botmodeand what does this mean
Fixed lag compensation when melee-ing teammates
Pretty sure this mainly applies to the whip, hitreg on that thing has always been bad when hitting teammates
Account Details | |
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SteamID64 | 76561198070962612 |
SteamID3 | [U:1:110696884] |
SteamID32 | STEAM_0:0:55348442 |
Country | United Kingdom |
Signed Up | March 26, 2015 |
Last Posted | December 17, 2024 at 1:29 PM |
Posts | 87 (0 per day) |
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In-game Sensitivity | 4.5 |
Windows Sensitivity | 6 |
Raw Input | 1 |
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1600 |
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1920x1080 |
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240hz |
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Mouse | Logitech G403 Prodigy |
Keyboard | Corsair K70 RGB |
Mousepad | Cooler Master Swift-RX |
Headphones | ATH-M50X |
Monitor | Zowie XL2540K |
botmodeand what does this mean
Fixed lag compensation when melee-ing teammates
Pretty sure this mainly applies to the whip, hitreg on that thing has always been bad when hitting teammates
Brimstoneonly when you touch ground?
Yep. It's much easier to notice when charging as a Demoknight, since charges are also affected by this debuff. The airblast stun does not go away until landing.
A bit late to this thread here, but the actual console command responsible for (new) airblast stun is:
tf_movement_aircurrent_aircontrol_mult 0.25
The value represents the amount of air acceleration the player has after getting airblasted, and this debuff lasts until the player lands. In which case, it's set to 25% by default. Doing the math, it turns out that a revved Heavy is capable of air strafing more effectively than a Scout who is under the airblast debuff. Because air accel in TF2 is 10x your max ground speed.
Revved heavy walks at 110 HU x 10 = 1100 hu/s^2 for acceleration.
Scouts run at 400 HU x 10 = 4000 hu/s^2 for acceleration. But when airblasted, 25% of 4000 hu/s^2 is 1000 hu/s^2. It's obviously lower for any class that isn't a Scout.
(Using this air strafing guide to help with this)
I have tested this command a few months ago. Setting the value to 1 (for 100%) restores full air acceleration and effectively removes the stun from the airblast. It's a sv_cheats command but you can still change it anyway using sm_cvar.
DrHappinessI think their main critique was that they were not transparent about sponsoring (or incentivising) content creators to speak good things about their platform.
Definitely incentivising, not sponsoring.
Nobody was actually paid specifically to say good things about FACEIT (except maybe scrap.tf but I'm talking in terms of "influencers"). However, the number of views you can get by streaming in faceit matches is admittedly hilarious and I've been abusing this, but only because I genuinely like the idea of a middleground between casual and comp. I can finally play Demoknight in a somewhat serious manner without having to trouble myself with competitive formats nor farm bad players in Casual mode over and over.
Zesty pointed out the free stuff that was delivered to these guys. I will admit that I was randomly offered free stuff from them, but I was never obligated to do anything as a return. I assume this is also the case for everyone else involved with this. It appears to be more of a tactic to get these "influencers" to like FACEIT, as opposed to directly saying "we will pay you X if you say that it's good in a video".
This does have implications when it comes to bias, yes. But I dislike the notion that FACEIT forced us to say good things. In fact, a lot of these guys are quite critical of the match balancing, which they do need to improve.
FACEIT is planning on adding a server browser type thing with no leaving penalties as a separate option so I'm not sure what all the fuss is about with some of these guys ranting as if things will not improve. If you're a casual player who wants regular community servers then just wait until FACEIT comes out with their own version of that. I think a lot of the complaints are coming from the fact that not everyone even knows that this is being planned.
AimIsADickThe only problem I have with the new FACEIT servers is that they limit client side settings. They force the updaterate/cmdrate to 66 and as a 128 tickrate server, this is always a bad idea; Just set the maximum updaterate/cmdrate to 128 and leave the other limiting cvars alone (sv_minrate, sv_maxrate, sv_minupdaterate, sv_mincmdrate, sv_client_min_interp_ratio, and sv_client_max_interp_ratio). They. enforce a minimum rate (or bandwidth) of 128 Kilobytes (or 1 Megabit), which is way too high! Can someone tell the server operators to remove these limits (by setting sv_minupdaterate and sv_minrate to 0)?
This is a misconception, these servers are not running at 128 tick. 128 tick actually causes several bugs in TF2, from what I remember.
I am 99% certain that Dario watched my video of me getting an 84 killstreak in his gamemode, so he decided to nerf Demoknight and the Strength power in response. It makes up nearly half of the changelog.
Oh. I must have missed it. That's good to know, though!
I wonder why they hide those commands in the first place.
Since some of these are very nice quality of life fixes, I have some feedback of my own.
I'd appreciate it if tf_demoman_charge_regen_rate and tf_demoman_charge_drain_time were made unhidden so that players could change one or both of these values when running maps offline to practice trimping. Skipping the need for Sourcemod or having to use an impulse 101 script. Neither of which are perfect solutions.
Those commands change demo shields' cooldown and charge duration respectively. I know not many people here care about Demoknight, but the commands already exist, I'd just like them to be usable for practicing so that I don't have to give people a config file anymore.
grinding demoknight for 1.7k hours isn't a good idea, considering that it's not viable and I will probably be dead before valve gives it decent buffs
Thought it was a Tide Turner map. Nice clickbait!
(JK, this is a very creative idea for a map. I'm sure it'll be quite helpful!)
annoying demoknight main
Just happened to be looking on here...
How you should trimp depends on how steep the surface is. I'll sort them into three types of surfaces. You have gentle slopes, steep slopes and basically-a-wall slopes.
The easiest kind of trimps involve steep slopes. Steep slopes are the kind like on Degroot Keep where you just charge into the ramp/rock and you fly off it, no spacebar required for this one. All that matters is finding the right angle. You can find these by experimenting with the map terrain. Binding a key to impulse 101 and enabling sv_cheats 1 will help you experiment offline.
Second easiest are the basically-a-wall slopes. These are slopes that are so steep that you can't walk up them, and you also cannot charge directly into it, but they're not complete walls, meaning you can charge up them with a jump. All you need to do for these is stand directly next to them (to the point where you're touching them!), then jump and charge at the exact same time. That's it. You are now a climber.
Lastly we have pretty much everything else. Gentle slopes. Hills. Stairs (if they're clipped). Ramps that don't normally launch you. Even control points can work. For these you need speed. The more gentle the slope, the more speed you need. The only thing that's required is you be airborne, and hit this slope or ramp at a significant enough speed. Assuming you do that, you will fly.
The best way to gain speed is to do chargeturns whilst mid-air. A.K.A. Charge strafing. Charge strafing is basically W strafing on steroids. In short, ignore the A and D keys because they do nothing while charging. Just use your mouse to strafe, and try to look 90 degrees to the left or right of your current trajectory whilst strafing. This acts as a "replacement" for the A and D presses you would normally do in an air strafe.
demoknight viable