Seagull
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SteamID64 76561197961725694
SteamID3 [U:1:1459966]
SteamID32 STEAM_0:0:729983
Country United States
Signed Up July 18, 2012
Last Posted August 25, 2016 at 4:53 PM
Posts 35 (0 per day)
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#111 Slin got cut in TF2 General Discussion
camperenigmahttp://i.imgur.com/F728r0f.jpgwould be pretty cool if one of you guys hosted the tftv i58 stream... give us that fat seagull host

I'll probably do it, twitch chat will be terrible though. Tons of OW players wondering we're calling them classes instead of heroes and shit

posted about 8 years ago
#10 FROYO to i55 grand final over [R] in News

I wouldn't really compare their performances directly like that. lansky put up insane numbers without being the focus of the team and dealing with banny on scout who was basically in on every uber and was effectively part of the combo. I think lansky's numbers are much more impressive in that context. Not to say banny's performance is bad (he's obviously having a really good tournament) but try to keep that in mind when comparing an older roster to a newer one.

posted about 9 years ago
#26 UGC bans picking up dropped mediguns in TF2 General Discussion
DigresserIt's midseason for UGC, so it makes perfect sense. Why take the chance of ruining the rest of the season with an untested mechanic?

Next UGC season is just a few months away, so there will be time for patches, testing, discussion, and debate before then. UGC polls their community between seasons now to determine what the players want; odds are this change and the questionable weapons will end up there and UGC will adjust for next season according to what people want to see.

I don't think there's a way to protect the season's integrity when they made sweeping balances changes to a ton of weapons that are still allowed. That ship has sailed, unless UGC intends on utilizing server-side plugins to revert the balance changes.

On another note, UGC needs to start addressing how they intend to handle future balance patches which may influence the gameplay even more than this patch did, as well as how they intend to handle the future matchmaking update. I don't see how leagues expect to stay in their bubbles forever.

posted about 9 years ago
#71 TF2 update for late 7/3/15 (7/4/15 UTC) in TF2 General Discussion

If weapons stay up as long as they do now, this change is pretty bad in some cases, and only marginally speeds up the game in others. I think it'll add some really silly situations into the game, depending on how long weapons stay up and how it works in general:

If my team wins mid, can I "juggle" the enemy team's medigun to their 2 while my team caps, so my team can have a full uber for pushing last, and a second +60%~ uber to pick up later if the push goes bad and I have to leave? This would depend on how fast someone can juggle and how small the map is

If a team off-uber pushes and trades with maybe one player left alive total, can a medic run back and pick it up before it expires?

These are just two situations off the top of my head, I'm sure there are many more. I can see a lot more kritz being used now.

However, I think this change brings up more important issues. I don't think people are really looking at the big picture. The competitive community (both 6's and HL) needs to be prepared for a lot of dramatic shifts. Valve is going to start balancing TF2 and it absolutely will impact the core gameplay that our community is based on, for better or worse. Their balance changes are aimed at their own Valve matchmaking format (whatever that may be), and the community needs to start preparing for how to handle that.

posted about 9 years ago
#35 A way-too-detailed networking config in Customization

That's also completely correct. There are multiple ways to change your interp. That's how I used to adjust my interp back in 2005-2006 when bad server admins would restrict interp_ratio but not updaterate. I'd be forced to run an updaterate of 45-50 to counter my own jitter because I couldn't change my ratio.

Nowadays though you can just keep updaterate at 66 and change cl_interp to whatever useful value you want (as long as it's not bounded by cl_interp_ratio), so I recommend that method instead. Note that cmdrate shouldn't change from the server's tickrate, it doesn't really have anything to do with interp iirc (been a while).

posted about 9 years ago
#33 A way-too-detailed networking config in Customization

If you're bothering to change your cl_interp manually you should always keep the cl_interp_ratio at 1 so you don't have to worry about it whatsoever. cl_interp_ratio is a leftover from old versions of the Source engine where they removed the ability to set cl_interp manually and you could only change your interp by changing your updaterate (or messing with the ratio). The server-side restrictions actually used to be perfect but they never added any more after giving back the ability to change cl_interp manually again.

athairusThe one thing I still don't understand is why people advocate for different lerp values based on classes.

The reason why soldiers use low interp is because your client-side projectiles are delayed by your interp amount (ex: cl_interp 0.3 would delay your rocket graphic coming out by 300ms). If you use high interp values as as soldier, your client-side rockets will not exactly match where they actually are. I'm not 100% sure on this though (haven't checked into it since 2009).

The way I approach my network settings is as follows:

cl_cmdrate and cl_updaterate should always be set to the server's tickrate. (66 for TF2)
rate should be set to whatever your connection can handle (50k+ is typical these days)

If you want a truly optimal interp for your own specific connection, then go play a few games in your usual environment (favorite pub server/the usual server you play 6v6 or HL at the usual times), record them locally with OBS or whatever other software and leave net_graph open the entire time. Go through your games afterwards and watch your net_graph's packets/second and look for the lowest amount you get (typically in big fights). Set your interp based on that value.

example: Bob had a night of games with his team, skimmed through it at triple speed and found that the lowest packets/sec he got all night was 44, and he had no packet loss. Therefore he would set his interp at 23ms.

The other network settings (ex: smooth) don't really matter that much for 99% of people so I wouldn't worry about it.

posted about 9 years ago
#49 Overwatch Event Impressions in Other Games

is TF2 67.5? I assumed it was 75, which might make the comparisons inaccurate

posted about 9 years ago
#26 Valve's Game - Ze Knutsson Rollerbladers vs. big boy bonjour in Events

Soldiers running direct hit while scouts run around dominating... was hoping to see this taken a little more seriously. :/

Hopefully we can see more of these without class limits.

posted about 9 years ago
#27 Valve's Game in News
AdmirableJust a first step, hopefully we can experiment further with simplified class limits like a universal 1 or 2 or dare I say no limit?! Disgusting filth :o

Really hoping you all remove the class limits entirely. It makes it much more interesting for spectators (at least for me personally), and it allows teams to change up their class composition depending on the type of strategy they want to run. I also think it might be hard to determine overall unlock balance when some of it could be innately overpowered in a 6v6 class limit format. Either way, I can't wait to watch :)

posted about 9 years ago
#71 LAN POVs in TF2 General Discussion
Teapot_seagull pls

Lost my flash drive on my way home at some point. No POVs, sorry. :(

posted about 10 years ago
#167 i52 - great event, disgraceful viewers in Off Topic
MattCVJust because you are losing and are mad it does not give you an excuse to take it out on innocent bystanders.

If you're screaming at the top of your lungs next to me for over 10 minutes, accidentally bump someone into covering my screen, and when I pause and ask you to move because I'm in an important game, get in my face, respond with a no, tell me to "sit the fuck down and say please", you're not an innocent bystander, you're an asshole.

posted about 10 years ago
#4 LAN POVs in TF2 General Discussion

I'll be sorting my demos when I get home (Wednesday) and I'll post them as soon as possible. I might be missing some though.

posted about 10 years ago
#13 i M IDIOT in Q/A Help

my teammates are retarded, locked

posted about 10 years ago
#28 Insomnia 52: Group Stage in Events
SAAM_Looks like we're starting with a Mix^ vs Epsilon game!

Anyone know where the full bracket is?

Epsilon vs mix^ game has been delayed (3.5~ hours from this post or so)

posted about 10 years ago
#1 S16 POVs in TF2 General Discussion

POST EM

https://mega.co.nz/#!pFIXEDwK!d4uchfVY6UiEVqxCc2JzegQvAXnVRQ_3Po3ZgOU9_dg

posted about 10 years ago
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