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France9034 Posts
I've come to appreciate the P250, but I can't get over that small click that you hear in the background. It's painful on the ears and on the mind at some point....
Still have a hard time with the five-seven, the tec9 is mostly fine.
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France9034 Posts
Counter-Strike: Global OffensiveRelease Notes for 8/5/2016[MISC]- Weapon recoil now resets on reload
- Players should no longer accidentally run into server DOS protections.
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On August 05 2016 06:47 Turi wrote: The changes for the Rifles are at least on my level (MG1) not really noticeable. My mates did not even know that there was a change until i told them. But i bet on higher level this becomes more important. And Valve wants to tweak them further if necessary. I totally dig the new accuracy calculations (MG1 aswell) cause I don't always land the first or second headshot and now instead of going full spraytard there is actual merit in going for one or two more taps/short bursts. It's helped me improve my aim a lot
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Does anyone have the latest big Windows 10 update? CS doesn't feel as optimal as before. It freezes for a few seconds when I come back from alt-tab/windows key.
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France9034 Posts
Windows 7 hippie, so nope.
Do you mean that the game freezes, or that you get a black screen for a few second when coming back in the game (because I got that for ages).
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On August 15 2016 08:28 Ragnarork wrote: Windows 7 hippie, so nope.
Do you mean that the game freezes, or that you get a black screen for a few second when coming back in the game (because I got that for ages).
No, I see game but it is frozen for a few seconds. It didn't take that long in the past. It can't be hardware because i7-5820K and GTX 980 are pretty good for CS.
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France9034 Posts
Counter-Strike: Global OffensiveRelease Notes for 8/18/2016[CSGO][SERVERS]- Added official game servers in Peru.
[SPECTATOR]- Player xray glow now dims when player is not making any audible sound. Several convars are available to tweak this behavior; “find spec_glow” for a list.
[MISC]- Restored availability of cl_avatar_convert_rgb command used by tournament organizers.
[LINUX]- Fix a bug where some users would have a bad mem_level set which would cause poor performance.
[SOUND]- Increased fidelity and reduced distortion for fire sounds of the Glock, HKP2000, USP-S and Deagle.
- Unique distant, reload and draw sounds for Glock, HKP2000, USP-S and Deagle
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Apparently it caused a massive crash for ze servers, gj continuing to fk the already dying mod community :o
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i really like the new pistol sounds
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On August 20 2016 01:02 tenacity wrote: i really like the new pistol sounds
I love the new pistol sounds, especially the deagle.
Maybe it's just me, but since 1.6 days the loud firing sounds of the AK always impacted me. I remember switching out the sound files so it sounded quieter and I performed better. Deagle gives me a similar impact so I really like how it's not as "BANG BANG" now.
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On August 14 2016 23:28 Branch.AUT wrote:Show nested quote +On August 05 2016 06:47 Turi wrote: The changes for the Rifles are at least on my level (MG1) not really noticeable. My mates did not even know that there was a change until i told them. But i bet on higher level this becomes more important. And Valve wants to tweak them further if necessary. I totally dig the new accuracy calculations (MG1 aswell) cause I don't always land the first or second headshot and now instead of going full spraytard there is actual merit in going for one or two more taps/short bursts. It's helped me improve my aim a lot
I feel, taps and very short bursts are more accurate than before. Or I get a tad bit better.
Spray is a big no no for me from now on.
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On August 24 2016 18:47 Laserist wrote:Show nested quote +On August 14 2016 23:28 Branch.AUT wrote:On August 05 2016 06:47 Turi wrote: The changes for the Rifles are at least on my level (MG1) not really noticeable. My mates did not even know that there was a change until i told them. But i bet on higher level this becomes more important. And Valve wants to tweak them further if necessary. I totally dig the new accuracy calculations (MG1 aswell) cause I don't always land the first or second headshot and now instead of going full spraytard there is actual merit in going for one or two more taps/short bursts. It's helped me improve my aim a lot I feel, taps and very short bursts are more accurate than before. Or I get a tad bit better. Spray is a big no no for me from now on.
Close range combat still favors spraying I think. But I also try to tap more in mid/long range situation.
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Spraying is still the "best" option most of the time.
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France9034 Posts
Counter-Strike: Global OffensivePre-Release Notes for 9/09/2016The following changes are in the “1.35.4.7rc” CS:GO Beta depot. [Gameplay]- The first-person camera of players, spectators, and demo-viewers is no longer allowed to rise higher than their third-person head. This should prevent first-person players from being able to see from perspectives where their third-person head is not also exposed.
- When a player’s first-person camera is adjusted, bullets fired from both their client and server-side locations are also adjusted to emit from the corrected position.
- If for any reason the third-person player animation lowers a player’s head beneath the client’s first-person camera, the client’s first-person camera is lowered to stay at or under the height of their third-person head. This means that the third-person motion of the player is now represented more accurately from the first-person perspective.
- Third-person landing recovery animations are now weighted based on altitude traversed and duration in-air. Players landing from small jumps or falling from lesser heights will play more subtle landing animations.
- The anti-crouch-spam system has been changed to use degrading speed, instead of logging keypress-count. As before, the more often players crouch, the slower they will rise or lower. But this should now prevent bugs where players would instantly stand, or lose their crouch-spam penalty by moving a tiny amount. If players crouch even more, eventually they will just stay standing up.
- First-person and third-person crouch speed is now more closely related. The third-person player lowers more quickly to match the first-person representation.
- Players landing in crouch positions play a more subtle landing animation that raises their third-person head less noticeably.
[Misc]- Lag compensation system will now reliably restore pose parameters responsible for animation layering which makes server-side hitboxes for lag compensated players better match client-side rendered models. (Thanks, /u/Spurks)
- Fixed a bug where player body pitch could improperly rotate the entire player entity inside lag compensation processing.
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GRAND OLD AMERICA16375 Posts
Valve loves us guys! right?
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France9034 Posts
Counter-Strike: Global OffensiveRelease Notes for 9/16/2016[Gameplay]- The first-person camera of players, spectators, and demo-viewers is no longer allowed to rise higher than their third-person head. This should prevent first-person players from being able to see from perspectives where their third-person head is not also exposed.
- When a player’s first-person camera is adjusted, bullets fired from both their client and server-side locations are also adjusted to emit from the corrected position.
- If for any reason the third-person player animation lowers a player’s head beneath the client’s first-person camera, the client’s first-person camera is lowered to stay at or under the height of their third-person head. This means that the third-person motion of the player is now represented more accurately from the first-person perspective.
- Third-person landing recovery animations are now weighted based on altitude traversed and duration in-air. Players landing from small jumps or falling from lesser heights will play more subtle landing animations.
- The anti-crouch-spam system has been changed to use degrading speed, instead of logging keypress-count. As before, the more often players crouch, the slower they will rise or lower. But this should now prevent bugs where players would instantly stand, or lose their crouch-spam penalty by moving a tiny amount. If players crouch even more, eventually they will just stay standing up.
- First-person and third-person crouch speed is now more closely related. The third-person player lowers more quickly to match the first-person representation.
- Players landing in crouch positions play a more subtle landing animation that raises their third-person head less noticeably.
- Molotovs are no longer extinguished by smokes that are significantly below them, so now it is possible to smoke inside hut on Nuke and throw a molotov on top of hut, or smoke under palace balcony on Mirage and throw a molotov on balcony floor.
- Molotovs are no longer extinguished by smokes that are above the fire height.
- Molotovs no longer spread under closed doors.
- Smoke grenades no longer get stuck in player clips when they extinguish flames upon bouncing off a wall.
[Sound]- Increased fidelity and reduced distortion for fire sounds for AWP, SSG 08, G3SG1 and SCAR-20.
- Added unique reload, distant and draw sounds for SSG 08, G3SG1 and SCAR-20.
- Gunshot tails for AWP, SSG 08, G3SG1 and SCAR-20 no longer remain at the position they were fired, and instead more accurately spread over the environment.
[Maps]- Latest version of de_cache, minor bug fixes.
[Misc]- Lag compensation system will now reliably restore pose parameters responsible for animation layering which makes server-side hitboxes for lag compensated players better match client-side rendered models. (Thanks, /u/Spurks)
- Fixed a bug where player body pitch could improperly rotate the entire player entity inside lag compensation processing.
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Ok, they changed the AWP? That i will have to test immediately
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On September 17 2016 16:08 Turi wrote: Ok, they changed the AWP? That i will have to test immediately it's bad... sounds muffled. It sounds okay when you're not the one pulling the trigger.
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On September 17 2016 16:37 y0su wrote:Show nested quote +On September 17 2016 16:08 Turi wrote: Ok, they changed the AWP? That i will have to test immediately it's bad... sounds muffled. It sounds okay when you're not the one pulling the trigger.
At least it doesn't sound like a stapler.
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On September 17 2016 17:28 waffelz wrote:Show nested quote +On September 17 2016 16:37 y0su wrote:On September 17 2016 16:08 Turi wrote: Ok, they changed the AWP? That i will have to test immediately it's bad... sounds muffled. It sounds okay when you're not the one pulling the trigger. At least it doesn't sound like a stapler.
What i find strange is this long drawn out echo after firing. Sounds like you just caused a avalanche. Which would be finde, if it would change with the environment. But the sounds stays the same, no matter if you shoot in the open or in a small room, where this echo does not feel natural.
The Scout sound on the other hand is better than the wet paper blaster it was before :D
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