Hope this is just a bug and not something that's going to be a thing going forward. How else am I going to promote my own steamgroup without having to use a slot on my profile for it?
Account Details | |
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SteamID64 | 76561198116423071 |
SteamID3 | [U:1:156157343] |
SteamID32 | STEAM_0:1:78078671 |
Country | United States |
Signed Up | September 16, 2015 |
Last Posted | September 16, 2020 at 8:48 PM |
Posts | 1671 (0.5 per day) |
Game Settings | |
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In-game Sensitivity | 1.3 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
800 |
Resolution |
1920 x 1080 |
Refresh Rate |
144 |
Hardware Peripherals | |
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Mouse | Glorious Model D |
Keyboard | Mistel MD770 |
Mousepad | Aorus AMP500 |
Headphones | Sennheiser PC37X |
Monitor | MSI MAG251RX |
bearodactylKonceptThe biggest reason why I think the parachute needed to be banned was because you could spam it and make your flight path nearly impossible to predict if you're a soldier/demoman. And the argument of "well there are scouts" goes back to a problem that we've had for a while now: scouts don't need to be the class that counters everything because frankly, he hasn't gotten a nerf in ages. It's a bad argument on paper yes but scout doesn't need to become any more powerful than he actually is.or they could make it so that you can't completely control your movement ie spamming was and retaining the same momentum/being able to turn around instantly
Personally i think that the base jumper should be changed to where you can only deploy it once while you're in the air (when you undeploy it after that you would just fall straight to the ground) and there would also be a charge time for the base jumper to be available, maybe 5 seconds (it may or may not be optimal but I'm providing an example) or something similar to that. Also taking damage could decrease the overall mobility you have, and enough damage could cause your parachute to give way.
I like the idea of that. Also wasn't the initial release of the base jumper supposed to include a "lack of mobility" as a downside to it? I get that you're giving up the damage reduction from gunboats but you're basically getting heightened air mobility with how it is currently
The biggest reason why I think the parachute needed to be banned was because you could spam it and make your flight path nearly impossible to predict if you're a soldier/demoman. And the argument of "well there are scouts" goes back to a problem that we've had for a while now: scouts don't need to be the class that counters everything because frankly, he hasn't gotten a nerf in ages. It's a bad argument on paper yes but scout doesn't need to become any more powerful than he actually is.
Personally i think that the base jumper should be changed to where you can only deploy it once while you're in the air (when you undeploy it after that you would just fall straight to the ground) and there would also be a charge time for the base jumper to be available, maybe 5 seconds (it may or may not be optimal but I'm providing an example) or something similar to that. Also taking damage could decrease the overall mobility you have, and enough damage could cause your parachute to give way.
that person doesn't seem like the person you should be friends with based on the chat log
didn't even get a chance to YYYAAOOOOO on tv FeelsBadMan
AdebisiRoaring success so far, except that I can't hit shit with my shotgun. It looks like I'm using the mouse with my face when I try.
How would I go about having a difference sens for shotgun, if you'd be so kind?
In all honestly I'd just recommend trying to stick it out with the sensitivity you're used to playing with on soldier and try to develop the muscle memory so that your shotgun can be good on a higher sensitivity
But to answer your question, what I do is create profiles for all of your weapons (or aliases) inside your individual class cfg files. For example:
Alias primary "slot1; r_drawviewmodel 0; sensitivity 1.7"
Alias secondary "slot2; sensitivity 1.3"
Alias melee "slot3; r_drawviewmodel 1; sensitivity 1.7
Side note: not having an r_drawviewmodel value on the secondary weapon simply re-uses the last value for r_drawviewmodel, so if you go from your melee to your secondary weapon, you will see your shotgun viewmodel.
Now all that's left to do is bind the aliases to certain things, like the number keys
bind "1" "primary"
bind "2" "secondary"
bind "3" "melee"
and you should be all set. The only problem you might run into is if you use the quickswitch key (default is q) heavily. This simply reverts to the previous slot that you were at, without loading all the other things that are in the typical alias for that weapon slot. It's possible to make another quickswitch thing work, but it involves quite a bit of work. That being said, it is still possible though.
Hope this helps!!
"this wouldn't happen in overwatch" or any variation of overwatch > tf2
smh bumping a month old thread of something that may never happen
Max_I'm pretty sure there were overall less stalemate's before Demo got nerfed because he was able to do enough damage to force people to have to leave chokes as well as being able to initiate fights
#makedemogreatagain
Fact: having a top player's config does not make you as good as the player
Heck I could even make you a custom config if you want one bad enough. Won't take me that long
https://www.youtube.com/watch?v=Tjw3X8RQQlA
For future reference, it's on the backcap YouTube channel
edit: fuck ninjad
What's even more painful is how there are way to many threads on this site that actually have gone into what can be done to some weapons to make them a little less awful to play against. For example:
AtomizerTriple jump bonus would only be available when the weapon is out
That solves the now awful winger + triple jump thing that scouts could take advantage of. There was someone in the initial global whitelist thread that actually put together a list of places that you could reach as scout with winger + atomizer. It was honestly disgusting at how long the list was.
But the point is there: The only way to actually "balance" some weapons is to straight up remove them. For example, let's take the sandman. But valve can't (and won't) do that because then they would be inevitably destroying someone's collector's professional killstreak sandman that is their entire pride and joy.
I will agree though that unbanning some things such as the gunslinger and having it be basically a counter to a cow mangler soldier creates an interesting environment that is similar to the theory of heroes in overwatch: all heroes have a counter. Maybe in the future we might see one or 2 "dedicated specialists" that offclass to counter a certain class that's running a certain loadout. I'm not sure where things are going honestly and with some of these changes (considering I'm also playing in a lower division) I'm both curiously piqued and scared at the exact same time.
Ragor2 days is fuckin' lucky. One friend of mine no longer had access to the master key to remove the steam mobile authenticator from their Steam account (when it was a newly-added thing), and it took them approximately THREE WEEKS to reply/resolve the issue, which is just hilariously bad.
And yet if you have a problem with your World of Warcraft or Battle.net account, you can get in contact with a Blizzard rep within mere minutes, if that. How is it possible for a titan of a company like Valve to fail so spectacularly when it comes to customer support? Is it just one of those jobs that nobody in the company wants to do since it's based on the philosophy of their work and project choices being 'passion driven'? Like, I don't get it at all.
Because valve is an employee centered company and not exactly a customer based one
I had an issue with one of my steam codes being partially unreadable and searched for multiple hours to get help. All I got was dead ends and forum posts. Nothing with an actual person.