mouse acceleration disabled by servers / mod?


(alvin) #1

I was getting killed on a couple etpub servers until realizing my Windows mouse acceleration had been turned off !..Going back to Jaymod made everything good again. Does anyone know which mods disable Windows mouse acceleration because doing that really messes up my aim.

thanks


(Destroy666) #2

I’m not quite sure if it’s relevant, but what’s your /cl_mouseAccel value in both mods? Enter this command in console to see.


(alvin) #3

Well it appears I was wrong…Windows acceleration seems active in all servers. Jaymod just “feels” and hits better for some reason…

cl_mouseaccel = 0 btw.


(Mateos) #4

From a mod to another the aiming is “eased”. Check ETPro :stuck_out_tongue:


(alvin) #5

Doesn’t make sense though…Jaymod has the smallest hitboxes, much smaller than etpro.


(alvin) #6

Looks like Jaymod allows 1 to 10 hitboxes depending on g_hitmode.
Any body know how to find the particular server setting. Just curious.


(twt_thunder) #7

write \g_hitmode in console? probably give you a result


(Dragonji) #8

You forgot to add nobody’s using them, 99% of servers are using default, big ones.

You can’t check a cvar on some random server w/o rcon access.


(hellreturn) #9

We used to use smaller hitboxes on our hardcore server (current silent mod) couple of years back. All people did was complain that they can’t hit anything…

As Dragon said haven’t seen any server running smaller hitboxes of jaymod,


(alvin) #10

thanks, If everyone’s using the big hitboxes including Jaymod that’s strange. For sure I don’t get many hits on non-Jaymod servers. Guess I’m the only one? Comparing cvars and server settings, doesn’t show anything drastically different so far.


(zbzero) #11

i feel the same, but i mainly play etpro. I rarely play in others mods, last time i played in etpub i feels it laggy.

Alvin i dont think its only your problem, in my own experience playing et for 10 years you get used to the mod you stick playing most of time, and generally when you try other mods you will find it easier or harder to hit people


(alvin) #12

I noticed level 4 light weapons are automatic on Jaymod servers I’ve seen. Thats 35% better accuracy or something like that i think. But I can reset xp and still hit better than on other servers at lvl 4.


(Mateos) #13

Light Weapons Level 3 increases a bit the accuracy, but not much.

A level 0 Engineer can down a Medic lvl 4 in Medic/Battle Sense/LWeaps with 141 HP :slight_smile: Just have to be better :smiley:


(gaoesa) #14

But when medic has 156 HP it takes 4 headshots (or 3 headshots + body) against the 3 headshots max that the medic needs to kill a level 0 engineer. One headshot making 50 HP damage is default. Just reminding that the 141 is not the max HP for a medic :tongue:


(Mateos) #15

Extreme being 100 HP for Engi with 0 medics in his team vs Medic with 4 mates as well Medics?


(gaoesa) #16

Extreme being 100 HP for Engi with 0 medics in his team vs Medic with 4 mates as well Medics?

I didn’t understand the question. But what I was saying is that maximum possible health for a single medic is 156.


(Mateos) #17

I meant, in a in-game versus, the biggest gap in term of HP amount between 2 players would be:

  • Engineer with no Medics in his team -> 100 HPs.
  • Medic with 4 mates as Medics (5 Medics in the team is the max HP boost afair?) -> 156 HPs.

Isn’t it? Or I missed something?

I do this from what I remember, I’ve read a long time ago the HP variances…


(gaoesa) #18

I had to open source code and start looking this up. Max health with medic bonus is 140. That comes from capped to 125 +15 for battlesense level 3 bonus. However, if you are a medic, you can go 12 percent higher then other classes. That would be 156.8, but effectively 156 because without rounding, when floats are turned into ints, they are truncated. This is all original behaviour.


(zbzero) #19

in etpro i cant remember have saw someone with 156 hp!


(gaoesa) #20

Like I wrote in my post, it is original behaviour. Maybe the server you play have the battle sense limited making the maximum values 125 and 140. If the ETPro team changed the behaviour, I suppose it would read somewhere in their change logs. I tried a quick web search with max health keywords, but I didn’t find any links with such a thing mentioned. Instead, on some forum postit was suggested that the max health can go up and over 160, which would mean the cap would have been removed. But that was just a forum post.

For the sake of the off topic discussion, it is also fun to note that helmet reduction, fall off damage and a pile of med packs have an impact. These things sometimes throw off players as a medic opponent can require even more headshots then just 4.