Asec
Account Details
SteamID64 76561198046694824
SteamID3 [U:1:86429096]
SteamID32 STEAM_0:0:43214548
Country Germany
Signed Up February 3, 2014
Last Posted December 11, 2022 at 5:54 PM
Posts 88 (0 per day)
Game Settings
In-game Sensitivity 4.0
Windows Sensitivity 6/11
Raw Input 1
DPI
400
Resolution
1920x1080
Refresh Rate
144 Hertz
Hardware Peripherals
Mouse Zowie FK2
Keyboard Coolermaster CM Storm (MX Browns)
Mousepad Steelseries QTC Heavy
Headphones Sennheiser 518
Monitor BenQ XL2411
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#20 Needing some feedback for Soldier movement. in Q/A Help
BurnCastlehttps://www.youtube.com/watch?v=_iI9HNK0R20

Simply, I was playing MGE and kept losing. I'd like to get some feedback what I was doing wrong and etc...
I don't think my aim is a big problem, but it's more of my movement.

So yeah, any good tips for Soldier movement?

Just been looking at this video for 30 seconds and have to say something really feels off about the timing of the shots just by seeing where the shots land.
Either you were playing on a server with high ping or your lerp settings are bad. The amount of time it takes for your rockets to fire is uncomfortable, your shots always seem to lag behind somehow...

posted about 7 years ago
#127 Invite players in Open? in TF2 General Discussion

EDIT: I was operating under the assumption that esea made sense

posted about 7 years ago
#100 best alias in TF2 General Discussion

Dark Lord of Elimination.

edit: Lazyfinger is a pretty good name for a heavymain

posted about 7 years ago
#19 cp_priderock (5CP with jump pads) in Map Discussion

You can literally stand in the tree on last

http://imgur.com/a/odSbO

edit: fixed image

posted about 7 years ago
#12 B4nny's thoughts on Whitelists in general in TF2 General Discussion
Geel9BBiA_duchess-Even to this day, when you respawn, you can see your teammates through walls AND ENEMY SPIES. If you respawn, you can instantly notice when someone is a spy near your spawn. If any of them actually played the game as much as they say they do, they would have noticed.
You realize it's literally impossible to fix this, right?

What are you going to do? Make the outline not show around spies? Great, just look for the dude without an outline.

I think the intended function of the feature in general is to give new players an idea where their team is, so they can join the fight where it is needed. If that is true, then Spies could theoretically just be neglected, they usually play further behind the enemy lines than other classes do, making them less relevant for this feature..

So why not just exclude Spies from being shown through walls? It's a stealthy class after all and I believe this fix would rarely ever make a huge difference.

posted about 7 years ago
#18 ow customization in tf2 in TF2 General Discussion

What I'd like to see in regards to customization:

  • Advanced options being expanded, allowing for a deeper customisation of graphical settings (taking away from need for cfgs)
  • Better net settings (this one is a huge deal, having seen the jump a projectile class main can make in super short time, just by changing lerp to acceptable levels, really leads me to believe that it does give an unfair advantage)
  • A steam workshop for custom HUD's, giving new players an easy way to find and install new HUD's easily, filter out outdated HUD's for good selection of working, updated interfaces
posted about 7 years ago
#32 Shittiest named item that you own in TF2 General Discussion

https://lh5.googleusercontent.com/F9r77H9-XAzImHpLbnLO_wVpGDkgfTNPkwp0lDbso_2HrkjPJnPBxvE4jB_xmboTF6OvvvQWocSgjdA=w1920-h960-rw

^this literally means quantum-brush

https://lh6.googleusercontent.com/u8rHAjyX-jTiZ-9nwDbcuOCWeX_t38vi2SkJm5zDQOV2UORxougSXc3q83-6L8wIppoTNe1p2tWDrLM=w1920-h960

https://lh6.googleusercontent.com/vcJ72yRSrCGLDYeIIs34Y0K944U3r-8K_0KmxvD-5MMl5yAZ50veXIDQR7VI3YJD7EOcTZ59A1Z6mWw=w1920-h960

https://lh6.googleusercontent.com/7e0S7zlakMjHTDYjQ2t5MGJe0g6pxjO6kIixI7ZayoPqFFTQJ-9TPtldx7lcxR0FIBHQ0Zlu8V0YL08=w1920-h960

https://lh4.googleusercontent.com/-vznfelH578q36Qu8K_mBkNnB4m4xv1tKkQBoT7YJZ9Oi04DNnwxOgLo_CXnu-R9L5gA1m53SiI4Fg4=w1920-h960

guess what class i used to main

Show Content
keep me away from name tags
posted about 7 years ago
#15 TF2 update for 11/10/16 (11/11/16 UTC) in TF2 General Discussion
gemmReerogemmArtz_HispanianWhat does color correction actually do ??
alters colour balance slightly. not sure how it was broken.

also wtf what's wrong with letting teammates know where a sniper/spy is when you die

I'm almost 100% sure the old color correction literally did nothing lmao.

correct me if I'm wrong.

huh, tbf i never tried it really to compare. I know they had a slight performance difference

Reddit user who made the initial request to bring it back also took comparison screenshots: http://m.imgur.com/gallery/b7JKO

Imo it does quite a lot for the feel of the game, seeing the before ones gives me the old desire to jump back into some pub fun again, probably from way back when I used to play tons (and color correction was around).
I could've sworn that something about the game used to be different, more vibrant in my memories.. Seems like I now know why (God knows how long it's been broken).

posted about 7 years ago
#2 lf risk of rain friends in Other Games

If I had my internet, I would play with you, wish my provider didn't slow-mo it.. :/

posted about 7 years ago
#37 Ready Up: Competitive Team Fortress 2 in TF2 General Discussion

Reading these lines gives me the impression this is some top notch stuff. Worthy of being put on steam the way Dotas 'Free to Play' documentary was, exposing it to the great masses.
One can dream...

posted about 7 years ago
#86 Scream Fortress VIII has arrived in TF2 General Discussion
ThoughtcrimeAsecblaIt's just a shame to see all the potential that mm could have had just go to waste. Where is the whitelist? Where is the option to choose maps?

Removing maps that are staples of competitive and which have proven themselves to be fairly balanced and fun to play on is going backwards. Not only that but to throw in another payload map and a ctf map when neither of those have been known to work for 6s - let alone even be fun to play in that format - is just salt in the wound.

That's what betas are for. I have a feeling that mm will never actually be out of "beta". Valve will just keep experimenting while the competitive community slowly shrinks.

That is why people are upset.

Yeah, exactly as I said, the decision to remove the maps that actually DO work doesn't make any sense to me. Its counter-intuitive and I agree with what has been said in thag regard. I also think they should've done these things in the beta, but maybe nobody actually played then..

posted about 7 years ago
#79 Scream Fortress VIII has arrived in TF2 General Discussion

Kinda feel like people are overreacting a little. Its matchmaking, it wasn't good before the update and it still isn't. I am wondering how many people complaining here actually played MM regularly.
Judging by the tftv forums, nobody here cares about mm at the moment, because it's that unpopular.
Valve probably knows that and is just experimenting with it now I guess, like testing out how ctf currently works (/doesn't work) in 6s and trying to improve it, doing the same with badwater/payload.

Of course those are some super questionable decisions (why remove badlands instead of swiftwater??), but does it really matter to the comp community right now?
It doesn't affect the leagues or anything, so who cares. Valve wanna find out that CTF sucks on their own, they don't want to rely on a tiny slice of their playerbase? From a dev standpoint, I think that kinda makes sense.

The only thing that really bothers me, is that the entire process of experimenting with the game to find out what does and doesn't work is just so slow.
But it's Valve, so that should have been expected...

posted about 7 years ago
#16 Working Multicore Rendering on Source in TF2 General Discussion

I am actually wondering what's going on with the Source 2 Engine, haven't heard anything about it for a while. Last thing I remember was them focusing on moddability and VR..

posted about 7 years ago
#12 Working Multicore Rendering on Source in TF2 General Discussion

Ahh, Ok, thanks for the clarification. Well, guess this is one of the things we could defenitely use but won't ever get. Case closed

posted about 7 years ago
#10 Working Multicore Rendering on Source in TF2 General Discussion
Smyther@ #8

G-mod and TF2 have, for a long time (like since 2010-ish), had a "technically multi-core support" feature. In g-mod it caused crashes so they disabled it, but now they've re-enabled it (and presumably fixed the crash).

However, this "multi-core support" takes like 2% of the workload (iirc the sound stuff?) and puts it in a second thread, but the bulk of the work is still done on 1 core. Mr Setsul is saying that valve are not, for the foreseeable future, going to bother spreading the rest (or even some) of that workload onto the other cores.

Edit: TL:DR "multicore support" https://imgur.com/gallery/EEdKeXN

From what I've gathered those 2% must be able to make a pretty hefty difference then. By browsing a few forums I came across posts describing 100% improvement and above (those may obviously cherrypicked, but still) in certain situations.

posted about 7 years ago
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