While it is fairly common knowledge that a higher sensitivity causes more strain
Is it really? Do you have links? I'm interested in sources.
Account Details | |
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SteamID64 | 76561197981944988 |
SteamID3 | [U:1:21679260] |
SteamID32 | STEAM_0:0:10839630 |
Country | Tonga |
Signed Up | April 19, 2014 |
Last Posted | November 10, 2024 at 5:11 PM |
Posts | 1566 (0.4 per day) |
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Windows Sensitivity | |
Raw Input | |
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1024*768 |
Refresh Rate |
75 Hz |
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Mouse | Razer Copperhead |
Keyboard | Packard Bell wireless AA powered |
Mousepad | ikea gaming desk |
Headphones | |
Monitor | Packard Bell 17" CRT |
While it is fairly common knowledge that a higher sensitivity causes more strain
Is it really? Do you have links? I'm interested in sources.
SchweppesI had fun playing this during the beta but I can't imagine how you could entertain a stadium and thousands of viewers at home with the limited spectator tools the game currently offers
the way they use bird's eye view triggers me
it's much harder to use properly than standard FPS cam. However if done right (for example in shade demo reviews) it's pleasing and the overview makes the game much easier to follow.
now they only have to give doping products to their CS and dota players and they will be the equals to their other athletes =)
one sightline in last lobby is really hard to counter : a defensive sniper can climb onto a box main that looks like a water tank and snipe above the wall on main. From the attackers perspective they can only see the sniper's head and can get shot both coming from lower and from the main healthpack choke. So the sniper can deny alone 2/3 of the entrances to lobby. And even if he misses the position is extremely hard to deal with.
other than that the rest feels okay. I was worried about the sightline from mid to the main chokepoint on second (the one close to forward spawn) but it's avoidable easily in the end.
HenyWe’re at a point where separation between the community and the competitive teams would be more than beneficial
I'm actually interested in the reasoning behind this. I would have assumed that sharing a name between a successful org and esports teams would mean more publicity for both parties, which is helpful for things like sponsorships.
BrenTrying to get some friends into competitive tf2
is this a way to attract people?
any mouse with plugged contactors and cord instead of welded ones for easy replacement;
metal bits that apply force on the contactor from the mouse button instead of plastic ones that change shape;
screws elsewhere than under the glued pads
no idea if it's possible but water resistant when unpowered for easy cleaning
lol top5 again :(
setsulBecause of that they were able to deliver Pascal at around the same time of Polaris but it ends up being basically Maxwell on 16nm FF
So is Pascal a new architecture or an improved Maxwell?
Or was thatt just an image to help us understand what current pascal cards are?
is it me or the last in the new version is darker?
some (most) characters are so good/annoying that I have to constantly tryhard and pick counters or I have zero chance to have fun :(
you asked about feedbacks : i think you should replace the door in forward spawn from a windowed one to a regular one to block snipers from abusing it.
Besides I think you could break some more sightlines on last, because a sniper is able to stand near the left side spawn door and watch all the entrances.
http://puu.sh/oOeLI/b0fb1d7999.jpg
here the sniper can watch left, right AND main right, leaving only main left uncovered.
To me leaving such edges for the defending team does not promote fluid and aggressive gameplay.
I'd suggest to break the sightline from left door to right entrance to last.
you asked for feedback, here's mine : sunshine features too many invisible walls (you improved a lot for reckoner) and the last point cannot be pushed. In etf2l mid last season every team was just sacking 3 or 4 players to lure the defenders out.
As the attacking team it's impossible to trade ubers because the defenders are far away from the entrances, it's impossible to sack a player in for the medic for the same reason, and even uber advantage pushes are hard to execute because offclasses such as pyro, heavy or engineer are good there, and because there is no good position to end up after the ubercharge.
For example on granary last after the ubercharge the attacking team can control the pipes, or on process the attacker can control the panic room, so even if the uber doesn't kill everyone the attacking team can still keep on fighting, and there is none of that on that last.
Besides, it's also extremely difficult to push out of this last.
I'd suggest re-doing it with a clear idea of what you want : either give an edge to the attacker (easy to push last, easy to hold second), either give an edge to the defender (easy to hold last, easy to retake second). If you make it so that it's both easy to hold last AND easy to hold second, no wonder it creates stalemates.
and i thought AMD polaris was supposed to be out way sooner than nvidia pascal :(
oh well, time for nvidia to update their drivers and wreck performance of the older generation again ;)