SetletI feel like the china nerf wasnt enough ;_;
maybe not, I'd rather have a slow nerf over a few versions if necessary rather than taking a baseball bat straight to the snipers knees though, we'll see
Account Details | |
---|---|
SteamID64 | 76561198001243486 |
SteamID3 | [U:1:40977758] |
SteamID32 | STEAM_0:0:20488879 |
Country | United Kingdom |
Signed Up | October 26, 2012 |
Last Posted | April 10, 2024 at 5:04 PM |
Posts | 85 (0 per day) |
Game Settings | |
---|---|
In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | |
DPI |
|
Resolution |
|
Refresh Rate |
Hardware Peripherals | |
---|---|
Mouse | |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
SetletI feel like the china nerf wasnt enough ;_;
maybe not, I'd rather have a slow nerf over a few versions if necessary rather than taking a baseball bat straight to the snipers knees though, we'll see
thanks for the feedback.
unlikely to push out a new version just for these fixes after a day of release, but maybe it'll get fixed later in the future when we (inevitably) have a bigger list of things to fix
GoobledegakI think the bridge is just raised and the sniper sightlines are a lot better. Overall good changes.
they're the main balance changes yeah, otherwise there's a metric fuckton of bugfixes
I'll post up a shit changelog now, but it'll be missing a bunch of stuff probably
- china shortened to affect sniper sightlines
- rock slightly reshaped to affect sniper sightlines
- a lot of texture bugs/errors, and tiny cracks in the map fixed
- problems with surfing the stairs on concrete are fixed
- lots of splash bugs fixed (evened out ground, all stairs have blockbullet layers, tracks near spawn removed etc)
- some railings that didn't really provide anything were removed to nerf some annoying minisentry spots
- bridge is higher on mid
- 'hitbox' of the rock and fence should be better
- the rocks above cliff can no longer be built on
- some overhanging parts of roofs have been clipped for jumping/getting juggled
- fixed getting stuck on some stuff when sliding against walls (ie: the windows on house)
but yeah, we weren't really intending on making drastic changes cause it's already a really solid map and there's no point changing things for the sake of variety, just tweaked balance a bit
if anyone feels like taking pics for me to put in the OP for some of the balance changes listed that'd be swell
Spannzercrossing my fingers that the bridge thing above mid is placed higher/removed
yep
http://forums.tf2maps.net/downloads.php?do=file&id=5958
I'll edit in a changelog, but we've had this compiled for like 2 days already so it makes no sense putting it off further :D
changelog (probably missing a bunch of stuff)
- china shortened to affect sniper sightlines
- rock slightly reshaped to affect sniper sightlines
- a lot of texture bugs/errors, and tiny cracks in the map fixed
- problems with surfing the stairs on concrete are fixed
- lots of splash bugs fixed (evened out ground, all stairs have blockbullet layers, tracks near spawn removed etc)
- some railings that didn't really provide anything were removed to nerf some annoying minisentry spots
- bridge is higher on mid
- 'hitbox' of the rock and fence should be better
- the rocks above cliff can no longer be built on
- some overhanging parts of roofs have been clipped for jumping/getting juggled
- moved the small ammo packs on concrete slightly into less dangerous positions
- wood panels on mid have been made larger to block sightlines
- projectiles can no longer be shot over the houses connecting the spawn to mid
some pics, sorry for the terrible quality
shortened china, removed railings
http://puu.sh/dQibf/5ad0694d60.jpg
heightened bridge, sightline differences from shortened china + rock shape (this is standing on the very edge of china)
http://puu.sh/dP9IP/98b56f6000.jpg
(compared to pro_rc4 http://puu.sh/dPa3N/6ce879be97.jpg - crappy gif to compare the 2 http://i.imgur.com/dDnu49t.gif)
if you do more than one of these events it'd be cool to see one with only what are considered 'good/broken' unlocks allowed.
There's a lot of shite and I think the temptation to pick it may be too much
f_blueSome time ago there was a pastebin with possible viaduct changes, most of them were really good. Bulletblocking all stairs would be really important to me.
Also check out Benroads' post again: http://teamfortress.tv/thread/9945/koth-pro-viaduct-rc4/?page=1#29
the pastebin was probably mine
me and fubar have worked together (well, fubar doing all of the real work) for a long time so he's seen it, but I'll post it over here for others to look at
http://etf2l.org/forum/maps/topic-30481/
the pastebin is in the OP, there's a few other things suggested by others that we agreed to so I'll post the entire thread
MorgusbubblebobblerIt still denies uber and dead ringer without much of a downsideMorgusValve: Hey how about a weapon that goes through players and denies uber and dead ringer?
Comp: Nope
the pomson hasn't penetrated players for over 2 years and I think you citing this example is indicative of a lot (not all) of the attitudes towards banned weapons in general
that isn't relevant to my point though, my point is that a LOT of comp players still hold these (incorrect) images of how broken a weapon is, because they play with them when they first come out, they get banned from HL/6v6 instantly, and then any rebalance is only played by the few who actually try many different weapons in pubs/read patchnotes entirely (which in itself is flawed when valve add so many undocumented changes).
MorgusValve: Hey how about a weapon that goes through players and denies uber and dead ringer?
Comp: Nope
the pomson hasn't penetrated players for over 2 years and I think you citing this example is indicative of a lot (not all) of the attitudes towards banned weapons in general
for those who're playing the map and then going into lobbies/scrims/whatever
the new map seemingly fucks up shooting animations too sometimes - I don't know if it's for everyone, but for me and a few others that I've asked, hitscan weapons will shoot twice on client-side whenever you shoot. This'll persist once you change map. To fix, just restart your game. I'll make a video eventually to show what I mean
EDIT:
https://www.youtube.com/watch?v=OfiAeEgv3W0
doesn't seem to be tied to just loading up the map, so maybe it's a spell or the bumper cars or something
smobobubblebobblerturns out they buffed gunslinger toowhy are all the actually important changes not listed?
if you're repositioning a building usually, you move at 270 units (default is 300 units) - when moving minisentries you move at the full 300 now...
who cares about silly things like balance when there's new hats
turns out they buffed gunslinger too
if you're repositioning a building usually, you move at 270 units (default is 300 units) - when moving minisentries you move at the full 300 now...
Assuming Nvidia. This is how you actually add custom resolutions, the way you described your issue makes it sound like it isn't this but it's worth checking anyways
right click the desktop
http://puu.sh/bnRbx/0df468b62e.png
click nvidia control panel
click change resolution on the left bar thing here
http://puu.sh/bnRdc/6fe4a75931.png
click customize here
http://puu.sh/bnRgv/7c8222e789.png
click 'create custom resolution'
http://puu.sh/bnRh8/ff44179a94.png
make your settings whatever you want them and whatever isn't out of your monitor's display range
http://puu.sh/bnRjh/e37db182a8.png
If it's an issue beyond that as you described in your OP, I used to have this issue. My (shitty) solution was to downgrade to 182.50 nvidia drivers (the last drivers before some 3d-related stuff was added iirc, could be totally wrong though). I didn't have to do this for over a year now though, currently on 340.52
Another possibility - when I play a game in fullscreen that changes my resolution it sets my refresh rate back to 85Hz every time
any chance of graphs with a higher entry requirement than 1 game in a month? I'm not sure of what benchmark to set, but it'd be cool to see how many 'regular' players there are