kind of a sus question, kiddo
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SteamID64 | 76561198020242938 |
SteamID3 | [U:1:59977210] |
SteamID32 | STEAM_0:0:29988605 |
Country | France |
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Last Posted | April 20, 2024 at 1:33 PM |
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bawnerif i am reading this correctly, it's just picking up a medigun to cancel your current uber and save some % like this?
This was removed in the current season in europe.
it is, and tf2-comp-fixes addresses this with the following feature:
When enabled with sm_empty_active_ubercharges_when_dropped 1, mediguns that are dropped while the ubercharge is active will be emptied.
This prevents the trick of swapping mediguns while ubercharged to conserve some of the charge.
the argument is that activating an ubercharge is a transaction that implies the complete consumption of the ubercharge, whether it's used efficiently or not.
with that plugin, the aspect of the dead ringer doesn't matter much.
the theory crafting about demoman stickies seems very silly to me.
VERY Excited about this! Cu@!!!
Not to my knowledge, no
Your loadouts are stored in the Steam servers, and those can't be fooled.
When you change them, I think your game is only talking to the Steam servers which in turn signal to the server you're playing on that there was a change. That's why some of the delay in b4nny bind is dependent on your latency and on the status of the Steam servers.
aiera
I assume that your server is running on Windows, some of the recent additions assume Linux (sm_prevent_respawning, sm_fix_reflect_self_damage, sm_grounded_rj_resistance), and that's because I decided to stop supporting Windows (it's incredibly time consuming to find function signatures and it's a dumb operating system to use for server work).
However, I can update the plugin so that unsupported features aren't loaded on Windows, so that it doesn't immediately crash. I'll try doing that later today, no promises :)
E: v1.14.0 should work immediately on Windows
Lucrative is talking about something different, pipe launchers and sticky launchers have a random spread to avoid being able to put 8 stickies down at the exact same spot, it doesn't really make sense for pipes to have that spread though
It's tracked here: https://github.com/ldesgoui/tf2-comp-fixes/issues/36
I haven't had time to look at it recently
MightyMeOut of the loop, but do I understand correctly the Ironbomber has a bigger hitbox than regular pipe launcher?
Yep, here's an explanation video:
BloodisCan we also talk about how picking up mediguns while having an active charge would've been the biggest new thing to the comp side since pyro got nerfed after Jungle Inferno but twiikuu just passes it off as an exploit?
Much love for putting in the effort to make it a variable though
twiikuuI decided to call this an exploit because I believe popping uber is a commitment and that you shouldn't be able to cancel, exploit might be a strong word.
It does take some skill (and luck) to pull this off, so it's not like the game is worse off with it.
I understand that my position means my actions and words aren't without consequences but my opinions on the game design aspect of the game, as strong as they may be, have yet to influence the ETF2L admins to my knowledge. In this case, this "trick" was presented to me by ETF2L admins and I was asked to see if it was possible to patch out, so I imagine that they already had their mind set about it.
I'll accept a PR rewording the description, or I'll get to it next time I can work on the plugin.
Just to be sure, what is referred to in that sentence is the process of popping uber, picking up a medigun from the ground, which cancels your ubercharge, and then picking up your original medigun, in which some undercharge percent remains
I decided to call this an exploit because I believe popping uber is a commitment and that you shouldn't be able to cancel, exploit might be a strong word.
It does take some skill (and luck) to pull this off, so it's not like the game is worse off with it.
I guess admins should have a quick look to see if they'd rather enable it or not, they should ask ETF2L admins for a demonstration video.
ANN:
v1.14.0 of tf2-comp-fixes adds `sm_fix_post_pause_state`
E: This is similar to the feature of the plugin by F2 and maintained by Aad used by RGL, this is mainly because ETF2L wanted to enforce the feature without having to require installing another plugin.
Revert state after unpausing
When enabled with `sm_fix_post_pause_state 1`, gameplay state that changed
because of the UserCmd handling bug will be restored to what it was before
the pause. For now, this includes:
- Medigun ubercharge
v1.15.0 of tf2-comp-fixes adds `sm_solid_buildings`, `sm_empty_active_ubercharges_when_dropped`, `sm_prevent_respawning`
Empty active ubercharges when the medigun is dropped
When enabled with `sm_empty_active_ubercharges_when_dropped 1`, mediguns that
are dropped while the ubercharge is active will be emptied.
This prevents the exploit of swapping mediguns while ubercharged to conserve
some of the charge.
Prevent Respawning
When enabled with `sm_prevent_respawning 1`, players cannot force a
respawn in the spawn room by switching classes or loadouts.
Make Engineer buildings solid
When enabled with `sm_solid_buildings 1`, the Engineer's Dispenser and
Sentry gun will be solid to teammates.
Sorry for the double post
klassyWhat do you mean by "All major leagues already use and require the plugin"? I'm talking about the supposed IB nerf which isn't in use right now right?
The IB fix ( ;) ) is a feature of the plugin. The plugin, which is a collection of features, is already required by all major leagues, and they don't all make use of the same features.
klassyA problem that was brought up with these types of plugins in the last thread was also that we're just making it harder for teams from different regions to adjust to different rulesets in the case of international lans. EU and NA players already complain about 30 min timer vs 2 half system and reckoner and bagel etc etc.
You're comparing a change in the game that does not affect conscious decision making (you're still aiming and dodging pipes the same way) and the settings that rule the entire gameplay flow (win conditions).
Can you see that the first one is pretty much not making a difference?
Also, if this was so important, would have whitelists diverged? I believe there was a point in which every league used the global whitelist.
klassyMaybe you'll be able to somehow come to an agreement that every region implements twiikuus plugin (looking at the global whitelist discussions a few years prior i doubt this will happen) but with RGL actually seeing some type of growth in prizepool, sponsors(?) and LAN playoffs now, i think the chance of NA using these kinds of plugins decreases.
All major leagues already use and require the plugin.