if it's the reflected detonator flare, how come it exploded? are you still in control of flares that got reflected? or maybe it was detonated the same frame it was reflected? either way, the high damage does not surprise me too much, self-damage calculation is busted on reflected projectiles
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Last Posted | November 13, 2024 at 6:16 AM |
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Mongme: careful consideration of the global role of ETF2L and its effects on perma banning people
you: waaaah cheaters cant play offis
Bravo reddit
people are telling you it's a dog shit compromise in which legitimate players lose for no reason (it is)
#3 #6 This is part of the game.
#4 #7 #8 #9 I don't care
I wasn't expecting mostly feature requests for tf2-comp-fixes, but that's fine too. You might want to check issue tracker.
scrambledHitscan blocked by friendly players
I've got a note for this on the tf2-comp-fixes issue tracker, however it felt low priority to implement compared to projectiles hitting friendlies: you have more chances to prevent that from happening on scout. I remember that you play a bunch of heavy, in which case I can totally see the issue being harder to deal with. I don't have a lot of time to dedicate to new tf2-comp-fixes features, but I'll keep it in mind for next time.
JackyLegs[..] weird fucky shit with the overtime [..]
That's good to know, I'll make a note of it.
wishCapping the point during the midfight on KOTH shouldn't delay spawns, but sometimes it does
Do you have an example video/demo of that happening? I'll make a note of it as well.
When players run into annoyances, they don't always bring it up in the proper communication channels, and contributors may only pay attention to their own dedicated communication channels, leading to these small issues never being fixed. I don't intend to blame either parties, I imagine that both players and contributors prefer these annoyances be squashed.
Let's try something, you bring up the annoyances you come across while playing, and I'll try finding out what the reason for it, and bring it up to the respective projects owners.
I've started today:
The SOAPDM spawns on cp_gullywash_f5/f6 would often break on serveme.tf (This is the annoyance, this is what you report), however JaguarKing had provided new configurations to the SOAPDM project about a month ago, it turns out that only some of the serveme.tf installations had an outdated version of SOAPDM. That should be fixed now.
millieMannnn ppl get so mad when you do stuff that isn't the same exact stuff people have been doing for years, huh?
ultiduo players have been doing this forever. you are not cool.
bawnerif i am reading this correctly, it's just picking up a medigun to cancel your current uber and save some % like this?
This was removed in the current season in europe.
it is, and tf2-comp-fixes addresses this with the following feature:
When enabled with sm_empty_active_ubercharges_when_dropped 1, mediguns that are dropped while the ubercharge is active will be emptied.
This prevents the trick of swapping mediguns while ubercharged to conserve some of the charge.
the argument is that activating an ubercharge is a transaction that implies the complete consumption of the ubercharge, whether it's used efficiently or not.
with that plugin, the aspect of the dead ringer doesn't matter much.
the theory crafting about demoman stickies seems very silly to me.
VERY Excited about this! Cu@!!!
Not to my knowledge, no
Your loadouts are stored in the Steam servers, and those can't be fooled.
When you change them, I think your game is only talking to the Steam servers which in turn signal to the server you're playing on that there was a change. That's why some of the delay in b4nny bind is dependent on your latency and on the status of the Steam servers.
aiera
I assume that your server is running on Windows, some of the recent additions assume Linux (sm_prevent_respawning, sm_fix_reflect_self_damage, sm_grounded_rj_resistance), and that's because I decided to stop supporting Windows (it's incredibly time consuming to find function signatures and it's a dumb operating system to use for server work).
However, I can update the plugin so that unsupported features aren't loaded on Windows, so that it doesn't immediately crash. I'll try doing that later today, no promises :)
E: v1.14.0 should work immediately on Windows
Lucrative is talking about something different, pipe launchers and sticky launchers have a random spread to avoid being able to put 8 stickies down at the exact same spot, it doesn't really make sense for pipes to have that spread though
It's tracked here: https://github.com/ldesgoui/tf2-comp-fixes/issues/36
I haven't had time to look at it recently
MightyMeOut of the loop, but do I understand correctly the Ironbomber has a bigger hitbox than regular pipe launcher?
Yep, here's an explanation video: