wareya
Account Details
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
In-game Sensitivity 9 in./360 plus accel
Windows Sensitivity 6
Raw Input 1
DPI
1600
Resolution
1680x1050
Refresh Rate
250fps/60hz
Hardware Peripherals
Mouse Razer Deathadder
Keyboard Quickfire TK Green
Mousepad Generic
Headphones Generic
Monitor Generic
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#11 Mannpower Game Mode in TF2 General Discussion

This is fucking amazing and I love it.

Feedback/suggestions:
(grapple)
- Please reset the jump crouch limit when your grappling hook Is Touching something
- Add grappling hook to input prediction somehow, it's a bit jarring to try doing movement with crazy small timing in them. Good job remembering to how far along the pull you are (you did, right?) though
- Increase grapple direct damage at least at range, reward me for my crazy grappling hook airshots ;_;
- It's awkward to chain grapples together at the moment, you lose your angle due to gravity between shots. Maybe consider something to improve that? Like letting you hold your grapple while you start a second one, or making it so that you slide around snagging objects to get to the actual grapple point.
- BUG: Disguised spies show their own team color of grapple, making disguises nearly useless
- Sometimes someone gets stuck to another player but their grapple point stays in the same point on the world. Can you grapple to players, and is this synced properly?
(gamemode)
- I really honestly love how everything on foundy is unclipped, but we'll see how that plays out in the long term. It seems to work so far.
- The capture restriction is confusing a lot of people, maybe add some kind of sign or screen overlay that explains it?

posted about 9 years ago
#71 pick/ban system in TF2 General Discussion

Start with a "sane" banlist just to take some of the effort away.
Nominate weapons to un/ban.
Everyone votes whether to ban/unban nominated weapons.
If a given weapon is nominated and switched more often than not, change the "sane" banlist to reflect that.

This is the only thing I've read that doesn't have some really bad problem for TF2. Pick/ban doesn't work when both teams use the same items, voting on every single weapon every match takes too long, personal opinion lists end up unupdated, any set number of bans per team will fail to reflect the number of broken items in the game, captain bans will reflect individual preference, etc.

posted about 9 years ago
#7 CS:GO game settings in Other Games

Disable weapon switch on pickup, change your crosshair to literally anything but the default. You can make grenade binds if you want. Glhf.

posted about 9 years ago
#49 New Perspective in TF2 General Discussion

To be honest, 90% of these people that go around saying how toxic comp players are have literally just had one person be mean to them once and held onto that stigma for the entire time, or just heard so many people say it that they assumed it was true for themselves. There's not much you can do about that but make "comp players" seem like it's not some edgy thing where the people who are part of it think they're special.

CS and Dota are much more toxic than TF2, but they don't have that idea since being competitive is the main idea behind those games in the first place. I'm not sure if there's anything that can be done about this, but this is what I think is the reason.

posted about 9 years ago
#11 linux pingsweeper script in Off Topic

I use "ne" which gives the best of both worlds.

posted about 9 years ago
#184 What pub community did you come from? in Off Topic

tone's 24/7 ctf_2fort_classic, and the shitty mismanaged one that came before it
1.4k hours of nothing but 2fc, holy hell

posted about 10 years ago
#10 Resolutions in TF2 in Q/A Help

I reduced my ingame res to like 10p (yes) with viewportupscale and it didn't change my performance at all. I changed my whole game's resolution to 480p and I got triple the frames.

posted about 10 years ago
#356 cp_sunshine (5CP) in Map Discussion

Did you accidentally change the grass to high-density details, maybe forget to set it to low-density? Turning off detail sprites fixed my perf problems on the old versions of sunshine.

posted about 10 years ago
#6 viaduct_pro5 live event in Map Discussion

http://i.imgur.com/5qwRkqP.png

posted about 10 years ago
#69 KOTH Sandstone in Map Discussion
Fantasmos-Removed ladders as they were confusing to new players

Ehheehehhee

posted about 10 years ago
#3 Lange's thoughts on the state of competitive TF2 in TF2 General Discussion

the only interesting thing left about TF2 to me anymore is watching people play on new maps
it's all because of these shitty unbalanced weapons and a general unwillingness to support game setups where they don't break the game, so even that stagnates due to homogeny.
play new maps save TF2

posted about 10 years ago
#6 Mouse problem in Q/A Help

USB throttling?

posted about 10 years ago
#31 cl_interp 0.05 in Q/A Help

Extrapolation happens at literally any point in time where the client does not have a state to the future of the one it's trying to render. This can happen for any kind of reason. Packet loss, jitter, disconnection, looking too far into the future (what you're making it do), etc.

An indicator of when extrapolation is happening is when the "lerp" in your netgraph flashes (or stays) yellow. Yellow literally means that the engine failed/will fail to do interpolation for that frame. If it can't do interpolation, it will do extrapolation, in TF2. That's a fact.

posted about 10 years ago
#29 cl_interp 0.05 in Q/A Help
downpourtf2_scientist: as for wareya, extrapolation only occurs when you have packet loss

LOL, opinion discarded.

posted about 10 years ago
#25 cl_interp 0.05 in Q/A Help

The engine is going into extrapolation mode, which means that things are going to be ahead of where they actually are. You might think this is a good thing, but in reality, it doesn't mean you can just aim behind things and hit them unless they're moving in perfectly straight lines at a set speed. In reality, you're going to get people moving on curves and stutterstepping, and extrapolation basically puts the model in entirely wrong places over time in those cases.

Have a visual aid:

http://i.imgur.com/BPIeVzl.png

posted about 10 years ago
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