freakin
Account Details
SteamID64 76561197995964276
SteamID3 [U:1:35698548]
SteamID32 STEAM_0:0:17849274
Country United States
Signed Up July 22, 2012
Last Posted April 15, 2020 at 2:11 AM
Posts 1872 (0.4 per day)
Game Settings
In-game Sensitivity 1.6
Windows Sensitivity 6/11 (Default)
Raw Input 1
DPI
800
Resolution
1920x1080
Refresh Rate
144Hz
Hardware Peripherals
Mouse CM Storm Spawn
Keyboard CM QuickFire Rapid - Cherry Reds
Mousepad Puretrak Talent
Headphones Beyerdynamic DT770 Pro 250-Ohm
Monitor ASUS VG248QE
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#3 Opinions on Lightboost mod in Hardware

The difference is huge. To quote myself

frknI noticed a huge difference using lightboost on my Asus VG248QE.

I sometimes get this bug where i move in slow motion in source games (it is related to C++ somehow http://forums.steampowered.com/forums/archive/index.php/t-635372.html )

When I went from 120Hz->120Hz lightboost, I thought I had that bug. Everything was so crystal clear, I thought I was moving much slower, but I wasn't. It was definitely noticeable. That being said, I didn't think it provided much of a benefit compared to 120Hz non lightboost. While there was less motion blur and tracking was a little easier, there was a slight increase in input lag. I think these 2 effects effectively cancelled out as far as tf2 goes. I think it may be more beneficial in games where enemies are camoflagued, etc. I concluded that I definitely preferred 144Hz, while 120Hz lightboost and non-lightboost were a tossup in tf2.

But this was just plugging my monitor into my friends desktop, now I'm back on my laptop stuck at 60Hz :(
frknThis is true, there is definitely a lot less motion blur. The thing is, I don't have any problems with the amount of motion blur present at 144Hz, it doesn't affect my tracking at all. The amount of input lag increase, while small, is noticeable enough to affect gameplay. Although I was able to adjust to it, in a game like tf2, I found the decrease in motion blur didn't really outweigh the increase in input lag. I think it would be more beneficial in games where enemies are harder to spot (camouflage, etc) than in tf2 where enemies stand out quite a bit.

Plus the colors are better without lightboost (even when using a lightboost calibrated ICC profile).

I have been able to notice more ghosting on 144Hz, which was nearly impossible to see after the 60Hz->144Hz transition. I would like more time to play around with it, as I only used lightboost for an hour or so in dm/mge/pubs. I am starting to feel like that clarity actually did help but can't do extensive testing until I build a desktop.

posted about 11 years ago
#513 How to Get to In-Game Comp Lobbies in TF2 General Discussion
IrishhhhI saw on the fully charged episode that cbear was talking about how its no fun to get rolled... is there anyway for valve to pit people with less than 600 with other people with less than 600 hours so that you don't get a less experienced player with 500 hours facing someone with 1001. just an idea

except there are plenty of pubbers with 2000 hours that are bad and comp players with less than 500 that are good. Hours is a horrible horrible way to rank. An elo system, although still flawed, would be better

posted about 11 years ago
#7 CJ- lft open scout/demo/roamer in Recruitment (looking for team)

i had fun stealing his name in a scrim, seems cool

posted about 11 years ago
#4 ESEA Servers in TF2 General Discussion

the first 2 rounds of our match tonight were horribly laggy, i couldn't rollout. had to set my interp to .1 to eliminate model skipping

i also average about 40 fps less (130->90) in matches than scrims...presumably the pos client

posted about 11 years ago
#31 Update! in TF2 General Discussion

esea client update

plz

posted about 11 years ago
#441 How to Get to In-Game Comp Lobbies in TF2 General Discussion
skyrideValve have just stated unequivocally that what you play is boring and stale, and they are about to take a course of action that will in all likelihood have negative consequences in the medium-to-long term for 6v6.

I wouldn't say that. It's hard to know how this will affect 6v6. It could easily help transition players into 6v6 over the long term. It could also give everybody a negative view of 6v6 in favor of highlander. Or it could do nothing.

posted about 11 years ago
#17 program that estimates input lag in TF2 General Discussion

System response time: 14ms
Reaction time: 178ms

Mouse: CM Spawn
DPI: 800
Polling: 1000Hz

GPU: GT 540m

Montitor: ASUS VG448QE
Refresh: 144Hz

posted about 11 years ago
#3 program that estimates input lag in TF2 General Discussion

using the screen loopback

first time i got 8, second time i got 253, third time i got 384

i dont get it

posted about 11 years ago
#392 How to Get to In-Game Comp Lobbies in TF2 General Discussion
gr8stalinfrknI don't really think anybody cares about the word itself, it's that it is used to describe games with large competitive scenes.Real talk - I get where you're coming from and I'm not trying to be argumentative, but I need to introduce you to my main man Robert "This isn't making me money" Kotick and how the words he and the advertising crew at Activision used key words that turned Call of Duty (looking back at even the early games now without rose-tinted lenses, a really boring game in terms of gameplay) into the cash cow that has made him one of the most powerful forces in video games.
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Got a C&D that prevents me from using "I'm here to take all the fun out of video games" as his catchphrase, sorry folks.

Words matter when appealing to crowds, and regular game players nowadays associate esports with "HIGH LEVEL PLAY THAT TAKES YEARS TO EVEN ATTEMPT" that isn't really high level or impossible to learn in a respectable amount of time - see anything labeled by even the developers as an esport today. I personally associate it with idiots who want to catch a money train that's already left the station.

except this community is not a bunch of ceo's and founders that are looking for money. we simply want the competitive scene to thrive

posted about 11 years ago
#370 How to Get to In-Game Comp Lobbies in TF2 General Discussion

#367

http://teamfortress.tv/forum/thread/8961-highlander-pick-ban-system

The thread where people are specifically brainstorming for highlander

posted about 11 years ago
#368 How to Get to In-Game Comp Lobbies in TF2 General Discussion
gr8stalinAlso I'd rather not see TF2 become an esport, and I'm pretty sure your average pubber doesn't want to be involved with an esport either. Rather, I'd like it to become a well-liked competitive game like Quake and UT. Don't know why everyone has this gigantic hard-on for the term "esports" since SC2 and LoL but plenty of other games did just fine without labeling themselves as such.

Quake and UT weren't called esports because their heyday was before "esport" was a common term. I think we'd all be happy if we had tournaments as large as quake/ut had whether we end up calling ourselves an esport or not. I don't really think anybody cares about the word itself, it's that it is used to describe games with large competitive scenes.

posted about 11 years ago
#352 How to Get to In-Game Comp Lobbies in TF2 General Discussion
Arx- Our game developers make money from a system we do not promote. They have no financial interest in 'sponsoring' our competitive community when we stick our middle finger up to their money making system by banning unlocks (what they make money from since F2P). Valve are a business. If we can make them money, they might invest in us. They do it for competitive Dota (who make them money). If we can show them a system that makes Valve money, investing in us might be a good idea for them (meaning we get tournaments). How can we make them money? We need to promote what they sell... which is unlocks hats keys etc. Without supporting our developer's income, we will get no future development. A game with no future development, cannot grow. See above. We are lucky the public community do make money which keeps the developers working on TF2, but they certainly aren't focusing their development efforts on the competitive community.

Sure we don't buy weapons, but how much money does valve actually make from regular weapons? Competitive players still use cosmetics, strange weapons, open crates, etc. I feel like valve makes more money from these than just the regular unlocks that you'll get just by playing. Of course, because we're so small, the amount they make from us isn't going to be close to what they make from pubbers, whether we use all the unlocks or not. Even with carnage spending all his money on keys

Also great post, bloodsire

posted about 11 years ago
#347 How to Get to In-Game Comp Lobbies in TF2 General Discussion
Ruwinfrknhave all of the coordination that goes into winning a mid fight cancelled out by one players relatively easy shot(lets be honest, sandman hitbox are huge)? We already have this in a way. You wiped mid? Tough shit, try to headshot/backstab their medic before he ubers into last. Same thing, just actually takes skill to pull off.
you're ignoring the fact the some items need to be rebalanced and i agree with that.

using a different weapon should always be situational. i believe that's what the TF team wants with the game. they don't want you to always use the scattergun because the damage output is the highest. you're only focusing on the strengths and not the weaknesses of the item. with minus fifteen health you can get one shot by a close range rocket. you can die to one sticky. it's a pretty big difference. in addition, you wouldn't run it on every map, or even to every mid and that's the point. it would be good on granary last because it's wide open which means a decent stun time. you wouldn't use it on badlands last because your max stun would only reliably be 1 second. the point is that items are ideally situational and if they're too strong at that, they get rebalanced. i think what we need to do is think differently. worried about a sandman coming to stun your ass? run a pyro, airblast that shit away. ask huey lewis he gives no fucks about running pyro in 6s.

you can already die to one sticky anyways

but you're right, I'm basing this off of how shitty the balancing already is and I shouldn't be

The problem is I don't believe valve will balance enough of the necessary weapons or that they will do it right *from a competitive standpoint*

posted about 11 years ago
#335 How to Get to In-Game Comp Lobbies in TF2 General Discussion
Ruwinimagine a world where losing the mid fight didn't mean losing the round 80% of the time. imagine a world where you don't have uber on granary last and the opposing team is pushing in but your scout hits a SICK sandman stun and you negate that advantage. how much more exciting is that to cast and watch? a lot.

have all of the coordination that goes into winning a mid fight cancelled out by one players relatively easy shot(lets be honest, sandman hitbox are huge)? We already have this in a way. You wiped mid? Tough shit, try to headshot/backstab their medic before he ubers into last. Same thing, just actually takes skill to pull off.

Allowing other classes to give heals, allowing sandman to cancel ubercharges, just sounds like medic is being edged out to me lol

edit oh nvm valve already removed the ability to stun ubered players

posted about 11 years ago
#328 How to Get to In-Game Comp Lobbies in TF2 General Discussion
the301stspartan#323 why

(on stuns) because literally being able to do nothing is bullshit

at least flashes in csgo you can still move (fast enough to not be pointless) and shoot, even though you cant see. you still have a chance.

I feel less strongly about crits and heals, i just think that these would take too much of the medics importance away

posted about 11 years ago
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