Nothing wrong with using both.
Personally I wouldn't do it because I don't like changing the grip on my mouse all the time to keep my aim consistent.
Also makes it impossible to jump and shoot at the same time if you use m1 to shoot (unless you use space of course, but might be hard to switch fluently if you're used to using mwheel during fights).
But that's just me and if it doesn't bother you then just keep doing it like that.
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SteamID64 | 76561197981789330 |
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SteamID32 | STEAM_0:0:10761801 |
Country | Germany |
Signed Up | April 9, 2014 |
Last Posted | April 17, 2017 at 11:27 AM |
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mbaTry getting a smaller crosshair like a dot. Larger crosshairs help in getting more consistent medium damage shots but smaller crosshairs help clicking in the middle of the animation more therefore more meatshots i.e more precision.
Sorry, but I don't feel like that's good advice at all.
I'd say the opposite is the case. Small crosshair = more precision but easier to lose track of during fast flicks.
Big crosshair = less precision, but harder to lose track of.
For med/long range you need precision, but you don't have to do huger flicks.
For meat shot you don't need a lot of precision, since the guy is right in front of and will be a big target, but you need to do really fast swipes, because the guy can get behind or from one side of you to the other really fast, so you have turn around fast, which makes it more likely to lose track of your crosshair.
So a big crosshair is better for meat shots.
Also kinda gives you more time to react, since a big crosshair will touch the edge of the enemy player model slightly before it's center is on him.
So yeah, I'm a scout main and I feel like my overall aim is pretty decent.
When I play against good scouts in MGE, DM or PUGs I often feel like I can beat them 1v1 and at the start of the fight I'm often ahead, dealing more damage than I'm taking, thinking "yeah, I got this guy".
But as soon as they really start closing in on me to the point where you almost run into each other I lose the fight, because I tend to miss a lot of those important really close range shots, or at least more than the other guy.
I don't really know what it is.
I guess maybe I'm better at tracking than I am at flicking and meat shots require flicking, because the other player tends to go from one side of your screen to the other really fast.
I tried using a crosshair that pops out more and is harder to lose track of in those really fast motions.
Also tried to aim with my arm more so I can do wider swings with less effort.
Thought about changing my sensitivity, but I don't really want to mess with it, because like I said otherwise I'm kinda happy with my aim plus at about 9"(23cm)/360 I'm already towards the high end so I don't think it's too low to do fast flicks.
And if my sens was too high I guess mid-long range aim would be a bigger problem than meat shots.
So yeah, anyone got any ideas what I can do to get better at meat shots?
You say your aim isn't a big problem, but I'd say it's as least as much of a problem as your movement. There are multiple occasions in this clip where you miss 2 rockets in a row without the enemy even really moving. A lot of the times it looks like you are not actually trying to aim at all and just hit m1 as fast as possible. Try to be more patient with your rockets and wait for moments where your enemies movement is predictable for you.
But about your movement: I think your strafes are too small, you switch direction too often so your enemy basically only has to aim in the middle to get a lot of splash damage on you. Against shotguns this movement is Ok (still needs more variations), but against rockets the strafes need to be wider to avoid splash. Just wide enough to get out of splash radius but not too wide because that makes it easy to predict. Also try to use W and S a bit more. Way harder to predict than just A and D.
JarateKingRentQNI have yet another question:Short answer: no. There is only ever one healthdeathwarning value and how it triggers the animation is hardcoded, you can't make your own.
Under HudPlayerHealth there is the value "HealthDeathWarning" which is at 0.49 by default, so you're health will pulse red or whatever when you drop below 49% health.
You can change that value so that your health turns read at a different health percentage.
Now my question is is it possible to have multiple of those values and have them do different things?
Like at 75% your health turns yellow, at 50% orange and at 25% red?
Long answer: you can do workarounds to make it sorta work, so that when you hit below 50 health (not 50%, the actual health value) for example, another animation appears. MagnumHud does this. Though it takes a bunch of custom dynamic block fonts, localization editing, the hud being designed specifically for it (by having each label be inverted fonts, though it hypothetically could be made to work without that, but that would be much more difficult), a fair bit of animation work, and some extremely finetuned positioning (which will break on most other resolutions if you don't make customization options for it). More hypothetically you could have scripts change hud files based on class (and with a loadout switcher, loadout too I guess) so that it would work the same as percent values, though that's extremely bug-prone and an even more involved technique.
Keep in mind we're talking the sort of thing that afaik has only been done once, even after being released publicly for 7 months. Not that it's super secret or anything, but because it's very specific and very hard to understand (and not very well documented). I'd probably stick to "effectively not possible" because of that, but I'd be wrong if I said nothing like it exists.
Thanks for this very in-dept answer. Really interesting, but I guess I'll live without it then ;)
Not nearly knowledgeable to make this work by myself.
evRentQNevevhi, my chat is placed on top left by default. but whenever a casual game starts (the screen where a metal sliding door closes in from the sides) my chat will be pushed to the bottom. how do you fix this?
any help?
I think this applies to your problem aswell:
WiethoofdRentQNWhenever I join a new server my spectator HUD get's broken and I die instead of showing me how much HP the guy that killed me had left it shows %playername% or something.
It can be fixed quite easily with "hud_reloadsheme", but it's still kinda annoying.
Any way to fix this?AlfieI think this is to do with tf_english.txt or tf_german.txt whatever language you use. Try deleting it and verifying game cache.It has nothing to do with the localization files you have, it's just the game not initializing the hud properly, a hud_reloadscheme when joining your first server fixes a lot of issues, including the %killername% in the freeze panel, first round of mvm missing credits popup and not loading Mann Up reward screen.
Toggle minmode or hud_reloadscheme to fix 99% of your hud issues.
ok, hud_reloadscheme does work and i actually am aware of that. however that doesn't fix the problem and only just avoids it. and no i don't want to "deal with the issue i guess" if i could..
i remember it has something to do with hudanimations as corsa had the same issue and some guy in stream chat pointed it out but i don't recall anything beyond that.
would appreciate any help i could get though!!
Well if there is a real fix for this I'd like to know about it too, but from what Wiethoofd said, there isn't.
Plus I had this bug happen with a bunch of HUDs I've used and I assume that if there is a fix, the people that made the HUDs would know how to do it.
I have yet another question:
Under HudPlayerHealth there is the value "HealthDeathWarning" which is at 0.49 by default, so you're health will pulse red or whatever when you drop below 49% health.
You can change that value so that your health turns read at a different health percentage.
Now my question is is it possible to have multiple of those values and have them do different things?
Like at 75% your health turns yellow, at 50% orange and at 25% red?
evevhi, my chat is placed on top left by default. but whenever a casual game starts (the screen where a metal sliding door closes in from the sides) my chat will be pushed to the bottom. how do you fix this?
any help?
I think this applies to your problem aswell:
WiethoofdRentQNWhenever I join a new server my spectator HUD get's broken and I die instead of showing me how much HP the guy that killed me had left it shows %playername% or something.
It can be fixed quite easily with "hud_reloadsheme", but it's still kinda annoying.
Any way to fix this?AlfieI think this is to do with tf_english.txt or tf_german.txt whatever language you use. Try deleting it and verifying game cache.It has nothing to do with the localization files you have, it's just the game not initializing the hud properly, a hud_reloadscheme when joining your first server fixes a lot of issues, including the %killername% in the freeze panel, first round of mvm missing credits popup and not loading Mann Up reward screen.
Toggle minmode or hud_reloadscheme to fix 99% of your hud issues.
tohveKonceptwell i cant edit huds so . im not gonna use that hud then i guess ;-;tohveKoncepti tried it. didnt helptohvehi.
i need help with Gear Hud from this thread http://www.teamfortress.tv/33738/ive-updated-some-huds/?page=16#476
hud link - > https://www.dropbox.com/s/t8ykdkrhfplqpkh/GeaR%20Hud.rar?dl=0
how it should be - > http://imgur.com/a/9YgR9
how it is - > http://steamcommunity.com/sharedfiles/filedetails/?id=875695223
so the ammo and health have switched position how can i fix ?
did you do what I suggested when I responded to you in the thread about checking your minmode value?
my only other suggestion would be to manually move the elements to where you think they should be since minmode is the only real thing that I'm aware of that changes the position of things in Gear hud
It's really not hard at all to change the positions of ammo and health.
Just go to resource/ui and find hudplayerhealth and hudplayerammo and in those files find "PlayerStatusHealthValue", "AmmoInClip" "AmmoInReserve" and "AmmoNoClip" and under those titles find "xpos" and then play around with the values next to xpos.
Open the game, create a server, sv_cheats 1, change the files like described above, save the changes, then type hud_reloadsheme into console and the changes you just made should take effect right away.
This way it's a lot easier to find the right xpos values, since it's faster to change them multiple times until you got them right, because you don't have to restart your game multiple times.
And don't forget to change the xpos of the shadows accordingly (same files and names as above, just with shadow at the end. for example PlayerStatusHealthValueShadow for the shadow under PlayerStatusHealthValue).
Once you're done changing the white main numbers, remember by how much you changed the value and change the value of the shadow by the same amount. This way they have the right distance to the white text right away.
Whenever I join a new server my spectator HUD get's broken and I die instead of showing me how much HP the guy that killed me had left it shows %playername% or something.
It can be fixed quite easily with "hud_reloadsheme", but it's still kinda annoying.
Any way to fix this?
8.9 (22.6cm)/360
800 DPI, 2.3 in-game, raw_input 1
Scout main, some soldier and sniper.
FireU need to make this a vtf crosshair, as there is no good way of switching hud crosshairs on the fly. ( Achievement tracker and hud_minmode exist but its probably more convenient to use vtfs only)
It already is a VTF crosshair file.
At least there's one just like that included in the pack from the thread OP linked:
http://www.teamfortress.tv/35367/vtf-crosshair-pack
caizIs there anyway that u can use only this crosshair too sniper http://imgur.com/a/nyczV
and still use the VTF Crosshair pack and use for example seekers or dots to other classes?
http://www.teamfortress.tv/35367/vtf-crosshair-pack
So you're using the VTF crosshair pack, which has the exact same crosshair you want included in it already...
How about you just use it then? ;)
Or am I getting you question wrong?
Am I just blind or is there no more min.mode customization file? In fact there are no more custom files at all any more? D:
JarateKingRentQNBut the problem isn't just to remove the white cross but to get the numbers to change color instead.For healthcross: go in hudanimations and get rid of the line that changes its alpha value.
I can't find a color setting for health colors, neither low nor buffer anywhere in the hud files.
For health colors: they don't exist anywhere. You have to make the animation yourself. Go in hudanimations again and change the colors as you see fit inside the HudHealthBonusPulse and HudHealthDyingPulse animations.
Thanks! Will try that.
Edit: Tried to do what you said, but my problem now is that I can't find any color settings in there either.
Not really sure which part to change there or where to add the RGB code numbers.
All I can find are the "valueSpecgui FgColor " lines, but I guess those only change the colors while spectating.
KonceptRentQNOk so I kinda have a new question:
How can I remove the white cross around my health number when I'm over healed and instead just have the numbers change color?
find PlayerStatusHealthBonusImage within hudplayerhealth.res
do one or more of the following
- set "visible" and "enabled" to 0
- increase the "xpos" and/or "ypos" values to a very large number (99999 for example)
- change the "wide" and "tall" values to 0
save the file and reload your hud and you should see what changes you've made
I already had tried the first two and for some reason it didn't remove and didn't change it at all.
I'll try wide and tall later.
But the problem isn't just to remove the white cross but to get the numbers to change color instead.
I can't find a color setting for health colors, neither low nor buffer anywhere in the hud files.