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Legend Concept: F3R0, The Savage Salvager

This is just a OC that I found from my old TF2 days.
Lore Updated for Apex Legends:
“The 6-4 is a family!” That was the modo of the team. An elite group of pilots and titans up for hire but with our own set of standards. It kinda always seemed to me like we were ‘Knights of Honor’ for hire kinda thing but I loved it. One of the few places a bot like me could fit in unlike the rest of the known universe.
God I miss them, one day I hope they see me and send me a message. As Harmony blew up my ship warped into some hell hole of planet. It would be somewhat bearable if my titan “Onyx” was here, but hopefully he made it with the rest of the 6-4 and didn’t get stuck here.
It’s been [6 months: 1 day: 15 hours: 45 minutes: 33 seconds] since I crashed here in this desolate planet. I haven’t been wasting my time though, I’ve been picking this ship apart and building what I can. Upside of being on a Militia Ship is their custom titan models, these things are built to be super compatible with all titan modifications. Which is great because I only have the spare parts of Tones, Ions, and it seems to be the only working Titan chassis from the wreckage. I was able to make it something like my Onyx...but it’s a far cry from the original. I’m thinking of calling him after what’s mostly keeping his sonar beacon receivers together, but ticks doesn’t sound right with me... to many cursed memory logs from the pilot simulators. But I do like what Davis used to call em. “Watch our for those Spicy Boys!” He’d always call out. “Spicy” it is then.
[7 months: 20 hours: 22 minutes: 43 seconds] later...
FINALLY! RESCUE! I can’t take another try at trying to make a drop ship from scrap! The last few times it blew up and almost took out Spicy and me. These guys just happened across my signal while they were transporting some of their cargo. I told them that I’d give them some free security for a ride outta this circuit melting planet. They were more than happy to meet a actual pilot and get their protection, but mostly they couldn’t stop starring at Spicy. I know that he’s in need of a paint job, a circuit overhaul, a proper boost system..... and finally a ability core because all I could work was a [magnet shield manipulation] input to replace a Scorch Titan core’s [thermite wave] input. But these guys don’t know that, if things come down too it, I’m sure I can take a few pirates in Spicy.
[21 days: 13 hours: 46 minutes: 52 seconds] later
It’s beautiful...I didn’t think I could miss a proper gear cleaning so much. I physically have dirt in places that should be impossible to get dirt into. Anyway, looks like I’m in a system that I’ve never even seen before, but I do recognize something, something called the “Apex Games”. It shares the same insignia as those “Apex Predators” mercenaries, but it’s probably a coincidence.
It’s a good thing that no matter where you go, people are always looking for a some better gear. With all the spare infantry gear that I was able to salvage, I was able to get Spicy an actual professional to fix him up. I wasn’t able to get a good interplanetary ship but having a good Titan can open a lot of doors on the Frontier.
[18 days: 8 hours: 27 minutes: 41 seconds] later
Well I was able to find work...but it’s a little degrading compared to the action I was doing with the 6-4. I was able to get a job as a Pilot and Titan Combo in this system’s popular Titan Brawler League. I do enjoy the attention and the matches but most of these fighters are self trained pilots that don’t know the proper difference between a ARC Titan model and a Ronin Titan model. The pay is good but I miss the challenge...
[5 years: 1 month: 29 days: 17 hours: 27 minutes: 49 seconds] later
Apparently I win to often and that doesn’t sit too well with the boys at the top and the guys who own them aren’t too nice either. I get back to the my home away from to find a squad of auto titans and some specters to welcome me home. They took a bit off the paint job on spicy but nothing I couldn’t handle. When I found the guys who sent them, I made a clear message that I was quitting and they weren’t getting their money back for the auto Titans.
As I’m leaving their now collapsed office parking lot, guess who I bump into. That fellow from the Apex Predators, what’s-his-name and he’s looking like a time took a heavier crash on him than anything a pilot could ever do. He asks me if I got time for a drink, I get the expression but at some point someone has to make a android version of it. I say yes and I tell him what I’ve been up to and I ask about the 6-4 and apparently Davis and Droz started protecting harvesters after harmony. As I’m about to leave he thanks me for the company, I’m about to walk out the door as Spicy leans in to ask if we’re headed back home or to find a new job. The old guy stands up and yells across the bar:
“Oi! A pilot like you shouldn’t be using his talents for guarding cargo ships. Wanta job were you can still keep the fans and itch that scratch you got?”
I look back at Spicy and then at em
“Whatcha got in mind? It’s not that Apex Game thing is it? Man I don’t wanna fight no Outlands Farmer with a jump kit.”
“Win one match. Win one match and you tell me that again”
“...what the hell, I got time. I’ll tell ya now -” I play an old recording of him “-I’m betta”
Apex Legend Abilities:
F3R0, most of his abilities are taken from the old wreckage and now his home.
Tactical ability: Tip-Wire - throw out a modified Tone [Sonar Stakes] that marks targets who interrupt the connection between them. This is to act more of as an early alarm system than anything. - Tapping the tactical button fires them both but the randomly deploy the anchors similar to the BF4 Claymore. Holding the tactical button allows for the user to personally manage the placement.
Ultimate ability: Repulser field generator “Spice Rack” - Similar time the Guardian Kill-streak from Call of Duty, this is a modified Ion magnetic field generator that is made to force people back instead of stop bullets. - It doesn’t do damage but it does slow anyone that tries to go towards it and push away large metallic projectiles: grenades, smoke, rolling thunder, zip-line anchors, caustic gas grenade, and such. This doesn’t destroy them but alters their path to push them away from the generator. - The closer an enemy gets to the Generator, the more they become slowed and slightly vision impaired. (light darkness around the edges of the screen) - It can only be destroyed from the back side and bit crypto’s drone. It last less than a Wattson’s ult but just long enough for a fight to be over with.
Passive: Slick and Sly - F3R0 is can use in a magnetic fluid that he uses to help keep himself in prime condition.
This allows him to switch between weapons faster thanks to his special technique called “ejector holster”....we’re not joke and he never jokes about his skill.
Play-style notes: - when I made this character up for TF2 it was mostly about the Titan: “Spicy” and was made to smash other titans and such into each other with knock back like I had the force. When I adapted it for Apex I decided to make F3R0 more about dueling between parties and keeping other parties from getting too involved when fighting.
If you like the character then thanks. If you wanna talk about the viability of him then I’m open to discussion.
submitted by Mr_Rexaus to apexlegends [link] [comments]

The Complete Anti-Cheater Guide

Hey, In this guide I will help you guys counter cheaters in TF2. Obviously, you can't counter everything, but hopefully, I can enlighten some of you about this subject!
[Key] -
* - This cheat can have a customizable FOV.
^ - This cheat is subtle, and can be very hard to spot.
# - Client side, Impossible to spot if they are sneaky about it.
! - Blatant cheat, very easy to spot.
@ - Can be blatant or subtle, in the middle.

Cheats

First off, lets start with a cheat list so we can understand what I'm talking about (I won't be including every cheat in the game, only the important ones that matter) -
Aimbot : I'm Pretty sure everyone knows what this is, this cheat automatically aims at players, and it can be customize to target specific hitboxes. This cheat can also be set at a specific FOV (Field of view), If the FOV is set to, for example, max, the cheater can shoot people at every angle. Lower FOVs are subtle and harder to spot.
Triggerbot : This cheat also performs automatic actions, such as :
ESP (Extra Sensory Perception)/ Visuals : This cheat gives cheaters useful information about players, buildings, NPC's etc.
Also, there are some irrelevant Visual options, (Skybox changer, Freecam, Player cam, No visualized hands/weapons, Thirdperson).
[@] Bunnyhop/BHOP : Automatically jumps when you hit the ground. Combined with strafing, the cheater can gain significant speeds.
[@] Autostrafe : Automatically strafes, usually combined with BHOP.
[@] Crit Hack : This cheat allows the cheater to get random crits whenever they decide. Cheaters used to be able to get 100% crits, this was patched. Now, cheaters can store crits in a "crit bucket" and gain a massive advantage. Unfortunately melee weapons still use the old method of random crits, so cheaters can still force 100% random melee crits.
[@] Backtrack and Fake Latency : Backtrack abuses Source's lag compensation to "send people back in time". Backtrack allows cheaters to hit people from previous positions. Fake Latency allows cheaters to increase their ping on the scoreboard, this won't increase their real ping (You can still see their real ping if you type "ping" in console). So, why did I talk about these 2 cheats? That's because when they are combined, cheaters can hit people in positions that they were in a second ago. If you still don't understand what these 2 cheats mean, here is a video of someone using Backtrack with Fake Latency(You can see the medic was fully behind cover and still died). This cheat is often very easy to notice, if you get killed when you were 4 feet behind the wall, then they might be using backtrack, also when you get melee killed from a ridiculous distance, they might be using this cheat. NOTE - To the cheater's point of view, there is a huge gap between your model, and your hitbox. We will use this to our advantage.
[!] Multibox/Followbot : The cheater might use several computers or virtual machines to multibox. They usually go medic on the bots and try to pocket the host computer. Or he could, you know, go spinbot sniper on all computers.
[@] Fake-Lag : This cheats makes it look as if the cheater is "lagging". This is mostly use by cheaters to counter other cheaters. However, cheaters sometimes use this cheat to juke enemy snipers and forcing them to miss. Also this cheat can be set to a specific value.
[!] Spinbot/Anti-Aim : This cheat is also used by cheaters to counter other cheaters. Spinbot spins the player, cheaters sometimes use this to just show other people that they are blatantly cheating, or it can sometimes be used to counter cheaters. Anti-Aim is a more effective way to counter cheaters, AA (Anti-Aim) creates a fake body, known as a fake angle, this is used to juke other cheater's aimbots, and there are ways to counter fake angles by using resolvers, that resolve the fake angle and determine where the real angle is. TL;DR Most commonly used by cheaters to counter other cheaters. However, is some cases, AA can be used to juke legit players, "Legit-AA" creates a fake angle that faces forward, and makes the real angle face a different direction, away from the fake angle, thus, it forces legit players to hit the fake angle and miss.
[!] Anti-Backstab : This cheat flips the cheater's AA so that the real angle is facing you, and the fake angle is facing forward. The cheats also changes the cheater's pitch down. All of this prevents a backstab.
[!] Nospread : Hitscan nospread was fixed a long time ago. However, projectiles with inaccuracy, such as the Beggar's Bazooka, Needle gun, and the huntsman, still have nospread. The beggars bazooka can fire 3 rockets that don't have any deviation, the huntsman can shoot arrows without any of the inaccuracy, the needle gun can shoot needles in a perfect line. From a spectator's point of view, you can see a lot of snapping when seeing a cheater uses nospread.
Misc Cheats - These cheats are not very common :
.........................................................................................................................................This

Counters

Phew, that was a lot of writing, now, let's get revenge on those cheaters.
[Key]
^ = Easily countered.
# = Almost impossible to counter.
* = Counter-able, but difficult.
? = You can't really do anything about it.

Aimbot : If someone is using aimbot, you can do 2 things. But first, you need to analyze :
[*^] Legit/Closet : If they are using aim assistance, or something very subtle, it can be easy or hard. You will need a medic with the vaccinator and you need to go sniper. If the cheater is sniper too, you can out snipe them by hitting body shots with the sydney sleeper. The hard part comes when you kill them too often, they will most likely target you and increase their settings and they will be less subtle, tell the other team to watch him and he will be stuck. If he is too subtle, you will keep killing him. If he is too obvious, they will notice and kick him.
[#^?] Rage : This one depends. You can try the vaccinator medic trick, and that should work or the other team will instantly kick him out of good faith. However, this is very hard if cheater is queued/has bots/just getting help from teammates. Then you are out of luck, if he has a medic, then its probably over. Either convince the other team to kick him, or just leave and find a new game.
[?] Triggerbot : You can try to convince the other team that he is cheating, but you need to be 100% sure that he is cheating, the problem with triggerbot is that it is REALLY hard to spot. If that doesn't work, try to counter aim the cheater or just leave and find a new game. You really can't do anything about this. HOWEVER, if they are using the Auto-Detonator, and spawn camping, the other team might notice, as they will realize that his reaction time is suspicous. Example, 2Fort spawn camping, as soon as the doors open, he detonates his stickies.
[?] ESP : If they are being obvious about it, and always know where you are, tell the enemy team. They will most likely kick him. If he is subtle about it, you can't really tell at that point.
[^] BHOP/Autostrafe : Most cheaters are obvious about their bhops. However, knockback can affect their bhops dramatically. Example, If you see someone bhopping and autostrafing blatantly at you with melee, you should hit them with a ranged weapon. They will slow down and you can finish them off.
Crit Hack : These are usually easy to spot, if they always crit you or your teammates, be suspicious. However, it always depends :
[^*] Melee : If they ALWAYS get crits non-stop, you should keep your distance, and airblast if you are pyro. Also, never engage in a melee fight with the cheater.
[^#?] Ranged : Although they won't get as much crits as they did with melee, ranged crits can be devastating. If they are using projectiles, go pyro and airblast, cheaters are usually more aggressive when they know that have a guaranteed crit. If they are using a hitscan weapon, use the battalion's backup (works with ranged and hitscan).
[*#] Backtrack : This is a mixed bag. Most backtrack cheaters go spy and try to go for easy face stabs (NOTE: Cheaters who constantly use backtrack say they use high cl\interp as a defence, this isn't true, don't believe them!)). Now, I have stated in the backtrack section that from the cheater's point of view, there is a gap between your model and your hitbox. Here is some beautiful MS Paint illustration. From the illustration, the cheater has a disadvantage. To counter backtrack cheaters, and I know this might sound weird, just charge at them, because of the gab, they will be stuck. They will have to wait for your backtracked hitboxes to come, by then, you will have plenty of time to kill them. Another way you can kill them is just by standing still. They can't get behind you, and even if they do, they will probably hit a different backtracked hitbox. MASSIVE NOTE - WHATEVER YOU DO, DO. NOT. WALK BACKWARDS WHEN YOU ARE FACING A BACKTRACKING SPY! You will just be a free kill, and this doesn't just work with backtracking spies, this works with every melee. But, what about ranged? Cheaters can only backtrack hitscan weapons, they can't backtrack you with projectiles and sentries, as they are not lag compensated. Countering backtracking cheaters using hitscan is very difficult. In order to do it successfully, you need to shoot first and kill them ASAP as you cannot retreat because they can easily kill you. You just need to remember, the green part (in the illustration) is the only part the cheater can hit you from. You could also try airblasting, which works effectively, but sometimes you can die because they have far range.
[?] Multibox : You can't do anything about this :( Because the bots will auto vote no when the host gets voted to be kicked, its literally impossible to counter this, you could try splash damage weapons, phlog crits, vac medic. But the better way would be to leave the game and join a new one.
[*] Fake-Lag : It is almost impossible to try and kill people with fake lag using hitscan weapons, to defeat fake lag users effectively, you need to use splash damage weapons.
[?^] Spinbot/Anti-Aim : If they are using this, that means they are probably rage hacking. Your best bet is to rely on the other team to kick. But if they are using Legit AA, aim for the groin or legs if you are playing sniper.
[#] Anti-Backstab : This is impossible to counter, unless you have 2 spies, one on the back, and another on the front. You could get on top of the cheater's head and backstab him, the cheat will try to correct, but if you are on top, the cheat gets quite confused, sometimes. Another way is to just kill the cheater with a weapon.
[^] NameStealer : Cheaters might steal other people's names in hopes that the team kicks the wrong person. However this is very easy to counter. You can kick them via the console, or kick them via the kick menu, just look at the avatar of the cheater and click on it. In casual cheaters can change their names every 5 minutes.

Extras

VAC Bypass : This is a program/cheat that fully bypasses VAC. The program makes VAC abort scans, thus leading to cheaters being IMPOSSIBLE to VAC ban. This also makes cheaters immune to VAC Authentication errors. Valve, pls fix :(
Common sense : Check the cheater's profile, low hours, low steam levels, previous bans, etc. are all suspicious. AND REMEMBER, JUST BECAUSE SOMEONE HAS A REALLY EXPENSIVE UNUSUAL OR AN EXPENSIVE ITEM, DOES NOT MEAN THEY ARE NOT CHEATING!

The end!

I hope this helped some of you! Took me a while to write all of this lol
submitted by HeardVenus to tf2 [link] [comments]

Cyberpunk warforged Delta

(Character has received an updated sheet! Check it out here)
(Refer here for any character related updates)
List of u/Crimson_Viper_N's cannon(chronological order):
List of u/Fleet_Admiral_Auto's encounters:
(Pre-hibernation period)
(Post-hibernation mercenary days)
(Post-hibernation spec-ops days)
List of u/Jedinate6's encounter:
List of u/Adolf_Blackburner's encounters:
List of u/yellowpig10's encounters:
u/Lackofman's encounters:
Full list of characters within my "universe"
submitted by D3LTA-X to BossfightUniverse [link] [comments]

List of current bugs in-game after 12/7/2018 update

First of all, before we begin. Seeing as it is that time of the year again where we're getting into our festive spirits, I'd like to wish all of you who are part of the CS:GO community happy holidays!
Now, without further ado Ido, below you will find a list of current issues and bugs existing within CS:GO.

Bugs

Gameplay related:
UI related:
Game Engine related:

Visuals

Gameplay related:
UI related:
String related:

Sound related issues

Holiday related issues

Halloween:
Winter Wonderland:

Danger Zone related issues

Gameplay related:
Map specific
BlackSite:

Suggestions

Gameplay related:
Visuals:
UI related:
Gameplay additions:
Missing GUI features:

Maps

Dust II:
Inferno:
Overpass:
Train:
Nuke:
Short Nuke:
Mirage:
With all of this said, I however applaud the CS:GO devs for their constant support with the game over the years ever since its original release back in 2012 and can’t wait to see what they have in store for the following year! Happy Gaming everyone! :D
submitted by bonna_97 to GlobalOffensive [link] [comments]

List of current bugs in-game after 1/10/2019 update

Happy New Year to everyone part of the CS:GO community, hope you all had a wonderful New Year's Eve and got to spend it with the people you care the most about!
Let's kick off the new year and make 2019 an extraordinary year for newcomers to the game! Down below you will find a list of current known issues and bugs existing within CS:GO.

Bugs

Gameplay related
UI related
Game Engine related
 

Visuals

Gameplay related
UI related
String related
 

Sound related issues

 

Holiday related issues

Halloween
Winter Wonderland
 

Danger Zone related issues

Gameplay related

Map specific

Blacksite
 

Suggestions

Gameplay related
Visuals
UI related
Sound related
Gameplay additions
Missing GUI features
 

Maps

Dust II
Inferno
Overpass
Train
Nuke
Short Nuke
Mirage
 
With all of this said, I however applaud the CS:GO devs for their constant support with the game over the years ever since its original release back in 2012 and can’t wait to see what they have in store for 2019! Happy Gaming everyone! :D
submitted by bonna_97 to GlobalOffensive [link] [comments]

Suggestions (April 2020)

Suggestions

 
 
 
 
 
 
submitted by bonna_97 to u/bonna_97 [link] [comments]

List of current bugs in-game after 3/7/2019 update

With St. Patricks Day coming up next weekend, I'd like to take the time wishing a happy St. Patrick's Day to everyone part of the CS:GO community. Those that celebrates & more importantly those of you that participates in its strange traditions, make sure to pinch everyone you know and see not wearing green!
For those of you who has been following this thread, I've written a quick rundown of patched and new open issues which can be found here:
Patched and new open issues
 
That way you won't have to read through everything to find subtle changes and new additions that may or may not be new to you! :)
As normal you'll find down below a list of current known issues and bugs existing within CS:GO.
 

Bugs

Gameplay related
 
 
UI related
 
 
Miscellaneous
 
 

Visuals

Gameplay related
 
 
UI related
 
 

Sounds

Gamplay & UI related
 
 

Holidays

 
 

Danger Zone

 
 
 
 

Suggestions

 
 
 
 
 
 

Maps

Bomb Defusal
 
 
 
 
 
 
Hostage Scenario
 
Wingman
 
 
With all of this said, I however applaud the CS:GO devs for their constant support with the game over the years ever since its original release back in 2012 and can't wait to see what they have in store as we progress further into 2019! Happy Gaming everyone! :D
submitted by bonna_97 to GlobalOffensive [link] [comments]

My 2 cents regarding Sandstorm, Post #1

Title: Say no to doomsayers and trolls under buhriz bridge.

I was planning on writing a more collected and comprehensive post regarding status of the game, New World Interactive, past mistakes and what future holds while also giving examples from other studios/developers/games who failed, clawed their way back up or started good and finished good.
Now don't get me wrong, it will be done; but due to the recent influx of doomsayer posts such as "Game is dead", "You've failed this city" and "Roadmap removed, GG game abandoned" kind of forced me to rush this part of my writing. (And ultimately changing the overall script and pacing of my series of post)
On the bright side; instead of one wall of text you will get more walls of text. But before that, some notations I use in this post and what are my credentials (for those who care).

0.1 Notations

Commonly used Name Notation in my posts
Insurgency 2014 Insurgency
Insurgency: Sandstorm Sandstorm
Day of Infamy DoI

0.2 Credentials

I've always been playing games. Started from Volfied to modern games. My main game would've been CoD4, considering I've spent 1.5k hour on-record (rip xfire) and even more off-record. I'm mentioning it because of that game, I've learned competitive scene, modding scene and while I was looking for an alternative to that I found Insurgency.
As of now, I have 150 hours on Insurgency, 20 hours on DoI and 44 hours on Sandstorm.

1. Are we dead yet? Answer may surprise you.

No. There have always been player number posts now and then, but numbers don't mean anything without proper context. If we want to only focus on the numbers, then...
3 month graph from steamdb shows that Sandstorm has a declining player count. This can be further supported by 6 month graph, where Sandstorm maintained a 2.5k player count until mid-October where the count significantly dropped to 1.5k - 1.2k band.
Why is this important? Last time player number count were this low is around May,2019 and for our luck Shroud played Sandstorm and after 1 month we had the big content update with Free weekend. After that the game maintained 2.5k player count for a while.
But Mivvv, you said we weren't dead? Now, 1.5k - 1k band doesn't mean we are dead it only means we are suffering. Regions that weren't highly populated got their population reduced, which results in a negative feedback and further reduced the population. So if you are in the lucky regions, which are EU, NA East, NA West then you can always find a match. (Not considering the division between game modes yet).
Now lets consider a similar game, Rising Storm 2: Vietnam. The game always maintains a player count between 2k and 1k on one year graph. This number is their equilibrium point, their core player count after the launch hype and after people who got bored from it left. Does these numbers make it a dead game? No. For that game only 64 players are needed to fill a server and the player count is more than enough to fill 5 servers. [As of writing 4 EU servers, 3 Asia servers and 1 NA server is full. (For NA consider that I'm writing in EU time zone)]
Flip side of the coin, lets look at Day of Infamy and Battalion 1944. DoI is maintaining 300-400 player band according to graphs and from the times I've played that resulted in 3 full servers in Europe and 1 Chicago server.
But 300-400 player is greater than 4x32 player, how come we only see 4 servers? Well 300-400 player count is throughout the day, it doesn't mean there is 300 player playing this game every hour of that given day. Thus at odd hours you can see only two full servers or as it was for my case 4 full servers. Also there is the case of time zones, server locations and player population at given location. From my example, you can see there is a community in EU and US East. If you are not located close to Germany or US, then you will have a bad time trying to find an optimal game.
Battalion 1944 is another game that promised a lot, but always focused on eSports more than anything else. After the launch and marketing momentum ended, there wasn't any core player base to keep the game going except for the 300-400 player.

1.1 So are we good?

No, even though we have more than 1k player count, there is a trend of declining player count and it is worrying. The game had to be released early and problems of that early release cost us the players that we would've gained if this game was released now.
There is an ambition to make a good game, but that requires better prioritisation. And that was the STATE OF PRODUCTION #3 post was about. Delaying roadmap, optimising game and making things right before pushing additional content. One may say, I want my content right now without new content this game won't thrive and on that note...

2. Console Release and Mod-tool Release

If anyone wants to chant about this game is dead, the end is coming; then wait for the result of these releases. These will mean a lot for a player standpoint and for company economics standpoint; if they will win players they will win hard, else... I really don't want to think about it.

2.1 I'm PC gamer, why should I care about consoles?

There are two main topics why you should care about consoles. First one is performance, second one is publicity.

2.1.1 Performance gains == Player count gains

I've been following Sandstorm since it is announced and when it was released, I jumped to the reddit to see what kind of rigs were getting what kind of performance. For that time people with high-end rig such as i7-7700k w/ 1080Ti was reporting horrible performance. Today, those reports are still popping up here and there at subreddit but not as often as I would've seen.
Now console release means further optimisation, I'm running Sandstorm with i5-8300H, 1060 MaxQ 6GB, 16 GB Ram at 60 fps with adjusted settings, mostly stable. Then there are reports of people with better hardware struggling to get stable fps counts. General argument is that PC has RGB mix and match, thus it makes it difficult to optimise every build. (RGB as in Red = AMD and so on.)
Consoles optimisation has three important aspect;
  1. The variety of hardware argument cannot be made, optimisation needs to be done that works for the platform. Which will translate into more optimised Sandstorm for PC.
  2. As PC gamers, we could solve our problem with tinkering at config files, throwing more money on our builds. Consoles doesn't have that luxury, they are stuck with a mediocre - low end system with very limited resources. If they want console release to be successful, they will have to optimise it to the best which will only benefit PC further.
  3. The players who've left due to the poor optimisation and performance troubles will have an incentive to return to Sandstorm and see if these changes are enough to keep them playing or not.
I would like to look into why we are having so much performance issues, but we don't have the tools to pull a 3kliksphilip and analyse the issues.

Sub-section for Integrated Graphics, Dated hardware and People who crank every setting with high-end

I thought of this as common sense, after feedback I should add this as a seperate section. (Dedicated for you SlechteRick)
This is not Insurgency. This does not run on modified Source engine, different engine means different performance. Source games always run good because source is one of the engines that kept their source throughout the years, aka being a heavily modified quake engine. It has its problems and to be able to get all this fancy stuff that Sandstorm provides a new engine was a must. This means that you should either upgrade your hardware or do a lowspecgamer kind of configuration which will make this game work, but do you want to play under those settings?
The above text is for people with dated hardware and integrated graphics. For high-end people, if I paid 700$ on a graphics card and it runs every other game on high settings without going to options I would expect it to run smoothly on Sandstorm. I'm not going to do the argument of "Change your settings to low" because I would like to believe that it is common sense to go to options and tweak settings until you get a stable fps. There are posts where people tried their best combination of settings with high-end systems, I would assume that the console optimisation will cease your problems as well.

2.1.2 Publicity

When Shroud played this game again and that coincided with V1.2 updates, you can see the sudden increasing curve on steamdb page. Twitch viewership would've obviously spiked, but the new content combined with publicity definitely helped keeping the 2.5k player count for while it lasted.
When the game is released to the consoles, I don't think they would just go ahead and say here is your port, have fun. It will include some sort of content to be bundled with it. This will incentivise players to purchase it, create publicity on mainstream media and will generate publicity on youtube, blogs etc.
The console port will have their player increase, but with the publicity and hopefully the new content, the optimisation will reach to the players who have stopped playing and players who wanted to purchase but delayed their purchases.
I for one have purchased this game after free weekend. I didn't care about the player count, but I cared about if I could get a decent fps. These publicity events bring players one way or another.

2.2 Mod tools and here is my better Sandstorm with blackjack and hookers

Remember in introduction I mentioned my CoD4 hours, it wasn't just to flex my hours. The mod tools on the hands of passionate and skilful modder contributed to the longevity of already popular game. I could talk about all the mods that creates fun experience, but first I would like to talk about promod.

2.2.1 Competitive scene and Mods

Promod is the competitive mode for CoD4, it wasn't created by Activision. The developers removed weapons that were broken, killstreaks that had no place in a competitive setting, removed perks to streamline the experience and to reduce unfair advantages.
People wanted a better competitive mode that wasn't available on the released game mode and made a better one themselves. Also I would like to talk about some basic stuff that was done on this mode before most of the games I know.
A fully fleshed strat mode.
There are posts that say competitive is different than casual, fixes shouldn't be done only for competitive aspect. That is a wrong mindset, competitive players tend to spend more of their time to hone their skill, find the best meta for gunplay, objective route and so on.
If one weapon feels a bit overpowered in casual, you can assure yourself that will be the meta of competitive (For Sandstorm; FAL, MK17; For CoD4; AK47, AK74u). Then competitive meta finds its way to the casual players and casual meta shifts itself to competitive meta. I think most players noticed that in every game they can easily see FAL, MK14, occasionally G3A3 and MK17 just to give an example.
The modding can further increase the bidirectional relationship for NWI and competitive scene. When there is a suggestion from competitive players, regarding changes we need to wait until that suggestion is implemented to everyone. With modding, competitive server owners, mod creators can customise the values to fine-tune it with feedback from their community and then NWI can copy their homework.

2.2.2 Community Servers and Mods

Right now, there is almost no difference between official playlist (which is the huge HUB to chose game mode) and community servers. For my perspective, there is only 3 reasons to go for community servers.
  1. Better ping.
  2. Stable community, where everyone knows your face.
  3. Custom modes or server owners balanced variation of the game.
For now, only number (1) and (2) is applicable. From the reading I've done, there is a very limited server admin tool set that doesn't allow them to shape their server to what their heart desires. I would also like to talk change of server browser from Insurgency to DoI/Sandstorm.
NWI should look at what Valve did with Casual / Community servers with TF2. I'm not claiming that NWI is actively trying to kill community servers like what Valve tried with TF2, but the lack of difference between official playlist and community server is concerning and the lack of publicity for community servers which we used to have in Insurgency is also another aspect that contributes to this problem.
Streamlining the process of finding a game is nice for new players, only need to click 3 times to be in a queue. But after you exit the game, next day you will have new players and new faces. Community server provides the feeling of regulars as the name suggests it creates a small community within itself.
Below link is a nice video describing the problem of official server and community server of TF2. Not everything can be directly related to Sandstorm; but you can relate some problems and say "Hey the same things is happening here as well".
https://www.youtube.com/watch?v=U_PEDt7xZPU
Before going to the next topic, I also would like to talk about persisting lobbies. The idea is good, it creates a small community for the time being; but without the autobalance when people leave you are stuck in an unbalanced lobby. I don't mind playing 12v16, 10v16 or heck 8v16 but people do and 8v16 quickly turns into 4v16. It is not fun for 16 players and especially not fun for 4 player. The small community you have developed will be disbanded and it will be difficult to find the same community in those 100 or 200 player servers.

Sub-section for clarification after feedback

(Dedicated for you Zapatista)
Strat mode and community server shouldn't be priority. But they would be one of the best QoL improvement in my opinion. Also I know auto balance is in works and minor patches and fixes are being done here and there. This is just to hit the nail in the head.

2.2.3 Content from yours to the community sponsored by Mod Tools

Now; we are sad that the roadmap changed, nightmaps and new weapons delayed. For me, I'm sad about the outpost delay since the co-op community would've benefited a different mode that is not checkpoint.
Regarding content; lets take a look at the Insurgency workshop.
When Insurgency feels samey, just browsing through the workshop can change your experience immensely. 35 Angry Bots for even harder co-op, Armory Expanded for more variety of weapons, servers that support custom maps for the times where you are just bored of Sinjar, Panj, Buhriz, Tell, Station cycle.
Insurgency is a "finished product". This means no new maps, no new weapons or no new modes. Thanks to availability of source mod tools, not only it allows players to create new content, it also allows a source created content to be ported to Insurgency.
I'm not telling that we need a mod tool that allows us porting from source, but with a good mod tool even sky is not the limit. Currently, for new content we need to wait for official NWI updates.
Take a look at CS:GO, mappers and skin makers are constantly pushing new content and the benefit is that Valve can curate the submissions and include them to the game as official content. If not, there will always be a player or a server owner that would like to include that content to their server.
The reason I'm putting importance to the mod tools is that games tend to go stale. After playing for some time, every map, every strategy, every route will start feeling same. To freshen up the player base, a new content release is needed if there is no mod support. Mod support not only generates content but also creates means to keep the current player base happy and fresh.

3.1 Finale

I would like to write more and put more references, research and support my claims with evidence. But even writing this is pretty taxing on my morale, I loved Insurgency and want nothing but the best for Sandstorm. Will there be a part #2, maybe but after writing this I can say it won't be posted soon.
I cannot say that negative people are wrong, while I cannot say positive people who support NWI are absolutely right as well. There are problems that require fixing, there are problems that shouldn't have been at the release (auto-balance and team switching ffs).
What I can say is that the game is not dead and hopefully the console release and mod release happens soon. The State of Production #3 post shows that NWI is listening and making the difficult decision to cancel previously declared roadmap to work on more important issues.
I would rather have no content for a good direction and fixed game; instead of content with bad direction and borked game.
I'm putting great importance to mods; because giving power to the people and with enough passionate modders/mappers the community will be able to put their vision to Sandstorm as mods. But until then, pulling devs two different direction with their limited resource accomplishes nothing and only increases the general negativity and bitterness that we already have. Also say no to trolls and doomsayers, we are not dead yet.
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