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SteamID64 | 76561198024475237 |
SteamID3 | [U:1:64209509] |
SteamID32 | STEAM_0:1:32104754 |
Country | Ireland |
Signed Up | July 23, 2012 |
Last Posted | December 2, 2015 at 3:48 PM |
Posts | 1585 (0.4 per day) |
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AnAkkkatmoFor hitscan the commonly held belief is that having an interp slightly higher than the minimum (eg cl_interp 0.033) will make the enemy player models move more smoothly even if they are dropping packets and so make them easier to track and shoot. This isn't such an issue with projectile classes because they inherently require less accuracy in aiming.
That shouldn't be an issue if you are playing on a good server that send a constant 66 updates/s and the other players send 66 updates/s to the server as well. Maybe setting sv_mincmdrate to 66 would be a solution.
Shouldn't be an issue. But your opponents' connections to the game server is not something you have any influence over.
This change isn't something that I think will affect me personally, as I will just go with cl_interp 0.033 / cl_interp_ratio 2 on all classes and be fine, but I'm disappointed in how Valve have approached the problem.
According to the cp_badlands_pro thread, the Wrangler allows you to shoot through invisible clipping, which isn't possible with other hitscan weapons.
It also has aim assist, which means you do not need to aim precisely, reducing the skill required to use it.
tornados2111I've always used 0.0152 for everything...
Can someone tell me what is the ideal for hitscan and what for projectile AND why?
I always just thought that the lower the better on a good server
For projectile you want the lowest interp as that results in the lowest delay between you firing and your projectile spawning. Try rocket jumping with cl_interp 0 and cl_interp 0.1, the difference should be dramatic.
For hitscan the commonly held belief is that having an interp slightly higher than the minimum (eg cl_interp 0.033) will make the enemy player models move more smoothly even if they are dropping packets and so make them easier to track and shoot. This isn't such an issue with projectile classes because they inherently require less accuracy in aiming.
I messaged Eric Smith (erics@valvesoftware.com) as politely as I could via the HLDS mailing list about allowing interp changes when spawning as a new class, but it was ignored.
ruwin showing people how to do portrait lighting correctly
Please fix the link in the OP, it is missing the http:// prefix which allows it to be recognized as a URL.
about:config
browser.urlbar.trimURLs
false
The main gripes with snakewater are the last point, not second.
i outsniper konr -AA- #heat, give invite http://www.twitch.tv/atmo_/c/1875987
wait I just realised my server is still running 10.04 LTS
Oblivionagecan anyone explain the jump at 5:15ish the one by lag. Why is that hard? I don't play quake i don't get that jump.
possibly this http://forum.drc.su/overbounce-tutorial-get-trickin-vt2155.html
normally what would happen is you just hit the ground and stay there
http://www.youtube.com/watch?v=9MlYA5zrR6M
movement seems very weird