Upvote Upvoted 100 Downvote Downvoted
1 2 3 4
Valve give us viewmodel options&community support
91
#91
-6 Frags +
Geel9It's not about the skins being seen, it's about (potential) players watching a stream, seeing atrocious graphics, players disappearing in an instant when they die, having rockets/bullets flying out of the middle of the screen for no apparent reason, perhaps not even knowing that a class can have multiple weapons, etc.

This 100%, Valve knows that experienced players won't be phased. But imagine if someone stumbled onto a TF2 stream for the first time and saw someone running dx8 with fps config. They would be confused as fuck and also wonder why the game is so ugly. Things that do not draw in new players.

Also CS:GO has arguably worse viewmodel options. TF2's min mode hides much more than anything you can achieve in CS:GO even with console commands.

[quote=Geel9]It's not about the skins being seen, it's about (potential) players watching a stream, seeing atrocious graphics, players disappearing in an instant when they die, having rockets/bullets flying out of the middle of the screen for no apparent reason, perhaps not even knowing that a class can have multiple weapons, etc.[/quote]

This 100%, Valve knows that experienced players won't be phased. But imagine if someone stumbled onto a TF2 stream for the first time and saw someone running dx8 with fps config. They would be confused as fuck and also wonder why the game is so ugly. Things that do not draw in new players.

Also CS:GO has arguably worse viewmodel options. TF2's min mode hides much more than anything you can achieve in CS:GO even with console commands.
92
#92
1 Frags +
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.

I use 110 for my melee weapons... I'm not alone in that either afaik

[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]
I use 110 for my melee weapons... I'm not alone in that either afaik
93
#93
5 Frags +
mafia_is_mafiaAlso CS:GO has arguably worse viewmodel options. TF2's min mode hides much more than anything you can achieve in CS:GO even with console commands.

That's definitely an unpopular opinion, as the viewmodels in cs look fine, while the min mode viewmodels in tf2 (the only viewmodel option there is in mm) look unprofessional and are still not too pleasing to look at. Sombrez's pictures of viewmodels in tf2 with adjusted x, y, and z offsets looks clean and isn't really intrusive:

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.
[quote=mafia_is_mafia]Also CS:GO has arguably worse viewmodel options. TF2's min mode hides much more than anything you can achieve in CS:GO even with console commands.[/quote]

That's definitely an unpopular opinion, as the viewmodels in cs look fine, while the min mode viewmodels in tf2 (the only viewmodel option there is in mm) look unprofessional and are still not too pleasing to look at. Sombrez's pictures of viewmodels in tf2 with adjusted x, y, and z offsets looks clean and isn't really intrusive:

[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]
94
#94
10 Frags +

This debate shouldn't be necessary, valve just allow us total control over our viewmodel settings that are just completely personal preference, and maybe add transparent viewmodels to advanced settings?

This debate shouldn't be necessary, valve just allow us total control over our viewmodel settings that are just completely personal preference, and maybe add transparent viewmodels to advanced settings?
95
#95
31 Frags +

valve thinks the game should feel like

http://wallpaperswa.com/thumbnails/detail/20120809/humor%20spy%20tf2%20team%20fortress%202%201920x1080%20wallpaper_wallpaperswa.com_92.jpg

valve thinks the game should feel like
[img]http://wallpaperswa.com/thumbnails/detail/20120809/humor%20spy%20tf2%20team%20fortress%202%201920x1080%20wallpaper_wallpaperswa.com_92.jpg[/img]
96
#96
9 Frags +

Probably 75% of the time I spent playing TF2 was without viewmodels. I can't be bothered to change habits I've had for 4 years for no real reason. No viewmodels making newer players confused is such a bullshit thing to say.

Probably 75% of the time I spent playing TF2 was without viewmodels. I can't be bothered to change habits I've had for 4 years for no real reason. No viewmodels making newer players confused is such a bullshit thing to say.
97
#97
2 Frags +

What about how aspect ratio STILL increases in game fov? Anything higher then 4:3 ratio you have a higher fov. Idk the exact numbers now but the fov on my 21:9 monitor is larger than a standard 16:9 > 4:3.

Show Content
Not saying it's a bad thing :P
What about how aspect ratio STILL increases in game fov? Anything higher then 4:3 ratio you have a higher fov. Idk the exact numbers now but the fov on my 21:9 monitor is larger than a standard 16:9 > 4:3.

[spoiler]Not saying it's a bad thing :P[/spoiler]
98
#98
2 Frags +
ShdSteelWhat about how aspect ratio STILL increases in game fov? Anything higher then 4:3 ratio you have a higher fov. Idk the exact numbers now but the fov on my 21:9 monitor is larger than a standard 16:9 > 4:3.
Show Content
Not saying it's a bad thing :P

That's intended and that is why sv_restrict_aspect_ratio_fov 1 exists as an option which won't let aspect ratio increase FOV on anything bigger than a 1:95:1 ratio, so 16:9 will still provide an improvement.

Happens in CS too but a lot of people there are stuck on their old 4:3 ways even if it makes them miss people outside of the FOV rarely.

[quote=ShdSteel]What about how aspect ratio STILL increases in game fov? Anything higher then 4:3 ratio you have a higher fov. Idk the exact numbers now but the fov on my 21:9 monitor is larger than a standard 16:9 > 4:3.

[spoiler]Not saying it's a bad thing :P[/spoiler][/quote]

That's intended and that is why sv_restrict_aspect_ratio_fov 1 exists as an option which won't let aspect ratio increase FOV on anything bigger than a 1:95:1 ratio, so 16:9 will still provide an improvement.

Happens in CS too but a lot of people there are stuck on their old 4:3 ways even if it makes them miss people outside of the FOV rarely.
99
#99
3 Frags +

Always found it weird how limited viewmodel, crosshairs and hud options are.

Especially how you can't have different crosshairs for different classes. Seems obvious.

Always found it weird how limited viewmodel, crosshairs and hud options are.

Especially how you can't have different crosshairs for different classes. Seems obvious.
1 2 3 4
Please sign in through STEAM to post a comment.