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 Post subject: Re: New tf2 update
PostPosted: 07 Mar 2009, 17:15 
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Has no REAL life! (1831)
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It's now impossible to jump through the window into the house on the left, on dustbowl, stage 2, cp 1. And a lot of those crouch jumps on dustbowl are now impossible too.
I wonder if they're gonna fix that.


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 Post subject: Re: New tf2 update
PostPosted: 07 Mar 2009, 17:41 
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For fun. Plus it's more noisy shooting the 2 (hopefully not 3) shots i'd need. I wanted mah back stab >:O
As if people pay attention to whats going around them :lol: "Ohh my mates are crying behind me and there a kill message in the top right corner.... erm lol whats taaaaht???? rofl"


Dunno if the update really made the hitboxes that much more accurate, but for me there was a "hidden" update and its sth like:
Code:
Fixed the scattergun. It now hits what you're aiming at.
:demm:

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 Post subject: Re: New tf2 update
PostPosted: 07 Mar 2009, 18:19 
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I didn't notice that either, oh well
Soldiers usually dont jump on sentries :mrgreen:


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 Post subject: Re: New tf2 update
PostPosted: 07 Mar 2009, 18:23 
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Bartg wrote:
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I didn't notice that either, oh well
Soldiers usually dont jump on sentries :mrgreen:
I played engi as well ;)

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 Post subject: Re: New tf2 update
PostPosted: 07 Mar 2009, 18:38 
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[SpA]Relentless wrote:
Dunno if the update really made the hitboxes that much more accurate, but for me there was a "hidden" update and its sth like:
Code:
Fixed the scattergun. It now hits what you're aiming at.
Maybe i should try this, see if it's improved. I cnt be the only one to notice something fishy, glad someone else has said something for a change.

Anyone else get meleed out of range when running backwards, when the guy couldn't hit you/shouldn't be able to, you're backpeddling and you still get meleed? really frustrating. I compare it to counter strike, when you hit someone you know they're there, but in tf2 it sometimes seems like they're not where you see them. I wonder if it's my rates or whatever? But since i don't really understand what rates are D: i just play.

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 Post subject: Re: New tf2 update
PostPosted: 07 Mar 2009, 19:20 
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But since i don't really understand what rates are D: i just play.
Thats the best thing to do tbh^^

I used to mess around with my netsettings because I thought setting these properly would increase my gameplay. The first thing that really helped me was net_graph 0 and just ignoring this bullshit.

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 Post subject: Re: New tf2 update
PostPosted: 07 Mar 2009, 22:39 
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The stupid melee range is, I guess, a mixture of lag compensation and the hit boxes. What you see on your screen isn't what the server see's, I believe ;)
[SpA]Relentless wrote:
Quote:
But since i don't really understand what rates are D: i just play.
Thats the best thing to do tbh^^

I used to mess around with my netsettings because I thought setting these properly would increase my gameplay. The first thing that really helped me was net_graph 0 and just ignoring this bullshit.
Rates do make a difference :3 I used to have massive rate problems on css, if you have bad ones then its like playing with 300 ping.

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 Post subject: Re: New tf2 update
PostPosted: 07 Mar 2009, 22:59 
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Yea but it doesnt matter that much in TF2 because lag compensation works rather nice in TF2. Also you dont have to aim as accurate as in CS (many weapons with splash damage/only sniper rifle scores headshots).

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 Post subject: Re: New tf2 update
PostPosted: 07 Mar 2009, 23:04 
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I don't wanna play against Murk if he has a better ping... :shock:

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 Post subject: Re: New tf2 update
PostPosted: 08 Mar 2009, 01:06 
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[SpA]Relentless wrote:
Yea but it doesnt matter that much in TF2 because lag compensation works rather nice in TF2. Also you dont have to aim as accurate as in CS (many weapons with splash damage/only sniper rifle scores headshots).
I guess I'm just used to playing with low ping, I find it impossible playing most games with a ping of 100+. I actually find it worse in TF2 than UT3 though.

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Last edited by [SpA]Minimoose! on 08 Mar 2009, 12:38, edited 1 time in total.

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