warherpderp
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SteamID64 | 76561197994242870 |
SteamID3 | [U:1:33977142] |
SteamID32 | STEAM_0:0:16988571 |
Country | Spain |
Signed Up | September 14, 2012 |
Last Posted | May 9, 2016 at 11:45 PM |
Posts | 1202 (0.3 per day) |
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the ability to swap out particles to gain an advantage is still there. whether or not you consider it cheating is one thing but saving frames and gaining visibility another player does not have is still not 'balanced'
as far as im concerned being able to see through the smoke of a close range rocket is a straight advantage over not being able to see through the smoke.
im sure itll be sv_pure 2 blocked eventually.
im comparing switching particles to switching particles, it's actually nothing like saying using a hud is like an esp. theyre not different at all and work completely the same.
and yeah but I want the hud_fastswitch menu to stay up constantly though. so I always know what weapon is out, not just for a split second.
edit: also from a hud pov its not worth working on something if it requires 10+ lines of config editing from the user to make it accessible was more my point.
theres already too many hacks and exploits possible with the shit you guys are changing already.
the ability to change a rocket explosion into a spy sapper is no different than noids old wallhack sticky particles making a comeback by replacing the sticky blink with the rocket explosion or something.
I played around with the quickswitch menu already, the one in my hud actually looks pretty good tbh but its too big and too much of a hassle to edit for a menu that doesnt allow for display without locking the mouse.
id rather wait for valve to address the quickswitch menu aka allowing you to do like maybe hud_fastswitch "-1" instead of 0, 1, or 2 (2 is for consoles) instead of me mangling around with it myself.
im expecting all of these custom vmts and vtfs related to weapons to be swiftly blocked by sv_pure 2 when matchmaking comes out just from an anticheat point of view.
yes, someones done it already. I'm trying to push valve for the thing they have in csgo that shows the outline of the weapon on the bottom of the screen, you can do like slot10 in console for the quickswitch menu but its too big and theres too much weapon detail to make it worth using at the moment.
if you use mousemode and scroll, the badges dont disappear. whatever they did to the badges was questionable
yeah idk why they positioned them the way they did, they even hang off the edge of the default scoreboard and its not worth the effort to readjust the whole thing
sometimes when steam goes down, it REALLY goes down.
someone please encourage me to set up my profile and join in on the gaming!
theres no reason not to do it, if you get forward spawn and theyre trying to spawn camp you and you surprise them with an extra 100 hp on soldier or 60 health on scout its a big deal.
its one of those 'youd be dumb not to do it' scenarios which arises, just like switching to spy to check the enemy medics medigun when the game starts.
things that give big advantages but are simple to do should be reworked/fixed i think.
edit: you could also do this on a last hold on badlands or something and get a buff even without your medic which is definitely game changing/hold winning
Raptor | TF2Pickup.net: eyyy
Raptor | TF2Pickup.net: guess who will be prem next season :>
nobody representing tf2 in prem/invite*
nobody in NA has ever posted 'i hate muslims' on tftv
i feel like if someone would just swap out the tf2 font in my hud with m0rehud font it would be a really clean looking version of m0rehud.
its also hard to use black and orange too much without it feeling like im making a halloween themed hud.
ive redone my spectator ui a little bit and fixed a lot of really small bugs/misalignments recently so if you haven't updated recently it might be worth it.
they restocked some shit in NA, last night i couldnt get a new deathadder, today i bought 2 for half price.
easy.
pretty sure you dont need 90% of the shit in that config. turn down your graphics options in dx9, turn on multicore rendering, and disable gibs/blood/ragdolls.
cl_ragdoll_fade_time 0
cl_ragdoll_forcefade 1
cl_ragdoll_physics_enable 0
g_ragdoll_fadespeed 0
g_ragdoll_lvfadespeed 0
ragdoll_sleepaftertime 0
cl_phys_props_enable 0
cl_phys_props_max 0
props_break_max_pieces 0
r_propsmaxdist 1
violence_agibs 0
violence_hgibs 0
violence_ablood 0
violence_hblood 0
mat_queue_mode "-1"
r_threaded_client_shadow_manager 1
r_threaded_particles 1
mat_reducefillrate 1
r_shadowrendertotexture "1"
r_waterforceexpensive "0"