I feel like the matchmaking changes will come pretty soon, because they only have to work on 1 thing rather than working on 3-4 things. I expect it'll come with smissmas. Jill implied that it was ready, but wasn't worthy enough to be a refresh of the mode. So I expect that there will be some major changes to matchmaking, other than the ELO or placement matches.
Account Details | |
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SteamID64 | 76561197998740468 |
SteamID3 | [U:1:38474740] |
SteamID32 | STEAM_0:0:19237370 |
Country | United States |
Signed Up | September 14, 2015 |
Last Posted | November 22, 2019 at 4:05 PM |
Posts | 208 (0.1 per day) |
Game Settings | |
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In-game Sensitivity | 1 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1920x1080 |
Refresh Rate |
144 |
Hardware Peripherals | |
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Mouse | Logitech G502 |
Keyboard | Logitech G910 |
Mousepad | Roccat Sense Chrome Blue 2mm |
Headphones | Logitech G430 |
Monitor | MSI Optix G27C2 |
decemberCan someone make a new thread to summarise all the changes? I don't want to go through 14 pages to look for it
This summarizes it up pretty well
https://www.reddit.com/r/tf2/comments/7741t3/jungle_inferno_update_what_we_know_so_far/
I know it's /r/tf2 but this is actually a decent post with all the info from the different days.
I wonder what's gonna happen with the newbie mixes. Will we be allowed to mess around with playing the pyro in 6s?
you know I'm gonna put that Freedom Wrapped skin on the rocket launcher
definition of imminent is "about to happen"
valve said "we promise" in the blog post too
it'll probably be either next week or the week after that
It added the legit implementation of the Steam Datagram system into TF2
Here are the words from Valve on what it does:
Instead of communicating directly with the gameserver, your client will select a relay and communicate through that relay. There are a few advantages of this method. First, this will eventually allow us to remove gameservers from the Internet completely, which greatly protects them against all sorts of attacks. Second, if a DoS attack prevents you from communicating with a particular relay, the client will automatically switch to different one within a few seconds. And finally, having different relays to choose from means the system can select the route which actually results in the best connection to the gameserver. For example, this relay protocol has been in use on Dota for about a year now, and the majority of Dota players playing in the US are experiencing a modest ping improvement compared to the route direct to the gameserver that they would have gotten with standard IP routing, because their client is selecting a relay closer to them. This also means that their traffic spends more time on Valve private dedicated links compared to the general Internet.
source: https://www.reddit.com/r/GlobalOffensive/comments/580lxa/steam_datagram_relay_beta/
In CS:GO it also has a cool feature. When you go to "Game Info" when you right click on a friend playing CS:GO, it'll show something like "Competitive Inferno 5-2" rather than showing you the IP address and number of players etc
Maxi-They mention EA a lot in both that article and some videos online.
What do EA have to do with TF2 on the PS3?
EA ported the Orange Box to the PS3
The new voice codec is the default for all servers now.
SetletGeel9I made a comparison
both are quite horrible :D
It sounds better with human voices than with music.
this proves that delfy doesn't do anything but cause bad things for tf2
According to the Google Chrome extension Ghostery, TFTV uses Google Analytics and "sovrn" (formerly known as Lijit Networks)
these are the kind of updates we need more in our lives
TF2 Team- Fixed an issue with The Righteous Bison and Pomson 5000 hit detection where projectiles were being removed when colliding with invisible entities
It's the Pomson 6000, not the 5000.