I use notepad++ for anything that requires highlighting or a very long display, but akelpad for normal text etc.
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 |
#49 Don't forget making him do more dps at long range... Making him have more knockback and damage in general when he's aiming well... etc...
You should get around to trying a nominate/vote system, I think it has a lot of potential.
the start/stopping was obnoxious
flaregunning scouts after airblasting them is a terrible crime against humanity
good smooths and transitions though aside from jittering when you start/stopped them
you should study some fragvids with really good syncing like this one:
They don't lose their formatting. It's just that notepad doesn't properly recognize the newline character the file's using.
Use notepad++ or akelpad or something.
#8 If you really think that the best balanced layout and concept for a given map design is exactly the same regardless of classes or player count I have really bad news for you.
What pick/ban process do you use?
#12 I enjoyed it but then again I'm not a highlander guy.
It was basically single lane DotA.
ctf_haarp is multistage and only has two caps per area instead of three or so, it also doesn't respawn the flag immediately on cap which makes the HUD freak out really hard and affects gameplay imo-badly
Same concept aside though yeah
What if we had an A/D CTF map where we had to take a flag and drop it at some control points one after another?
I'd work on it if people want it.
f_bluedownpourGO FOR THE MIDDLE GROUNDActually (1/66+2/66)/2=0.0227 :p
#0.02425
I went for cl_interp 0.023 now, whatever. Stupid way to fix this though.
the upper "standard" is ratio 2.2 actually
#47 I agree that the vaccinator isn't "good enough", but for different reasons. It's not that it doesn't do well enough what the other mediguns do, it's that its quirk (mini-ubers and resistance on heal) doesn't affect the game's other dynamics enough to make up for it. It's also really shaky ground, because it's annoying as hell to play against a heavy that's being healed by a vaccinator medic (so damage resistance), especially on koth where no mobility doesn't matter, and in pubs. It's a really good pocket weapon until it's uber time, where it's shitty.
On the quick fix: I think that with the "go really fast with your soldiers/demos/scouts" it does have some weird tactical niche in 6s that hasn't been done really well yet because it's so dangerous to change off of a traditional uber gun. It really needs something to mitigate that before it can be used effectively. I know this is anecdotal and shitty because of context, but once I was playing medic in a badwater lobby: they had kritz and were capping the first point and there was no way in hell we would be able to set up on roof in time to stop them from doing ~anything~ that they wanted, so I went quick fix, hoped for the best, and jumped our heavy down in front of their combo and engie with it. Their demo and engie and tele went down because they couldn't kill us fast enough through the quick fix uber (we did die because of it though), so they couldn't set up after their heavy kritzed into us and they didn't get as much done as the demo would've.
I would love to see a third ubercharge on a standard medigun that made a triangle out of the balance there is right now with invuln and kritz. Something that's good for taking out kritz early, but screwed if they get it; and at the same time something that invuln's good at taking out early, but screwed if THESE get it. So it would just make a rock paper scissors out of the existing kritz/uber duality thing, and it would probably be one of the better circular balances in the game because each 1v1 in it has its own tactical balance.
Off the top of my head, I can think of something with a weak AoE heal/buff with some kind of mini-invuln like the quickfix's that's longer than invuln, or some way to instantly heal a member of your team a bunch of health without being near them, or something that gives a "chain lightning" damage effect but not necessarily a damage boost (they've already messed with that idea, with the pyro melee that hits across healing beams). Anything that would downright make it easier to force and invuln to juggle or make it easier to get away from an invuln, without making it much easier to fight against a kritz.
TheManWithNoNamePokemonAdventurereserve shooter ban reason = groundstall
i thought that the groundstall issue was "fixed" (or at least fixed for a huge majority of the time -- is this not the case?
I was told that someone whined really hard and they un-fixed it the same way they un-fixed the chargin' targe glitch on degroot keep. The difference is that one of these improved the dynamics of the game while the other one didn't.
I'd easily be totally wrong though because it's third-hand info.
http://i.imgur.com/LIEDG6Q.png
"Its raw DPS is only lower for some fractions of a second before reloading, its minicrits massively amplify damage for it OR for the pistol at even medium range, and at the point of reloading it in the middle of a battle if you miss all your shots you literally have an advantage over stock. You don't need to play with it for a week to see that, it's a theoretical direct upgrade because its only downsides in perfect play occur in small windows of time in the first three seconds of a fight. Yes, there are psychological hiccups to using it, but those are actually *because* of the status quo (people aren't used to using it), and getting rid of the status quo would make it more powerful (because there's no tactically counterable downsides)."
On another note one of the ways gang garrison 2 avoids its own sentries being obnoxious is making it so that they cannot fire in the 90 degree cones directly above and blow themselves