https://twitter.com/AdmirablePlayer/status/486250346704936960
potato confirmed
Account Details | |
---|---|
SteamID64 | 76561198033306404 |
SteamID3 | [U:1:73040676] |
SteamID32 | STEAM_0:0:36520338 |
Country | United Kingdom |
Signed Up | February 11, 2013 |
Last Posted | September 1, 2017 at 6:39 AM |
Posts | 1565 (0.4 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 1.25 |
Windows Sensitivity | Default |
Raw Input | 1 |
DPI |
2000 |
Resolution |
2160p |
Refresh Rate |
60hz |
Hardware Peripherals | |
---|---|
Mouse | Ninox Aurora |
Keyboard | Corsair K70 Black (red switches) |
Mousepad | Razer Goliathus Alpha Speed (34x44cm) |
Headphones | AKG K712 Pro |
Monitor | Acer XB280HK |
https://twitter.com/AdmirablePlayer/status/486250346704936960
potato confirmed
I use a dualshock 4, DSTools makes it really easy to install and adds a lot of functionality, but I have to use wired because my windows 7 hates bluetooth for some reason. It basically makes your PC think that it's a 360 controller using XInput, but there are some games it doesn't seem to work with, e.g. Dark Souls 1
VoloderYeah, but it would look strange imo to have the VTV overlay mixed with the TFTV hud. Unless you just had the bird up in the corner with the TFTV frisbee as a cosponsor.
This would be the best way to do it IMO. As for other assets, we have VTV banners and posters that TF.TV don't have, but could make I suppose.
MemphisVonSetsulMemphisVonBecause changing the size of a hud is literally the most difficult thing to do.ArieNow I am rather fond of the VTV assets, the HUD, the scoreboard, overlays, the bird and such, so would love to see that again for the i52 stream, especially as its swan song.]
I have to respectfully disagree. I understand that you're quite attached to them but the TFTV hud looks much cleaner and doesn't take up as much screen real estate.
Screenshots for comparison.
VanillaTV
TFTV
Because that's literally the only thing I said.
There's more to assets than a HUD, but you are right about the HUD part.
When your sticky lands on a surface it has a slight glow which fades over time then there's a small flash around the sticky. The damage is reduced when the sticky lands and the reducing glow indicates the damage is increasing back to normal which is reached when the flash happens.
Edit: damage falloff not ramp up I meant. That's where the confusion was.
eXupHowever, as there is no mechanic in the engine to monitor air dets, only watching games would allow any monitoring.
Valve know when a sticky is on the ground because of the ramp up damage for ground stickies so they can know from that whether or not a sticky is in the air.
Like I said in my first post, interested to see some reactions of people who supported the change initially. I imagine they won't be quite the same, given that Valve pretty much guaranteed a (hopefully fairer) nerf in the future though.
mnice div4 david lets post more logs of games that arent even close and then use them as evidencetouchdown europe!!!also i think somebody hit 400 ddm without stickies in one of the logs so theres that
I also haven't played in 4 months. Your point?
And 5-2 5-0 2-5 logs are close?
http://logs.tf/326876
http://logs.tf/326918
This game is shit without proper stickies.
Also lol @ random Americans thinking that 300 dpm is impressive
Go watch American football or something
This is how stupid that post was
Boogaloo1) Class limits
2) Whitelists
3) Custom maps
4) Server variables
Difference is all those are implemented by Valve. On top of that, currently all weapons fundamentally work the same across all game modes, a soda popper will let you jump loads in a pub, in 6v6 and in highlander. This would be an external mod that makes the sticky launcher work fundamentally different in pubs to 6v6 and highlander.
RadmanMaybe youre just used to the high amounts of damage you used to be able to deal before, and anything less is just not cutting it? In that case, its just a matter of getting adjusted.
I think 90% of the posts in this thread have shown it's not just a matter of getting adjusted.
Thing is, if the nerf was a direct response to the parachute, that would mean that their thought process was something along the lines of
ValveThis new weapon paired with this old original weapon is really unbalanced, lets nerf the old weapon to add this new weapon
completely backwards logic, especially so when you take into account their previous mindset of fixing the existing broken weapons before introducing more.
They didn't fix the stickybomb launcher.
wareya2 sec to dodge a sticky with a predictable arc ok
100ms max ping to when your client gets the sticky on screen (unless you're playing on a ridiculously high ping server for some reason)
50ms interpolation delay (unless you're a scrub with bad settings)
50ms to process its trajectory
200ms max reaction to move away from where it's going
100mx max for the server to get your input signal
900ms to move out of the way as a *slow* class or in a weird direction
~400ms to unwind if you're heavy?
that all adds up to something less than 2000 and it's the worst case scenario for a decent player
have fun w/ ur 25% damage edge-of-splash-radius stickies on spun-up heavies and not even hitting anything else, exquisitestone 8)
And all of that assumes the sticky is perfectly aimed in the first place.
Not to mention the fact that you aren't going to wait for the sticky to be shot before moving, you're actively dodging the entire fight before the stickies are even fired.