STOGEdone, i hope you're trolling rhettro
if you have a wide aspect ratio in fullscreen, up until a certain point you are getting more horizontal FOV, so it does make some sense
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STOGEdone, i hope you're trolling rhettro
if you have a wide aspect ratio in fullscreen, up until a certain point you are getting more horizontal FOV, so it does make some sense
I kinda get the aesthetic feeling of a colorful diorama, like add some miniature blur and it'd feel like you're looking at a tabletop re-enactment. I like it
the game literally gives you aimbots to use at will on a huge chunk of the cast
meaning, if you use an external cheating program, you're so lazy that you want the game to aim for you, but you're also so insecure that you still want everyone to think that you have a lot of skill when aiming. that is the saddest type of human being on the planet
EricTaimou (allegedly) cheating in Overwatch is also being discussed here:
http://www.teamfortress.tv/33350/are-top-overwatch-players-just-retired-tf2-ones
looking through those YT videos, I saw this article:
https://medium.com/@yangcliu/analysis-of-envyus-taimou-v-reddit-pt-2-3799335aa304#.yjtpthjat
I know jack shit about cheats, but I know a good number of people around here do. how much of this article is correct?
this is why you should get ~3-5 benchmarks of one setup and average out, FYI. don't make definitive claims off of results that could've just been the side effect of something running in the background for one benchmark
Vegan_MeatA good place to start would be to review finals and some small amount of plat matches selected at random during the season, similar to real sports' random drug tests.
"real sports" have lots of money and resources to work with. shit, many of those real sports won't do it on the basis that it costs money, bellator is the sleaziest of the sleazy for this type of thing, and keep in mind that's an example of a for-profit company.
what makes you think a community-run non-profit league could justify it?
-protohe added me after i beat him in mge one day
enjoy. http://pastebin.com/QM8WEybS
goodaim: enjoy being ugly
goodaim: poor
goodaim: bad at tf2
goodaim: and annoying
the four deadly sins
people are confusing "MM is a thing" for "TF2 is now the most serious of games and it needs to be considered as such", forgetting that this is still a game where you can shove your head into a giant banana mask and conga dance around
there's a huge difference between "this game could competitively be on the same level as CSGO in terms of respect" and "this game about goofy cartoon characters blowing each other up now has to aesthetically be treated exactly like CSGO, a far more realistic game about terrorism". so long as the absurd goofiness and the game design beauty don't actively hurt each other, this is pretty much exactly what you want when trying to carve a niche into competitive gaming
also, it's a team that's guaranteed to stick to the top no matter what vs. a team that's given nothing but time to waste since winning or losing means nothing, idk what else you'd expect
granted, csgo is the easiest FPS on the planet to understand. people shoot at each other, you aim better to kill faster, either everyone on one team dies or terrorist side sets up a bomb which CTs have to disarm
TF2 has a lot of stuff going on at any moment in time, which is made worse the more numbers are involved in an interaction (HL casting is especially awful with this, casters literally can't even comment on any individual kill lest they ignore three more in a row)
89zombiezI still remember when Robin called 6v6 stale.
looking back on that in hindsight, that was incredibly messy. I feel like robin was trying to speak in a sense of "we could try and test these eventually" in the same way the TF team is known to test weapons they know will be absolute dogshit just to be able to look back on it, but when you tell a competitive community "hey your metagame is boring, try weapon bans" with little other context to what people went to them for (which was basically an early form of MM, if I'm recalling sal's videos correctly) that's not ending well
I'm confused at the idea that TF2 isn't as popular as melee, partly through how ppl are underrating TF2's success (probably the biggest F2P first person shooter in the world, how doesn't that have a chance?), but also forgetting that melee for the longest time had like an anti-nostalgia, where most of the casual audience despised it because comp players liked it
TF2 definitely has something like that, but even in /r/tf2 you're seeing people smarten up now that valve's kind of validated 6v6 as a concept. compare and contrast, not only did melee have to win a massive charity drive (where, in an alternate universe, we're all talking about how skullgirls is the greatest grassroots indie game of all time), but as people were flying to the biggest event the game had ever seen, nintendo tried a C&D takedown for the entire stream, only rescinding it on the basis that far too many people were pissed the fuck off. the two are very different beasts, and in TF2's case I'd say this is a good thing
if valve wants things to be even more visually simplified for spectators, just give casters more stuff to work with that they can heavily customize. it's clear that TF2 casters are pretty fucking amazing when it comes to getting as much as possible out of little things
ripping shit straight offa /r/tf2, here's all the cosmetic stuff:
https://i.imgur.com/DuEvcnm.jpg
http://i.imgur.com/YHKR3v3.png
(complete your ma3la lookalike class today)https://dl.dropboxusercontent.com/u/900111/BeepBoyImprovements.jpg
are you using wi-fi? these issues with bandwith triple down once you're dealing with a wireless connection
this is a pretty useless argument. viewmodels are used to determine distance with things like melee weapons, if the concept of realism mattered as much as ppl are implying then we shouldn't be having invisible feet, and we definitely shouldn't be able to turn off viewmodels like we currently can
the actual reason is that, past 90, they're obnoxious and ugly, and by that point you should just turn the damn thing off
also, the easiest way to get close to HUD crosshair functionality in-game should just be a command that allows you to use a custom .svg file, and have it automatically center for you, something like
cl_crosshair_custom 1
cl_crosshair_customfile "penis.svg"
cl_crosshair_customsize 20
because TF2's crosshairs are highly unlike CSGO's, since TF2's most viable weapon spreads vary heavily from weapon to weapon, so CSGO crosshairs wouldn't really work very well
b/c I'm a big doofus and didn't see this post before:
thinking about a recent update that let you choose a different hitsound for when you killed someone, there's a lot of small things in TF2 that make the game more accessible as a whole, with little to no downsides. I'd like to see what other neat little changes you could do. stuff that doesn't really modify the game heavily, just makes life easier for everyone involved.
-notifications somewhere on the screen that tell you when someone respawns, so you don't have to switch to scoreboard constantly to check when the enemy medic respawns and whatnot
-a hotkey to switch between the three resistances in vaccinator without cycling; like, you hold down +attack3, and press A, S or D for each of them
-a pre-game that lasts like five seconds in spawn before going to mid, so you don't have to care about spawn positions and can just hang out next to the door before the round begins