Setsul
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SteamID64 76561198042353207
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SteamID32 STEAM_0:1:41043739
Country Germany
Signed Up December 16, 2012
Last Posted April 26, 2024 at 5:56 AM
Posts 3425 (0.8 per day)
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#6 rulesets in TF2 General Discussion
SnowyYou should've just not put that bit in the first place.

It comes off as very obnoxious.

In hindsight i really should've phrased that a lot differently.

posted about 11 years ago
#4 rulesets in TF2 General Discussion
RambadilianSetsultl;dr
NO, READ IT OR LEAVE!

k bye

k thx

No seriously, i'd rather have no replies than a reply to something entirely else because someone misunderstood something.

posted about 11 years ago
#1 rulesets in TF2 General Discussion

You thought this would be short like the title? Well, i'm just tricking you into reading this.

BEWARE OF LONG POST

Let's talk about rulesets. Not that "no cheating" stuff. Unlocks. Winlimits. Timelimits. Halves. (in reversed order)
Forget EU vs NA (Am I allowed to say EU vs NA because EU won i49?), forget "this ruleset is better"-arguments, I don't care about that.
I want to hear your personal opinion.
Of course you can explain why you like or dislike something, although you don't have to, but please don't start with the "this is best, everything else is shit"-stuff.

This is not about existing rulesets either. You don't have to choose from existing rulesets, you can mix-and-match your own or even created new rules, i'm just listing the existing rules.

Because we're not talking about existing rulesets i'm splitting this into separate parts for each rule.
Feel free to expand my pro/con lists.

Something simple to start things off:
Halves or no halves? (fuck thirds, fuck quarters aswell, not the money though)

Pro:
+ the break might allow a team to recompose themselves and start a comeback

Con:
- a halftime break can disrupt the flow of the game

My opinion:

Show Content
I'm favoring no halves and rather giving the teams one free pause (no reasons/crashes needed, 5 min max) per map if they really need it.

In case of halves/thirds/quarters:
Switch sides?

Pro:
+ evens out asymmetric maps

Con:
- viewer confusion
- scores and logs get fucked up without additional serverplugins

My opinion:

Show Content
No switching. Unless it's A/D or PL the map should be symmetrical. If the side advantage is gamechanging i'd rather wait for the map to be patched.

Timelimit:
30 or 60 minutes or something else?

Pro 30 minutes:
+ forces pushes/action
+ shorter maps -> allows longer matches in terms of the number of maps

Con 30 min:
- "parking the bus" is easier
- might cut an interesting/close game short

Pro 60 min:
+ doesn't cut matches short (winlimit/windifference almost guaranteed)
+ "parking the bus" is harder

Con 60 min:
- waiting for clear advantages is possible (aka infinite tagg bomb loop)
- longer maps -> less maps per match

My opinion:

Show Content
Shorter maps ~30min -> more maps. I like more maps. bo3 > single map anytime for me. I thinks it evens out map advantages/preference out a bit.

Winlimit or Windifference or nothing?
Imho this is heavily teamlimit dependant. Watching a very unbalanced 60 minute game (think 30-0) will be boring as fuck, 20 minutes might be still bearable.

My opinion:

Show Content
Since i'm for shorter timelimits i'd say let it go on for as long as it has to be. Unless it's really uneven. "Mercy Rule" aka windifference ~5 for me.

And now to our favorite part, UNLOCKS. Please do not discuss about specific unlocks, people will be mad.
Unlocks
Options:
- none: fuck that
- minimal whitelist:
only add things that have huge impact on the meta aka kritzkrieg (even more hardcore than old EU vanilla)
- extended whitelist:
allow unlocks proven to be balanced and useful (EU now, AUS/NZ)
- extended blacklist:
ban OP, unbalanced, broken and "retarded" weapons (NA)
- minimal blacklist:
only ban weapons that are so batshit retarded/overpowered/broken/bugged that not even ugc plastic can be arsed to play against them (UGC)

and various other options between those.

My opinion:

Show Content
I'm leaning towards extended whitelist, maybe even further than AUS/NZ. Imo more good weapons = better. I don't like weird knockback weapons though (FaN, scorch shot, etc.) so no NA unlocks for me.

EDIT: I apologise to those feeling offended by my tl;dr.

posted about 11 years ago
#834 i49 in TF2 General Discussion

IT'S ALIVE!

posted about 11 years ago
#818 i49 in TF2 General Discussion

Ok, i kinda expected some americans to whine like some europeans did after i46, but why the fuck would you ddos i49 just because HRG is 3rd and not 1st?

posted about 11 years ago
#734 i49 in TF2 General Discussion
Auraeurope is not even a country so stop this shit. The only real European teams are dis, frenchies and mby broder (4 sweds)

NA isn't evene a country either?

So if a team consists entirely of frenchies it is not french but european, but if a team consists of one frenchie, three germans, one english and one welsh (epsilon) it's not european. Does that mean Epsilon is french?

posted about 11 years ago
#649 i49 in TF2 General Discussion

RAISE YOUR BRODERS

posted about 11 years ago
#8 Bad internet net settings in Q/A Help

If you just have high ping and no bandwidth/jitter/choke/loss problems don't change anything.

Check for high jitter/pingspikes, choke and loss with the netgraph and test the bandwidth. If everything is fine and you still don't hit anything you are just terribad.
;-) <-safety smilie

posted about 11 years ago
#554 i49 in TF2 General Discussion

To the americans: This is how it felt after i46. Don't worry, they aren't serious (notice the part with mike's "emotional trouble"), they are just giving you a bit of your own medicine.

posted about 11 years ago
#36 B4nny in TF2 General Discussion
Lucky_ShotskyrideB4nny's good, but he really isn't that much better than other top NA/EU demos.From what i have heard thats not completely true but I've been watching the HRG matches because those were what tftv's youtube channel uploaded since im never around to watch live. Seagull is quite good too, don't know many of the others.

Seagull and Platinum are pretty close (close, not better, that's what skyride said).
If you don't know any EU demos you are probably not in the position to judge them.

posted about 11 years ago
#11 Interp/Lerp (+other stuff) in Q/A Help

#9
Orange is normal for anything under 0.0303/ratio 2. It's a warning that in case of a packet loss extrapolation has to be used.

#10
Wrong, yellow means that the servers framerate is lower than the interp intervall. I doubt that changing your rate so you get choke will help the server framerate.

posted about 11 years ago
#8 Interp/Lerp (+other stuff) in Q/A Help

#2/#7
You got the right idea, there are just some minor mistakes.

With updaterate/cmdrate 66 and interp_ratio 1 the interp is 0.0152 but you've corrected that in the quote. However with interp_ratio 2 it would be 0.0303 not 0.033 (probably a typo). Using interp 0 and interp_ratio 1/2 is easier anyway.

Choke means that your or the servers rate is too low, not to high. Basically the server has to hold packets back because either the bandwidth you allow or the bandwidth itself allows for each client is not high enough to send the packet immediately. Just set "rate" to 60000 (you can use 100000 to be sure, if you have more than 100kbits upload, otherwise it might increase your ping). If you still get choke it's the server. If you still want to/have to play on that server lower cmdrate and updaterate to 40 and bump up the interp to 0.025 (instead of 0.0152) or 0.05 (instead of 0.0303). You don't have to change the interp if you use interp 0 and interp_ratio 1 or 2.

If you have a good connection and get loss it's the server. If you get loss on every server you should call your ISP, it means your connection is shit.

Your explanation of interpolation is decent but a bit inaccurate at some points. For interp 0.0303/interp_ratio 2 TF2 isn't using the previous packet/snapshot to interpolate it uses the next one. With 0.0152/ratio 1 TF2 uses the snapshot previous to what you see and the next one to interpolate where everyone is in the frames between those two packets. Because you are only one tick behind the server you don't have any snapshots left that are newer than what you see atm if you miss one packet. Now the TF2 uses the two previous packets to extrapolate/predict/guess the player movements. If a guess was wrong the player(s) get(s) warped into the right place as soon as the next packet with the correct information arrives. When you are two ticks behind the server (0.303/ratio 2) and lose one packet you still got another, even newer snapshot. Instead of interpolating between the snapshot before and after your current time it uses the previous and the snapshot two ticks after the current time. Interpolating over two ticks instead of one is slightly less accurate but there won't be any warps.

Now comes the only thing that is just plain wrong.

frownySince hitscan is hit detected locally and the hit confirmation is simply sent to the server

This is just wrong. There's no other way to say that. All the hit registration is done by the server so no one can just sent random hit confirmations and kill everyone from across the map.

The reasons why some people use 0.0303/ratio 2 for hitscan and 0.0152/ratio 1 for porjectiles are the following:
0.0303 for hitscan:
No warps. If you lose just one packet with 0.0152/ratio 1 you might get a prediction are error and therefore a small warp. This little weird looking stutter can throw your aim off.
More accurate hitboxes. Again if you lose one packet and get a prediction error the enemy's model is slightly out of place. Now if you hit that model directly you are not necessarily hitting the hitbox because the hit registration is server side and the server doesn't know that for you the model was in that place. Most of the time you won't miss the shot completely but it's often the difference between hitting 10 bullets in the center for a meatshot or hitting that scout slightly to the side and just hitting 7 bullets and BAM that scout kills you because he survived that shot with 10 HP.

0.0152/ratio 1 for projectiles:
Less delay. Most players find the delay between firing a projectile and the moment it spawns on the server and you can see it far more irritating than the occasional small "stutter" after a lost packet. Prediction erros occur every now and then but the delay is there every single time you fire a projectile so most players want to minimize it. Plus projectiles are prediction-aimed and use a way bigger hitbox so it won't really affect your aim and hitreg.


tl;dr

//netsettings
//change these if necessary
rate 100000
cl_cmdrate 66
cl_updaterate 66
cl_interp_ratio 1

//don

posted about 11 years ago
#28 types of aim in TF2 General Discussion
Daggerhttps://www.youtube.com/watch?v=2BZrUrl84hE

shocky's weird high sensitivity amazing aim

35cm/360 = high sens?

I think the highesz he used was something around 25cm/360 because the mousefeet broke and limited his speed.

No, i don't know how you can aim like that with 35cm/360.

posted about 11 years ago
#6 Custom build shutting off in Hardware

Could you test it with another PSU?
It really seems to be a PSU issue and xion isn't exactly top quality.

posted about 11 years ago
#17 If a tree falls: TF2 edition in Off Topic

#16
You've found the mechanical layer of the joke.
Yes, i've planned the both jokes, the references and all these layers.
But hey, it was raining outside and i had nothing to do...

posted about 11 years ago
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