firefox feature with the way that the links work
this forum uses target="blank" wheras gg2f (the one you're used to) uses target="_blank"
assuming that's the reason it does this, I wonder why
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) |
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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 |
firefox feature with the way that the links work
this forum uses target="blank" wheras gg2f (the one you're used to) uses target="_blank"
assuming that's the reason it does this, I wonder why
make one when they happen then???
it doesn't work right unless you have windows aero enabled
it's java's fault
ban open from map voting
I see no reason people like me should be allowed to vote on maps
I'm not a fan of vitalism because the architecture violates a lot of the potential for the concept of a middle cap being balanced in terms of game-state, but I'll make sure to check out retreat since I've never seen or heard of it before. I'll edit this post with what I think about it once i've looked.
EDIT: It's "capture some flags"; not traditional CTF. The architecture and structure are really good, but it's probably too open and has too many flanks; that's not good for 6s. It seems very well made and very well balanced and probably the best CSF map I've looked at but it doesn't do anything that lends itself to low playercounts and normal comp play. Might be interesting for highlander.
I think that going with near-instant respawns is a horrible idea. There has to be some punishment for dying. Dying in tf2 isn't exactly easy, and it's almost always your fault. Having rapid respawn would only encourage shitty play and make it unnecessarily hard to take advantage of wipes. While I like the idea of A/D CTF, I always thought it would be something like payload, where you take your own flag to the enemy cap, and you would play to a certain # of caps then swap teams. It's insanely easy to grief, though, which is why payload is even designed the way it is. Competitively, you would just time the # of caps each team makes like existing stopwatch.
Honestly, though, I think that the proper fix for CTF is to make a map where every "mode" of play is well balanced. In CTF, you have things like chasing the flag carrier, going for an flag grab, setting up a pincer on the flag carrier's route, DMing in no-man's land, and field defenses. A short intel reset timer is a good idea. Having flanks that pop on and off of the main route but never totally escape the major flanks is a good idea. Having an open flag area that you can swoop through but can't take a shortcut out of is a good idea. These things would make normal CTF work better.
the only obvious solution is to lower your streaming bitrate so that it hogs your internet less
I mean yeah it's pretty low already but since it makes it unstable that probably means your bandwidth is being squeezed somewhere, check other computers in the house if they're down/uploading a lot and make sure you're not running anything else that's bandwidth intensive
firefox's flash sandbox rapes its performance yeaaahh
It does show both teams. It's a command that prints them to the chatbox.
Red: Min Spawn 10.00, Scalar 1.00, Next Spawn In: 4.23
Blue: Min Spawn 4.00, Scalar 1.00, Next Spawn In: 0.33
Looks like this.
@14 You can check yourself, disable weaponspread and try shooting someone who's standing still at that range. The biggest effects it has are actually with shooting limbs at close/mid range where accurate shots could have like five pellets hit but jittering it to one side or the other could make it hit seven instead. It's literally just the fact that the grid is so regular that makes it happen. Edgy shots at certain ranges on certain hitboxes do more damage than centered ones, where the opposite is true in much fewer cases (mostly meatshots). Granted it's essentially irrelevant in a real match but something like rotating the grid or making shitloads of pellets like Quake's shotgun does might have a nice effect on the consistency of accurate vs edgy shots.
@15 They both have their flaws but the actual text that I wrote down is for nodmgspread and the video is for noscatterspread. Regardless there's no way in hell I would play serious comp without them enabled anyway, I just wish there were a better alternative to noscatterspread and that nodmgspread compensated for the lack of falloff jitter.
@ previous post:
http://www.youtube.com/watch?v=zMFyX3XSGlQ
and on top of that the flaw with nodmgspread is that it alters the DPS of rapid fire weapons (increases it in rampup, decreases at falloff) because of the way that damage spread works (falloff jitter, on a more or less cosine-shaped falloff curve)
tf.tv doesnt seem to be used right now
quick someone buy it
Why 8 teams in the top level is good:
Even power of two, makes organizing playoffs incredibly simple.
Low number, everyone can keep THE BEST teams in their head easily. 16, the next power of 2, is much harder.
Large enough to make playoffs and double elimination interesting.
klananaAlmost Instant Respawn
;_;
I'd enjoy a flat 10 seconds respawn, or halved waves, but instant respawn ruins CTF deathmatching for me. Killing people isn't rewarding because they'll be back before I can heal, especially on a small map like turbine.
marmadukeGRYLLSwareyazigzterI'd also like to add that pulling out your equalizer (escape plan whatever) mid-air doesn't help in any way and just makes you look like an idiot. Unless you're going for the melee on landing, of course.I've tested it out and it /does/ make a difference, with how tightly I'm able to strafe, especially at high speeds.
was the test you just rocket jumping with and without EQ and deciding it worked with the EQ out?
I was at 30 health and I could turn faster with it out than without it. It doesn't affect distance or height or anything like that, just how easy it was for me to airstrafe. It wasn't just a single test, either, I've been testing it occasionally ever since I got my first equalizer. It's almost always easier to airstrafe with it out, IF I have low health. Higher movement speeds make airstrafing tighter, I know that much from experience.
What I just wrote there is 100% placebo crap.
To actually check it, I enabled cl_showpos and checked my velocity at the peak of the jump as two different speed classes, with and without the strafe tap. Heavy's is 232 opposed to 230. Scout's is 401ish opposed to 400. Pyro (and presumably other high-speed classes) are 301.5ish opposed to 300. This is showing that source engine, for whatever reason, is giving slower classes more acceleration than fast ones, probably to make up for something that would otherwise make faster classes actually airstrafe better. I mean, I have no idea why it's doing it, but the effect /is/ that every class airstrafes the same, right?
Soldier with equalizer taken out @ 40 health after I jumped but before I tapped strafe was 241.8ish. Soldier without equalizer taken out after I jumped but with tapping strafe (like the other #) is exactly the same. So, there's no way it could be different. I haven't tested this above normal speed because I can't get a consistent jump like that.
The only thing that affects how well you airstrafe is how close you get to that "perfect speed" without passing it. It's like getting the right angle with it in quake.