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
1 ⋅⋅ 85 86 87 88 89 90 91 ⋅⋅ 136
#62 If tf2 was going to be comp centric in TF2 General Discussion

Some thoughts:

- The people who refuse to play anything but 24/7 "offclasses" aren't going to change. They're not going to play a game type where their classes are less effective than highlander. Let them have their pudding, it's fine! It's just like how people who want to play 24/7 pocket soldier aren't going to play highlander, because if their enemies are any good they're going to start getting shat on for being out of role.

- People who aren't into esports at all are probably our biggest potential spectator base. Like someone already said, we're the closest video game analog to sports like hockey and basketball. The main difference is that they can re-watch highlights right after they happen, because there are "pauses" so often. Why don't casters start to take advantage of that idea? Because the technology is so difficult. TF2 can't run backwards, and going back to an earlier point in a demo spontaneously needs the match to be reloaded and then fast forwarded. Having two cameramen run at the same time, one on a more delayed relay, and switching to the delayed cameraman to rewatch a highlight -- that's also fucking complicated, and I'm not sure if it's even possible. If we can get things like this (and that plugin that shows player highlights through walls is fucking great for this) that make the game simpler/more normal to watch when it's casted, it'll be great. Stop cycling through players one at a time, that's one of the #1 things that turns people who aren't into FPSs off from spectating them!

- Yes, getting pubs who aren't stubborn into comp in general is a good idea. Don't force feed them things like the cookie cutter setup, because when people are told what and how to do something about a game they just want to play to have fun they lock up from feedback. Lay it out to them, like: This is what the pros do! This is why the game type is set up with these classlimits and why we play on these maps! Have fun, and don't fuck up your configs! They'll figure out how to play at their skill level if they have any dedication at all, and if they won't then do you really think that force feeding them "true" 6s would have worked anyway?

- The game itself is already amazing at competitive play, we all know that. People keep suggesting things like bunnyhopping, "tiny" (read: massive) balance changes, alternative rulesets; none of that matters, all you're doing when you go on about that stuff is shedding bikes. Who cares about trivial things? People who are really into the game! Who doesn't? People we want to get into the scene! We don't need to change how the game is played to attract people, we need to be attractive to attract people. The more popular the competitions, the more normal players care about comp, the more competitive PUGs are played, the closer we get to where we want to be. Deal with the little things that get people involved in the first place, stop taking the supposed effects of game changes into brand new contexts.

- Can we get some more people casting random matches? IRC PUGs, inhouse PUGs, scrims, whatever. Right now it's like: every time there's a major cast, it's an event of itself, but I don't remember the last time I've seen someone casting a minor game. Why would you cast a bad game, though? Because they teamplay is simpler. You don't have people doing things on the edge of the game's meta all the time, and since the game isn't meta-oriented like DotA those aren't going to attract new blood to the scene. If you get Open/IM casts running at random times on random days, and you get exposure to each one as it's going on wherever on the internet (even if it's just a post on 4chan, or a reddit submission, or getting a link posted in some IRC channel where the peeps aren't pricks) you're going to get more people aware of the game and the next time they hear of it they'll mentally process the idea "Someone's shoutcasting TF2"

posted about 11 years ago
#21 cl_smooth 0 or 1 in TF2 General Discussion

You should never have to set your interp above 0.1 (100 milliseconds). If you do, your ISP has serious latency jitter or choke problems.

posted about 11 years ago
#15 cl_smooth 0 or 1 in TF2 General Discussion

From my understanding, cl_smooth shouldn't affect how jittery/warpy scouts are. If it does more than valve "says" it does (documentation), though, it might. Warping enemy models are because of very low interp. I actually started using cl_interp_ratio 1.1 or 1.2 (and the equivalent cl_interp) instead of 1 when playing soldier because scouts would show up fractions of a frame behind (actually matters a lot with how fast they move) where they should be if my ping shot up.

posted about 11 years ago
#10 cl_smooth 0 or 1 in TF2 General Discussion

TheFragile got it alright, I know some people who wouldn't like to read it though, so attempting to explain it in layman's terms:

TF2 does something called "input prediction", where it does your own movement on the client instead of waiting for the server to tell where you are. This has been a standard in online shooters for a long time, so people take it for granted. Sometimes, though, the predicted movement ends up being different from how the server says you moved. In these cases, it has to re-predict from the last correct movement state it knows. The more latency there is, the more jarring the difference between the wrong and right states is. Smoothing makes it slide to the new correct position instead of instantly teleporting there. The auto bunnyhop plugin on surf servers is a good example of this. If you have smooth disabled and go onto a 200 ping server with the bunnyhop plugin, your view will be teleporting into the air after you hit the ground each time. It's a good thing to disable smooth for competitive gaming, though, because your view is always in the most valid position the client knows about.

posted about 11 years ago
#4 Twitch Reddit AMA in Off Topic

Things I found interesting:

>Heck, I'd be happy if scroll up prevent chat from moving. Trying to click a link in a fast moving chat can get to be rather annoying.

>Give me an "open chat in IRC" button on stream pages!

As long as the stream page isn't a monolith, these would be really cool to do.

posted about 11 years ago
#46 With ads like these I'm going to keep Adblock on in Site Discussion

I keep getting an ad that noscript blocks for "potential XSS"

posted about 11 years ago
#34 A Guide to FOV in TF2 in TF2 General Discussion

Oh I'm so sorry for calling you out on being a pointless jackass :angel:

even if you're upset at someone, basic human decency is unconditional.

posted about 11 years ago
#32 A Guide to FOV in TF2 in TF2 General Discussion

I legitimately wasn't even responding to you.

posted about 11 years ago
#29 A Guide to FOV in TF2 in TF2 General Discussion

- The higher your real FoV is for any one aspect ratio, the more view you have in all directions than otherwise for the same aspect ratio. Period.

- I can't play games with a real horizontal FoV below 90 degrees. I feel claustrophobic and start to panic. It's clinical.

- The default FoV of one game has nothing to do with that of another game. Games which are balanced around restricted awareness (TF2 is one) have major gameplay effects from FoV changes.

>Gtfo and never come back.
This is so mature, dude.

posted about 11 years ago
#28 A Guide to FOV in TF2 in TF2 General Discussion

https://dl.dropboxusercontent.com/u/1811521/fov.html

months ago

posted about 11 years ago
#51 remove quotes within quotes in Site Discussion

Okay enigma you can make a limit for nested quotes now

posted about 11 years ago
#4 rates in Q/A Help

re-PSA: DO NOT USE THOSE LAN SETTINGS. THEY ARE BROKEN. Chris removed them from recent versions of his configs because they don't work the way they were expected to and absolutely positively ruin hit registration. His "good connection" settings are the best settings you can possibly get for a LAN connection.

posted about 11 years ago
#19 Support - A new TF2 jump movie in TF2 General Discussion

this "cut out in the middle of a jump to show a third person view" thing that keeps happening is really annoying.

posted about 11 years ago
#7 punk rock :3 (emoticons are punk as fuck) in Off Topic

https://www.youtube.com/watch?v=nF9UVqL9xk4
Malignus Youth - Missa Brevis

posted about 11 years ago
#70 TF2 Update 5/17/13 in TF2 General Discussion

you can set different crosshair colors with a crosshair switcher
i think that's the only hud element you can manually/dynamically change

posted about 11 years ago
1 ⋅⋅ 85 86 87 88 89 90 91 ⋅⋅ 136