On December 03 2014 10:25 RagequitBM wrote: Seriously though, what do you do when the other team has 3 awps on Dust 2. Go A long, get awped, Go mid get awped, go B get awped. Smoke off, get awped through smoke. My aim isn't good enough with rifles to just 1 click them, and it seems like no matter how close to them I am, they'll just kill me anyways. Does anyone have a good video tutorial or something handy
On December 03 2014 10:25 RagequitBM wrote: Seriously though, what do you do when the other team has 3 awps on Dust 2. Go A long, get awped, Go mid get awped, go B get awped. Smoke off, get awped through smoke. My aim isn't good enough with rifles to just 1 click them, and it seems like no matter how close to them I am, they'll just kill me anyways. Does anyone have a good video tutorial or something handy
P90 + flash or smoke = ezpz.
AWPers at A can be pop flashed from cat, CT, and long, alternatively you can also smoke them out of their position, or also prefire them from cat. You can also throw nades over the roof on cat if you learn the angle. At mid you can throw flashes over the top of the door, and smoke off CT from xbox. At B you can either bank a smoke off of the tunnel door to land just slightly outside of the tunnel and then peek the AWP on the left or right, or run behind big box and prefire them, you can also go mid to B and prefire them from window or nade them from the door.
On December 03 2014 10:25 RagequitBM wrote: Seriously though, what do you do when the other team has 3 awps on Dust 2. Go A long, get awped, Go mid get awped, go B get awped. Smoke off, get awped through smoke. My aim isn't good enough with rifles to just 1 click them, and it seems like no matter how close to them I am, they'll just kill me anyways. Does anyone have a good video tutorial or something handy
This post is absolutely incorrect. Ill try to explain why simply.
First his formulas are incorrect. He says that the odds of an accidental aim lock is S*T where S is the size of the head in pixels over the size of the FOV and T is time of enemy on the screen.
Multiplying by time literally makes no sense at all, and only artificially increases his odds. Time isnt even a factor in this. flicks are basically instant, and the the hitbox will always be a fixed size so even if its a slow flick theres no point to consider time
flusha usualy flicks 60-90 degrees. lets just use 90 for now since its makes the math simpler and the outcome is basically the same. a 90 degree flick with 90FOV means nothing on his screen after the flick was there before. the number of pixels would be exactly double the monitor resolution, so 2*2.1 megapixels = 4.2 million.
were estimating a 1 pixel head so thats .0000003 odds of him aimlocking on a single flick. lets round this up to .000001 just to show how unlikely this is. At these odds, if flusha flicked a 100000 times, there would only be a 1% chance of an aimlock.
if we assume our estimate is off by a factor of 1000(it probably is since im using the logic of the other poster), he would need to flick 1000 times for a 1 percent chance of an aimlock or 1 aimlock per 100000 flicks
Lets assume he flicks 1000 times a map. he played 6 maps so 6000 flicks. the odds of him getting 10 aimlocks in 6 maps can be modelled using an gamma distribution, where the x=6000 flicks, r(shape)=10 and the poisson value is 1/100000. if you input this into a calculator the odds of this happening is basically zero. (http://www.saecanet.com/20100716)/saecanet_calculation_page.php?pagenumber=628)
Now this is a much more interesting approach, science to the rescue
This post is absolutely incorrect. Ill try to explain why simply.
First his formulas are incorrect. He says that the odds of an accidental aim lock is S*T where S is the size of the head in pixels over the size of the FOV and T is time of enemy on the screen.
Multiplying by time literally makes no sense at all, and only artificially increases his odds. Time isnt even a factor in this. flicks are basically instant, and the the hitbox will always be a fixed size so even if its a slow flick theres no point to consider time
flusha usualy flicks 60-90 degrees. lets just use 90 for now since its makes the math simpler and the outcome is basically the same. a 90 degree flick with 90FOV means nothing on his screen after the flick was there before. the number of pixels would be exactly double the monitor resolution, so 2*2.1 megapixels = 4.2 million.
were estimating a 1 pixel head so thats .0000003 odds of him aimlocking on a single flick. lets round this up to .000001 just to show how unlikely this is. At these odds, if flusha flicked a 100000 times, there would only be a 1% chance of an aimlock.
if we assume our estimate is off by a factor of 1000(it probably is since im using the logic of the other poster), he would need to flick 1000 times for a 1 percent chance of an aimlock or 1 aimlock per 100000 flicks
Lets assume he flicks 1000 times a map. he played 6 maps so 6000 flicks. the odds of him getting 10 aimlocks in 6 maps can be modelled using an gamma distribution, where the x=6000 flicks, r(shape)=10 and the poisson value is 1/100000. if you input this into a calculator the odds of this happening is basically zero. (http://www.saecanet.com/20100716)/saecanet_calculation_page.php?pagenumber=628)
Now this is a much more interesting approach, science to the rescue
Of course there are a lot of things that are pretty hard to add into a equation (map awareness, game sound, etc...) but still
Tbh, trying to apply math to this is flawed to begin with. Its not something you can simply approximate with math, there are too many factors and you will never get accurate odds.
I think one slightly more practical estimate would be the ratio he flicks to some specified spot near the enemy hitbox compared to the flicks that land exactly on the enemy. Since the enemy being there shouldn't affect the flicking in any way, the chances of him missing the enemy in a specific way or landing on top of the enemy should be roughly equal.
At least by common sense he should have roughly the equal amount of near misses and actual hits. Of course it depends on the specifics of defining a hit and a near miss and all that, but I think the basic idea seems quite sound.
i dont think the CZ needs to be deleted from the game, as its stand it needs a nerf but a nerf that force you to think in what situations the CZ its better than the Five-Seven or the Tec9, because as its stand, theres no reason to buy any of those besides the CZ.
The real problem with the CZ comes from being better than almost any other weapon in firefights if you manage to close distance with your target, but not only that it has such a low cost that for $500 you have a decent chance to get your hands on a weapon like a M4 or AK. OH and its not that bad in medium range too
$700 and reduce the 1 headshot kill, maybe 1 more mag but reduce its damage on torso/arms
I think Thorin has nailed the CZ problem(s) perfectly right. The main two reasons why I think the CZ needs to be nerfed or to be made significantly more expensive are that
1- It makes save rounds too easy to win with random kills. You kill a guy, get his gun, get a pick with the gun, suddenly it's 3vs5 and you have 1 or 2 rifles... It's disproportionately good for its cost in save rounds 2- It makes the AWP even more powerful than it already is. Usually missing an awp shot is dangerous as hell and forces you back, and you can get picked during your retreat in certain positions. The CZ allows awp players to get cocky and to be aggressive, because even if they miss a shot, the CZ will save their ass a lot of the time.
Thorin goes into this in some detail, and while he focuses on pro play, I can assure you that some of it applies to me to some extent. I'm shit at awping most of the time and the CZ has gotten me undeserved kills more times than I can count. Miss an easy awp shot, hands are frozen and unresponsive? No problem, I'll still get the headshot close range 50% of the time.
This post is absolutely incorrect. Ill try to explain why simply.
First his formulas are incorrect. He says that the odds of an accidental aim lock is S*T where S is the size of the head in pixels over the size of the FOV and T is time of enemy on the screen.
Multiplying by time literally makes no sense at all, and only artificially increases his odds. Time isnt even a factor in this. flicks are basically instant, and the the hitbox will always be a fixed size so even if its a slow flick theres no point to consider time
flusha usualy flicks 60-90 degrees. lets just use 90 for now since its makes the math simpler and the outcome is basically the same. a 90 degree flick with 90FOV means nothing on his screen after the flick was there before. the number of pixels would be exactly double the monitor resolution, so 2*2.1 megapixels = 4.2 million.
were estimating a 1 pixel head so thats .0000003 odds of him aimlocking on a single flick. lets round this up to .000001 just to show how unlikely this is. At these odds, if flusha flicked a 100000 times, there would only be a 1% chance of an aimlock.
if we assume our estimate is off by a factor of 1000(it probably is since im using the logic of the other poster), he would need to flick 1000 times for a 1 percent chance of an aimlock or 1 aimlock per 100000 flicks
Lets assume he flicks 1000 times a map. he played 6 maps so 6000 flicks. the odds of him getting 10 aimlocks in 6 maps can be modelled using an gamma distribution, where the x=6000 flicks, r(shape)=10 and the poisson value is 1/100000. if you input this into a calculator the odds of this happening is basically zero. (http://www.saecanet.com/20100716)/saecanet_calculation_page.php?pagenumber=628)
Now this is a much more interesting approach, science to the rescue
if we ever get our subforum, I'll be the first to make the QQ thread
fucking terrible japanese/korean/thai/pinoy/malaysian/indon players on SEA who miss enemies that take up half their screen while they're moving their mouse
Question(s): Shooting makes you appear on the enemy's minimap. Is it the same for silenced weapons? Is this the only way to appear on the enemy's minimap?
On December 03 2014 23:49 Yrr wrote: Question(s): Shooting makes you appear on the enemy's minimap. Is it the same for silenced weapons? Is this the only way to appear on the enemy's minimap?
I think silenced weapons don't show on the minimap, also being seen I believe makes you flare up on the minimap also, but I could be mistaken.
Speaking of the radar, is there a way to make it simple like it was in 1.6? Just green with monocolor dots? I honestly can't stand this minimap crap. If anybody has a list of customizations Id love to take a look at what is possible.
On December 04 2014 03:18 Thryd wrote: I think you only show on the mini map when an enemy visually sees you, shooting while not seen would not show you on the enemy's minimap.
someone correct me on this if i'm wrong
Correct.
You do show to the entire enemy team if someone in the other team sees you. You don't show on the minimap just from shooting.
On December 04 2014 03:35 johnbongham wrote: Speaking of the radar, is there a way to make it simple like it was in 1.6? Just green with monocolor dots? I honestly can't stand this minimap crap. If anybody has a list of customizations Id love to take a look at what is possible.
You can only change the zoom and roation options of the minimap, but you can't alter it to look like 1.6 or sth.
awp is pretty bad in csgo compared to 1.6 or source
awp would need some sort of buff to compensate for the cz nerf
personally i don't think the cz needs that big of a nerf to make people use the 57 or tec9 more (which are both arguably also overpowered but they don't get as much attention because of cz). it would be probably enough to make it so that cz can't kill a player with 1 bullet through helmet regardless of distance. so if you were on knifing distance of somebody and shot them in the head with cz it should deal like 80-90 damage, similar to m4