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The Big Patch Thread - Page 7

Forum Index > General Games
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Prev 1 5 6 7 8 9 35 Next All
blobrus
Profile Joined August 2011
4297 Posts
December 09 2015 05:14 GMT
#121
I just got bodyshotted from back left of site b cache to checkers. Nice game valve.
Mozdk
Profile Joined October 2010
Denmark6989 Posts
December 09 2015 05:20 GMT
#122
What's the reason for making guns less accurate when moving?

I can see it evening out the advantage T has on pistol rounds, but other than that... it doesn't seem very good. It will mean you have even less of a chance to win with just pistols, and that was one of the great things about this game. At least as a spectator.

Perhaps forcebuys with tec9 is over now?
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
Souma
Profile Blog Joined May 2010
2nd Worst City in CA8938 Posts
Last Edited: 2015-12-09 05:26:47
December 09 2015 05:26 GMT
#123
Haha you're definitely in the minority there. Vast majority of people really did not like how strong pistols were.

That being said, pistols are still plenty strong.
Writer
Nagisama
Profile Blog Joined April 2010
Canada4481 Posts
Last Edited: 2015-12-09 05:31:59
December 09 2015 05:30 GMT
#124
More skill involved instead of running/gunning. Which was really dumb and CoD'esque.

It's also to make eco rounds less winnable. Which makes sense. The team that just won pistol round should have an advantage with smgs/rifles to gain a bigger economic advantage. Instead, the team that lost pistols, just forces up with less investment, with equally as strong chances of winning the following round.

That said, the move inaccuracy makes CT eco rounds a bit stronger, think it will make them play more passive/stack sites and play close corners.

The pistol move inaccuracy kind of brings us back to 1.6 in a way, when pistols except the deagle sucked balls. (maybe that's what the revolver is for.) Those 1.6 armorless, deaco rounds to just hope you can hand cannon the enemy team before they get a shot off. Though I still think it's a bit TOO strong though.
Calendar"Everyone who has accomplished more than you has no life; Everyone who has accomplished less than you is a noob." | Elem: "nagi is actually really smart"
Censured
Profile Blog Joined April 2010
Czech Republic1060 Posts
December 09 2015 05:52 GMT
#125
People complaining that pistols can 1 tap HS enemy with kevlar helmet. How do we fix that? Add pistol that can 1 hit body shot enemy with kevlar. WP valve
Occupation: Legend
Mozdk
Profile Joined October 2010
Denmark6989 Posts
December 09 2015 05:55 GMT
#126
What about the 40 seconds defuse time. What's up with that? I have no clue.
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
Nagisama
Profile Blog Joined April 2010
Canada4481 Posts
December 09 2015 06:01 GMT
#127
Tournament rules have round times at 1:45, C4 timer at 35 seconds. This has been the established times since.... idk when in 1.6, maybe early 2002-2003.

Valve MM is 2:00, C4 timer at 45 seconds, which I can kind of agree on, since pugs etc, not as coordinated, need longer.

Now it's 1:55, 40, which kind of was the midway point, which I'd be, ok for MM, til it read that it's also for Valve sponsored Major tournaments, which is =\. Previous majors, Valve went with community established tournament rules, but now they want to enforce their own times which have pros/cons etc.
Calendar"Everyone who has accomplished more than you has no life; Everyone who has accomplished less than you is a noob." | Elem: "nagi is actually really smart"
Souma
Profile Blog Joined May 2010
2nd Worst City in CA8938 Posts
Last Edited: 2015-12-09 06:02:57
December 09 2015 06:01 GMT
#128
The timer changes are probably because...

1) +10s to round timer (for pros) so that they can keep smokes/incendiaries as is while giving T's more time to maneuver, bait them out and execute. Rather than nerfing smokes directly, they decided on an indirect approach.
2) +5s to bomb timer so you don't have too many rounds where CTs have the numbers to retake but just aren't close enough. This makes it more exciting for spectators as you see more retakes. Though it also makes it so that if CTs do save, you're waiting around for another five seconds, but at least T's have more time to find them if they so choose, so less saves overall.
3) Syncing MM rules with professional match rules so that people are in a better simulated competitive environment. Important for growing talent.

That's my take on it anyway. Who knows what Valve is thinking considering they don't communicate.
Writer
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 09 2015 06:17 GMT
#129
On December 09 2015 15:01 Souma wrote:
The timer changes are probably because...

1) +10s to round timer (for pros) so that they can keep smokes/incendiaries as is while giving T's more time to maneuver, bait them out and execute. Rather than nerfing smokes directly, they decided on an indirect approach.
2) +5s to bomb timer so you don't have too many rounds where CTs have the numbers to retake but just aren't close enough. This makes it more exciting for spectators as you see more retakes. Though it also makes it so that if CTs do save, you're waiting around for another five seconds, but at least T's have more time to find them if they so choose, so less saves overall.
3) Syncing MM rules with professional match rules so that people are in a better simulated competitive environment. Important for growing talent.

That's my take on it anyway. Who knows what Valve is thinking considering they don't communicate.


my qualm with the +5s to bomb timer is that the reason it was 35 seconds to begin with was due to the inherent CT advantage that exists in the game (smokes, mollys, defenders' advantage, etc) . Ts should already have an advantage from simply getting the bomb planted and only having to defend it for 30 seconds which is the counter-balance to what CTs can achieve. That short bomb timer balances the game flow out as CT should never let the bomb plant (in theory). Adding extra time takes away from that by punishing Ts' ability to hold the sites post plants. I really do not know what drugs valve are doing but I want them.
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
KingofdaHipHop
Profile Blog Joined October 2013
United States25602 Posts
December 09 2015 06:18 GMT
#130
what the fuck valve just said fuck it? lmao this will be interesting
Rain | herO | sOs | Dear | Neeb | ByuN | INnoVation | Dream | ForGG | Maru | ByuL | Golden | Solar | Soulkey | Scarlett!!!
skftw
Profile Joined September 2010
Canada54 Posts
December 09 2015 06:21 GMT
#131
honestly what is valve thinking. i thought blizzard was bad with blindsiding pros. today begins another cz era, where pros choose to pull out their secondary over peaking with their primary. imo this update clearly shows that no csgo developer is above nova4 in mm
Mozdk
Profile Joined October 2010
Denmark6989 Posts
December 09 2015 06:28 GMT
#132
I didn't know pro play had different times than comp. matchmaking. I just assumed it was the same.
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
Souma
Profile Blog Joined May 2010
2nd Worst City in CA8938 Posts
December 09 2015 06:28 GMT
#133
On December 09 2015 15:17 amazingxkcd wrote:
Show nested quote +
On December 09 2015 15:01 Souma wrote:
The timer changes are probably because...

1) +10s to round timer (for pros) so that they can keep smokes/incendiaries as is while giving T's more time to maneuver, bait them out and execute. Rather than nerfing smokes directly, they decided on an indirect approach.
2) +5s to bomb timer so you don't have too many rounds where CTs have the numbers to retake but just aren't close enough. This makes it more exciting for spectators as you see more retakes. Though it also makes it so that if CTs do save, you're waiting around for another five seconds, but at least T's have more time to find them if they so choose, so less saves overall.
3) Syncing MM rules with professional match rules so that people are in a better simulated competitive environment. Important for growing talent.

That's my take on it anyway. Who knows what Valve is thinking considering they don't communicate.


my qualm with the +5s to bomb timer is that the reason it was 35 seconds to begin with was due to the inherent CT advantage that exists in the game (smokes, mollys, defenders' advantage, etc) . Ts should already have an advantage from simply getting the bomb planted and only having to defend it for 30 seconds which is the counter-balance to what CTs can achieve. That short bomb timer balances the game flow out as CT should never let the bomb plant (in theory). Adding extra time takes away from that by punishing Ts' ability to hold the sites post plants. I really do not know what drugs valve are doing but I want them.

Well you're kinda looking at it from just one point. +10s to the round timer sways the rounds in the T's favor, and in the current meta T's have been getting more and more rounds so it's not a completely CT-sided game anymore anyway. The +5s to bomb timer means that while CTs have more time to retake, it also means the T's have more time to hunt down CT's to get rid of their guns and wreck their economy. Taking everything in consideration, I think the game just got more T sided overall, but hard to tell at the moment without seeing a couple tournaments first.

Revolvo is crazy though. Dunno what to think about the rifle change yet.
Writer
KingofdaHipHop
Profile Blog Joined October 2013
United States25602 Posts
December 09 2015 06:31 GMT
#134
LMAO my anti virus decided that counter strike was a threat and now i can't play, maybe it's a sign trying to warn me haha
Rain | herO | sOs | Dear | Neeb | ByuN | INnoVation | Dream | ForGG | Maru | ByuL | Golden | Solar | Soulkey | Scarlett!!!
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2015-12-09 06:38:00
December 09 2015 06:37 GMT
#135
On December 09 2015 15:28 Souma wrote:
Show nested quote +
On December 09 2015 15:17 amazingxkcd wrote:
On December 09 2015 15:01 Souma wrote:
The timer changes are probably because...

1) +10s to round timer (for pros) so that they can keep smokes/incendiaries as is while giving T's more time to maneuver, bait them out and execute. Rather than nerfing smokes directly, they decided on an indirect approach.
2) +5s to bomb timer so you don't have too many rounds where CTs have the numbers to retake but just aren't close enough. This makes it more exciting for spectators as you see more retakes. Though it also makes it so that if CTs do save, you're waiting around for another five seconds, but at least T's have more time to find them if they so choose, so less saves overall.
3) Syncing MM rules with professional match rules so that people are in a better simulated competitive environment. Important for growing talent.

That's my take on it anyway. Who knows what Valve is thinking considering they don't communicate.


my qualm with the +5s to bomb timer is that the reason it was 35 seconds to begin with was due to the inherent CT advantage that exists in the game (smokes, mollys, defenders' advantage, etc) . Ts should already have an advantage from simply getting the bomb planted and only having to defend it for 30 seconds which is the counter-balance to what CTs can achieve. That short bomb timer balances the game flow out as CT should never let the bomb plant (in theory). Adding extra time takes away from that by punishing Ts' ability to hold the sites post plants. I really do not know what drugs valve are doing but I want them.

Well you're kinda looking at it from just one point. +10s to the round timer sways the rounds in the T's favor, and in the current meta T's have been getting more and more rounds so it's not a completely CT-sided game anymore anyway. The +5s to bomb timer means that while CTs have more time to retake, it also means the T's have more time to hunt down CT's to get rid of their guns and wreck their economy. Taking everything in consideration, I think the game just got more T sided overall, but hard to tell at the moment without seeing a couple tournaments first.

Revolvo is crazy though. Dunno what to think about the rifle change yet.


hmmm possibly, it's more that I'm quite pissed that valve makes such a change without consultation from the pros (who would objectively deny this kind of change) and I quite hate the rifle change (too much rng in the sprays that i have been working hard on)
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
RuiBarbO
Profile Blog Joined August 2012
United States1340 Posts
December 09 2015 06:57 GMT
#136
On December 09 2015 14:20 Mozdk wrote:
What's the reason for making guns less accurate when moving?

I can see it evening out the advantage T has on pistol rounds, but other than that... it doesn't seem very good. It will mean you have even less of a chance to win with just pistols, and that was one of the great things about this game. At least as a spectator.

Perhaps forcebuys with tec9 is over now?


What's bizarre is that they would nerf moving accuracy with pistols and then introduce a pistol with ridiculously good move accuracy that kills in 1 bodyshot. Like, "Guys, this one-shot, high accuracy pistol might not be good enough for people to use instead of the deagle. So let's give a little courtesy nerf to the other guns so people feel a little more inclined to use it."

But yeah, my impression is that forcing players to either move or shoot is one of the compelling things about CS:GO. It makes players who are able to get really fast entry frags all the more impressive because they have to be so precise with when they start running and when they stop. So I'm not too surprised that they would make pistols more like this too.

Honestly, I feel like the revolver could be really cool. Slow trigger speed coupled with high damage and fan-the-hammer seems like a bunch of neat little qualities. But the fact that I can run around 1-shotting people with it is dumb.
Can someone please explain/how water falls with no rain?
Souma
Profile Blog Joined May 2010
2nd Worst City in CA8938 Posts
December 09 2015 06:58 GMT
#137
Volvo's lack of communication will always be one of the things that pisses me off the most about them. But at times I wonder if it's that way because they understand the irrationality of the CS:GO community. Sometimes it's hard to blame them.

Least they can do is keep the pros in the loop though. Kinda silly that all the pros were blindsided by the Revolvo.
Writer
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
December 09 2015 06:59 GMT
#138
Time to learn Scream style?
WriterXiao8~~
RuiBarbO
Profile Blog Joined August 2012
United States1340 Posts
December 09 2015 07:01 GMT
#139
My client just updated again, anything substantial change?
Can someone please explain/how water falls with no rain?
Mozdk
Profile Joined October 2010
Denmark6989 Posts
December 09 2015 07:15 GMT
#140
Is the slow left-click the cannon of doom more accurate?
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
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