meb
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SteamID64 76561197960281075
SteamID3 [U:1:15347]
SteamID32 STEAM_0:1:7673
Country United States
Signed Up July 18, 2012
Last Posted September 21, 2015 at 6:40 PM
Posts 251 (0.1 per day)
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#33 Half-Life speedrunning in Other Games

the craziest parts (imo) for lazy people

http://www.youtube.com/watch?v=NV-AWxqYAgc&feature=youtu.be&t=18m15s

http://www.youtube.com/watch?v=NV-AWxqYAgc&feature=youtu.be&t=24m30s

http://www.youtube.com/watch?v=NV-AWxqYAgc&feature=youtu.be&t=37m30s

"hello dr freeman, the car's all ready for you"

http://www.youtube.com/watch?v=NV-AWxqYAgc&feature=youtu.be&t=41m30s

http://www.youtube.com/watch?v=NV-AWxqYAgc&feature=youtu.be&t=1h17m30s

and the amazing finale

http://www.youtube.com/watch?v=NV-AWxqYAgc&feature=youtu.be&t=1h27m

posted about 11 years ago
#191 age in Off Topic

power level 28 and rising

http://teamfortress.tv/soundboard/dbzgifs/Goku_hairblow.gif

posted about 11 years ago
#22 PC building in Hardware

FYI: the lightboost strobing feature is no longer Nvidia-centric

http://www.monitortests.com/forum/Thread-Strobelight-LightBoost-Utility-for-AMD-ATI-and-NVIDIA

posted about 11 years ago
#17 best universal interp to use? in Q/A Help

actually I just tried to confirm what I wrote a pug server and while they lock down the cl_interp_ratio command they appear to let you change cl_interp to anything

ignore what i wrote

posted about 11 years ago
#15 best universal interp to use? in Q/A Help

edit: wrongo

posted about 11 years ago
#16 invite dbz in Off Topic

http://teamfortress.tv/soundboard/dbzgifs/Krissieo.gif

posted about 11 years ago
#11 IGL Launches 6vs6 in TF2 General Discussion

why does your page never "remember me"

i have to log in everytime

posted about 11 years ago
#61 ESEA in TF2 General Discussion

there are two 6v6 TF2 ladder leagues in the works and a new cevo season just starting up, so people do have choices but the responsibility falls on the shoulders of the community to participate if we want to keep these alternative leagues growing

posted about 11 years ago
#38 cool summer strats in Off Topic

http://www.youtube.com/watch?v=OCf9M5GsDSs

posted about 11 years ago
#84 Interp Toggle Exploit in TF2 General Discussion

ok tbh i dunno why i keep arguing with people about interp so instead i will just say that yes you are right i like you here is a cool post by smaka to unite us all as one

smakersMost of you are severely missing the mark. Interp can be useful if your connection is a complete piece of crap. If your connection is decent, stop screwing with interp, take a breath, slow down, and hit your shots. There is no magical interp setting that's going to make you better at aiming, and even if your interp isn't """"ideal"""", it's not going to make a huge difference.

If you consistently think you have bad hit registration, you fall into one of these categories:
1. You're on a terrible internet connection and interp might -marginally- help you.
2. You're on a terrible server and interp might -marginally- help you.
3. You're missing your shots and lying to yourself.

Most people fall into category 3.
posted about 11 years ago
#83 Interp Toggle Exploit in TF2 General Discussion

idk why you're building up a straw man when we both agree on the same things. your post also doesn't address hit registration itself but how player model positions are smoothly rendered on the client

if your internet sucks use 2/66 or even 3/66 if you want to be an extra 30ms behind the server (enjoy those projectiles)

posted about 11 years ago
#76 Interp Toggle Exploit in TF2 General Discussion

i dunno what it is about interp but misinformation abound lest that magical word ever appear in a thread

hit registration in an online setting is a shitstorm that mainly revolves around your fluctuating ping and packet loss in addition to whether or not the server involved is a piece of shit

this is why LAN is amazing and people with consistent 2-20ms ping times are the privileged aristocrats of lag compensated gaming compared to us low-class 50-100ms peasants

interpolation is such a small piece of the hit registration puzzle that it blows my mind people have categorized different interp settings. the video in the OP shows that interpolation (no matter its length) is always calculated into hit registration the same way by the server, meaning you can leave it constant and experience absolutely no difference in hit registration. the lurch or freezing of the player model when the exploit occurs is due to the significant change (400+ ms of aim time) in client rendering time and actual client time

therefore, locking interp settings while you're in a server is a good solution to this exploit that will not change anything for your hit registration

optimal interp settings FOR EVERY CLASS in online play (assuming your connection isn't shit) are

cl_interp 0
cl_interp_ratio 1

if your connection experiences regular packet loss (or if you're a pussy)

cl_interp 0
cl_interp_ratio 2

go read about it for yourself at https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

posted about 11 years ago
#30 Team Fortress 2 - How to become rich in TF2 fast! in Off Topic

hmmm

- values vanity game items over actually playing games
- is one of the annoying fucks on steam that bothers you until they get something petty they want
- links to ebay site with .bat and "cd-rom" offer
- petty attempts at dialog read like an infomercial
- xD face

my diagnosis: 13 year old

posted about 11 years ago
#34 Interp Toggle Exploit in TF2 General Discussion

kinda funny valve provides ways for server providers to lock down a client's cl_interp_ratio but not the actual cl_interp variable

it's like they meant for cl_interp to become a read-only variable at some point when cl_interp_ratio was added to the engine but forgot for five years

also i'm pretty sure ESEA has always somehow locked cl_interp to 1/66. someone with a match tonight should check to see if that is still the case

posted about 11 years ago
#9 Popular sentry spots while holding last? in Q/A Help

My approach is a bit predictable, but I think the best place to put a sentry is in a position that has full or semi cap point coverage but is still as close as possible to your spawn doors. This allows you to build the turret fast and also allows you to switch to another class quickly if it dies. It's easy and effective.

This should also a position that cannot be spammed from long distances without forcing the enemy team to enter the room. For example, I like this process spot:

http://i.imgur.com/Q8L5M0k.jpg?1

With the jag, it's quick to build, it covers 95% of the last point, it is far away from entrances and hard to spam without first entering the room, and it is easy to abandon and change classes if it is focused down.

Just think of a sentry gun as buying your team enough time to kite an uber or defend itself. The extra second or two the other team spends trying to kill your gun makes it worth it if you don't die and can switch classes quickly.

posted about 11 years ago
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