for some reason I can see clips from this making it onto fox news and Sean Hannity having a field day.
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SteamID64 | 76561197960394084 |
SteamID3 | [U:1:128356] |
SteamID32 | STEAM_0:0:64178 |
Country | United States |
Signed Up | August 21, 2012 |
Last Posted | December 25, 2016 at 2:12 AM |
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yeah...their cords are prone to wear/fail. I don't see why they don't realize that sending people replacement mice is more expensive than spending 50 more cents on a better cord upfront...yet they have no problem doing that.
Toon gang, It's time...for the DIP.
i question that the spread of the amby is tighter than the revolver...the actual experience using it seems to differ with those decals greatly.
they do in HoN...it's just those first matches before the algorithm has enough data with which to form the correct conclusions that it's inaccurate. There's various ways you can help jump start that data set, i.e. starting players from invite at x rating, IM at y rating, everyone else at z rating etc
rkmartyBut, Elo is a 1 on 1 rating system isn't it? How would i implement it for 9v9 and 6v6?
The only way to do it correctly is to have it 100% based on the W/L of your teams.
Look at HoN (heroes of newerth). They use an ELO like system in a 5v5 teamgame pretty effectively in a game where they are effectively 50+ different characters with different roles. Ultimately the goal is for your team to win the game, not to play to optimize your KA:D ratio. There's a lot of actions in TF2 that win games for your team that is not reflected in KA:D ratio.
from the small 6's playtest (at times it was 6vs5 and not too organized) there was some pretty fun capping action around the point but I realized it was a lot less frequent than I'm aiming for. Right now it's more that the defense has to screw up for someone to cap. I'd like to move it more towards the point where the defense has to constantly make good plays to stop a cap and is constantly on their heels. I think it showed that blu spawn is a too far away, even with instant spawn, so I'm already considering some changes there. (score finished 4 to 2).
The defense already makes their furthest holds at the periphery of their base (yard is not viable other than occassional disruptions), so I may go ahead and move the BLU spawn closer, and move the intelligence pickup location accordingly to up the pace.
I'm going to wait until seeing how it plays in the highlander format though because I can see some of these issues being negated by the presence of teleporters.
So if you type cl_interp into your console what does it spit back as it's setting.
Same thing for cl_interp_ratio
usually the new gen debuts at the same price point and the old gen drops about 20 bucks or so, but the retailers are probably going to inflate their margin on those first HSW parts. You might be able to get the 3570k for a little cheaper when HSW comes out.
Work at Intel, used to be a manufacturing engineer, now I deal with the silicon sampling they do for their next gen products. I feel really lucky because I like to follow that kind of stuff anyway. Amazing company even if it's not sexy like a google or apple.
BenroadsWhen I try to play SC4 it always crashes after like ~10 minutes on w7
I saw a different thread where they recommended installing sc4 into the "program Files" directory instead of "program files x86". Seems kind of odd that that would fix the problem but might be worth a shot.
edit- here's the link: http://community.simtropolis.com/topic/48863-guaranteed-simcity-4-on-windows-7-fix-1-step/
All you needed to know about interp:
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
note if you have mp_timelimit set to a number less than about 30 or so it appears to end my map after 1 round (ctf_torch2_a2). I'm not sure what default configs are but just a heads up
well i guess tf2maps.net restricts their ctf playtest to mp_timelimit 20 which apparently ended my map after 1 round. (10 minute round + halftime switch bleeds over enough that there wouldn't be enough time for a full 10 minute second round...so it just ended it). Hoping Tuesday test is more useful as there weren't very many people in this one anyway.
Hey guys,
This map is going to be played in a tf2maps.net gameday today around 2:00 PM PST I think:
http://forums.tf2maps.net/showthread.php?t=20966
70.42.74.31:27015
I don't imagine it playing that well with random pubs since they will not be that adept at jumping the flag, but still it's good data for me.
I think a UGC playtest might happen Tuesday. Appreciate any feedback for those who check it out, thanks!