newDiGiT
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SteamID64 76561198123215403
SteamID3 [U:1:162949675]
SteamID32 STEAM_0:1:81474837
Country Hong Kong
Signed Up October 24, 2015
Last Posted March 3, 2017 at 4:43 AM
Posts 25 (0 per day)
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#19 Reworked standard crosshairs pack in Customization
TobnewDiGiTRobotsnip.
Hmm it might be cuz of my config files, but i really aint sure wt config line affected the crosshairs, since the melee and the shotty of soldier and demoman works fine, but not the rocket launcher, pipe and sticky
You must be using the no explosion script. The no explosion scripts are the same weapon txt files that define the crosshairs so you need to combine the 2. it's pretty easy. In this thread I made a text tutorial (comment #19)

Thanks!

posted about 7 years ago
#17 Reworked standard crosshairs pack in Customization
RobotnewDiGiTIt seems like the config for all rocket launchers including the default, direct hit, airstrike does not work though?
Edit: also pipes and sticky of demoman
Should be working all of them.

Hmm it might be cuz of my config files, but i really aint sure wt config line affected the crosshairs, since the melee and the shotty of soldier and demoman works fine, but not the rocket launcher, pipe and sticky

posted about 7 years ago
#15 Reworked standard crosshairs pack in Customization

It seems like the config for all rocket launchers including the default, direct hit, airstrike does not work though?
Edit: also pipes and sticky of demoman

posted about 7 years ago
#7 class-specific PREC settings ? in Customization

Thanks! Never known the change before this thread.

posted about 7 years ago
#5 class-specific PREC settings ? in Customization

Sorry for not explaining well, but I do understand and is editting the class cfgs. The problem is since TF2 is now using its own demo recording, it does not seem that PREC settings like prec_mode are even supported in the game. Therefore I am not sure how to set the corresponding preferences directing in script instead of going through the control panel.

posted about 7 years ago
#3 class-specific PREC settings ? in Customization

Thanks, but when I tried the prec commands they don't seem to be supported, as supported commands should be auto-completed or given suggestions right? Is there a website where I can check all available commands?

posted about 7 years ago
#1 class-specific PREC settings ? in Customization

Hi, I am reworking my configuration scripts, but I am not sure if using different prec config per class is possible if I put them for class scripts like prec_mode 3 on medic and prec_mode 1 on soldier. Or is it universal and only work before u enter a server?

posted about 7 years ago
#17 Sage's Linux FPS guide in TF2 General Discussion

One common problem that I would like to ask regarding the gamma though. changing the brightness slider in settings does not change the actual brightness in game, and I have already set fullscreen. Is there a solution for it?

posted about 7 years ago
#209 m0rehud black in Customization

Not really sure why but after I install the HUD posted by T0m, it is not different from default HUD except for broken elements and different font?

posted about 7 years ago
#17 Team Finland AMA!! in TF2 General Discussion

How do u train your rockets?

posted about 7 years ago
#3 Steam crashes every 5 minutes on linux mint in Q/A Help

Reported thx, hope will get a solution on that soon as it is crashing even more frequently now...

posted about 8 years ago
#1 Steam crashes every 5 minutes on linux mint in Q/A Help

I run tf2 on linux mint, but after a steam update two days ago my steam starts crashing every 5 minutes or so. What has the it done to break my steam?

posted about 8 years ago
#1 More viable DR? in TF2 General Discussion

so i was thinking about how to make dead ringer more viable in terms of hiding and escaping. Instead of the current triggering method, I suggest that holding m2 will take the watch out like current one. However on release it will act like invis watch. The regeneration of the cloak will be like cloak-n-dagger, without regeneration when cloaked, and drains on getting hit like the current one or invisible like invis watch. Not sure but will it be more viable?

posted about 8 years ago
#6 Pyro extra ability concept: attraction force? in TF2 General Discussion

The problem is in highlander and 6s the pyro literally rarely or even never ambush. Pyros in highlander only protects the medic, you may see big plays from the pyro succeeding in getting the enemy medic by kind-of-ambushing but its just rare enough to be just luck instead of strategy. And in 6s its only use is to deny enemy uber in a lame way, locking everyone in a corner by spamming m1. These just shows that the fire of pyro becomes kind of a cheap 60dmg instead of a weapon. And the reason to that is pyros fire should never be stronger than a heavy, which is hard to strike a balance. The attraction, instead of just making the fire more painful, gives a chance for the pyro to show its strength in dmg dealing.

marrrlowehaven't they already tried this though, and decided it wasn't good after playtesting it?
http://www.teamfortress.com/post.php?id=13542

The attraction force I think of is like one shot of airblast in reverse, including the efffectiveness declines from the peak at mid-range to negligable at high and short range, and it is a burst force so will not cause trouble to server smoothness I think?

posted about 8 years ago
#1 Pyro extra ability concept: attraction force? in TF2 General Discussion

So Pyro has already been considered an OP class in low level pubs only but comparatively never used in higher level gameplays. The reason of this class having such weird stats has been summarized to a few points, such as normal moving speed making it impossible to make enemies come to close range, which is the only range Pyro is effective at all, and that there are actually classes that it cant dominant in the range that it is supposed to be the best in, such as the heavy. So I have an idea that might not be the solution but might invoke some more ideas, which is the attraction force.

So the idea i have actually comes from Roadhog in Overwatch. He is a slow, tanky hero that has great close-range dmg, with a related orb as well. However he is not limited to close range. To encounter fast and far targets he has the hook. The hook doesn't really do much dmg to the target but forces it to face hog at close range. This brings a possibility for the close range class to not only wait for hitting enemies in the face, but also hunt for the chances

If the pyro is given an attraction force ability that acts most effective at middle range, the class will be able to fulfill what it is designed to be best at-- dealing short-range damage instead of being chipped down by scouts or unable to save a medic from getting backstabbed by spy who is out of range.

So if this idea works, how can we make it practical for pyro in terms of skill requirements, effectiveness? If not, are there similar alternates for soothing the pain of nerfed pyro?

EDIT: Actually I did answer to the question of why the idea differs from the sucker concept of valve, but seems like it would be better for me to answer here instead. The proposed attraction force should be the most effective at mid range and has less to negligible force at long or short range. The reason to that is the pre-nerf airblast force enemy to short range with a lame manner- locking at corners. Also it kind of defeats the points of pyro tring to fight at short range, as the airblash pushes enemy away only, making pyro more like a defense class.

posted about 8 years ago
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