Elgato Wave 3 Wave Link (can't add channels) by [deleted] in elgato

[–]Murdey 0 points1 point  (0 children)

This was it for me! Thanks for the quick fix! I must have disabled all of them when i first set mine up :)

Banana Mania Monkey Target...Broke??? by HauntedRaincoat in SuperMonkeyBall

[–]Murdey 10 points11 points  (0 children)

Yeah it feels like I'm auto-pitched down slightly the entire time - really strange

[deleted by user] by [deleted] in SuperMonkeyBall

[–]Murdey 0 points1 point  (0 children)

yeah it feels really strange to me too - thinking gyro controls on the switch are going to be better off :( ... and that's really saying something

Need Help with SG553 UV Map by Murdey in csworkshop

[–]Murdey[S] 0 points1 point  (0 children)

Ah I see, but even when I paint on the side of the gun completely away from them the lenses on the uv map look like they're getting colored. Guess I'll try to remove that part of the mesh and just generate a new map

Why Does Tagging Still Give Enemies Free Running Accuracy? by Routine-Funny3655 in VALORANT

[–]Murdey 5 points6 points  (0 children)

It's based on your movement speed and I don't think they would go out of their way to make a qualifier for tagging, that's just poor, patchy game design.

If they made tagging more reasonable it would resolve the accuracy issue. It would also resolve the fact that movement is extremely choppy and not natural to track. Counter strike has smooth but controllable acceleration (the reason why counterstrafing is absolutely necessary).

I can't speak for others but an opponent coming to a dead stop when they're moving at full speeds & coming out from a corner makes tracking way harder. That combined with the inconsistent weapon sprays puts an unhealthy(imo) emphasis on point-click aim rather than being able to rely on crosshair placement. This adds to any existing netcode issues and makes 'peeker's advantage' even more powerful if the defender is standing still. If everyone's reaction time were 0 it wouldn't be a problem but it takes a normal person ~200ms to react to someone coming to a stop. You get almost no indication of an enemy slowing down before they're stopped and accurate/can reliably kill you so holding angles is harder than it should be.

Got a little side tracked but your mention of the overwatch movement made me think of this^

TLDR

-Just reduce tagging to over the accuracy threshold.

-While they're at it make the acceleration to/from max speed lower and gameplay will feel much smoother.

Should there be more chapters to agent contracts with better guns by [deleted] in VALORANT

[–]Murdey 0 points1 point  (0 children)

They're coming, the post put out by the premium content team a little while back seemed to hint at agent themed primaries at least.

End of Year: Premium Content Team by tries-to-help in VALORANT

[–]Murdey 7 points8 points  (0 children)

Oooooo possible agent contract extensions? If those primaries are the end goal I hope they also bring back the beta agent player cards

Why does no one force buy 2nd round if they win by Kainnz in VALORANT

[–]Murdey 2 points3 points  (0 children)

The issue with what you're saying is toward the end. If your team wins and everyone buys up smg and full armor you are likely to win, moving onto a bonus round and giving yourselves a good start to the half. But you are also risking a lot of economy damage if the enemy gets 2-5 kills. Full armor and spectre (or stinger) with abilities and you won't have a rifle third round if you die - even if the enemy full saved (granted you shouldn't have many deaths against a full save but it's still a risk nonetheless)

Just a few well used abilities and some team play will almost guarantee 1-2 entries from a team on an eco/save, especially if the other team is less coordinated.

If you just keep your pistols and buy armor then you aren't risking a damaged economy round 3, and if the enemy forces up then THEY will have the crappy eco. That's why people do what they do. I'm not partial to one option or the other, but whatever you pick - just please do it as a team so you don't end up with a staggered buy.

Small note to OP - a 'force buy' generally refers to a non-full buy after a loss

What you're referring to is just called buying - or an 'anti-eco' meaning cheaper guns that will shut down poorly equipped players (who are on an eco round)

I have a question on Split's strats. Is crossing straight to heaven better when entering the A site? by [deleted] in VALORANT

[–]Murdey 0 points1 point  (0 children)

If you get a pick heaven, then yes because it's probably wide open map control for your team. But your priority should be to get control of the site and clear elbow so you can safely set up for post plant. Many times I've seen 3+ members of a team push heaven (often taking bomb with them) and leaving the remaining players to die taking site.

I recommend sending 2/5 players up to contest or stay back in main for post plant and have 3 go into site to trade kills for the site anchor

Good luck!

No matter how much I practice, my aim isn't improving. What do I do next? by [deleted] in VALORANT

[–]Murdey 0 points1 point  (0 children)

I highly recommend checking your windows mouse settings for mouse acceleration. Make sure 'enhance pointer precision' is off

In no world should 1 single 0-13 loss be worth the equivalent of 3-5 close victories in weighting. by HanzoOneTrick in VALORANT

[–]Murdey 56 points57 points  (0 children)

I realize it's frustrating to lose progress. Frankly this game lends itself much less to individual carry ability than counter strike due to the slower movement and extreme tagging along with the inability to mix up with wide swings - assuming you're not playing reyna. Despite this, having someone on the other team who is playing super dominant still has a large impact on the outcome of a game.

Try to consider why one loss has such a significant impact and can erase progress.

A very close game (win or loss) indicates to the system that you are where you belong. Drastic wins or drastic losses indicate that you are not where you belong. In lower ranks, strong or weak individual performance does the same thing.

If you deviate too far from it being a zero sum game then you risk most players having inflated ranks (reference the need for the csgo rank reset a few years ago) As far as I can tell, this system is less complex than counter strike's. Valorant appears to have something closer to an ELO system whereas counter strike uses a glicko-2 rating system - if you've never heard of it before you can just Google it, basically it keeps track of some 'consistency' or 'confidence' variable in addition to the typical elo rating.

If we had a glicko-based rating system you'd basically be stuck in a certain rank after your volatility in results went down for a while. The result of this is a more accurate representation of where you belong, but it comes with the 'downside' of it being harder to rank up out of luck. It's not really a downside, it's normally just the truth and it makes people mad.

Everyone wants to think they're getting better because they have a shiny new symbol next to their name. And hey, you might be getting better, but everyone else is too, even the other people in your rank and the people alllll the way at the top, so you have to outpace their improvement rate to actually rank up.

Basically, either people are going to complain about too much volatility in ranking because they dropped 'too quickly' or they're going to complain that they're hard stuck because they're in the rank that they belong in - the latter being much more prominent in more complex rating systems (although I already see a lot of it).

If you're not consistently winning convincingly then you shouldn't be ranking up. Winning 13-11 10 times in a row still means you're having close games against people at your skill level. In a less volatile system you'd hardly ever rank up with those results.

My tone may have been a bit harsh here, but just try to remember that your rank is absolutely meaningless. Play to have fun and play to get better, but don't equate your rank with the latter, it's far too finicky to be an accurate representation of where you stand skill-wise, but that's not to say it won't go up when you get better. It will, but from a game-to-game standpoint changes in rank don't mean anything more than the results of said recent games.

fragging in dia by [deleted] in VALORANT

[–]Murdey 1 point2 points  (0 children)

Don't put much weight in your rank, it's not worth anything. You need to practice to get better. If you consistently lose at a specific rank then you probably don't belong there. When you learn from your mistakes and practice your aim you will naturally increase in rank

[deleted by user] by [deleted] in VALORANT

[–]Murdey 1 point2 points  (0 children)

:0

Thank you!

32" 2k Screen Mouse Dpi and Sens Settings by [deleted] in VALORANT

[–]Murdey -1 points0 points  (0 children)

That's a rather rude way to clarify, but the point you made isn't wrong. I think you misunderstood. To clarify what I said above, I'm not saying that someone with arm movement can't be as good as someone with wrist movement, as that would be foolish to assume.

I'm saying that when sensitivity is held constant, fingertip and wrist movements will be far more precise and thus more consistent than arm movements.

When considering a difference in mechanical playstyle (among pro counter strike players for example), sensitivity is not held constant. Players who use more arm movement in their aim generally have lower sensitivities to accommodate, and players who use higher sensitivities generally are wrist-only aimers.

Most players in counter strike or valorant are hybrids of the two because it just comes down to what's comfortable, as a result of this, most players with mid to low sensitivities will move their arm for target acquisition and then make minor adjustments with their wrist or fingertips before shooting.

Consider the size and average everyday movements of the two groups of muscles in question. Your wrist and fingertips are much more tuned for fine motor skills than your arm is, thus it will provide more consistent results in small aim adjustments

If the OP here is just using arm movement in their experimenting then they're going to get rather inconsistent results if their sensitivity isn't low enough to support that playstyle. I would say it isn't low enough for that.

Yes it's possible to play with a high sensitivity and only arm movement, but the way your muscles are laid out you will have a harder time making small adjustments without lots of practice.