fight?

"Also you sacrifice heals/minute if you miss"

If you switch to medigun between shots you can maintain 33% more HP/s healed while missing 50% of minimum heal arrows, and again your target is almost always someone who wants to be hit.

"awareness while arrowing people"

Largely situational but it is a fair point, don't particularly see how this really calls for the crossbow to do 75 heals minimum though.

"scout speed if you had a beam on a scout"

This can be a fairly substantial trade off but only in specific situations where you're literally 1/5th of second from getting juggled, otherwise it would be dumb of a medic to not arrow a scout as a scout is best equipped to deal with the classes that could do that.

"potentially your uber (or uber targets)"

This is a great point but then again if you have uber and can make teammates invulnerable it doesn't matter what kind of heals the crossbow does per second cause you're dealing with invulnerable players.

Daffodil-I actually just don't get this idea that people have that its not ok for the crossbow to burst heal. Medic without the capacity to burst heal would be much weaker, and I would prefer if it was balanced so that you just didn't get uber from crossbow healing, because that would add more interesting trade offs to using it.

The burst heal of the mechanic of the crossbow is to good at close range long range it's also a bit to good but is less of an issue. As for the loss of ubercharge gain, it won't fix the root issue of the crossbow which existed before that mechanic was added to the crossbow in the first place.

Daffodil-The arguments about the crossbow slowing down the game are just plain wrong-

Not sure if you're responding to me still here but I don't recall having said the crossbow slows down the game recently at least. In terms of round by round play yeah it might be slower but between fights I'm pretty sure is alot faster. I agree with what you said here "for every push that can't happen off of damage there is a push that happens because a team was able to be healed up fast enough to go push."

marmadukeGRYLLSComangliaAlso my comparison to Malicious Activity wasn't meant to be as a comparison of game balance but to be a comparison to something Invite players/teams wouldn't notice as much because they can overcome it alot easier than other players/teams. Another similar comparison would be the blindness certain wealthy people have to how unfair certain aspects of the American Legal system is to poor people
what? you always always balance a competitive game around the highest level of play.

crossbow is the only thing keeping roamer afloat. if anything, remove the damage from it (or m1 shoots heal bolt, m2 shoots damage) because whiffing a heal arrow to have it do 70 damage instead is pretty stupid.

switching to a % based heal mechanic would probly be good. maybe like 37% minimum up to 75% at max. this keeps the 75-150 heal range for soldiers, but doesnt allow scouts to get healed for 60% of their hp from point blank range, and also makes arrows better spent on soldiers (much like health packs) because they get more value from them.

"what? you always always balance a competitive game around the highest level of play. "

Uh no. You balance weapons across the board in favor of the highest level of play not SOLELY on the highest level of play.

You probably didn't realize this but you actually proved my point on Invite players and more generally players who've played pretty much only 6s recently being blind to what it's like to play at lower skill levels or not in 6s at all.

"switching to a % based heal mechanic would probly be good. maybe like 37% minimum up to 75% at max."

I'd bet the majority of players who read this considered only the main 6s classes and forgot about this.

https://wiki.teamfortress.com/w/images/2/25/Av_robinwalker_heavy_uber.jpg

"37% minimum up to 75% at max."

So Heavy would now get ~125HP to ~225HP per arrow. So with a heavy a medic could maintain a HP/s of 87 with switching to medigun and assuming the arrow heals 125. 87HP/s is 21% more heals than max crit heals, sounds awesome right?

There are dozens of things in the game that could/should be buffed or nerfed that would be nearly or entirely inconsequential to invite or affect basically only Invite.

A crossbow that does 50 to 100 heals while players are in combat would be way more inline with a balanced game and make missing an arrow consequential rather than having to miss 2 arrows in a row. They should add a crit heal mechanic to the arrow that allows it to do it's current healing but after players have been out of combat for ~5s, and since arrows have travel time a roamer that's in the max heal range would probably still get more than 100HP per arrow anyway.

There you go -33% heals +add crit heals that occur 2x faster than stock but cap the HP gain at 75 to 150 depending on range. Medics still have a crossbow that's still better than medigun provided it hits but isn't insane. Medics still have viable burst heals. Medics still have an option to heal at range. Medics can still quickly bring up a full team to max health outside of combat. Finally Medics would still have a crossbow that could give a soldier who just bombed the enemy combo +100 giving them the opportunity to get that last rocket in, yeah it decreases the margin of error for the soldier should that happen but that's what SKILL is about.

posted about 6 years ago
#85 Crossbow is still dumb in TF2 General Discussion
botmode-snip-
The reason invite players think 'it isn't a problem' is because the tools exist in game for you to go kill that guy and it's not the fault of the game for your failure. IT WAS JUST YOU. So there's no balance that needs to be done there because otherwise you're just limiting the game for the sake of bad play, which does not result in a good game with fun mechanics and a lot of depth.

Your point about malicious activity has to do with the people that play the game and NOT how the game functions.
So not really a good comparison

"The tools exist in game" is a true statement but just because the tools exist doesn't mean something isn't unbalanced. The tools exist to counter every aspect of basically every weapon in the game. That doesn't mean some of them aren't unbalanced. You could run pyro to deal with jarate, mad milk and cow mangler charge shots, but that doesn't necessarily mean any of those things are balanced. You could just outplay a Vaccinator medic team doesn't mean the vaccinator is well balanced.

My argument isn't ban crossbow I agree with the statement that the game is better overall having the crossbow my argument is the crossbow is to good at a singular specific aspect of the game. It makes no sense that the crossbow can do double the heal rate of the medigun at close range.

The actual statistics

Medigun without crit heals
24HP/s

Medigun with full crit heals
72HP/s

Crossbow without switching to Medigun between reload and assuming minimum health gain of +75
75/1.6 = 46.875
~46HP/s Now you could also account for some arrow travel time and latency assuming nonLAN conditions. You're still looking at 40+ HP/s unless you have really horrible ping

Crossbow with switching to medigun between reloads and assuming minimum health gain of +75
(75 + 24*0.6) / 1.6 = 55.875
~55HP/s

Why should the crossbow by itself have a higher heal rate at close range than the medigun in combat conditions? A -33% heal rate on the cross bow would STILL be better than medigun at close range (50/1.6 = 31.25HP/s and if you combined it with the medigun for 0.6 between weapon switching you would get 40.25HP/s) but wouldn't cause nearly as many issues as people have been complaining about. Shit the max heals could probably stay the same and you would probably see a lot less complaints. Ideally Valve would make it -50% at least for the minimum heals and have it correspond with crit heal mechanics.

Also my comparison to Malicious Activity wasn't meant to be as a comparison of game balance but to be a comparison to something Invite players/teams wouldn't notice as much because they can overcome it alot easier than other players/teams. Another similar comparison would be the blindness certain wealthy people have to how unfair certain aspects of the American Legal system is to poor people or White people not understanding racism against Black people. i.e. You wouldn't know cause you probably never experienced/seen it.

posted about 6 years ago
#80 Crossbow is still dumb in TF2 General Discussion

posted about 6 years ago
#66 Crossbow is still dumb in TF2 General Discussion
botmodealso if the person you were fighting got crossbowed, you got outplayed. if you're angry about that, that's like being angry that someone directed you

Depends on the scenario.
Pushing into last where the other team has a heavy that's 400+ HP that gets arrowed twice. That's just a waste of fucking time and uber.

Roamer jumping into your team gets shot up into the sky box with 20hp and then gets crossbowed on the way down, yeah I'd say I got outplayed hard by the medic.

Pushing into choke where a demo just det his stickies and had nothing loaded and was to close to the choke and simply pressed the S key for the most predictable movement ever getting arrowed for +110 after taking 240 from 3 rockets and you can't possibly kill him with the next one? That's bullshit especially when considering had the medic been next to the demo healing them full time they would've had ~55 heals in that same time period.

Guess what I'm trying to say here is that the crossbow is dumb specifically because

1. It out paces heals of stock medigun at every range. (especially since you can just switch back to the medigun 0.5s after firing)
2. It rewards players for having braindead movement in combat so their medic can hit easy arrows.
3. It partially negates players terrible positioning

You probably don't get to experience the dumbest parts of the crossbow that often since you're playing in Invite for the most part you're never going to find a demo/soldier to close to choke with barely anything or nothing loaded at all, but in open and occasionally IM that shit happens all the fucking time.

While at this point I'd rather not have the crossbow banned to say/imply it doesn't or ignore the fact the crossbow needs a nerf is just plain wrong.

Finally, Needles don't need to be brought up the crossbows level. Yes they need to be buffed but the crossbow does need a nerf regardless. There is 0 reason why the crossbow should out heal a medigun at close range and all of the best points of crossbow would still exist at half heal rate without being unbalanced as shit, just a -33% on the heal rate would greatly diminish the worst parts of the crossbow.

Also scout leashing is fucking terrible, the only place I think it's OK is rollout to mid.

posted about 6 years ago
#12 Crossbow is still dumb in TF2 General Discussion
OwenAlso, aside from banning it, are there any changes to the bow that would make it more balanced?

-50% to -66% current heal rate would be close to good imo.

posted about 6 years ago
#5551 HUD editing: short questions, quick answers in Customization

using rayshud atm where would I go to edit the match hud? (the part of the hud that's toggled by tf_use_match_hud)

-edit-
looked on the last page "matchstatus.res" seems to be the answer.

Rayshud doesn't seem to have this file.

Do I just pull the default file from the TF2 hud and edit that?

-edit2-

the correct file is actually "hudmatchstatus.res" a copy of the default one can be found here https://github.com/mfstate/tf2basehud/blob/master/resource/ui/hudmatchstatus.res

posted about 6 years ago
#133 its back in TF2 General Discussion
FUNKeComangliaI'm legitimately curious why you would think people would be happy to see a weapon that was banned previously and it's only change since then was to allow for mini-crits while being kritzkrieg'd and I think the afterburn rework was after this point as well but that's not nearly as important. Literally all the criticism for the Cow Mangler from S25 and 26? is still the same.
I never said people would be happy. I wanted to hear peoples perspective on unbanning for 'progress' vs remaining banned for balance. I'm well aware of the general consensus. I specifically made a point in my post about how people dislike its current state.

You're right I should've worded this better, I did a really poor job of conveying my point.

FUNKe-snip- would those anti-cowmangler prefer it remain banned forever for the remainder of time until it is adjusted by valve? -snip-

Yes

FUNKeat least by having it whitelisted, you can channel that anger of the weapon's balance into constructive incentive

Already has been done and they buffed it. I mean is there a more direct way for valve to say fuck you to our opinion on the cow mangler than that?

Don't get me wrong I don't think any of the weapons in the game should be banned, but that's on valve to balance the weapons in a way people can have fun and viably use/play against all the weapons.

posted about 6 years ago
#5 FPS lock and input lag in TF2 General Discussion

Depends on how you lock your FPS and what you mean by input lag. You have 2 forms of input lag here.

  1. Higher average input lag if your fps cap is below what your framerate would be in a given situation without it.
  2. Literal added input lag not related to the actual frame rate.

If you fps cap to say 60fps and you're about to do a midfight where you would normally have say 100fps you would have about ~6.6ms more input lag on average.

You use V-Sync/G-Sync etc to cap your frame rate (in the case of G-sync you use ONLY G-sync to cap your frame rate) you will have +1 frame of input lag constantly (or +2 if using triple buffer) + Input lag from No.1 still applies here as well so if you use my first example you would have about 6.6ms higher average input lag + 16.7ms of inputlag from V-Sync buffer OR 33.3ms of added input lag from triple buffer. G-Sync also applies here if your framerate is constantly at your max refresh rate which should only have +1 frame of input lag of whatever the refresh rate is.

Using RTSS or other software based frame limiting adds at least some input lag not associated with the lower framerate. This is largely due to such software having to react to the resource demands of whatever game you're trying to play. This input lag is usually a good bit lower than an added frame of input lag (especially if you're looking at 60fps/Hz for V-Sync) also note that doing V-Sync with RTSS to achieve the low input lag (i.e. no added frame buffer) can cause horrible micro stutters or "barely" noticeable micro stutters.

In game FPS limiting is usually significantly better than software based limiting due to it being within the program requesting resources and being able to be much more proactive about it. (unless you're trying to limit to 1/10000th of a frame) i.e. 59.999fps rather than 60fps. Now sometimes game engines have bugged fps caps or bugged FPS caps on certain systems.
Here are at least 2 issues I've found with fps_max as a note these were found via trial and error and may be a correlation rather than the actual cause

1. Horrible micro stutters regardless of framerate cap.

I've personally experienced this on 1 out the 6 PCs I've tested this on I'm not sure on the root cause of this but the issue was still occurring with a fps cap of 999 or if I set it to my refresh rate which makes 0 sense to me. The 1 PC I had with this issue I stopped testing because of how bad it was.

2. Mild micro stutters regardless of framerate cap.

This I've seen on 4 of the 5 PCs I've tested on, now this may not be an actual bug since this could have been related to my framerate timing relative to my monitor refreshing

3. Input lag

Now this is a bit tricky cause it wasn't the same on every PC I tried but the one that happened the most was if I did absolutely nothing and then just started to move my mouse around the initial input would take FOREVER (4 of 5 PCs) but otherwise was pretty smooth and very reactive if I changed directions (2 of those 4). Additional info: This only occurred with fps_max values that were relatively low i.e. less than 200 and rarely higher than that. Issue occured on 60Hz/144Hz/240Hz monitors/settings even if I frame capped to my refresh and was legitimately worse than V-Sync input lag at least for the initial movement.

To date I've had 1 PC that I've had basically no issue with fps_max set to non 0 or something absurdly high like 720 or 960.

posted about 6 years ago
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