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On August 24 2012 02:56 Shelke14 wrote:Show nested quote +On August 24 2012 02:51 aleballe87 wrote: What ELO rank? What are you referring too? The whole system is flawed - You can vote to kick, scramble teams, restart, people leave and join randomly, bots appear, vote to change map with 1 win from winning/loosing a map...
Having said that, im curious to know what statistic your looking at? The ELO icon? Does it ever change colour? It is obviously a shitty way to compare your skill and I agree the system they have in place fucking sucks! But I would still like to see my rank climb and go higher and higher, so I can play better people. The rank that shows up in the top right hand side of your scoreboard when you play classic comp 5v5.
I highly recommend you join the n.american version of esl - ESEA. Having said that, it depends what your goals are. Believe me, playing top ranked players within the client is NOTHING compared to some of the distgustingly good people at esl/esea. You can't compare.
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I played ESEA in 1.6 for the longest time. Meh is all I have to say about that system. I also played CS when IRC was the place to be to get pugs/scrims/meet other teams and such, played cal.. etc. I'm not looking to spend a ton of time in the game, just having fun killing kids. 7 K/D ratio last game woop woop
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you should tell people that for the moment ESEA is not yet available for EU, I guess you would be playing on 120 ping servers.
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I used to be with the CS scene back when CAL and gotfrag were relevant Now I am clueless as to where to go to find Scrims and PUGS. I was thinking of trying to resurrect a clan and just have fun doing scrims. Is there any leagues like CAL/CPL used to have? I don't want to try and be in the top .5% of teams, but just have a competitive team enviroment to have fun competing in. Or is the scene as fucked up as the SC2 scene where everyone seems to demand to be paid?
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I've been messing around with my crosshairsettings to find what I like the most (when I played CSS a while ago I used cl_crosshairscale 99999, however that setting doesn't seem to work anymore). I then attempted to get it as small as I could. My results were good, but there's one problem....
Whenever I use any other weapon than Rifle, my crosshair gets bigger, which is fucking annoying to say the least. I've been told to use cl_dynamiccrosshair 0 but the setting does jack shit for me. I just want my crosshairsize to stay the same as in the first picture when I have a rifle out. Any ideas on how to solve this issue?
![[image loading]](http://i.imgur.com/Kefby.jpg) With Rifle
![[image loading]](http://i.imgur.com/0jYEn.jpg) With Pistol
![[image loading]](http://i.imgur.com/TKQVd.jpg) With Knife
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What's with Clanbase? Are they still going?
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anyone know what the deal with the ELO is? It's been messed up since the middle of the beta and I still don't think it's fixed. I'm still a private rank, even though my K/D (as of now) is at about 2.0 not including beta stats. Along with that, my win/loss and hit% and all that jazz is still pretty good, so really I should at least go up 1 rank...
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On August 24 2012 04:47 Mistapibb wrote: anyone know what the deal with the ELO is? It's been messed up since the middle of the beta and I still don't think it's fixed. I'm still a private rank, even though my K/D (as of now) is at about 2.0 not including beta stats. Along with that, my win/loss and hit% and all that jazz is still pretty good, so really I should at least go up 1 rank...
Really wish people would stop pretending cs is like starcraft. ELO is a meaningless system within this game. Cs is a team game, and the future of this game lies in community servers which are unranked.
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My rank went up last night. It took a lot of games though, I think I already plowed through 60-100 matches on Dust alone lol. I only noticed it because it went up. Not really sure what it means, could be the carrot that valve hangs on a stick for you to keep chasing.
No I would not join a clan or recruit for a clan that needs a set ELO rank to join. CS is a game based on team work and individual skill. I would take a player with great teamwork over a player with great individual skill and no teamwork any day.
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Is there a webpage/spreadsheet somewhere with all the weapon stats (damage especially) all in one place? Many guns are interesting now, such as the TEC9, and I'd hate to overlook them just because I don't have the time to make my own tests at the moment.
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Valve just released another update, I'm liking these consistant updates they have going right now.
Release notes for 8/23 Update
[ Gameplay ] - Exposed a classic dynamic crosshair style in the options that represents the weapons spread accurately. - Implemented first person client flinching. Now a player gets aim punched a bit when shot. The amount is based on the damage. - Increased amount of tagging that results from hits.
[ Bugs ] - Fixed the scoreboard turning toggleable in the end match state. - fixed not being able to bring up the pause menu without dismissing the scoreboard in the end match state. - Parallelized matchmaking results analysis process and reduced time game takes to perform matchmaking. - Improved matchmaking algorithm giving more weight to dedicated servers ping during matchmaking results analysis.
[ Community ] - Removed the implicit dependency on round-limited matches so servers that want to use mp_timelimit instead can. Mp_timelimit is used only if mp_maxrounds is set to 0. - Exposed mp_forcecamera convar. - Exposed set of server hibernate convars. - Fixed code that was preventing mapper-placed weapons.
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Bought it without much expectations, i am pretty surprised (in a good way) so far.
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On August 24 2012 07:46 Sazchu wrote: Valve just released another update, I'm liking these consistant updates they have going right now.
Release notes for 8/23 Update
[ Gameplay ] - Exposed a classic dynamic crosshair style in the options that represents the weapons spread accurately. - Implemented first person client flinching. Now a player gets aim punched a bit when shot. The amount is based on the damage. - Increased amount of tagging that results from hits.
[ Bugs ] - Fixed the scoreboard turning toggleable in the end match state. - fixed not being able to bring up the pause menu without dismissing the scoreboard in the end match state. - Parallelized matchmaking results analysis process and reduced time game takes to perform matchmaking. - Improved matchmaking algorithm giving more weight to dedicated servers ping during matchmaking results analysis.
[ Community ] - Removed the implicit dependency on round-limited matches so servers that want to use mp_timelimit instead can. Mp_timelimit is used only if mp_maxrounds is set to 0. - Exposed mp_forcecamera convar. - Exposed set of server hibernate convars. - Fixed code that was preventing mapper-placed weapons.
Indeed, the patches are all good. Ready for those promised launch maps though, Vertigo and Assault ftw.
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On August 24 2012 07:49 cythaze wrote: Bought it without much expectations, i am pretty surprised (in a good way) so far.
I'm may not live up to it's hype but it's not nearly as bad as reading many forums would lead you to believe. It's sort of the same as going to metacritic and looking at the user score for Mass effect 3 and then play the game.
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On August 24 2012 07:51 AnomalySC2 wrote:Show nested quote +On August 24 2012 07:46 Sazchu wrote: Valve just released another update, I'm liking these consistant updates they have going right now.
Release notes for 8/23 Update
[ Gameplay ] - Exposed a classic dynamic crosshair style in the options that represents the weapons spread accurately. - Implemented first person client flinching. Now a player gets aim punched a bit when shot. The amount is based on the damage. - Increased amount of tagging that results from hits.
[ Bugs ] - Fixed the scoreboard turning toggleable in the end match state. - fixed not being able to bring up the pause menu without dismissing the scoreboard in the end match state. - Parallelized matchmaking results analysis process and reduced time game takes to perform matchmaking. - Improved matchmaking algorithm giving more weight to dedicated servers ping during matchmaking results analysis.
[ Community ] - Removed the implicit dependency on round-limited matches so servers that want to use mp_timelimit instead can. Mp_timelimit is used only if mp_maxrounds is set to 0. - Exposed mp_forcecamera convar. - Exposed set of server hibernate convars. - Fixed code that was preventing mapper-placed weapons. Indeed, the patches are all good. Ready for those promised launch maps though, Vertigo and Assault ftw. I want to play all the classic maps that are pretty much forgotten these days, lol. Siege, Militia, 747, etc.
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- Implemented first person client flinching. Now a player gets aim punched a bit when shot. The amount is based on the damage.
i like
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On August 24 2012 07:57 LoLAdriankat wrote:Show nested quote +On August 24 2012 07:51 AnomalySC2 wrote:On August 24 2012 07:46 Sazchu wrote: Valve just released another update, I'm liking these consistant updates they have going right now.
Release notes for 8/23 Update
[ Gameplay ] - Exposed a classic dynamic crosshair style in the options that represents the weapons spread accurately. - Implemented first person client flinching. Now a player gets aim punched a bit when shot. The amount is based on the damage. - Increased amount of tagging that results from hits.
[ Bugs ] - Fixed the scoreboard turning toggleable in the end match state. - fixed not being able to bring up the pause menu without dismissing the scoreboard in the end match state. - Parallelized matchmaking results analysis process and reduced time game takes to perform matchmaking. - Improved matchmaking algorithm giving more weight to dedicated servers ping during matchmaking results analysis.
[ Community ] - Removed the implicit dependency on round-limited matches so servers that want to use mp_timelimit instead can. Mp_timelimit is used only if mp_maxrounds is set to 0. - Exposed mp_forcecamera convar. - Exposed set of server hibernate convars. - Fixed code that was preventing mapper-placed weapons. Indeed, the patches are all good. Ready for those promised launch maps though, Vertigo and Assault ftw. I want to play all the classic maps that are pretty much forgotten these days, lol. Siege, Militia, 747, etc. cs_mansion would be orgasmic
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Can someone explain me what this is ?
- Increased amount of tagging that results from hits.
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On August 24 2012 04:50 stratmatt wrote:Show nested quote +On August 24 2012 04:47 Mistapibb wrote: anyone know what the deal with the ELO is? It's been messed up since the middle of the beta and I still don't think it's fixed. I'm still a private rank, even though my K/D (as of now) is at about 2.0 not including beta stats. Along with that, my win/loss and hit% and all that jazz is still pretty good, so really I should at least go up 1 rank... Really wish people would stop pretending cs is like starcraft. ELO is a meaningless system within this game. Cs is a team game, and the future of this game lies in community servers which are unranked.
We just want matchmaking that doesn't consistently put players picking up CS for the first time with people like me who have been playing the game for 10 years. LoL and Dota2 are team games as well, and they have great matchmaking. Both use an Elo system and it works.
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