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Statistics after day 2 for all 128 players. (This includes day 1 statistics).
View a responsive table with sorting and searching here: http://argistats.com/home/events-champs17.html
Name Team Games Kills Deaths Points PG Hilltime PG Defends PG Plants PG Defuses PG K/D KPG KPR Rating
Accuracy TK 13 236 233 0.00 82 3.83 0.75 0.25 1.01 18.15 23.89 0.98
Aches Cloud9 11 179 194 1.33 59 3.00 0.33 0.00 0.92 16.27 20.75 0.90
Alex Infused 13 216 211 0.67 45 2.00 0.00 0.00 1.02 16.62 23.13 0.89
Apathy Envy 10 203 159 2.67 62 4.00 0.00 0.33 1.28 20.30 26.43 1.11
Aqua Rise 10 246 167 1.00 89 5.25 0.00 0.00 1.47 24.60 31.14 1.21
Arcitys EUnited 9 146 137 2.33 88 4.00 3.33 0.33 1.07 16.22 20.83 1.02
Assault Cloud9 11 219 190 3.67 61 2.20 1.33 0.33 1.15 19.91 24.75 1.07
Attach Faze 12 192 177 2.33 65 3.60 0.00 0.25 1.08 16.00 20.25 0.99
Bance Splyce 13 231 225 1.67 79 2.17 2.00 0.50 1.03 17.77 22.44 1.00
Believe Allegiance 12 214 176 1.67 65 2.17 0.33 0.00 1.22 17.83 21.56 1.00
Benji Mrn 10 154 179 0.00 35 1.75 0.33 0.33 0.86 15.40 19.57 0.83
Brain Vitality 13 206 254 1.33 38 1.00 0.25 0.25 0.81 15.85 20.33 0.83
Buzzo Mindfreak 13 180 211 1.33 54 2.80 1.20 0.20 0.85 13.85 19.38 0.86
Carbines Era 10 122 191 1.33 37 1.50 0.33 0.00 0.64 12.20 16.14 0.73
Classic Luminosity 10 183 173 4.00 45 2.00 1.33 0.00 1.06 18.30 24.14 0.99
Clayster EUnited 9 158 134 1.67 48 2.67 0.00 0.33 1.18 17.56 23.33 1.00
Colechan 3Sup 13 240 272 1.00 42 3.25 0.00 0.50 0.88 18.46 23.44 0.94
Crimsix Optic 10 182 146 5.00 63 3.00 0.00 0.33 1.25 18.20 22.71 1.11
Damage Taintedminds 13 171 193 0.00 71 1.00 0.00 0.20 0.89 13.15 17.25 0.82
Dashy Str8Rippin 9 163 148 2.50 72 5.25 0.00 0.33 1.10 18.11 23.67 1.06
Denz Mindfreak 13 218 198 1.67 56 1.40 0.00 0.20 1.10 16.77 24.00 0.95
Desire Elevate 9 147 147 2.67 72 3.67 0.33 0.33 1.00 16.33 21.17 0.99
Dqvee Epsilon 9 167 148 3.00 49 2.67 0.67 0.67 1.13 18.56 24.00 1.05
Drama 3Sup 13 206 262 0.20 35 1.25 2.25 0.00 0.79 15.85 19.67 0.79
Dereeall Era 10 135 172 2.67 31 1.25 0.33 0.00 0.78 13.50 17.43 0.80
Eazy Supremacy 11 169 201 1.00 34 2.50 0.25 0.25 0.84 15.36 19.29 0.85
Enable Faze 12 202 159 0.33 74 2.60 0.00 0.50 1.27 16.83 23.13 1.02
Excite Taintedminds 13 220 198 2.67 55 2.80 0.00 0.40 1.11 16.92 23.00 1.00
Faccento Rise 10 160 166 6.33 85 3.25 0.67 0.67 0.96 16.00 21.43 1.08
Fastballa ProjektEvil 12 206 238 4.33 49 3.20 0.25 0.00 0.87 17.17 21.88 0.95
Felony Rise 10 216 191 4.33 69 4.50 0.33 0.00 1.13 21.60 28.57 1.12
Fighta Mindfreak 13 207 220 0.67 65 3.00 0.60 0.20 0.94 15.92 22.75 0.91
Formal Optic 10 221 135 2.67 87 2.25 0.00 0.33 1.64 22.10 27.71 1.22
Gefkid Mrn 10 155 185 0.00 44 1.00 0.33 0.00 0.84 15.50 20.00 0.80
General Enigma6 11 208 186 1.33 48 0.40 0.33 0.33 1.12 18.91 23.50 0.96
Glory ProjektEvil 12 229 234 1.67 58 4.20 0.00 0.25 0.98 19.08 25.00 1.00
Godrx Rogue 12 265 228 2.33 46 3.17 2.33 0.33 1.16 22.08 26.33 1.07
Goonjar TK 13 231 257 2.00 33 0.83 3.75 0.25 0.90 17.77 22.56 0.89
Gunless Faze 12 197 171 1.33 88 4.40 2.50 0.00 1.15 16.42 21.50 1.01
Happy TK 13 209 235 1.33 69 3.00 0.00 0.00 0.89 16.08 21.11 0.90
Hate Lethal 13 202 223 2.33 90 4.40 0.40 0.00 0.91 15.54 21.75 0.96
Havok Evil Geniuses 11 184 179 2.33 62 1.50 0.00 0.00 1.03 16.73 22.00 0.93
Hawqeh Epsilon 9 149 155 1.33 77 4.67 0.00 0.33 0.96 16.56 21.00 0.98
Hopey MfBlack 11 171 195 0.67 43 2.50 1.00 0.75 0.88 15.55 20.71 0.89
Humanjesus Lethal 13 188 226 0.67 45 1.20 0.60 0.40 0.83 14.46 20.13 0.83
Jkap Envy 10 152 154 3.00 78 3.75 2.67 0.33 0.99 15.20 20.57 0.99
Joe Red Reserve 12 169 199 2.67 51 1.80 0.50 0.25 0.85 14.08 17.50 0.87
John Envy 10 206 150 2.00 61 4.25 0.00 0.33 1.37 20.60 26.29 1.13
Johnny Rogue 12 184 243 1.00 66 1.67 0.00 0.00 0.76 15.33 18.11 0.83
Josh Epsilon 9 151 161 1.33 50 2.33 1.00 0.00 0.94 16.78 20.83 0.90
Juju Lethal 13 194 224 1.00 76 3.40 1.80 0.20 0.87 14.92 21.00 0.90
Jurd Splyce 13 219 213 2.33 74 3.17 0.00 0.25 1.03 16.85 21.78 0.99
Kade Enigma6 11 194 193 1.67 84 4.40 3.67 0.00 1.01 17.64 22.50 1.00
Karma Optic 10 169 164 1.00 70 4.00 3.00 0.00 1.03 16.90 22.00 0.96
Klink Lethal 13 205 231 0.67 62 2.40 0.20 0.00 0.89 15.77 22.00 0.87
Lacefield Ghost 13 244 217 3.33 67 4.33 0.00 0.25 1.12 18.77 23.89 1.07
Llama Ghost 13 231 227 0.00 63 4.50 0.75 0.00 1.02 17.77 23.33 0.95
Loony Rise 10 185 169 3.00 46 2.50 1.67 0.00 1.09 18.50 23.43 0.99
Madcat Splyce 13 252 201 0.67 50 3.00 0.25 0.25 1.25 19.38 24.78 1.02
Malls Supremacy 11 185 178 1.33 38 1.50 0.00 0.00 1.04 16.82 22.71 0.90
Markyb Millenium 13 223 236 0.00 50 3.17 0.00 0.00 0.94 17.15 22.56 0.89
Maux Ghost 13 248 220 2.33 81 3.33 0.00 0.25 1.13 19.08 25.56 1.06
Mayhem Allegiance 12 193 191 3.67 49 1.50 0.00 0.33 1.01 16.08 19.89 0.95
Methodz EchoFox 14 276 241 3.00 52 2.60 0.00 0.75 1.15 19.71 24.20 1.07
Mochilla 3Sup 13 207 236 1.60 48 2.00 0.00 0.25 0.88 15.92 20.78 0.88
Moose Millenium 13 221 209 1.67 98 5.17 0.00 0.00 1.06 17.00 21.78 1.03
Mosh EchoFox 14 255 258 1.00 45 2.60 0.00 0.25 0.99 18.21 23.30 0.94
Mruiz EchoFox 14 259 258 4.00 63 2.60 3.25 0.25 1.00 18.50 22.90 1.02
Nagafen Evil Geniuses 11 132 189 1.67 49 1.75 1.75 0.25 0.70 12.00 16.14 0.78
Nameless Evil Geniuses 11 159 179 0.67 58 2.25 0.50 0.00 0.89 14.45 20.71 0.84
Nial Infused 13 215 228 2.67 65 1.40 1.60 0.20 0.94 16.54 22.50 0.93
Nimble Taintedminds 13 207 204 1.00 53 2.40 0.80 0.40 1.01 15.92 20.50 0.92
Nolson Infused 13 205 210 2.00 51 2.00 0.00 0.80 0.98 15.77 20.75 0.95
Nova Allegiance 12 191 169 1.00 61 3.17 2.67 0.00 1.13 15.92 20.00 0.95
Octane Luminosity 10 193 155 4.00 91 4.50 0.33 0.33 1.25 19.30 24.57 1.15
Pandur Rogue 12 224 231 3.33 61 3.33 0.33 0.33 0.97 18.67 22.89 1.02
Parasite Evil Geniuses 11 168 178 0.00 66 3.25 1.00 0.00 0.94 15.27 21.14 0.88
Peatie Millenium 13 219 261 2.33 40 2.83 0.75 0.25 0.84 16.85 22.44 0.91
Prestinni EUnited 9 175 138 4.67 80 3.33 0.00 0.33 1.27 19.44 24.83 1.14
Preistah Cloud9 11 222 218 1.67 46 2.60 0.67 0.00 1.02 20.18 24.50 0.97
Profeezy ProjektEvil 12 191 225 1.33 67 2.40 2.75 0.75 0.85 15.92 20.50 0.93
Prophet ProjektEvil 12 160 203 0.67 68 2.80 0.00 0.00 0.79 13.33 18.88 0.82
Proto Enigma6 11 203 196 5.00 73 2.40 0.00 0.33 1.04 18.45 22.13 1.06
Qwiker Millenium 13 227 235 3.00 70 2.50 1.25 0.00 0.97 17.46 23.33 0.97
Rated Red Reserve 12 157 184 4.33 49 1.80 3.00 0.75 0.85 13.08 16.88 0.92
Reedy Elevate 9 141 138 1.33 59 3.00 0.33 0.00 1.02 15.67 20.67 0.92
Replays EchoFox 14 267 261 1.60 34 2.60 0.50 0.25 1.02 19.07 24.00 0.96
Ricky Str8Rippin 9 142 143 2.50 78 3.50 0.33 0.33 0.99 15.78 20.33 0.98
Royalty Enigma6 11 267 155 1.00 96 4.80 0.00 0.33 1.72 24.27 29.88 1.29
Saints Luminosity 10 184 173 1.33 99 4.00 0.00 0.00 1.06 18.40 23.29 1.02
Scump Optic 10 172 147 1.67 71 2.50 0.00 0.33 1.17 17.20 21.71 1.01
Seany Red Reserve 12 161 201 3.67 62 2.80 0.20 0.00 0.85 13.08 16.88 0.92
Setzyy MfBlack 11 165 185 0.00 56 2.00 0.25 0.75 0.89 15.00 20.00 0.88
Shane Vitality 13 222 254 3.00 35 2.83 0.00 0.50 0.87 17.08 21.33 0.94
Shockz Mindfreak 13 233 209 2.67 87 3.40 2.00 0.00 1.11 17.92 24.63 1.03
Silly EUnited 9 163 127 0.33 99 3.67 0.33 0.00 1.28 18.11 22.83 1.05
Skrapz Fnatic 11 196 183 2.00 74 4.00 0.75 0.50 1.07 17.82 22.43 1.04
Slacked Luminosity 10 169 173 3.67 92 2.75 1.67 0.00 0.98 16.90 21.14 1.00
Slasher Envy 10 206 135 1.33 99 6.00 0.67 0.33 1.53 20.60 25.43 1.22
Spacely Ghost 13 222 222 2.00 64 2.67 1.75 0.50 1.00 17.08 22.33 0.98
Spoof Allegiance 12 191 188 1.33 75 1.83 0.33 0.00 1.02 15.92 19.67 0.92
Stamino Rogue 12 227 239 0.67 97 4.50 0.00 0.00 0.95 18.92 23.67 1.00
Study Str8Rippin 9 161 150 1.50 69 4.25 0.00 0.00 1.07 17.89 22.83 1.00
Subsist Mrn 10 150 161 1.00 27 0.50 0.00 1.00 0.93 15.00 18.57 0.87
Sunnyb Fnatic 11 170 167 2.50 57 2.00 0.75 0.25 1.02 15.45 20.57 0.94
Swarley 3Sup 13 196 266 1.60 57 2.75 0.25 0.00 0.74 15.08 20.22 0.84
Swftazor MfBlack 11 195 194 1.00 72 4.75 0.75 0.25 1.01 17.73 23.14 1.00
Swifty Taintedminds 13 172 205 0.33 64 2.20 0.80 0.40 0.84 13.23 19.25 0.84
Temp Str8Rippin 9 169 128 5.00 73 2.50 2.67 0.33 1.32 18.78 25.33 1.13
Theory TK 13 232 259 2.00 86 5.67 0.00 0.00 0.90 17.85 22.67 1.00
Tommey Fnatic 11 184 182 1.50 66 3.60 0.25 0.25 1.01 16.73 22.71 0.97
Tonyjs Supremacy 11 156 176 2.00 48 1.25 1.50 0.25 0.89 14.18 17.86 0.86
Urban Red Reserve 12 200 192 2.67 64 3.20 0.00 0.00 1.04 16.67 21.13 0.97
Verdict Era 10 146 150 0.33 50 2.50 0.67 0.00 0.97 14.60 19.86 0.86
Vortexx Supremacy 11 176 202 1.00 60 4.00 0.50 0.00 0.87 16.00 22.29 0.90
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Wailers Vitality 13 237 236 0.00 76 2.67 0.00 0.00 1.00 18.23 23.44 0.94
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Weeman Vitality 13 229 250 1.33 93 4.67 1.75 1.00 0.92 17.62 22.33 1.04
Wuskin Fnatic 11 179 162 1.00 81 3.60 1.00 0.75 1.10 16.27 20.86 1.02
Xotic Cloud9 11 197 190 3.67 88 3.00 1.00 0.00 1.04 17.91 22.00 1.03
Yohanson Mrn 10 136 180 0.00 37 1.75 0.33 0.00 0.76 13.60 17.29 0.76
Zayrox Era 10 156 174 0.33 44 3.25 0.33 0.33 0.90 15.60 20.43 0.88
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submitted by Argiii to CoDCompetitive

[Repost] How sensitivities actually work in Overwatch (2016-Sept 2019). INTERPOLATION

Original link (larger font): https://reddit.com/GamingOptimisations/comments/cuc74q/how_sensitivities_actually_work_in_overwatch/

If you don't prefer english use the following tools: (I still recommend learning/reading (in) the original language)

TRANSLATOR 1

TRANSLATOR 2

Disclaimer: This is an independent research. At the time of the findings (about 2 weeks ago) I was unaware of similar results available anywhere else. All relevant data has been manually found by me personally via the Workshop.

 

Time to Read: 15-20 minutes (30 minutes at slow, relaxed speed) - 2000 words?

Yes, this IS a guide for people of All skill levels and for All heroes - at least that's what I like to believe, that everyone can perform better than they think presently (as that is the nature of technology).

EDIT: A very short ELI5 that misses out on a lot of information: keep testing sensitivities but beware if you get close to those in my lists (such as 4.99 and 5, 10.81 and 10.82 etc) - if for example you start with 5.2 and keep lowering it under 4.99, the behavior will in a way be Completely different (the other way is valid obviously, starting from 4.7 and going over 4.99 will again give significantly different behavior). Also beware that the sniper scope is a PERCENTAGE value, aka 50 scope for 10 sens is actually 5 sens to the game engine while you use the sniper (and with The 5 which you found After calculating with the sniper ratio is what you will look to compare to other values in the lists)

 

Before starting  

Special thanks to everyone directly and indirectly involved in providing the tools, opportunity, knowledge and environment so that this project can materialize. Lacking even one of them would have made this finding absolutely impossible.

It is possible that console players can benefit from this as well - adding new sensitivity options and instead using the current horizontal and vertical multipliers as replacements for the DPI parameter(multiplier) available for mice. (Please see chapter IV)

 

 

--Table of contents--

I. Brief description: Sensitivity in Overwatch

II. What the Sensitivity in Overwatch actually does

III. How to Share this guide

IV. Request @Blizzard

V. List of sensitivities pre-sorted

VI. Important before continuing

VII. How to compare sensitivities and how they work

VIII. How to pick sensitivities for the heroes with sniper scopes

IX. Conclusions

X. For future "investigators" and whoever wants to learn about various mechanisms

XI. Workshop Algorithm

 

 

I. Brief description: Sensitivity in Overwatch

► Overwatch's game engine has no concept of sensitivity multipliers other than integers. What you see in the settings as 3.05 and 12.54 doesn't actually exist to it. Instead these numbers are used to "fake" the feeling of the game not using integers by applying Interpolation. It alternates between multipliers, based on distance from the sensitivities corresponding to the closest 2 (one "higher" and one "lower").
► A simple example would be: instead of a constant multiplier of 2.5, the game does 2 half of the time, and 3 half of the time, alternating after each consecutive mouse count.
► And it looks like this: 2 3 2 3 2 3 2 3 2 3 instead of a constant stream of 2.5 2.5 2.5 2.5 2.5 2.5 as you might expect. This successfully makes your aim feel like you are using that 2.5 multiplier - however it also brings some positive and negative effects.
► You will also find that the 2, 2.5 and 3 in this example are Multipliers - what OW actually uses. Here is a partial list of approximate sensitivities where these multipliers occur for the majority of time:
Sensitivity 0.00 0.83 1.67 2.50 3.33
Multiplier: 0 ___ 1___ 2 ___ 3 ___ 4

 

II. What the Sensitivity in Overwatch actually does:

► The sensitivity value currently available dictates 3 parameters based on how it relates to specific "sensitivities" (what we have from 1 to 100) where the multipliers actually exist without interpolation (hard to reach or impossible):

1) Actual multiplier (obviously - lower sensitivity, lower multiplier)

2) Interpolation density (how often you see 3s between your stream of 2s or 2s between your stream of 3s (the effect is different based on ratio))

3) Interpolation amplitude variance (there is obviously a bigger difference between the pair of multipliers 2 and 3 (50%!!!!) than between 10 and 11 (10%))

#####Quick note: The sniper scope multiplier, which is a Percentage based multiplier, will give you values between 0.01 and 100 (normal sensitivity does between 1 and 100) - you can't achieve values outside of that range (you do however get superior granularity (resolution) (control)).

Most data in the table relies on these properties, the things such as for how many degrees you can rotate without getting an interpolated multiplier are purely because we don't know the values the game engine uses - therefore the sensitivities were tested and put together for easy reading.

 
 

III. How to Share this guide:

It is probably the easiest to either share one of the imgur links

Or tell people to go to google.com and search for REDDIT IMSSR

The first result should look something like "IMSSR IMSSR™ Integer Multiple Scope Sensitivity Recalculator" and will direct you here.
 
 

IV. Request @Blizzard:

► Since interpolation actually helps people with slow monitors or unresponsive peripherals, could I suggest implementing a modern sensitivity control method?

► Instead of only 1 parameter (and one for the sniper), have 6 (3 for each):

1) Average multiplier (From 0 to 122 as I could currently find)

2) Interpolation step size (for the density) - 0 for infinite (no interpolation), up to over 50000 (because it helps those who want a single interpolated mouse count when doing a 360 spin)

3) Interpolation multiplier amplitude - currently the sensitivity only interpolates with either the next smaller or higher multiplier. Allowing to configure this would enable people to have the same possibilities at all mouse DPI. (If the average multiplier is 2 we currently can only get interpolation with the multipliers 1 and 3 (or for a multiplier of 12 with 11 and 13) - It would be amazing to be able to have 3 or 20 (or even 0) as multipliers used for the interpolation when the average is 11) (This would help both low dpi players and those without top of the line hardware (over 50% of the users, especially console))

If you don't think this is worth it for the average players (I've discovered the opposite however) then you might at least consider it for the Overwatch League. Please use this since it all came out of your Workshop. (would have been close to impossible to find out otherwise)
 
 

V. List of sensitivities pre-sorted https://imgur.com/a/wU70OCf

Yes, they were Tested and found by hand. It was impossible for me at current stage to predict their behavior without actual measurements.

The sensitivities in the list were found rather easily with workshop but i had to try close to 100 total (actually hundreds but whatever) and test each of them for their properties until I converged to what is ultimately found in those tables. Consider it a "sensitivity benchmark" (all of those numbers would be obvious though if we knew all the digits for the sensitivity corresponding to a multiplier of 1).

► This is a reference - you will most probably NOT be using the values from there.

► Instead, you will see how they compare to one another and how they can be used to give you the aim that allows you to hit shots no matter if your system is slow or fast (as long as it is Reliable)

► We will Not be talking about sniper scopes for now - McCree will be what allows us to compare sensitivities until we have found something useful (SPECIFIC TO EACH PLAYER).

 
 

VI. Important before continuing

► You will NOT usually get the same ability to aim (and game performance) across different game modes: training room, custom games, quick play, competitive.

◄ What you will find in training room may prove to be useless in actual play - your sensitivity search will ultimately have to be done in the modes you frequent (you can still rely on your conclusions from the training room)

► Settings Matter - if your FPS limit for example is set to a value that is unstable, you will wonder why your findings are inconsistent across maps and battles. Use a lower value at least while you search for sensitivities.

◄ Testing sensitivities in different situations (today you use discord, tomorrow you use spotify and youtube at the same time) will NOT give you reliable results. Use the same setup when comparing them at all times (if you started with youtube open, have it always open).

► ► Note to Fullscreen users (I don't know about borderless): Alt-tabbing gives you a performance penalty that doesn't go away without a full game restart. Yes, a game restart. Not map, not mode - a complete Exit to Desktop, Alt-F4 kind of restart.

► ► Don't worry, you do not need to remember any of this, use it like a manual, you can always come back to it (and you can also find on the internet any term that you are unfamiliar with)

 
 

VII. How to compare sensitivities and how they work

Let us first have a look at the following graphs and tables that will show us how a set of sensitivities perform on a technical level:

Visualized properties of sensitivities (behavior is a repeated periodic pattern, it re-occurs predictably): https://imgur.com/a/OW8haHu

Now, let's see how they would compare to one another.

We will compare values found in both imgur links.

P.S. This is more for those who didn't already figure out the properties from the data presented in the set of tables.

Do Not rely on the visuals too much for feedback when testing sensitivities. It will usually not concur with what actually happens due to delays. Instead use the headshot sound dings or the fact that enemies actually died to you quickly and effortlessly (real feedback).

◄ First, how do the pairs of sensitivities compare for example? Like 4.16 and 4.17 (or 9.98 and 9.99). Go try them out. They should feel significantly different from one another. If you tried something like 4.50 vs 4.51 or 8.50 vs 8.51, you wouldn't find the same behavior (No Not 4.99 and 5.00, these will behave like 4.16 vs 4.17)
► That is how negative vs positive interpolation feels like. Now we will have to see if one or the other helps us more. For that we will have to go In the Correct Direction with testing higher or lower values. Let's assume you picked 4.16 and 4.17 for testing.(same goes for all other pairs, one higher one smaller, within 0.01 of each other)
◄ You may keep your normal DPI or change it while testing the pairs, but keep it the same as you search for the sensitivity that Will work for you.
► Testing in general is sufficiently done in rounds of 30 seconds per sensitivity. Up to 1-2 minutes at most. If you don't notice a difference, fall back to previous value or just keep going, eventually by making bigger changes to your sensitivity.
◄ Because 4.16 is a negative interpolation value (it has a main multiplier of 5 but it sometimes uses 4 (which is smaller)), we will want to test lower values, from 0.01 up to 0.30. That would be from 4.15 to 3.85 (every single one of them, 4.14, 4.13 etc - but you can do that in larger steps such as 4.10 4.05 etc for now)
► Then we would have to try the same with 4.17, but since it's positive, we would have to test 4.18 up to 4.48.
◄ After we compare All of these to one another (of the same interpolation type as well as Different type). We will have had a good idea of what helps us to aim.

► For now you have found your Interpolation Density, or if the "helper multiplier" (that is different from the average) comes to your aid in either only long swipes, or in short motions as well.

◄ Now we will be most probably relying on a DPI change, for we need to compare the amplitude. For 4.16 and 4.17, examples would include testing 2.49 and 2.50 as well as 7.49 and 7.50. I could have chosen values closer than these (that are still in the list) but the idea is that they are far enough so you notice the difference in the "Variance of interpolated multiplier" as seen in the first set of tables in the first imgur link.

► "Sadly", we would have to repeat the procedure, to test from 2.49 to 2.19 and from 2.50 to 2.80, as well as from 7.49 to 7.19 and 7.50 to 7.80. We can however rely on our findings from our first set of tests, and we can see if increasing by "0.10" is too much or too little (you are trying to converge as fast as possible to values that behave similarly to what allowed you to perform well). You may change or keep dpi but you Must maintain it when comparing values related to a single pair (such as from 2.19 to 2.80, but you can change when testing from 7.19 to 7.80).
◄ If everything went well, you will have concluded from this last set of tests that you either need a smaller sensitivity (because your system has a higher delay (from anything from click latency to fps, slow monitor etc) or a higher one (very responsive system usually, it is a rare find (dpi matters too of course you can't just pick any high sensitivity)).
 
 

Alternatively you can also just compare the values in the list to one another and start noticing the difference in the amplitude variance first and then play with trying small adjustments to the sensitivities (0.01 0.05 etc (must test them all, every 0.01 value for best results - there is no other way currently))

 
 

VIII. How to pick sensitivities for the heroes with sniper scopes

Before we begin, it is important to bring up that some may or may not like using very low sensitivities and sniper scopes:

Niche usage - ultra low sensitivity players: Don't use smaller sensitivities and their corresponding sniper multipliers if you don't want interpolation with 0 angular rotation (Null) - https://imgur.com/a/YyStbf7

Of course, that has to be tested by everyone. It is impossible for me to know if it will help you or not

► Now, with that out of the way, here is some tools to make your life easier:

1) A lookup table for sniper scope multiplier or "sniper scope availability list if you for any reason stuck close to the low interpolation values in the first table/list"(only for the values in the previous lists, but it can still speed things up) https://imgur.com/a/m1idNHj

2) Self calculation if you still don't "totally" care about the sniper scope multiplier(similar thing included in above link) https://imgur.com/a/tXAfh7l

3) Self calculation if you want to perfectly match your mccree sensitivity to your ashe's or ana's or widowmaker's sniper scopes. We still use https://www.wolframalpha.com/input/?i=divisors+of+10820000

► ► WARNING: It is currently Impossible to have identical (similar is possible) behavior in scoped and unscoped modes. That is because (obviously) the amplitude variance will always be greater when unscoped (your shots when using the sniper will always get "less help" from the interpolation amplitude - you can try compensating for that by making it occur more often but it would (partially) compromise your short flicks (small hand movements))

► Notice you can replace 10820000 with your favorite sensitivity multiplied by 1000000. (Yes, it corresponds to the 10.82 in the lists). Or remove the comma/period (decimal separator) and add 4 zeroes. Then, look at the 4 digit values (in the example would be from 1000 to 8656). If you divide these by 100 (put a comma/period in the middle), you will have noticed that you found sniper scopes that you can use (diverting from those values will give different behavior and you will be upset why 0.01 difference in scope feels different).

► Use a calculator to divide the "big number" 10820000 by one of the sensitivities of your choosing let's say 43.28 (but we use 4328), and we will get our unscoped(normal out of sniper mode) sensitivity of 25.00. (2500 divided by 100). Do notice that this method completely ignores your favorite sensitivity behavior (that you found when i told you to test 4.16 vs 4.17 and in differences of 0.01 to 0.30 etc).

► ► Warning - it is hard to find both similar sensitivities in behavior while keeping a "1 to 1" feeling sniper scope. You may have to partially or completely abandon that goal because the difference in the sensitivity (when using a good value) will overcome the need for a certain preferred sniper scope. (which is a ratio)

 
 

IX. Conclusions

► ► We have discovered that we need to use certain sensitivities to give us advantages that others cannot. Whether it is from using lower vs higher sensitivities (such as 5 vs 10) to get more or less help from the interpolation step, or if it is from getting that help more often (including for short swipes) by using something like 5.20 instead of 5 (or 4.79 instead of 4.99 if we prefer the slowdown effect), we now know exactly what to look for.

► ► And if we don't, we can always refer to the tables and make links between our findings and the values found in there. It is not required to understand this technically if the differences you feel can be assigned to the values already provided.

► ► ► If you didn't notice the following yet, I will be writing them here:

► The lower the sensitivity(more accurately would be the Multiplier), the more reliable it will be for long range, because the angle skipping is lower. However. a higher sensitivity is more predictable, because the variation is smaller when interpolations occur (does not really matter if you've found you prefer one over the other simply because it has to match your setup (if it changes or your settings do, you will have to search again)

► Basically based on your FPS cap (limit) (and actually frametimes and their stability), you may prefer a lower sensitivity at a lower FPS limit to compensate for the time you are left without visual input with a big enough "helping hand" from the amplitude variance of the interpolated steps.

► Example reasons for a lower sensitivity over a higher one:

-high mouse click latency (possibly coupled with lower polling rate) -low fps cap -use of a TV instead of a (gaming) monitor -use of a cheap (poorly performing) monitor instead of one that displays the game quickly (low delay) and sharply/clearly (low actual response times).

► P.S. If your game has stutters (like very short pauses) - looks "interrupted" - because it cannot maintain a stable FPS (even for a microsecond), you may find one of 2 things: You will prefer a lower sensitivity OR you will prefer a negative interpolation one (because the angle skipping will be significantly smaller when you stutter as you use a negative interpolation vs a positive interpolation sensitivity). Of course, you probably already found this out during testing - it's up to you to give this issue attention (adjust sensitivity accordingly) or none at all.

 
 

► ►X. For future "investigators" and whoever wants to learn about various mechanisms

###►How I came to find that interpolation is a thing for Overwatch:
-As probably most of you tried, it all started with testing sensitivities and seeing what i perform best with. And I tried to find(see) a pattern to why some values are better than others.
-Since I had some basic programming knowledge, I knew floating point errors are a thing (overwatch doesnt rely a lot on integers, it uses a lot of floating point values as well).
-Due to my apparently positive results I have mistakenly assumed that the scope value has to be an integer multiplier of the un-scoped (normal) sensitivity. This led to the birth of IMSSR which sometimes did work properly but only because it determined people to try out more values (which most of methods before this guide did up until now) - I do not know if the behavior is present in other shooters and to what degree.
-Then together with some of my online friends we started testing sensitivities one by one, in steps of 0.01. We noticed for example that based on the refresh rate (more than fps cap but both matter), one of use preferred 6.39, but if we would change the refresh rate of the monitor, then 6.40 would become the superior sensitivity.
-However what triggered the search was the description that "some sensitivities feel better for tracking, while others for flicking" (search flick shots if you dont know what it means).
-Knowing that depending on the aiming style/approach one would benefit more from leading their shots a bit (basically "shooting a bit in front of the enemy based on where he goes"), I assumed that the sensitivity does this: Instead of permanently rotating your aim at a constant rate such as 4 4 4 4 4 4 4 4 (in steps of 4 for each mouse count (a diagonal movement is 2 counts btw)), it instead does things such as 4 3 4 3 5 4 3 4 3 5 4 3 4 3 5, while for flicking (where one may not (ASSUMPTION) want the shot to go ahead) it would be something like 4 3 4 3 2 4 3 4 3 2 (difference exagerated, more like 1.04 then 1.03 then 1.04 1.03 1.05 etc but it's quicker to write that way and the behavior is more obvious)
-I have told some people that they could test this out and make the workshop mode themselves, but nobody went for it, so I did it myself. And I started creating the workshop mode, set my mouse to minimum dpi, and started measuring the rotated angle each mouse count (moved mouse minimum amount, measure, move again, measure again).
-And looking the values found via the workshop custom game (keeping track of them) I noticed the interpolation phenomenon.
To conclude, the current "stage" of the story was reached by building upon a rather high percentage of wrong assumptions - however they were absolutely needed to bring me to the situation that determined me to correctly test the sensitivity behaviors.
 

XI. Workshop Algorithm:

-It is very simple really. Teleport hero in the center of the map (in the horizontal plane), then create a vector straight ahead of your aim. Very far but not far enough so it gets out of bounds when looking in a certain direction. Then, just rotate your aim, and create another vector. Calculate the difference between them. You now have a distance. Start facing was used to guarantee reliable results (hero was always looking at the same spot when restarting the map)
-Remember me saying setting the mouse to minimum dpi? Well, here it comes in use. We first create a vector at the initial orientation. Then we rotate to the right the minimum amount possible, which is 1 mouse count. We create another vector and measure the distance. Then we rotate again, create another vector, measure distance between last two. And repeating this I noticed I sometimes got different distances even though the mouse was always moved in steps of 1 count (400 dpi is actual 400 cpi (counts per inch) which means 400 "commands" or impulses or YESes sent for every inch of physical movement). So yea, I started keeping track of them, and I made the tables for everyone to use. I just hope they help.

Congratulations and thank you for your time if you managed to read this far

 
P.S. Take your time to process things, you can always understand more later. Read once, wait a few days, come back later, read again, research the terms you don't know, come back later again, read some more, try values (even somehow randomly as long as they are close to my examples), and you should finally start seeing some progress. It is unrealistic to expect otherwise especially if you have no technical background (even as a hobby).
submitted by KGTC to OverwatchUniversity

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