reminded me of https://www.youtube.com/watch?v=FsYFwvv-ReQ
| Account Details | |
|---|---|
| SteamID64 | 76561198011988825 |
| SteamID3 | [U:1:51723097] |
| SteamID32 | STEAM_0:1:25861548 |
| Country | Spain |
| Signed Up | August 12, 2014 |
| Last Posted | May 2, 2026 at 5:54 PM |
| Posts | 1182 (0.3 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | 3.6 |
| Windows Sensitivity | 5 |
| Raw Input | 1 |
DPI |
400 |
Resolution |
1920x1080 |
Refresh Rate |
144 |
| Hardware Peripherals | |
|---|---|
| Mouse | Steelseries Rival 100 |
| Keyboard | |
| Mousepad | Zowie P-RF |
| Headphones | |
| Monitor | Gigabyte G27 144Hz |
CitroMaindTsunami (A10 7700k cpu with the intergrated r7 gpu)this is your problem
considering TF2 came out when the intel core duo was "high end", this shouldn't be an issue.
it boggles my mind that hardware times better than the best that was available at TF2 release isn't able to run it decently nowadays
flatlineprobably a hud issue caused by them adding the create server button to the dropdown menu
give your hud people some time!
edit: actually, omphud doesn't crash. i'm not crashing at all.
Tried removing all of my custom stuff, still crashes
EntropyTFSo far I've verified game cash, cleared out my custom folder and restarted. Ideas?
running tf2 with
-dxlevel 81 -refresh 144 -console -w 1280 -h 720 -novid
and a modified comanglia's config
I was running comanglia too (at dxlevel 95), maybe thats the source of the issue
now my tf2 closes itself when i try to load it up
why does L4D2 at max with hundreds of zombies run much more stable than a TF2 match with 6 players on each team in viaduct?
i drop to 40 fps all the time when MM puts me there
biskuitI guess I'm just waiting for Valve to fix their shit as always.
The TF Team is literally full of retards.
the TF team is full of talented individuals that sometimes try to optimize the horrible framerate they achieved over the years
i think you spend too much time explaining the 5cp control points and cap time
other than that this looks great, love the visual design
fnmWhat was their reasoning for forcing players to use viewmodels? If it's an option in your advanced settings, why isn't it left as an advanced option?
They removed hiding weapons viewmodels and even the viewmodel_fov slider from Adv. Settings for some reason.
Not like they need patch notes for that, right ?
edit: a little too late to say it
Major offender: 2012 to now
We got a match with 11 europeans and 1 american on a Virginia server earlier
how do you get that thing shown on the pic
CapuV The problem is that either they think they know better than him or they straight up don't want to hear it.
For us, it's pretty obvious they're wrong in lots of aspects, but not for them, which is why things like these happen.
Does anyone at Valve even like 6v6? I've seen some employees in HL showmatches, but never in actual 6s.
Eitherway, back on topic, this thread is more about the overly detailed weapon stats than actual weapon balance
Look at Natascha when it was introduced:
http://i.imgur.com/x1A8fD6.png
simple, straight forward stats. it was the gun that slows people down, thats it, and thats totally fine.
compare it to the current version on the right
now its the weapon that: slows people down, but is also slower to spinup, and gives you 20% damage resistance if its spun up BUT only if you are below 50% health
god, that was hard to read.
they are making future balance changes harder, and the weapons in general more complicated to understand and remember for everyone
I really hope in the future Valve does simpler changes instead of adding dozens of new variables to a dozen other weapons.
EoNhow is forcing jigglebones making a 'level playing field'
the only thing i can think of for "level playing field" is ragdolls and gibs will be a distraction and block visoin for everyone now.
also the grass in process second and some other places, that you dont see if you have a FPS config, but thats such a small thing
Maybe what they meant is making the game run like crap for everyone
They just dont have a clear direction! They are changing the game a lot with odd out-of-nowhere balance changes.
But for what purpose? I don't think Valve even knows.
It's like what we call in Spanish a headless chicken. It can run in circles for a while but won't actually get anywhere.
I think this update is good in general because it will introduce a lot of people to competitive, but it's just extremelly hard to guess what their reasoning was for some of the balance changes.