Donger Donkeys :(
Account Details | |
---|---|
SteamID64 | 76561198058513958 |
SteamID3 | [U:1:98248230] |
SteamID32 | STEAM_0:0:49124115 |
Country | Sweden |
Signed Up | May 1, 2014 |
Last Posted | December 29, 2023 at 5:31 PM |
Posts | 1320 (0.4 per day) |
Game Settings | |
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In-game Sensitivity | 2.15 |
Windows Sensitivity | 5/11 |
Raw Input | 1 |
DPI |
800 |
Resolution |
1080p |
Refresh Rate |
144hz |
Hardware Peripherals | |
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Mouse | Logitech G703 |
Keyboard | Varmilo VA109M Red |
Mousepad | QcK XXL |
Headphones | Logitech G432 |
Monitor | Benq XL2411Z |
Valve- Lag compensation system will now reliably restore pose parameters responsible for animation layering
- This makes server-side hitboxes for lag compensated players better match client-side rendered models
Does anybody know how exactly this will affect the game?
Additionally does anyone know if https://www.youtube.com/watch?v=oYfx64j3BGc is still an issue or if this has been patched?
Lastly, if they're not gonna fix the sticky det bug I would like to know why. I'm 100% sure they've heard about it. Along with that bug, I would also like to know why soldiers with gunboats deal 80 damage to themselves if they also hit an enemy (even if they perform a rocket-jump, which are said to have reduced self-inflicted damage according to the item's description)
charlehttps://youtu.be/jrimC9JDHG8
Y'all dum
His opponent doesn't know how to play though
SPAMMTristOne beam near dropdown on red side is solid while on blu is not.
fixed for next version, ty.
SPAMMTristAnd also on red side of mid is a perch bigger than blu side giving roamers on blu a slight advantage if they take advantage of it. Both tiny just worth mentioning.
Cool, nobody including me noticed this before. Same issue on default badlands.
SPAMMTristAlso in the gallery is a screenshot of the platform above the flank on last, why was this added.
It's a less powerful replacement for the lamp, backcap spot. (people can check it from lobby unlike the lamp.)
SPAMMTristSoldiers already have an easy enough time controlling this area without having an ambush above a choke and this could make it even harder to push out, if taken advantage of
Unless you have wallhacks, scout is favoured since they can run past and meatshot before you have time to react. Also, peaker's advantage. Holding normally as soldier is still better. I don't see this as being an issue on any level really. (Maybe the aesthetic of it)
kolinghttps://imgur.com/a/uribd
watch out
b5 leaked
riotbzNbc66Finaly a worthy competitor to tf2centerpugchamp has been better since its conception
Not for the average tf2 player, or the average new competitive player.
Turnover - Peripheral Vision
Hail The Sun - Wake
Fiona Apple - The Idler Wheel Is Wiser Than the Driver of the Screw and Whipping Cords Will Serve You More Than Ropes Will Ever Do
Culprate - Deliverance
A Tribe Called Quest - Midnight Marauders
cylindrical projectile hitboxes
fix splash damage
make soldiers & demomen able to direct other classes from close range without doing 100 damage to themselves
slightly reduce hitscan knockback
continuous dev support
similar humour and artstyle
revamping several weapons entirely to more dynamically change how a class plays (like gunboats, kritzkrieg) instead of having weapons that are plain stat changes
removing airblast from pyro
giving mapmakers better and more efficient tools
slightly increase rocket base projectile speed, decrease blast radius
de-incentivize running perma heavy, perma engineer, sniper, spy, pyro and have some sort of restriction for "specialist" classes (So you just can't whip out a level 3 sentry, pyro and a heavy on last point every time, can't go sniper in every slight stalemate etc)
After another fast runthrough:
- Way too much ammo on the roof. The danger of having too much ammo is it makes engineer a lot more viable, which I personally think shouldn't be a goal of any map.
- Still many crammed doorways
- The fence outside spawn is really low, make it obvious you can't walk outside the map.
- Cliffside health kit house is too big/too close to the main building, very small gap in drop.
- Ramp room next to the shutter, I really like it. What's worth experimenting is flipping the ramps around, and also I feel like there might be too much space & almost impossible to chase down a scout frag in the lobby.
- There are 5 exits from lobby to the main area. This will make it fairly easy to get flanked, but I don't know if it matters as much as it's koth map and the flanks on either side of the point (I will call them Cliffside and Pitside for simplicity.
- Any reason in particular you have a tiny balcony and straight ramp between lobby and second? I think it would work better by just having a sideways ramp or a straight ramp (and then flipping the orange dev wall inside small healthkit room.)
I blame valve they should have patched this and many other things years ago.
Just some initial thoughts on the map, didn't run through it very thoroughly:
- I really like the idea of having crammed "doorways without roof" outside, because it allows people to go around and jump over, while also making splash easy to hit on scouts
- Some areas seem really crammed, especially the underground passage between spawn and mid area, as well asa the area around the house with a medium healthkit outside the point. (I think instead of having extremely narrow gaps separating vertical floors it would be better to extending it and just creating a roof, or contracting it, giving players more space to move.
- It's interesting that the point is indoors.
- With mirrored symmetry, I feel like having health packs next to ammopacks with different distances between both teams is kind of messy, or maybe I'm too organized. I think the pack should be in the middle instead.
- The white sphere-roof is not very intuitive for movement. i personally would use a more simple shape so people can get a better understanding on the movement on top of the surface and the splash damage spread.
- I think the map has some good potential. I think you should make sure there's both interesting areas to fight in both inside & outside, so people will put up with shooting enemy gamers indoors.
This is pretty cool. If a concern is that there's no action maybe he could play a couple of eu pugs, you never know,.
Does anybody have a version of the "circle" crosshair where the circle is thicker? (aka the area of the hole smaller in proportion to the radius of the circle)
I'd really appreciate it.
CorunsonKarenbtry running it in admin if you haven't alreadyHow do you run in admin? do you mean open it on the admin user?
if not just uninstall and reinstall
no idea about the pugchamp names
He wants you to locate the icon of nvidia control panel, right click it and select run as admin.
For pugchamp name change, contact any of the admins currently online on the site... sooner or later they're bound to notice you.