sopsyou should just be allowed to move them around like in csgo, making thme visable without taking up much space, i hope you can all see valve's reasoning behind not supporting no-viewmodels anymore.
it simplifies the game to newer players so when they see a big streamer playing they will see his weapon skins and wont ask stuff liike "where are your guns"
if tf2 ever gets big , they could add team stickers just like in cs go , which would support comp teams . that won t happen if alot of ppl don t use viewmodels because those sponsors want everyone to see their sticker with their logo . i hope that makes sense .
[quote=sops]you should just be allowed to move them around like in csgo, making thme visable without taking up much space, i hope you can all see valve's reasoning behind not supporting no-viewmodels anymore.
it simplifies the game to newer players so when they see a big streamer playing they will see his weapon skins and wont ask stuff liike "where are your guns"[/quote]
if tf2 ever gets big , they could add team stickers just like in cs go , which would support comp teams . that won t happen if alot of ppl don t use viewmodels because those sponsors want everyone to see their sticker with their logo . i hope that makes sense .
About the stickers thing, there's ways you can fix that, e.g. displaying the stickers on the hud if viewmodels are disabled.
Fair thing to think about though.
About the stickers thing, there's ways you can fix that, e.g. displaying the stickers on the hud if viewmodels are disabled.
Fair thing to think about though.
Just give me viewmodel_fov 80 and I'll be happy.
Just give me viewmodel_fov 80 and I'll be happy.
sopsyou should just be allowed to move them around like in csgo, making thme visable without taking up much space, i hope you can all see valve's reasoning behind not supporting no-viewmodels anymore.
it simplifies the game to newer players so when they see a big streamer playing they will see his weapon skins and wont ask stuff liike "where are your guns"
well players are still going to turn them off if they want to when they're playing outside of matchmaking so it wont make that much of a difference
[quote=sops]you should just be allowed to move them around like in csgo, making thme visable without taking up much space, i hope you can all see valve's reasoning behind not supporting no-viewmodels anymore.
it simplifies the game to newer players so when they see a big streamer playing they will see his weapon skins and wont ask stuff liike "where are your guns"[/quote]
well players are still going to turn them off if they want to when they're playing outside of matchmaking so it wont make that much of a difference
acif tf2 ever gets big , they could add team stickers just like in cs go , which would support comp teams . that won t happen if alot of ppl don t use viewmodels because those sponsors want everyone to see their sticker with their logo . i hope that makes sense .
The thing is, all the big events that people will be watching will be casted using stv, which has viewmodels anyway.
[quote=ac]if tf2 ever gets big , they could add team stickers just like in cs go , which would support comp teams . that won t happen if alot of ppl don t use viewmodels because those sponsors want everyone to see their sticker with their logo . i hope that makes sense .[/quote]
The thing is, all the big events that people will be watching will be casted using stv, which has viewmodels anyway.
I can somewhat understand forcing viewmodels on. Although I think they should let people decide.
Most people already play with viewmodels on because turning them off "feels unnatural" or whatever (or they just dont know the option to turn them off even exists). Its the people who want to get good at the game that decide to turn them off. Forcing them on doesn't make the game noob-friendly, it just messes with people who decided to dedicate a lot of their time to the game.
Forcing graphical settings is even more idiotic for obvious reasons. You can force DX9 for your skins, sure. But forcing stuff like ragdolls is just stupid. Feels like something Blizzard would do (no blizz hate intended, they are just known to be against customization in their games. And that's fine for some games, but not for tf2).
I can somewhat understand forcing viewmodels on. Although I think they should let people decide.
Most people already play with viewmodels on because turning them off "feels unnatural" or whatever (or they just dont know the option to turn them off even exists). Its the people who want to get good at the game that decide to turn them off. Forcing them on doesn't make the game noob-friendly, it just messes with people who decided to dedicate a lot of their time to the game.
Forcing graphical settings is even more idiotic for obvious reasons. You can force DX9 for your skins, sure. But forcing stuff like ragdolls is just stupid. Feels like something Blizzard would do (no blizz hate intended, they are just known to be against customization in their games. And that's fine for some games, but not for tf2).
wasn't it in the advanced options before where you could toggle viewmodels on and off?
I'm looking right now and I don't see it but I swear it was there before
wasn't it in the advanced options before where you could toggle viewmodels on and off?
I'm looking right now and I don't see it but I swear it was there before
crabfwasn't it in the advanced options before where you could toggle viewmodels on and off?
I'm looking right now and I don't see it but I swear it was there before
They took it out :)
[quote=crabf]wasn't it in the advanced options before where you could toggle viewmodels on and off?
I'm looking right now and I don't see it but I swear it was there before[/quote]
They took it out :)
DarkNecridAbout the stickers thing, there's ways you can fix that, e.g. displaying the stickers on the hud if viewmodels are disabled.
Fair thing to think about though.
This is something I've been trying to do for a very long time as either a crosshair or HUD thing, but I never really came upon a good solution. Would be great if Valve implemented this.
[quote=DarkNecrid]About the stickers thing, there's ways you can fix that, e.g. displaying the stickers on the hud if viewmodels are disabled.
Fair thing to think about though.[/quote]
This is something I've been trying to do for a very long time as either a crosshair or HUD thing, but I never really came upon a good solution. Would be great if Valve implemented this.
crabfwasn't it in the advanced options before where you could toggle viewmodels on and off?
I'm looking right now and I don't see it but I swear it was there before
Some graphic settings are there in the options but they are still forced when you play matchmaking
[quote=crabf]wasn't it in the advanced options before where you could toggle viewmodels on and off?
I'm looking right now and I don't see it but I swear it was there before[/quote]
Some graphic settings are there in the options but they are still forced when you play matchmaking
How the scattergun and rocket launcher would look with viewmodel_offset_xyz commands changed:
http://i.imgur.com/I5EqnTs.png
http://i.imgur.com/veZyuiw.png
Commands:
viewmodel_fov 62
viewmodel_offset_x 2
viewmodel_offset_y 2
viewmodel_offset_z -2
Rockets will still come out of the Rocket Launcher by the way.
How the scattergun and rocket launcher would look with viewmodel_offset_xyz commands changed:
[img]http://i.imgur.com/I5EqnTs.png[/img]
[img]http://i.imgur.com/veZyuiw.png[/img]
Commands:
viewmodel_fov 62
viewmodel_offset_x 2
viewmodel_offset_y 2
viewmodel_offset_z -2
Rockets will still come out of the Rocket Launcher by the way.
the only thing that would help our cause is if valve realizes that viewmodel_fov 90 allows for a better skin view and allows for more stickers to be added, helping their only objective that is $$$$$$
the only thing that would help our cause is if valve realizes that viewmodel_fov 90 allows for a better skin view and allows for more stickers to be added, helping their only objective that is $$$$$$
NoahHasAnIDEIn addition to being unlocked, I think there should be a menu in game that allows you to modify these things. That way even newer players that don't use console much can modify it to their will.
there we're in the advanced options. that menu is a clusterfuck though, no wonder people can't find anything in there
[quote=NoahHasAnIDE]In addition to being unlocked, I think there should be a menu in game that allows you to modify these things. That way even newer players that don't use console much can modify it to their will.[/quote]
there we're in the advanced options. that menu is a clusterfuck though, no wonder people can't find anything in there
Antaresthere we're in the advanced options. that menu is a clusterfuck though, no wonder people can't find anything in there
lets be honest
every single options menu of any sort in tf2 is a gigantic clusterfuck
valve needs to scrap the whole fucking thing
[quote=Antares]there we're in the advanced options. that menu is a clusterfuck though, no wonder people can't find anything in there[/quote]
lets be honest
every single options menu of any sort in tf2 is a gigantic clusterfuck
valve needs to scrap the whole fucking thing
The first time my boyfriend watched me play, he said "how did you hide your rocket launcher, looks fucking badass", he was not even into gaming, but he could understand at first sight that i was using a rocket launcher..
Honestly i do not mind having viewmodels enabled, even though it was hard to get used to the first day i think it is not that bad, however, i think some customization would be great, i feel confused myself when i look at the 54fov black box viewmodel, for me it looks like just a dark cube in front of me, same with the direct hit...
I wish one could have no viewmodels, i dont think there is *that* much happening during 6v6 matches to not understand what is going on, or what kind of weapon a player is using, but i can understand forcing viewmodels, just customization would be good, 70 viewmodel_fov is even aesthetically better than default 54.
Also, being able to have better customization when it comes to graphics would be great too, vaseline covered characters are not pretty and they dont make the game an experience any better, if one could disable settings like mat_phong from the graphic settings menu, that would be great, i feel guilty having better fps than my opponent instead of not having a viewmodel...
The first time my boyfriend watched me play, he said "how did you hide your rocket launcher, looks fucking badass", he was not even into gaming, but he could understand at first sight that i was using a rocket launcher..
Honestly i do not mind having viewmodels enabled, even though it was hard to get used to the first day i think it is not that bad, however, i think some customization would be great, i feel confused myself when i look at the 54fov black box viewmodel, for me it looks like just a dark cube in front of me, same with the direct hit...
I wish one could have no viewmodels, i dont think there is *that* much happening during 6v6 matches to not understand what is going on, or what kind of weapon a player is using, but i can understand forcing viewmodels, just customization would be good, 70 viewmodel_fov is even aesthetically better than default 54.
Also, being able to have better customization when it comes to graphics would be great too, vaseline covered characters are not pretty and they dont make the game an experience any better, if one could disable settings like mat_phong from the graphic settings menu, that would be great, i feel guilty having better fps than my opponent instead of not having a viewmodel...
Snowshoepeople asked for tf2 to be like csgo and that's what they got. valve's locked down the game's graphical commands just like csgo. what did you expect?
A game that's actually optimised to run on what they're forcing
[quote=Snowshoe]people asked for tf2 to be like csgo and that's what they got. valve's locked down the game's graphical commands just like csgo. what did you expect?[/quote]
A game that's actually optimised to run on what they're forcing
I really cannot play Soldier or Demoman with the minimized viewmodels, or the default ones at 54 viewmodel fov. I find it hard to believe that anyone else can either. Although this might be partially due to the locked interp which has also really been messing me up. The devs must all be scout mains.
I really cannot play Soldier or Demoman with the minimized viewmodels, or the default ones at 54 viewmodel fov. I find it hard to believe that anyone else can either. Although this might be partially due to the locked interp which has also really been messing me up. The devs must all be scout mains.
treetoonadd some weapon icons on the hud as an option if you turn off the viewmodel perhaps?
http://prntscr.com/btumrh cant people just look at this when they dont have a weapon viewmodel on
[quote=treetoon]add some weapon icons on the hud as an option if you turn off the viewmodel perhaps?[/quote]
http://prntscr.com/btumrh cant people just look at this when they dont have a weapon viewmodel on
I can't really rocket jump with mini viewmodels on, it's such a half assed attempt to fix viewmodels. At the very least let people change viewmodel_fov, default being 54 is absolutely ridiculous. You can't see the right side of your screen on many classes.
I can't really rocket jump with mini viewmodels on, it's such a half assed attempt to fix viewmodels. At the very least let people change viewmodel_fov, default being 54 is absolutely ridiculous. You can't see the right side of your screen on many classes.
sombrezHow the scattergun and rocket launcher would look with viewmodel_offset_xyz commands changed:
http://i.imgur.com/I5EqnTs.png
http://i.imgur.com/veZyuiw.png
Commands:
viewmodel_fov 62
viewmodel_offset_x 2
viewmodel_offset_y 2
viewmodel_offset_z -2
Rockets will still come out of the Rocket Launcher by the way.
I wouldn't mind playing with that.
IMO the problem isn't that they are forcing viewmodel settings so much as the settings they are forcing are terrible.
[quote=sombrez]How the scattergun and rocket launcher would look with viewmodel_offset_xyz commands changed:
[img]http://i.imgur.com/I5EqnTs.png[/img]
[img]http://i.imgur.com/veZyuiw.png[/img]
Commands:
viewmodel_fov 62
viewmodel_offset_x 2
viewmodel_offset_y 2
viewmodel_offset_z -2
Rockets will still come out of the Rocket Launcher by the way.[/quote]
I wouldn't mind playing with that.
IMO the problem isn't that they are forcing viewmodel settings so much as the settings they are forcing are terrible.
Snowshoepeople asked for tf2 to be like csgo and that's what they got. valve's locked down the game's graphical commands just like csgo. what did you expect?
lol ya thats what they got. they got an mm system that solely favors the players who play the most, not the ones who are most skilled (no placement matches), they have 100+ weapons that are completely unbalanced, they got viewmodels to be forced to 54. yep that sounds like cs to me. oh I guess one similarity is that there are skins now.
they are attempting to balance weapons so that's not the biggest problem at the moment. your comment is just completely ignorant.
[quote=Snowshoe]people asked for tf2 to be like csgo and that's what they got. valve's locked down the game's graphical commands just like csgo. what did you expect?[/quote]
lol ya thats what they got. they got an mm system that solely favors the players who play the most, not the ones who are most skilled (no placement matches), they have 100+ weapons that are completely unbalanced, they got viewmodels to be forced to 54. yep that sounds like cs to me. oh I guess one similarity is that there are skins now.
they are attempting to balance weapons so that's not the biggest problem at the moment. your comment is just completely ignorant.
Man the viewmodels with those offsets do look quite a bit better sombrez.
Man the viewmodels with those offsets do look quite a bit better sombrez.
sombrezHow the scattergun and rocket launcher would look with viewmodel_offset_xyz commands changed:
http://i.imgur.com/I5EqnTs.png
http://i.imgur.com/veZyuiw.png
Commands:
viewmodel_fov 62
viewmodel_offset_x 2
viewmodel_offset_y 2
viewmodel_offset_z -2
Rockets will still come out of the Rocket Launcher by the way.
might be a bit off topic but when i saw slin streaming mm after release for the first time i thought they added viewmodel offsets to slightly compensate for locking them at 54
then i went in-game and was terribly disappointed, i have no idea who thought locking them to 54 was a good idea considering the fact that back in sep/nov 2008 they unlocked them with a slider limit of 70.
imo the "ideal" solution to this would be locking viewmodel fov to 70 and adding viewmodel offsets like in csgo/the tf2c mod, hopefully valve at least sets the limit to 70 in the nearest updates since minmode at its current state is a garbage feature.
[quote=sombrez]How the scattergun and rocket launcher would look with viewmodel_offset_xyz commands changed:
[img]http://i.imgur.com/I5EqnTs.png[/img]
[img]http://i.imgur.com/veZyuiw.png[/img]
Commands:
viewmodel_fov 62
viewmodel_offset_x 2
viewmodel_offset_y 2
viewmodel_offset_z -2
Rockets will still come out of the Rocket Launcher by the way.[/quote]
might be a bit off topic but when i saw slin streaming mm after release for the first time i thought they added viewmodel offsets to slightly compensate for locking them at 54
then i went in-game and was terribly disappointed, i have no idea who thought locking them to 54 was a good idea considering the fact that back in sep/nov 2008 they unlocked them with a slider limit of 70.
imo the "ideal" solution to this would be locking viewmodel fov to 70 and adding viewmodel offsets like in csgo/the tf2c mod, hopefully valve at least sets the limit to 70 in the nearest updates since minmode at its current state is a garbage feature.
miwonot gonna happen.
look at CS, at the highest level viewmodels are still present.
viewmodels in CS give the player information like when your recoil has reset and when youve completely stopped moving for an accurate shot. they are an important aspect of the game and have been throughout the games history. viewmodels in tf2 are just obstructive. sure, its easier to visualize where the projectiles come from if you havent practiced with models off, but that doesnt mean you should outright disable the feature. also, restricting customization features that have been in the game for YEARS just so newbs wont be confused when they watch b4nny is ridiculous.
[quote=miwo]not gonna happen.
look at CS, at the highest level viewmodels are still present.
[/quote]
viewmodels in CS give the player information like when your recoil has reset and when youve completely stopped moving for an accurate shot. they are an important aspect of the game and have been throughout the games history. viewmodels in tf2 are just obstructive. sure, its easier to visualize where the projectiles come from if you havent practiced with models off, but that doesnt mean you should outright disable the feature. also, restricting customization features that have been in the game for YEARS just so newbs wont be confused when they watch b4nny is ridiculous.
I'm not sure if the dev team realise how dumb it is playing with 54 fov vmod. It's honestly baffling thst they legitimately think that having your weapon block half your screen is an appropriate playing level to force everyone on. Have they never watched a competitive stream or vid and realised "Hey, everyone plays with 70-90 vmod fovwhen they've got it on and it doesn't look too bad, maybe we should just limit it to 70 instead of force them to play at this shit level?"
IMO 70 is a good cap, original blatantly loads no rockets beyond ~75 and a magic hand appears beyond 90.
I'm not sure if the dev team realise how dumb it is playing with 54 fov vmod. It's honestly baffling thst they legitimately think that having your weapon block half your screen is an appropriate playing level to force everyone on. Have they never watched a competitive stream or vid and realised "Hey, everyone plays with 70-90 vmod fovwhen they've got it on and it doesn't look too bad, maybe we should just limit it to 70 instead of force them to play at this shit level?"
IMO 70 is a good cap, original blatantly loads no rockets beyond ~75 and a magic hand appears beyond 90.
gatsanI'm not sure if the dev team realise how dumb it is playing with 54 fov vmod. It's honestly baffling thst they legitimately think that having your weapon block half your screen is an appropriate playing level to force everyone on. Have they never watched a competitive stream or vid and realised "Hey, everyone plays with 70-90 vmod fovwhen they've got it on and it doesn't look too bad, maybe we should just limit it to 70 instead of force them to play at this shit level?"
IMO 70 is a good cap, original blatantly loads no rockets beyond ~75 and a magic hand appears beyond 90.
Except when you are spy you have 3 hands
[quote=gatsan]I'm not sure if the dev team realise how dumb it is playing with 54 fov vmod. It's honestly baffling thst they legitimately think that having your weapon block half your screen is an appropriate playing level to force everyone on. Have they never watched a competitive stream or vid and realised "Hey, everyone plays with 70-90 vmod fovwhen they've got it on and it doesn't look too bad, maybe we should just limit it to 70 instead of force them to play at this shit level?"
IMO 70 is a good cap, original blatantly loads no rockets beyond ~75 and a magic hand appears beyond 90.[/quote]
Except when you are spy you have 3 hands
I really do like ripping on Valve right now, but they're probably all way smarter than me and can use them brains to figure out the right course of action. The 5 brains on the team are better than none.
I really do like ripping on Valve right now, but they're probably all way smarter than me and can use them brains to figure out the right course of action. The 5 brains on the team are better than none.
I've been playing tf2 without viewmodels ever since I found out about them, and them being forced in MM really messed with me. For me and (it seems) many others, the viewmodels only act as weird anchors on the screen which mess with aim and awareness of movement, especially when they move to reload, get taken out, or fire. The inclusion of viewmodel minmode hasn't helped for me either. They still protrude out of the bottom of the screen and mess with my awareness, and when they reload/get switched to/fire I still find them really distracting.
I understand why valve wouldn't want people to be put at a disadvantage because their opponent can see more of their screen, but I think the solution to that is to add more options that are easy to access instead of forcing options which prevent some people from comfortably enjoying the game.
I really hope that these issues get resolved, because as of now I'd rather stick to casual where I can play with my custom settings.
I've been playing tf2 without viewmodels ever since I found out about them, and them being forced in MM really messed with me. For me and (it seems) many others, the viewmodels only act as weird anchors on the screen which mess with aim and awareness of movement, especially when they move to reload, get taken out, or fire. The inclusion of viewmodel minmode hasn't helped for me either. They still protrude out of the bottom of the screen and mess with my awareness, and when they reload/get switched to/fire I still find them really distracting.
I understand why valve wouldn't want people to be put at a disadvantage because their opponent can see more of their screen, but I think the solution to that is to add more options that are easy to access instead of forcing options which prevent some people from comfortably enjoying the game.
I really hope that these issues get resolved, because as of now I'd rather stick to casual where I can play with my custom settings.