Account Details
SteamID64 76561197981789330
SteamID3 [U:1:21523602]
SteamID32 STEAM_0:0:10761801
Country Germany
Signed Up April 9, 2014
Last Posted April 17, 2017 at 11:27 AM
Posts 196 (0.1 per day)
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#25 Best looking HUDs/HUD concepts? in Customization

To be honest I think most popular HUDs took pretty similar and it's kinda hard to say one looks a lot better than the other.
90% is just too big white numbers somewhere in the bottom middle of the screen.
Some have slightly smaller or bigger numbers, different fonts and sometimes different colors, cross or no cross.
But that's about all the differences that are between most HUDs.

If I have to name one tho: raysHUD with white ammo numbers instead of that bright green/turquoise.
Or m0rehud with raysHUD fonts.

posted about 7 years ago
#246 Quake Champions Closed Beta in Other Games
CitricI haven't tried out the most recent patch. Are the increased hitbox sizes for the small heroes an improvement?

I only played the beta this weekend so I can't compare it to before, but it still feels like small hit-boxes are a over-proportional advantage compared to movement speed and health.
I think the problem is most noticeable with Galena.
In theory Galena should be fairly bad/easy to kill in 1v1 situations, since she has the same slow move speed as the tankiest champions (280), but at the same time only has 100 health.
So you would think that a champion like Ranger should be much harder to kill, since he has the same health (100) but significantly better movement speed (320) and therefor should be harder to hit.
In practice however, Galena has surprisingly high survivability (even without the self heal), which I think is because her model/hit boxes are fairly slim, which makes her harder to hit even tho she moves a bit slower.

At the same time you have heros like this big fat robot (can't remember the name) who have the same move speed as Galena but have 150 health and 25 more starting armor, so just looking at the stats they should have a lot more survivability than Galena.
But their models/hit boxes are so big and they are so easy to hit that their 50 extra health and 25 extra armor don't let them survive for longer than Galena in most situations.

I think that's kinda off when the size of the hit-boxes makes a much bigger difference than the health and speed stats.
It makes it much harder to balance the champions (because there's a third factor now that is pretty hard to quantify) and it's also too counter-intuitive for the players to choose a hero, when the stats don't really tell the full story.

posted about 7 years ago
#224 Quake Champions Closed Beta in Other Games
kawaare the load times ridiculous for anyone else?

Yeah, it's pretty horrible.
What's make it worse is that there are like 5 loading screen when you only play one game.
For some reason there is like a super long loading screen even after you finish a match before it takes you back to the main menu.
How could it possibly take that long to load the main menu?

Really hope it doesn't stay like that and they can shorten this in a patch.
Also hope they get rid of some of those unnecessary cut-scenes, line ups map overview sequences etc. every time when you join a match.
Feels like I spend more time watching those things than actually playing the game...

posted about 7 years ago
#4 Going on a NoFap strike until I get a gf!!! in The Dumpster

Don't do it. You'll explode!

posted about 7 years ago
#1 nosoundscapes.vpk not working any more? in Customization

So I've been using nosoundscapes.vpk for a while now.
It has been working perfectly for month, but recently it doesn't seem to work at all any more.
Even when I start a server with sv_pure 0 I have all those background noises that were gone before.

At some point I accidentally deleted the nosoundscapes.vpk my custom folder.
I couldn't remember where I downloaded the file from originally and downloaded the one from this thread instead.
So now I'm not really sure if valve changed something to make nosoundscapes not work any more at all of if maybe just the specific file I'm using doesn't work any more?
Tried other nosoundscapes.vpks from other sources aswell, but none of them worked either.

So basically my question is: Does nosoundscapes.vpk still work and if yes, can someone link me to a working version of it?

posted about 7 years ago
#158 Danpixed's MaxFPS compilation in Customization

Either I'm doing something wrong or at least some of those VPK files are outdated.
Nosoundscapes for example doesn't seem to work for me at all any more, not even with sv_pure 0.
Pretty sure it worked just fine a while ago, so I guess valve somehow 'fixed' it?
The no rocket trail thing only works on sv_pure 0 for me, not sv_pure 2 like it says in OP.

Can someone confirm this for me if they are actually not working any more, or if I'm maybe just doing something wrong?

posted about 7 years ago
#19 whats your sens? in Off Topic

2.5 @ 800 DPI -> 20.8cm/8.2in for a 360 degree turn.
I main scout, but I use the same sens for all other classes aswell (except I use zoom_sensitivity_ratio 0.7934).
Relatively high sens for a scout main I guess, but I've spent a good amount of time testing other sensitivities and eventually found that this one gives me the best accuracy over all.
Still low enough that I can accurately hit stuff from far away but fast enough to keep track of enemies that fly past me at close range while I'm jumping all over the place and making fast turns myself.
A lower sens does give me a bit more pixel perfect accuracy, but with a scattergun that shoots in a cone you don't really need to be that accurate anyways and having a higher sens helps a lot to not lose track of enemies and having to lift and reset my mouse all the time when I need to do a lot of 180 degree turns.

Kinda crazy that I prefer ~21cm/360 in TF2 now and when I played CSGO I used 45cm/360, so more than double.
In CS I probably wouldn't be able to hit a single head shot at 21cm and in TF2 I'd break my wrist with 45cm.

posted about 7 years ago
#4262 HUD editing: short questions, quick answers in Customization
Wiethoofd@RentQN Changing wide/tall depending on textalignment will act like coordinates (xpos/ypos) changing.

I recommend duplicating xpos/ypos from the original value, increasing font size and hope you achieve the effect you want to create that way.

I already tried that, but had pretty weird results.
My normal font size is 56.
Changing the shadow to 58 and 60 didn't do anything for some reason, which is weird because they should already be bigger, but it stayed completely invisible/aligned with the white numbers.
At 62 the shadow did become bigger, but at the same time it also became off-centered and stuck out on some sides more than on others.

You said depending on textalignment. Not exactly sure what that means, but isn't there maybe a way to change the textalignement so wide/tall doesn't act like xpos/ypos but actually makes the numbers wider and taller?
Or would that fuck up my entire HUD and I'd have to redo all the xpos/ypos values for all the text/numbers?

posted about 7 years ago
#29 MGE + other business in TF2 General Discussion

I'm a EU scout main looking for scout/soldier MGE buddies to practice with.

posted about 7 years ago
#12 What is the best mouse in Hardware
INSLogitech G403
  • Uses PMW3366 sensor which is considered to be the best sensor available on market at the moment.
  • Good ergonimics, mouse buttons separated from the body.
  • Considering the size, it's really light. 88g is just insanely good compared to something like 105g (deathadder chroma) or 103g (mionix naos).
  • Cheap.

Also if you're sitting on a money bag you can try Logitech G Pro. Same sensor, ambidextrous shape (takes a while to get used to), smaller than G403, weighs just 83g and it's even cheaper.

On amazon there's a difference of 3€ between the 403 and G Pro right now so how is the 403 cheap and G Pro requires sitting on a money bag?

posted about 7 years ago
#11 What is the best mouse in Hardware

Logitech G403 and G Pro and Zowie FK and EC.
Pick one of those and you're golden.

posted about 7 years ago
#4260 HUD editing: short questions, quick answers in Customization

I've been trying to make the shadow of my health/ammo numbers bigger than the white number itself, while they both have the same x- and y-pos so the shadow becomes sort of a outline around the number.
Problem is, whenever I change the tall and wide values they somehow act just like the x- and y-pos values and change the position of the shadow instead of making the number bigger.
Using a bigger font for the shadow doesn't really have the effect I want either.

So is there a way to make the shadow numbers bigger, without changing their positions at all so they stick out from under the white numbers the same amount on all sides?

posted about 7 years ago
#5 My tf2 custom shit in Customization

Are you a pro or something?
If not, why do you think people should have your costum stuff?

posted about 7 years ago
#16 Favorite offclass? in The Dumpster
knsumesniper for pushing last, pootis for holding last


posted about 7 years ago
#3 Crosshair Switcher for CSGO? in CS2 General Discussion

I'm sure you'll find something if you google for it.
And if not, it's really easy to write one yourself.
Google for like 10 minutes and you should know all the commands you need to write a crosshair switcher.

posted about 7 years ago
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