this is a nice thread, everyone's giving good advice.
The reason to use cl_interp 0.1 for really high ping connections isn't because it's actually inherently better for more latent connections, but because higher ping goes hand-in-hand with high jitter/an unstable connection/packet loss.
having "very" high interp (like default) fixes this, but beware projectiles will come out later like this, as always when you raise it. so yeah bloodsire's right, just wanted to give some reasoning.
https://dl.dropbox.com/u/1811521/interp.html
Account Details | |
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SteamID64 | 76561198009358827 |
SteamID3 | [U:1:49093099] |
SteamID32 | STEAM_0:1:24546549 |
Country | United States |
Signed Up | August 23, 2012 |
Last Posted | April 22, 2020 at 6:24 PM |
Posts | 2041 (0.5 per day) |
Game Settings | |
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In-game Sensitivity | 9 in./360 plus accel |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1680x1050 |
Refresh Rate |
250fps/60hz |
Hardware Peripherals | |
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Mouse | Razer Deathadder |
Keyboard | Quickfire TK Green |
Mousepad | Generic |
Headphones | Generic |
Monitor | Generic |
if the same hardware did a lot better before then i'm almost positive it's a driver/OS problem
http://i.imgur.com/SnmiZGm.png
(red spawn is in the direction behind the camera)
should i keep working on it
MGE really does teach bad soldier habits most of the time, but if you and your opponent are playing respectfully in some weird sense of the word then it's a lot better than it is for scout or demo
You get a speed boost for air control, but AFAIK the walking speed cap kicks in the very frame that you hit the ground, if you're not considered "surfing".
Fun fact: you know the backpedaling speed penalty? You can circlestrafe (quake-like) backwards up to the character's normal max speed.
#41: He meant from a gameplay and culture perspective, not the art style.
#17 The reason for their popularity is because DotA and LoL are such massively popular games while the competitive play is the same as public play, so it's essentially watching people who are 100x better than you do the same stuff. Don't know how to respond to the other stuff in your post though.
#8 festive sandwich came out in december, maybe a "reskins are subject to the same state as their original version" clause would be appropriate
steam breaks until you restart it sometimes :( shit sucks
This isn't a response to the OP of that thread. There's nothing I said that would've implied that. The only reason I linked that is to be like, hey, this is where my train of thought started: No other connection.
#4 I agree, there are a lot of problems with the actual spectating aspect of watching TF2. You don't get to see how someone aims or moves as well from third person, but you're restricted to their viewport and rapidly cycling through them to get to the right one is nauseous. IIRC, there's something in TF2 for instantly going to a player, but it's not consistent in some important way and it's obscure too.
And don't get me started on the 6s vs HL argument, because the whole premise is just grounded on something wrong: the idea that one format is inherently better than the other. They aren't, they're not even the same, they're not comparable that way. Yeah, 6s has more powerclasses, and if you play HL you can play whatever you want! Only if you're good enough at it, and have fun with a setup designed to explicitly allow every class -- that's sincere. That's the fundamental difference between the two gamemodes.
6s is about taking how the game plays out when it's not restricted, then restricting it until it works well; the history of competitive TF2 ended up on 6s, ended up on the ESEA ruleset, because that's what people liked. It doesn't have anything to do with encouraging some things or punishing others based on arbitrary personal decision. How 6s works right now is about how people liked playing.
Highlander is about taking the way the game is designed, and forcing that on it. And that's fine. It's fun, it works well, it has a lot of problems because of massive ruleset problems/drama (cough cough wrangler) but overall the idea of "there can [and must] only be one" works totally well, it's a viable alternative to how 6s works and it's probably better for low level play. In my opinion, 6s is better for high skill and HL is better for low skill; and that's fine, different kicks for different cliques.
The idea that you should impose the pros' rules on the not-quite-so-pros is absurd, childish, and reeks of bigotry. Why allow the gunslinger in 6s? So that you can punish aggression? Sure, use it in HL, give engie a job on 5CP; just don't force something into 6s just to suffer the wants of a player: 6s works the way it does for good reasons, those being of all the players of it and its predecessors trying to figure things out and ultimately reward "good play". Who defines good play? Who knows? All I know is that they figured something out on their own. It works, it's great, it's even banned freight; I'm sorry for lying there, rhyming is great.
The same thing goes the other way around. You can't just say "get rid of those piece of crap gloves", because the way that highlander plays out relies on the GRU. Sure, they have problems, sure, they have flaws, but nothing beats empirically knowing "this is wrong". In 6s, the gunslinger is wrong, the wrangler is wrong, but in highlander you just can't compare. In HL, you can get away with using the scottish resistance, the black box, or FaN. Actually, I think Mackey tried using that too, but I don't know how that went because I wan't looking around. If HL said, "set classlimits to 1", 6s would turn into 4s. 4s is fun, I know from experience, and it works really well for CTF of all things; but it's not 6s, and removing two players for no reason but to make this arbitrary imposed rule not ruin the game will literally change the way everything's played.
(This post was triggered by a reddit submission: http://www.reddit.com/r/truetf2/comments/17q9ip/big_changes_are_coming_in_competitive_tf2/)
I want to rant for paragraphs, but I want to keep things short at the same time, so I have no idea how long this is going to last.
I'm not upset about trivia or misinformation about specific game mechanics in TF2 right now either, but ideas about how the game does and doesn't work in general, even as an esport.
Here's a big one: TF2 is too slow to be taken seriously. I can't believe this. DotA and LoL of all things are two of the most massively watched esports in the world, and their games take as long if not longer than TF2's. Whoever supports this idea that TF2 isn't fast enough needs to give a serious critical reason why TF2 matches can't last long when DotA and LoL do, and it can't be about highlander or how 6s is too powerclassy because -- and let's face it -- ESEA-Invite is the fastest paced and most intense TF2 skillplay has ever been.
The argument can't be about the game not being interesting, either, because if TF2 devolves into "the midfight and the first last push" then DotA and LoL devolve into "last-hitting and the first two teamfights", and neither of those statements are true.
"TF2 isn't fast enough" just seems like a lazy excuse by and for people who are mad at engineer or pyro or heavy or whatever, or the fact that they can't play with their team well enough to "stop holding and push". Of all the pvp games I've ever seen (EDIT: exclude fighting games from this), TF2 is the only one that gets faster when the skill level is raised, at least to the insane degree it does. There's more pussyfooting, and there's more caution too, but the former usually happens on maps or rulesets that reward it (cough cough warmfront) and the second doesn't slow the game down enough to out-do what the players bring to make the game faster, at that level of play. Better rollouts, better pushes, more aggression, more cohesion, yeah.
Think 20 minutes is too much? Play KotH Bo3. 4-5 minutes per round still too much? Play Arena, surely telling people to kill eachother instead of focus on an objective is a good thing! Oh, wait, permadeath makes people pussyfoot even more. Oops.
- forum and article navigation now stretches with the navbar hide
- keep script from breaking on the servers page
same url
#5 that problem is that mumble's overlay only works with non-extended dx9, not "not being optimized" for "... any other recent game" (since when is tf2 recent, either?)