treetoon
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SteamID64 76561197987691103
SteamID3 [U:1:27425375]
SteamID32 STEAM_0:1:13712687
Country Sweden
Signed Up May 23, 2014
Last Posted April 30, 2020 at 3:35 PM
Posts 85 (0 per day)
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#302 No Hats Mod in Customization

I've always thought hats were really annoying, but I realized that actually I don't mind the ones that fit the TF2 universe which is set in the 60's during the nuclear age and cold war. It's a dark comedy sharing extreme similarities to the film Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb. Soldier's stash is a great example of an acceptable hat whereas pirate related hats and cosmetics like the Fairy Wings for heavy is I think when people had enough.

90% of the cosmetics are garbage, but some are actually alright; medals for example. I realize this is purely for FPS but it'd be interesting to see a version that catered to the original style of the game.

posted about 8 years ago
#42 What is the hardest e-sport in Off Topic

quake cpma

posted about 8 years ago
#379 Comanglia's Config / FPS Guide in Customization

which dx 9 version should we be using?

posted about 8 years ago
#39 What should be the maximum FOV? in TF2 General Discussion

it is not clear to me that having a higher fov = advantage. Anyone who have tried 150+ will realize that on a 16:9 monitor this is actually a disadvantage. On top of that, having a higher fov means that your field of view close to the middle gets compressed, which makes it more difficult to distinguish enemies or other objects at distance.

The initial FOV that players want will be dependent on your monitor ratio, the distance you're viewing the screen at and preference. Remember guys, we see 180~ in real life, so naturally sitting close to the screen you'd like to replicate that to a certain extent.

Since you can already brute-force a higher fov with aspect ratio it really doesn't make much sense to use 90 as the cap.

posted about 8 years ago
#41 BOOST FPS WITH THIS ONE SIMPLE TRICK in TF2 General Discussion

i5 760, gtx470 1920x917

dx 8.1 comanglia's config
2639 frames 21.553 seconds 122.44 fps ( 8.17 ms/f) 12.265 fps variability
2639 frames 20.536 seconds 128.51 fps ( 7.78 ms/f) 9.999 fps variability
2639 frames 20.364 seconds 129.59 fps ( 7.72 ms/f) 9.974 fps variability
2639 frames 20.656 seconds 127.76 fps ( 7.83 ms/f) 10.051 fps variability
2639 frames 20.416 seconds 129.26 fps ( 7.74 ms/f) 9.681 fps variability

-default dx9.0 valve
2639 frames 37.172 seconds 70.99 fps (14.09 ms/f) 5.633 fps variability
2639 frames 35.754 seconds 73.81 fps (13.55 ms/f) 4.711 fps variability
2639 frames 35.566 seconds 74.20 fps (13.48 ms/f) 4.668 fps variability
2639 frames 35.836 seconds 73.64 fps (13.58 ms/f) 4.547 fps variability
2639 frames 35.899 seconds 73.51 fps (13.60 ms/f) 4.751 fps variability

altho ragdolls and other stuff is obviously having an impact on the default

posted about 8 years ago
#183 TF2 update for 12/2/15 in TF2 General Discussion

Did some calculations yesterday to see how much damage you would have to deal as a gunboats soldier against a targe, boots and eyelander with maxed heads that is being healed by a medic. The demo's HP is going to be (150+25+15*4) 235*1.5 which is the overheal, a total of: 352.5 minus valves roundoff to 350.

Now lets add the explosive resistance to the HP: (maxHP/resistance) 350/0.6 = 583.33~
With the 3 hour nerf: 500HP

We also have to count the baseheal/sec which is 24, so depending on how many seconds it takes the more HP the demo gets. The fastest way to kill the demo turns out to be to shoot 4 rockets, then hold and shoot one, reload one, and so on..

This takes about 14~ sec. So the heal amount should be 14*24 = 336hp. But here's what's interesting, because that the heal rate is relative to the shield one has to apply the resistance to the heal rate. 24/0.6 = 40hp/sec

So instead we get 14*40 = 560hp

(actual healrate relatively + actual MAXHP = damage that has to be dealt) = 560+583 = 1143hp

This means it takes 11 perfectly placed rockets close range (112dmg) on a demo that's running almost as fast as a scout. On the contrary it takes 6 rockets to kill a constantly overhealed heavy that is practically standing still.

If you do a quick calculation with the quickfix +40% healrate buff you get: (24*1.4) / 0.6 = 56hp/sec. A rocket can be fired every 1.12~s, 1.12*56=62.72. So every time a rocket can be fired the medic has healed 63~hp, which means if you deal less than 63 (not the in-game rocket hitnumber) you are unable to kill the demo. Assuming the demo can survive the first 4 rockets.

Even tho a gunboats soldier would actually kill himself before killing the demo if he stands close enough to deal the max dmg 112/rocket, it ends up taking 21s~ and 15 rockets to kill the demo off. In a real situation you obviously wouldn't deal this much dmg and most likely run out of rockets.

quickfix example: https://www.youtube.com/watch?v=TFOFWH6m3GQ

That 0.7 nerf seemed more reasonable..

posted about 8 years ago
#41 TF2 Update for 2015/12/04 in TF2 General Discussion

they just revoked the charge nerf :d

"dmg taken from fire reduced"
{
"attribute_class" "mult_dmgtaken_from_fire"
- "value" "0.7"
+ "value" "0.5"
}
"dmg taken from blast reduced"
{
"attribute_class" "mult_dmgtaken_from_explosions"
- "value" "0.7"
+ "value" "0.6"
}

posted about 8 years ago
#217 No Hats Mod in Customization

I wonder if there is any way of getting rid of taunts as well, I find all these dances annoying and the hitbox placement always throws me off :<
I'd rather have them just floating around to always follow the current hitbox.

posted about 9 years ago
#147 TF2 Feature Requests and Bug Fixes in TF2 General Discussion
Frost_Bitem4kehttps://www.youtube.com/watch?v=Asahh_Fen4MYeah, that's how projectiles work in source.
This isn't a problem.

The projectiles are not necessarily the fundamental problem, nor are the hitboxes. It's the lack of predictability and skill ceiling on certain weapons, which then needed a compensation, i.e a larger projectile and hitbox. This is not balance.

I reckon this thread are for actual bugs and features; this is just a balance issue, however.

posted about 9 years ago
#41 the legend of darn in Videos

Really appreciate all the feedback, wasn't expecting this at all :)
I went ahead and fixed some minor things and added some new footage, slightly different ending etc. If anyone is still interessted you can head over here for the re-release: https://www.youtube.com/watch?v=rkREHOewda8

posted about 10 years ago
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