btw skylake details leaked:
http://forums.anandtech.com/showthread.php?t=2428363
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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 |
Posts | 332 (0.1 per day) |
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yttriumTF2 framerates are mostly CPU bound. You'll get around the same, maybe slightly less.
You shouldn't be downvoted because source is heavily CPU bound as you can see in the old benchmark thread. (at least when using a maxframes config).
Flatline if you're going to upgrade your monitor at least get yourself a 144hz one:
http://www.amazon.com/Asus-VG248QE-24-Inch-LED-Lit-Monitor/dp/B00B2HH7G0
I have this monitor and its completely worth it...it's probably still the best value 144hz monitor as well.
added a frag video if people are curious about gameplay at the higher levels... https://www.youtube.com/watch?v=fYLKJ3UZNa0
The dream of the 90's is alive!
#ff.pickup on quakenet for more organized games
pissheadI've managed to actually get into the tutorial. The game looks and feels better than TF Classic, and the tutorial is pretty decent, and the game even remembered some of my bindings. but I still can't get into an actual game. The problem is I alt-tabbed whilst it was downloading a custom map and can't get back into it.
What is the error message you get? When you launch it and go to join a server and don't alt tab what does it do? Just sits while trying to load a map?
ukm
The thing that makes Evolve worth paying for in my mind is that it is innovative. Titanfall was basically COD with parkour and mechs. The setting was new and interesting for a bit but the gameplay was very derivative. Evolve is not even close to anything I've played before.
I hear that a lot about titanfall, but does CoD really play anything like this?
https://www.youtube.com/watch?v=oVjPfmMyfbs
Twiggydo you have tutorials/videos to help noobs improve?
Stuff like controlling concjumping/rampsliding would be a good start for me (i did the training map)
As far as 'steering' goes it is basically identical to air control in TF2 (i.e. when you do a rocket jump and curve in the air). Don't hold forward while you're either rampsliding or in the air from a conc- use a strafe key and move the mouse in direction of strafe to curve (and slightly accelerate) in that direction. To ramp slide you just need to propel yourself into a ramp at a high enough speed (much like in TF2) and if you have enough speed you will kind of 'skate' up the ramp and can steer slightly using strafe + mouse movement.
Controlling your height on a 'handheld' conc..Much like rocket jumping in TF2, some situations need a flat distance covering jump while others call for a vertical one. You can control the height of each conc jump you do, it's pretty straightforward- To go high you jump exactly when it detonates, to go lower you jump slightly before it detonates. A handheld conc basically multiplies whatever velocity you currently have, so it's even possible to downward conc. This means to travel forward with a handheld conc you'll need to be travelling forward + jump at the time it detonates….the faster you are travelling at the time of conc detonation the faster you will travel in the air.
Here's some old videos but they're probably still pretty applicable:
https://www.google.com/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=youtube%20fortress%20forever%20tutorial
indecencyDirtyMortThis game looks sickthe game MADE me sick, fuckin scout does FIVE damage meatshots and literally has the health of a tissue, no thx @_@
Scout = 100% finesse, movement/conc jumping as has been the case in basically every prior fortress game. If you're trying to dm as a scout you're doing it wrong....probably not the best choice for brand new players as you need to master concing/movement to really make the class shine.
Kent- not really, some of us still play tfc though which also has nightly pickups still. I just decided to give FF another shot with this latest release and actually had a lot of fun this time..most fun i've had in a public game of any kind in a long time. Need to convince more TF2'ers to give it a try though.
Voldymorthow do you install the toon models?
Find your install directory- should be under "steamapps -> common -> fortress forever -> fortressforever" The second fortress forever folder has a "materials" and "models" folder which is the equivalent folders from the .zip would drop into.
Twiggyis there ways of tweaking the concussion effect? I get motion sickness out of it :(
Hmm, outside of upping your fov a little that may be a tough one. The conc effect is basically an illusion, where you were aiming or walking before you were conced is where you are still aiming and walking. If you try to track your eyes everywhere and compensate for the effect it's probably going to make those susceptible to motion sickness dizzy. The best way I can describe it is you kind of have to zone out your focus a little bit and pretend it's not doing anything at all and you don't get disoriented...hard to describe.
It takes a little practice, I remember after taking years away from tfc and coming back to it at first conc grenades were very disorienting. Medic has reduced conc effects so you may want to try that...it's more pronounced on other classes.
It was greenlit on friday. Yes originally it was a mod back in 2007, it's been updated over the years and they keep making changes...kinda like tf2. Only now did it finally make it to be steam greenlit and available to download standalone by anyone and play so that's new. A lot of pickups going on and new players are trying it for the first time.
Making people scream as pyro is fun...but I kept trying to airblast. At least you can 'rocket' jump as pyro and boost with the flamethrower.. makes him a lot more mobile and fun.
Fortress forever was greenlit on steam and is free to play (don't even need hl2) It seems like they made some gameplay changes for the better since I had last tried it...was pubbing on it last night and had a lot of fun, didn't feel as ridiculous as other times I've tried it. CTF just works better in these kind of games due to the movement. There's a decent amount of servers populated right now and more organized pickups going...I like not waiting to spawn. :)
http://store.steampowered.com/app/253530/
I would grab these toon models though because I think the defaults are not good...kind of hard to see and the toon models just look better
http://dl.dropbox.com/u/40579392/Models/TFCplayers_classicToon.zip
added a frag video:
https://www.youtube.com/watch?v=fYLKJ3UZNa0
to minimize input lag you should run w/ vsync off as most games do not have proper triple buffering- instead they use a render ahead method which actually creates even more input lag:
UPDATE: There has been a lot of discussion in the comments of the differences between the page flipping method we are discussing in this article and implementations of a render ahead queue. In render ahead, frames cannot be dropped. This means that when the queue is full, what is displayed can have a lot more lag. Microsoft doesn't implement triple buffering in DirectX, they implement render ahead (from 0 to 8 frames with 3 being the default).
The major difference in the technique we've described here is the ability to drop frames when they are outdated. Render ahead forces older frames to be displayed. Queues can help smoothness and stuttering as a few really quick frames followed by a slow frame end up being evened out and spread over more frames. But the price you pay is in lag (the more frames in the queue, the longer it takes to empty the queue and the older the frames are that are displayed).
From the update at the bottom of this article: http://www.anandtech.com/print/2794/
This sounds like it will follow the same path as titanfall's release. New franchise is overpriced on release so strong playerbase cannot develop (hard to get friends on board @ $60...as this thread is a perfect example). The high price actually creates some resentment from early adopters as it has to quickly fall...they become a lot more critical of the product due to the price they paid and so in addition to the monetary barrier they have less positive recommendations of the game itself to their friends...
But business majors be gettin dem short term gainzzzzz
When you're trying to create a new franchise you'd think you'd want to take a slightly longer term view than extracting as much wealth as possible with your new product up front. It's going to hurt them in the long run just like it hurt titanfall's debut. They'll probably be patting eachother on the back in the short term but IMO they ultimately leave more $$ on the table AND piss off their consumers. You lose a lot of potential lifetime customers that way..
I'm not sure how that's possible zig, never experienced that unless you're on an empty server.
But CTF = best mode...it takes advantage of all the skimming/bhopping/movement aspects and focuses the action around those goals. Even if the queue is only ~30 people it seems to do a good job of getting you in a game recently. (that definitely hasn't been the case before they modified their matchmaking).
You can gain speed by using stim+ quickly chaining wallruns and then maintain speed by bunnyhopping. Pretty fun...but honestly the titans are so OP in the hands of good players it makes it less fun at higher levels...game slows down once people get titans on an organized team and the whole battle becomes over titan superiority which is less interesting. I wish they weren't quite so powerful because the game really shines when its focused on the pilot gameplay.
ALT-F-XPheeshPeople bitched (and still bitch) about TF2 limiting FoV to 90...seems the competitive scene did just fine under that restriction.
I don't think it's the actual locking of the FOV that's the issue here. It's ideology that is required to be behind that decision. First it's a 72FOV, what's next? Is blizzard just going to completely disregard any competitive decision making?
Personally I trust blizzard, but I see why people don't.
I don't think that ideology is any different than valve's ideology for cs:go which was designed to be played competitively from the ground up. There's no need for a slippery slope fallacy.
In TF2 Valve stripped out bunnyhopping, conc jumping, replaced grenades with random dice roll crits and limited fov to 90 and in general simplified a lot of play compared to its predecessor, yet a strong competitive scene still developed. Overwatch appears to be more competitively geared than TF2 on launch already.