GazbruhGazy of FAINThttps://i.imgur.com/5roMnJk.gif
u saw nothing ;)
| Account Details | |
|---|---|
| SteamID64 | 76561198050806384 |
| SteamID3 | [U:1:90540656] |
| SteamID32 | STEAM_0:0:45270328 |
| Country | United Kingdom |
| Signed Up | January 15, 2015 |
| Last Posted | March 3, 2026 at 1:25 PM |
| Posts | 115 (0 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | 1.73 |
| Windows Sensitivity | 6/11 |
| Raw Input | 1 |
DPI |
800 |
Resolution |
1920x1080 |
Refresh Rate |
60 |
| Hardware Peripherals | |
|---|---|
| Mouse | Razer Deathadder Essential |
| Keyboard | Redragon K530 |
| Mousepad | Corsair MM100 |
| Headphones | Razer Nari Essential |
| Monitor | ASUS VP228 |
GazbruhGazy of FAINThttps://i.imgur.com/5roMnJk.gif
u saw nothing ;)
mimkybsiani think i just filtered for 6s matches
So for some reason in log files certain medigun names are listed as "unknown". Could be a logs.tf API bug, might happen whenever someone is using a modified medigun (re-skin, australium, festive, etc.). Every medigun in your log files was named "unknown" so there was no way of differentiating between uber and kritz. The bug has been fixed now, but unfortunately uber and kritz charges have been merged into one number.
Download link updated.
FWIW all "unknown" mediguns are ubers, it was a problem with certain medigun skins
edit: now fixed but that doesn't help past logs
TFNew are also running a team drive - for more info see their thread
Zolakdont know if that's a conscious decision on your part or not but i think instead of downloading and extracting the logfile you could just have just made a request to the logstf api to retrieve the needed info
the api doesn't give you times for anything, it's the pre-parsed data that you see on screen
to get ticks you need the raw file with events, which is what you get when you DL it
After the group stage we will be doing another article so if we missed any team that's doing well they'll be covered there
Opti_you should probably specify which scout is pocket and which is flank when you are listing the lineups. You're doing it for the soldiers and the scout differentiation is probably as important.
Probably related but the order in which you list the scouts on the beautiful stats summary picture isn't consistent since 2 flank scouts are listed first (ixy/yeehaw) and 2 pocket ones are listed second (neo/voxtec). I really liked this summary though, it adds a lot to the article.
this will come when we roll out our new and improved stats system, which should have happened last month
logs are irrelevant and not worth looking at, they're not a good measurement of your performance ingame and not something you can use to help improve - it'd help more to watch your demos in scrims/officials
_flacIm trying to use pythons matplatlib, which I havent used in years, so its not the best. More and better graphs to come!
I don't suppose that's got anything similar to ggplot's facet_wrap? Might be an idea to help present stuff like sensitivity by class
I don't suppose it's possible to get a breakdown of this by class? That distribution looks about right, but it'd be interesting to see how it varied for demos compared to scouts, say
https://drive.google.com/file/d/1Is4YlOG_-0i5q8dv4Vb8wLaJp_NtRBeE/view?usp=sharing
our medic gets their medic
A friend introduced me to TF2 and I spent a painful amount of time on cp_orange, then one day I stumbled across a cast of i49-era Epsilon rolling some team on Process and never looked back
It's just gone public, with how many new players there are matches cannot be balanced, simply because the system doesn't yet know how good they are. trueskill.org estimates it'd take 100+ matches to have a good idea of someone's rating for 12v12, and while you could tweak that a bit (if 12 pubbers lose to 11 pubbers and Karppi, he was clearly more impactful) it still takes a long time to accurately place people.
After its success last season we're going live - post your predictions for the final order of prem, and we'll see who gets nearest and wins that all-important clout. Can anyone dethrone Aelkyr? Find out in seven weeks!
So I had a look at your source code (with the caveat that I only just understand python) and you're averaging DPM numbers from logs, which gets you the wrong result - you need to sum damage and time played, then divide the one by the other. The same goes with averaging K/D rather than dividing avg kills by avg deaths.
It might also be worth averaging kills by time instead of by game, since if someone always plays longer games they'd naturally have more kills per game than someone who doesn't, even if they both had the same kills per 30 mins
9PM eastern? (so 3AM CEST)