if you have the threaded input/cmd thing enabled (you should) then fps above 67 shouldn't affect airstrafing, and if it does you can just lower your cmdrate to below your fps
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 (0.4 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 |
7v7 two demos
the problem with the new stickies isn't that they change the meta. there are countless things that changed the meta just a little bit that we cherish deeply here in the NA TF2 community. the most obvious examples are the gunboats and kritz, and a nice one is the boston basher, and on the other end of what we don't even notice is the pain train and the force-a-nature and the righteous bison -- perfectly reasonable weapons that for the most part have the same kind of utility as a utility class does.
tf2 is a strategic, arena-like FPS game. it's pretty much the only significantly popular thing of its kind. but on both ends of the spectrum, where you have counter strike on one end, and quake on the other, both sides *hate* it *utterly* when the core of the game changes. tf2 is no different. this particular nerf to the sticky launcher is like making the ak47 not one-headshot in cs, or making the railgun in quake have a range limit, or reducing armor in quake to one type plus shards.
in quake, certain things are subject to change, like airstrafing mechanics and weapon damage and switch speed and level layout and which items are present where.
in cs, certain things are subject to change, like weapon prices and the behavior and presence and availability and cost of utility weapons and the specifics of splashes and smokes and grenades.
each of those things are side aspects of the game available to tweak to make the core balanced (CS:GO), or more suited for a different group of people (cpma).
in tf2, some things that should be subject to change are airstrafing rate, falloff mechanics, the specifics of non-core* weapons, things like the no-headshot zoom delay, how and when footsteps sound... the specifics of combat are too close to the core of how tf2 plays.
*where "core" weapons are defined as perfected by players to a point of being solved and balanced, including rockets, stickies, the medigun, and the shotgun, because their behavior is close to fundamental for the way the game is played at a very high level
for quake you can change movement as long as certain attributes are left. for cs you can change numbers money and guns as long as certain attributes are kept. for tf2 you can change weapons and quirks and even physics to a certain extent, as long as certain attributes are kept.
the sticky launcher is too close to the core of tf2. sure, spammy chokepoints and spammy aerials (to a much smaller extent) hold the game back, but the same thing that causes spammy chokepoints -- mostly stickies -- also holds back other things that would hold the game back, sentry and heavy turtle stalemates. and those were already problems before this nerf.
two seconds is enough to shoot off close range stickies on buildings, enough to dodge long range ones as heavy. long range traps don't work well. using grenades on buildings makes you much more vulnerable to scouts. this affects all levels of 6s play. this shifts the class balance dramatically at low levels and not the top, and slows down the top. it makes 6s even more different between skill levels and less fun at the peak too -- there's no winning.
you need to pick a solution to spammy chokepoints and aerials that doesn't do any of that. maybe add a tiny firing delay right after detonation. maybe reduce the radius or damage of stickies in general. just don't do anything that applies to problems inconsistently. that's unintuitive and deceptive, worse than the prior system to balance stickies (which worked really well in practice by the way -- if you ever feel like going back, do it)
tf2 focuses around particular things. changing those things as the game goes on is not good. it's not like a moba where there are endless aspects of gameplay and balancing them appropriately as a player and a team is the point of playing well. this is a game about cohesion and tactics and personal combat skill. dramatically changing the core of the game has dramatic effects that cascade through the entire game, from bottom to top.
2 sec to dodge a sticky with a predictable arc ok
100ms max ping to when your client gets the sticky on screen (unless you're playing on a ridiculously high ping server for some reason)
50ms interpolation delay (unless you're a scrub with bad settings)
50ms to process its trajectory
200ms max reaction to move away from where it's going
100mx max for the server to get your input signal
900ms to move out of the way as a *slow* class or in a weird direction
~400ms to unwind if you're heavy?
that all adds up to something less than 2000 and it's the worst case scenario for a decent player
have fun w/ ur 25% damage edge-of-splash-radius stickies on spun-up heavies and not even hitting anything else, exquisitestone 8)
you can desolder cherry mx pin compatible switches and replace them with other cherry mx pin compatible switches
this will wreck your warranty and it's not recommended unless your keyboard is plate mounted because it hurts the structural integrity of the mount for pcb mounted switches
unless you have a specific reason, like using cherry mx clears on an obscure layout, it's probably cheaper (after electricity for soldering) and safer to buy a new keyboard instead
I just remembered that the new stickies are the same system as gang garrison 2 used for mines at some point
which was removed because it didn't work well for gameplay and was even more unintuitive than tf2's system at the time
gg valve can't learn from other peoples' mistakes
soney
other shooters
FPS
competitive communities
good mechanics
interesting concepts
something preferably with projectiles
projectile master race (づ。◕‿‿◕。)づ
BUICKRicochet.
cs:go
q3 cpma (primarily irc based)
tf2
thats it
is the rampup really on/off instead of a ramp?
that would be incredibly silly
edit: i asked a stupid question -frag me
it's not time yet
DA 3.5g best
reqqyum, Im pretty sure the deathadder was designed for clawgripping
nope, it's loosely based on the imo/wmo shape which is a godsend for palm grippers, but a little different in ways that make other grips easier than the imo/wmo shape
i have had both
RadmanwareyaIf I knew you were gonna post this here, I would've said there's WAY too much health for comp!Is this a problem a lot with a lot of maps?
Yes, ammo too
a good comp map is like badlands where it has lunchboxes on the rollout and pills everywhere else, plus one lunchbox near second
and you have small ammos sprinkled around everywhere and medium ones off the control point
i was talking about badlands so koth maps are totally different and this one is too much
If I knew you were gonna post this here, I would've said there's WAY too much health for comp!
If you get a worthwhile upgrade you'll need a new motherboard anyway because of CPU socket standards. Dish in for a motherboard+APU combo.