edit: im pretty sure this is intentionally done by touchpad manufacturers because they don't expect customers to game using their touchpads. if you snoop around your registry, you can probably find a key that controls that behavior.
Account Details | |
---|---|
SteamID64 | 76561197992998578 |
SteamID3 | [U:1:32732850] |
SteamID32 | STEAM_0:0:16366425 |
Country | United States |
Signed Up | December 27, 2014 |
Last Posted | July 21, 2022 at 9:34 PM |
Posts | 94 (0 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 1.25 |
Windows Sensitivity | 7 |
Raw Input | |
DPI |
1600 |
Resolution |
1920x1080 |
Refresh Rate |
144hz |
Hardware Peripherals | |
---|---|
Mouse | Logitech G Pro |
Keyboard | Topre Type Heaven |
Mousepad | Steelseries Qck+ |
Headphones | Sennheiser HD600 |
Monitor | Asus VG248QE |
tscCancelling the PUG is admittedly a very direct way to try and reduce PUG wait times, but it seems effective. [...] In addition, waiting for the original player to join or for a substitute to arrive may take several more minutes and ultimately fail, wasting more time for all involved.
faceit is a perfect example why this system doesn't work. probably about half of all of the faceit pugs that i've queued up to have been canceled because one player forgot to show up or took to long. it ends up being dumb and frustrating and makes me never want to queue up to faceit until they get a sub system.
the way to do this is pretty simple: decide on a cutoff that you use to determine if it should be killed. for example, i would recommend that if 3 or more players don't show up within 5 minutes, kill the pug, otherwise just auto sub the other 1 or 2 people that didn't show. waiting a few minutes for a sub is nothing compared to having to readd, wait for another draft to finish, wait for the server to initialize, and wait for players to join the new pug (which itself may not even start for the same reason). no amount of streamlining the drafting/pug starting process will ever be faster/more convenient than just getting subs.
tscIf someone doesn't show up in the end, the game is not as optimal as the draft intended.
this does not matter. if we want to prevent rktman and discord from taking combat class subs in IM pugs then we should fix the root of the problem and let captains ultimately have a choice about which sub to get (even if it's a curated list of subs based on elo or whatever)
Great player and teammate, pick him up if things don't work out for us next season D:
chill, good dm
check out Sennheiser CX 300 II's, they usually hover at around $30/25€ on amazon. i have a pair and they sound amazing for their price. ended up getting a pair of RHA MA750s which are like 4 times the price and i like how the senns sound more. the only annoyances are that the earphone cables are different lengths and the wire is really thin (still durable tho, i abuse the fuck out of mine and they're still going strong after 3 years) but otherwise great buy
im too lazy to rate other ppl's sorry
play mge/dm like 1/4th as much and use the other 3/4ths of that time to play pugs
i dont think i've ever seen someone named thunderduck add to pugchamp. if you do try to add to pugchamp and find it hard to get picked, try playing mixchamp or even freakpugs. you can try joining a pug group too, but I find that just using pug websites generally is easier and less aids. seriously, playing pugs is infinitely more useful with working on gamesense than mge/dm will ever be--even if you have to wait a while to get picked, stay added up and you'll get to play eventually.
try to join an open team next season, ugc is fine for beginners but if you really have a drive to improve, nothing will make you improve more than playing a full season of open with teammates that also want to improve.
also if you want, you can pm me a demo of one of your silver games and I'll do a review. I don't main demo but I have a pretty decent high level understanding of the game so I should be able to give you a bunch of tips and point out what you're doing wrong
i think the answer that makes the most sense is mangler on roamer, original on pocket.
having infinite ammo on flank where there's (usually) less ammo is more useful than you'd think and allows you to sit there and fire nonstop rockets, and sometimes you can get gay flank picks with the charge.
on pocket tho, having the original is really good for spamming/locking down certain chokes precisely (e.g. gully mid->2nd).
also there are definitely certain specific instances where being able to destroy a sentry on pocket is important (youre pushing into last with number ad but no demo and they have a sentry up, for example)
despite all of what i just said 90% of the time it doesn't really matter and i just use whatever launcher i've placebo'd myself into thinking makes me hit more rockets that day
imagine using hacks in mge and still losing constantly
if youre gonna be an mge hacker retard, at least make it hard for other mge lords to beat you (shoutout to forever i lost to that kid probably 100 times before realizing he was hacking)
bknIll pay for laz when i get home.
I LOVE YOU
you weren't very specific about how the timer would work in your op, so let me look at the two possibilities that i can think of:
- there is one time limit per round for all previously-banned weapons.
let's say, for example, for the first 5 minutes of each round all unlocks are unbanned. from my perspective, this would divide the game into two separate metas: play around (or turtle until) the 5 minute mark, while attempting to combat the parachuting soldiers and crit-a-cola scouts, and then playing normally after. if this is what you meant, segregating the game in this way needlessly over-complicates the game and would certainly make it less approachable for newcomers to competitive tf2
- each individual previously-banned weapon has its own timer.
this is slightly less dumb, but still is not a good idea. disregarding how one would even implement this, it's really not much different from just completely unbanning everything. instead of there always being unfun and overpowered weapons, players would spread out the worst weapons' usages throughout the game to take full advantage of them. sure, there would be an added element of strategy in when you choose each weapon and for how long, but imagine how annoying it would be to fight a scout who you assume has a normal loadout when he runs away and comes back a second later with mini-crits and kills you instantly. this kind of inconsistency in video games is what makes them frustrating to play and is something tf2 should strive to avoid
if you meant something else entirely, please tell me. but, assuming you meant one of these two things, there really is no reason to add this. not to mention, there are so many logistical issues here. you said:
MochaSukhamaybe have the replacement for that weapon be stock until that person dies. or have it to where it subs the item with an item in a seperate loadout
but this would still result in a weapon change mid-fight, meaning that you'd have to always be conscious of when your weapon is going to abruptly switch on you. what if you're in the middle of using something like bonk atomic punch when the timer runs out: do you instantly become vulnerable again? what if you're parachuting in the sky when the timer runs out, do you just drop to the ground? why would it make any sense for someone on the tf2 team to program something so complicated in with so many different contingencies when they could be focusing on item balances and performance improvements?