natf2 is shutting down, head over to teamfortress.tv for all of your TF2 coverage.

#31
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duder  Steam
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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.

Sat, 28 Jan 2012, 05:52pm
#32
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NeoRussia  Steam
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Posts: 1067

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.


conductor wrote:

ironic shitposting is still shitposting

Sat, 28 Jan 2012, 06:24pm
#33
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spadez  Steam
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Posts: 605

WELCOME TO THE WORLD OF SCOUTING AND SNIPING

Sat, 28 Jan 2012, 06:34pm
#34
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NeoRussia  Steam
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Posts: 1067

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.


conductor wrote:

ironic shitposting is still shitposting

Sat, 28 Jan 2012, 06:47pm
#35
-2
spadez  Steam
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Medium_784670407b25e332b1471bbf64bbc3b8
Registered: September 2011
Posts: 605

but thats not the games fault, thats your fault you didn't take the bump into consideration :3

Sat, 28 Jan 2012, 06:49pm
#36
1
eXtine  Steam
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Registered: September 2011
Posts: 670

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
#37
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atmo  Steam
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Registered: January 2012
Posts: 873

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
#38
1
Loronix  Steam
mid+
Registered: September 2011
Posts: 430

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
#39
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atmo  Steam
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Registered: January 2012
Posts: 873

cu @ qunmunity


stvkeybinds: an application with pictures

Sat, 28 Jan 2012, 08:27pm
#40
3
turtsmcgurts  Steam
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Registered: September 2011
Posts: 665

Loronix wrote:

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.

no, i'm definitely with you.

Sat, 28 Jan 2012, 08:29pm
#41
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defiance  Steam
high
Registered: September 2011
Posts: 1042

turtsmcgurts wrote:

Loronix wrote:

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.

no, i'm definitely with you.

pffft look at these fucking noobs not blaming the server for their inconsistent aim

please get good

Sat, 28 Jan 2012, 08:50pm
#42
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Lange  Steam
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Registered: September 2011
Posts: 309

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
#43
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harbleu  Steam
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Registered: September 2011
Posts: 723

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
5:41 AM - beat LFT/ring <3 heartrate: shot everyone right as they came from out of a wall

Sat, 28 Jan 2012, 09:34pm
#44
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boomer  Steam
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Registered: September 2011
Posts: 356

i never get bad reg either

Sat, 28 Jan 2012, 10:35pm
#45
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defy  Steam
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Registered: September 2011
Posts: 1721

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
dm: boobies
gamesense: hey a pic of a girl butt
invite: if u gimme pic of girle butte

anonemousee wrote:

then the next game he said 'just kidding, love, peace, and chicken grease'

Sat, 28 Jan 2012, 10:42pm
#46
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Chriz_Tah_Fah  Steam
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Registered: December 2011
Posts: 57

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
#47
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svfrey  Steam
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Registered: November 2011
Posts: 581

Chriz_Tah_Fah wrote:

Edit: on second thought...you could just switch to medic and completely circumvent this issue.

Sat, 28 Jan 2012, 11:01pm
#48
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cinq  Steam
mid
Registered: November 2011
Posts: 142

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
#49
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Chriz_Tah_Fah  Steam
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svfrey wrote:

Chriz_Tah_Fah wrote:

Edit: on second thought...you could just switch to medic and completely circumvent this issue.

But you didn't say FIX'D!!

this works too though

Sat, 28 Jan 2012, 11:38pm
#50
3
TechDude  Steam
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Registered: September 2011
Posts: 537

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
#51
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0008
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Registered: November 2011
Posts: 30

do people really still say goodnight sweet prince?

Sun, 29 Jan 2012, 01:26am
#52
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atmo  Steam
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Posts: 873

hitreg in quake live seems better in my experience


stvkeybinds: an application with pictures

Sun, 29 Jan 2012, 02:18am
#53
2
fksld  Steam
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Registered: September 2011
Posts: 647

thats because hitboxes in quake live are the size of the sun

Sun, 29 Jan 2012, 02:23am
#54
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atmo  Steam
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Posts: 873

problem solved


stvkeybinds: an application with pictures

Sun, 29 Jan 2012, 02:26am
#55
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Vortex  Steam
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Registered: September 2011
Posts: 720

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
#56
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Euphhy  Steam
mid
Medium_eebb505bbc0b5ea76e256cd22742d129
Registered: October 2011
Posts: 166

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
#57
1
Vortex  Steam
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Registered: September 2011
Posts: 720

Kirby wrote:

Lange wrote:

Promodes kill games even faster than Valve can.

How so? Putting biased opinions aside on this, Call of Duty 4's competitive scene (before it died in NA), mixed with the still going EU scene, was as big as TF2's comp. scene has been, if not bigger.

Of course, these are two completely different games within the same genre. So, back to my original question, how so?

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
#58
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kne  Steam
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Registered: November 2011
Posts: 294

welcome to team fortress 2

Sun, 29 Jan 2012, 02:49am
#59
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FFG  Steam
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Registered: September 2011
Posts: 628

atmo wrote:

hitreg in quake live seems better in my experience

it's not merely 'better'

it's a metric shitton better

Sun, 29 Jan 2012, 04:32am
#60
-3
Whatisausername  Steam
mid+
Registered: October 2011
Posts: 366

FFG wrote:

atmo wrote:

hitreg in quake live seems better in my experience

it's not merely 'better'

it's a metric shitton better

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