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Counter-Strike: Global Offensive - Page 59

Forum Index > General Games
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Jibba
Profile Blog Joined October 2007
United States22883 Posts
Last Edited: 2012-04-04 21:18:12
April 04 2012 21:05 GMT
#1161
What? coL were the best Source team, the format of CGS was just ass backwards so 1 random DoA fighter was worth as much as a CS match, so the entire coL team was bad, despite having the #1 Source team.

http://www.mymym.com/en/news/11340.html

They went down in 2008 when the team was falling apart and switched to EG. But the remnants of the top 1.6 CAL-i teams were found across all the CGS teams, especially those at the top like JMC.
ModeratorNow I'm distant, dark in this anthrobeat
Haggis
Profile Joined September 2010
Scotland104 Posts
April 04 2012 21:18 GMT
#1162
I enjoyed the SK vs Wolves match, Bit random at times - which is expected but entertaining none the less.

Hope the Mouz vs SK finally gets underway. No disrespect to Wolves but Mouz are big in the source scene and are up there with the best when it comes to raw indvidual skill.

Interested to see how they fair vs SK and if there appears to be any advantage to Source teams thats been touted alot lately.
Jibba
Profile Blog Joined October 2007
United States22883 Posts
Last Edited: 2012-04-04 21:22:27
April 04 2012 21:21 GMT
#1163
You could see a huge discrepancy between SK and Wolves, simply in terms of aim. I think the advantage will be in maps more than anything else. SK and ESC won't be accustomed to the subtle changes in distances and angles, and already the door changes on D2 caught SK off guard a couple times.

That was definitely enjoyable to watch though. I like the idea of molotovs being used to delay bomb plants. The new smokes seemed fine too.
ModeratorNow I'm distant, dark in this anthrobeat
beg
Profile Blog Joined May 2010
991 Posts
Last Edited: 2012-04-04 21:22:45
April 04 2012 21:21 GMT
#1164
On April 02 2012 06:28 Jibba wrote:
Show nested quote +
On April 02 2012 05:37 a176 wrote:
On April 02 2012 04:27 Jibba wrote:
The interp change helps a lot with accuracy. I still don't have confidence in the spray patterns, but you should get a lot more hs after changing interp. Maybe even too much.


i thought valve locked interp settings not too long ago?

i always play[ed] with as low interp settings as possible and it very much made css playable. how anyone can play 'stock' css is beyond me, imo. how valve even began to think interp was in any way acceptable in the first place is just mind boggling.

Even 1.5 -> 1.6 was ridiculous.

Default interp in 1.5 was about as good as it got for online play (in terms of being accurate) and great on LAN too. Of course people set interp to 0 to abuse it, especially for awping, but that wasn't a flaw in the setting. Then in 1.6, they make default interp absolute shit and it actually allows you to shoot behind people (although people creeping slowly around a corner appear late), so you have to use 0 online to make it accurate (and ofc people abused it by setting it to .05 or .1).

i remember these changes very differently.


i think changing your interp settings doesn't effect the game at all anymore. your interp is determinted by your cl_updaterate. the formula being 1/updaterate. meaning that with 101 updaterate you have ~0.01 interp (the non-lame setting).



meaning, you are wrong about the "standard interp being lame". me for example, i did not change the interp, i do play with good updaterate and the game behaves exactly like it did with non-lame interp settings prior to 1.6.






valve's whole aim was to stop the effect you were mentioning (shooting behind people and still hitting them). i'm fairly sure that this isn't possible at all with cl_updaterate 101 right now. i do not know whether it becomes possible with cl_updaterate 20, but who would want to use that anyway? i wouldn't.






anyway. one thing is 100% for sure -> default interp right now is VERY VERY different from interp 0.1 back in the days.
beg
Profile Blog Joined May 2010
991 Posts
Last Edited: 2012-04-04 21:28:35
April 04 2012 21:26 GMT
#1165
maybe my memories are wrong about some of these things.



all that shit was so long ago.







but one thing is absolutely for sure -> standard interp does NOT feel like the lame ex_interp back in the days. it definitely does not. i played with both competitively, like 8 hours a day, being top10 in all competitive leagues. trust me. they don't feel like lame interp. no.
beg
Profile Blog Joined May 2010
991 Posts
Last Edited: 2012-04-04 21:32:22
April 04 2012 21:31 GMT
#1166
man, im researching this now.



i was so fkin sure that ex_interp can't be set manually anymore. like REALLY sure. god fkin dammit. standard settings still feel not lame. that point is for sure! cause i'm playing with standard right now. i will try to change interp the next time i play!



i'll try to find changelogs of CS, cause i can't find good other sources on google.




edit: damn man. i might be wrong here... everything i find on the internet points towards interp still being changable. holy shit. memory can fail sometimes. STILL standard interp doesn't feel lame at all!
Jibba
Profile Blog Joined October 2007
United States22883 Posts
Last Edited: 2012-04-04 21:33:33
April 04 2012 21:31 GMT
#1167
I think they eventually disabled cl_interp and replaced it with interp_ratio/updaterate, I think in 2010. When you actually have access to cl_interp though (as I believe you do in GO atm), it should be 0 for best accuracy of models to hitbox.

https://developer.valvesoftware.com/wiki/Interpolation

Interpolation adds artificial latency to a player's view of the game world, and as such should be kept to the barest minimum. Unfortunately Valve's games still default to a minimum interpolation delay ("lerp") of 100ms, a value tuned for the era of dial-up modems!

Players should set cl_interp 0, as this will ensure that the lerp is the precise length needed to accommodate the current server update rate. Raising the update rate will reduce lerp further.
ModeratorNow I'm distant, dark in this anthrobeat
Haggis
Profile Joined September 2010
Scotland104 Posts
Last Edited: 2012-04-04 21:38:53
April 04 2012 21:33 GMT
#1168
On April 05 2012 06:05 Jibba wrote:
What? coL were the best Source team, the format of CGS was just ass backwards so 1 random DoA fighter was worth as much as a CS match, so the entire coL team was bad, despite having the #1 Source team.

http://www.mymym.com/en/news/11340.html

They went down in 2008 when the team was falling apart and switched to EG. But the remnants of the top 1.6 CAL-i teams were found across all the CGS teams, especially those at the top like JMC.


People most likely remeber season 2 more than season 1 of CGS. I believe the 2nd season was dominated by the Source teams in CGS, don't strictly quote me on that as I couldn't find anything on a quick google search but I know it was an Birmingham Salvo vs SF:OptX in the final, both of which cs teams where from source.

Edit: Actually when I think about it, that isn't strictly true because Salvo's team was the Diginitas 1.6 squad, I don't know for certain if they switched over for CGS or if it was before then.

RattlesnK from that team actually plays for Mouz at the moment.

Edit #2: I found it actually. Dallas Venom won the CSS indviduals in Season 2 which was players from the old JaX team. So yeah your spot on. People most likely just remeber who won the finals as opposed to the indviduals.

Jibba
Profile Blog Joined October 2007
United States22883 Posts
April 04 2012 21:34 GMT
#1169
I think OptX was a mostly Source team, besides p0s. Dallas were mostly from west coast 1.6 teams though, and I thought they were dominant during the season.
ModeratorNow I'm distant, dark in this anthrobeat
beg
Profile Blog Joined May 2010
991 Posts
April 04 2012 21:34 GMT
#1170
On April 05 2012 06:31 Jibba wrote:
I think they eventually disabled cl_interp and replaced it with interp_ratio/updaterate, I think in 2010. When you actually have access to cl_interp though (as I believe you do in GO atm), it should be 0 for best accuracy of models to hitbox.

https://developer.valvesoftware.com/wiki/Interpolation

Show nested quote +
Interpolation adds artificial latency to a player's view of the game world, and as such should be kept to the barest minimum. Unfortunately Valve's games still default to a minimum interpolation delay ("lerp") of 100ms, a value tuned for the era of dial-up modems!

Players should set cl_interp 0, as this will ensure that the lerp is the precise length needed to accommodate the current server update rate. Raising the update rate will reduce lerp further.

i remember there was a setting for adding latency. that was cl_interp? dunno. but it has nothing to do with ex_interp.



my point being, standard ex_interp is absolutely not lame at all
Jibba
Profile Blog Joined October 2007
United States22883 Posts
Last Edited: 2012-04-04 21:39:42
April 04 2012 21:39 GMT
#1171
In 1.6 it is, and in Source I don't think you get access to .1 interp anymore, unless your updaterate is 10. It was at first though.
ModeratorNow I'm distant, dark in this anthrobeat
Haggis
Profile Joined September 2010
Scotland104 Posts
Last Edited: 2012-04-04 21:42:42
April 04 2012 21:41 GMT
#1172
On April 05 2012 06:34 Jibba wrote:
I think OptX was a mostly Source team, besides p0s. Dallas were mostly from west coast 1.6 teams though, and I thought they were dominant during the season.


Yeah optx was effectively the powers gaming lineup that won one of the early source CPL tournaments I believe. Was the likes of mOE, Clown and Warmachine.
beg
Profile Blog Joined May 2010
991 Posts
April 04 2012 21:41 GMT
#1173
On April 05 2012 06:39 Jibba wrote:
In 1.6 it is, and in Source I don't think you get access to .1 interp anymore, unless your updaterate is 10. It was at first though.

you were talking about source?


i'm trying to research this, but everything i find seems to prove your point. i'm so confused right now. : D
Jibba
Profile Blog Joined October 2007
United States22883 Posts
April 04 2012 21:44 GMT
#1174
Yay, tournament starting back up again!
ModeratorNow I'm distant, dark in this anthrobeat
beg
Profile Blog Joined May 2010
991 Posts
Last Edited: 2012-04-04 21:47:36
April 04 2012 21:47 GMT
#1175
GODDAMMIT. i looked through the whole changelogs of 1.6, but i didn't find the changes to ex_interp. wtf man!




i found something like this on a random internet page: "The ex_interp setting has been set to a minimum of 0.05 (since final release of 1.6)" ... blabla. this is still not as i remember it!




but you were talking about source, right?!?
Jibba
Profile Blog Joined October 2007
United States22883 Posts
Last Edited: 2012-04-04 21:52:38
April 04 2012 21:51 GMT
#1176
What did I tell you? P90 is really good now.

EDIT: I was talking about both. ex_interp .1 was NEVER accurate in 1.6, it was considered an exploit and banned in CAL.
ModeratorNow I'm distant, dark in this anthrobeat
LoLAdriankat
Profile Blog Joined August 2010
United States4307 Posts
April 04 2012 21:53 GMT
#1177
It's the only SMG that doesn't suffer from the horrible distance-damage falloff, lol. Every other SMG does less than 10 damage beyond 30 meters or something like that.
beg
Profile Blog Joined May 2010
991 Posts
Last Edited: 2012-04-04 22:05:58
April 04 2012 22:04 GMT
#1178
On April 05 2012 06:51 Jibba wrote:
EDIT: I was talking about both. ex_interp .1 was NEVER accurate in 1.6, it was considered an exploit and banned in CAL.

yes, but i play with standard interp now and it's nothing like ex_interp 0.1...



seems like you can still use 0.1. so i was wrong on that point. but standard interp is fine, imho! at least it didnt feel like 0.1 to me. maybe it does ??? omfg





anyway... nevermind. i'm kinda drunk lol :< ... i shouldnt argue while drunk :<... forget it! i'll never look at this thread again cause i made an arse of myself! GOODBYE!!!! D:::::::



Haggis
Profile Joined September 2010
Scotland104 Posts
Last Edited: 2012-04-04 22:10:04
April 04 2012 22:07 GMT
#1179
SK just different class. Mouz so dissapointing tbh, half there team would have been aswell not playing at all.

I really want to hear what the 1.6 pro's opinion's on CSGO after this tournament is done, interesting to see if there enjoying it since the latest patch.
Jibba
Profile Blog Joined October 2007
United States22883 Posts
April 04 2012 22:11 GMT
#1180
Who are the top Source teams now? SK and ESC are easily top 5 1.6, I don't know who the other 1.6 teams are. Are the Source teams the same caliber?
ModeratorNow I'm distant, dark in this anthrobeat
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