Not sure of how the primaries work in the US, but isn't it on total votes, the actual number of states they win in doesn't matter?
Because whenever I've seen a Hillary win she has like 80% and whenever I've seen a Bernie win it's very very close. That would seem to me that it's not as close as people are saying but I might be talking complete shit here idk.
Account Details | |
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SteamID64 | 76561198010239925 |
SteamID3 | [U:1:49974197] |
SteamID32 | STEAM_0:1:24987098 |
Country | United Kingdom |
Signed Up | August 20, 2014 |
Last Posted | August 7, 2025 at 9:33 PM |
Posts | 1670 (0.4 per day) |
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In-game Sensitivity | nice |
Windows Sensitivity | the princess |
Raw Input | 1 |
DPI |
over |
Resolution |
a picnic |
Refresh Rate |
luigi? |
Hardware Peripherals | |
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Mouse | of |
Keyboard | to |
Mousepad | invite us |
Headphones | for |
Monitor | eh |
TF2 faces a lot of difficulty in its success, but the comparison to smash is justified. While it's difficult to view (not necessarily compared to mobas, but something like CS is incredibly intuitive), matchmaking should help with this, if it makes people's ingame experience more representative of a competitive stream. TF2, like melee features a lot of fast paced mechanical skill, and unlike almost any other game with quake style dm, it's not a quake clone, having its own unique classes and gamemodes.
Like smash, the concept of comp in TF2 has been for the most part ignored by devs for years, with many default features in the normal game that have to be turned off/aren't used in comp (as many characters/stages in smash aren't used, and items are off altogether). Nintendo even added anti-competitive features such as random tripping in brawl. Despite this complexity and random stuff in the games that detracts from them being taken seriously competitively when compared to other games in their respective genres, the core mechanics in both TF2 and smash still make the potential for skilled play very high.
Both games are extremely well known casually, and both have well known and respected developers who have the potential to back competitive strongly. Both are relatively old games that are still popular.
Moving away from the smash analogy, TF2 also has mechanics like pushing off advantages, turning small advantages into larger ones as well as capitalizing off of mistakes which creates a good flow to the game. This provides a balance between action and stalemates which makes casting easier and watching more entertaining. The game at a competitive level also often has better production value than many top level esports which is something to note.
I really feel that TF2 has all the ingredients there for a successful competitive game, although it's probably unrealistic to expect it to be on the level of even smash, but the only thing that will grow it at this stage is support from valve and general interest in the game. The community has gone above and beyond to help grow the game as much as it can, but without the money or the playerbase, the game won't see anything exponential.
MidnightMickWhen I see War casting I watch it on "Mute".
I can't believe this is real.
Sometimes I wake up in the middle of the night in a cold sweat with the sudden realization that I'm bad.
But then I hit an airshot and I think that I'm good again so its ok.
moursifanshawehpqoeu trying to imitate Donkey: "HEY SHREK, LETS GO TO CHICAGO AND GET A SLOPPY JOES!"
but ia m already watch
edit: hp is amazed by the music choices in this film lmao
Spawn positions still matter with in spawn jumps because if the medic has a far back spawn the demo can't jump as far with his initial jump or he won't get a buff. I completely understand the reasoning behind spawn doors locking.
What I don't understand too well is the enforcement of certain cvars related to graphics. I can see the point when it's related to attracting new players watching streams to the game, but in an ideal esports situation the most watched streams will be matches like on tftv and these are always in high quality in any case. Not allowing people to change things that are common in graphics configs, boost framerates significantly and don't detract from the look of the game too much such as gibs, ragdolls and shadows really don't make sense to force on to me. I can understand more significant changes like lighting effects and dx9 which I can imagine is becoming harder and harder for valve to support.
One of the big complaints people have about overwatch right now is visual noise and tf2 can be made to be very clean with configs. People asking "how do you get your game to look like x" is normally because they want to use these settings, not because they're confused and it detracts from their understanding of the game.
Remove your huds/p-rec. Should make things work.
Seems like they added matchmaking queuing to the main menu just now- I disconnected from a server and had this problem. Uninstall your huds, at least the main menu part of them.
Launching my game to the main menu straight up crashes it
ok. I'll uninstall my hud now then.
When granary didn't have the 2nd entrance into ramp room.
When crouching in midair had a different animation.
When engineers could build in the sky in dustbowl.
When the only maps were 2fort, granary, dustbowl, hydro and gravelpit
When spies couldn't pick up ammo to refill cloak.
When you could needle boost teammates as medic.
ScrewballRoccat Kone Pure Military can be used as a plug and play mouse but has optional software (your settings are stored on the mouse itself) if you want to change the DPI steps our LED colors.
The default steps and settings out of the box are 400/800/1600/3200/5000 dpi with a polling rate of 1000hz.
IMHO it has far better build quality than the Zowie mice i have used.
It also has a bug where the cpi changes every time you lift the mouse unless you use DCU in the software or update the firmware to 1.11 so it's completely unsuitable as a plug and play mouse if you want to aim consistently.
WiethoofdlavanineSniper zoom fix is thisAre you sure it's not closer to 0.82?
zoom_sensitivity_ratio "0.7"
If this post is correct, then I don't think it's 0.82. If this works the same way in cs as it does in tf2 then it won't be the same as the sniper rifle's zoom fov is different to the cs AWP.
According to this, the zoom_sensitivity_ratio that gives the correct value in scope should be equal to
(tan(zoom fov/2)*hip fov)/(tan(hip fov/2)*zoom fov)
I believe the sniper rifle fov in tf2 is 24 degrees (as opposed to the awp's 40) though I'm not sure about this, can anyone confirm? (I'm basing this off people saying ratio 3.75 is the same sens in terms of angle in and out of the scope).
This gives a value for "correct" zoom sensitivity of 0.7970871063
It's not a particularly huge difference, and any value around 0.8 should be about right. 1 also works fine for many players.
Once a proper meta forms in Overwatch and teams work out what they're doing (both in terms of strats and dm) then I think the game might become interesting to watch if they put a good spectator mode in. However I really do feel they run the risk of teamplays seeming somewhat underwhelming because of the lack of high mechanical skill ceiling (In terms of fps dm or moba mechanics).
The game reminds me of another game I've played a lot of, Awesomenauts. That's a fast paced game that's effectively a cross between a platformer/fighting game like smash and a moba. It has a small comp scene but I've never found it particularly interesting to watch, as although people come up with some clever strats and teamcomps which win them games, I've never found good plays particularly interesting to watch in that game, because the mechanical skill just isn't as high as a game like smash, and there's less to think about than in a game like dota. There's definitely a lot of skill based mechanics in the game, but it's not quite coherent, and comebacks don't tend to happen.
Still, I think it's to be expected that comp matches look like a massive clusterfuck when the game is still in beta, look at any 6es from 2007-08 and you'd probably think it was shitty as well.