I tried to have some fun.
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 (0.4 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 | |
---|---|
Mouse | Razer Deathadder |
Keyboard | Quickfire TK Green |
Mousepad | Generic |
Headphones | Generic |
Monitor | Generic |
>makes stupid responses to people who aren't very serious
>doesn't respond to stuff he can't retort
the higher the framerate, the higher quality the temporal motion blur is that some video editing softwares use to pull down video FPS
I read that as >no PUG groups that I'm aware of actually tried realistic systems like [ones I personally like]
Very good point that people were looking for the wrong stuff though.
at lower skill levels it's easier for soldiers to outplay scouts
at middle skill levels it's easier for scouts to outplay soldiers
at top skill level they're essentially even
at any rate if they perform equally well at the same exact skill level then they're gonna come out even
this applies to the "I'm gonna kill you" matchup though, not whether one is more or less annoying than the other or what tactical advantages they have over the other or how the balance works in 6s
/opinion
DrPloxowareyaIIRC control points stack indefinitely.incorrect.
Most of them are set up so that after a certain point, you lose "effective" time. like <1 second time lost, or over x5 on steel E.
Having diminishing returns has nothing to do with whether or not stacking forever does in fact have returns.
http://doodlesstuff.com/?tutorial=tf2hud
This is pre-steampipe, as evidenced by the gcf references (EDIT: and date).
image - the path and name of the image used in the control. The path is relative to the tf/materials/vgui folder. I strongly advise you not to use custom images on the in-game hud as sv_pure servers will disable them (sv_pure is a server setting that disables custom content, used as a preventative measure to cheating).
the301stspartanI think this sentence is implying that it should not work with sv_pure in the present as well and that something is wrong because it does.
Is it just me or am I derailing my own thread with an idiotic discussion about semantics?
Yes, yes, and yes. I specifically said that it seems like a bug that this works; that has nothing to do with whether or not it actually does in fact work or not. You were way too defensive about that.
Rainbow damage numbers are theoretically possible with several custom fonts that have sliced copies of the numbers.
the301stspartanErm. You said it would not work in sv_pure 2.
No. I did not.
the301stspartanSo new ones don't work with sv_pure 2?
That is completely different from what I was talking about.
Not old ones, at least they didn't work in comp.
That image *is a texture*. sv_pure is a directory structure based whitelist, and sv_pure 2 is supposed to force *everything* that isn't *specifically* meant to be be universally allowed (custom HUD scheme files) to be the default. Not working on fresh/new files sounds like a bug.
IIRC TF2 didn't used to allow this with sv_pure, so it might be a steampipe bug.
>This is more of an asetichit thing than anything but maybe make the point on the top since it easier to tell what team has control of the point from any angle (inb4 just check the HUD).
I'm pretty sure you can't do that without a custom model for it, or you'll be moving the holographic thing on the center of the point upward. They could make the upper part of it windowed though.
roguelite is a euphemism for roguelike-like in case anyone didn't get it
rad game