Players getting frustrated with games and moving on to another game because the game stops working the way it should in favor of cosmetic appeal kills games too.
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| Sat, 28 Jan 2012, 05:52pm | Link |
| #32 |
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If ESEA picked up a TF2 promod and players used its services for everything such as scrimg and pugs it wouldn't actually have that big of a negative effect, it really might be worth trying out. It's not like the comp community isn't split already from the pub community. Might also make ESEA care more about TF2 because we would be using its client outside matches. That and a player seeking other comp games would probably be interested more of he saw a sreamlined version of TF2. If made properly, it just might outweigh the negatives of using a promod.
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| Sat, 28 Jan 2012, 06:24pm | Link |
| #33 |
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WELCOME TO THE WORLD OF SCOUTING AND SNIPING |
| Sat, 28 Jan 2012, 06:34pm | Link |
| #34 |
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It's not as bad as the world of soldiering where a pebble or a slight bump in between your rocket and the enemy means the rocket does no damage to anybody around the explosion.
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| Sat, 28 Jan 2012, 06:47pm | Link |
| #35 |
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but thats not the games fault, thats your fault you didn't take the bump into consideration :3 |
| Sat, 28 Jan 2012, 06:49pm | Link |
| #36 |
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in regards to e-mailing Valve, hittup coreyp@valvesoftware.com or TF-team on the right hand side of teamfortress.com |
| Sat, 28 Jan 2012, 06:50pm | Link |
| #37 |
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yeah I don't think Robin really fields TF2 emails any more I've emailed other people at valve and gotten very prompt replies stvkeybinds: an application with pictures |
| Sat, 28 Jan 2012, 08:24pm | Link |
| #38 |
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maybe i'm alone in this, but i never get bad hit reg unless i'm playing sniper (where headshots are for some reason considered body shots even at like .01 timescale). My internet is completely unstable and I never get good ping anywhere, but when shots don't do damage, it's usually because I missed. |
| Sat, 28 Jan 2012, 08:25pm | Link |
| #39 |
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| Sat, 28 Jan 2012, 08:27pm | Link |
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no, i'm definitely with you. |
| Sat, 28 Jan 2012, 08:29pm | Link |
| #41 |
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pffft look at these fucking noobs not blaming the server for their inconsistent aim please get good |
| Sat, 28 Jan 2012, 08:50pm | Link |
| #42 |
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I've definitely had moments where a shot clearly was on center-mass and it did no damage, but those are very few and far between. I can't say I've ever had it happen in a scrim or match either. |
| Sat, 28 Jan 2012, 09:23pm | Link |
| #43 |
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when i play scout i just flick my aim so much that i cant tell if i hit or not, so i trust the game to get it correct! 5:41 AM - beat LFT/ring <3 heartrate: i'm sure harbleu was hacking in a scrim i played him in
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| Sat, 28 Jan 2012, 09:34pm | Link |
| #44 |
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i never get bad reg either |
| Sat, 28 Jan 2012, 10:35pm | Link |
| #45 |
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reg is fucking terrible with melee too, you can be point blank against the other players model and hear the hit sound and nothing happens. amazing
skill rating: girl butts
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| Sat, 28 Jan 2012, 10:42pm | Link |
| #46 |
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A not so long time ago when I was shittier than I am now, I used to blame the server for every mis-reg'd shot. I've been blaming servers less and less since then...hmm... I do admit that the reg in tf2 is far from great and I would like to have it improved upon, but I don't think that it's anything that can't be fixed with improvements on your aim. The player with the better aim will win the fight 99% of the time (discounting lucky shots) and lose very few of the fights because registry. If another player consistently wins 1v1 fights then the server isn't the one to blame. Now mis-reg'd meatshots on a medic on the other hand...I would like a fix Edit: on second thought...you could just switch to demo and completely circumvent this issue. |
| Sat, 28 Jan 2012, 10:58pm | Link |
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| Sat, 28 Jan 2012, 11:01pm | Link |
| #48 |
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You would think that a game engine like Source, which is an implementation of the Quake engine that have been released 15 years ago would have a flawless netcode... Apparently not, it seems that the registry is as accurate as a coin toss. They have released how many thousands of updates through the years? All the games they release have very popular multiplayer mods. Valve is a multibillion $ company. I would expect that someone in their building has the knowledge to get this thing coded properly. |
| Sat, 28 Jan 2012, 11:02pm | Link |
| #49 |
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But you didn't say FIX'D!! this works too though |
| Sat, 28 Jan 2012, 11:38pm | Link |
| #50 |
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Anyone who claims the netcode is "broken" and needs to be "fixed" is delusional. Hit registry is a very complex problem, blaming valves netcode will get you nowhere. In actuality it is very well implemented and does provide accurate detection almost all of the time. This said there are many server-side and client-side settings which can drastically affect the effectiveness of interpolation. If you doubt your settings watch your POV demos at 25% speed and really look at where your cursor is when you fire (do NOT use STV demos to check this). Also note that when you are touching an enemy model your computer cannot accurately predict where you are able to move due to the unpredictable movement of enemies. This creates the opportunity for seeming "bad registration" when in actuality your model was not represented as being in the right location. |
| Sun, 29 Jan 2012, 12:09am | Link |
| #51 |
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do people really still say goodnight sweet prince? |
| Sun, 29 Jan 2012, 01:26am | Link |
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| Sun, 29 Jan 2012, 02:18am | Link |
| #53 |
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thats because hitboxes in quake live are the size of the sun |
| Sun, 29 Jan 2012, 02:23am | Link |
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| Sun, 29 Jan 2012, 02:26am | Link |
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It's actually kind of comforting to see others are experiencing awful hitreg to the same severity that I am. I've had this problem for a loooong time, on two different computers. I try to live with it for the most part, but what frustrates me the most is CLEAR headshots registering as bodyshots. This always happens to me when I quickscope a scout at close range, the shot will be on the top of their head, leave a bloodstain and everything and then I see "50 damage" pop up. Even depending on the server, if I quickshot still targets it will register as a bodyshot. Shit is awful. |
| Sun, 29 Jan 2012, 02:28am | Link |
| #56 |
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That match makes me look like a bad combat medic, and I'm pretty sure hitscan is broken in TF2, which is the main reason I refuse to play scout |
| Sun, 29 Jan 2012, 02:31am | Link |
| #57 |
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Creating promode splits the community. Then you just have 2 games with significantly less player counts on a game that people are already complaining is "dying." Creating a promode is just going to cater to comp players and make getting into 6s even less accessible than it is already. |
| Sun, 29 Jan 2012, 02:36am | Link |
| #58 |
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welcome to team fortress 2 |
| Sun, 29 Jan 2012, 02:49am | Link |
| #59 |
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it's not merely 'better' it's a metric shitton better |
| Sun, 29 Jan 2012, 04:32am | Link |
| #60 |
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No you're just delusional. Hitboxes are weird as hell, everytime I play I hit a few rails that are nowhere near the enemy model but it still regs. People on ESReality bitch about it all the time, even more so than here. No code can compensate for all the noise of an unstable internet connection (either at your or the other guy's end). It's annoying to not have shots register but it really doesn't happen often enough to be a dealbreaker. |
| Sun, 29 Jan 2012, 05:17am | Link |


