Team Fortress 2 - Comics!

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T

Twitch

I had a whole bunch of extra shit so before the system kept crashing I made a refined metal and a scout token. It takes quite a bit.
 
M

Methuselah

Just played a pickup with all the new weapons, and here are my reactions

Direct hit- The loss of spam is extremely noticable. When the 2 enemy soldiers went regular launcher at Badlands mid, I could get away with much less, and they were able to pour on the damage, just like old times. However, the DH is still BRUTAL in some situations. Both medics dropped uber once thanks to the fact that they jumped in sight of a soldier. One of our soldiers hit a huge air on Badlands mid from one house to the other, making our entire team laugh at how ridiculous the weapon is.

Scottish Resistance- Didn't see much use, I certainly didn't touch it. When the enemy demo used it he was slower to mid, severely hindering his team on the most important fight of the game. But defending last, he was able to wander quite a bit more while still holding the point locked down.

Targe- Ugh. The enemy demo, on multiple occasions, simply charged our combo and whipped out his sword. He'd then switch to pipes and go for the med. I couldn't touch him 1v1, considering I couldn't do more than 40 damage at a time. I'm really interested in what Valve's thought process in producing this thing was.

Buff Banner- Won us the mid fight on granary a couple times. According to our soldier, the charge was erratic and irregular. He said he could put a rocket on the demo in close range, do 100 damage, and it would go up a little bit, and then hit the med with a long range 50 damage rocket, and it would go up by a third. I kinda like it though, it adds another thing to mentally keep track of, and allows for pushes without uber, resulting in a faster-paced game.
 
I don't think I can play anything other than Targe/Eyelander Demo or Sniper ever again.

They both give me the entire playstyle I crave at whichever mood I'm in. It's fantastic. Yes Meth, the Targe Rush is instrumental in killing medics surrounded by groups.
 
J

JONJONAUG

Hey Shego, hey Shego!



Also other stuff because I don't know where else to post this (make this the "official" TF2 thread or something).











 
M

Methuselah

Hey Halforums! Want to be good at TF2? You should talk to Methuselah!


but really I've put well over 1000 hours into this gem and helping some newish people out would give me something to do when I'm not playing with my team.



BUMPITY BUMP
 
I've been playing for awhile, but I can't seem to get better. Probably because I play on a slightly sucky computer but :/

If you have any tips for a soldier, that'd be great. My current loadout is Rocket Launcher/Shotgun/Equalizer, and I have the Direct Hit.
 
M

Methuselah

Well shit, with 600 hours in it I damn well better have some tips for soldier. Add me to your friends, I'll talk to you there (It will have to be tomorrow cause of comp availability)

But it's extremely important that you're getting over 30 FPS in all situations, if that's unattainable with lowest settings you should use an FPS config.
 
Added you.

Don't know if I reach 30, I never bothered to check. I should say though that I don't play competitively so it's not extremely important, but I'd like to get a few kills in before I die for once.
 
The best advice I can give you is one of perspective. If you can get a point ratio of 2 points per a death, your doing pretty good. Don't expect to do any better than that unless you specialize in a class extensively.
 
M

Methuselah

type net_graph 3 into console to get a good look at your FPS, among other things. some commands you should have entered by default: cl_interp_ratio 0, cl_interp .0152 (there's a bit of controversy over this value, but .0152 is generally accepted as a nice medium between hitscan and projectile classes)
 
K

Kitty Sinatra

some commands you should have entered by default: cl_interp_ratio 0, cl_interp .0152 (there's a bit of controversy over this value, but .0152 is generally accepted as a nice medium between hitscan and projectile classes)
Does anyone not named Shegokigo know what any of that means?
 
I don't even know how to /open/ the console. :blush:
You need to go to your control options and click the option to turn on the Dev Console. Then you just hit ~ and it will open it up... and honestly, you don't need any of that crap if you just want to play. I can usually keep up with Shego (point wise, not kill wise) if I'm playing Engy or Medic and I don't need all that.
 
M

Methuselah

That "crap" will make the game appear much smoother, and rockets will shoot more naturally, allowing for easier aiming. Believe me, the difference is extremely noticeable. I can understand not really caring too much about maximizing performance via gaming gear and minor network setting changes, but not changing a couple values that make everything much easier is just..... well I don't know what it is. I guess it's kinda silly.

It's like refusing to turn off pointer precision.
 
That "crap" will make the game appear much smoother, and rockets will shoot more naturally, allowing for easier aiming. Believe me, the difference is extremely noticeable. I can understand not really caring too much about maximizing performance via gaming gear and minor network setting changes, but not changing a couple values that make everything much easier is just..... well I don't know what it is. I guess it's kinda silly.

It's like refusing to turn off pointer precision.
You might want to explain what exactly it does the. Until then, it IS meaningless crap.
 
M

Methuselah

Pointer precision is a windows setting that is turned on by default. It's also called mouse acceleration, and it makes it so that the slower you move your mouse, the less space the cursor travels. So in an FPS, fast twitches become HUGE, and slow tracking of the same distance covers only small ground. Inconsistency=bad.

Interp is tougher to explain, I don't know enough about how servers really work to make it clear.

Your client is (probably) sending/receiving 66 packets per second, that means that every 0.015 of a second (1/66), a packet its sent and received.

cl_interp is basically how far back in time (in seconds) your client is seeing the game.

By using a value of cl_interp 0.0152 you are setting your client back in time far enough so that if one packet is dropped it'll still have enough time to receive another packet before it has to extrapolate (which is bad). But it's still low enough to make projectiles to feel snappy.

low interp means there's less of a delay (visual only) between clicking and seeing boolet come out of gun.

try cl_interp 3 to see what I mean.
 
M

Methuselah

way too high. I believe it's 1. But you can find out for yourself by typing cl_interp in console and seeing what value pops up. interp_ratio is usually 2 or 3
 

figmentPez

Staff member
way too high. I believe it's 1. But you can find out for yourself by typing cl_interp in console and seeing what value pops up. interp_ratio is usually 2 or 3
Any idea why the default is so much higher than your recommendation?

EDIT: I checked and the default is 0.1 and it has the note "bounded on low side by server interp ratio settings" which defaults to 2. So, according to this article: Source Multiplayer Networking (from The Valve Developer Community), that means the lower limit is 0.03 (on a 66 tickrate server), unless the server has altered cl_interpratio settings as well.

EDIT #2: Uh, according to the article, cl_updaterate needs to be increased in order to make decreasing cl_interp work. Default for cl_updaterate is 20, and a server I joined at random had it set to 33. That kind of throws your assumptions of a 66 tickrate out the window, which means your cl_interp settings may be too low for how often you're receiving updates.
 
M

Methuselah

Oh yeah, I believe my config changes the updaterate to 60 or something. And on almost every server you'll be able to put your interp_ratio at 0 or 1.

Iif I was to enter cl_interp .0152 it would default it to the server low, which is just fine by me. And I can tell that it isn't too low because I'm manually tracking my packet loss with net_graph 3.
 
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