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Counter-Strike: Global Offensive - Page 291

Forum Index > General Games
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Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
Last Edited: 2013-11-29 18:48:57
November 29 2013 18:46 GMT
#5801
CS is 75% off today. The spoils of waiting
I'll always be your shadow and veil your eyes from states of ain soph aur.
beefhamburger
Profile Joined December 2007
United States3962 Posts
November 29 2013 18:54 GMT
#5802
Why is CS:GO worth less than CS:S? ($15 vs. $20)
NovaMB
Profile Joined February 2013
Germany9534 Posts
Last Edited: 2013-11-29 18:57:33
November 29 2013 18:55 GMT
#5803
CPHW vs. VG, this is gonna be great. And coL vs. AD should be good aswell, I've missed the coL vs. VG game unfortunately
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
November 29 2013 19:01 GMT
#5804
On November 30 2013 03:54 beefhamburger wrote:
Why is CS:GO worth less than CS:S? ($15 vs. $20)

same reason hl2 is less than hl1
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
DinoToss
Profile Joined August 2013
Poland507 Posts
November 29 2013 19:20 GMT
#5805
On November 30 2013 02:29 Souma wrote:
Nuke is way too CT favored though. Every map is skewed slightly one way or the other but Nuke is heavily CT favored. I don't like it at all.

1.6 maps were super crazy imbalanced, and some were to the point of ridiculousness, the time were people played aztec, cbble or prodigy... oh fucking god, i still blame cbble for destroying my "career" :p Post 2005 no one played those maps competetively, thank god.

however maps like dust2 were positively imbalanced, i think it is because aggressors were slighly favored, when agressors are favored they can present more interesting tactics

nuke and train were extremely team play reliant for terro, shitty teams got smashed because they couldn't sync their attacks and flashes. Nuke was always interesting because it had complex wallshotting mechanics, before meta-game switched to short time duration, the whole foreplay was all about spamming the upper wall. Researching "hax" spots was pretty funny.

i don't like most changes on CS GO maps, they are kinda limiting, thats why we see so low usage of AWP. They need to bring back long range spots on maps, it works both way gives ct a bigger range of tactics (offensive positioning) and terro can try to pick up CT one by one before entering if CT use daring tactics.
My wrist really started to flare up. My colossi number started to pile up and with the last of my concentration I prepared for a win.
beefhamburger
Profile Joined December 2007
United States3962 Posts
November 29 2013 19:20 GMT
#5806
On November 30 2013 04:01 Qbek wrote:
Show nested quote +
On November 30 2013 03:54 beefhamburger wrote:
Why is CS:GO worth less than CS:S? ($15 vs. $20)

same reason hl2 is less than hl1

Which is?
(hl 1 = hl 2 btw)
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
November 29 2013 19:36 GMT
#5807
On November 30 2013 04:20 beefhamburger wrote:
Show nested quote +
On November 30 2013 04:01 Qbek wrote:
On November 30 2013 03:54 beefhamburger wrote:
Why is CS:GO worth less than CS:S? ($15 vs. $20)

same reason hl2 is less than hl1

Which is?
(hl 1 = hl 2 btw)

It's mostly about them wanting you to play the game that has more further income possibilities. (GO's micro transactions earn them fuckloads)
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
jaymik
Profile Joined November 2009
Korea (South)425 Posts
November 29 2013 20:25 GMT
#5808
1.6 GAREEEEEEEEEEEEEEEEEEEEEES
jaymik kr/na
ketchup
Profile Joined August 2010
14521 Posts
Last Edited: 2013-11-29 20:46:57
November 29 2013 20:39 GMT
#5809
Watching the cs:go stream. Is there a reason they play in the dark or is that just how the stream looks?
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
November 29 2013 20:51 GMT
#5810
So now I have bought the game now. Will play a bit offline before starting to play online
EZ4ENCE
jaymik
Profile Joined November 2009
Korea (South)425 Posts
November 29 2013 21:17 GMT
#5811
dosia 100 -> 0d by a molly hahahaha
jaymik kr/na
okum
Profile Blog Joined February 2009
France5778 Posts
November 29 2013 21:20 GMT
#5812
On November 30 2013 06:17 jaymik wrote:
dosia 100 -> 0d by a molly hahahaha

That was beautiful... and then another molotov kill in a round right after.
Flash fan before it was cool | Coiner of "jangbang"
Souma
Profile Blog Joined May 2010
2nd Worst City in CA8938 Posts
November 29 2013 21:58 GMT
#5813
I regret opening the two cases I got for watching the games. =_= Almost $30 down the drain.
Writer
Roggay
Profile Joined April 2010
Switzerland6320 Posts
November 29 2013 22:05 GMT
#5814
On November 30 2013 05:51 WindWolf wrote:
So now I have bought the game now. Will play a bit offline before starting to play online

Or just play casual modes like demolition or gun games (on the play tab). These can be fun even if you don't know what you are doing.
coL.hendralisk
Profile Joined September 2009
Zimbabwe1756 Posts
November 29 2013 22:06 GMT
#5815
woah col beat AD too gj
Pibacc
Profile Joined May 2010
Canada545 Posts
November 29 2013 22:09 GMT
#5816
got a souvenir case and got battle scarred dualies
Durp
Profile Blog Joined September 2010
Canada3117 Posts
November 29 2013 22:19 GMT
#5817
On November 30 2013 04:20 DinoToss wrote:
Show nested quote +
On November 30 2013 02:29 Souma wrote:
Nuke is way too CT favored though. Every map is skewed slightly one way or the other but Nuke is heavily CT favored. I don't like it at all.

1.6 maps were super crazy imbalanced, and some were to the point of ridiculousness, the time were people played aztec, cbble or prodigy... oh fucking god, i still blame cbble for destroying my "career" :p Post 2005 no one played those maps competetively, thank god.

however maps like dust2 were positively imbalanced, i think it is because aggressors were slighly favored, when agressors are favored they can present more interesting tactics

nuke and train were extremely team play reliant for terro, shitty teams got smashed because they couldn't sync their attacks and flashes. Nuke was always interesting because it had complex wallshotting mechanics, before meta-game switched to short time duration, the whole foreplay was all about spamming the upper wall. Researching "hax" spots was pretty funny.

i don't like most changes on CS GO maps, they are kinda limiting, thats why we see so low usage of AWP. They need to bring back long range spots on maps, it works both way gives ct a bigger range of tactics (offensive positioning) and terro can try to pick up CT one by one before entering if CT use daring tactics.

Maybe everything changed since I last played 1.6, but isn't de_train one of the most imbalanced maps that's still played competitively? Like 10-5 CT:T scores on Train for T's were considered pretty decent the last time I played.. Even the last pro match I watched had T's on train just getting shit on over and over again.

Personally always found Nuke to be my most favourite map to play T-side, even in spite of the difficulty. I always liked the subtle variances T-side strats have on that map, and definitely found it easier to play T than other maps like train, prodigy, cbble, or aztec (lulz easiest 15-0)
SOOOOOooooOOOOooooOOOOoo Many BANELINGS!!
chesshaha
Profile Joined March 2010
United States1117 Posts
November 29 2013 22:29 GMT
#5818
Today I'm proud of American CS, well done coL!!! Now coL has a good chance against fnatic imo.

VG vs NiP is hard to call, ScreaM had lots of off games and forest and GTR also didn't perform well so far. But I still gonna pick VG because of shox, can't for the matches though. Don't forget about the All Stars match tomorrow too!
"Hopefully you're not the real TLO so it's not casted" - SpecialK
misirlou
Profile Joined June 2010
Portugal3289 Posts
November 29 2013 23:42 GMT
#5819
On November 30 2013 07:19 Durp wrote:
Show nested quote +
On November 30 2013 04:20 DinoToss wrote:
On November 30 2013 02:29 Souma wrote:
Nuke is way too CT favored though. Every map is skewed slightly one way or the other but Nuke is heavily CT favored. I don't like it at all.

1.6 maps were super crazy imbalanced, and some were to the point of ridiculousness, the time were people played aztec, cbble or prodigy... oh fucking god, i still blame cbble for destroying my "career" :p Post 2005 no one played those maps competetively, thank god.

however maps like dust2 were positively imbalanced, i think it is because aggressors were slighly favored, when agressors are favored they can present more interesting tactics

nuke and train were extremely team play reliant for terro, shitty teams got smashed because they couldn't sync their attacks and flashes. Nuke was always interesting because it had complex wallshotting mechanics, before meta-game switched to short time duration, the whole foreplay was all about spamming the upper wall. Researching "hax" spots was pretty funny.

i don't like most changes on CS GO maps, they are kinda limiting, thats why we see so low usage of AWP. They need to bring back long range spots on maps, it works both way gives ct a bigger range of tactics (offensive positioning) and terro can try to pick up CT one by one before entering if CT use daring tactics.

Maybe everything changed since I last played 1.6, but isn't de_train one of the most imbalanced maps that's still played competitively? Like 10-5 CT:T scores on Train for T's were considered pretty decent the last time I played.. Even the last pro match I watched had T's on train just getting shit on over and over again.

Personally always found Nuke to be my most favourite map to play T-side, even in spite of the difficulty. I always liked the subtle variances T-side strats have on that map, and definitely found it easier to play T than other maps like train, prodigy, cbble, or aztec (lulz easiest 15-0)


Since you have to play 15 rounds on both sides, it balances out really. Doesn't matter if one side is too CT favored, the better team will win more T rounds. Unless the map is almost 15-0 100%. Look at NIP on train yesterday, for example. They started T and bagged 6 rounds np, then proceed to win 10 0 or 10 1 at CT, this was on quarters IIRC
SyNc`
Profile Joined August 2011
333 Posts
November 30 2013 00:36 GMT
#5820
On November 30 2013 08:42 misirlou wrote:
Show nested quote +
On November 30 2013 07:19 Durp wrote:
On November 30 2013 04:20 DinoToss wrote:
On November 30 2013 02:29 Souma wrote:
Nuke is way too CT favored though. Every map is skewed slightly one way or the other but Nuke is heavily CT favored. I don't like it at all.

1.6 maps were super crazy imbalanced, and some were to the point of ridiculousness, the time were people played aztec, cbble or prodigy... oh fucking god, i still blame cbble for destroying my "career" :p Post 2005 no one played those maps competetively, thank god.

however maps like dust2 were positively imbalanced, i think it is because aggressors were slighly favored, when agressors are favored they can present more interesting tactics

nuke and train were extremely team play reliant for terro, shitty teams got smashed because they couldn't sync their attacks and flashes. Nuke was always interesting because it had complex wallshotting mechanics, before meta-game switched to short time duration, the whole foreplay was all about spamming the upper wall. Researching "hax" spots was pretty funny.

i don't like most changes on CS GO maps, they are kinda limiting, thats why we see so low usage of AWP. They need to bring back long range spots on maps, it works both way gives ct a bigger range of tactics (offensive positioning) and terro can try to pick up CT one by one before entering if CT use daring tactics.

Maybe everything changed since I last played 1.6, but isn't de_train one of the most imbalanced maps that's still played competitively? Like 10-5 CT:T scores on Train for T's were considered pretty decent the last time I played.. Even the last pro match I watched had T's on train just getting shit on over and over again.

Personally always found Nuke to be my most favourite map to play T-side, even in spite of the difficulty. I always liked the subtle variances T-side strats have on that map, and definitely found it easier to play T than other maps like train, prodigy, cbble, or aztec (lulz easiest 15-0)


Since you have to play 15 rounds on both sides, it balances out really. Doesn't matter if one side is too CT favored, the better team will win more T rounds. Unless the map is almost 15-0 100%. Look at NIP on train yesterday, for example. They started T and bagged 6 rounds np, then proceed to win 10 0 or 10 1 at CT, this was on quarters IIRC


It doesn't exactly balance out because if you get t side first and lose 13-2 or 12-3 or something extreme then your ct side relies too heavily upon winning pistol round. Its not like every match goes to 30 rounds.
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