trees require space, there is no such thing as space in apartments
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SteamID64 | 76561198001638966 |
SteamID3 | [U:1:41373238] |
SteamID32 | STEAM_0:0:20686619 |
Country | Canada |
Signed Up | September 22, 2012 |
Last Posted | July 26, 2019 at 2:00 PM |
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the extremes of what makes a good medic, what makes a good demo and what makes a good scout are so wildly different than almost any other game out there, though. even in a game like LoL, the core fundamentals of the game still transfers between roles, in TF2 the fundamentals are very much stuck to per-class
like, I'd say it's stronger than different characters within fighting games, and in USF4 they have a separate ranking system for per-character
RainofLightIM and open players in beta next week HYPE?
b4nny mentioned that he can give 20 passes to anyone he wants, which is how a lot of ppl are currently in. dunno if that applies similarly to anyone who gets those passes, though
motion blur is forced on right now, according to clockwork
whyyy
valve never said that they weren't porting tf2 to s2, they said that it wouldn't happen anytime soon when discussing matchmaking earlier this year
TF2 is still valve's weird little permanent work-in-progress, they've always made that clear, and I doubt they're going to add such a huge mode like matchmaking just to ditch it and make TF3 instead
nickleHas he said anything about custom HUD's?
basically so long as there's no advantage to be gained from them, valve doesn't give a shit
it could be a genuine compromise if they make the transparency so customizable that you can get it to like 10% opacity, and it basically becomes r_drawviewmodel 0 visually
SnowWhen they see a phlog pyro, they always go head forward, never higher ground or anything that might take a bit of game sense.
They whine,moan and bitch when being spawned camped with it yet they ALWAYS WALK OUTSIDE RIGHT AFTER SPAWNING
no, it's even worse than that, because your comment at least assumes they're just ignorant and thus not self-aware of this.
when you explain to a redditor that you shouldn't be doing something that dumb, they will tell you that it's bad design if they're not allowed to have absolutely no game sense whatsoever
How can a weapon be considered balanced if the only viable strategy for surviving it is RUNNING AWAY?
You know a weapon is balanced when your entire damn team has to give up their position when one of those fuckers pops his head out in the open.
Yeah great strategy to counter a weapon! Good weapon balance when the counter is to run away.
these are all real comments taken at random, all upvoted. they not only know that they always run forward and throw their bodies out with no strategy, they think that's how you're supposed to play
sombrezyou can make ur skins have festive lights on them
rip normal festives 2015
can this be stacked with unusuals
I hope it can. it would look utterly fucking miserable, yes, but also a skinned sniper rifle with plasma and lights all over it would be hilarious
the POV itself is a heavy with a skin, and it's on one of the significantly less-optimized of the new maps
unless you can somehow get a whole bunch of rich tf2 players into a single server, it'd be difficult to get a good benchmark keeping in mind every single way the game can stutter
this thread sure is kinda depressing
https://www.youtube.com/watch?v=Br3vI2nVLVQ
this is the one video I always show to ppl when talking about good edits. nothing but really basic fades and repeats on pretty cruddy-quality footage, but everything is timed so smoothly that it works incredibly well (it's also really short, so it's good to throw out as a point)
smash combo videos in general are really good if you want to learn good montage/frag video making. there's very little you can do w/ pre-SSB4 footage compared to a high-FPS-1080p clip on TF2, so good combo videos are built off of good timing above everything else
as my personal fav, tho:
OTOH, I feel as if weapons have been banned because of its balancing issues on viaduct before
sydney sleeper, I believe? at least, viaduct with the sleeper was a major mixture that led to its ban
so if you can aim really well does that mean you're sightwhoring
//-DXLEVEL TEST
//90
39.687 seconds 122.03 fps ( 8.19 ms/f) 17.002 fps variability
39.694 seconds 122.01 fps ( 8.20 ms/f) 16.706 fps variability
39.702 seconds 121.98 fps ( 8.20 ms/f) 16.517 fps variability
39.755 seconds 121.82 fps ( 8.21 ms/f) 16.446 fps variability
39.658 seconds 122.12 fps ( 8.19 ms/f) 16.480 fps variability
//AVG:
39.699 seconds 121.99 fps ( 8.20 ms/f) 16.630 fps variability
//91
40.662 seconds 119.10 fps ( 8.40 ms/f) 17.092 fps variability
41.280 seconds 117.32 fps ( 8.52 ms/f) 16.961 fps variability
40.858 seconds 118.53 fps ( 8.44 ms/f) 17.022 fps variability
40.684 seconds 119.04 fps ( 8.40 ms/f) 16.688 fps variability
40.939 seconds 118.30 fps ( 8.45 ms/f) 16.957 fps variability
//AVG:
40.885 seconds 118.46 fps ( 8.44 ms/f) 16.944 fps variability
//95
39.905 seconds 121.36 fps ( 8.24 ms/f) 17.045 fps variability
39.659 seconds 122.12 fps ( 8.19 ms/f) 16.496 fps variability
39.784 seconds 121.73 fps ( 8.21 ms/f) 16.490 fps variability
40.051 seconds 120.92 fps ( 8.27 ms/f) 16.696 fps variability
39.864 seconds 121.49 fps ( 8.23 ms/f) 16.554 fps variability
//AVG:
39.853 seconds 121.52 fps ( 8.23 ms/f) 16.656 fps variability
//98
//it crashed on trying to get the fourth demo the first time?
//demos were consistent after another start, but still, that was weird.
40.535 seconds 119.48 fps ( 8.37 ms/f) 16.828 fps variability
40.980 seconds 118.18 fps ( 8.46 ms/f) 17.149 fps variability
40.520 seconds 119.52 fps ( 8.37 ms/f) 16.760 fps variability
41.356 seconds 117.10 fps ( 8.54 ms/f) 16.643 fps variability
40.163 seconds 120.58 fps ( 8.29 ms/f) 16.312 fps variability
//AVG:
40.711 seconds 118.97 fps ( 8.41 ms/f) 16.738 fps variability
//91 re-test, because it seemed inconsistent w/ the other benches
40.112 seconds 120.74 fps ( 8.28 ms/f) 16.652 fps variability
40.053 seconds 120.92 fps ( 8.27 ms/f) 16.645 fps variability
40.304 seconds 120.16 fps ( 8.32 ms/f) 16.349 fps variability
40.089 seconds 120.81 fps ( 8.28 ms/f) 16.219 fps variability
41.101 seconds 117.83 fps ( 8.49 ms/f) 16.959 fps variability
40.857 seconds 118.54 fps ( 8.44 ms/f) 16.629 fps variability
40.368 seconds 119.97 fps ( 8.34 ms/f) 16.292 fps variability
//AVG:
40.412 seconds 119.85 fps ( 8.35 ms/f) 16.535 fps variability
dxlevel 9X differences still look fairly minimal, and while I guess you could say 90 is the best it's also just as likely that the drops and raises came from other factors, since the gap from highest to lowest is only like 4-5 frames