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On August 24 2012 08:18 Matoo- wrote:Show nested quote +On August 24 2012 07:57 LoLAdriankat wrote: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
lol, don't forget about cs_assult...
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On August 24 2012 08:26 FaRess wrote: Can someone explain me what this is ?
- Increased amount of tagging that results from hits. iirc amount of tagging = amount by which your movement speed is being reduced when being hit by bullets
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i cant believe people have made maps like de_rats with unnecessary amounts of detail but afaik nobody has made season, mill, strike, fire ect yet
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On August 24 2012 08:26 FaRess wrote: Can someone explain me what this is ?
- Increased amount of tagging that results from hits.
In cs 1.6 if you get shot by any gun your movement speed will decrease and this we call it tagging . Hence you can't run away from being shot by an ak 47 or any gun and live to tell the story unless you kill the player who is firing at you first . I am liking that the update keeps on rolling and is improving the game .
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On August 24 2012 08:48 Sawamura wrote:Show nested quote +On August 24 2012 08:26 FaRess wrote: Can someone explain me what this is ?
- Increased amount of tagging that results from hits. In cs 1.6 if you get shot by any gun your movement speed will decrease and this we call it tagging . Hence you can't run away from being shot by an ak 47 or any gun and live to tell the story unless you kill the player who is firing at you first . I am liking that the update keeps on rolling and is improving the game . What I'm really hoping this means is that Valve will be this committed to constant updates, and tweaks, or improvements throughout the life of cs:go. I also like what AnonVas said about lack of competitive scene tools and hope for some additions later (client streams would be siiick).
Does anyone know the link to where the stream for the Steelseries GO tourney this weekend is (not mentioned on hltv, but I've never used hltv before so I might be missing something)?
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Classic dynamic is awesome. Getting a lot more headshots with it.
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is there any progamers streaming CS GO?
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Having a real hard time understanding that
What is he saying?
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On August 24 2012 10:45 FliedLice wrote:Having a real hard time understanding that What is he saying?
"It's hard to play a competitive shooter in 2012 that doesn't let you look down your (iron) sights"
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On August 24 2012 08:40 chesshaha wrote:Show nested quote +On August 24 2012 08:18 Matoo- wrote:On August 24 2012 07:57 LoLAdriankat wrote: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 lol, don't forget about cs_assult...
I definitely have some good memories of playing cs_assault back in the day in 1.6... cs_assault_upc was better though :p
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As we used to say on GameFAQS - "You can't spell ignorant without IGN."
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On August 24 2012 08:47 whuderE wrote:i cant believe people have made maps like de_rats with unnecessary amounts of detail but afaik nobody has made season, mill, strike, fire ect yet Rats > all those old competitive maps. We need NEW competitive maps.
I wish Blizz was this responsive to the competitive SC2 community.
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have they made the matchmaking work with your ELO yet? Feels like no matter how high my ELO is, people are still worse than bots.
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I dunno nkr, I'm having too much fun playing demolition on the awesome small maps like lake, st marc, safehouse, etc...
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I don't get what's with people and this "elo" thing. If you think you're hot shit for pubs, go scrim with a team or pug in ESEA. Pubbing will always be pubbing, people who are looking to let off steam, don't want to play competitively, or don't know how to play competitively.
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On August 24 2012 12:14 Maedi wrote: I don't get what's with people and this "elo" thing. If you think you're hot shit for pubs, go scrim with a team or pug in ESEA. Pubbing will always be pubbing, people who are looking to let off steam, don't want to play competitively, or don't know how to play competitively.
Because a lot of people want some sort of ranking/ladder system. And that's what ELO is supposed to be. However I don't believe they've actually implemented it yet. Mine hasn't moved after 30 hours of playing. You can also scramble the teams, reset, bot stomp and everything else.
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Seems silly to me, I've always based "moving up in ELO" in CS as "Find a team, get good in leagues." Guess I'm just an old dog that doesn't like shiny lights 
As a side note: seems broken since beta still? I still have the triple gold stars, not sure what it means, and I haven't pubbed in like 4 months?
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