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maybe the code is just so damned janky that it does take years to ensure fixing something doesnt interfere with something else. hello infinite sentries glitch et all.
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# ? Nov 27, 2014 10:02 |
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# ? Jun 9, 2024 02:31 |
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I like how when any new weapon with a new projectile gets added to the game, it still kills your old team mates when you switch to spectator.
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# ? Nov 27, 2014 10:17 |
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My favorite glitch was the one where you could keep swinging your melee weapon after you died, turning you into a vengeful ghost guarding your own corpse. If you were killed while explosive jumping and holding a market gardener, every single one of those ghostwhacks would be a crit. Good times.
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# ? Nov 27, 2014 11:38 |
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What's the skinny on the Pyro flame? I say that because whenever I get caught in close range I am pretty much dropped in a millisecond, even if I just get set on fire and retreat- the burning kills me off. I was defending our intelligence and a scout strolls in and I flame his rear end, he darts around for about 4 seconds all the while I'm flaming him closely, he backpedals and gets away - what the gently caress! If that was me i'd be dead in 2 seconds Is it better to blast the flame in burst on target, or is 'full autoing' the way to go [if they're any different].
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# ? Nov 27, 2014 12:48 |
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simosimo posted:What's the skinny on the Pyro flame? I say that because whenever I get caught in close range I am pretty much dropped in a millisecond, even if I just get set on fire and retreat- the burning kills me off. https://www.youtube.com/watch?v=KmrtbUO0deI Basically the actual hitbox of the flamethrower flames doesn't match up with the flame graphics, so sometimes you can have someone stand right in your flame and be relatively unscathed.
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# ? Nov 27, 2014 12:55 |
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That thing screws me over so often. I've lost count of the amount of times an enemy Pyro has been able to set me on fire while nowhere near me, whereas when I'm trying to flame someone I can have them run directly in my stream of fire for several seconds and they remain unaffected. This is why I play Flame Retardant Scout and use my shotgun as my primary and my flamethrower as a finisher/to reflect things/put my teammates out.
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# ? Nov 27, 2014 14:35 |
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simosimo posted:What's the skinny on the Pyro flame? I say that because whenever I get caught in close range I am pretty much dropped in a millisecond, even if I just get set on fire and retreat- the burning kills me off. If you haven't yet, SERIOUSLY turn on hitsounds. It will let you know when you're actually hitting something, including with your flamethrower.
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# ? Nov 27, 2014 15:01 |
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Remember: your flamethrower is better backing up then it is chasing. Apply this to win Pyro battles.
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# ? Nov 27, 2014 15:05 |
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Baron von Eevl posted:If you haven't yet, SERIOUSLY turn on hitsounds. It will let you know when you're actually hitting something, including with your flamethrower. I've seen this in videos and I think it would drive me mad? I'll give it a go though, he says asking hitbox questions
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# ? Nov 27, 2014 15:31 |
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simosimo posted:I've seen this in videos and I think it would drive me mad? I'll give it a go though, he says asking hitbox questions For classes which do splash like explosives, it allows you to "see" around corners. This is pretty good!
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# ? Nov 27, 2014 15:33 |
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simosimo posted:I've seen this in videos and I think it would drive me mad? I'll give it a go though, he says asking hitbox questions It's a little annoying with things like the SMG, needleguns and flamethrowers, but it lets you know when you're actually connecting. Also add the following to autoexec.cfg in your steamapps/common/Team Fortress 2/tf/cfg folder: code:
Again though, it lets you know that you've hit something (possibly around a corner!) and how hard. If you're going up against a heavy and your first hit does plinking damage, you know to disengage before he turns around. If you nail that 200 damage headshot, you might be able to finish him off before he retrains his sights on you.
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# ? Nov 27, 2014 15:45 |
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Baron von Eevl posted:It's a little annoying with things like the SMG, needleguns and flamethrowers, but it lets you know when you're actually connecting. Also add the following to autoexec.cfg in your steamapps/common/Team Fortress 2/tf/cfg folder: Hitting someone with a crit pan is the most satisfying thing after pitched hitsounds is turned on.
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# ? Nov 27, 2014 16:05 |
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Sounds good! I didn't have an autoexec.cfg so I just copied one and named it that. So far I have:code:
Also, I'm proud of my 1m:27s playtime of demoman, once was enough for me.
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# ? Nov 27, 2014 16:07 |
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Add code:
I probably messed this up, I haven't looked at binds in a while
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# ? Nov 27, 2014 16:18 |
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Actual good use for binds: there's a set of binds that makes you immediately move in a direction you push while still holding down another direction key (so pressing left will move you left if you're still holding down right) where normally you would freeze in place as they cancel each other out I think ?? I also use a medic bind that immediately takes out the medigun and ubers when I press mouse2, for when I don't have the medigun out for whatever reason
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# ? Nov 27, 2014 16:24 |
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my absolute favourite bind is my reverse medic heal. it is constantly firing without me pressing m1. m1 is used to change patients. makes medicing a little less stressful
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# ? Nov 27, 2014 16:26 |
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Oh yeah you can also set up Medic Radar that will lower the threshold for teammate's "heal me" pings while the button is pressed
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# ? Nov 27, 2014 16:28 |
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Ariong posted:My favorite glitch was the one where you could keep swinging your melee weapon after you died, turning you into a vengeful ghost guarding your own corpse. If you were killed while explosive jumping and holding a market gardener, every single one of those ghostwhacks would be a crit. Good times. Half of my market gardener kills are from this, on one of those awful night team servers that let you spectate the enemy team
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# ? Nov 27, 2014 16:29 |
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Let's be honest here, probably 90% of your Market Gardener kills
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# ? Nov 27, 2014 16:31 |
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oddium posted:Let's be honest here, probably 90% of your Market Gardener kills I've spent more than my fair share of time playing low gravity harvest, and that's the other half of the kills
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# ? Nov 27, 2014 16:35 |
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VideoGames posted:my absolute favourite bind is my reverse medic heal. it is constantly firing without me pressing m1. This sounds good, if I've got my medi gun out there's no reason for it not to be 'firing', right? How would that work if you've got the meelee or nail gun out thought?
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# ? Nov 27, 2014 16:37 |
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I have a custom hitsound as well as the hitsound pitch thing and it distorts horribly when I land a crit explosive on a bunch of players. It's so satisfying.
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# ? Nov 27, 2014 16:39 |
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simosimo posted:Sounds good! I didn't have an autoexec.cfg so I just copied one and named it that. So far I have: Try this: 1. Tape down your mouse2 2. Equip sticky launcher 3. When you see enemies, start clicking mouse1 at their general direction 4. Enjoy your free points For extra funsies, do this with a kritzmedic.
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# ? Nov 27, 2014 16:40 |
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I think it took me playing scout for a while before demo clicked. Until then, I wasn't usually thinking about switching between primary and secondary weapons much. Once you're playing scout and you're thinking about spamming pistol at range and using it as a finisher after landing a good meatshot or two, it becomes much easier to juggle when to use stickies or the grenade launcher.
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# ? Nov 27, 2014 16:44 |
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The auto reload and constant medigun healing are in the advanced options, you don't have to mess with config files.
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# ? Nov 27, 2014 16:45 |
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notZaar posted:The auto reload and constant medigun healing are in the advanced options, you don't have to mess with config files. The medigun one is different. Just using the valve option it can become unstuck and you have to press the button for it to start up again. in my config press m1 stops the medigun completely, otherwise if you're just walking about with it out you can hear the little duh noise that it makes if you're trying to lock on to no one until it finds something. it is such an excellent script.
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# ? Nov 27, 2014 16:56 |
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Anyone else using custom sounds notice that they're all static-y now? I used to have a Double-Donk replacement, and a Medic Charged Death replacement that both worked flawlessly - after a recent update, my Medic-Charged-Death is now nothing but static, and my Double-Donk is back to default. What gives!
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# ? Nov 27, 2014 16:56 |
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Otacon posted:Anyone else using custom sounds notice that they're all static-y now? I used to have a Double-Donk replacement, and a Medic Charged Death replacement that both worked flawlessly - after a recent update, my Medic-Charged-Death is now nothing but static, and my Double-Donk is back to default. What gives! playing mostly on valve servers? they turned server_pure up to lovely levels.
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# ? Nov 27, 2014 16:59 |
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Otacon posted:Anyone else using custom sounds notice that they're all static-y now? I used to have a Double-Donk replacement, and a Medic Charged Death replacement that both worked flawlessly - after a recent update, my Medic-Charged-Death is now nothing but static, and my Double-Donk is back to default. What gives! Valve servers are now no fun zones and have sv_pure 1 set. Custom sounds and models no longer work but they're still perfectly capable of interfering with the default sounds for some reason.
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# ? Nov 27, 2014 17:06 |
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No sound replacement loss hits harder than the bullet bill firing/reload sound. Rest easy, sweet prince
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# ? Nov 27, 2014 17:09 |
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I realize now (from loving with the sv_pure command) that hitsound.wav is unaffected, which makes complete sense since I still have that. Grr Valve servers.
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# ? Nov 27, 2014 17:16 |
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New top 10 plays of the month for September! Click through and watch at 720p+ on Chrome for 60fps deliciousness. https://www.youtube.com/watch?v=0QW_wzFQec8&hd=1 Reminder that sticky traps exist in the video game Team Fortress Two
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# ? Nov 27, 2014 20:06 |
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Is there a way to change the icon used for medic auto-call? I'm colorblind and a red + doesn't pop for me like a red + on a white background does. I'll usually hear the sound and see the icon, then turn around and I can't find the person that needs healing.
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# ? Nov 27, 2014 20:09 |
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Han Nehi posted:Is there a way to change the icon used for medic auto-call? I'm colorblind and a red + doesn't pop for me like a red + on a white background does. I'll usually hear the sound and see the icon, then turn around and I can't find the person that needs healing. This looks like it'd do the trick. It'll only work on servers running sv_pure 0 though, which excludes Valve server at the moment.
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# ? Nov 27, 2014 21:10 |
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Did they enable sv_pure to reduce hacking/cheating or...? From all the people complaining about crit heavies and ambassador aimbotting spies lately I'd say it isn't working if it's the former.
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# ? Nov 27, 2014 21:20 |
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Zero! posted:New top 10 plays of the month for September! Click through and watch at 720p+ on Chrome for 60fps deliciousness. #1 is loving amazing.
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# ? Nov 27, 2014 21:50 |
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Saoshyant posted:Did they enable sv_pure to reduce hacking/cheating or...? From all the people complaining about crit heavies and ambassador aimbotting spies lately I'd say it isn't working if it's the former. sv_pure being set to a non-zero value doesn't do anything to prevent the more obvious cheats like crit toggles or aimbots, the stuff that gets you VAC banned no questions asked, but enforcing game content to be default does prevent spy uncloaking sounds from being made super loud, wall textures being made translucent, etc. The cheats you're "allowed" to get away with on sv_pure 0. I don't know whether it's deliberate on Valve's part though, they've flip-flopped between different sv_pure settings on their TF2 servers for a while.
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# ? Nov 27, 2014 21:57 |
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simosimo posted:What's the skinny on the Pyro flame? I say that because whenever I get caught in close range I am pretty much dropped in a millisecond, even if I just get set on fire and retreat- the burning kills me off. Also watch out for the Backburner flamethrower, which does 10000% more damage if the Pyro hits you in your back. Or your front, or the side, or falls on you, from across the map or if you're playing another game.
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# ? Nov 27, 2014 22:11 |
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As long as I can hear "sssssssssssmmmmmmmmmmmmmmooooooooooooooooooookeeeeeeeeeee weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeedddddddddddd eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeverrrrrrrrrrrrrry daaaaaaaaaaaaaaaaaaaaaaaaaaaayyyyyyy" whenever I set off a crit sticky, I don't care what sv_pure is set to
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# ? Nov 27, 2014 22:16 |
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# ? Jun 9, 2024 02:31 |
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oddium posted:Actual good use for binds: there's a set of binds that makes you immediately move in a direction you push while still holding down another direction key (so pressing left will move you left if you're still holding down right) where normally you would freeze in place as they cancel each other out I think ?? code:
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# ? Nov 27, 2014 22:19 |