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The Big Patch Thread - Page 28

Forum Index > General Games
Post a Reply
Prev 1 26 27 28 29 30 35 Next All
Nixer
Profile Joined July 2011
2774 Posts
October 07 2016 18:11 GMT
#541
People are overreacting again.
Graphics
Kau *
Profile Joined March 2007
Canada3502 Posts
October 07 2016 19:06 GMT
#542
On October 08 2016 02:51 Clonester wrote:
Show nested quote +
On October 07 2016 23:42 amazingxkcd wrote:
ah the good old snap to ground after kill, pull knife out and spray tactic is back


But only 50 times till you pay again.

Sorry, but valve got a little bit stupid here.


Don't you get +1 per kill?


How often can I apply graffiti?
Players can apply graffiti once per round, or every 45 seconds, whichever is shorter. Getting a kill in a round-based game mode will allow the player to apply more graffiti.
Moderator
Lazare1969
Profile Joined September 2014
United States318 Posts
October 07 2016 19:14 GMT
#543
The new graffiti feature is clever from a business perspective. I can see lots of people buying it.

They could make even more money selling unique player helmets, hats and combat attire. They should limit it to 30 days expiration.
6 trillion
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-10-08 15:00:03
October 08 2016 14:58 GMT
#544
IIRC it just reduce / remove the timer so you can spray right after a kill for example, it doesn't increase the counter. But I'd like to check it, not sure.

Also, awesome freature: spraying on a window works, but is only visible from the side you sprayed it on. So you can literally "hide" behind a graffiti...

That, added to the pay per spray, makes it quite a broken and money squeezing feature so far.

You're right Nixer, that's probably overreaction.
LiquipediaWanderer
Turi
Profile Joined November 2011
Germany86 Posts
October 10 2016 09:30 GMT
#545
On October 08 2016 23:58 Ragnarork wrote:
IIRC it just reduce / remove the timer so you can spray right after a kill for example, it doesn't increase the counter. But I'd like to check it, not sure.

Also, awesome freature: spraying on a window works, but is only visible from the side you sprayed it on. So you can literally "hide" behind a graffiti...

That, added to the pay per spray, makes it quite a broken and money squeezing feature so far.

You're right Nixer, that's probably overreaction.


I did not know about that window bug. You can abuse that on nuke at least. And maybe on train (Office area). Is there another active duty map with reachable windows?
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
October 10 2016 12:19 GMT
#546
Yes, Nuke and Train are the only ones from the official map pool that are affected by this.
LiquipediaWanderer
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
October 10 2016 18:39 GMT
#547
For a game that relies so much on visual clarity and split second reactions, this seems to be a bad idea. They were disallowed in tourneys for that exact same reason, and I cannot see how in casual mm games tagging will improve gameplay experience in any way whatsoever.
porkRaven
Profile Joined December 2010
United States953 Posts
Last Edited: 2016-10-11 01:07:09
October 11 2016 01:04 GMT
#548
inferno is fucking dope
http://blog.counter-strike.net/index.php/2016/10/16296/
SHOUTOUTS TO Aylear!!!
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
October 11 2016 07:42 GMT
#549

Counter-Strike: Global Offensive

Pre-Release Notes for 10/10/2016





The following changes are in the “1.35.5.3rc” CS:GO Beta depot.

[MAPS]
  • A revised version of de_inferno is available in the Beta depot. Check it out and send us your feedback!

[GAMEPLAY]
  • Added a 0.4 second cooldown to the crouch button to reduce the visual noise from spamming crouch in the air.
  • This is tunable via the convar sv_timebetweenducks.
  • Fixed a case where a player’s crouch state did not match the state of the +duck key. The most noticeable case was when taking over a bot that was crouching.
  • Adjusted bomb plant animation when planting the bomb while already crouched.
  • Fixed a bug where molotovs/incendiary grenades did not generate flames when they exploded on the corner of a ledge.
  • Reduced viewmodel rotational effect when pointing a weapon at near-vertical angles

[Xbox Game DVR]
  • Added a performance recommendation for Windows 10 users explaining how to disable Game DVR if it is enabled.

[UI]
  • Sniper scopes are much more responsive to your actual accuracy; the blur is driven by your current inaccuracy.
  • NOTE: There are no gameplay changes to scoped accuracy. The display now more-correctly represents your current inaccuracy.
  • Crosshair blur fidelity improved.
  • New console variable cl_crosshair_sniper_show_normal_inaccuracy (default 0) includes standing inaccuracy and spread in your sniper crosshair blur.

[MISC]
  • Gameplay convars for community servers & workshop maps:
  • weapon_air_spread_scale (default 1): Games that focus on air combat can set this to a lower value to improve weapon accuracy for players in the air.
  • sv_enablebunnyhopping (default 0): Disables the air-velocity clamping to 110% of maximum running speed.
  • sv_autobunnyhopping (default 0): Holding +jump causes players to automatically re-jump at the exact landing tick.



And today's theme is fire!
LiquipediaWanderer
Turi
Profile Joined November 2011
Germany86 Posts
October 11 2016 17:04 GMT
#550
On October 10 2016 21:19 Ragnarork wrote:
Yes, Nuke and Train are the only ones from the official map pool that are affected by this.


Of course two maps are two to many
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-10-12 08:02:48
October 12 2016 08:02 GMT
#551
Apparently they fixed this sneaky beaky like, as it's not possible anymore in the new patch. Glass is not considered as a "sprayable" surface. Cool, that was fixed quickly.
LiquipediaWanderer
Turi
Profile Joined November 2011
Germany86 Posts
October 12 2016 09:02 GMT
#552
Valve is really on top of bugs at the moment. Hope they keep it up
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
October 12 2016 09:35 GMT
#553

Counter-Strike: Global Offensive

Pre-Release Notes for 10/11/2016





The following changes are in the “1.35.5.3rc2” CS:GO Beta depot.
[Inferno]
(Thanks to everybody that reported bugs and general feedback!)
  • Opened up skybox between alt-mid and A site
  • Added back position on side of double-stack box in A site
  • Tightened bombsite area on A site to prevent bomb being planted outside of platform
  • Fixed barrels in A site not rendering if you were inside Library
  • Made it smoother to move on top of the well in CT spawn
  • Removed clipping on top of half-walls similar to wall near Quad, affects T spawn and CT entrance to B site
  • Added collision to fix a boost inside B site to look into Banana (Thanks adreN!)
  • Added collision to fix a boost from alt-mid balcony looking into Banana (Thanks Anomaly!)
  • Matched buyzone in T spawn with radar graphic
  • Moved gutter on yellow house in B site, to clean up angle between coffins and entrance
  • Smoothed out movement on/near the rock wall in CT spawn
  • Fixed a bug where exiting from underpass into alt-mid would trigger the wrong soundscape
  • Removed some minor props in A site where a planted bomb could be hidden
  • Made movement on yellow chair in Library smoother
  • Removed one-way wallbang through door in mid, near underpass entrance
  • Fixed being able to drop weapons/C4 into rooms outside of play area
  • Improved player collision on arches inside hallway leading to balcony at bombsite A
  • Moved bench in mid slightly
  • Fixed items falling through bottom of fountain
  • Fixed some radar naming bugs
  • Updated radar with stairs and balcony in top of mid/alt mid.
  • Fixed various clip/player collision issues around the map
  • Fixed various minor graphical bugs around the map


[Misc]
  • Fixed bug introduced in rc1 where quickly uncrouching and recrouching in odd positions could cause players to get stuck in the terrain.



Inferno littered with dead bugs
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
October 12 2016 09:36 GMT
#554
On October 12 2016 18:02 Turi wrote:
Valve is really on top of bugs at the moment. Hope they keep it up


Well, here it is. ^
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-10-13 08:39:44
October 13 2016 08:39 GMT
#555

Counter-Strike: Global Offensive

Pre-Release Notes for 10/12/2016





The following changes are in the “1.35.5.3rc2ep1” CS:GO Beta depot.

[INFERNO]
  • Removed player/C4 collision on windows in top of alt-mid apartments.
  • Weapons can no longer get thrown inside small cubby above underpass
  • Removed tiny gap in pit that allowed you to look towards arch without any risk
  • Can now jump on top of sandbags from CT side at top of Banana
  • Removed some unintended boost/exploit positions
  • Fixed some minor graphical bugs
  • Smoothed out movement when hugging the wall while going down stairs towards boiler
  • Added chalk to T spawn

[GAMEPLAY]
  • Fixed a bug where players could jump higher than intended.

[UI]
  • Sniper scopes now blur less when double-scoped.
  • Increased opacity on highly inaccurate/blurred scopes to make the crosshair more visible.

[MISC]
  • Added cl_drawhud_force_radar to render radar with cl_draw_only_deathnotices.
  • Doors are always networked to prevent peeks with high lag revealing players behind the door.


So many patches!
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
October 14 2016 09:09 GMT
#556

Counter-Strike: Global Offensive

Pre-Release Notes for 10/13/2016





[MAPS]
  • A revised version of de_inferno is available in the Reserves Map group. Thanks to the CS:GO community for their continuing feedback.
  • For more details, head to http://www.counter-strike.net/inferno/

[GAMEPLAY]
  • Added a 0.4 second cooldown to the crouch button to reduce the visual noise from spamming crouch in the air.
  • This is tunable via the convar sv_timebetweenducks.
  • Fixed a case where a player’s crouch state did not match the state of the +duck key. The most noticeable case was when taking over a bot that was crouching.
  • Adjusted bomb plant animation when planting the bomb while already crouched.
  • Fixed a bug where molotovs/incendiary grenades did not generate flames when they exploded on the corner of a ledge.
  • Reduced viewmodel rotational effect when pointing a weapon at near-vertical angles

[Xbox Game DVR]
  • Added a performance recommendation for Windows 10 users explaining how to disable Game DVR if it is enabled.

[UI]
  • Sniper scopes are much more responsive to your actual accuracy; the blur is driven by your current inaccuracy.
  • NOTE: There are no gameplay behavior changes in scoped accuracy; actual accuracy and timing are unaffected. The display now more-correctly represents your current inaccuracy.
  • Crosshair blur fidelity improved.
  • New console variable cl_crosshair_sniper_show_normal_inaccuracy (default 0) includes standing inaccuracy and spread in your sniper crosshair blur.

[MISC]
  • Gameplay convars for community servers & workshop maps:
  • weapon_air_spread_scale (default 1): Games that focus on air combat can set this to a lower value to improve weapon accuracy for players in the air.
  • sv_enablebunnyhopping (default 0): Disables the air-velocity clamping to 110% of maximum running speed.
  • sv_autobunnyhopping (default 0): Holding +jump causes players to automatically re-jump at the exact landing tick.
  • Added cl_drawhud_force_radar to render radar with cl_draw_only_deathnotices.
  • Doors are always networked to prevent peeks with high lag revealing players behind the door.



Inferno, oh and snipers now drunker
LiquipediaWanderer
tofucake
Profile Blog Joined October 2009
Hyrule19264 Posts
October 14 2016 12:31 GMT
#557
new inferno looks so good

like almost 1.6 good
Liquipediaasante sana squash banana
ArtyK
Profile Joined June 2011
France3144 Posts
October 14 2016 14:19 GMT
#558
Inferno is back and it looks good? Finally a map i like to play on back in the map pool!
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
October 14 2016 14:21 GMT
#559
Wait I thought you liked Nuke :>>>>
LiquipediaWanderer
ArtyK
Profile Joined June 2011
France3144 Posts
October 14 2016 14:24 GMT
#560
On October 14 2016 23:21 Ragnarork wrote:
Wait I thought you liked Nuke :>>>>


Yeah but its worse than the previous version and we never play it.
I believe we will play inferno now with the team right? r-r-right?
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
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