blehi feel like ive seen this thread a dozen times now.
the whining part yeah, but what i actually wanted was more ideas and not just the "why is this setting not default yadda yadda"
things from configs, scripts, stuff like that
| Account Details | |
|---|---|
| SteamID64 | 76561198011988825 |
| SteamID3 | [U:1:51723097] |
| SteamID32 | STEAM_0:1:25861548 |
| Country | Spain |
| Signed Up | August 12, 2014 |
| Last Posted | September 4, 2026 at 6:24 PM |
| Posts | 1185 (0.3 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | 3.6 |
| Windows Sensitivity | 5 |
| Raw Input | 1 |
DPI |
400 |
Resolution |
1920x1080 |
Refresh Rate |
144 |
| Hardware Peripherals | |
|---|---|
| Mouse | Steelseries Rival 100 |
| Keyboard | |
| Mousepad | Zowie P-RF |
| Headphones | |
| Monitor | Gigabyte G27 144Hz |
blehi feel like ive seen this thread a dozen times now.
the whining part yeah, but what i actually wanted was more ideas and not just the "why is this setting not default yadda yadda"
things from configs, scripts, stuff like that
the interp 100 ms ( cl_interp 1) is literally from the dial-up days, and they say this themselves on the Valve dev wiki
Interpolation adds artificial latency to a player's view of the game world and as such should be kept to the barest minimum. Unfortunately Valve's games still default to a minimum interpolation delay ("lerp") of 100ms, a value tuned for the era of dial-up modems!
Have you ever thought: Oh man, we had this for ages in comp. Why doesn't' the game have this yet?
What are some things the community had for years that for some reason isn't in TF2 yet and could totally fit in the game? Here's a few ideas
* From medic configs and binds
- Icon in HUD for what kind of medigun the medic is using
- Alert in HUD for when your medic has 100% uber
- Alert in HUD for when your medic used uber
- Forward/backspawn option and alert when a point is captured / lost (without losing uber ??)
* From custom hitsounds and crosshairs
- Decent stock hitsound that isn't painful in your ears
- More crosshair options ? Maybe an option for hitmarker
* From custom maps
- Adopting jump as an official gamemode
- Take a few tier 1 / tier 2 jump maps and add scripts to make it flawlessly explain the basics of rocket/sticky jumps and strafe
just a few things off the top of my head, im sure you know many more
try running a general antivirus/antimalware like Malware Bytes
make your own, that way you get a feel for what good orange juice brand should be
or just make your own forever
200 while windowed gives a terrible input lag from time to time when I play in native resolution.
im pretty sure Aero in Windows has VSync enabled unless you went out of your way to disable it, thats probably the reason for the input lag
you 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
thesqrtminus1headshots don't just come from tf1 I'm fairly certain that headshots were a thing before then
the original Quake Team Fortress build (Scout, soldier, demoman, medic, sniper) is the first recorded instace of shots in the head dealing extra damage AFAIK. This was a few weeks prior to Goldeneye 64 release, wich also did feature headshots.
endif from mge? a Quake 1 thing: https://www.youtube.com/watch?v=KiC4cR0MSeU
demo jump maps? half-life invented it: https://www.youtube.com/watch?v=s6Xwo5Pdx60
more like this
obvious ones: Surf comes from CS, airshots come from quake, headshots come from Team Fortress 1
Name: sage
Country: Spain
Twitch: https://www.twitch.tv/sage78
etf2l: http://etf2l.org/forum/user/64969/
im a mid demo
always wondered why med airshots weren't counted
The collision mesh (i think thats the name) in this ancient sticky trap spot in last cp is missing in final1
Suggestion: get a name thats easier to remember o.o
also heres a lobby just for fun if anyone wants to try it out
https://www.tf2stadium.com/lobby/6617