ondkaja
Account Details
SteamID64 76561198010123351
SteamID3 [U:1:49857623]
SteamID32 STEAM_0:1:24928811
Country Sweden
Signed Up February 26, 2013
Last Posted November 14, 2018 at 4:20 PM
Posts 603 (0.3 per day)
Game Settings
In-game Sensitivity 3.9
Windows Sensitivity 6/11
Raw Input 1
DPI
400
Resolution
1920x1080
Refresh Rate
120Hz
Hardware Peripherals
Mouse ZOWIE ZA12
Keyboard SteelSeries 6GV2
Mousepad SteelSeries QcK+
Headphones QPAD QH-90
Monitor Samsung S23A700D
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#11 Doomsday comp tf2 video in Videos
MenachemondkajaI guess my attitude is, "at least they tried".
The closest analogy I can think of to Valve "trying" to add competitive to TF2 is some fat slob sitting on a couch "trying" to stretch his hand all the way to the fridge without actually moving his body, failing, and then falling asleep. Their shitty system still hasn't given me a single game over months of queuing, even during peak hours.

It's more of an internal justification to not be pissed at Valve for the rest of my life than anything else.

posted 3 weeks ago
#8 Doomsday comp tf2 video in Videos

It was a strange feeling being involed in the early matchmaking beta. At first, Valve seemed to be working based on the feedback that was given by the beta-players (mostly top-level players) by listening through players' streams, but as time went on there were less and less updates to the system, even though it had some pretty big structural flaws. Suddenly, the matchmaking system was released to the public, without any big improvements to the system. I suspect this release was done because players gradually stopped beta-testing. But on the other hand the beta-testing had already been done and people were waiting for the feedback to be implemented. Of course, having no direct communication between the players and the developers makes this a lot harder to communicate.

One of the reasons why matchmaking failed is because it restricted a lot of settings and forced players on higher quality settings. It was theorised back then that having players stream on higher quality settings would make competitive TF2 more watchable, and bring in more viewers. But on the other hand, playing TF2 with high settings causes a lot of FPS issues on older hardware, and generally having the game look nicer can negatively affect gameplay. So there are pros and cons to this, but it seems that a lot of players weren't willing to migrate to matchmaking and this was one of the reasons.

Another reason was the ruleset. Valve did not like any of the competitive rulesets, so they had their own version, simply a best of three on 5cp maps. I have no idea why this ruleset was implemented, it doesn't seem like removing the timer would solve stalemates (assuming they would even happen that much in a matchmaking environment), but it also made games either really short or really long. A game could be 3 minutes or 40 minutes long with that ruleset. Also, since most of the playerbase was already playing their own ruleset, playing matchmaking with a completely different ruleset and no whitelist was simply not worth it because of how different it was.

Soon after the release of matchmaking, it was apparently riddled with cheaters. TF2 didn't have the overwatch tool that CS:GO had to weed out the most blatant hackers. So these people could cheat mostly without consequences, which obviously completely destroys people's experiences. I think this was the biggest factor why it flawed even with the public players who didn't previously play competitively.

It's not a pretty story. It shows how difficult it really is to create a matchmaking system, especially in the environment TF2 had. I think matchmaking could have been successful in TF2, but I think it would have required more open-mindedness and communication from Valve in the early phases in beta testing. I don't want to be overly critical of Valve because the situation was difficult to begin with, so I guess my attitude is, "at least they tried".

Apologies if I got some things wrong, this was three years ago so I don't remember things exactly how they were.

posted 3 weeks ago
#100 Crouching while rocket jumping in TF2 General Discussion
phxvyperPaddiegravity was still a thing before mr isaac newton figured out how it worked. you don't need to know how something occurs in order for it to actually be occurring. any genuine experiment within the game will display the fact that crouching makes you go farther when taking knockback damage (for one reason or another), just because you can't find it in the code doesn't take away from that very fact.
I was literally asking for people to experiment, and i said multiple times that I wanted to run the experiment and in fact I did. Ondkaja was the one who actually wanted to answer the question, everyone else wanted to throw a hissy fit.

I already knew the answer and have for at least 6 years. The only reason I madd the video is to keep you from spreading misinformation. Perfect example of the bullshit asymmetry principle.

posted 1 month ago
#83 Crouching while rocket jumping in TF2 General Discussion
phxvyperondkajaphxvyperGrapeJuiceIIICant wait to see you admit you’re wrong
I don't have a problem with admitting im wrong, im just waiting for people to actually prove theyre right so that I can confidently say im wrong - since im apparently the only person here who cares about not misinforming other players.

Magnitude of velocity in 0 gravity after getting hit by 50 damage, hitscan, uncrouched: 300 u/s
Magnitude of velocity in 0 gravity after getting hit by 50 damage, hitscan, crouched: ~400 u/s

Proof of experiment: https://www.dropbox.com/s/8rsessqs2yj9b4d/knockbacktest.dem?dl=0

Conclusion: Crouching or staying uncrouched does have an effect on the knockback you receive.

thanks bb <3 I'll check it out when i get a chance tonight.

Don't worry, I made a video so you can more easily verify the results!

https://youtu.be/qU7D8JCP9CI

posted 1 month ago
#79 Crouching while rocket jumping in TF2 General Discussion
phxvyperGrapeJuiceIIICant wait to see you admit you’re wrong
I don't have a problem with admitting im wrong, im just waiting for people to actually prove theyre right so that I can confidently say im wrong - since im apparently the only person here who cares about not misinforming other players.

Magnitude of velocity in 0 gravity after getting hit by 50 damage, hitscan, uncrouched: 300 u/s
Magnitude of velocity in 0 gravity after getting hit by 50 damage, hitscan, crouched: ~400 u/s

Proof of experiment: https://www.dropbox.com/s/8rsessqs2yj9b4d/knockbacktest.dem?dl=0

Conclusion: Crouching or staying uncrouched does have an effect on the knockback you receive.

posted 1 month ago
#65 Crouching while rocket jumping in TF2 General Discussion

A rigorous way to test knockback would be to set sv_gravity to exactly 0 and get shot while you are in mid-air. Write down the damage you took, the magnitude of velocity on all axes after you got hit (cl_showpos 1) and whether you were crouched or uncrouched. Velocity doesn't change after you get hit in zero gravity unless you airstrafe or collide with something, so it's fairly practical to measure.

posted 1 month ago
#49 Crouching while rocket jumping in TF2 General Discussion

You have simply misunderstood the code. There is an extremely noticable difference from crouched knockback and uncrouched knockback. Everyone knows that crouched rocket jumping has far greater knockback than uncrouched rocket jumping in any given situation.

posted 1 month ago
#10 Crouching while rocket jumping in TF2 General Discussion

Staying uncrouched while rocket jumping makes your hitbox 33% bigger, so it does make you easier to hit while in the air. If you bomb correctly you are going to have so much speed that the additional knockback you get from being crouched is going to be negligible. You can also use the knockback to your advantage a lot of the times.

posted 1 month ago
#13 ETF2L Season 31 Premiership preview in News

Unfortunately you haven't listed the main roster of SVIFT. Please fix this sviftly.

posted 2 months ago
#13 Lol saints comeback brewing??? in TF2 General Discussion

unfortunately that bastard izon went to a party instead of attending important team meetings, as such he will be replaced with dennia effective immediately

posted 2 months ago
#7 Lol saints comeback brewing??? in TF2 General Discussion

http://etf2l.org/teams/31115/

saints comeback confirmed, rest of team moved to backup

posted 2 months ago
#72 froyotech benched from playing as a team in RGL in TF2 General Discussion
HildrethIt's funny cos even though I despair at the thought of playing RGL Sigafoo is actually right whether you disagree with his methods or not and I am guessing most people don't even play RGL or watch it nor fund it they just are insulted that Sigafoo is doing something not 6v6. Personally I wouldn't be insulted by this if I was always challenging Froyo, I would be more insulted that people are trying to stop me getting free prize money now that the best team in the league are restricted.

It's also funny people are trying to decide what should or should not be disrespectful to Ascent or whoever else failed to challenge them. I think truth kinda hurts here. Sometimes it does in TF2.

Jesus christ, you must have built up quite a lot of resentment after all of those seasons in Highlander you ended up finishing 2nd place.

It's kind of ironic that someone who pereptually finishes 2nd would be defending banning the best team.

posted 3 months ago
#61 what's your major? in Off Topic

Computer engineering

posted 3 months ago
#322 Ban Pred and Degu v2 in Off Topic
Beelthazus Jon doesn't owe me anything, but when you make a utility that everyone enjoys, uses and then takes it away because your feelings got hurt; You punish the majority for a minorities mistake?

This reeks of entitlement issues. He has the right to pull out for any reason, without an explanation. It's really that simple. It's not a punishment, it's a revocation of privilege.

posted 3 months ago
#5 What should my Network Setting be with a high ping in Q/A Help
ComangliaVisThere aren't any settings that will mirracly improve your ping.
That's not the point of the question though...

He's asking for what would give him the best hit registration / most enjoyable experience.

Regardless of what class you play.
cl_updaterate 66
cl_cmdrate 65 
according to mastercoms cl_cmdrate is set lower than cl_updaterate to have smoothing be applied to server updates and not client updates *my understanding of this could be wrong*

If you main a projectile/particle class (Soldier, Demo, Pyro and Medic)
cl_interp_ratio 1
cl_interp .0152 (a value of 0 would be fine as well)

If you main a hitscan class (Scout, Heavy, Sniper and Spy)
cl_interp_ratio 2 (possibly higher)
cl_interp .0228 (possibly higher but this should work fine)

or (for basically the same thing)
cl_interp_ratio 3
cl_interp .0152

I didn't add Engineer to either list cause I can see an argument both ways. On 1 hand a low interp value would be better for Rescue Ranger + less latency to hitting a sentry with a wrench + less latency to start building on the other hand a higher interp setting would give better overall hit registration for PvP melee and hitscan weapons.

mastercomfig seems to generally recommend these other settings as well
net_compresspackets 1
net_compresspackets_minsize 128
rate 196608 // 1.57 Mbps default rate from CS:GO
net_splitpacket_maxrate 196608
net_splitrate 1 // How many packets to split per frame
net_maxcleartime 0.020346

mastercomfig seems to have several settings for the below but I picked out the "balanced" ones for you.
net_maxroutable 1200
net_maxfragments 1200

Correct me if I'm wrong but isn't interpolation related to packet loss, and not ping?

posted 3 months ago
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