this is sick
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SteamID64 | 76561198033727092 |
SteamID3 | [U:1:73461364] |
SteamID32 | STEAM_0:0:36730682 |
Country | Netherlands |
Signed Up | March 7, 2013 |
Last Posted | November 22, 2020 at 9:09 AM |
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catfishMany complaints around the Solemn Vow have centred around that fact that it lowers the skill ceiling of Medic and removes the focus on Uber counting, however testing has shown this to be a less significant issue that anticipated.
"a less significant issue than anticipated" doesn't seem to imply it improves the game in any way, so what was the reasoning for adding it? Or is the goal "allow things that don't break the game" rather than "try to make the game as fun as possible"?
mastercomsBecause that's the server restrictions and you shouldn't be able to bypass server restrictions by default. You don't really get any sort of lower ping, because it shows you a different state than anything you'd get in the future with interp, due to it being extrapolated and/or teleporting client side rather than being what's happening on the server.
Does this mean that, since you are extrapolating clientside, it will become inaccurate if some change was made in the tick (or whatever timeframe it extrapolates), but otherwise it just results in it looking like your ping is lower (I understand it isn't, but it simply looks nicer)? Hitscan seems pretty bad with it (in terms of getting missed/hit shots when you shouldn't) but subtle inaccuracies don't really mean too much for soldier/demo. From playing with it it just seems like your ping is slightly lower, at the cost of some players looking a bit jittery. It's also pretty huge for demo jumping because the inaccuracies are non-existent as the visibility of your own stickies is what matters.
mastercomsAnd now, if the server allows it, there won't be lag compensation issues anymore because this change acts as a forcing function to have correctly synced interp values. So it's allowed in cases where it wouldn't cause any issues beyond just the normal lack of interp.
Was this not possible before? Or has something actually changed that allows for better server net settings.
mastercomsWhat happened before was just a shitty workaround for a client or server misconfiguration. Now you actually have to have both in sync. Furthermore, with higher update rates, it actually improves the behavior of lower interp values because server data can be sent as fast as possible according to the network tick, rather than being limited by the snapshot rate of max 66, like it was before because update rate on its own was bounded by server settings.
Does this mean that server settings can now be adjusted to approach the same visuals as '0 interp' gave, without the jitter? Or is this not achievable with reasonable (performance-wise) settings.
mastercomsSo in conclusion, instead of pretending there isn't a problem, it shows an issue which can be properly resolved for a better result than the previous bypass.
I think it's fair to say it's not intended behaviour, but I don't think that necessarily means it should be removed. There's a lot of unintended behaviour in the source engine being used, if it doesn't cause any issues I don't understand why it has to go.
mastercomsSo why did you mention tourney servers and not jump servers? Jump servers are a whole different thing and I agree that in those cases, the server owner should allow for that to happen or you can use a local session. But for the vast majority of cases, which is what we're talking about when we discuss game defaults, this is a good change.
Could you explain why it's bad to give the option to players (for projectile clases mainly) to change their settings such that their ping effectively feels lower (i.e. just using lower interp), in exchange for potential lag compensation issues (which aren't very relevant on projectile classes anyway). Just feels like taking an option away for no good reason.
Yomps always came across as an incredibly kind and genuine person, on top of being one of the best. Gut wrenching to hear he has passed away, my deepest condolences to all close to him. Rest in peace.
I'm not sure how pushing out of last is necessarily much more difficult if your medic can't run fast. The one play that's not nearly as viable is just popping through a choke immediately/jumping a demo through and catching up with a scout, I agree, but besides that I don't think the medic speed is that crucial in the push out. If you take it slow the enemy team is able to put up less resistance since their medic can't play as close as he currently can, which makes a slower type of push-out even easier as it currently is. It's a change in how you play the situation, but not one I think necessarily leads to more stalemates.
I think the general notion of 'medic can survive almost every mid as long as he just zooms out with a scout' has a big impact on stalemates though, since winning a mid semi-convincingly means you avoid the dreaded 100% uber on their last stalemate you get all the time now.
https://drive.google.com/open?id=1wG7AJ6M1vfZynh__zuG3Sg1q6hIB7Gv9
All my demos/ticks
kaptain
Netherlands
https://www41.zippyshare.com/v/hR5hNMDS/file.html
Pugchamp STV which seems to be a bit laggy, but with higher interp (.07 or so) it seems watchable (clip).
Not sure where I (or Raymon for that matter) announced we quit TF2, or does not playing every single ETF2L season suffice for 'pretending to quit' ?