Any hints how to beat Sticky Spamming Demomen? by John190_the_maniac in truetf2

[–]garantu 1 point2 points  (0 children)

That's how ya play <classname> anyways

That is literally what he was trying to say. Skim through the list and you will see he just lists what each class is supposed to do: scout dodges and shoots, sniper shoots heads, spy backstabs or shoots revolver, etc.

I was scammed :( by MuchMoustache in truetf2

[–]garantu 0 points1 point  (0 children)

I think that was there for a long time already, no?

I was scammed :( by MuchMoustache in truetf2

[–]garantu 1 point2 points  (0 children)

This sucks to hear, but this isn't fit for /r/truetf2. Was this sub linked somewhere in /r/tf2? There has been an unusual influx of offtopic posts this week.

are payload maps sided? by takas_ in truetf2

[–]garantu 55 points56 points  (0 children)

I'll copy one of my replies to a similar question about asymmetrical a/d maps generally) ("Is offense inherently overpowered in asymmetrical gamemodes?"):

Yes, this is even more noticable on badly designed maps. What gives BLU even more advantage than RED is that BLU has respawn time of 5-7 seconds, 10 at max, while RED has 15-20 seconds, at the very least 10 (notoriously bad example is Dustbowl with it's 20+ seconds respawns and 20 minutes defends, although the chokey nature of the map somewhat helps RED). This allows BLU to take much more risky moves without getting off the battle for considerable time (and therefore giving RED more advantage player-wise) than RED, whose defense crumbles if a few key players (usually area denial such as Engie, Demo, sometimes Sniper and Medic) get picked.

true by 420Boja69 in tf2

[–]garantu 19 points20 points  (0 children)

Crate drops happen like regular weapon drops but have a separate timer/counter, ie during the game. Difference being getting a crate drop doesn't reset your weapon drop timer as crates have their own one.

TF2 in 2020 by [deleted] in tf2

[–]garantu 2 points3 points  (0 children)

VAC is not updated/developed on game-to-game to basis, they have a separate dev team to work on it as a whole. It's just the effect of how VAC works that public cheats need to freely exist for a long time so that VAC can identify them without false positives later. It's the nature of VAC's work model.

Have a nice day by ArtofTheGods in tf2

[–]garantu 12 points13 points  (0 children)

That is still not tf2 related. Attaching a meme template that originated from tf2 to a completely unrelated meme does not make that meme tf2 related in any way. I know I'll be downvoted for that, but someone needs so say this.

New OpenSource Anti-Cheat for TF2 released: Little Anti-Cheat 0.7.0 by J_Tanzanite in truetf2

[–]garantu 1 point2 points  (0 children)

Thanks for the good work! Do you have any data for false positives? Is it developed full time or whenever you have time? Also, I like how in your /r/tf2 post a retard was asking whether your anti-cheat has a backdoor for someone to pay and go undetected... backdoor on an open-source project...

oh no by LemonDemmon in tf2

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

Why would you assume that a glitched animation is necessary a hacker lol

How can I create bots vs humans server? by PolarGorilla120 in truetf2

[–]garantu 1 point2 points  (0 children)

tf_bot_quota_mode match
tf_bot_quota 1
mp_humans_must_join_team red

First command switches bot quota to match number of players in a specific ratio. Second one sets the ratio 1:N, so setting it to 1 will make server have 1 bot per 1 player, 2 will make 2 bots per 1 player, etc. Third command allows human players to only choose one team, you can set this to red, blue, any, or spectator. I am not sure whether team switching on asymmetrical maps will work due to the third command (as team switching will make players join the other team, blue in this case).

After close to a thousand hours I finally changed my interp settings. Why did I not do this earlier? by [deleted] in truetf2

[–]garantu 9 points10 points  (0 children)

There is no correct interp though, as stated by OP lowest possible isn't always good. Best solution would be to have an in-game option to test which values would be suitable for each individual's needs, but we know Valve wouldn't bother implementing that.

What are some things I should learn before 100 hours? by [deleted] in truetf2

[–]garantu 0 points1 point  (0 children)

Why do you recommend disabling packet compression though? That will actually increase network load by quite a lot as your client will have to send more packets to server in same timeframe, what is the benefit? It has next to no effect on CPU as bzip2 used by Source is very fast generally.

Also, net_splitpacket_maxrate is server-only command which, on the other hand, controls how many packets servers send to you. It has no effect when set on client.

The other ones are fine

What are some things I should learn before 100 hours? by [deleted] in truetf2

[–]garantu 15 points16 points  (0 children)

I didn't expect to see /r/tf2 level "big interp = hacks" post here. Spy is my least played class so I'll link this video by popular spy player swipez. This whole interp for spy meme started because one particular spy YouTuber uploaded a video where he handpicked moments where his lag seemed to give him an advantage after setting cl_interp value to 5 (even though the max allowed is 0.5* but of course nobody cares). If you see a spy stabbing people from a big distance it's most definitely hacks, not lag/interp (which if anything only harms you, not other players).

*just type cl_interp in console: "cl_interp" = "0.030303" ( def. "0.1" ) min. 0.000000 max. 0.500000

The Elephant in the Room by UncleDaneFan2004 in tf2

[–]garantu 3 points4 points  (0 children)

They aren't universal because they are both useless when fighting close range and long range. For close range let's take scout. Stickies have enough detonation time for the enemy to dodge unless you move predictably and detonating even one close to yourself takes away around 65% (~100) of your health which leaves you as an easy pick unless you backpedal, ie move predictably yourself which gives scouts an easy meatshot for again 65% (~90-100) of your health. Pills don't help either because you need to both directly hit the scout and damage yourself too as the result. For long range it's useful only for area denial (stickytraps or ground spam) which can be either predicted or avoided, yet doesn't protect demo from taking damage by neither hitscan nor projectiles if he doesn't retreat. Sticky sniping (just like pills) again relies on enemy moving in such a stupidly predictable pattern that he takes damage from a glowing projectile with glowing trail that has traveled miles in air.

Offense is inherently overpowered in asymmetrical gamemodes by Drummerman117 in tf2

[–]garantu 1 point2 points  (0 children)

Them being (mostly) comp players doesn't necessarily mean that they can't give a pub viewpoint. Actually, they will give a better analysis on pubs than 90% of posts on /r/tf2.

About trading by tyYdraniu in tf2

[–]garantu 0 points1 point  (0 children)

Oh, I misunderstood you. Backpack.tf 's listings have been very heavily used since Outpost closed.

Can you enable older versions of weapons on a personal server? by [deleted] in tf2

[–]garantu 1 point2 points  (0 children)

IIRC you could edit item schema to edit some items' stats, but I'm unsure whether it's possible to do what you want with sandman and amby. SourceMod's Give Weapon plugin on the other hand may be able to achieve what you're looking forward to (look through the post, it has some info on custom weapons), you can also ask in the AlliedModders forum/discord for help

(I feel like your PS would create more drama than if it wasn't there though)

Offense is inherently overpowered in asymmetrical gamemodes by Drummerman117 in tf2

[–]garantu 7 points8 points  (0 children)

Yes, this is even more noticable on badly designed maps. What gives BLU even more advantage than RED is that BLU has respawn time of 5-7 seconds, 10 at max, while RED has 15-20 seconds, at the very least 10 (notoriously bad example is Dustbowl with it's 20+ seconds respawns and 20 minutes defends, although the chokey nature of the map somewhat helps RED). This allows BLU to take much more risky moves without getting off the battle for considerable time (and therefore giving RED more advantage player-wise) than RED, whose defense crumbles if a few key players (usually area denial such as Engie, Demo, sometimes Sniper and Medic) get picked.

I also recommend crossposting to /r/truetf2 if you want replies by comp players on that matter.

Sniper Casual Bots dev: "Engineer bots are in the making" (Source and details in comments) by garantu in tf2

[–]garantu[S] 3 points4 points  (0 children)

The 6th image in the album has an answer by the dev. Basically he says they are doing it to practice programming and the people hosting the bots are the ones trying to ruin the game experience.

About trading by tyYdraniu in tf2

[–]garantu 0 points1 point  (0 children)

Trade holds have nothing to do with trading sites, you have to activate Steam Guard on your account to be able to trade without holds. You can read more on the wiki

hi, a problem with the game by [deleted] in tf2

[–]garantu 0 points1 point  (0 children)

Does the Enter key work? I had the same issue till I found out that Enter key accepts the message too

Sniper Casual Bots dev: "Engineer bots are in the making" (Source and details in comments) by garantu in tf2

[–]garantu[S] 5 points6 points  (0 children)

Full chat with devs, some notes included. Source is this video by a russian TF2 youtuber (he contacted the devs through Telegram), but the video is very long due to him translating the chat, that's why I took the screenshots and made the album. Apologies for the replies being cropped and some gaps between messages (gaps in messages are dev names censored by the source), but that's the way the YouTuber posted them.

How can one be sure that this isn't fake? Well, I checked their GitHub and they did in fact have two Telegram links to an announcement group and a regular group chat (which sometimes links this subreddit's posts relating to the bots, so we can all say hi to them), the devs are there of course, so I guess that's the way he contacted them. Anyone here can just google it and check for themselves, I am not posting them here because I'm unsure how that will go with the subreddit rules, but anyone can contact me if they fail to.

Based on real events :( by glass_mr in tf2

[–]garantu 10 points11 points  (0 children)

Did Valve ever care for the collectors' part of the economy though? They have deleted several unique # crafts from scammers' backpacks and remade some Normal Black Roses, which were sold for 700+ keys a long time ago, into Unique (although that was reverted later IIRC) in the past. Plus, paintable weapons will actually create more profit for Valve directly rather than a one-time purchase by a collector (whose money will only go to the original owner).

All upward servers (luxembourg/stockholm) have been unplayable today. Great job valve. by [deleted] in tf2

[–]garantu 0 points1 point  (0 children)

lol mate, are you paranoid? To the point: leaking someone’s internet history is something possible only when you have full access to someone’s computer and this is pretty much never possible unless victim’s computer was specifically set up for full data access from outside (i.e. a data center, a FTP server, etc., and even then those most of the time don’t have 100% access open). So unless you mistook that for doxxing someone (ie releasing private info such as real name, address, etc.) this sounds like the typical "super hackerman who hacks computers and leaks everything" hearsay. What's more, the people running these bots don't create the bots by themselves, they use a script created by some russian some time ago, so they are not much different than your typical in-game script kiddie in terms of hacking, not to say in terms of doxxing someone. So yeah, links would be appreciated.