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On October 16 2013 21:20 oscar62 wrote:Show nested quote +On October 15 2013 21:51 Ota Solgryn wrote: Do anyone here use the standard CFG or is there some must change things like there was in 1.6?
I read some places that cl_updaterate interp etc should be changed but these articles are from 2012. Does this still apply?
Also, it actually seems like i cannot change them for whatever reason when typing it into the console for whateveer reason.
you can only change interp and updaterate if you're at the main menu. the console restricts you if you change them mid match. here's some essential commands: cl_interp 0 cl_interp_ratio 1 cl_disablefreezecam 1 m_rawinput 0
Thanks. I've investigated a bit more and it seems like the servers force some values for these. updaterate is forced to 64 and interp to something like 0.00156. Weird.
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On October 16 2013 21:40 Ota Solgryn wrote:Show nested quote +On October 16 2013 21:20 oscar62 wrote:On October 15 2013 21:51 Ota Solgryn wrote: Do anyone here use the standard CFG or is there some must change things like there was in 1.6?
I read some places that cl_updaterate interp etc should be changed but these articles are from 2012. Does this still apply?
Also, it actually seems like i cannot change them for whatever reason when typing it into the console for whateveer reason.
you can only change interp and updaterate if you're at the main menu. the console restricts you if you change them mid match. here's some essential commands: cl_interp 0 cl_interp_ratio 1 cl_disablefreezecam 1 m_rawinput 0 Thanks. I've investigated a bit more and it seems like the servers force some values for these. updaterate is forced to 64 and interp to something like 0.00156. Weird. This is related to the tickrate of the server. MM servers are 64-tick, meaning they will send new data to the client 64 times/second. cl_updaterate is the number of times/second you are requesting data from the server; thus if the server's tickrate is 64 (as for MM servers), it is capable of updating you 64 times/second, and your request for data is capped to that frequency.
Interp is, roughly speaking, the interval at which your client is interpolating between updates received from the server; smaller values mean what you're seeing is a more accurate representation of the actual data from the server, but can become choppy if interp is too low for what the server can handle. It is typically bound on the low end by 1/tickrate if cl_interp_ratio is 1.
I'm not a netcode expert so much of this may be simplified but the takehome is that cl_interp 0 will give you the lowest possible interp (least prediction: most accuracy) and maximizing cl_updaterate and cl_cmdrate will request and send the most information from and to the server possible.
Higher tickrate servers allow for more frequent data and hence better shot registry.
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Canada4481 Posts
On October 16 2013 16:29 Maedi wrote: It's really just the classic case of "if they're worse than me, they're noobs" and "if they're better than me, probably chets/nolifer". Couple that with the silliness of the 64 tick servers and yup! Fits my signature perfectly :D
I'm really hesitant to call out cheaters in MM. Most of the time I do think they're just better, even when the rest of my team is like "they're hacking, etc". For the blatant ones though, there's no point in even talking to them, since that's what gets them off anyways. The team with the hacker will usually not do anything either since they get a free win out of it. Just click the report button and be done with the game as fast as possible.
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So after watching (what I could watch) the finals for StarLadder, I'm wondering why tournaments doesn't wanna rotate maps more often? The new map Cache is certainly an interesting map to watch, more interesting than Nuke or Train in my eyes.
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Hyrule19197 Posts
Cache is very old, actually.
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On October 17 2013 01:19 WindWolf wrote: So after watching (what I could watch) the finals for StarLadder, I'm wondering why tournaments doesn't wanna rotate maps more often? The new map Cache is certainly an interesting map to watch, more interesting than Nuke or Train in my eyes.
It's probably due to a bunch of reasons. My guess would be that the main ones are first of all that it's hard to create maps that work well in a competitive setting. While it may seem like a simple thing to create a CS map there's a lot of complexity involved in it. You have to consider all sorts of things like time it takes for both sides to reach bomb sites, time it takes for sides to move between bombsites, number of possible ways to enter a bombsite, hiding spots and view angles from hiding spots and on and on. Just slapping a map together and hoping it works out is not really an option. Beyond that you need some pool of players to actually test it out thoroughly and see what adjustments need to be made to make it fit for competitive play. I'm not a mapmaker but I imagine it takes a good amount of both talent and effort to make good maps.
Second reason is just the scene in general being very conservative. People don't like change, especially not when it's been the same for 10+ years and everyone knows the maps in the current map pool work great. Forcing players to learn new maps that may potentially not be as good as the old maps seems to be something that neither players nor organizers are too keen on.
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United Kingdom24425 Posts
On October 17 2013 01:19 WindWolf wrote: So after watching (what I could watch) the finals for StarLadder, I'm wondering why tournaments doesn't wanna rotate maps more often? The new map Cache is certainly an interesting map to watch, more interesting than Nuke or Train in my eyes. Because teams would be bad on them, and/or the maps would be bad.
There are new maps added in CS, sure it's not like new ones every 2 months but there's quite a few non-classic. Although personally speaking I'd rather watch classic maps all day, I much prefer to watch mastery over discovery. Even as a player I'd rather play dust 2 or train all day long rather than new maps. I see it more like Dota, CS is the maps, it takes a lot to live up to the originals.
I don't see it as being conservative, it's trying to be the best you can at the game. Look at COD who cycle maps all the time, there's no one who's as good at a COD map as a CS player is in a CS map. It's a choice.
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My bad (haven't seen Cache in action until recently) My point still remains though, why doesn't CS:GO rotate maps more often
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On October 17 2013 02:02 teapoted wrote:Show nested quote +On October 17 2013 01:19 WindWolf wrote: So after watching (what I could watch) the finals for StarLadder, I'm wondering why tournaments doesn't wanna rotate maps more often? The new map Cache is certainly an interesting map to watch, more interesting than Nuke or Train in my eyes. Because teams would be bad on them, and/or the maps would be bad. There are new maps added in CS, sure it's not like new ones every 2 months but there's quite a few non-classic. Although personally speaking I'd rather watch classic maps all day, I much prefer to watch mastery over discovery. Even as a player I'd rather play dust 2 or train all day long rather than new maps. I see it more like Dota, CS is the maps, it takes a lot to live up to the originals. I don't see it as being conservative, it's trying to be the best you can at the game. Look at COD who cycle maps all the time, there's no one who's as good at a COD map as a CS player is in a CS map. It's a choice. How long is it going to take them to figure out how to play a new map? It's definitely CS comunity stuberness. I agree with WindWolf, Cache was very interesting to watch. It may be an old map, but I haven't seen much of it. It doesn't have to be a full rotation of the maps every year, but adding a new map to the competitive pool would be cool.
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United Kingdom24425 Posts
What you're describing already happens and has happened for a long time. Maps get added at a reasonable rate.
Look at Na'Vi play on Nuke, they were terrible because of how little they practice it. And it's not like the players have never heard of Nuke. The more maps, the lower the level of play.
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I admit, I am a pretty casual cs watcher, but when was the last time a new map was played at a reasonably large tournament?
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I'd love to see de_contra remade for GO. It's an amazing map and was played very frequently in the NA Source scene. Really fun map both in 1.6 and CS:S.
de_russka is also a reasonable map that was popular back in the CEVO days. cpl_mill is okay (although I find tuscan a bit better strategically) and cpl_fire is awful in my opinion. Any others I'm forgetting?
Although I can't see it happening, I would love for a league or tournament to use a dust2 that's like the original versions. The current incarnation is very similar to the source d2 and plays totally differently (IMO worse) than the 1.6 setup.
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On October 16 2013 16:15 gTank wrote:Show nested quote +On October 16 2013 07:29 SyNc` wrote:On October 16 2013 06:55 Chrispy wrote:On October 16 2013 06:53 SyNc` wrote: matchmaking is honestly such a joke with how many cheaters there are
literally play a cheater every other pug How can you tell if someone's cheating? its obvious. Is it? I would say that a least 80% of all players that are called out cheaters are not or simply better in skill, or premades that communicate better. I was watching some reviews yesterday and some "suspects" were not even good, and far from cheating, it's laughable to report them in the first place. Sometimes I feel that the CS community degenerates to the likes of the CoD community, where ppl are accusing others of cheaters when they just play better.
yeah it is
i'm not a noob and don't call cheats on people unless they are 100% blatant.
On October 16 2013 16:29 Maedi wrote: It's really just the classic case of "if they're worse than me, they're noobs" and "if they're better than me, probably chets/nolifer". Couple that with the silliness of the 64 tick servers and yup!
not really, like i said i rarely call cheats on anyone because i generally can tell the difference between good players and cheaters, but some of the people in mm are absolutely blatant.
also maedi gotta thank you for getting that 1 retard on my team banned for unsportsmanlike conduct last season, kid is a weasel and it made my day.
my esea profile for reference: http://play.esea.net/users/351556
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My second esea match is tonight at 6pm pacific standard time. I will be streaming it again
first match went 16-5 so hopefully we'll do well on this one too
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How did you do Mrgoochio?
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I'm chengysogood, we're 2-0 the team forfeit cuz they couldn't field 5 and their 4th was raging cuz their 5th didn't show lol. I'm honestly anticipating another forfeit for our 3rd match so we'll move to 3-0. Nice for the team but shitty for me cuz I actually want to win my games.
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On October 19 2013 08:08 mrgoochio wrote: I'm chengysogood, we're 2-0 the team forfeit cuz they couldn't field 5 and their 4th was raging cuz their 5th didn't show lol. I'm honestly anticipating another forfeit for our 3rd match so we'll move to 3-0. Nice for the team but shitty for me cuz I actually want to win my games.
Nothing I hate more than forfeits. > Such a waste of time!
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On October 19 2013 08:08 mrgoochio wrote: I'm chengysogood, we're 2-0 the team forfeit cuz they couldn't field 5 and their 4th was raging cuz their 5th didn't show lol. I'm honestly anticipating another forfeit for our 3rd match so we'll move to 3-0. Nice for the team but shitty for me cuz I actually want to win my games.
What are your crosshair settings at?
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Canada4481 Posts
On October 19 2013 10:48 NbSky wrote:Show nested quote +On October 19 2013 08:08 mrgoochio wrote: I'm chengysogood, we're 2-0 the team forfeit cuz they couldn't field 5 and their 4th was raging cuz their 5th didn't show lol. I'm honestly anticipating another forfeit for our 3rd match so we'll move to 3-0. Nice for the team but shitty for me cuz I actually want to win my games. What are your crosshair settings at? 1. What is your CS GO crosshair config? cl_crosshair_drawoutline 1 ; cl_crosshair_outlinethickness .5 ; cl_crosshaircolor 2 ; cl_crosshairdot 0 ; cl_crosshairgap 0 ; cl_crosshairsize 5 ; cl_crosshairstyle 4 ; cl_crosshairusealpha 1 ; cl_crosshairthickness .5 ; cl_fixedcrosshairgap 0
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