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People are overreacting again.
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Kau
Canada3500 Posts
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.
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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.
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France9034 Posts
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.
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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?
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France9034 Posts
Yes, Nuke and Train are the only ones from the official map pool that are affected by this.
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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.
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France9034 Posts
Counter-Strike: Global OffensivePre-Release Notes for 10/10/2016The 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.
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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
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France9034 Posts
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.
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Valve is really on top of bugs at the moment. Hope they keep it up
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France9034 Posts
Counter-Strike: Global OffensivePre-Release Notes for 10/11/2016The 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.
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France9034 Posts
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. ^
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France9034 Posts
Counter-Strike: Global OffensivePre-Release Notes for 10/12/2016The 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.
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France9034 Posts
Counter-Strike: Global OffensivePre-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.
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Hyrule18975 Posts
new inferno looks so good
like almost 1.6 good
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Inferno is back and it looks good? Finally a map i like to play on back in the map pool!
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France9034 Posts
Wait I thought you liked Nuke :>>>>
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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?
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