tf2/general fps snipering question

Page 2 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

WT

Diamond Member
Sep 21, 2000
4,818
59
91
It may even have been something as simple as the map. I have less than 5 hours as a Sniper, but I played on a map named Egypt and had the same weird headshot luck. I had 7 headshots on a map that lasted only 10 minutes, which was so out of character that I couldn't figure out what had just happened.

Other team had some new players and my team had vets, plus the map is just one long bowling alley of open sniping lanes. BTW, my sniping skillz are still atrocious.
 

gtd2000

Platinum Member
Oct 22, 1999
2,731
0
76
To be honest I've always wondered about the consistency of the online experience with HL/HL2 based games.

Sometimes I play with "godlike" abilities (IMHO) then other nights I just cannot seem to kill anybody and get "fragged" constantly.

A buddy and I always come out with the same experiences where we unload a whole mag into an opponent in CS - then he turns around hits you once and you are dead...wtf??

The other night I was playing TF2 as a Heavy - and attacking a Scout - I was firing constantly at him and one shot from his shot gun kills me...? I normally find when I fight a Heavy you really need to pound the hell out of him but perhaps there is something lacking in my technique - I generally play as a Soldier using grenade splashing methods.

Any tips or hints to improve greatly accepted!
 

brblx

Diamond Member
Mar 23, 2009
5,499
2
0
it's just luck and who's on the server. i've played pyro and been murdered every time i come out of cover. i've also chased the bulk of the enemy team around like i was invincible. you just can't expect to be awesome all the time when you're playing against 12-16 other people who might also be good.
 

matas

Golden Member
Aug 8, 2005
1,518
0
0
I got a new mouse and I am trying different configs for better sniping. I got the 3200 dpi g9 mouse. I keep the dpi at 2400 and ingame sensitivity at 5, but my zoom sensitivity ratio is .6. Should I max the dpi, and lower the sensitivity in game, or keep it somewhat lower than the max dpi and a little bit higher in game?
 

manutdc

Member
Apr 20, 2008
132
3
81
I'd lower the DPI when zoomed in so that you don't jerk too far off when you take a shot.

In-game sensitivity at 5 is really high to me, I use 2.5 (though back in my CS 1.6 days I used 1.something or something ridiculously low...
 

gtd2000

Platinum Member
Oct 22, 1999
2,731
0
76
Originally posted by: PsharkJF
Was your ping near 100? Did you adjust cl_cmdrate or cl_updaterate at all?

What do these commands actually do - some servers I use recommend a "66" setting?

My main problem is the annoying red Connection to server error message though...seems that my router (Thomson Speedtouch 780) is the culprit even with manual port forwarding and static IP... :|
 

PsharkJF

Senior member
Jul 12, 2004
653
0
0
cl_cmdrate sets the maximum command packets you will send the server, per second. A command packet consists of all the commands the client sends to the server, such as: I've hit +attack, +forward, I'm currently looking at this location, etc. Command packets can have multiple commands in each individual packet. DEFAULT: 30

cl_updaterate sets the maximum update packets the server will send the client, per second. An update packet updates the client about the state of the game world : other players, doors, etc. One update packet contains all the information the client would need to render everything properly. DEFAULT: 20

Servers can cap both of these values. If the server allows you to increase these values, you should, as the game becomes more fine-grained. However, if you do increase these values, you should also change cl_interp to 2/cl_updaterate.

cl_interp sets the amount of time the client-side prediction predicts forward in time. The client, by default, predicts forward two packets in time, in case the server drops the packet, or in case of a lag spike. It's why, when a server crashes, the game continues for a small period, then you get the red "connection problem" box in the upper right. If you leave the cl_interp value at its default, your client will be predicting farther in the future than is necessary, possibly causing hitbox issues.

http://developer.valvesoftware...Multiplayer_Networking
 

AyashiKaibutsu

Diamond Member
Jan 24, 2004
9,306
3
81
Originally posted by: PsharkJF
cl_cmdrate sets the maximum command packets you will send the server, per second. A command packet consists of all the commands the client sends to the server, such as: I've hit +attack, +forward, I'm currently looking at this location, etc. Command packets can have multiple commands in each individual packet. DEFAULT: 30

cl_updaterate sets the maximum update packets the server will send the client, per second. An update packet updates the client about the state of the game world : other players, doors, etc. One update packet contains all the information the client would need to render everything properly. DEFAULT: 20

Servers can cap both of these values. If the server allows you to increase these values, you should, as the game becomes more fine-grained. However, if you do increase these values, you should also change cl_interp to 2/cl_updaterate.

cl_interp sets the amount of time the client-side prediction predicts forward in time. The client, by default, predicts forward two packets in time, in case the server drops the packet, or in case of a lag spike. It's why, when a server crashes, the game continues for a small period, then you get the red "connection problem" box in the upper right. If you leave the cl_interp value at its default, your client will be predicting farther in the future than is necessary, possibly causing hitbox issues.

http://developer.valvesoftware...Multiplayer_Networking

Man for some reason I'm reminded of getting betrayal at krondor to work on my 486 (with sound and mouse too!). Why doesn't source adjust those values for you when you connect with a server(not really asking someone just saying)?
 

Dumac

Diamond Member
Dec 31, 2005
9,391
1
0
My performance in PC FPSs change greatly from day to day. Sometimes I kick ass, other times I get my ass kicked.
 

PsharkJF

Senior member
Jul 12, 2004
653
0
0
Originally posted by: AyashiKaibutsu
Originally posted by: PsharkJF
cl_cmdrate sets the maximum command packets you will send the server, per second. A command packet consists of all the commands the client sends to the server, such as: I've hit +attack, +forward, I'm currently looking at this location, etc. Command packets can have multiple commands in each individual packet. DEFAULT: 30

cl_updaterate sets the maximum update packets the server will send the client, per second. An update packet updates the client about the state of the game world : other players, doors, etc. One update packet contains all the information the client would need to render everything properly. DEFAULT: 20

Servers can cap both of these values. If the server allows you to increase these values, you should, as the game becomes more fine-grained. However, if you do increase these values, you should also change cl_interp to 2/cl_updaterate.

cl_interp sets the amount of time the client-side prediction predicts forward in time. The client, by default, predicts forward two packets in time, in case the server drops the packet, or in case of a lag spike. It's why, when a server crashes, the game continues for a small period, then you get the red "connection problem" box in the upper right. If you leave the cl_interp value at its default, your client will be predicting farther in the future than is necessary, possibly causing hitbox issues.

http://developer.valvesoftware...Multiplayer_Networking

Man for some reason I'm reminded of getting betrayal at krondor to work on my 486 (with sound and mouse too!). Why doesn't source adjust those values for you when you connect with a server(not really asking someone just saying)?

Not every client has the bandwidth necessary to play at the high end of the spectrum.
 

AyashiKaibutsu

Diamond Member
Jan 24, 2004
9,306
3
81
Originally posted by: PsharkJF
Originally posted by: AyashiKaibutsu
Originally posted by: PsharkJF
cl_cmdrate sets the maximum command packets you will send the server, per second. A command packet consists of all the commands the client sends to the server, such as: I've hit +attack, +forward, I'm currently looking at this location, etc. Command packets can have multiple commands in each individual packet. DEFAULT: 30

cl_updaterate sets the maximum update packets the server will send the client, per second. An update packet updates the client about the state of the game world : other players, doors, etc. One update packet contains all the information the client would need to render everything properly. DEFAULT: 20

Servers can cap both of these values. If the server allows you to increase these values, you should, as the game becomes more fine-grained. However, if you do increase these values, you should also change cl_interp to 2/cl_updaterate.

cl_interp sets the amount of time the client-side prediction predicts forward in time. The client, by default, predicts forward two packets in time, in case the server drops the packet, or in case of a lag spike. It's why, when a server crashes, the game continues for a small period, then you get the red "connection problem" box in the upper right. If you leave the cl_interp value at its default, your client will be predicting farther in the future than is necessary, possibly causing hitbox issues.

http://developer.valvesoftware...Multiplayer_Networking

Man for some reason I'm reminded of getting betrayal at krondor to work on my 486 (with sound and mouse too!). Why doesn't source adjust those values for you when you connect with a server(not really asking someone just saying)?

Not every client has the bandwidth necessary to play at the high end of the spectrum.

You could detect that too, and if you don't have enough bandwidth it should warn you you're going to be playing in some slight alternate reality that won't exactly match up with everyone else and you're about to get your ass kicked.
 
sale-70-410-exam    | Exam-200-125-pdf    | we-sale-70-410-exam    | hot-sale-70-410-exam    | Latest-exam-700-603-Dumps    | Dumps-98-363-exams-date    | Certs-200-125-date    | Dumps-300-075-exams-date    | hot-sale-book-C8010-726-book    | Hot-Sale-200-310-Exam    | Exam-Description-200-310-dumps?    | hot-sale-book-200-125-book    | Latest-Updated-300-209-Exam    | Dumps-210-260-exams-date    | Download-200-125-Exam-PDF    | Exam-Description-300-101-dumps    | Certs-300-101-date    | Hot-Sale-300-075-Exam    | Latest-exam-200-125-Dumps    | Exam-Description-200-125-dumps    | Latest-Updated-300-075-Exam    | hot-sale-book-210-260-book    | Dumps-200-901-exams-date    | Certs-200-901-date    | Latest-exam-1Z0-062-Dumps    | Hot-Sale-1Z0-062-Exam    | Certs-CSSLP-date    | 100%-Pass-70-383-Exams    | Latest-JN0-360-real-exam-questions    | 100%-Pass-4A0-100-Real-Exam-Questions    | Dumps-300-135-exams-date    | Passed-200-105-Tech-Exams    | Latest-Updated-200-310-Exam    | Download-300-070-Exam-PDF    | Hot-Sale-JN0-360-Exam    | 100%-Pass-JN0-360-Exams    | 100%-Pass-JN0-360-Real-Exam-Questions    | Dumps-JN0-360-exams-date    | Exam-Description-1Z0-876-dumps    | Latest-exam-1Z0-876-Dumps    | Dumps-HPE0-Y53-exams-date    | 2017-Latest-HPE0-Y53-Exam    | 100%-Pass-HPE0-Y53-Real-Exam-Questions    | Pass-4A0-100-Exam    | Latest-4A0-100-Questions    | Dumps-98-365-exams-date    | 2017-Latest-98-365-Exam    | 100%-Pass-VCS-254-Exams    | 2017-Latest-VCS-273-Exam    | Dumps-200-355-exams-date    | 2017-Latest-300-320-Exam    | Pass-300-101-Exam    | 100%-Pass-300-115-Exams    |
http://www.portvapes.co.uk/    | http://www.portvapes.co.uk/    |