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List of stuff to fix for valve?
1
#1
0 Frags +

Lets say a new hire is brought onto the TF team at Valve, and his job is to exclusively to draw up a list of problems with TF2, give them a difficulty rating (e.g. "change the value of a weapon's damage" (simple and small) vs "re-work all hat effects to run better" (large and complex)), then list them by priority.

Is there such a list already floating around the competitive TF2 community to help this hypothetical guy?

So far I can think of: https://wiki.teamfortress.com/wiki/Exploits https://wiki.teamfortress.com/wiki/Glitches and of course the weapon bans, the most liberal (meaning identifies the real trouble-makers) being the ETF2L one, though this doesn't identify what's wrong with the weapon (i.e. several weapons have to do with stopping heavies getting to mid, then the lock'n'load has to do with all the grenades not travelling at the same speed).

If such a ranked list doesn't exist, could we make one, or make it things as easy as possible for the TF team?

Lets say a new hire is brought onto the TF team at Valve, and his job is to exclusively to draw up a list of problems with TF2, give them a difficulty rating (e.g. "change the value of a weapon's damage" (simple and small) vs "re-work all hat effects to run better" (large and complex)), then list them by priority.

Is there such a list already floating around the competitive TF2 community to help this hypothetical guy?

So far I can think of: https://wiki.teamfortress.com/wiki/Exploits https://wiki.teamfortress.com/wiki/Glitches and of course the weapon bans, the most liberal (meaning identifies the real trouble-makers) being [url=http://whitelist.tf/etf2l_6v6_s24]the ETF2L one[/url], though this doesn't identify what's wrong with the weapon (i.e. several weapons have to do with stopping heavies getting to mid, then the lock'n'load has to do with all the grenades not travelling at the same speed).

If such a [b]ranked[/b] list doesn't exist, could we make one, or make it things as easy as possible for the TF team?
2
#2
65 Frags +

1. I shouldn't get more FPS on a game that was released in 2016 on medium settings than a game that was released in 2007 on the lowest settings.

2. see 1

1. I shouldn't get more FPS on a game that was released in 2016 on medium settings than a game that was released in 2007 on the lowest settings.

2. see 1
3
#3
7 Frags +

ill copy-paste this from the other thread. these are very important because they have to do with the core of the competitive part of tf2 valve is trying to introduce. bug fixes are great, but theyre not going to mean anything when nobody wants to play the game.

-the system is basically whoever plays more gets a higher rank, or whoever six-stacks. When everyone starts at rank 1, if you're a very middle of the road player, you're going to lose/win half of your games, depending on the skill of the player who is ranked 1 instead of higher because of a lack of placement matches, and are going to stay there yourself.

-there's a memory leak (i think? some error to do with dx9 shaders repeating over and over) in matchmaking which basically makes it unplayable for some people after a game's worth of play, or if it's a long game, you're fucked with 30-40 FPS by the end of it

-viewmodel fov: please cap it at at least 70, minmode viewmodels look alright with 70, but at 54 even min viewmodels look like you're holding it right in front of your face.

-you shouldnt have to be booted to the main menu after every casual game. casual is great, don't get me wrong, but it could be so easily improved by giving the option to keep playing. Or just do the CS:GO system of vote for the next map, which, to be honest, would be great.

-not related to the core aspects of the game, but since this game just got it's competitive update, i'd love for valve to actually point players toward actual competitive in some way shape or form-- in game. One way is to fix the stream UI to always be open-- that led a lot of players in, and boosted view counts. Now that's toggled off and as far as i can tell nobody clicks the button to turn it on, and since it was toggled off, viewer counts have dropped. If the problem is showing the community trashy streams, then maybe make a box that appears when there are competitive game(s) going on. That notification that the ESEA grand finals were happening was great, and I'd like to see more of those.

ill copy-paste this from the other thread. these are very important because they have to do with the core of the competitive part of tf2 valve is trying to introduce. bug fixes are great, but theyre not going to mean anything when nobody wants to play the game.

-the system is basically whoever plays more gets a higher rank, or whoever six-stacks. When everyone starts at rank 1, if you're a very middle of the road player, you're going to lose/win half of your games, depending on the skill of the player who is ranked 1 instead of higher because of a lack of placement matches, and are going to stay there yourself.

-there's a memory leak (i think? some error to do with dx9 shaders repeating over and over) in matchmaking which basically makes it unplayable for some people after a game's worth of play, or if it's a long game, you're fucked with 30-40 FPS by the end of it

-viewmodel fov: please cap it at at least 70, minmode viewmodels look alright with 70, but at 54 even min viewmodels look like you're holding it right in front of your face.

-you shouldnt have to be booted to the main menu after every casual game. casual is great, don't get me wrong, but it could be so easily improved by giving the option to keep playing. Or just do the CS:GO system of vote for the next map, which, to be honest, would be great.

-not related to the core aspects of the game, but since this game just got it's competitive update, i'd love for valve to actually point players toward actual competitive in some way shape or form-- in game. One way is to fix the stream UI to always be open-- that led a lot of players in, and boosted view counts. Now that's toggled off and as far as i can tell nobody clicks the button to turn it on, and since it was toggled off, viewer counts have dropped. If the problem is showing the community trashy streams, then maybe make a box that appears when there are competitive game(s) going on. That notification that the ESEA grand finals were happening was great, and I'd like to see more of those.
4
#4
-17 Frags +

Really guys? You wouldn't ask for some of the simpler, more obvious weapon rebalances first? Like "cosy camper now only adds 25 health"?

Really guys? You wouldn't ask for some of the simpler, more obvious weapon rebalances first? Like "cosy camper now only adds 25 health"?
5
#5
3 Frags +
SmytherReally guys? You wouldn't ask for some of the simpler, more obvious weapon rebalances first? Like "cosy camper now only adds 25 health"?

priorities?

[quote=Smyther]Really guys? You wouldn't ask for some of the simpler, more obvious weapon rebalances first? Like "cosy camper now only adds 25 health"?[/quote]
priorities?
6
#6
32 Frags +

I sent this email to both Eric and Jill awhile ago but never got responses, nor was anything ever fixed:

Bugs

  • Regular robots sometimes render as giant robots in Mann Versus Machine.
  • Sentry Busters sometimes disappear when killed in Mann Versus Machine.
  • Sentry Buster sound emitters sometimes stay in the world after death in Mann Versus Machine. This can be fixed by executing snd_restart but it really shouldn't up to the player to do this.
  • The Shortstop uses the Scattergun animation on the loot screen in Mann Versus Machine.
  • Irregular money is sometimes deducted when investing in upgrades at the Upgrade Station in Mann Versus Machine.
  • "Server cvar 'mp_tournament_stopwatch' changed to 0" appears at the start of the round on Mann Versus Machine servers.
  • The incorrect loot screen is sometimes displayed at the end of a mission in Mann Versus Machine.
  • Cosmetic items sometimes spawn at incorrect parts of the map when a player dies.
  • Cosmetic items sometimes appear on the incorrect class after switching classes.
  • Nvidia Optimus configurations have a bug recently that sometimes causes performance to degrade over time. This is accompanied by the following message being spammed in console:
    id color format! ShaderAPIDX8::CreateD3DTexture: Invalid color format!
  • You can build in the hallway shortcut out of RED spawn at the third point of pl_upward. This means that when the door closes after the third point is captured, if BLU has a teleporter exit there, then they can teleport into that room which then opens up to RED's balcony on the last point. The door will shut again if no players are in the room, making this very aggressive teleporter practically invincible. This has been in the game for the longest time but it's so notorious that UGC actually has a rule explicitly banning just this exploit. Just make that hallway non-buildable.
  • Medics sometimes do not lose the speed bonus that a Demoman's charge gave them after the charge completed. This often happens when the Demo dies or leaves the healing range mid-charge.
  • There's an edge case where a player sometimes is marked as a bomb after the end of a round in Mann Versus Machine. This means that when they get closer to the bomb hatch between rounds, the Announcer starts freaking out that the bomb is about to be deployed, and the sirens play.
  • Sometimes the stats of all players are reset to 0 when a teammate leaves the game in Mann Versus Machine.
  • Players can get stuck in the barricades on mvm_rottenburg. This can be reproduced by having one player attempt to start a partner taunt right at the lip where the ground's collision box turns into the barricade's collision box at the top of the barricade. Any player that chooses to participate in the partner taunt can, but then will be stuck slightly inside the barricade and they'll be unable to move.
  • The Sentry Firing Speed upgrade in Mann Versus Machine does not properly grant sentries faster firing speed at certain levels. Specifically, level 2 of the upgrade only makes the Sentry shoot faster if the Engineer is using a Wrangler to shoot. Level 3 does absolutely nothing.
  • The "marked for death" status indicator above the heads of enemy players does not fade when the effect does.
  • Player animations often do not play anymore on the loot screen in Mann Versus Machine.
  • Multiple taunts do not remove weapons from the hands of players.

Exploits

  • If you do a long taunt the moment you come out of a teleporter (Conga is a good example), you will be granted somewhere between 120 and 90 FOV until another FOV change happens (death, scoping in as a Sniper, or using another teleporter). This is because there's a "warp in" animation that occurs when you come through a teleporter that sets your FOV to 120 and then, over a very short period of time (I believe it's 0.5 seconds), sets your FOV back to normal. If you taunt during this animation, the animation freezes and your FOV will be locked to whatever it gets stuck at.
  • If you have a mod installed that modifies player viewmodel animations, and you set an animation to have a lower frame count than expected by the game, it will actually modify the gameplay attributes for that weapon. For example, if I set the Scattergun's reload animation (sg_reload_loop) to be 5 frames instead of 37 frames, the Scattergun will reload 700% faster ingame. This only happens on listen servers, but I fear this could be exploited in the future, so it's better to get this patched up before it becomes an issue. I have attached an example VPK that can be loaded in the Custom folder that demonstrates this bug. Just install it, load the game, start a listen server ("map cp_process_final") and try reloading a Scattergun.

yes a huge number of my listed bugs are MvM ones but that's because MvM is so fucking broken.

I sent this email to both Eric and Jill awhile ago but never got responses, nor was anything ever fixed:

[b]Bugs[/b]

[list]
[*] Regular robots sometimes render as giant robots in Mann Versus Machine.
[*] Sentry Busters sometimes disappear when killed in Mann Versus Machine.
[*] Sentry Buster sound emitters sometimes stay in the world after death in Mann Versus Machine. This can be fixed by executing snd_restart but it really shouldn't up to the player to do this.
[*] The Shortstop uses the Scattergun animation on the loot screen in Mann Versus Machine.
[*] Irregular money is sometimes deducted when investing in upgrades at the Upgrade Station in Mann Versus Machine.
[*] "Server cvar 'mp_tournament_stopwatch' changed to 0" appears at the start of the round on Mann Versus Machine servers.
[*] The incorrect loot screen is sometimes displayed at the end of a mission in Mann Versus Machine.
[*] Cosmetic items sometimes spawn at incorrect parts of the map when a player dies.
[*] Cosmetic items sometimes appear on the incorrect class after switching classes.
[*] Nvidia Optimus configurations have a bug recently that sometimes causes performance to degrade over time. This is accompanied by the following message being spammed in console:
[code]id color format! ShaderAPIDX8::CreateD3DTexture: Invalid color format![/code]
[*] You can build in the hallway shortcut out of RED spawn at the third point of pl_upward. This means that when the door closes after the third point is captured, if BLU has a teleporter exit there, then they can teleport into that room which then opens up to RED's balcony on the last point. The door will shut again if no players are in the room, making this very aggressive teleporter practically invincible. This has been in the game for the longest time but it's so notorious that UGC actually has a rule explicitly banning just this exploit. Just make that hallway non-buildable.
[*] Medics sometimes do not lose the speed bonus that a Demoman's charge gave them after the charge completed. This often happens when the Demo dies or leaves the healing range mid-charge.
[*] There's an edge case where a player sometimes is marked as a bomb after the end of a round in Mann Versus Machine. This means that when they get closer to the bomb hatch between rounds, the Announcer starts freaking out that the bomb is about to be deployed, and the sirens play.
[*] Sometimes the stats of all players are reset to 0 when a teammate leaves the game in Mann Versus Machine.
[*] Players can get stuck in the barricades on mvm_rottenburg. This can be reproduced by having one player attempt to start a partner taunt right at the lip where the ground's collision box turns into the barricade's collision box at the top of the barricade. Any player that chooses to participate in the partner taunt can, but then will be stuck slightly inside the barricade and they'll be unable to move.
[*] The Sentry Firing Speed upgrade in Mann Versus Machine does not properly grant sentries faster firing speed at certain levels. Specifically, level 2 of the upgrade only makes the Sentry shoot faster if the Engineer is using a Wrangler to shoot. Level 3 does absolutely nothing.
[*] The "marked for death" status indicator above the heads of enemy players does not fade when the effect does.
[*] Player animations often do not play anymore on the loot screen in Mann Versus Machine.
[*] Multiple taunts do not remove weapons from the hands of players.
[/list]

[b]Exploits[/b]

[list]
[*] If you do a long taunt the moment you come out of a teleporter (Conga is a good example), you will be granted somewhere between 120 and 90 FOV until another FOV change happens (death, scoping in as a Sniper, or using another teleporter). This is because there's a "warp in" animation that occurs when you come through a teleporter that sets your FOV to 120 and then, over a very short period of time (I believe it's 0.5 seconds), sets your FOV back to normal. If you taunt during this animation, the animation freezes and your FOV will be locked to whatever it gets stuck at.
[*] If you have a mod installed that modifies player viewmodel animations, and you set an animation to have a lower frame count than expected by the game, it will actually modify the gameplay attributes for that weapon. For example, if I set the Scattergun's reload animation (sg_reload_loop) to be 5 frames instead of 37 frames, the Scattergun will reload 700% faster ingame. This only happens on listen servers, but I fear this could be exploited in the future, so it's better to get this patched up before it becomes an issue. I have attached an example VPK that can be loaded in the Custom folder that demonstrates this bug. Just install it, load the game, start a listen server ("map cp_process_final") and try reloading a Scattergun.[/list]

yes a huge number of my listed bugs are MvM ones but that's because MvM is so fucking broken.
7
#7
2 Frags +
SmytherReally guys? You wouldn't ask for some of the simpler, more obvious weapon rebalances first? Like "cosy camper now only adds 25 health"?

Right now it seems that weapon balancing hasn't been all that great with Valve for years due to multiple reasons. While we as a competitive community may want some changes to certain weapons, there is the rest of the TF2 community that differs toward our opinions. The issue right now isn't weapons for now since there are much bigger issues currently. Mainly being: Comp MM, Casual MM, Bugs and Exploits.

The focus before weapon balancing is making the game enjoyable for both casual and competitive communities. There are still people uncomfortable with the current system of casual mode that can be fixed as the same goes for competitive mode. We are in the year of 2016, with two games known as Dota 2 and CSGO that has had success in their own kind of casual and competitive modes that were made by Valve themselves...let's try to take advantage of that. The CSGO casual mode seems to work well and most have no problems with it, it'd be in TF2's best interest to mimic it, so that these current issues or dislikes about it can go away. Maybe even improve it a bit more and add an TF2 version of the Overwatch lootcrate system that was mentioned in the other thread.

As for competitive mode, there is still multiple issues. When it comes to a matchmaking system in any game, there has to be a certain set system that works as best as it can up to a point and can fix the issues that we have. There's never going to be a perfect matchmaking system, but it can be near perfect. As yttrium mentioned, there was a person who abused the system and kept reconnecting continuously. This doesn't happen in CSGO or Dota 2, they have a time limit for ALL players to connect by a certain time before the game starts, and if they haven't connected, then it restarts the queue process. I could probably list much more but in short, just mimic the CSGO and Dota 2 system and take the aspects that will make the Comp TF2 MM system work in its own way to go against hackers, griefers, and abusers.

Those are just suggestions to fix the "systems" of each, I feel like it shouldn't be too hard, but I find it a bit ridiculous that our Casual mode and Comp MM is this behind despite multiple other games including Valve's can accomplish much more established systems. Maybe it is the lack of people on the TF2 team, I don't know. What more to add onto the list are the "changes" that we want to add such as the viewmodel options primarily.

While we also need to fix a bunch of bugs. If this thread actually was filled with problems and a list of things, it'd just be a list of lists that list things. The best way to actually communicate this to Valve is to have a single person(possibly someone known in the community or with great knowledge of the game and it's current problems) make a post on reddit(because Valve reads it first probably) and email them an ORGANIZED megalist full of the changes that we need to casual mode, changes to comp MM mode, and as many/all of the bugs/exploits that we can find(and it's steps to produce it). I'm not saying it's going to be easy, but it's definitely a big step that would prioritize all the changes that are needed to fix the reoccurring and popular issues and make it easier for Valve. This idea isn't new or anything, I've seen it done multiple times on the Dota 2 reddit where someone posts a huge list, it gets upvoted to the top, and Valve actually fixes all/majority of the issues within the next day or that week(but the Dota 2 team probably has countless people to help). Otherwise, we can all kind of just wait for Valve and see what they do and see if it fixes our issues and problems.

[quote=Smyther]Really guys? You wouldn't ask for some of the simpler, more obvious weapon rebalances first? Like "cosy camper now only adds 25 health"?[/quote]
Right now it seems that weapon balancing hasn't been all that great with Valve for years due to multiple reasons. While we as a competitive community may want some changes to certain weapons, there is the rest of the TF2 community that differs toward our opinions. The issue right now isn't weapons for now since there are much bigger issues currently. Mainly being: Comp MM, Casual MM, Bugs and Exploits.

The focus before weapon balancing is making the game enjoyable for both casual and competitive communities. There are still people uncomfortable with the current system of casual mode that can be fixed as the same goes for competitive mode. We are in the year of 2016, with two games known as Dota 2 and CSGO that has had success in their own kind of casual and competitive modes that were made by Valve themselves...let's try to take advantage of that. The CSGO casual mode seems to work well and most have no problems with it, it'd be in TF2's best interest to mimic it, so that these current issues or dislikes about it can go away. Maybe even improve it a bit more and add an TF2 version of the Overwatch lootcrate system that was mentioned in the other thread.

As for competitive mode, there is still multiple issues. When it comes to a matchmaking system in any game, there has to be a certain set system that works as best as it can up to a point and can fix the issues that we have. There's never going to be a perfect matchmaking system, but it can be near perfect. As yttrium mentioned, there was a person who abused the system and kept reconnecting continuously. This doesn't happen in CSGO or Dota 2, they have a time limit for ALL players to connect by a certain time before the game starts, and if they haven't connected, then it restarts the queue process. I could probably list much more but in short, just mimic the CSGO and Dota 2 system and take the aspects that will make the Comp TF2 MM system work in its own way to go against hackers, griefers, and abusers.

Those are just suggestions to fix the "systems" of each, I feel like it shouldn't be too hard, but I find it a bit ridiculous that our Casual mode and Comp MM is this behind despite multiple other games including Valve's can accomplish much more established systems. Maybe it is the lack of people on the TF2 team, I don't know. What more to add onto the list are the "changes" that we want to add such as the viewmodel options primarily.

While we also need to fix a bunch of bugs. If this thread actually was filled with problems and a list of things, it'd just be a list of lists that list things. The best way to actually communicate this to Valve is to have a single person(possibly someone known in the community or with great knowledge of the game and it's current problems) make a post on reddit(because Valve reads it first probably) and email them an ORGANIZED megalist full of the changes that we need to casual mode, changes to comp MM mode, and as many/all of the bugs/exploits that we can find(and it's steps to produce it). I'm not saying it's going to be easy, but it's definitely a big step that would prioritize all the changes that are needed to fix the reoccurring and popular issues and make it easier for Valve. This idea isn't new or anything, I've seen it done multiple times on the Dota 2 reddit where someone posts a huge list, it gets upvoted to the top, and Valve actually fixes all/majority of the issues within the next day or that week(but the Dota 2 team probably has countless people to help). Otherwise, we can all kind of just wait for Valve and see what they do and see if it fixes our issues and problems.
8
#8
20 Frags +

actually fixing invisible players would be nice

actually fixing invisible players would be nice
9
#9
9 Frags +

Set a max ping. This simple change will make the game magnitudes better for Australians who would rather wait 10 minutes than play on a Hong Kong server with 300 ping.

Set a max ping. This simple change will make the game magnitudes better for Australians who would rather wait 10 minutes than play on a Hong Kong server with 300 ping.
10
#10
1 Frags +
SmytherReally guys? You wouldn't ask for some of the simpler, more obvious weapon rebalances first? Like "cosy camper now only adds 25 health"?

your one theoretical balance change is making a second (worse) Darwin's shield? wtf?

my biggest complaint is that tf2 is probably the worst game to alt tab in and out of since WC3. its a casual game that i cant play casually

[quote=Smyther]Really guys? You wouldn't ask for some of the simpler, more obvious weapon rebalances first? Like "cosy camper now only adds 25 health"?[/quote]
your one theoretical balance change is making a second (worse) Darwin's shield? wtf?

my biggest complaint is that tf2 is probably the worst game to alt tab in and out of since WC3. its a casual game that i cant play casually
11
#11
2 Frags +
twenty2020my biggest complaint is that tf2 is probably the worst game to alt tab in and out of since WC3. its a casual game that i cant play casually

oh shit the memories... at least people developed ways to make WC3 borderless windowed

[quote=twenty2020]my biggest complaint is that tf2 is probably the worst game to alt tab in and out of since WC3. its a casual game that i cant play casually[/quote]
oh shit the memories... at least people developed ways to make WC3 borderless windowed
12
#12
1 Frags +
toads_tf-viewmodel fov: please cap it at at least 70, minmode viewmodels look alright with 70, but at 54 even min viewmodels look like you're holding it right in front of your face.

I like this idea, but I would also like for the default fov to be 90. It pains me when I see casual players that have their fov not set to 90. I also recall someone in another thread did some math as to what the default viewmodel fov should be and it was somewhere around 70 or 80, not 54.

But that's just my thoughts and opinions on that matter

[quote=toads_tf]
-viewmodel fov: please cap it at at least 70, minmode viewmodels look alright with 70, but at 54 even min viewmodels look like you're holding it right in front of your face.[/quote]
I like this idea, but I would also like for the default fov to be 90. It pains me when I see casual players that have their fov not set to 90. I also recall someone in another thread did some math as to what the default viewmodel fov should be and it was somewhere around 70 or 80, not 54.

But that's just my thoughts and opinions on that matter
13
#13
14 Frags +

higher res crosshairs, with an outline option

higher res crosshairs, with an outline option
14
#14
0 Frags +

Optimization and Viewmodel_fov 70 (or 75 at the most) pls

Optimization and Viewmodel_fov 70 (or 75 at the most) pls
15
#15
6 Frags +
DecapotatoSet a max ping. This simple change will make the game magnitudes better for Australians who would rather wait 10 minutes than play on a Hong Kong server with 300 ping.

Or my personal favourite, wait 10 minutes and then get put into a Hong Kong server

[quote=Decapotato]Set a max ping. This simple change will make the game magnitudes better for Australians who would rather wait 10 minutes than play on a Hong Kong server with 300 ping.[/quote]

Or my personal favourite, wait 10 minutes and then get put into a Hong Kong server
16
#16
8 Frags +

If you aren't going to fix the terrible performance I would at least allow more graphics commands in MM. Making sure a portion of the playerbase is able to play at an acceptable framerate is more important than maybe a few people seeing TF2 on twitch with bad graphics and not installing a FREE game because of it (even though anyone with a brain could spend 2 minutes and find out that there are different graphics settings).

This is my biggest beef. I've had to work around the bad performance in this game with configs, and now they've restricted configs without actually fixing the underlying problem of the game running terribly. If you're not gonna fix your game at least allow me to run it properly by modifying it.

I recently did a clean reinstall of this game to see if it would help my issues but I'm pretty sure my framerate is somehow even worse now.

If you aren't going to fix the terrible performance I would at least allow more graphics commands in MM. Making sure a portion of the playerbase is able to play at an acceptable framerate is more important than maybe a few people seeing TF2 on twitch with bad graphics and not installing a FREE game because of it (even though anyone with a brain could spend 2 minutes and find out that there are different graphics settings).

This is my biggest beef. I've had to work around the bad performance in this game with configs, and now they've restricted configs without actually fixing the underlying problem of the game running terribly. If you're not gonna fix your game at least allow me to run it properly by modifying it.

I recently did a clean reinstall of this game to see if it would help my issues but I'm pretty sure my framerate is somehow even worse now.
17
#17
0 Frags +

@vJill

@vJill
18
#18
-2 Frags +
Decapotatoping

You can already set a max ping with

tf_matchmaking_ping_a
tf_matchmaking_ping_b
tf_matchmaking_ping_c
[quote=Decapotato]ping[/quote]

You can already set a max ping with

[code]tf_matchmaking_ping_a
tf_matchmaking_ping_b
tf_matchmaking_ping_c[/code]
19
#19
1 Frags +
twenty2020my biggest complaint is that tf2 is probably the worst game to alt tab in and out of since WC3. its a casual game that i cant play casually

have you ever played overwatch in fullscreen mode? it has the absolute worst window management i've ever seen.

[quote=twenty2020]
my biggest complaint is that tf2 is probably the worst game to alt tab in and out of since WC3. its a casual game that i cant play casually[/quote]

have you ever played overwatch in fullscreen mode? it has the absolute worst window management i've ever seen.
20
#20
3 Frags +
XenThePybroDecapotatoping
You can already set a max ping with
tf_matchmaking_ping_a
tf_matchmaking_ping_b
tf_matchmaking_ping_c

Doesn't work, it gets reset.

[quote=XenThePybro][quote=Decapotato]ping[/quote]

You can already set a max ping with

[code]tf_matchmaking_ping_a
tf_matchmaking_ping_b
tf_matchmaking_ping_c[/code][/quote]

Doesn't work, it gets reset.
21
#21
0 Frags +
joshuawnhave you ever played overwatch in fullscreen mode? it has the absolute worst window management i've ever seen.

lol you've never played wc3. Shit took more than a minute sometimes to tab back in.

[quote=joshuawn]
have you ever played overwatch in fullscreen mode? it has the absolute worst window management i've ever seen.[/quote]
lol you've never played wc3. Shit took more than a minute sometimes to tab back in.
22
#22
2 Frags +
XenThePybroDecapotatoping
You can already set a max ping with
tf_matchmaking_ping_a
tf_matchmaking_ping_b
tf_matchmaking_ping_c

that doesn't work, those cvars are locked in matchmaking and were made for quickplay in any case

[quote=XenThePybro][quote=Decapotato]ping[/quote]

You can already set a max ping with

[code]tf_matchmaking_ping_a
tf_matchmaking_ping_b
tf_matchmaking_ping_c[/code][/quote]
that doesn't work, those cvars are locked in matchmaking and were made for quickplay in any case
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