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On August 02 2013 07:12 Psyonic_Reaver wrote: I've been playing this game more and more and enjoying it. I come from very little 1.6 CS and primarily Source. I like arms race to figure out which weapons handle the best etc. so far solo MM isn't too terrible but where can I go to learn the best CT routes best T routes for the maps. Best places to hide for coverage etc. I find that my google searching is pulling up random info. Best places to hide in Counter Strike are the places people don't expect you to hide at!
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On August 02 2013 14:36 Dubzex wrote:http://www.hltv.org/news/11028-the-imbalance-of-csgo-weaponryJust the intro: Show nested quote +The pistols in Counter-Strike: Global Offensive have been imbalanced since January updates, and AK47 continues to dominate the Colt M4A4. Why?
There was a massive outcry in January after Valve's update to CS:GO made the Glock far too powerful. Some of the complaints have disappeared after two updates and time passing though, despite next to nothing being changed in the big picture of things.
It's true the update on February 21st nerfed especially the burst mode of Glock quite a bit, but it still isn't enough. Terrorists still win two out of three pistols on average on all the maps. Check out some interesting stats below.
AK47 also still continues to dominate the Colt M4A4 as a weapon of choice among professional players, although Valve has continuously argued that a silencer would give the Colt, or rather the defenders, too big of an advantage.
We have now decided to look at our statistics database to see if we can find answers to the current gun balance in CS:GO, and maybe point Valve in the right direction for their future updates. I'm a noob at csgo but I found it to be interesting. This was only a small part of the article that I quoted.
i kind of agree with the pistols needing balance, but on the whole i'm disturbed by the attitude behind some of it. the author states that almost exactly two thirds (67%) of all kills in GO are divided between the AK and M4, and from my experience i have little doubt that the remaining 33% are split up roughly into 10% famas/galil, 10% awp, 10% pistols/nades and 3% other.
that's a historical problem for cs, coming from a lot of nerfs to the snipers and submachineguns in the late betas to early release versions. i'm really curious why they keep all these guns in the game if they are useless. for me that's the elephant in the room, either buff or remove the majority of the guns. but please don't increase the gap between AK/M4 and everything else.
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To be honest the other guns are just as effective per cost imo.
The thing is, if your inbetween buy rounds and you buy a cheaper gun (famas, galil etc) along with your team, you are playing at a disadvantage which requires you to heavily outplay the other team. So you are still more likely to lose the round if you buy these guns and then during the next round you cant full-buy because you bought and you are at another disadvantage. I
So whats the point in buying in a round where you're either at a massive disadvantage or a big disadvantage when you can just accept the lost round and full buy next round.
Thats why people stick to pistol and only really buy kevlar / nades / pistol during rounds like this, you're playing the round at a disadvantage either way so minimising the costs so you arent playing at a disadvantage during the next round is key.
Its not that the guns are bad, its just counter-strikes system doesnt really allow for them. If you buy and lose, you're fucked during the next round too, sure you could buy again. but then if you buy and lose...
TL;DR Better to accept a disadvantage during 1 round and conceed it then tryhard with a disadvantage for 2-3 rounds and lose them.
TBH I thought it was quite common for 1-2 members of a team to pick up a famas / galil during off-rounds to try and hard-carry. They get a kill or two and suddenly your team has the advantage from pick-ups.
Or am i wrong and this never happens? I havent watched in a while.
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On August 02 2013 16:46 Capped wrote: To be honest the other guns are just as effective per cost imo.
The thing is, if your inbetween buy rounds and you buy a cheaper gun (famas, galil etc) along with your team, you are playing at a disadvantage which requires you to heavily outplay the other team. So you are still more likely to lose the round if you buy these guns and then during the next round you cant full-buy because you bought and you are at another disadvantage. I
So whats the point in buying in a round where you're either at a massive disadvantage or a big disadvantage when you can just accept the lost round and full buy next round.
Thats why people stick to pistol and only really buy kevlar / nades / pistol during rounds like this, you're playing the round at a disadvantage either way so minimising the costs so you arent playing at a disadvantage during the next round is key.
Its not that the guns are bad, its just counter-strikes system doesnt really allow for them. If you buy and lose, you're fucked during the next round too, sure you could buy again. but then if you buy and lose...
TL;DR Better to accept a disadvantage during 1 round and conceed it then tryhard with a disadvantage for 2-3 rounds and lose them.
TBH I thought it was quite common for 1-2 members of a team to pick up a famas / galil during off-rounds to try and hard-carry. They get a kill or two and suddenly your team has the advantage from pick-ups.
Or am i wrong and this never happens? I havent watched in a while. why not replace the buy menu with a loadout then? at the beginning of each round the game checks if you have enough money to get a kevlar and ak/m4, if not: auto eco for you. if that's what the majority of players do anyway…
remove all the other guns cluttering the menus and providing an illusion of choice. you could streamline the development and balancing, devoting more resources to other aspects of the game (new maps!), reduce overall loading times and make the game less confusing to the desperately needed new players.
i understand where you are coming from, but honestly there are so many game and gun mechanics untouched just because this is how it was done in 1.6 – and personally i think that was by far not the best classic release gameplay wise anyway. in a few years, we get the next cs remake which will still be an AK/M4 slugfest on dust2/inferno/train.
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Ok this game.
Is there a tutorial that explains where the bullets actually go? And by this I mean opening up with bursts of 3-4 bullets and just hvaing them all somehow sail around the target. The crosshair clearly does not represent the cone of randomness. Even the first bullet when shooting from a crouch does not seem to be reliable. Fucking seeing blood on the wall and then doing 0 damage is just ARGH.
Are the guns hitscan or projectile? It feels like there is a 50% chance any bullet just gets blackholed out of existence.
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On August 02 2013 21:44 MoonfireSpam wrote: Ok this game.
Is there a tutorial that explains where the bullets actually go? And by this I mean opening up with bursts of 3-4 bullets and just hvaing them all somehow sail around the target. The crosshair clearly does not represent the cone of randomness. Even the first bullet when shooting from a crouch does not seem to be reliable. Fucking seeing blood on the wall and then doing 0 damage is just ARGH.
Are the guns hitscan or projectile? It feels like there is a 50% chance any bullet just gets blackholed out of existence. http://www.youtube.com/playlist?list=PLE474667004EC6067 This guy (Hatton) has guides for most weapons, could be really useful for you to learn the patterns and stuff. Edit: Some of them might not be 100% accurate with the latest patchs tho, I don't know.
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Just shoot walls and check the patterns for most weapons to be precise on the first bullets you have to stand still, then the spreading patters are predictable but each weapon has his own.
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Hyrule19199 Posts
On August 02 2013 21:44 MoonfireSpam wrote: Ok this game.
Is there a tutorial that explains where the bullets actually go? And by this I mean opening up with bursts of 3-4 bullets and just hvaing them all somehow sail around the target. The crosshair clearly does not represent the cone of randomness. Even the first bullet when shooting from a crouch does not seem to be reliable. Fucking seeing blood on the wall and then doing 0 damage is just ARGH.
Are the guns hitscan or projectile? It feels like there is a 50% chance any bullet just gets blackholed out of existence.
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Thats like super helpful! Thank you tofucake
For clarity, those spray patterns reset everytime you release the trigger right?
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On August 02 2013 23:24 Capped wrote: Thats like super helpful! Thank you tofucake
For clarity, those spray patterns reset everytime you release the trigger right? This is for when you are not moving and your recoil has recovered completely I think. Spray patterns reset when the recoil has completely recovered, unless I am mistaken.
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On August 02 2013 21:44 MoonfireSpam wrote: Ok this game.
Is there a tutorial that explains where the bullets actually go? And by this I mean opening up with bursts of 3-4 bullets and just hvaing them all somehow sail around the target. The crosshair clearly does not represent the cone of randomness. Even the first bullet when shooting from a crouch does not seem to be reliable. Fucking seeing blood on the wall and then doing 0 damage is just ARGH.
Are the guns hitscan or projectile? It feels like there is a 50% chance any bullet just gets blackholed out of existence.
Crouching basically has no effect on accuracy.
Go into your own server (console -> map de_dust2) Then bot_kick in console sv_cheats 1 sv_showimpacts 1 mp_startmoney 16000 mp_restartgame 1
Have fun shooting the wall and testing for yourself or as many others have posted, just look on youtube/other sites. Also, if you're talking about bullets disappearing or shots not seeming to hit, that's just Valve's matchmaking (64 tick) servers at the moment. :\
Also the reverse image of that recoil gif is nice:
![[image loading]](http://i.imgur.com/4JjjvOm.gif)
As in: how you would ideally move your mouse.
triple edit: not sure if these reflect current aug/sig changes.
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correct, crouching doesn't have any effect on your recoil
but it does make your first bullet pinpoint accurate, as opposed to the small spread that you experience when standing and shooting at long range
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Played my first couple of games in the last two days and I don't really warm up to it. Maybe it's because I compare everything to 1.6 (how I miss my 1.6 movement :'( ) and don't see a lot that was actually improved in comparison. Will give it another try or two but so far I don't think this game is for me.
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I was more talking about disappearing bullets and trying to think up an explanation for it, but if it's just that the servers are rubbish then fair 'nuff. Makes sense why the community servers feel a bit different. Also getting matched constantly on US with 100+ ping is ass. Back to community servers, NS2 and MWO, will try again later
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Speaking of spraying, you should not use the tracers as reference points, as they do not reflect where your bullets actually go. I suggest that you disable them with this console command: r_drawtracers_firstperson "0" . See this link to see my point. After I disabled it spraying got a lot easier, as the tracers seem to go in random directions when you spray.
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Hyrule19199 Posts
Tracers are extremely helpful in figuring out where someone is when behind cover. For instance, on dust2, if you're behind big box in B you can tell if someone is left or right side in tunnel if they are taking pot shots; then you can line up a shot, pop up, and shoot them in the face.
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You can turn off your tracers while keeping the rest on, which is what that command does.
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On August 03 2013 22:00 tofucake wrote: Tracers are extremely helpful in figuring out where someone is when behind cover. For instance, on dust2, if you're behind big box in B you can tell if someone is left or right side in tunnel if they are taking pot shots; then you can line up a shot, pop up, and shoot them in the face.
I assume you are replying to the person above you.
The commands that he posted only turn off tracers that YOU shoot. Tracers from all other guns that arent your own will still appear. On your screen, your gun will not have tracers.
On other peoples screen, you will still show tracers.
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It's happening guys! :D
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Hmm wonder what else they adding / changing besides the silencer.
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