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281 posts

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@skeldrex
u see nothing here okay absolutely nothing ο(=•ω<=)ρ⌒☆
they/any Katılım Haziran 2024
175 Takip Edilen8 Takipçiler

@draobrevoh this's been in the game for ages & i've been hating on it forever. it blocks so many lineups from the safely-tucked corner in wine
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@_bunnyblushes i'm being so fr i thought he was talking abt pokemon types like if u were a trainer
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This doesn’t work with me. My significant other of 12 years is also black
XXX🇩🇿@aladewusi_
Guess her type
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@otcLotus @tdawggVAL @ElevatedSpeaks 45 with bucky right click lol
tbf doing similar damage from like 10-20m is prob the only thing bucky m2 is good for
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@tdawggVAL @ElevatedSpeaks did that shotgun do 50 dmg from that distance
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abusing veto on ascent inspired by @ElevatedSpeaks
(I made a play you can make on any agent)
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@RubenR97290 @harristic_ js to clarify do u mean in bedrock specifically? attached image is from minecraft.wiki/w/Fox, but i've seen the wiki be wrong abt specific cases like this

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@harristic_ Mobs cannot apply looting, only the player or wolves if the player has a weapon with looting in their hand.
Furthermore, zombified piglins must be killed by the player to drop gold. Therefore, this is not useful for gold farms.
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(1/5) i dont like him at all - original oc comic
available on #cf22 as a5 bookpaper booklet ✰

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@Sea_Ravioli @zenithvx lol this reminded me of a bit in a technoblade video but idk if that bit was referencing anything
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@KaranWasTaken @Secret_Zeus1 been curious if i'm the only one who thinks going from 12 -> 10 players and removing each map's two worst spawns would drastically improve DM
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@Secret_Zeus1 You get backstabbed within seconds of spawning because the spawns are so fucked up, every one starts camping so they dont get backstabbed which further ruins the point of deathmatch.
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@Kwibss @audrick @Officialbonkar it also fails as a B wall too, bc it doesn't cover the cubby -> A link angle for rotations and doesn't cut off rabbit on retake
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@audrick @Officialbonkar obviously take his response over mine if he responds, but my feeling is that wall #2 is harder to capitalize on as a defender, and easier to breach/advance as an attacker. You’re only having to clear a narrow lane on attack, and forced to push up far C long on defense to hold it
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Everyone knows that 1 wall is him.
.
Elevated@ElevatedSpeaks
I don't understand why people use this wall (1). It's usually used on low-buy or to mix it up every now and then but it gives so much free space to ATT Why not use this one (2) that actually threatens the long walk down, doesn't give free garage space and creates rat cubbies?
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@daveheardt @MOTHblank @Chaminar2 @TheWarOwl x.com/Ozzny_CS2/stat…
yeah judging by this before/after, they simplified a lot of animations to improve clarity, which i imagine helped shrink packet-size
Ozzny@Ozzny_CS2
CS2 3rd Person Movement Animations: Before vs After ‼️ What are we saying?
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@daveheardt @MOTHblank @Chaminar2 @TheWarOwl just guessing, but "optimization" here might be less abt compression and more abt organization and culling vestigial data
also, shifting from network to computing load isn't useless in itself for fast setups (easy to improve) on slow connections (hard to improve)
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The CS2 update we have been waiting for is finally here. Valve has created a Beta branch for animgraph2 for third person animations.
This is NOT an April fools joke.
While everyone was watching the launch of Artemis II, Valve suddenly released what they've been working on for the past couple of years.
What this means is that the entire animation system for third person models has been completely redone. No longer does it use the unoptimized Half-Life: Alyx system. This significantly reduces packet size.
You can now tell when someone is counter-strafing, and properly predict their movements based on visual feedback.
Another massive change here is that the player's view now is accurate to the player model, meaning that we have a variable player height of +-4 units. You'll immediately notice that the player seems shorter.
This completely changes many many angles, as well as many utility lineups, particularly when standing on slopes. Notice in my video example how you can no longer see over the Dust2 A site boxes from A ramp.
The change is currently in Beta, so it's all subject to change. I will be testing it out extensively and making a video about my thoughts.
First impressions: I am VERY excited about this, more so than the Artemis II rocket taking humans back to the moon for the first time in forever.
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