buttnose farming http://oddshot.tv/shot/teamfortresstv-201605252034791
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Last Posted | August 21, 2023 at 10:11 AM |
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ArieThat's what Overwatch does. The downside is you might get hit by a shot you actually dodged.
that's what most modern games do. the thing is, if shooting is made to favour the dodger (i.e. server judges meat ignoring client-side prediction then the dodger has a little longer to react but the shooter has to lead their shot based on the dodger's lag. if you you compensate for prediction then the dodger has to dodge a little earlier and the shooter can rely more on their crosshair.
my point is the mechanics for dodging are softer since the timing is learnt through practice anyway (natural human/pc lag means you have to learn the timing/predict the shooter in either circumstance) but in the case of the shooter you want the crosshair to be as accurate as possible.
obvs not really related to hitreg but
ArieM4ngoLHow is tf2's hit reg bad?
thing
hitreg takes client-side prediction into account. the general consensus is that netcode should favour the shooter so you shoot exactly where the models appear
when should i use pipes and when should i use stickies???
quintoshBlitzoquintoshtf2 bhop servers run the bhop plugin, so it's 100x easier than css bhop.unskilledthere's a bhop server called rehopped which plays bhop maps, and you can do this as much as you wantif you want to play bhop maps you might as well do it on css since you barely get any speed from bhopping in tf2
css bhop servers also run bhop plugins, but unlike tf2, you don't have to do server-side calculations for speed input and speed output which is the 10% that #9 mentioned, since css actually has bhopping and you just write a plugin that lets you hold down space to jump every tick
said tf2 plugin is also very awful when you're playing with high ping (you notice it a lot and it's very annoying)
also in tf2 there's some weird bug that lets you jump higher than intended, which a lot of people abuse and it's just stupid
same problem in csgo, css has client-side bhop calcs so you dont sink into the ground after every hop
imo it's easier to build up muscle memory to flick your crosshair a certain distance if you do the kind of rubber-banding with your mouse (or at least it feels more natural). the alternative is to try to bring your mouse to a dead stop which it won't do anyway or trying to click when in full-flick which is less reliable
more of a frag vid but i cba making a thread considering the clips aren't that high quality
i remember some past leaks talking about hl3/new valve game being open world. it'd be interesting to see where valve takes this, can't wait for them to actually start releasing games again
I'm sure it's been suggested before but improvements to the game servers would be good
i.e. having soapdm and using standard etf2l cfg class limits (which iirc is leaving the main 4 classes unlimited and offclasses limited) since we're not idiots and it worked fine on tf2pickup. most eu players would probably appreciate a full switch to the etf2l configs and whitelists too (so we can rocket/sticky jump in pregame mainly)
holoferneshe has b4nny's eyes
that's cause he's crying
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what course are you doing? honestly imo the best thing to do is either find some work or a project to work on that's kinda relevant to your subject
this season should be close which is always good