Same, I'm pretty disappointed No new competitive maps? Wtf There are so many great maps they could have gone with, Mill, cbble, strike, tuscan, even contra. OR give us something brand new, but not useless pub maps.
Who the hell thought we need more pub maps when we're trying to get the competitive scene enthusiastic about this game...
On September 29 2012 03:26 Shelke14 wrote: If you set your interp ratio to 2... Mine jumps up from 7 to 20 and the higher the value is the worse it is.. right?
Here's a video explaining what's "lerp", though I still don't quite get it yet. :p + Show Spoiler +
Anyway I keep everything "whiter".
Don't try to keep everything whiter, reread my post and use the settings I listed. If I remember correctly, the lower the lerp the closer what you see happening and what the server sees will be.
Hey I really want to start watching a lot of CS:GO tournaments but I can't seem to find any VODS, can anyone link me the "Team Liquid" of CS:GO or a few good streamers to check out?
Happy to get a couple new maps for public matchmaking, really think we need true ranked matchmaking like in SC2 though, where you leave and there is a penalty that goes against your ability to play classic competitive mode or something like that to keep people staying. Otherwise I don't see why we even have matchmaking, but I'm sure there aware we all want this. Sounds like there fixing some stuff with this patch on Monday, always good to get bugs out of the way.
On September 30 2012 05:27 ProVoneX wrote: Hey I really want to start watching a lot of CS:GO tournaments but I can't seem to find any VODS, can anyone link me the "Team Liquid" of CS:GO or a few good streamers to check out?
On September 30 2012 03:41 whoso wrote: are there actually any competitive teams/players who preferred the autosnipers over awp? (any cs)
I haven't followed the scene in a while but I can't think of any. The auto sniper is fine for pubbing but if you are in an actual match the appeal of the awp is the body shot 1 hit kills. With how good pros are with the m4/ak the scope of the auto sniper really isn't that appealing and it lacks the threat that knowing a hallway is awped up.provides.
There's simply no reason to buy an auto-sniper at high level when rifling or an AWP does the same job, but better, at less or equal cost. If you're using the auto sniper to fight AWPs, you'll probably die. If you succeed, you could've just awped in the first place? If you're using it to be aggressive, simply getting better/being good at rifling succeeds as well.
All being said, it's certainly "viable", just not completely cost-efficient. It's definitely a fun and rage-inducing weapon too.
Too bad you can't do jump shots with the G3 like you could in 1.6 though, I'll always love jumping from Long A pit and tapping some guy on platform. <3 DTM:
On September 30 2012 02:05 Tennet wrote: Don't try to keep everything whiter, reread my post and use the settings I listed. If I remember correctly, the lower the lerp the closer what you see happening and what the server sees will be.
But some say lerp should have a value as close as your ping, which I think it makes sense too...
You are right that if I change cl_inter_ratio to 2, lerp goes up (from 10ms to 19ms), but my ping is usually 50, and I do feel better...
On September 30 2012 02:05 Tennet wrote: Don't try to keep everything whiter, reread my post and use the settings I listed. If I remember correctly, the lower the lerp the closer what you see happening and what the server sees will be.
But some say lerp should have a value as close as your ping, which I think it makes sense too...
The ping itself isn't relevant to the lerp, but the irregularity in the ping is important, and that's typically proportional.
cl_interp_ratio 1 should be better (client runs closer to server) if you've got a very good connection to all the servers you use. Otherwise 2 is usually a good compromise, particularly if you're using high update rates.
On September 30 2012 02:05 Tennet wrote: Don't try to keep everything whiter, reread my post and use the settings I listed. If I remember correctly, the lower the lerp the closer what you see happening and what the server sees will be.
But some say lerp should have a value as close as your ping, which I think it makes sense too...
The ping itself isn't relevant to the lerp, but the irregularity in the ping is important, and that's typically proportional.
cl_interp_ratio 1 should be better (client runs closer to server) if you've got a very good connection to all the servers you use. Otherwise 2 is usually a good compromise, particularly if you're using high update rates.
Now please tell me how do I know if my connection to server is very good or not?
On September 30 2012 02:05 Tennet wrote: Don't try to keep everything whiter, reread my post and use the settings I listed. If I remember correctly, the lower the lerp the closer what you see happening and what the server sees will be.
But some say lerp should have a value as close as your ping, which I think it makes sense too...
The ping itself isn't relevant to the lerp, but the irregularity in the ping is important, and that's typically proportional.
cl_interp_ratio 1 should be better (client runs closer to server) if you've got a very good connection to all the servers you use. Otherwise 2 is usually a good compromise, particularly if you're using high update rates.
Now please tell me how do I know if my connection to server is very good or not?
Easiest way is probably trial and error. Set cl_interp_ratio 1 and see if you get intolerable glitches in enemy movement.
-Replaced Competitive mode "Join in Progress" matchmaking system with "Queued" matchmaking. . -Searching for a Competitive game, either from "Find a Game" or "Play with Friends," will enter the player/s ( between 1 and 5 ) into a waiting queue. Once 10 compatible players are found then the game will begin. . -Players that disconnect from a match can reconnect to it from the main menu or abandon it. Abandoning a game will result in a cooldown period during which no new competitive match can be joined. . -Note: Elo will be recalibrated for the new matchmaking system over the coming weeks. -New maps: . -de_vertigo is now available for Classic Casual and Classic Competitive. . -ar_monastery is now available for Arms Race.
[ MINOR FIXES ]
-Weapon changes: . Reduced p90 kill award from 300% of default to 200%. . Reduced other SMG kill awards from 300% of default to 200%. . Increased Bizon kill award from default to 200%. . Reduced all shotguns' price by 300. -Guns are now considered "reloaded" at the point during the reload animation in which they visually appear to be reloaded - this allows you to switch away from a gun after the new magazine has been entered without having to wait until the whole reload animation has finished * the weapon refire delay after starting a reload is not affected. -Fixed HUD not showing during demo playback. -Changes to Matchmaking Lobby . -Removed global Join Button and added Join Buttons for individual friends in the Invite Friends section. . -Join state is now visible when you browse the friends list. . -Removed global Steam Profile button and added ability to click on any avatar image to see Steam Profile. . -Removed global Invite Button and added Invite Buttons for individual friends in the Invite Friends section. -Added new feature section to the main menu -Fixed issue that caused doors and other "pusher" entities to move at the wrong speed when the tick rate was > 64 Hz. -Fixed post-process blur effect getting enabled (and left on) during demo playback if the player invoked the buy menu. -Fixed MOTD on OSX. -Fixed scoreboard getting stuck in toggle mode after halftime sometimes. -Fixed ability to connect to community servers using server browser from in*game pause menu. -Fixed exploit where models could be subsituted via a hardware performance setting. -Fixed memory corruption related to bots cleaning up their occupied nav areas. -Fixed spectator glow materials not being precached. -Resolved several minor bugs to clean up console spew on launch and map load. -Fixed a crash associated with targetIDs and the sv_competitive_official_5v5 convar. -Votes that match or exceed the number needed to succeed now end the vote early instead of waiting for the timer to expire. -The radar now displays when a player or bomb is above and below you. -Reduced the aim punch that happens when shot in arms and legs as well as in the chest/stomach when wearing chest armor. -Slightly increased the velocity boost grenades get when thrown by moving players. -Fixed in-game voice chat not working with some microphones on OSX. -Added convars mp_teamname_t and mp_teamname_ct that allow overriding team names on the scoreboard. -Fixed grenade bounce being significantly reduced when tossed at the ground at most angles. -Fixed not being able to vote when spectating/observing or when the scoreboard was up. -Changes to warmup period: . -Players now respawn in the warmup period. . -Warmup periods now only end when the warmup time expires. . -Warmup period no longer allows friendly fire. -The community server browser warning pop*up can now be dismissed and told to never show again. -There is now a visual and audible change in place of the silence on planted c4 when its about to explode. -Fixed the medals on the main menu showing the wrong categories. -The Buy Previous hotkey in the buy menu now only buys things that you purchased in the previous round. -Fixed an exploit that let players infinitely spawn golden knives. -Fixed a case where if all players on both teams had the same clan team name the were considered on the same team. -Fixed a crash on startup when launching a game by joining a game server from Steam.