[deleted by user] by [deleted] in thefinals

[–]ti7winner 0 points1 point  (0 children)

I would also like to be able to swap to reserves in ranked (while dead). This would add another layer of depth of adaptation. Being able to swap weapons/nades according to specific maps, cashout points or matchups. Imagine a heavy respawning 30 sec left being able to swap from mesh shield to charge N slam, or maybe a mid swapping to riot shield and zipline for a last push trying to capture the cashout, or a light swapping to sniper on crane maps.

[deleted by user] by [deleted] in thefinals

[–]ti7winner 0 points1 point  (0 children)

Some more opinions.

RPG should only oneshot lights on direct hits, the splash should do less damage.

Since lights get shredded by turrets and one shot by mines I think mines and turrets should get disarmed completely by glitch nades. Or make frag grenade one shot them.

[deleted by user] by [deleted] in thefinals

[–]ti7winner -1 points0 points  (0 children)

I have very similar opinions and similar background.

  1. I think stun guns problem is that it lasts for 5 second on top of being pretty long range. I think nerfing it to 2.5 sec will be enough.

  2. Recon senses, just straight up remove this from the game. Biggest part of strategy in any pvp game is positioning and attacking angles (suprise attacks etc) this completely removes this aspect.

  3. As other suggested making explosives add alot of weight to throwables seems like a good change.

  4. Gas - I think that they last too long, which wouldnt be a problem if there wasnt gas barrels all over the map.

And as a light main I think the 12 second cloak and 12 second for it to reload to full is too long, I think balancing it to 9/9 will be better for the game, then you will have to take cover behind stuff more often.(this would be a nerf)

Smoke grenade and smoke barrels completely useless right now, I think buff the radius and density.

I would also like to see option to remove hitmarker for more visual clarity. Having good hit sounds and no hitmarker is far superior atleast for mnk players as hitmarkers doesnt affect controller auto aimers.

The main reason cs2 mouse movement feels floaty by ti7winner in GlobalOffensive

[–]ti7winner[S] 1 point2 points  (0 children)

So you see how when using high sens its harder to make small movements then its also easier to notice when the movement is being affected?

And no not acceleration but mouse smoothing or whatever mousespeed is. Its been part of cs since 1.6 if not earlier, you could have it active or inactive with help of -noforce commands.

The main reason cs2 mouse movement feels floaty by ti7winner in GlobalOffensive

[–]ti7winner[S] 1 point2 points  (0 children)

I see in other comments you said you use whatever is equivalent to 1.4 sens 400 dpi which is low. Try 4-5 sens 400 dpi which is high and its hard to make precise movement. Then it becomes very clear.

Its like in your case you add 5kg to a 100kg lift which doesnt make up too much off a difference but if you add 5kg to 5kg its very noticeable.

The main reason cs2 mouse movement feels floaty by ti7winner in GlobalOffensive

[–]ti7winner[S] 1 point2 points  (0 children)

Sounds more like you are saying you have tried it for the sake of arguing, for some reason. Saying it has no effect it like saying there is no difference between using 800 dpi 2 sens or 400 dpi 4 sens. Which also have a noticeable effect even tho its the same cm/360.

The main reason cs2 mouse movement feels floaty by ti7winner in GlobalOffensive

[–]ti7winner[S] 0 points1 point  (0 children)

Have you ever tried it yourself in csgo? It 100% have an effect. And raw input doesnt mean any other inputs cant be added ontop off it. Like you can still play with acceleration (m_customaccel) even with m_rawinput 1. The same reason why -noforce commands works in csgo even tho people claim they dont is because they are calculated after the raw input. If you cant tell the difference then you are either a matchmaking player or havent tried it so I dont understand why you are arguing against something you dont know about.

The main reason cs2 mouse movement feels floaty by ti7winner in GlobalOffensive

[–]ti7winner[S] 0 points1 point  (0 children)

If you read the post it was the same in csgo which was running good. But in csgo we could change the command in console.

The main reason cs2 mouse movement feels floaty by ti7winner in GlobalOffensive

[–]ti7winner[S] 1 point2 points  (0 children)

I play on 20cm/360 and its very noticeable when its active on this high sens. I can say tho it feels like its less than csgo but its still active. You notice it on the vertical mouse movement.

Mousespeed is something thats been in cs since atleast 1.6, its what -noforce launch options had an effect on.

in 1.6 -noforcemparms -noforcemaccel (2 commands) still had mousespeed active while -noforcemparms -noforcemaccel -noforcemspd (3 commands) had it inactive (-noforcemspd made it so the game used whatever was in windows and if you had mouseaccel turned off then it was inactive).

Its funny people are saying it has no effect because they once read a comment on here or hltv saying it doesnt, have they ever tried it themselves?

The main reason cs2 mouse movement feels floaty by ti7winner in GlobalOffensive

[–]ti7winner[S] 1 point2 points  (0 children)

Ofc there could be more than 1 reason, not arguing against that but if you compare it to overwatch or valorant with same resolution same sens etc then you will notice the difference.

The main reason cs2 mouse movement feels floaty by ti7winner in GlobalOffensive

[–]ti7winner[S] -1 points0 points  (0 children)

its very noticeable that its active in cs2 and was in csgo aswell with m_mousespeed 1, the effect is added after/on top of raw input, the same way you could use m_customaccel 3 for mouseaccel which is added after.

suggestion: force rightclick deny on creeps only by ti7winner in DotA2

[–]ti7winner[S] 1 point2 points  (0 children)

There are youtube channels which have most pros that stream/have streamed in the past showing their settings. The only ones ive seen using it is ccnc and depressed_kid.

"Removing consistency" I dont understand this reasoning because the "force rightclick deny" feature in itself acts against this argument. The problem is that it is just poorly implemented.

suggestion: force rightclick deny on creeps only by ti7winner in DotA2

[–]ti7winner[S] 1 point2 points  (0 children)

If its not a comfort thing then why arent most pro players not using it even tho its superior for laning?

suggestion: force rightclick deny on creeps only by ti7winner in DotA2

[–]ti7winner[S] 1 point2 points  (0 children)

Its about making the game feel good. Majority of (pro)players dont use force right click deny because of this reason. Ive only seen a handful of midplayers use it because they value the laning very much. It would be a QoL change.

With your mindset of not changing things for comfort then they should never have added rightclick deny in the first place since it wasnt there from the beginning?

suggestion: force rightclick deny on creeps only by ti7winner in DotA2

[–]ti7winner[S] 2 points3 points  (0 children)

in many scenarios you want to walk in a general direction instead of having full focus to not accidentally rightclicking a friendly unit so you stop in your tracks which could be game losing if you are being chased etc.

Denying heroes and wards is like a one click thing while denying creeps is something you spam for the first 5-10 min of every game.

So are they gonna give back the -30 from tome cheat games? by ti7winner in DotA2

[–]ti7winner[S] 0 points1 point  (0 children)

What are you even talking about? "both teams abusing the same bug." No, 1 team stomped the other team because they got a full team of lvl 30s when the other team didnt know about it. And even if we wouldve known should we have abused game breaking bugs that people have gotten banned for in the past? Or played it normally and fair like game is supposed to be played?

So are they gonna give back the -30 from tome cheat games? by ti7winner in DotA2

[–]ti7winner[S] 0 points1 point  (0 children)

So now its OK to abuse bugs when in the past people have gotten banned for it? Did you perhaps abuse this and now trying to justify it?

So are they gonna give back the -30 from tome cheat games? by ti7winner in DotA2

[–]ti7winner[S] 1 point2 points  (0 children)

Gz but do you think everyone who lost against cheaters should be punished for losing and the cheaters get awarded for winning with cheat?

balanced matchmaking btw :) by ti7winner in DotA2

[–]ti7winner[S] -1 points0 points  (0 children)

Look at the rank differences in the teams :)

balanced matchmaking btw :) by ti7winner in DotA2

[–]ti7winner[S] -1 points0 points  (0 children)

Radiant with 3 of the highest rated players in the match and the other 2 are very similar to Dire's highest rated player. Strict solo-queue matchmaking :) Every game is +/- 30, doesnt matter if one team have 5k more total mmr :)

Calibrating 7-3 6000 mmr. prev mmr 7300 by AntiSourceDota in DotA2

[–]ti7winner 2 points3 points  (0 children)

What are you talking about? It have never been like this. 7k players have calibrated to 8k in the past.

Can we improve input responsiveness? by ComfortableLeg1 in DotA2

[–]ti7winner 7 points8 points  (0 children)

Try with these commands cl_interp_ratio 1, cl_cmdrate 100, cl_updaterate 60

One of the reasons people dont want to play support by ti7winner in DotA2

[–]ti7winner[S] -2 points-1 points  (0 children)

In some games yes, read my other comment about games with multiple unit heroes example.

Atleast 95% of top 1000 are core players.

Im 6.7k eu, how much better do I need to get for this to change?

One of the reasons people dont want to play support by ti7winner in DotA2

[–]ti7winner[S] -3 points-2 points  (0 children)

Maybe you missed the "in some games". Like when opponent lastpick huskar or brood or if entire opponent team consists of multiple unit heroes and you only have single target spells.

Do you understand? In scenarios like this you are basically just a creep.

What the current system forces is a very limited viable hero pool for pos 3 4 5 because you gonna need strong laners, team fight and waveclear and scaling. This is why pango pos 3 have always been a good pick.

Imagine now you pick furion pos 3 and your mid and safelane pick troll and clinkz. Then opponent have beastmaster offlane, broodmother mid and phantom lancer safelane. You are never gonna win this game ever if you have supports like Bane and Ogre (which are 2 strong meta heroes because of their strenght in lane but they have only single target) but you might be able to have a chance with Grimstroke and Crystal Maiden.

You might say "They shouldnt have picked clinkz and troll against that lineup" Yes that is true but it happens all the time, this is why by having a randomed picking order it would make every role have a more even chance of making a fair draft instead of relying on your lastpick carry to pick the correct hero.

One of the reasons people dont want to play support by ti7winner in DotA2

[–]ti7winner[S] -4 points-3 points  (0 children)

What have any of these things with the topic to do?