Counter-Strike: Global Offensive - Page 208
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Maedi
United States477 Posts
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bgx
Poland6595 Posts
. And soon NiP will overcome SK-Gaming record from 2003 Kinda shows how cheap is that, get few months advantage and roll literal nooby play from opposition (mostly due to laziness) in new game.I remember SK from 2003 vividly, that was when first half was 1.5 and second half of the year was 1.6, Spawn got recruited and Element was there already, geez, they won everything. Heaton potti Spawn, Element, Fisker/ahl. Legenfuckindary. Golden years of CS. And i hope tournaments will use _ve maps soon, it is annoying to see barely any AWP play in some matches because all the close quarter map design, that was ported from Source (maps are reskins from source, confirmed by mapmaker). | ||
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oscar62
Canada417 Posts
save a few players on a few teams, most teams run 5 rifles the whole map and it's so bizarre the new map designs are definitely a factor, the "awp accuracy on landing" discussion flew over my head though if anyone could go more in depth on that lol | ||
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bgx
Poland6595 Posts
The bomb planting sound is cool when it works (can be used as fake planting) however it is still to dicey because weapon change delay is high and in certain situations terro will be always in disadvantage on low timer. But certainly it could be tweaked and played around with if they decreased weapon change delay, because as it is almost everyone plays with cl_autowepswitch 0, which was not the case in 1.6 (it varied, there were cons and pluses for having it off or on). Smoke is pretty ridiculous now, pretty sure it is going to get nerfed, just like molotov. | ||
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gTank
Austria2606 Posts
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bgx
Poland6595 Posts
hilarious from spectator perspective but it puts sometimes the whole match in dice roll it is too dense | ||
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TheRabidDeer
United States3806 Posts
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Holgerius
Sweden16951 Posts
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oscar62
Canada417 Posts
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bgx
Poland6595 Posts
Here, some CS 'history', lighthearted, funny: What would happen if you played clanwar on heavy modded server ? : Pubmasters: | ||
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TheRabidDeer
United States3806 Posts
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gTank
Austria2606 Posts
Also I recommend the restock series for awesome kills. | ||
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Maedi
United States477 Posts
It's generally advantageous to be using smokes to cover as opposed to it used to being this dual-sided buggy pitch black thing. And yeah, there's a lot of silly mechanics in the game but they're not often exploited because a lot of veteran CS players are used to playing CS a certain way and moving in a certain way. I think this will change soon enough though. Jump shots are cute. | ||
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GrimmJ
Canada131 Posts
Release Notes for 12/3/2012 [ MISC ] In addition to TKing, you can now be kicked/banned in two different ways for team hurting: For doing an unusual amount of damage in a short amount of time. For doing an excessive amount of team damage over the course of the match. Partial inferno extinguishing now properly puts out flamelets. Molly/Inc Grenade fire now goes out slightly faster when extinguished and updated the overall effects a bit. Fixed an edge case where the alerts panel would show on round start for a frame. Changed default tv_delay to 10s. Changed default tv_delaymapchange to 1. This postpones the post-match level change by the tv_delay amount to ensure that the broadcast to GOTV clients is complete. NOTE: Manually quitting the server or changing the level while the broadcast is still ongoing will kill the feed to all GOTV relays and GOTV clients and your spectators will miss the end of the match. It's best to let the system's timer run out on its own or wait for as many seconds as you have tv_delay set for. Replaced hard-coded 'E' observer use command with '+use' Tweaked autodirector based on feedback. Added item purchases to server log. Decoy grenade changes Reduced price to $50. Reduced fire rate and extended life span to make it less identifiable as a decoy. Physically looks more like a flashbang to allow fakes. Fixed assists displaying the assister's name twice in the server log. Reduced default value of sv_clockcorrection_msecs to 30 and whitelisted the convar (thanks J3di) Reorganized net_graph options: 0: off 1: Competitively allowable data. 2: Additional In/Out data. 3: Additional real-time graphing. Added net_graph to convars restricted by sv_competitive_minspec ( allowable values are 0 and 1 ) Valve can now assign official violations cooldown to accounts Added a game server convar sv_kick_players_with_cooldown (default=1) 0: allow all players to play on game server 1: kick players with official assigned violation 2: kick players with any competitive cooldown Edit: I'm really excited to see how decoys will be used competitively now. | ||
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SidianTheBard
United States2475 Posts
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Maedi
United States477 Posts
The other issue is that there's really no reason to believe players just spamming randomly, as spamming walls is less prevalent in CSGO. ... I still think they'll be neat tricks with them, especially with the radar and smoke grenades as they are. | ||
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Drake
Germany6146 Posts
even from playing i have an idea where the bug is in code lol ... so poor not fixing SO SMALL bugs ... | ||
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bgx
Poland6595 Posts
The most important change however is this "sv_clockcorrection_msecs to 30" and you can set it to 0(on server side), which supposedly removes infamous peeker's advantage. | ||
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gTank
Austria2606 Posts
![]() 50$ is really cheap but 200 were too much imo. 100 would be better. Is it the same peekers advantage like in CS:S? | ||
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bgx
Poland6595 Posts
On December 04 2012 18:15 gTank wrote: No one cares about arms race ![]() 50$ is really cheap but 200 were too much imo. 100 would be better. Is it the same peekers advantage like in CS:S? Suposedly GO uses almost identical netcode as Source. According to various forum research, can't vouch myself as i never was a CSS player. btw. i forgot to say this deagle 1v3 was very nice. | ||
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. And soon NiP will overcome SK-Gaming record from 2003
Kinda shows how cheap is that, get few months advantage and roll literal nooby play from opposition (mostly due to laziness) in new game.