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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#41 What interp is the best? in TF2 General Discussion
maidoswhat about interp for demoman grenady and sticky? which is the optimal ones to use?
if i get 40-60 ping as average

cl_interp 0.0152 and cl_interp_ratio 1 is the best setting for projectiles period.

posted about 11 years ago
#37 What interp is the best? in TF2 General Discussion

It's like when you rocketjump or get knocked around it makes you slide to the "real" spot from the error predicted spot, instead of instantly going there

posted about 11 years ago
#32 What interp is the best? in TF2 General Discussion

Do you mean tracers or impact sparks?
For the former you have to use viewmodel_fov 0, but it disables flames, medigun beam (?), and needles too.

posted about 11 years ago
#28 What interp is the best? in TF2 General Discussion

#19 No, not necessarily. If someone has a horribly choked connection then lowering the cmd/updaterates is the first thing they should do.

#26 It's reasonable. Higher interp always means better hitreg by some amount or another, if the connection to the server isn't *LAN Perfect*.

https://dl.dropbox.com/u/1811521/interp.html

#25 Orange means "there isn't enough information to smooth out animations if we lose a message". The color itself doesn't really mean much, just that if it's ever yellow on a given server you should raise your interp; it's only about packet loss, which you shouldn't run into enough to matter on a good connection to a good server.
Also, the 0.015 vs 0.033 thing is actually a pretty big deal since one is double the other... If your connection has like 20 milliseconds of jitter, that extra 15 milliseconds of interp is going to make things a lot easier on scout v scout hitreg. There are diminishing returns for softening jitter as you increase interp, though.

posted about 11 years ago
#5 Can't kill AV process in Off Topic

try doing "kill process tree" using process explorer (third party program), report back with results?

posted about 11 years ago
#23 144hz not always smooth? in Q/A Help

soda popper (always?) stutters with high frequency monitors
and if you're using cl_interp_ratio 1 and you're only getting it on some servers and it's an intermittant thing, try 1.2 instead of 1

posted about 11 years ago
#44 Advertising tf.tv through....engagement rings. in TF2 General Discussion

#43
0.1% attention rate with 70k viewers (ring) is more people than several times 90% attention rate with 20 viewers (pubbing with tf/tv in name)

posted about 11 years ago
#5 tf2 badwater 2 bhop jumps in Off Topic

independently confirmed that these are actually possible, just for reference I can get demoman up to 350 (but not much higher, also the base speed is 280) horizontal speed consistently with a perfect bhopping on flat ground script. It doesn't seem to be friction that's limiting it, because for demo I can get it to sustain 336ish while moving in a straight line, and I can keep around 360 with a 300 speed class (sniper). So, yeah, it's harshly limiting the speed when you hit the ground jump but it's limiting it to 120% class's actual base speed, and it's totally impractical because the only way to do it consistently without cheats (even the wait command proves inconsistent because of framerate variation) is to have a fine scroll wheel and bind +jump to that.

posted about 11 years ago
#42 kill me in TF2 General Discussion

#30: Using ethernet instead of wifi is always better by at least some degree, because you don't have the same control over radio that you get with a wire.

posted about 11 years ago
#31 cp_edifice in Map Discussion

No, please don't ever texture them! I love the red/blue grid aesthetic, it reminds me a lot of Quake!
I'm only half kidding. Don't take my advice though.

posted about 11 years ago
#42 cp_metalworks feedback thread in Map Discussion

Don't spam medium ammo packs, it'll just make engineer annoying outside of 6s D:
Use them wisely just like you would a lunchbox

posted about 11 years ago
#18 natf2 in Site Discussion

thread creators being able to delete their own threads is a really bad idea
a really bad idea
snipping out your own post is a good enough way to delete it already, making it so you can outright delete a post will mess with how people use the forums and only create confusion without solving any real problems

posted about 11 years ago
#88 UGC-HL Iron Power Rankings Week 5 in TF2 General Discussion

This is not a HL hate thread.

posted about 11 years ago
#86 UGC-HL Iron Power Rankings Week 5 in TF2 General Discussion

this may be a community problem but there is no way in hell that it's going to sort itself out in a million years

posted about 11 years ago
#43 Increasing scout aim in TF2 General Discussion

Try out new aiming styles. And I don't just mean twitch vs tracking vs sliding or whatever, I mean find little gimmicks that other players use and see if you can go anywhere with them. I remember this one frag clip of Carnage where he was airstrafing into some of his shots, and it got burned into my head so much that I started doing it myself by reflex, and it's a lot better than the twitching I do a lot. Just an example.

posted about 11 years ago
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