zephyri want this
zephyr becomes an engineer main so he can repeatedly lift his sentry gun.
Account Details | |
---|---|
SteamID64 | 76561197990752262 |
SteamID3 | [U:1:30486534] |
SteamID32 | STEAM_0:0:15243267 |
Country | Estonia |
Signed Up | July 23, 2012 |
Last Posted | June 4, 2015 at 4:52 PM |
Posts | 715 (0.2 per day) |
Game Settings | |
---|---|
In-game Sensitivity | literally 0.69 |
Windows Sensitivity | RAW INPUT BABY |
Raw Input | 1 |
DPI |
3600 I think |
Resolution |
1920x1080 |
Refresh Rate |
120 |
Hardware Peripherals | |
---|---|
Mouse | DeathAdder Black |
Keyboard | Corsair |
Mousepad | Razer Big Boy |
Headphones | AT M50 |
Monitor | Acer GD235HZ |
zephyri want this
zephyr becomes an engineer main so he can repeatedly lift his sentry gun.
2cc. stop changing your name
tehoreoz??
I don't know if this is on purpose or just from how the logins work, but currently, every time I visit the site from a new computer (home, work, laptop), I have to sign in there and it signs me out everywhere else, even when I'm still signed in on the steam website.
Shwanlooks like you can choose to give razor your email and other personal information in exchange for a free server and bloated software / overlay.
Does Razer have a history of mass identity theft? I think I'm missing something.
"Server-based infrastructure prevents exposure of personal IP address" l8r bape
But yeah that overlay looks like butts, takes up a huge amount of space. Wonder if the quality is any good though.
renxzensmakersi have multiple pairs of these
100 g400s, 100 gunnars, etc
Is there anything this man can't do?
Blackfoger pays in hardware.
Major elements to consider, point by point:
Middle:
• Multiple routes and rollouts.
• Two sources for height advantage, one small, one much larger (badlands trains vs. bridge itself, granary elevated middle area vs. crates, etc.)
• Make the capture area far enough from entrances that people have to commit to capturing, instead of just edging in and out (like on granary 2nd).
Second:
• The second point of a map is usually the most unique, but still should factor in some general elements. Obviously, there should be a main route from mid to second to last, but also alternate ones.
• One primary way to get in, and one or two flanking routes should be sufficient, but don't overdo it with entrances. The better maps only have 2-3 ways into second (badlands 2, granary 3, process 3[.5])
• This point should favor the team that has more people committed to the fight. That is, reinforcements should have a smaller impact than on middle, but should probably lean towards the defenders slightly (think of how spire is easier to get to for the defenders, same with process' point; lots of ground for attackers to cover, but once they're in, they have just as much positional advantage)
Last:
• Make it punishing to get on the point, but the point should cap quickly. Just about every good competitive map, with the exception of granary, makes you really commit to the point once you're on it. A lot of them wall you in (badlands, snakewater, gullywash), and they all make it difficult to leave the area once you're that far in.
• Multiple entrances, but none of them should be too much better than another. Larger entrances should be further away from the point or have a poor position otherwise (give up height advantage, etc.) to make it harder to swarm through there.
• Defenders should be able to get to the point relatively quickly from spawn, but at the same time, resupply cabinets should be further back in spawn areas to prevent easy turtling.
• Make it difficult to push out of the last point, but doable. A good last point has a lot of routes for people to get behind and make something happen, but should still be hold-able for the defending team.
General considerations:
• Chokepoints should be scarce, but still existent. Don't make them too big (like coldfront's tunnel on second/last).
• Be sure to consider the main 4 classes heavily (scout, soldier, demo, medic), but don't forget things like sniper sightlines. Scouts should have some terrain to abuse via double jumps, but soldiers should be able to counter most of it. Some places should only be easily accessible by precise jumps, like badlands' dropdown (or granary's for ridiculousness).
• Spawn and cap times should be tweaked a bit to account for distances, don't leave these as defaults.
These are things I've tried to pick up from currently successful maps and work into ideas for new ones, I'm sure some people may have different opinions and a lot of these are obvious, but I think it's a pretty good checklist.
hookyIn addition, it would be best to make an in-browser VoIP program of some sort. This is what EA did with Battlefield (while it is EA, it makes sense for our purposes). This would (hopefully) allow for the benefits of Mumble without the hassle of having new players set it up, at most you'd need a plugin.
At this point, in-game voice chat makes more sense. It's really not that bad for newer players to use.
I'm actually curious as to how this happens (it happens to me sometimes); I'd imagine it would be due to a frame being skipped or something along those lines.
The way games keep the mouse centered is literally just, every frame, they move the mouse back to the middle of the screen and then use the distance it moved to calculate how much you turn (hence why in-game mouse acceleration is affected by framerates).
However, it should be capturing all click events while it's in focus, so I'm not sure why you can click on the desktop. Does anybody know more about this?
doomsdayblackHey synchro. There is a "Create Team" section on the sidebars of the website. I asked a couple of friends on Steam and they were down for it and I soon picked up a few more who were willing. You just had to give your team name, steam profile, steam group, and a couple of other things. Then, you would have to wait for email confirmation, which I unfortunately did not receive.
That would be an automated system then, as far as I know there's no "selection" process to let teams in or not. I would check your spam folder, or contact a UGC admin by posting on the forums.
However, I believe the current season is still underway (highlander is, anyway), so you'd have to wait for it to end before you and your team could play. Just keep your skills sharp by playing PUGs and, more importantly (if you can), scrimming with your team.
Aren't there like 50 of these "being made" right now?
Also, IRC sucks for this type of thing. It's pretty limited in functionality and isn't very enjoyable to use. Just because it's easy to type commands doesn't mean it's the best way; I will never understand the people who think it's the best thing in the world. It's these people who say "IRC isn't hard, why should we change" that are restricting new players from entering the scene. It's kind of silly to want new players to join the game, but then basically call them dumb when they don't want to use a chatroom as their primary interface for playing.
Lange's solution is a decent compromise, though.
I'm not sure how UGC works nowadays, but I'm fairly certain you don't have to "apply" for anything; what exactly do you mean you put a team out on UGC?