RentQN
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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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#5291 Show your HUD modifications! in Customization

Modified m0reHUD:

- Changed the fonts (Montserrat from toonHUD)
- Moved damage and health numbers up a bit
- Made the shadows a lot smaller (barely visible, but still enough for the numbers to not blend into the background)
- Changed the low health cross to where it shows up as soon as you take any damage and get bigger the more damage you take to give me a really good visual feedback of how much health I've got left
- Moved health cross to the left a little and made it so it doesn't blink/flash because that gets annoying when it's there every time you take any damage at all
- Changed the Chat to be smaller and in the bottom left corner
- Changed the main menu background to a picture I liked better
- Added some server shortcut buttons I stole from KBNHud
- Changed the text on the main menu that says m0reHUD to say NoxHUD instead ;)

http://i.imgur.com/9IJgAz2.jpg

http://i.imgur.com/oBimhdu.jpg

http://i.imgur.com/ASvuwkf.jpg

posted about 7 years ago
#53 my 5cp idea to help with stalemates in TF2 General Discussion
MerchantYeeHaw-the team with the most points capped at the end of 5 minutes gains 1 point and a new midfight begins, however...
-if a team wins by capping last they gain 2 points (mp_windifference and mp_winlimit may need to be adjusted)

Interesting idea IMO but the numbers might need to be adjusted

I don't know... wouldn't it be super unsatisfying if the round just ends with nothing happening other than the clock running out?
In koth it's exciting because you can turn a game around to the last second, because you can cap with 1 second left and then hold the point.
But in 5cp there'd be a certain point (probably with 1-2mins left) where the round is basically over if one team is holding 4th, because there's a very small chance for the other team to cap BOTH 4th and mid in time, plus they'd have to play super risky with the time against them and risk losing last and giving the enemy an extra point.
I think it would end up being whoever wins mid gets 1 point and 2 point rounds rarely ever happen.
Because if you win mid, more often then not you also get 4th.
When you have 4th and 3-4mins left until you get 1 point, you'll most likely want to sit on 4th and play it super save and only go for a last push if you get a lucky pick, because doing that means an almost guaranteed point, because the enemy would have to first win a push against a full-on defense and then also take mid from you and both with a time restraint.
And even if you don't get 4th right after mid, mids are typically easy to defend, so turtling on mid for 4mins will probably be more attractive to most teams than trying to cap 2 more points and risk losing your 1 score if your push goes wrong and the enemy gets momentum and takes mid from you.

posted about 7 years ago
#41 my 5cp idea to help with stalemates in TF2 General Discussion

I don't think limiting the entire round to 10 minutes would be a good idea.
Rather reduce the time per point to like 5 minutes.
Just because a round takes 10+ minutes doesn't mean it's super stalematey or boring to watch.
It can take 10+ minutes because teams are trading points back and forth all the time and those are actually really fun rounds to watch and play.

To be honest I think the only real problem with the meta as far as stalemates go is when one team has a comfortable lead and decides to just turtle a point and let the clock run down until they won.
In situations where the scores are even and both teams are motivated to try and win the round, I don't really mind if it takes a while before either team caps a point because both teams are a little afraid to fully commit to a push and risk losing the fight and getting rolled to last.
Those situations I actually find quite interesting to watch.
Sure, they are not as action heavy, but just full on team fights all the time would be kinda boring after a while I think.

Maybe what you could do is have a time limit of 5 min for 1st and 2nd points and one of only 2 min for mid?
Because if your goal is to park the bus and let the clock run out, mid is typically the easiest/safest point to do it on.
And I don't know, but maybe lasts should stay at 10 minutes?
Because it feels like if the round resets after 5 minutes it might become too valuable of a tactic to just completely turtle down for 5min and not even try to push out, because getting a fresh try on mid is saver than risking to lose a push from first and lose it and then lose the round.

posted about 7 years ago
#8 TF2 Reverting to dx9 in Q/A Help

Launch the game with the launch options -dxlevel 81, -w <1920 for example>, h <1080 for example>.
Then have a look at the video settings (sometimes they get changed), set them up as you liky, apply.
The type host_writeconfig into the console. This will make the game save your current settings (with dx8, the correct resolution and other settings).
Now close the game, remove the launch options and start the game again.
Should be dx8 now.

posted about 7 years ago
#7 Running dxlevel 81, can't see certain particles... in Q/A Help
nagleWhen I switch to dxlevel 81 I can't see rocket smoke trials

Don't try to fix it, figure out how you did it and teach us how!
I'd love to not have rocket smoke trails...

posted about 7 years ago
#4219 HUD editing: short questions, quick answers in Customization

How can I add a health cross to a HUD that doesn't have one (m0reHUD in this case).
m0reHUD already has a health cross, but it's one of those where the health number is inside the cross.
But what I want is one where the number is next to the cross.

Can't seem to figure out what I have to change to get the numbers outside of the cross when I using m0reHUDs health cross customization file.
Also tried copying parts of the hudplayerhealth files from other HUDs that have the kinda cross I want into my HUD, but that didn't work either.

posted about 7 years ago
#6 Make the bot in tf_newbots spawn instantly? in TF2 General Discussion
ether_sv_cheats 1
spec_freeze_time 0

that will give instant respawn

Already tried that, but it still takes a couple seconds before they spawn.

What I use now as a band-aid fix is I bind
"tf_bot_kick all; tf_bot_add red"
to a key and then always press that key after I killed the bot.
Makes the bot appear instantly without any delay.

posted about 7 years ago
#1 Make the bot in tf_newbots spawn instantly? in TF2 General Discussion

Hey guys, I like to warm up by playing some tr_newbots against a scout bot.
I usually turn or infinite health and ammo so you can shoot the bot forever.
But I thought it would be nice to be able to actually kill the bot, because then I could see how long it takes me to kill it every time plus if you can just shoot forever and there's not even tiny breaks it gets kinda exhausting pretty fast.
The problem with that is, if I don't enable infinite health on the bot and kill him, it takes like 5 seconds before he respawns again, which is definitely too long for efficient practice.

So my question is: is there a way to make the bot respawn instantly after you kill it, or at least really fast, with console commands or something?

Another problem I have with tr_newbots is that when I change some settings like when I play tr_walkway before those settings get transferred over to tr_newbots and make the map not work like it should.
For example there will be more than one bot, the bot(s) dont behave normally, won't change class when I shoot the class icons on the wall etc.
I guess that has to do with some server and bot commands that automatically get loaded when I play on other maps and tr_newbot doesn't seem to automatically change them back to what they need to be for the map when I load it.
But I don't really always know which commands changed and which command are needed for tr_newbots.
So I'm wondering if someone who knows all the relevant commands could maybe give me a list of commands I could but in a .cfg file and execute it every time I want to play newbots?

posted about 7 years ago
#596 Comanglia's Config / FPS Guide in Customization
sageyou can disable steam overlay in the steam settings or in a per-game basis clicking on propierties for any game
also -high seems to give a decent FPS boost if you are using a crappy laptop at least in my experience, dont know how big the input lag is

-high should only give any FPS boost at all if you either have a lot of unnecessary shit running in the background that shouldn't be running while you play a game (or at all) to begin with. Or if your operating system is set up poorly and doesn't do it's job correctly. Normally you OS should already give the game highest priority without the -high command and only use resources for other stuff if it's really necessary.
In other words, if your system is working correctly (low end hardware or not) it should already be able to do what -high does, but more efficiently.

posted about 7 years ago
#1236 rayshud in Customization
TaewinSlayer420i have problem with rhupdater
it's crash everytime when i'm installing

It's broken. And the creator said he has no plans of fixing/updating it.
So you'll just have to mod the files.

posted about 7 years ago
#11 Has there been any improvement? in Q/A Help

I still see the same problem that I mentioned in your other thead:
A lot of the times you don't really aim your rockets before you shoot them.
There's a few moments in this video where you don't move your crosshair at all between two shots, even tho your enemy moved to a totally different location in the mean time. A lot of the times you aim for your enemy, he moves somewhere else before you shoot, but you still shoot your rocket where you were aiming, instead of delaying the shot a bit and adjusting your aim according to your enemies movement first.
You shouldn't shoot a rocket you know won't hit, just because you just finished loading a rocket, or because you enemy just shot one and you don't want to fall behind. Dodge his rocket, wait for a moment where you can predict his movement, then shoot.
It still all seems a bit like you're trying to pump out your 4 rockets as fast as possible and hope they hit, rather than making sure they all hit by taking as much time as you need to make that happen.
You're rushing things.
Sure, your end goal is to be both. Fast AND accurate. So you shoot as fast as you can and try to be accurate at the same time.
But I think it's much more efficient to learn the other way round. Focus on accuracy first and shoot as fast or slow as you have to to not hurt your accuracy. Then, as accuracy improves, slowly increase the speed as much as you can without losing accuracy.
The way you're doing it right now, shooting as fast as possible and hope your accuracy will catch on to your speed eventually makes it harder to learn.
It's like when you play scout and dodge like crazy, but miss all of your shots because of it, when instead you should try to only dodge as much as you can while still hitting your shots and then dodge more and more the better your aim gets.

posted about 7 years ago
#5 Cosmetics - Do they have to restrict this? in TF2 General Discussion
feryaeI just wish halloween items were usable all year just like festive ones :(

Not all of them. Some are just to weird, change the appearance of the class too much and might be a problem in comp (like for example that pumpkin hat that makes you head look huge, or those alien cosmetic for the scout).
But a lot of them are not even Halloween themed and are less extreme than a lot of regular cosmetics and I don't see a reason to make those year round.

@OP: totally agree. I play around on loadout.tf quite a bit and it's kinda frustrating how many items there are that fit together perfectly, have zero clipping issues (sometimes they touch each other/one covers parts of the other etc. but it looks intentional or doesn't look buggy at all but creates a completely new look) but still can't be used together for no apparent reason.

I think there should be no restrictions whatsoever on which items you can equip at the same time.
So what if there might be clipping issues? If you don't like it, don't use them together. But if you think it still looks good despite clipping, why shouldn't you be able to combine the items? Doesn't hurt anyone. If fact it would be great for the market, because people will buy items they wouldn't buy otherwise because now they can use them together with the ones they already have.

posted about 7 years ago
#5285 Show your HUD modifications! in Customization
uwuhttp://i.imgur.com/QAXb3jr.png
album

had a thought, followed up on it because I got really bored

Wow that's pretty amazing. How does that work?
Could you give me a download link maybe?

posted about 7 years ago
#6 Is scout too strong? in TF2 General Discussion

Nah, not really.
Sure, he is the best as far as pure killing power goes and has an advantage in most 1v1 situations.
But that's pretty much all the scout does, he doesn't have the same utility as the other 6s classes.
He can't spam, so he can't deny areas and can't lock down chokes, he can't pick the medic as effectively as a soldier, he doesn't have the high DPS of a demo, he's the worst of the main 6s classes on last defenses, can't build uber as well as a soldier.
Only specialty he has that demo and solly can't do is denying jumping soldiers.

He's probably still the best class overall (not most important tho, that's the medic), but that doesn't automatically mean hes too good.
Too good by my definition would mean that he makes other classes obsolete, as in if there were no class limits you'd replace one or more of the other classes for more scouts, which I don't think many teams would do.

posted about 7 years ago
#11 mwheel jumping in TF2 General Discussion
wRentQNPersonally I wouldn't do it because I don't like changing the grip on my mouse all the time to keep my aim consistent
this is a good reason

Not even sure if you're being sarcastic or not xD

posted about 7 years ago
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