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Soldiers got a little buff in the last patch
Created 24th June 2009 @ 10:29
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you wont see this dramatically changing situations in competitive games.
wouldn’t consider it a buff, but interesting nonetheless
If you increase viewmodel_fov to something crazy like 200 will this make rockets shoot from the center of the screen? In work, so can’t test it myself :<
As a reply to the eoN^ and AnAkIn: forget the models and visual aesthetics. I don’t want the rocket to come from the viewmodel or from the opponent’s rocket visually. I only care that the path would be consistent with the crosshair.
It’s competitive gaming; therefore gameplay > visuals
That’s why gamers often use minimal HUD, hide their viewmodel and lower their graphics settings.
(and cvar obviously would solve the problem for both sides: those who want their rockets to come out beautifully and those who want them to come out accurately)
^ +1
And also, the crosshair is alot smaller than the default, which I use. So it gives the effect of drama with such a small crosshair, because you can do it with a large one aswell, i.e when spamming left on gran, you are firing at a wall but it goes all the way down left.
As a reply to the eoN^ and AnAkIn: forget the models and visual aesthetics. I don’t want the rocket to come from the viewmodel or from the opponent’s rocket visually. I only care that the path would be consistent with the crosshair.
It’s competitive gaming; therefore gameplay > visuals
That’s why gamers often use minimal HUD, hide their viewmodel and lower their graphics settings.
(and cvar obviously would solve the problem for both sides: those who want their rockets to come out beautifully and those who want them to come out accurately)
Hmm to an extend i agree with you but the rockets coming from one side is part of TF2, its what makes the soldier a little different and it adds a few game elements like being able to hide behind something while firing etc.
I personally like it as it is but i think you have a point…
Changed cl_flipviewmodels so it can no longer be set while connected to a server
hahahaha
Changed cl_flipviewmodels so it can no longer be set while connected to a server
hahahaha
Oh dear! The whole two minutes I spent making a script for this were wasted!!?!?
Oh dear! The whole two minutes I spent making a script for this were wasted!!?!?
In those two minutes you could have bought a lottery ticket, won a million euros and buy a delicious and moist cake. How do you feel now?!
Changed cl_flipviewmodels so it can no longer be set while connected to a server
hahahaha
Obviously it made soldiers too overpowered, so they had to remove it :((
It can still be used. Instead of “cl_flipviewmodels”, just type “setinfo cl_flipviewmodels”.
Here’s my script for a left-right switch;
//viewmodel flipper
alias “flipper” “left”
alias “left” “setinfo cl_flipviewmodels 1; alias flipper right”
alias “right” “setinfo cl_flipviewmodels 0; alias flipper left”
Still works like a charm, allthough it’ll probably get patched soon enough=P
Oh dear! The whole two minutes I spent making a script for this were wasted!!?!?
In those two minutes you could have bought a lottery ticket, won a million euros and buy a delicious and moist cake. How do you feel now?!
Ahh but you could have done that in the time it took to reply to my post.
There is so much wrong with that idea it’s unbelievable :x
PS thanks for the new script, fed, even though ill probably never use it :D
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