deliaren
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Posts posted by deliaren
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basically a highlander
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spy is a ultility, used in only in certain situations.
normally in pugs u just use the normal solly scout demo medic classes as there isnt much strategy in pugs.
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yeah cuz i wasnt playin
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medics who dm = useless
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rather have an mge tournament afaik
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Oh.. Take random crits off some of the pub servers?
what is pub
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ANAS ILYAS - PRINCE OF PERSIA CAMELS: SANDS OF TIME THE MILK
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Name: don't die
Country: SG/Malaysia
Steam Group: http://steamcommunity.com/groups/YOUDONTSAY
Skill Level: Division 2
Availability: Evenings
Weeklies: None
Contacts: Obv, Cobalt, Aycan, Arcadia, Nasty
Other Info: don't contact cobalt for he shall take 201928321 hours to reply
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mge_training_v7 or _pro pls
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hes arabian he can steal oil
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sounds like spammah
thats what iritz said
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It's now open to everyone.
elitist spoiler
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got invite:P:P:P:P
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$100 per frag vid,
so ex
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asia is big but has the biggest language barrier.
also traceroutes is a bitch
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no no we thank you,
for providing much needed servers
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Thank you!
I have my cl_interp set to 0.0152 for all classes except scoot and sniper.
For scoot and sniper it's 0.034 hope that ins't stupid of me.
I set it to 0.01 just incase, as defaults normally force interp to 0.0152
Setting your interp is up2u btw
Depends on how you feel when playing. Same as setting sensitivity.
Btw when you see this website http://www.funender.com/quake/mouse/index.html#input
It is just a suggestion whether yes or not to change to the estimated useful dpi. For me I rather low ign sens + medium dpi, too high of a combined sens for me is shit as you can't be as precise with your accuracy. tracking > twitching 75% of the time
but its up2u 2 decide
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the full explanation
By default, the client receives about 20 snapshot per second. If the objects (entities) in the world were only rendered at the positions received by the server, moving objects and animation would look choppy and jittery. Dropped packets would also cause noticeable glitches. The trick to solve this problem is to go back in time for rendering, so positions and animations can be continuously interpolated between two recently received snapshot. With 20 snapshots per second, a new update arrives about every 50 milliseconds. If the client render time is shifted back by 50 milliseconds, entities can be always interpolated between the last received snapshot and the snapshot before that.Source defaults to an interpolation period ('lerp') of 100-milliseconds (cl_interp 0.1); this way, even if one snapshot is lost, there are always two valid snapshots to interpolate between. Take a look at the following figure showing the arrival times of incoming world snapshot
tl;dr standard
cl_interp 0.1 adds 100ms of lag when you fire your weapon (my perspective)+for hitscan (scout, sniper (non-huntsman) etc.)
-for projectile classes (soldier, demo, huntsman, etc.)
for me
all my hitscan classes: cl_interp 0.1 //interpolation of 100ms
all my projectile classes: cl_interp 0.01 //interpolation of 10ms
why? cuz im a fucking spazz even @ 1600 dpi/0.7 in game
I hope both explanations help.
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you put the break in gamebreak
Mercenaries Cup 3 is coming
in News & Announcements
Posted · Report reply
I AM BRACING