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The Big Patch Thread

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tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
Last Edited: 2018-07-12 19:16:33
January 16 2015 14:40 GMT
#1

Counter-Strike: Global Offensive

Release Notes for 7/6/2018





[PANORAMA]
  • Users on Linux and OSX can now also opt in to Panorama UI by adding “-panorama” to their launch options.
  • Adding broadcast stream panel for CS:GO Minors and Majors in the main menu.
  • Adding link to Steam Market for items in containers.
  • Added ability to use gift packages.
  • End of match scoreboard now reveals other players’ skill groups.
  • End of match scoreboard now has Wingman skill group models in personal skill group display
  • Dead players are more distinct from living ones on the scoreboard.
  • Scoreboard now has per-player voice volume control.
  • End of match mouse control is delayed to avoid clicking out of window and losing focus.
  • Adding ability to enter numerical values for certain settings.
  • Updated grenade icon size
  • Fixed not showing all grenades owned by a player in their overhead UI during freezetime.
  • Fixed friendly decoys showing up on the radar with an odd color and a random number/letter.
  • Fixed friendly decoys showing up as enemy ghosts when they detonated.
  • Fixed wiggly countdown timer while defusing bomb
  • Fixed an issue that caused death notices to attempt to translate player names


[GAMEPLAY]
  • The functional change to the decoy that shipped with the last update will not be reverted: from here on decoys will be radar-visible by the team that threw it and not radar-visible to the enemy team.


[MISC]
  • Updated Steam and CS:GO account restrictions for users in Netherlands and Belgium:
    • Steam Trading and Steam Market features are now re-enabled for Steam accounts in Netherlands.
    • Customers in Netherlands and Belgium will be restricted from opening containers.

  • Various crash fixes
    • Fixed a regression in reliable avatars for tournament game servers.
    • Set max value for the zoom_sensitivity_ratio_mouse slider to 1.5 in the options screen.



We can now lower the volume of that annoying teammate that has his mic at max volume? Woohoo!

Liquipediaasante sana squash banana
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
Last Edited: 2015-01-16 14:43:45
January 16 2015 14:40 GMT
#2

Counter-Strike: Global Offensive

Release Notes for 12/18/2014




[MISC]
  • Added a holiday-themed Midnight Riders Music Kit, available as an offer for a limited time.
  • Updated the artwork on the M4A4 | Griffin.
  • Fixed server browser displaying very few results to users. (Thanks, Gamemann)
  • Fixed some cases where players would not smoothly slide along certain kinds of geometry while moving.


[MAPS]
  • Train
    • Widened lower ladder room.
    • Blocked visibility from Bombsite B lower ramp to T ramp.
    • Pushed back T spawn slightly.
    • Updated collision model on train bumper models.
    • Fixed some spots where C4 could get stuck.
    • Fixed sun orientation.


mlg pro
Liquipediaasante sana squash banana
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
Last Edited: 2015-01-16 14:44:03
January 16 2015 14:43 GMT
#3

Counter-Strike: Global Offensive

Release Notes for 1/8/2015




[COMMUNITY MARKET]
  • Keys purchased from the Steam Community Market are given a seven-day trade and market restriction.


[GAMEPLAY]
  • Reduced P250 ammo from 5 magazines to 3.
  • Reverted CZ nerf to ammo and fire rate.


[MISC]
  • Added the Chroma Case, that features new finishes for knives.
  • Added UI for showing multiple offers.


[MAPS]
  • Mirage
    • Fixed a bug where players could clip through a wall near CT spawn
    • Removed center scaffolding near hole to CT sniper position


  • Train
    • Extended buyzone for T spawn
    • Further optimizations


  • Dust2
    • Fixed bullet penetration through arch models in tunnels
    • Fixed collision for door top of mid
    • Added Goose to Goose


  • Facade
    • Updated radar
    • Fixed fade distance on props
    • Updated player clips in areas where bomb could be lost


no scope
Liquipediaasante sana squash banana
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
Last Edited: 2015-01-29 14:13:14
January 29 2015 00:45 GMT
#4

Counter-Strike: Global Offensive

Release Notes for 1/15/2015




[GAMEPLAY]
  • Fixed P2000 ammo capacity.


[MISC]
  • Fixed a corrupt packets issue that occurred when a client attempted to play on community servers after official servers.
  • rcon stats now include server frame simulation time ms, stddev of simulation time ms, and tick precision ms.
  • Fixed an exploit used by malicious servers to bypass SERVER_CAN_EXECUTE restriction on connected clients.
  • Fixed achievement icons not displaying.


[MAPS]
  • Cache
    • Exploit fix in Bombsite B


  • Facade
    • Updated overview image


  • Cobblestone
    • Fixed sticky spot under roof overhang at B
    • Fixed overview map not matching the geometry at Gallery
    • Raised ceiling and added trim in Gallery
    • Fixed sticky clip brush at A
    • Added clip brush to tapestry in CT sniper room so you can't walk through it
    • Fixed floating electrical box in sewer stairwell
    • Fixed missing texture above T ramp
    • Removed handrail/clips and adjusted lighting in CT sniper hallway
    • Fixed wooden platform clipping into stone in T spawn
    • Made window bars in B tunnels & Gallery non-solid


juan deag
Liquipediaasante sana squash banana
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
January 29 2015 00:46 GMT
#5

Counter-Strike: Global Offensive

Release Notes for 1/28/2015




[GAMEPLAY]
  • Adjusted the radius at which incendiary and smoke grenades interact.


[UI]
  • Loading screens will now display the icons for maps that have item collections associated with them
  • In Spectator Mode, Scoreboard and Server Graphic will now obey hud scale and position settings.
  • Fixed New Items alert showing incorrect number of items up when coming back to main menu from a match


[MISC]
  • Added server convar tv_allow_camera_man_steamid that should be set on tournament servers to the full 64-bit numeric SteamID of production caster (e.g. 7650123456XXXX). Tournament production casters who launch the game with the "-interactivecaster" command line flag and join the in-game spectators will get all camera and voice recorded and broadcast on GOTV.
  • Upgraded runtime libraries to use the latest Steam SDK.
  • Fixed a frequent crash during map loading while the game was minimized.
  • Various weapon CPU optimizations.
  • Added flavor text to Chroma Case weapons.


[MAPS]
    • Mirage
    • Fixed a bug where a boosted player in T spawn could peek into mid/CT sniper position.
    • Moved a prop to make peeking into palace easier, CT side.
    • Removed a strange boost in bombsite A.


  • Nuke
    • Fixed a bug where an incendiary grenade could explode on bombsite B ceiling beams and damage players in A site.


  • Overpass
    • Rerouted entrance into upper park from bombsite A.
    • Changed mid cover in bombsite A, corners can now be shot through with rifles.
    • Changed cover in T side of upper park.
    • Moved T spawns forward slightly.
    • Moved bombsite A plant zone up slightly.


damn 64 tick
Liquipediaasante sana squash banana
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
January 29 2015 00:47 GMT
#6
new overpass changes are massive for Ts (thanks to liquid`adren for the suggestions)

https://imgur.com/a/Dtryj
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Roggay
Profile Joined April 2010
Switzerland6320 Posts
January 29 2015 01:15 GMT
#7
Yea, very good change.
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
February 05 2015 00:44 GMT
#8

Counter-Strike: Global Offensive

Release Notes for 2/4/2015




[MISC]
  • Reduced latency of voice audio.
  • Community servers now can show viewer counts when players are streaming their match.
  • Fixed regression in Deathmatch Bonus mission evaluation.
  • Fixed a Deathmatch exploit where players could maliciously cause the server to run out of entities.
  • Fixed buymenu's Accurate Range weapon stats being computed incorrectly.
  • Fixed AWP viewmodel rendering when zoomed.
  • Added flavor text to Arms Deal Case 1 and fixed typos in previous flavor text.
  • Positional sounds spatialize to within 15 inches of the player and no longer "spread" to stereo when nearby.


[MAPS]
  • Major changes to Cobblestone
  • Bombsite A:
    • Made bombsite A courtyard smaller
    • Removed spiral stairs at back of bombsite A
    • Pushed forward side-balcony at bombsite A, making it easier to check corners before jumping down
    • Added a static door to entrance to connector from bombsite A
    • Shortened battlement in long A, making it easier to check
    • Raised wall around bombsite A slightly, to give some cover when out in the open
    • Added additional cover in bombsite A
    • Removed balcony at CT side of long A
    • Added an additional chest-height wall at A ramp
    • Removed large boulders in A site


  • Bombsite B:
    • Made bombsite B courtyard smaller
    • Rerouted T main entrance to bombsite B
    • Made it easier to throw grenades into B site from a safe position as T
    • Added some cover on T platform in bombsite B
    • Moved bombsite B more to the middle of the courtyard
    • Flattened ground at bombsite B
    • Removed back of B area
    • Hut at back of B can now be shot through
    • Added a static door to entrance to bombsite B from connector


  • Other:
    • Removed stairs and overpass route from dropdown room
    • Widened upper dropdown passage
    • Added a ramp to dropdown to make it easier to peek into lower
    • Players can now jump up via flowerbed in connector to get into dropdown room
    • Removed walls in T tunnels
    • Removed CT sniper room
    • Added a static door to CT side of water room
    • Tweaked layout of water room slightly
    • Removed double window room near T spawn
    • Moved T spawns forward a bit
    • Added a direct ladder to T sniper tower
    • Various optimizations
    • Increased player visibility
    • Fixed a bug where very few chickens were spawned



pls no throw
Liquipediaasante sana squash banana
Souma
Profile Blog Joined May 2010
2nd Worst City in CA8938 Posts
February 05 2015 00:54 GMT
#9
Cobble is totally different. Kinda interesting.
Writer
Daralii
Profile Joined March 2010
United States16991 Posts
February 05 2015 03:26 GMT
#10
Fixed a bug where very few chickens were spawned


The issue everyone was talking about.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
iXphobos
Profile Joined July 2010
Germany1464 Posts
February 05 2015 09:23 GMT
#11
Wow, cobble is sooooooooo T sided now.
Just played one game, but you can almost plant the bomb on B before the first CT even arrives. You just have to rush through the new B long tunnel. I expect that to be fixed very soon.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
February 05 2015 11:38 GMT
#12
Interesting, I kinda liked Cobble, despite its flaws. We'll see how it plays out.
LiquipediaWanderer
Clonester
Profile Joined August 2014
Germany2808 Posts
February 05 2015 12:14 GMT
#13
Played a Game on Neo Cobble S:
Got wrecked as CT with 4:11 for the Ts. We thought we gonna get scrapped as T.

We didnt, it went 15:15 in the End.

Especially attacking B was very efficient, the players on A had really hard time to rotate, when the bomb showed up near B. A very slow, hidden approach through Museum to the middle and then to long worked fine 2, when the enemy thinks window is a good position. Shure I play only in Nova Area, but think it could be the same for better players.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
February 05 2015 14:48 GMT
#14
and we still have massive hitbox issues + other more relevant problems than breaking cobblestone again.

grumbles
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
Last Edited: 2015-02-13 02:44:36
February 13 2015 02:37 GMT
#15

Counter-Strike: Global Offensive

Release Notes for 2/12/2015




[GAMEPLAY]
  • Smoke screen overlay fades faster now when exiting smokes quickly.
  • Adjusted boundaries of smoke screen overlay slightly.


[TOURNAMENT SUPPORT]
  • Added server setting sv_reliableavatardata: when enabled player avatars are reliably exchanged between all players and casters on the game server, reliably delivered to GOTV spectators, and recorded in demo files.
  • Added the ability to specify team logos just like we specify team names or flags (via convars mp_teamlogo_1 and mp_teamlogo_2 using team's shorthand image name).
    • Team logos now show in the spectator scoreboard, the win panel and the player scoreboard.

  • Added a new win panel string that shows the team name if they win the round.


[MISC]
  • Added ff_damage_bullet_penetration convar to control how much penetration power and damage is scaled when hitting a friendly when FF is off.
  • Fixed pistol muzzle flash so it no longer stretches to the map origin at low framerates.
  • Fixed fog clearcolor calculation that caused free-cam spectators to see bright colors behind level geometry.
  • Speculative fix for spectating audio bug.
  • Added player flashbang visual indicators with a progress bar that shows over players heads when you are watching via GOTV.
  • Updated the first person flash effect when spectating someone via GOTV.
  • Fixed bug which stopped CS:GO from working on OSX Snow Leopard.
  • Added flavor text to the Bravo Collection weapons.
  • Added 5 new Music Kit Offers.
  • Added 12 new Sticker Offers.
  • Fixed gamepads being reset and deactivated on map load.
  • Added support for hot-plugging of gamepads rather than requiring that they be connected prior to game launch.



[MAPS]
  • Cobblestone
    • Removed various boosts
    • Further optimizations
    • Tweaked layout of underpass room
    • Moved door from CT side to T side of underpass
    • Made cubby at entrance to Bombsite A smaller
    • Widened arch at end of long A
    • Set correct surface types on textures
    • Brightened haystacks at entrance to Long A
    • Updated collision on broken wall in bombsite A and B


blue truck op
Liquipediaasante sana squash banana
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
February 13 2015 03:32 GMT
#16
Added support for hot-plugging of gamepads rather than requiring that they be connected prior to game launch.


people use game pads?
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Nafa
Profile Blog Joined December 2011
129 Posts
February 13 2015 04:10 GMT
#17
On February 13 2015 12:32 amazingxkcd wrote:
Show nested quote +
Added support for hot-plugging of gamepads rather than requiring that they be connected prior to game launch.


people use game pads?

yes.
iv~nk~j
Profile Joined August 2012
1140 Posts
February 13 2015 08:45 GMT
#18
the smoke changes are an improvement but i feel kinda iffy about the fact that the change is tied to your velocity when moving through the smoke.. the greyscreen only fades as fast as i wish it did if you do a strafe jump through the smoke with knife in hand (so you go momentarily at like 270 velocity)
farvacola
Profile Blog Joined January 2011
United States18822 Posts
February 13 2015 13:58 GMT
#19
The Cbble changes took all the Cbble out of Cbble!
"when the Dead Kennedys found out they had skinhead fans, they literally wrote a song titled 'Nazi Punks Fuck Off'"
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:50:03
February 20 2015 01:57 GMT
#20

Counter-Strike: Global Offensive

Release Notes for 3/31/2015




OPERATION VANGUARD
  • Operation Vanguard has come to a close

MAP GROUPS
  • Train has been added to the active duy map pool.
  • Nuke has been moved to the reserve map pool.

GAMEPLAY
  • Smoke grenades are now more reliably kept track of on the client to prevent mismatches between smoke particle visuals and screen overlay visuals.
  • Fixed players being able to double stack inside a smoke to peek out of the top (and be really hard to see from outside the smoke).
  • Updated expiration of the smoke screen overlay to match more closely to the visuals of when the third person particles expire and vice versa.
  • Updated the vertical position slightly of the smoke particles to reduce seeing though edges of the smoke (particularly at the bottom).
  • Fixed spectator sometimes not getting the smoke overlay for the player they are spectating when that alive player is inside smoke.
  • Improved spawnpoint selection code to not spawn at occupied spawn points or spawn points of a different team.
  • Tagging values have been tweaked slightly to increase tagging on higher mobility weapons, and updated values for tagging on multiple hits to make it more effective (Added a guide to explain how tagging works: here
  • Increased price of the M4A1-Silencer from 3100 to 3200 to align the weapon’s price with its utility.
  • Increased Tec-9’s damage fall-off to reward players that close engagement distance.
  • Lowered Tec-9’s magazine size to 24 to reward more discriminate firing.
  • Lowered scoped movement values for AWP and Autosnipers.
  • The accuracy of the MP9, MP7, and Mac-10 have been improved.

STATTRAK
  • Trade up contracts work on StatTrak weapons.
  • There is now a StatTrak swap tool available for purchase. It swaps the StatTrak value between two of the same weapon.

SERVER BROWSER
  • Fixed the server browser showing the map workshop path in the “Map” column.
  • Added a sortable column to the server browser to display whether a server is running a map from the workshop or not.
  • Added a sortable column to the server broswer that displays icons for popular game mods running on that server.
  • Server browser will save the layout changes made between game sessions.
  • Updated the first time server browser pop up message.

UI
  • Fixed scoreboard hiding at match end when you bring up a player’s Steam profile.
  • Added a game option in team options section to control whether lobbies get created with public access or private requiring invites for friends.
  • Added Flavor Text to the Bank collection.

MISC
  • Add surround sound support (quad/5.1) on Linux.
  • Marked nav commands as a cheat to protect against potential server exploits.
  • Chicken kills are now logged in CS event logs on game servers including attacker and weapon information.
  • HE grenade detonations are now logged in CS event logs prior to logging player deaths from corresponding HE grenade explosion.
  • Added sv_reliableavatardata 2 game server setting for LAN tournaments production. In this mode the game server will load player avatars from corresponding csgo/avatars/76512345678-.rgb files (or csgo/avatars/default.rgb if the corresponding SteamID avatar is missing), and avatars will be recorded in GOTV demos. To produce avatars rgb files tournament operators can place 64×64 png player avatars as csgo/avatars/76512345678-.png and run the client-side command cl_avatar_convert_rgb to convert all 64×64 png files into rgb format.
  • Optimized the process of logging in players to matchmaking backend during game updates.

[MAPS]
  • Dust2
    • Opened up skybox around Long A double doors, Catwalk and Short
    • Improved visibility around blue car in Long A
    • Fixed render distance on a crate in CT spawn

  • Mirage
    • Opened up skybox around back of apartments
    • Simplified sides of CT sniper window in mid
    • Raised cover slightly in upper mid
    • Fixed visibility through a crate in Bombsite A

  • Overpass
    • Opened up and simplified Bombsite A
    • Added back stairs to pit near Bombsite A
    • Opened up semi-open door in bathrooms, fountain side

  • Cobblestone
    • Smoothed out movement in Bombsite B
    • Removed corner on left side of T tunnel into Bombsite B
    • Haystack near Long A now requires a jump to get on top

  • Train (Thanks c0tton and adreN!)
    • Various optimizations
    • Removed collision at top of ladders
    • Pushed Bombsite A further back towards CT side
    • Added a third train car to A site to reduce amount of long sightlines
    • Added a peek-position inside T main
    • Opened up area on the left side of T main exit
    • Moved dumpsters in Ivy
    • Raised crane in Bombsite A
    • Blocked extremely tight angle from lower CT ramp towards T ramp in Bombsite B
    • Prioritized CT spawn positions

  • Cache
    • Fixed an exploit boost at A
    • Added a decal indicating the boundaries of the A bombsite’s plantzone
    • Made white tarps on crates more spammable (Thanks Mod645!)
    • Fixed shadows casting into A main shed from boost spot
    • Improved readability from middle to A site container

  • Shorrttain
    • Added back to map rotation



blue truck op

The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
April 01 2015 00:44 GMT
#21
massive update!
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
NihiLStarcraft
Profile Blog Joined January 2010
Denmark1413 Posts
April 01 2015 01:00 GMT
#22
Cool stuff. Pretty happy with it, overall. And it was a big patch, as I expected. Tec-9 nerf might be strong enough? New tagging sounds good, map changes are cool and I like the idea of a revamped Nuke in the future.
farvacola
Profile Blog Joined January 2011
United States18822 Posts
April 01 2015 01:02 GMT
#23
Revamped Nuke will fuck my mind.
"when the Dead Kennedys found out they had skinhead fans, they literally wrote a song titled 'Nazi Punks Fuck Off'"
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
April 01 2015 01:03 GMT
#24
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
porkRaven
Profile Joined December 2010
United States953 Posts
April 01 2015 01:06 GMT
#25
I am so glad that they listen to the community. I was watching the adren video about train and thinking with the blizzard mindset "they won't ever change anything from this video". I will definitely play train to get a feel for it. I hope for good games.
SHOUTOUTS TO Aylear!!!
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
April 01 2015 01:06 GMT
#26
the tagging is fucking glorious
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
NihiLStarcraft
Profile Blog Joined January 2010
Denmark1413 Posts
April 01 2015 01:09 GMT
#27
Is there an issue with the AWP's new movement? I just tested it and it seems that you accelerate faster now if you walk compared to when you run? Can anyone confirm? Am I just going crazy or did they really screw up like that?
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2015-04-01 01:21:48
April 01 2015 01:19 GMT
#28
On April 01 2015 10:09 NihiLStarcraft wrote:
Is there an issue with the AWP's new movement? I just tested it and it seems that you accelerate faster now if you walk compared to when you run? Can anyone confirm? Am I just going crazy or did they really screw up like that?


it feels so wierd. when you hold shift, you can slide a corner quicker? and the normal speed is slower than the old crouch speed? Im expecting a revert of the awp change (I don't like it at all). aggressive awping is going to be extremely hard to execute and teams that rely on this (Titan especially) are fucked


Tagging is pretty good now.


Another thing, if they make the m4a1-s $3200, then they should at least make the difuse kit $200 to compensate (though my preferred option is to merge the m4a1-s and the m4a4 together)
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
April 01 2015 01:24 GMT
#29
now Im sad I didn't keep my howl around
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
NihiLStarcraft
Profile Blog Joined January 2010
Denmark1413 Posts
April 01 2015 01:32 GMT
#30
On April 01 2015 10:19 amazingxkcd wrote:
Show nested quote +
On April 01 2015 10:09 NihiLStarcraft wrote:
Is there an issue with the AWP's new movement? I just tested it and it seems that you accelerate faster now if you walk compared to when you run? Can anyone confirm? Am I just going crazy or did they really screw up like that?


it feels so wierd. when you hold shift, you can slide a corner quicker?


Yeah that's what it feels like to me as well. Not a fan either, at all.
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2015-04-01 04:47:26
April 01 2015 04:20 GMT
#31
the skybox being removed on dust2 opens up the a site a lot. I got a bunch of new smokes that I can take advantage of (smoke xbox from long, smoke cat from long. smoke site,goose,drop from mid). Going to be abusing these


edit: after having played a couple of 10mans with the new update, the awp change is pure bullshit. No one had any complaints about it. I hope to see it reverted soon.
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
climax
Profile Blog Joined April 2010
United States1088 Posts
April 01 2015 07:08 GMT
#32
On April 01 2015 13:20 amazingxkcd wrote:
edit: after having played a couple of 10mans with the new update, the awp change is pure bullshit. No one had any complaints about it. I hope to see it reverted soon.

I'm with you on these AWP changes. Its pretty terrible.
Twitter: @JonathanRosales
Introvert
Profile Joined April 2011
United States4719 Posts
April 01 2015 09:05 GMT
#33
These awp changes are atrocious. Now you are basically a turret. Only one awp playstyle allowed!

This better be an April Fool's joke.
"It is therefore only at the birth of a society that one can be completely logical in the laws. When you see a people enjoying this advantage, do not hasten to conclude that it is wise; think rather that it is young." -Alexis de Tocqueville
iXphobos
Profile Joined July 2010
Germany1464 Posts
April 01 2015 10:48 GMT
#34
Who cares about +100$ on M4? Totally useless change.
And Tec9 hasn't been nerfed AT ALL. 12 bullets less, wow, massive ... -.-
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
Last Edited: 2015-04-01 12:18:09
April 01 2015 12:17 GMT
#35
I want to believe, but April 1st...

On April 01 2015 19:48 iXphobos wrote:
Who cares about +100$ on M4? Totally useless change.
And Tec9 hasn't been nerfed AT ALL. 12 bullets less, wow, massive ... -.-


well it used to be $2700 so it's a 500 difference now.
Liquipediaasante sana squash banana
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2015-04-01 13:28:07
April 01 2015 13:27 GMT
#36
Wow that's a big patch holy shit.

I'll still consider Tec9 as dangerous as rifle buy rounds
And not sure about the smokes... Who does it help? I hope T, but I completely fail to determine this without trying it out.
LiquipediaWanderer
iv~nk~j
Profile Joined August 2012
1140 Posts
April 01 2015 15:30 GMT
#37
pretty disappointing update honestly. when i read about all the changes to smokes i got excited for a bit but when i tried some of the one-way-smokes that i knew, majority of them still worked. the greyscreen also still lasts too long when coming out of smokes.

the awp nerf is absolutely moronic and it really came out of nowhere, i honestly expected the awp to maybe get a slight buff if anything but i guess valve still feels there are too many silvers who can't deal with awp's on enemy side. nobody in the pro scene has complained to valve that AWP is too strong, that i am sure of. it feels like valve wants awp to only be good for boring passive angle holding whereas i love the way players like JW and s1mple utilize the gun and find it hugely entertaining to both watch and play myself.

mp9 and mp7 seem potentially too strong but i don't have seen enough of them in use yet to have a confident opinion on this.

tec9 and m4a1 nerfs are both stupid, valve should stop messing with things like ammo counts, kill rewards and buy prices when it comes to balancing weapons. it's just a lazy way to go about it.

the map changes are all good so there's some positives to this. also increased tagging on pistol users is welcome, though i think valve should have reworked the tagging system more heavily than they did with this update.
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2015-04-01 16:03:05
April 01 2015 16:02 GMT
#38
some of you might have this bug



The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Clonester
Profile Joined August 2014
Germany2808 Posts
April 01 2015 19:32 GMT
#39
tec9 feels like doing zero damage on longer range. It got nerfed way behind the less ammo nerf.

Patch feels wired.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
April 01 2015 20:18 GMT
#40
On April 02 2015 04:32 Clonester wrote:
tec9 feels like doing zero damage on longer range. It got nerfed way behind the less ammo nerf.

Patch feels wired.


well you shouldnt be able to kill people from long range with ease unless you have a deagle so the range nerf was a good nerf. But the tec9's problems with the spammability and moving accuracy wasn't touched yet which is the main problem of the tec9.
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Censured
Profile Blog Joined April 2010
Czech Republic1060 Posts
April 01 2015 22:13 GMT
#41
On April 02 2015 04:32 Clonester wrote:
tec9 feels like doing zero damage on longer range. It got nerfed way behind the less ammo nerf.

Patch feels wired.

Wtf? Tec9 feels like they didnt change it at all... you can still 2 shot someone at huge distance (hs+body shot), 24 bullets means you need to reload after first 4 kills instead of 5. So in 5 man tec9 rush scenarios it changes absolutely nothing. Not even mentioning this fucking thing still rapes everyone close distance. Funny that if cz-75 is op, they nerf damage, accuracy, clip size (from 12 to 8, which is huge difference compared to 32 to 24), draw speed and money bonus for kill - thats 5 nerfs at once. They need to do similar with tec9 as well. And while they do that, they might nerf 5-7 as well /rant
Occupation: Legend
Introvert
Profile Joined April 2011
United States4719 Posts
April 01 2015 23:04 GMT
#42
Hearing the tec train through B tunnels on an anti-eco still causes fear in my soul.

I adore the 5-7, but it might need a nerf too. But the tec is still insane. The accuracy while moving is just absurd, that's the worst part of it for me.
"It is therefore only at the birth of a society that one can be completely logical in the laws. When you see a people enjoying this advantage, do not hasten to conclude that it is wise; think rather that it is young." -Alexis de Tocqueville
Censured
Profile Blog Joined April 2010
Czech Republic1060 Posts
April 01 2015 23:07 GMT
#43
Yeah don't take me wrong, I love 5-7... but I am afraid once tec9 receive proper nerf, everyone will see 5-7 is little bit broken as well.
Occupation: Legend
GoShox
Profile Blog Joined December 2007
United States1836 Posts
April 02 2015 01:53 GMT
#44
On April 02 2015 01:02 amazingxkcd wrote:
some of you might have this bug



https://www.youtube.com/watch?v=eiKOLqdHyKg&feature=youtu.be


Ugh I noticed this last night, it was driving me crazy
FASSW
Profile Joined May 2013
Sweden49 Posts
April 02 2015 02:32 GMT
#45
these patchs doesn't really affect me. Still have 5global elite accounts and I'm still owning them newbs on MM ;-]
http://www.twitch.tv/FASSW @FASSWLOL< twitter Challenger LoL player and Global elite on CSGO with 2k++ hours
ArtyK
Profile Joined June 2011
France3143 Posts
April 02 2015 13:50 GMT
#46
On April 02 2015 08:07 Censured wrote:
Yeah don't take me wrong, I love 5-7... but I am afraid once tec9 receive proper nerf, everyone will see 5-7 is little bit broken as well.


Tec9 has been completly useless for 2 years and a half and no one complained about the 5-7, the reason being T's can't use it and full rush a bombsite.
The fact that it's a ct only weapon makes it balanced

If 5-7 was available to terrorists it would have been nerfed a long time ago imo.
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
NihiLStarcraft
Profile Blog Joined January 2010
Denmark1413 Posts
Last Edited: 2015-04-02 15:44:02
April 02 2015 15:43 GMT
#47
Took some time today to record my thoughts on the new patch and the AWP change in particular:





+ Show Spoiler +

Unbelievable how Valve manages to completely break the game, introduce tons of new bugs and all for ABSOLUTELY no reason. What the fuck.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
April 02 2015 16:13 GMT
#48
On April 03 2015 00:43 NihiLStarcraft wrote:
Took some time today to record my thoughts on the new patch and the AWP change in particular:


https://www.youtube.com/watch?v=nMF1Vy2iqds


+ Show Spoiler +

Unbelievable how Valve manages to completely break the game, introduce tons of new bugs and all for ABSOLUTELY no reason. What the fuck.


Cool, will watch that as soon as I'm home
LiquipediaWanderer
Censured
Profile Blog Joined April 2010
Czech Republic1060 Posts
April 02 2015 18:54 GMT
#49
On April 03 2015 00:43 NihiLStarcraft wrote:
Took some time today to record my thoughts on the new patch and the AWP change in particular:


https://www.youtube.com/watch?v=nMF1Vy2iqds


+ Show Spoiler +

Unbelievable how Valve manages to completely break the game, introduce tons of new bugs and all for ABSOLUTELY no reason. What the fuck.

Haha, didn't expect that
Occupation: Legend
iv~nk~j
Profile Joined August 2012
1140 Posts
April 02 2015 19:00 GMT
#50
i have no idea what even caused the broken crouch scout, if you look at the patch notes there really isn't anything there that would sound like it has effect on it
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
April 02 2015 19:20 GMT
#51
On April 03 2015 04:00 iv~nk~j wrote:
i have no idea what even caused the broken crouch scout, if you look at the patch notes there really isn't anything there that would sound like it has effect on it


i thought that was april fools joke that c9 did
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Erik.TheRed
Profile Blog Joined May 2010
United States1655 Posts
Last Edited: 2015-04-02 21:09:51
April 02 2015 21:05 GMT
#52
Hot off the press, we figured out Valve's true intentions with the latest patch!

http://esportsexpress.com/2015/04/leaked-csgo-dev-report-reveals-new-metagame/
"See you space cowboy"
Netscape9
Profile Joined March 2015
United States139 Posts
April 03 2015 02:00 GMT
#53
I'm really disappointed that Valve removed Season from the competitive playlist.
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
May 27 2015 01:37 GMT
#54
<style type="text/css">#csgo_wrap { background: #f4f1ec; color: #555; width: 736px; font-family: Tahoma, Verdana, Segoe, sans-serif; } #csgo_wrap a { color: #0894dd; text-decoration: none; } #csgo_wrap a:hover { color: #4792de; } #csgo_banner { background: url('/staff/tofucake/csgobanner.png') no-repeat; height: 68px; padding: 24px 20px 25px 260px; text-align: right; overflow: hidden; } #csgo_banner h1 { margin: 0px; padding: 0px; color: #000; font-size: 20px; font-family: "Franklin Gothic Medium", "Franklin Gothic", "ITC Franklin Gothic", Arial, sans-serif; } #csgo_banner h2 { margin: 0px; padding: 0px; font-size: 11px; font-family: "Gill Sans", "Gill Sans MT", Calibri, sans-serif; text-transform: uppercase; letter-spacing: 2px; } #csgo_body { padding: 0px 40px 40px 40px; } #csgo_body h2 { margin: 0px; } #csgo_body h3 { margin: 0px; font-size: 12pt; font-weight: bold; font-family: inherit; } #csgo_footer { border-top: 1px solid #999; padding: 30px; font-size: 10px; } .border { border: 10px solid white; margin-bottom: 3px; } .resize { width: 300px; } #csgo_body > .blockquote { background: #5f5a53; color: white; margin: 10px; border-radius: 10px; -webkit-border-radius: 10px; -moz-border-radius: 10px; padding: 20px; }</style><div id="csgo_wrap"><div id="csgo_banner"><h1>Counter-Strike: Global Offensive</h1><h2>Release Notes for 5/26/2015</h2></div><div id="csgo_body">

<div class="blockquote">


OPERATION BLOODHOUND
  • Launched Operation Bloodhound, available until September 30th, 2015.
  • Six community maps available for free to ALL CS:GO PLAYERS on official servers via the Operation Bloodhound map group: Agency, Resort, Zoo, Log, Rails, and Season – The Operation Bloodhound Access Pass is now available for purchase. It provides:
  • The upgradable Operation Bloodhound Challenge Coin, which can be displayed on your profile and in the scoreboard.
  • The Operation Bloodhound Journal, complete with Friends Leaderboards to track your Active Duty and Operation Competitive performance.
  • Two all-new campaigns, with 62 missions rewarding additional XP throughout the Operation.
  • Earned weapon drops will come from the Operation Bloodhound exclusive weapon collections: Cobblestone, Cache, Overpass, and all-new collections Gods and Monsters, The Rising Sun, and Chop Shop.
  • Exclusive access to the Falchion Case, containing 16 community-designed weapon finishes and the all-new Falchion Knife.
  • Added two new Mission types, Assassination and Guardian Co-op which are playable via campaign missions in the Operation.


PROFILE RANKS
  • Introducing Profile Ranks, viewable in-game on your CS:GO profile.
  • Play on official servers to earn XP and rank up your CS:GO Profile Rank.
  • In Competitive Mode, your earned XP is determined by your rounds won.
  • In all other modes, your earned XP is determined by your score.
  • You can earn additional XP by completing Operation Bloodhound Missions.
  • In addition to increasing your CS:GO Profile Rank, your first Rank earned each week will reward you with an earned weapon drop. If you own an Operation Bloodhound Access Pass, your weapon will come from one of the exclusive Operation Bloodhound weapon collections.


CASUAL
  • Reduced Round timer from 3:00 to 2:15.
  • Increased warmup time from 30 to 90 seconds.
  • Disabled vote to restart match.
  • Vote to change level is disabled after a team has reached match point.


UI
  • Fixed sometimes (but rarely) seeing health of players on the other team in the mini scoreboard.
  • Fixed the freeze panel sometimes getting stuck on and staying on even after the player is alive.

MISC
  • Added trace-based visibility checks to prevent networking invisible enemy players.
  • Updated CSGO engine to the latest Steam API SDK.
  • Improved support for integrated web browser MOTD popups.
  • Fixed several server-crashing exploits.
  • Fixed voice chat echo in lobby.
  • Re-enabled a bunch of player model variants including the much missed Balkan “Ido” model, otherwise known as tm_balkan_variantC.
  • Added a convar (sv_disable_immunity_alpha) that when set, allows mods to handle their own alpha on players.
  • Limited support for FBX in studiomdl.
  • Added sv_vote_to_changelevel_before_match_point (default 0, vote is never disallowed). When set to 1, the vote to change level is disabled after a team has reached match point.


MAPS
  • Cache
    • Fixed multiple bomb-stuck spots
    • Fixed an issue where saving CTs could be seen on radar from outside spawn
    • Fixed an annoying issue where grenades would collide with ground geometry map-wide
    • Deleted a problematic glass pane in mid (thanks RoF Anders)
    • Ensured tarps on crates are actually spammable

  • Season
    • Reduced width of Upper B T-side and long A to their CS:Source dimensions
    • Fixed every “white on white” corner to improve visibility (Thanks Shahzam)
    • Added a railing on catwalk to ensure that T’s don’t rush A site without potential punishment from pit
    • Fixed an angle at B lower to ensure that defensive grenades can be bounced off a wall easily and properly, as was the case in CS:Source
    • Made squeeky door louder
    • Bug fix: fixed metal sounds being made on all surfaces throughout the map.

  • Mirage
    • Fixed some spots where C4 could get stuck
    • Fixed some spots where players could get stuck on walls



</div>
</div><div id="csgo_footer">Thanks to Porkraven for compiling this</div></div>
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:50:18
May 29 2015 23:43 GMT
#55

Counter-Strike: Global Offensive

Release Notes for 5/29/2015






NETWORKING
  • Fixed a bug in the visibility/occlusion query that caused players to disappear sometimes.
  • Added server convar to avoid sending footstep audio messages when they are out of audible range.
    performance.



MATCHMAKING
  • Expired competitive cooldowns now require a confirmation from the players.
  • If a surrender vote is about to pass after the round is already over, it will cancel the vote.
  • If a surrender vote succeeds right before halftime, the proper teams will surrender at the next opportunity..


OPERATION BLOODHOUND
  • Updated some game settings and bonus XP values for the Guardian missions.
  • Increased warmup time from 30 to 90 seconds.
  • Disabled vote to restart match.
  • Vote to change level is disabled after a team has reached match point.


UI
  • Fixed death notices not being truncated properly and being offset when they were very long.
  • Added cage opening sound to weapon reveal.
  • Released more XP Rank Icons.

MISC
  • Bots will now no longer bunch up on a hostage and all try to rescue it at once.
  • Reduced Earned XP Demolition and Arms Race multipliers to bring them in line with other game modes.


MAPS
  • Office
    • Fixed a bad nav mesh spot

  • Season
    • Latest version of Season

  • Rails
    • Fixed some spots where C4 could get stuck
    • Fixed some spots where players could get out of the map

  • Rails
    • Fixed some spots where C4 could get stuck
    • Fixed some spots where players could get stuck
    • Fixed a smokegrenade sorting issue on the bridge



RIP TL open team's scrim night
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Stancel
Profile Blog Joined June 2011
Singapore15360 Posts
June 11 2015 01:26 GMT
#56
Patchday? Patchday. And what an update, too.

BLOG POST: http://blog.counter-strike.net/index.php/2015/06/12062/[1]

Via the CS:GO blog:

OVERWATCH OUT OF BETA
Added an XP reward for accurate Overwatch verdicts. The reward is proportional to the investigator’s Overwatch Score, is delivered after a sufficient number of accurate cases have been resolved, and can be collected by completing matches on official servers.

Added a message to users when they have reported a user that was banned by VAC or Overwatch.

Added a message to users when they have lost XP, competitive wins, Profile Rank, and Skill Group due to partying with a cheater.

Updated the Overwatch F.A.Q.: http://blog.counter-strike.net/index.php/overwatch/

SOUND
Weapon fire sounds no longer prevented from playing due to the Potentially Audible Set.

Fixed bug where dormant players could emit bullet impact sounds.

New ladder footstep sounds.

Inspecting a weapon from loadout screen now plays cage opening sound.

Adjusted weapon fire sound falloff to be more noticeable at near range distances.

UI
Added Leadership, Teaching, and Friendliness commendations to the scoreboard. The team member with the best score in each category will display the relevant icon.

CS:GO Profile Ranks now display like Skill Groups in the scoreboard: always for friends and party members, and at the end of the match for everyone else.

MISC
Doubled GOTV broadcasting and recording snapshot rate ( to 32 ) on official servers.

Fixed a bug that allowed players to commend themselves and removed all such commendations.

Update rates enforced for players can now be configured higher than GOTV master tv_snapshotrate.

Tickrates for players on official servers are now enforced to match server tickrate.

Players must now be at least Rank 3 to play Competitive Matchmaking.

Size is ~35 MB
ffxiv enjoyer
Souma
Profile Blog Joined May 2010
2nd Worst City in CA8938 Posts
June 11 2015 05:16 GMT
#57
Woo~ It's a good start.

Now... for all the other things!
Writer
NihiLStarcraft
Profile Blog Joined January 2010
Denmark1413 Posts
June 11 2015 05:22 GMT
#58
Great patch! I'm a little scared because currently I can only play VERY little CS:GO and since ranks came out only was able to play about 6 rounds of DM. That got me about 1/3rd into the very first bar lol. So if I multiply this together, I'm going to have to be locked out of MM for months I guess?

But I still like the change vs hackers!
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:50:26
July 10 2015 00:00 GMT
#59

Counter-Strike: Global Offensive

Release Notes for 7/9/2015






SOUNDS
  • Added new carpet footstep sounds.
  • Tweaked sounds of suits when running to synchronize with footsteps.


MISC
  • Fixed smoke rendering exploits that were possible when running certain video capture applications.
  • Fixed rare issues when equipping the same loadout item for both teams.
  • Fixed an issue where the list of tournament matches would not refresh.
  • Added official game servers cluster in Atlanta.


MAPS
  • Overpass
    • Made first train event predictable, train will start 10 seconds after Ts leave their spawn tunnel
    • Implemented area sound for train, can now use sound reliably throughout B site to hide grenade sounds, footsteps etc.
    • Fixed a see-through texture near Bombsite A towards upper park

  • Dust II
    • Fixed 30 exotic spots where C4 could get stuck



Since Souma is gone, I can post whatever I like!
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Swampflare
Profile Joined March 2012
United States1201 Posts
July 10 2015 00:02 GMT
#60
Thanks for the Overpass fix, Cloud9!
Liquipedia<FO-nTTaX> so i ordered a pizza to my house in the pizza service next to me and let them deliver [me] with the pizza
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
July 10 2015 04:46 GMT
#61
On July 10 2015 09:02 Swampflare wrote:
Thanks for the Overpass fix, Cloud9!


the interesting thing is that the train now masks a B rush since the CTs cant hear it now; they'll have to spot for it
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
August 18 2015 03:54 GMT
#62
too lazy to apply fancy css since only notable thing is Valve got the PR approved and merged for lag compensation for pose parameters

http://blog.counter-strike.net/index.php/2015/08/12274/

Release Notes for 8/17/2015

17 Aug 2015 -

[STICKERS]
– Updated some player signatures with their latest submissions: device, dupreeh, Skadoodle, emagine, and literally, n0thing.

[UI]
– Fixed top nav bar becoming unresponsive.
– Recovered Watch Highlights button. Now can be used on any player in the match.
– Added ability to specify what round to begin watching downloaded demo from.
– Fixed bug where reloading Watch Panel would not preserve categories.

[MISC]
– Enabled lag compensation on pose parameters.

The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Varanice
Profile Blog Joined June 2011
United States1517 Posts
August 18 2015 22:17 GMT
#63
so thoughts on valve changing player signatures and using text fonts?
www.twitch.tv/varanice
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:50:35
September 03 2015 23:44 GMT
#64

Counter-Strike: Global Offensive

Release Notes for 9/3/2015






Misc
  • Fixed an FOV zoom bug caused by crouching immediately after a zoomed-in shot.
  • Fixed a case where rapidly pressing a key while loading into a competitive game would prevent the client from spawning.
  • Adjusted the molotov/incendiary grenade extinguishing distance.
  • Fixed mouse cursor being visible and eating keyboard input during Demo playback.


LINUX
  • Added SIGINT handler to issue a graceful sv_shutdown.
  • Added SIGTERM handler to quit the server.


MAPS
  • Cache
    • Improved the silhouette of forklift to facilitate better firefights
    • Fixed an issue where weaponry could become irretrievable beneath vent (Thanks JoshOG!)

  • Dust2
    • Fixed a spot near mid doors where C4 could get stuck
    • Fixed some texture bugs in A site
    • Raised lamp near T spawn towards mid
    • Added commemorative grafitti

  • Train
    • Fixed a ladder bug close to T entrance to A
    • Fixed a bug where grenades could fall into traintrack grooves and not deal any damage




Mission accomplished for Hiko?
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:50:41
September 15 2015 23:09 GMT
#65

Counter-Strike: Global Offensive

Release Notes for 9/15/2015






ANIMATION / GAMEPLAY
  • Replaced all player body animations (Existing character models retained for demo compatibility)
  • Replaced all world model weapon animation
  • Updated shared player skeleton
  • Re-rigged all player model geometry and player scaffold animation
  • Updated animation networking to continually synchronize animation state instead of periodically latching
  • Player animation sequence selection is now server-initiated
  • Added new player states including bomb defusal and ladder climb poses
  • Added thirdperson weapon deploy animations to more accurately represent viewmodel deploy state
  • Extended all vertical aim matrix ranges to encompass the majority of vertical aim pitch so weapons line up precisely to firing angle
  • Added reverse-bone-merge animation support so weapon models can store and play independent animation on the player holding them
  • Added support for arbitrary numbers of articulated mechanical parts on world weapon models
  • Updated weapon world model articulation points, bodygroup presets, holster positions and reverse-bone-merge skeletons
  • Added physics motion to holstered attachment weapon locations
  • Added support for non-polygonal capsule-shaped hit volumes, defined by a line segment and radius
  • Replaced shared hitboxes with new capsule-based set
  • Rebuilt player ragdoll angular constraints, physics hulls, and interaction pairs
  • Ragdolls now assume more exact pose of their parent player on physics init
  • Re-built animation statemachine to support blending locomotion over any weapon aim or action poses
  • Enabled support for dynamic player animation layer re-ordering
  • Sequence blendlayers now correctly contribute to computed cyclerate
  • Added defuser cables and multimeter model
  • Added hlmv support for capsule rendering, submodel attachment previewing, ragdoll constraint limit and bone name rendering, plus numerous small fixes
  • Added model format support for named bodygroups, combined physics hulls, activity modifiers and animation system specific metadata


UI
  • Fixed a bug where the mini-scoreboard armor/helmet information was not displaying for coaches
  • Added sv_show_voip_indicator_for_enemies server convar. If set, it will make it so the ‘voice chat’ icon shows over enemy players as well as allies when they are using their microphone.
  • Added sv_showbullethits feature to visualize server-confirmed hits and near-misses on listen servers


RENDERING
  • Fixed improper stencil state in glow pass rendering


GAMEPLAY
  • Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position

  • M4A1-S
    • Reduced price
    • Reduced armor penetration
    • Reduced ROF
    • Increased base spread


  • Zeus x27
    • Reduced price to $100


  • Dual Berettas
    • Increased armor penetration
    • Increased range modifier



GOTV
  • Added viewmodel position lerp to gotv camera transitions


OVERWATCH
  • Players can now report enemies for anti-competitive griefing (i.e. deliberately losing).


The Church of the M4A4 welcomes all
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Faruko
Profile Joined April 2013
Chile34171 Posts
Last Edited: 2015-09-15 23:20:57
September 15 2015 23:15 GMT
#66
M4A1 daed ?
Ross was right // "Jesus Christ nahaz is doing shots before my eyes" (Sn0_Man, 2018)
Dwayn
Profile Joined October 2011
Germany949 Posts
September 15 2015 23:55 GMT
#67
I wonder if we'll actually see the zeus be used now. you can buy armor + zeus
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
September 15 2015 23:57 GMT
#68
Depending on how the new hitbubbles work, A1 might not be toooooo bad...
Liquipediaasante sana squash banana
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
September 16 2015 00:12 GMT
#69
this is basically source 2.0.

i want 1.6, not sauce :/
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
September 16 2015 01:44 GMT
#70
this update ruined my FPS, and a bunch of people are getting random lag spikes now too
Liquipediaasante sana squash banana
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
September 16 2015 02:11 GMT
#71
Game's a few years old now, stop messing with the guns. The M4A1-S change... I'm too old to adapt to this bullshit.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
Camail
Profile Joined August 2011
United States1030 Posts
September 16 2015 02:33 GMT
#72
Oh god this new ROF is fucking hideous. Give me my a1 back, I wasn't one of those tier whores I was a loyalist from day 1, GIVE ME BACK MY BABY.
http://i.imgur.com/IPxgv.png
iXphobos
Profile Joined July 2010
Germany1464 Posts
September 16 2015 08:25 GMT
#73
Wow, it's actually a whole new game.
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
September 18 2015 01:41 GMT
#74
Dont have time for fancy post, since i have esea match in 30 mins

http://blog.counter-strike.net/

http://blog.counter-strike.net/index.php/2015/09/12543/

brand new knife, wtf is this?


<video autoplay="" class="WebMVideoFull" loop="" preload="auto" id="inspect_video" style="z-index: 6;"><source type="video/webm" src="http://media.steampowered.com/apps/csgo/blog/images/shadow_case/push_knives_loop_de_dust2.webm"><source type="video/mp4" src="http://media.steampowered.com/apps/csgo/blog/images/shadow_case/push_knives_loop_de_dust2.mp4"><img src="http://media.steampowered.com/apps/csgo/blog/images/shadow_case/shadow_daggers.jpg" title="Your browser does not support the video tag"></video>
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Souma
Profile Blog Joined May 2010
2nd Worst City in CA8938 Posts
September 18 2015 01:43 GMT
#75
lol that's cute.
Writer
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
September 18 2015 01:44 GMT
#76
On September 18 2015 10:43 Souma wrote:
lol that's cute.


stabby stabby stabby gotta stab stab stabby
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
TheEmulator
Profile Blog Joined July 2010
28086 Posts
September 18 2015 01:57 GMT
#77
That's the lamest knife, what the fuck.
Administrator
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
September 18 2015 02:08 GMT
#78
the model is wrong too. Those go between the middle and ring fingers, not middle and index
Liquipediaasante sana squash banana
Souma
Profile Blog Joined May 2010
2nd Worst City in CA8938 Posts
September 18 2015 02:15 GMT
#79
Can I just get a katana... That'd be so sick.
Writer
No0n
Profile Joined March 2010
United States355 Posts
September 18 2015 02:24 GMT
#80
Ninjato more likely. Katana's are big man xD
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
Enki
Profile Blog Joined January 2007
United States2548 Posts
September 18 2015 02:25 GMT
#81
Meh....I'm sure I'm not the only one where if hell froze over and I actually got that knife in a case I would sell it for a Karambit or flip knife.
"Practice, practice, practice. And when you're not practicing you should be practicing. It's the only way to get better. The only way." I run the Smix Fanclub!
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
September 18 2015 02:50 GMT
#82
On September 18 2015 11:24 No0n wrote:
Ninjato more likely. Katana's are big man xD

ninjato are big too....
Liquipediaasante sana squash banana
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
September 18 2015 08:48 GMT
#83
If that means a huge drop in value for other knives, cool.

However, would've been cool to see _also_ the FPS issue solved...
LiquipediaWanderer
iXphobos
Profile Joined July 2010
Germany1464 Posts
September 18 2015 09:19 GMT
#84
On September 18 2015 17:48 Ragnarork wrote:
However, would've been cool to see _also_ the FPS issue solved...

"– Improved animation performance for certain hardware configurations."
Didn't that do anything?
porkRaven
Profile Joined December 2010
United States953 Posts
September 18 2015 09:27 GMT
#85
"for certain hardware configurations."
Anyway I am just glad I can hit people who are jumping.
SHOUTOUTS TO Aylear!!!
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
September 18 2015 12:07 GMT
#86
Apparently, still a lot of people experience framerate drops, and I myself still have way worse performance (though it's completely playable) than before the update (haven't compared before and after the last one though, so couldn't tell for my hardware).
LiquipediaWanderer
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:50:54
September 25 2015 01:01 GMT
#87

Counter-Strike: Global Offensive

Release Notes for 9/24/2015






Music Kits
  • Players can now purchase Music Kits that track Official Competitive MVPs. These special Music Kits are available as StatTrak Music Kit offers. All new music kits are also available as normal (non-StatTrak) Music Kit offers.


ANIMATION
  • Fixed crouched defusal aim matrix bug
  • Improved walk/run blending in some cases when speed changes rapidly
  • Improved walk footplants
  • CPU performance optimizations.



LITERALLY WALKING MEMES
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
September 25 2015 01:03 GMT
#88
STATTRAK MUSIC KITS


http://blog.counter-strike.net/index.php/2015/09/12580/
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
porkRaven
Profile Joined December 2010
United States953 Posts
September 25 2015 01:17 GMT
#89
At least we got everything else.
SHOUTOUTS TO Aylear!!!
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
September 25 2015 08:42 GMT
#90
*sigh*

Oh well, there's a few animation improvements. I'm curious about the walk/run blending.
LiquipediaWanderer
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:50:59
October 08 2015 23:55 GMT
#91

Counter-Strike: Global Offensive

Release Notes for 10/08/2015





GAMEPLAY
  • Adjusted player flashbang reaction animation so the raised arm matches first-person blindness.


MISC
  • Players will no longer get the default weapon in a loadout slot when the game server loses connection to the GC.
  • Bots no longer get stuck in a crab-walk after a rare failure during crouch-jump.



Cobblestone
  • Fixed some areas where players could look through model backfaces


Does your flash hang low, does it wobble to and fro?
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:51:04
October 21 2015 00:34 GMT
#92

Counter-Strike: Global Offensive

Release Notes for 10/20/2015





GAMEPLAY
  • minute map changes on mirage and train


STICKERS HYPEEEEEEEEE


I could use a hyperbolic time chamber
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Varanice
Profile Blog Joined June 2011
United States1517 Posts
October 21 2015 00:50 GMT
#93
STICKER HYPE
www.twitch.tv/varanice
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
October 21 2015 01:43 GMT
#94
game is fucked, cl_updaterate 0 is being forced and cant be changed
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
October 21 2015 06:25 GMT
#95
regarding the issue with cl_updaterate 0

set it as

cl_updaterate = 128
and you'll be good
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Ktk
Profile Blog Joined May 2010
Korea (South)753 Posts
Last Edited: 2015-10-21 10:57:04
October 21 2015 10:55 GMT
#96
Interesting that people are saying the game's broken mine has been working fine*

Oh but then I have that cl updaterate in my autoexec

*still have random 3sec monitor shutdowns midgame on inferno and still have to fiddle with some video settings every time I launch CSGO to get into a multiplayer game otherwise I insta-crash out of the game (and this is before & after a new graphics card, reinstalling drivers, and reinstalling the game )
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
October 21 2015 12:16 GMT
#97
I like how Valve pushed that right in the middle of ESEA Pro League and Faceit League matches, and it messed them up.
LiquipediaWanderer
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:51:13
October 24 2015 01:03 GMT
#98

Counter-Strike: Global Offensive

Release Notes for 10/23/2015





MAPS
    Overpass
    • Fixed a 3 man boost in back of bombsite A, towards bombsite B
    • Red toolcart in connector will no longer kill you



Dedicated Servers
  • Increased max command line limit on Linux.
  • Added support for running two GOTV masters with different rates on the same game server.
  • To activate the second GOTV master game server can launch with the following additional parameters: -addhltv1 +tv_enable1 1 +tv_snapshotrate1 128 — To issue commands to a specific GOTV instance use “-instance 0″ or “-instance 1″: tv_record mygotv128tick.dem -instance 1



LOL RIP FNATIC, GOTTA HOLD THAT L TO VALVE'S ANTI BOOST STRATS
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
October 24 2015 01:38 GMT
#99
Fixed a 3 man boost in back of bombsite A, towards bombsite B


i cant tell if this is a troll or not
WriterXiao8~~
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
October 24 2015 01:54 GMT
#100
On October 24 2015 10:38 Kipsate wrote:
Show nested quote +
Fixed a 3 man boost in back of bombsite A, towards bombsite B


i cant tell if this is a troll or not


its not, check the actual patch notes
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Censured
Profile Blog Joined April 2010
Czech Republic1060 Posts
October 24 2015 08:39 GMT
#101
On October 24 2015 10:38 Kipsate wrote:
Show nested quote +
Fixed a 3 man boost in back of bombsite A, towards bombsite B


i cant tell if this is a troll or not

Occupation: Legend
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
October 24 2015 17:20 GMT
#102
Ow god, when does this boosting stop.
The harder it becomes, the more you should focus on the basics.
Kamari
Profile Joined August 2011
Sweden87 Posts
October 24 2015 17:37 GMT
#103
Never I hope.
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:51:23
December 09 2015 02:51 GMT
#104

Counter-Strike: Global Offensive

Release Notes for 10/23/2015





WINTER UPDATE
  • Slight adjustments to Holiday Cheer.
  • Gifts are now available for purchase. Gift leaderboards will be displayed until January 15th.
  • Added the Revolver Case.
  • Added several new community sticker capsules, currently available as offers.
  • Added Service Medals for 2016. Players achieving Global General rank after December 31st will receive the new year’s medal.


R8 REVOLVER
  • Added a new secondary weapon, the R8 Revolver, which occupies the Desert Eagle loadout slot.
  • Note: The R8 Revolver will become usable in-game when the back-end servers restart.


GAMEPLAY
  • In Competitive Matchmaking times are now 1:55 and 0:40 for round and C4, respectively. These are also the new times for CSGO Major Championships.
  • Adjusted recovery time on the AK47, M4A4, and M4A1-S assault rifles to reduce the range at which spraying is preferable to tapping/bursting.
  • Increased move inaccuracy on pistols: Elites, Fiveseven, Glock, P2000, P250, Tec9, USP, CZ75a.
  • Added team timeouts to Competitive Matchmaking, which can be called with a vote. Default is 60 seconds, set by mp_team_timeout_time.



KILLER REPLAY
  • Added new Killer Replay to Casual and Demolition modes. GOTV must be active on the server to enable the feature.
  • Menu option Help/Options->Game Settings->Automatic Killer Replay will turn replay off.
  • Several convars are available to customize the Killer Replay. Search for ‘replay’ in the console for a complete list.


COMMUNITY
  • Game servers and GOTV relays not logged in to a persistent game server account with a Game Server Login Token (GSLT) will only allow clients to connect from the same LAN.
  • Community servers can now be only connected by their real public IP or their internal RFC1918 address.
  • To create a GSLT, visit the GSLT creation utility here: http://steamcommunity.com/dev/managegameservers[1]
  • Each GSLT is restricted for use on one dedicated server instance only, and should be passed on command line with +sv_setsteamaccount THISGSLTHERE -net_port_try 1
  • Added an option to report servers for misrepresenting players’ inventory and/or rank.
  • Game servers will now display their SteamID to an operator’s status request in the server console.
  • Game servers with GOTV enabled and GOTV relays that need to support external clients connecting on GOTV port must set tv_advertise_watchable 1


MISC
  • Users’ options are now stored independently in a Steam account-local data folder and can be different across Steam accounts on the same machine.
  • Administrators setting up tournament Active Directory logons with Roaming Profiles can create a directory inside the user’s roaming profile storage and expose that location to the game by setting an environment variable USRLOCALCSGO=%USERPROFILE%\AppData\Roaming\csgo
  • Video options for shadow quality, model/texture detail, effect detail, shader detail, and texture filtering mode can now be autodetected at startup to adjust for multitasking with other background applications. These video options can also be permanently set by the user to remain the same regardless of other background applications detected during game launch.
  • Minor sound mix tweaks. First person footsteps slightly quieter, third person footstep volume remains unchanged.
  • Highlights and Lowlights now transition smoothly between clips.
  • Lowlights will now identify the target using the same visual indicator as the Killer Replay.


MISC
  • Fixed some surfaces playing the wrong footstep sounds in Mirage, Overpass and Train.
  • Fixed a DM spawnpoint in de_dust where the player would get stuck.


STEAM CONTROLLER
  • Made toggle crouch work
  • Fixed several bugs


GAME STATE INTEGRATION
  • CS:GO’s game state can be relayed remotely, allowing third parties to integrate their services with the game. For example, game state integration was used at the CS:GO Major Championship at DreamHack Cluj-Napoca to present special stage effects (e.g., lighting and pyrotechnics) during a match.
  • For details on how to set up your service to use game state integration, visit the wiki page here: https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Game_State_Integration[2]


GAME STATE INTEGRATION
  • Added official servers in Hong Kong


wtf is this update?
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
Last Edited: 2015-12-09 03:18:55
December 09 2015 03:01 GMT
#105
Ok. Not playing this game anymore. Good bye.

Edit: Forgive the language I feel I need to use, but volvo really, really needs to be a bunch of dumb fucking cunts to think this is even remotely god damn reasonable, bunch of fucking retards.

User was warned for this post
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
Nagisama
Profile Blog Joined April 2010
Canada4481 Posts
December 09 2015 03:13 GMT
#106
new revolver is broken as fuck!
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"
porkRaven
Profile Joined December 2010
United States953 Posts
December 09 2015 03:30 GMT
#107
HAHAHAHAH this is retarded and great. It really shouldn't be that bad but I wish the Deagle was buffed in some way to give u a compelling reason to buy it. I can't believe they're enforcing those round timers :/ . Hopefully pistol rounds get a little more skillful.
SHOUTOUTS TO Aylear!!!
Kuroeeah
Profile Blog Joined February 2013
11696 Posts
December 09 2015 03:34 GMT
#108
finally, i can live out my fantasy being revolver ocelot in cs:go. thanks gabe
Jer99
Profile Blog Joined April 2011
Canada8157 Posts
December 09 2015 03:49 GMT
#109
seriously what a fucking hilarious gun
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 09 2015 03:56 GMT
#110
i fucking love it
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
trifecta
Profile Joined April 2010
United States6795 Posts
December 09 2015 03:59 GMT
#111
lmao volvo pls
yamato77
Profile Blog Joined October 2010
11589 Posts
December 09 2015 04:09 GMT
#112
I was thinking about writing a piece defending Valve's game design choices with pistols/SMGs, and most of this update actually fixed my leftover complaints about them, but then they release this revolver, and I have to question just how much they understand about mid to high level play...
Writer@WriterYamato
trifecta
Profile Joined April 2010
United States6795 Posts
December 09 2015 04:14 GMT
#113
just make it subtract money for kills XD
PhoenixVoid
Profile Blog Joined December 2011
Canada32740 Posts
December 09 2015 04:16 GMT
#114
On December 09 2015 12:34 Kuroeeah wrote:
finally, i can live out my fantasy being revolver ocelot in cs:go. thanks gabe

I feel like playing the game spouting Revolver Ocelot lines now.
I'm afraid of demented knife-wielding escaped lunatic libertarian zombie mutants
blobrus
Profile Joined August 2011
4297 Posts
December 09 2015 04:16 GMT
#115
At this point valve's game decisions are comical to me.
Nixer
Profile Joined July 2011
2774 Posts
December 09 2015 04:20 GMT
#116
Well, it's certainly one way to get money off cases.
Graphics
trifecta
Profile Joined April 2010
United States6795 Posts
December 09 2015 04:23 GMT
#117
then nerfed into the ground
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 09 2015 04:43 GMT
#118
On December 09 2015 12:56 amazingxkcd wrote:
i fucking love it


now i actually hate it because it represent valve's in-ability to design games; no gun should ever be this powerful for that cheap!!!
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
Last Edited: 2015-12-09 04:52:51
December 09 2015 04:51 GMT
#119
On December 09 2015 13:43 amazingxkcd wrote:
Show nested quote +
On December 09 2015 12:56 amazingxkcd wrote:
i fucking love it


now i actually hate it because it represent valve's in-ability to design games; no gun should ever be this powerful for that cheap!!!


Yeah, 1-shot without getting a headshot at very good accuracy while moving... Maybe I'll just go play Dirty Bomb instead, at least that game's run and gun weapons are balanced

Why buy a shotgun or scout anymore, you can get the same thing only better for $700. Throw in an HE and you're in business.
Can someone please explain/how water falls with no rain?
porkRaven
Profile Joined December 2010
United States953 Posts
December 09 2015 05:08 GMT
#120
It is 850 but no real difference in your argument.
SHOUTOUTS TO Aylear!!!
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
Introvert
Profile Joined April 2011
United States4719 Posts
December 09 2015 07:19 GMT
#141
This is hilarious! I don't think it's as big a deal as people say, but it's still dumb, espeically the part where you hold to get more accurate. I wish I knew what Volvo had going in in their collective head.

However, smurfing just became so much more fun. If only I could have deag and R8. Maybe I'll just use them on different sides.
"It is therefore only at the birth of a society that one can be completely logical in the laws. When you see a people enjoying this advantage, do not hasten to conclude that it is wise; think rather that it is young." -Alexis de Tocqueville
Stancel
Profile Blog Joined June 2011
Singapore15360 Posts
December 09 2015 07:20 GMT
#142
watching freak's stream and holy hell this is sad to watch

how did anyone at valve think the r8 was a good idea
ffxiv enjoyer
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
December 09 2015 07:24 GMT
#143
What the fuck, is volvo trying to kill CS, what the fucajdalskdj?!! 40 sec bomb timer aswell? Feels like a fucking aprils fool joke, not an actual update. Dumb shit
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Roggay
Profile Joined April 2010
Switzerland6320 Posts
December 09 2015 07:26 GMT
#144
Valve went full half-ass on this patch.

People wanted competitive timers in MM? Okay but instead we set them in the middle on force them on everyone.
People wanted a nerf to the run and gun pistols? Okay we nerf the running accuracy of most pistols but we introduce a broken pistol that one-shots and has ridiculous moving accuracy.

What the hell are they doing? Goddamn make your mind and coordinate your fucking team before releasing an update. It can't be that hard with how small that team is. It also really highlights how little they understand about their own game, which is sad.

That being said I really want to try that new gun to see how broken it is, but I can't play until tomorrow and I feel it will be nerfed by then
RuiBarbO
Profile Blog Joined August 2012
United States1340 Posts
December 09 2015 07:52 GMT
#145
On December 09 2015 16:26 Roggay wrote:
Valve went full half-ass on this patch.

People wanted competitive timers in MM? Okay but instead we set them in the middle on force them on everyone.
People wanted a nerf to the run and gun pistols? Okay we nerf the running accuracy of most pistols but we introduce a broken pistol that one-shots and has ridiculous moving accuracy.

What the hell are they doing? Goddamn make your mind and coordinate your fucking team before releasing an update. It can't be that hard with how small that team is. It also really highlights how little they understand about their own game, which is sad.

That being said I really want to try that new gun to see how broken it is, but I can't play until tomorrow and I feel it will be nerfed by then


If memory serves, it took them long enough to nerf the CZ and AUG during their respective periods of broken-ness (particularly the AUG) that, assuming they take the same amount of time here, you'll have plenty of time to experience top-r8ed CSGO before they scale anything back.
Can someone please explain/how water falls with no rain?
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
December 09 2015 08:00 GMT
#146
On December 09 2015 16:52 RuiBarbO wrote:
Show nested quote +
On December 09 2015 16:26 Roggay wrote:
Valve went full half-ass on this patch.

People wanted competitive timers in MM? Okay but instead we set them in the middle on force them on everyone.
People wanted a nerf to the run and gun pistols? Okay we nerf the running accuracy of most pistols but we introduce a broken pistol that one-shots and has ridiculous moving accuracy.

What the hell are they doing? Goddamn make your mind and coordinate your fucking team before releasing an update. It can't be that hard with how small that team is. It also really highlights how little they understand about their own game, which is sad.

That being said I really want to try that new gun to see how broken it is, but I can't play until tomorrow and I feel it will be nerfed by then


If memory serves, it took them long enough to nerf the CZ and AUG during their respective periods of broken-ness (particularly the AUG) that, assuming they take the same amount of time here, you'll have plenty of time to experience top-r8ed CSGO before they scale anything back.

To be fair they are updating the game a lot more these days, so hopefully it won't take too long.
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
Keeemy
Profile Joined November 2012
Finland7855 Posts
Last Edited: 2015-12-09 08:04:19
December 09 2015 08:03 GMT
#147
Valve needs to fucking test these updates before rolling them out. Ask the pros, make a beta client, ANYTHING. This is ridiculous, the R8 is the most idiotic thing ever.

At least they nerfed the pistols a bit so that's good I guess. But that revolver...
Hello
Mozdk
Profile Joined October 2010
Denmark6989 Posts
December 09 2015 08:08 GMT
#148
Game is so buggy after the update:

After round is over, but the next one hasn't started, the screen flickers.

I can see whoever I am spectating from the inside (I've seen that this was a problem earlier)

The game has trouble reloading if I tab. It gets stuck when I re-enter, so I have to wait, tab again, and then reenter. Takes around 30 seconds total.
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
Roggay
Profile Joined April 2010
Switzerland6320 Posts
December 09 2015 08:10 GMT
#149
They really don't bother with QA do they? Let alone actually have beta servers.
BreakfastBurrito
Profile Joined November 2011
United States893 Posts
December 09 2015 08:36 GMT
#150
On December 09 2015 17:08 Mozdk wrote:
Game is so buggy after the update:

After round is over, but the next one hasn't started, the screen flickers.

I can see whoever I am spectating from the inside (I've seen that this was a problem earlier)

The game has trouble reloading if I tab. It gets stuck when I re-enter, so I have to wait, tab again, and then reenter. Takes around 30 seconds total.


your video settings might be reset from the patch
twitch.tv/jaytherey | Yapper891 if you are reading this, PM me. its Twisty.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
December 09 2015 10:01 GMT
#151
The official timers on MM would've made planting hard, and planting OP, as, as was mentioned, there's nearly not enough coordination in this queue to actually retake fast enough as CT, or to work the map as T and get quickly into a site when the time starts to run out.

Regardless, except for the R8 which seems quite broken, I like these changes. Don't really know how things will even out, but I like that Valve takes the same approach with CS:GO than with DotA (even if less violent), making drastic changes to the game. It forces people to adapt, promotes playstyle changes and thinking, which I like.
LiquipediaWanderer
Roggay
Profile Joined April 2010
Switzerland6320 Posts
Last Edited: 2015-12-09 10:07:28
December 09 2015 10:06 GMT
#152
On December 09 2015 19:01 Ragnarork wrote:
The official timers on MM would've made planting hard, and planting OP, as, as was mentioned, there's nearly not enough coordination in this queue to actually retake fast enough as CT, or to work the map as T and get quickly into a site when the time starts to run out.

Regardless, except for the R8 which seems quite broken, I like these changes. Don't really know how things will even out, but I like that Valve takes the same approach with CS:GO than with DotA (even if less violent), making drastic changes to the game. It forces people to adapt, promotes playstyle changes and thinking, which I like.

There is a difference between making drastic changes that are needed compared to random drastic changes that come out of nowhere. Seriously, no one was asking for a new pistol.
I don't mind them adding guns that much, BUT the real bad thing about the whole situation is that it came out of nowhere for even the pros (even the timer and rifle changes). My understanding of dota2 is that icefrog atleast communicates with the pros about the changes, even if they are drastic. There is little to no communication with the csgo team and they pull random shit out of their asses all the time. The least they could do is to atleast test their stuff.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2015-12-09 10:18:15
December 09 2015 10:17 GMT
#153
I agree on the test and communication part.

Other than that, no, drastic changes must surprise and break the game. They must _change_ the game. If it's just "oh, that gun seems a bit strong for its cost we'll remove one bullet and reduce slightly RoF", like for the M4A1-S, it's not a drastic change. Doesn't mean it should be left untouched and no tweaks should be done afterwards.

I do think the R8 is broken in its current state. I don't think it was a bad thing to add a gun and to change the range of the switch spray/burst-tap.
LiquipediaWanderer
Roggay
Profile Joined April 2010
Switzerland6320 Posts
Last Edited: 2015-12-09 10:24:23
December 09 2015 10:20 GMT
#154
On December 09 2015 19:17 Ragnarork wrote:
I agree on the test and communication part.

Other than that, no, drastic changes must surprise and break the game. They must _change_ the game. If it's just "oh, that gun seems a bit strong for its cost we'll remove one bullet and reduce slightly RoF", like for the M4A1-S, it's not a drastic change. Doesn't mean it should be left untouched and no tweaks should be done afterwards.

I do think the R8 is broken in its current state. I don't think it was a bad thing to add a gun and to change the range of the switch spray/burst-tap.

I am much more in favor of little incremental changes personally.
And the R8 looks extremely broken. Hope they ban it for the next few tournaments until it is nerfed to the ground.

Also, csgo is not in beta, the game is not in a state where drastic changes are needed. And if they want to do stuff like this, atleast have a beta client to test it.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
December 09 2015 10:28 GMT
#155
You should take a look at DotA, because that's their approach. And it works quite well to avoid having a game in a completely stale state. That's what I like, it's a matter of opinion, but for DotA it actually works, even though, and it's a consequence of that, some meta are less interesting than others (like during 2012 or 2013 IIRC, when the extremely-fast-push-no-teamfight was quite the norm...)

That's why I don't mind them doing that. Nothing to do with the game being in beta or not, it's an approach to game balance/meta refreshing. They should test it more thoroughly though, that's for sure.
LiquipediaWanderer
Faruko
Profile Joined April 2013
Chile34171 Posts
December 09 2015 10:29 GMT
#156
http://oddshot.tv/shot/godazed-2015120945541158
http://www.twitch.tv/killerahri/v/29005554

Lmao
Ross was right // "Jesus Christ nahaz is doing shots before my eyes" (Sn0_Man, 2018)
Jer99
Profile Blog Joined April 2011
Canada8157 Posts
December 09 2015 10:31 GMT
#157
Valve saw McCree and said 'we can make a revolver even more broken'
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
December 09 2015 10:33 GMT
#158
What's that thing Dazed is doing with the gunlock? Like a pre-firing mechanism he can activate beforehand and cancel...
LiquipediaWanderer
Nagisama
Profile Blog Joined April 2010
Canada4481 Posts
December 09 2015 10:40 GMT
#159
The normal attack, has a slight charge. You hold down mouse1, wait ~0.5 seconds, and then it fires (with perfect accuracy/100dmg etc), you can let go of mouse1 just before it's about to fire to cancel, as a way to "preaim" with the gun so you don't really have to wait for the charge delay. If you see an opponent, just keep holding mouse1 and it'll fire, if you don't, let go to cancel the animation, rinse repeat.
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"
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
December 09 2015 10:45 GMT
#160
Oh ok. The update doesn't really describe the gun, so well...

Tis retarded. That may sounds like a way to add some drawback to the gun (if you fire reactively you have a disadvantage), but in practice that looks completely inefficient :<
LiquipediaWanderer
saddaromma
Profile Joined April 2013
1129 Posts
Last Edited: 2015-12-09 10:46:19
December 09 2015 10:45 GMT
#161
If we stop panicing and think seriously a bit.

Introducing R8 is the right direction to go. It solves one of major problem in competitive cs go, CT side being able to camp their way to victory when they get ahead. Its very common since all pro teams know how to use map, T might take round or two, but CT already have huge bank and can camp same spots over and over again.
R8 forces defensive side to be more creative at positioning, which leads to more dynamic games and risk taking.

I agree its OP. But general idea seems right.
Yrr
Profile Joined June 2012
Germany803 Posts
December 09 2015 10:47 GMT
#162
Here are some numbers regarding the pistol accuracy on the move change and the rifle recovery change:
https://www.reddit.com/r/GlobalOffensive/comments/3w1azc/in_depth_analysis_of_december_8_2015_weapon/
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
December 09 2015 11:01 GMT
#163
On December 09 2015 19:45 saddaromma wrote:
If we stop panicing and think seriously a bit.

Introducing R8 is the right direction to go. It solves one of major problem in competitive cs go, CT side being able to camp their way to victory when they get ahead. Its very common since all pro teams know how to use map, T might take round or two, but CT already have huge bank and can camp same spots over and over again.
R8 forces defensive side to be more creative at positioning, which leads to more dynamic games and risk taking.

I agree its OP. But general idea seems right.

Thats just retarded. Rather than adding a mini-awp for 850$ and switching up round/bombtimers for majors (i cannot comprehend how dumb this is), rather make smokes last less, for more possibilities for terrorists. Honestly it just feels like an april fools prank or something.
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
December 09 2015 11:34 GMT
#164
switching up round/bombtimers for majors (i cannot comprehend how dumb this is), rather make smokes last less


When you think about it, your latter suggestion is actually somewhat equivalent to the former. Longer round -> reduces the effectiveness of smokes / molotovs (when used as time buffers).

So well...
LiquipediaWanderer
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
December 09 2015 11:40 GMT
#165
On December 09 2015 20:34 Ragnarork wrote:
Show nested quote +
switching up round/bombtimers for majors (i cannot comprehend how dumb this is), rather make smokes last less


When you think about it, your latter suggestion is actually somewhat equivalent to the former. Longer round -> reduces the effectiveness of smokes / molotovs (when used as time buffers).

So well...

Yea sure its somewhat equivalent, i just dont see any reason to switch game mechanics that have been there for 10 years or so. I dont think making the game slower than what it is now is the right choice, nor switching up fundamental core stuff. Rather do a smaller change with smokes lasting less, and keep the mechanics the same. (Not to mention that making retakes easier is, in my opinion, a really bad idea, as theres much less risk in trying a retake and itll also reduce the importance of defuse kits in competitive play.)
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2015-12-09 11:48:02
December 09 2015 11:47 GMT
#166
i just dont see any reason to switch game mechanics that have been there for 10 years or so


That's not an argument per se. It's not because it's been there for a long time that it shouldn't be changed. It's a random and dumb "traditionalist" argument. There are reasons some things are the way they are. Not looking at these reasons and thinking about the whys and if it should be set in stone is completely dumb.

That doesn't mean the changes have to be completely random or poorly thought either. About the retakes, I find it more interesting that you have more opportunity to do it. That's debatable, but that means more such scenarios, and I like it.

Defuse kits are a good point to mention though, that may need some further tweaking.
LiquipediaWanderer
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
Last Edited: 2015-12-09 11:56:54
December 09 2015 11:54 GMT
#167
The increase in round timer makes it so smokes are less effective but encourage retakes more because of the extra 5 seconds. People like retakes(high stress situations where every second matters) therefore its something that can be good. It disincentivizes saving and encourages taking risks.

Everyone is shooting this down before even having seen it. In Dota they changed the very map, laning mechanics and such as well, turned out it was for the better and encouraged more fast paced gameplay and less 4-1 stratting which was deemed ''boring''.

I think that the way they did it without asking input from others is probably a bad idea to go about it but since these players have been doing it for years they would just say no most likely.

Icefrog's influence stretches past its Dota realm.

''Because its tradition or because its been this way for 10 years'' is not neccesarily an argument in itself. There are loads of traditions that are/were changed because its for the better.
WriterXiao8~~
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
December 09 2015 12:04 GMT
#168
On December 09 2015 20:47 Ragnarork wrote:
Show nested quote +
i just dont see any reason to switch game mechanics that have been there for 10 years or so


That's not an argument per se. It's not because it's been there for a long time that it shouldn't be changed. It's a random and dumb "traditionalist" argument. There are reasons some things are the way they are. Not looking at these reasons and thinking about the whys and if it should be set in stone is completely dumb.

That doesn't mean the changes have to be completely random or poorly thought either. About the retakes, I find it more interesting that you have more opportunity to do it. That's debatable, but that means more such scenarios, and I like it.

Defuse kits are a good point to mention though, that may need some further tweaking.

We clearly know the old times work. I do not see a point in switching something that works. By the same logic of "making things more interesting", should we increase the size of football goals, or make the field smaller so theres more opportunities to score goals, since its "interesting". I dont understand why people would want to change something that quite obviously works on a fundamental level.
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Clonester
Profile Joined August 2014
Germany2808 Posts
December 09 2015 12:04 GMT
#169
Just played a round with Rekt 8:

Its completly op, the spray mode is so accurate while still kills, its like wtf, all pistols got nerved but this gun is made for rush and gun. In Force or Eco you just rush down a path and you allways get 2 kills, way out of hand.

The "scoping" is compeltly off, you scope, move around the corner, shoot, kill, back off... no reaction possible from enemy. Its not even funny how op this is.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
iXphobos
Profile Joined July 2010
Germany1464 Posts
December 09 2015 12:08 GMT
#170

Even without that the R8 is completely ridiculous.

Oh and there's a nice bug now. You can ALT TAB infront of a smoke and when you reenter the game the smoke is gone. xD
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
Last Edited: 2015-12-09 12:19:49
December 09 2015 12:19 GMT
#171
On December 09 2015 21:04 Luolis wrote:
Show nested quote +
On December 09 2015 20:47 Ragnarork wrote:
i just dont see any reason to switch game mechanics that have been there for 10 years or so


That's not an argument per se. It's not because it's been there for a long time that it shouldn't be changed. It's a random and dumb "traditionalist" argument. There are reasons some things are the way they are. Not looking at these reasons and thinking about the whys and if it should be set in stone is completely dumb.

That doesn't mean the changes have to be completely random or poorly thought either. About the retakes, I find it more interesting that you have more opportunity to do it. That's debatable, but that means more such scenarios, and I like it.

Defuse kits are a good point to mention though, that may need some further tweaking.

We clearly know the old times work. I do not see a point in switching something that works. By the same logic of "making things more interesting", should we increase the size of football goals, or make the field smaller so theres more opportunities to score goals, since its "interesting". I dont understand why people would want to change something that quite obviously works on a fundamental level.

Uhm yeah, they change rules in sports too, the reason why you don't change things in traditional sports too is because its bounded by physical stuff and the worldwide availability makes it super hard to actually change stuff. IIRC they changed something about Ice hockey not too long ago. In CSGO you can change code that translates into changing everything so its significantly easier to implement. The accurate comparison is with other video games, and they sure as hell change fundemental stuff in Dota, League and other video games.

Just because its good doesn't mean it can't work better.
WriterXiao8~~
Roggay
Profile Joined April 2010
Switzerland6320 Posts
December 09 2015 12:22 GMT
#172
On December 09 2015 20:47 Ragnarork wrote:
Show nested quote +
i just dont see any reason to switch game mechanics that have been there for 10 years or so


That's not an argument per se. It's not because it's been there for a long time that it shouldn't be changed. It's a random and dumb "traditionalist" argument. There are reasons some things are the way they are. Not looking at these reasons and thinking about the whys and if it should be set in stone is completely dumb.

That doesn't mean the changes have to be completely random or poorly thought either. About the retakes, I find it more interesting that you have more opportunity to do it. That's debatable, but that means more such scenarios, and I like it.

Defuse kits are a good point to mention though, that may need some further tweaking.

To me it is an argument in itself. It's not the only one obviously and changes can be good, BUT there is a merit to having a stable core of principles to the game. Sure you have to look at the reasons, but feeling that the game is good in its current state is also a good reason to begin with.

Considering the timers, I always did and will always have the principle that the game should be balanced around the highest level of play. I don't care at all that casual don't have enough time to retake a site, if the pros feel like 35sec is enough and plays well with how rotate times work on most map then it should not be changed. And as a personnal preference, I think 35sec is absolutely fine as it forces you to make good decisions fast and rewards those that can make those decisions / coordinate them. I also like the fact that it rewards T for correctly faking a site and planting at the other.
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
Last Edited: 2015-12-09 12:23:34
December 09 2015 12:22 GMT
#173
On December 09 2015 21:19 Kipsate wrote:
Show nested quote +
On December 09 2015 21:04 Luolis wrote:
On December 09 2015 20:47 Ragnarork wrote:
i just dont see any reason to switch game mechanics that have been there for 10 years or so


That's not an argument per se. It's not because it's been there for a long time that it shouldn't be changed. It's a random and dumb "traditionalist" argument. There are reasons some things are the way they are. Not looking at these reasons and thinking about the whys and if it should be set in stone is completely dumb.

That doesn't mean the changes have to be completely random or poorly thought either. About the retakes, I find it more interesting that you have more opportunity to do it. That's debatable, but that means more such scenarios, and I like it.

Defuse kits are a good point to mention though, that may need some further tweaking.

We clearly know the old times work. I do not see a point in switching something that works. By the same logic of "making things more interesting", should we increase the size of football goals, or make the field smaller so theres more opportunities to score goals, since its "interesting". I dont understand why people would want to change something that quite obviously works on a fundamental level.

Uhm yeah, they change rules in sports too, the reason why you don't change things in traditional sports too is because its bounded by physical stuff and the worldwide availability makes it super hard to actually change stuff. IIRC they changed something about Ice hockey not too long ago. In CSGO you can change code that translates into changing everything so its significantly easier to implement. The accurate comparison is with other video games, and they sure as hell change fundemental stuff in Dota, League and other video games.

Just because its good doesn't mean it can't work better.

Yes they have changed things, but not huge fundamental things. I understand small balance/design tweaks like what you could explore with smokes and all sorts of stuff like that. Im simply not in favor of switching something that obviously is good to something that might, or might not be good. (guess why i stopped playing starcraft after lotv came out)

edit: i also agree 100% on what rogg wrote above this
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Yrr
Profile Joined June 2012
Germany803 Posts
Last Edited: 2015-12-09 12:27:37
December 09 2015 12:25 GMT
#174
On December 09 2015 21:08 iXphobos wrote:
Oh and there's a nice bug now. You can ALT TAB infront of a smoke and when you reenter the game the smoke is gone. xD

lol, this explains quite something.

edit: Yeah it works. you dont see the smoke anymore as long as you dont enter it.
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Roggay
Profile Joined April 2010
Switzerland6320 Posts
December 09 2015 12:32 GMT
#175
On December 09 2015 21:25 Yrr wrote:
Show nested quote +
On December 09 2015 21:08 iXphobos wrote:
Oh and there's a nice bug now. You can ALT TAB infront of a smoke and when you reenter the game the smoke is gone. xD

lol, this explains quite something.

edit: Yeah it works. you dont see the smoke anymore as long as you dont enter it.

This is something that would be discovered incredibly quickly with a beta client and fixed. It is mind boggling that they still don't have that.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
December 09 2015 12:38 GMT
#176
Their testing is awesomely bad, that's for sure. The fact that every single patch has always brought its big share of bugs is in itself so retarded it's... gah. Seriously!
LiquipediaWanderer
Nixer
Profile Joined July 2011
2774 Posts
December 09 2015 12:44 GMT
#177
I don't think bugs even are that bad if you compare it with the fact that your main features in your patch aren't good. Like honestly bugs are fine compared to this. Now it's just waiting for them to make things right again.
Graphics
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2015-12-09 12:53:03
December 09 2015 12:52 GMT
#178
They are. Software engineering isn't a new thing, and Quality Assurance is something nearly every serious IT business does. There are well established practices and tools.

The patch can be bad decision-wise, that's something that may happen (even if in this case it's mindboggling how you can end up with that shit). There's no excuse for it to be technically bad. It just shows the developer doesn't care, or has a deadline from its editor (we always say Valve, but Hidden Path Entertainment actually develop the game, and has other production to maintain/carry on....) that actually makes no sense, and force to release too early to carry proper testing etc.
LiquipediaWanderer
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
Last Edited: 2015-12-09 13:00:43
December 09 2015 13:00 GMT
#179
On December 09 2015 19:45 saddaromma wrote:
If we stop panicing and think seriously a bit.

Introducing R8 is the right direction to go. It solves one of major problem in competitive cs go, CT side being able to camp their way to victory when they get ahead. Its very common since all pro teams know how to use map, T might take round or two, but CT already have huge bank and can camp same spots over and over again.
R8 forces defensive side to be more creative at positioning, which leads to more dynamic games and risk taking.

I agree its OP. But general idea seems right.

It's absolutely the wrong thing to do. There is no problem with camping, in fact, as far as I can tell, camping is less of a problem in CSGO than it's ever been, with a serious offensive advantage. Maps are balanced, people know the popflashes to move players away from their "camping" positions (camping is not even a commonly used word in competitive play at any decent level). This gun is both OP and will be fixed I'm sure, but it's also conceptually wrong because it reinforces the T side in a game that came to be balanced without it.

Right now CS is broken and I stand by my last post. Hopefully they make it CS again sooner rather than later.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
Yrr
Profile Joined June 2012
Germany803 Posts
December 09 2015 13:00 GMT
#180
Lets see if people get overwatch banned for using the smoke glitch.
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
December 09 2015 13:01 GMT
#181
Camping is like literally the default strategy of one of the sides in this game. :<

And a lot of things reduce the strength of it: peeker's advantage, molotovs, grenades, smokes...
LiquipediaWanderer
Roggay
Profile Joined April 2010
Switzerland6320 Posts
December 09 2015 13:05 GMT
#182
To me it feels like the devs played too much overwatch lately and they saw that "high noon" guy and thought it was pretty cool. To me that guns belongs to TF2 or overwatch, not cs, atleast not in its current form.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
December 09 2015 13:13 GMT
#183
It definitely has nothing to do in CS.

I'm all for a new weapon that is balanced (even if not perfectly at the start, like the CZ), and that fills a very specific role, has a very specific purpose or gameplay.

This has none of them. It's unbalanced as shit, it's basically an AWP and a pistol mixed.
LiquipediaWanderer
CrimeCat
Profile Joined September 2015
Germany43 Posts
December 09 2015 13:17 GMT
#184
I like dangerous eco rounds. Maybe they wanted an anti-awp-hold-middle-pistol? Remove alt-fire, 2nd mag and moving/jumping accuracy? Can this thing work?

Or just make the deagle good again?^^

Well, the nerf to moving with pistols is a good thing at least .
"Everyone whose first name begins with an L who isn't hispanic, walk in a circle the same number of times as the square root of your age times teeenn!"
Roggay
Profile Joined April 2010
Switzerland6320 Posts
December 09 2015 13:28 GMT
#185
On December 09 2015 22:17 CrimeCat wrote:
I like dangerous eco rounds. Maybe they wanted an anti-awp-hold-middle-pistol? Remove alt-fire, 2nd mag and moving/jumping accuracy? Can this thing work?

Or just make the deagle good again?^^

Well, the nerf to moving with pistols is a good thing at least .

To be honest, the deagle is not bad, it is just hard to use. We see it being used more and more in pro games (actually quite a lot depending on the team).

Also, you should not be able to counter an awp with a 850$ gun. Well, you should not be able to counter an awp with any gun to begin with. You counter an awp with smokes, flashes and teamplay.
The biggest problem I see with this gun is that it is godly close and midrange, let alone the fact that it is decent long range.

Also, the main complain people had with eco rounds is not that they are dangerous but that they are too random with people being able to run and gun with cheap pistols, so yes it is definitly a good thing that they addressed that.
CrimeCat
Profile Joined September 2015
Germany43 Posts
December 09 2015 13:39 GMT
#186
On December 09 2015 22:28 Roggay wrote:
Show nested quote +
On December 09 2015 22:17 CrimeCat wrote:
I like dangerous eco rounds. Maybe they wanted an anti-awp-hold-middle-pistol? Remove alt-fire, 2nd mag and moving/jumping accuracy? Can this thing work?

Or just make the deagle good again?^^

Well, the nerf to moving with pistols is a good thing at least .

To be honest, the deagle is not bad, it is just hard to use. We see it being used more and more in pro games (actually quite a lot depending on the team).



You're right about the deagle, I meant that this gun should "feel" more like the R8. I think the hard-to-use-aspect comes from the rng part of its spray instead of its handling, which is sad.

I just don't think Valve is going to remove a gun with skins already sold, so how is it possible to make the revolver work?
"Everyone whose first name begins with an L who isn't hispanic, walk in a circle the same number of times as the square root of your age times teeenn!"
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
December 09 2015 14:00 GMT
#187


lol
Liquipediaasante sana squash banana
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2015-12-09 14:05:43
December 09 2015 14:05 GMT
#188
Holy crap, this is so retarded.
LiquipediaWanderer
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 09 2015 14:25 GMT
#189
On December 09 2015 21:25 Yrr wrote:
Show nested quote +
On December 09 2015 21:08 iXphobos wrote:
Oh and there's a nice bug now. You can ALT TAB infront of a smoke and when you reenter the game the smoke is gone. xD

lol, this explains quite something.

edit: Yeah it works. you dont see the smoke anymore as long as you dont enter it.


how do we report this to valve? This will get you instant overwatch banned
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Nagisama
Profile Blog Joined April 2010
Canada4481 Posts
Last Edited: 2015-12-09 15:12:10
December 09 2015 14:37 GMT
#190
edit wrong thread lol
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"
fomal
Profile Joined January 2014
Estonia20 Posts
December 09 2015 14:41 GMT
#191
im not sure if i want to play competitive right now, the revolver just seems too clowny :E
■`_´■) ʜᴀɴᴅ ᴍᴇ ᴛʜᴇ ɢᴏʟᴅ ᴄᴏɪɴs ᴏʀ ᴛʜᴇ ᴘɪᴅᴅʏ ɢᴇᴛs ɪᴛ
Roggay
Profile Joined April 2010
Switzerland6320 Posts
December 09 2015 14:44 GMT
#192
On December 09 2015 23:37 Nagisama wrote:
YES! i threw enough monies at DW! All waifus obtained!!! \o/


now to go eat...... nothing for awhile T.T
+ Show Spoiler +
[image loading]
[image loading]

Not sure wth I am looking at but okay.
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 09 2015 14:49 GMT
#193
Now this is even more lovely

https://www.reddit.com/r/GlobalOffensive/comments/3w2sm0/if_revolver_is_not_enough_let_me_tell_you_about/
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 09 2015 14:52 GMT
#194
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
dfs
Profile Blog Joined June 2010
Russian Federation4050 Posts
December 09 2015 14:53 GMT
#195
You can bug the r8 out so you could primary shoot without the delay.
Writerhttp://i.imgur.com/Q1jSb9X.jpg (c) Shiro; http://i.imgur.com/lSDLLKb.png (c) drav
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
December 09 2015 15:02 GMT
#196
ok as long as this weapon is in the game (in its current state) i won't play it anymore.
This simply is way too retarded
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Roggay
Profile Joined April 2010
Switzerland6320 Posts
December 09 2015 15:03 GMT
#197
The more important issue here is this :
https://www.reddit.com/r/GlobalOffensive/comments/3w1c5n/the_changes_to_recoverytime_for_the_akm4_is_a/

They nerfed all form of shooting with rifles making them even more random.
The r8 will be nerfed eventually, but they fucked up the rifles and this is being completely ignored by the community because how ridiculous the r8 is at the moment.
Nagisama
Profile Blog Joined April 2010
Canada4481 Posts
December 09 2015 15:12 GMT
#198
On December 09 2015 23:44 Roggay wrote:
Show nested quote +
On December 09 2015 23:37 Nagisama wrote:
YES! i threw enough monies at DW! All waifus obtained!!! \o/


now to go eat...... nothing for awhile T.T
+ Show Spoiler +
[image loading]
[image loading]

Not sure wth I am looking at but okay.

wrong thread lol
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"
yamato77
Profile Blog Joined October 2010
11589 Posts
December 09 2015 15:13 GMT
#199
On December 09 2015 21:22 Luolis wrote:
Show nested quote +
On December 09 2015 21:19 Kipsate wrote:
On December 09 2015 21:04 Luolis wrote:
On December 09 2015 20:47 Ragnarork wrote:
i just dont see any reason to switch game mechanics that have been there for 10 years or so


That's not an argument per se. It's not because it's been there for a long time that it shouldn't be changed. It's a random and dumb "traditionalist" argument. There are reasons some things are the way they are. Not looking at these reasons and thinking about the whys and if it should be set in stone is completely dumb.

That doesn't mean the changes have to be completely random or poorly thought either. About the retakes, I find it more interesting that you have more opportunity to do it. That's debatable, but that means more such scenarios, and I like it.

Defuse kits are a good point to mention though, that may need some further tweaking.

We clearly know the old times work. I do not see a point in switching something that works. By the same logic of "making things more interesting", should we increase the size of football goals, or make the field smaller so theres more opportunities to score goals, since its "interesting". I dont understand why people would want to change something that quite obviously works on a fundamental level.

Uhm yeah, they change rules in sports too, the reason why you don't change things in traditional sports too is because its bounded by physical stuff and the worldwide availability makes it super hard to actually change stuff. IIRC they changed something about Ice hockey not too long ago. In CSGO you can change code that translates into changing everything so its significantly easier to implement. The accurate comparison is with other video games, and they sure as hell change fundemental stuff in Dota, League and other video games.

Just because its good doesn't mean it can't work better.

Yes they have changed things, but not huge fundamental things. I understand small balance/design tweaks like what you could explore with smokes and all sorts of stuff like that. Im simply not in favor of switching something that obviously is good to something that might, or might not be good. (guess why i stopped playing starcraft after lotv came out)

edit: i also agree 100% on what rogg wrote above this

Actually LoL and DotA have changed huge fundamental things on the level of round/bomb timers on multiple occasions. Camps have been moved around, creep rewards have been reworked, objective rewards have changed, rubber band mechanics were introduced, and even the position creeps meet at was changed. CS is by far a more static game, which isn't necessarily a bad thing, but there is definitely no reason to dismiss any change to the game simply because it is a change.

I think retakes are more exciting and engaging as both a player and a spectator, so this change is actually positive in my eyes. I also think smokes were too strong, so there's another benefit. I see little downside. Kits will still be important, just as 5 seconds added to the bomb timer base is important. Will CS play slightly differently in these situations now? Sure. Is that a bad thing? Not necessarily.
Writer@WriterYamato
Faruko
Profile Joined April 2013
Chile34171 Posts
Last Edited: 2015-12-09 15:16:09
December 09 2015 15:15 GMT
#200
well, to be fair im 100% sure R8 will be nerfed but the problem is that they obviously wont de-nerf rifles

gr8 b8 m8

imagine nV using the r8 rofl.
Ross was right // "Jesus Christ nahaz is doing shots before my eyes" (Sn0_Man, 2018)
Yrr
Profile Joined June 2012
Germany803 Posts
December 09 2015 15:26 GMT
#201
They added the R8 so nobody will complain about the rifle and pistol changes ;-)
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 09 2015 15:28 GMT
#202
On December 10 2015 00:26 Yrr wrote:
They added the R8 so nobody will complain about the rifle and pistol changes ;-)


and the round timer changes, and the smoke bug
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2015-12-09 15:31:09
December 09 2015 15:30 GMT
#203
I always thought as valve being close to their game, meaning they knew it.
So instead of saying how bad they are, some things must have been wrong on their side with this patch.
Clonester
Profile Joined August 2014
Germany2808 Posts
Last Edited: 2015-12-09 15:32:25
December 09 2015 15:31 GMT
#204
You can shoot with the revolver while defusing.
You can shoot with the revolver while buy time.
You can see through smokes via alt tab
You can charge the revolver via holding right and left tab.
You can buy the revolver for 700$.


Did they never test the game?
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
December 09 2015 15:32 GMT
#205
Some people like the rifle nerf. :D

LiquipediaWanderer
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
December 09 2015 15:34 GMT
#206
In which ways exactly are sprays less effective now?
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Faruko
Profile Joined April 2013
Chile34171 Posts
Last Edited: 2015-12-09 15:39:50
December 09 2015 15:36 GMT
#207
On December 10 2015 00:34 The_Red_Viper wrote:
In which ways exactly are sprays less effective now?


https://www.reddit.com/r/GlobalOffensive/comments/3w1c5n/the_changes_to_recoverytime_for_the_akm4_is_a/

some shit with maths

https://www.reddit.com/r/GlobalOffensive/comments/3w1azc/in_depth_analysis_of_december_8_2015_weapon/
Ross was right // "Jesus Christ nahaz is doing shots before my eyes" (Sn0_Man, 2018)
Roggay
Profile Joined April 2010
Switzerland6320 Posts
December 09 2015 15:45 GMT
#208
On December 10 2015 00:30 Foxxan wrote:
I always thought as valve being close to their game, meaning they knew it.
So instead of saying how bad they are, some things must have been wrong on their side with this patch.

Nah its not the first time at all that this exact situation happens, which is why it is so aggravating.
It happened with the AUG, with the cz, with the tec9.
Always the same, game is unplayable for a week or two until they decide that they need to nerf it hard. As far as knowing csgo, they show no real sign of that and it is really sad that they do not discuss these changes more with pros outside of the few meetings they do at majors.
Faruko
Profile Joined April 2013
Chile34171 Posts
Last Edited: 2015-12-09 15:48:19
December 09 2015 15:48 GMT
#209
the problem is that

they fucked it up on the update, then they do a second update and the game its great again... then one wonders "Hmmm i wonder why they didnt do this update in the first place, maybe the next update" but next update its the same shit
Ross was right // "Jesus Christ nahaz is doing shots before my eyes" (Sn0_Man, 2018)
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 09 2015 16:28 GMT
#210
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Akasha
Profile Blog Joined May 2010
United States261 Posts
December 09 2015 16:38 GMT
#211
Maybe I missed something but I wish they had a beta or test version and be a little bit more transparent before these changes occur.
Writer
Yrr
Profile Joined June 2012
Germany803 Posts
December 09 2015 16:40 GMT
#212
I assume any tournament just bans the revolver, right?
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
bluzi
Profile Joined May 2011
4703 Posts
December 09 2015 16:41 GMT
#213
On December 10 2015 01:40 Yrr wrote:
I assume any tournament just bans the revolver, right?


Probably ....
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
December 09 2015 17:00 GMT
#214
Is experiencing lower FPS than normal common, or is it just me? Also do I need to change more than my graphics settings back?
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 09 2015 17:01 GMT
#215
On December 10 2015 02:00 Aocowns wrote:
Is experiencing lower FPS than normal common, or is it just me? Also do I need to change more than my graphics settings back?


I got doubled my fps 0.o when i changed stuff back to my normal settings
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
Last Edited: 2015-12-09 17:02:44
December 09 2015 17:02 GMT
#216
On December 10 2015 00:32 Ragnarork wrote:
Some people like the rifle nerf. :D

I'm fine with the rifle nerf even though it'll severely disadvantage me because my long range spray is what got me into Global briefly and what had been keeping me in SMFC. Still, tapping is the spirit of CS, or it should be. The rest of this stuff? Ridiculous.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
Dantak
Profile Joined January 2006
Czech Republic648 Posts
December 09 2015 17:03 GMT
#217
On December 10 2015 01:40 Yrr wrote:
I assume any tournament just bans the revolver, right?


Upcoming ESL&ESEA will use previous patch.
"Life of lively to live to life of full life thx to shield battery." - f33red k0r34n z3rg
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 09 2015 17:31 GMT
#218
On December 10 2015 02:02 Djzapz wrote:
Show nested quote +
On December 10 2015 00:32 Ragnarork wrote:
Some people like the rifle nerf. :D

I'm fine with the rifle nerf even though it'll severely disadvantage me because my long range spray is what got me into Global briefly and what had been keeping me in SMFC. Still, tapping is the spirit of CS, or it should be. The rest of this stuff? Ridiculous.


i actually rely too much on my sprays since my tapping is terrible. I can spray people on plat quite easily from a long and stuff, but can't tap them for the life of me. I do not like these new changes
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
hymn
Profile Blog Joined February 2008
Bulgaria832 Posts
December 09 2015 17:59 GMT
#219
I played today, some 1 hr DM and it was not that terrible with AK vs the revolver. I still had fun in those cases. I am just MGE though so I am not too knowledgeable on the game. Yes, it's annoying to be 1 shot kill in the body. I'd keep it in the game but make it two body shot kill like the Desert eagle. Rifle changes I didn't notice because I rarely spray and I try to mostly tap ala Scream with m4 and the ak both.

The real fun was when I played the revolver. It's supposed to be played like this: right click fire and hold the right click. Then press the left click lightly. It cocks the revolver so that the left click doesn't need the charge time. When you left click again it fires with perfect accuracy. Then left click to cock, rinse and repeat for 7 perfect accurate 1 kill shots. It was a new mechanic to me and I enjoyed it. I see this will break the game at pro level though.
azk he is the north american player but the titan he is the french stars
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
December 09 2015 18:08 GMT
#220
On December 10 2015 02:31 amazingxkcd wrote:
Show nested quote +
On December 10 2015 02:02 Djzapz wrote:
On December 10 2015 00:32 Ragnarork wrote:
Some people like the rifle nerf. :D

I'm fine with the rifle nerf even though it'll severely disadvantage me because my long range spray is what got me into Global briefly and what had been keeping me in SMFC. Still, tapping is the spirit of CS, or it should be. The rest of this stuff? Ridiculous.


i actually rely too much on my sprays since my tapping is terrible. I can spray people on plat quite easily from a long and stuff, but can't tap them for the life of me. I do not like these new changes

I rely too much on sprays, I don't like what this change will do to me but I think it's good for competitive CS. Well it might be good if it was done reasonably.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
Censured
Profile Blog Joined April 2010
Czech Republic1060 Posts
December 09 2015 18:50 GMT
#221
This patch is so bad. One more thing nobody mentioned - the pistol move inaccuracy change. They just doubled the number an all pistols. So USP-S went from 13.87 to 27.74, glock from 12 to 24 etc. Thats all good, but then we have a tec9 - from 3.81 to 7.62. Tec9 is still better than any other pistol pre-nerf. How retarded is that?
Occupation: Legend
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 09 2015 18:54 GMT
#222
Another funny thing




LETS MAKE AN ACCURATE BOMB TIMER THAT WE CAN SEE OUTSIDE OF THE GAME SO WE KNOW ALL THE INFO AT ALL TIMES
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
zzdd
Profile Joined December 2010
United States484 Posts
December 09 2015 18:57 GMT
#223
Finally, people are realizing that Valve have no idea what their doing and extremely incompetent when it comes to balancing CS. I hope this means someone will make some kind of pro-mod or something so the community can tell Valve to fuck off. The faster we get away from Valve's idea of balance the faster this game can become perfect.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2015-12-09 19:01:14
December 09 2015 19:00 GMT
#224
This bomb timer is based on the thing they released for better tournament production, with CS integration right?

On December 10 2015 03:50 Censured wrote:
This patch is so bad. One more thing nobody mentioned - the pistol move inaccuracy change. They just doubled the number an all pistols. So USP-S went from 13.87 to 27.74, glock from 12 to 24 etc. Thats all good, but then we have a tec9 - from 3.81 to 7.62. Tec9 is still better than any other pistol pre-nerf. How retarded is that?


I'm fine with the fact that the Tec9 should be the least inaccurate pistol when moving. But not by that huge a gap... :x
LiquipediaWanderer
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 09 2015 19:13 GMT
#225
On December 10 2015 04:00 Ragnarork wrote:
This bomb timer is based on the thing they released for better tournament production, with CS integration right?

Show nested quote +
On December 10 2015 03:50 Censured wrote:
This patch is so bad. One more thing nobody mentioned - the pistol move inaccuracy change. They just doubled the number an all pistols. So USP-S went from 13.87 to 27.74, glock from 12 to 24 etc. Thats all good, but then we have a tec9 - from 3.81 to 7.62. Tec9 is still better than any other pistol pre-nerf. How retarded is that?


I'm fine with the fact that the Tec9 should be the least inaccurate pistol when moving. But not by that huge a gap... :x


yes; it's intended for major tournament production but exposing this to the public...
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
December 09 2015 19:28 GMT
#226
On December 10 2015 04:00 Ragnarork wrote:
This bomb timer is based on the thing they released for better tournament production, with CS integration right?

Show nested quote +
On December 10 2015 03:50 Censured wrote:
This patch is so bad. One more thing nobody mentioned - the pistol move inaccuracy change. They just doubled the number an all pistols. So USP-S went from 13.87 to 27.74, glock from 12 to 24 etc. Thats all good, but then we have a tec9 - from 3.81 to 7.62. Tec9 is still better than any other pistol pre-nerf. How retarded is that?


I'm fine with the fact that the Tec9 should be the least inaccurate pistol when moving. But not by that huge a gap... :x

wait you want the tec9s moving accuracy to be better?
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
drgnak
Profile Joined July 2015
27 Posts
December 09 2015 20:02 GMT
#227
On December 10 2015 04:28 Aocowns wrote:
Show nested quote +
On December 10 2015 04:00 Ragnarork wrote:
This bomb timer is based on the thing they released for better tournament production, with CS integration right?

On December 10 2015 03:50 Censured wrote:
This patch is so bad. One more thing nobody mentioned - the pistol move inaccuracy change. They just doubled the number an all pistols. So USP-S went from 13.87 to 27.74, glock from 12 to 24 etc. Thats all good, but then we have a tec9 - from 3.81 to 7.62. Tec9 is still better than any other pistol pre-nerf. How retarded is that?


I'm fine with the fact that the Tec9 should be the least inaccurate pistol when moving. But not by that huge a gap... :x

wait you want the tec9s moving accuracy to be better?

Looks more like he wants the Tec-9 to be less accurate, or the other pistols to be more accurate.
Durp
Profile Blog Joined September 2010
Canada3117 Posts
December 09 2015 20:11 GMT
#228
Maybe I misunderstood the patch, but I don't think they actually changed spraying at all.
Adjusted recovery time on the AK47, M4A4, and M4A1-S assault rifles to reduce the range at which spraying is preferable to tapping/bursting.


I took that to mean that the time it takes your recoil to correct is shorter. I don't think it has any effect on spray itself (which I believe remained the exact same).

If you needed to spray before, you still can the same way. However your opponents are going to be strafe juuxing you and tapping you 100x easier. Basically they are trying to encourage people to learn to aim rather than learn to spray.
SOOOOOooooOOOOooooOOOOoo Many BANELINGS!!
Souma
Profile Blog Joined May 2010
2nd Worst City in CA8938 Posts
December 09 2015 20:39 GMT
#229
The update is worded poorly.

Spraying is actually more preferable now than it was before because they increased the recovery time. Read about it here:

https://www.reddit.com/r/GlobalOffensive/comments/3w1azc/in_depth_analysis_of_december_8_2015_weapon/
Writer
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 09 2015 21:00 GMT
#230
fun fact, you do not need to vote to start a timeout

https://www.reddit.com/r/GlobalOffensive/comments/3w3sql/timeouts_can_be_initiated_with_console_commands/
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
December 09 2015 21:17 GMT
#231
random note but I didn't actually realize how ridic the moving accuracy of the tec9 was before I saw the number, no wonder people run and gun with that thing.
WriterXiao8~~
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
December 09 2015 21:17 GMT
#232
This is just depressing, is this even real life? can they be this incompetent without someone getting fired?
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 09 2015 21:29 GMT
#233
so looks like both EU and NA FPL did gentlemen's agreement to ban the r8 from gameplay.
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
Last Edited: 2015-12-09 21:35:27
December 09 2015 21:34 GMT
#234
You mean EU did, NA doesn't seem to be there, Hazed is using it and he is on council

people mad tho so should lead to a ban of the R8.

Would be nice if they ban it at ESL, stuff like this is not uncommon.I remember Dota tournaments banning the use of Armlet bear for a while.

also does this mean the price of M41-s skins will go down

Icarus fell come to me baby.
WriterXiao8~~
Mozdk
Profile Joined October 2010
Denmark6989 Posts
December 09 2015 21:36 GMT
#235
On December 09 2015 19:40 Nagisama wrote:
The normal attack, has a slight charge. You hold down mouse1, wait ~0.5 seconds, and then it fires (with perfect accuracy/100dmg etc), you can let go of mouse1 just before it's about to fire to cancel, as a way to "preaim" with the gun so you don't really have to wait for the charge delay. If you see an opponent, just keep holding mouse1 and it'll fire, if you don't, let go to cancel the animation, rinse repeat.


Do you think pros will learn to start charge behind cover and then stepping out and firing at standard sniper spots? Like from top mid vs window on Mirage.

I hope 3kliksphillip will take a look at the damage of the gun at different distances.
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
Clonester
Profile Joined August 2014
Germany2808 Posts
December 09 2015 21:42 GMT
#236
So i like the gun, but just because it is super op.
With the hold right, tab left trick you dont have to charge for run and gun shots with the left button, its so strong, way out of any balance.

I hope they nerf in certain ways:
From 8 chambers to 6 chambers, + 6 more bullets.
Fix the hold right - tab left trick
No charge possible while moving
Give right click WAY more inaccuracy. It should be nearly impossible to his anything what stands more then 6-7 meters away.

I think the gun could have place in CS:GO at the moment, but not at the moment.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
December 09 2015 22:18 GMT
#237
Well i just DMd with SG today. Its just much better now than AK. I also think using p90 is highly useful in close range. Theres no way a spraying AK can catch up with run&gun if they dont hit the first few shots lol
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
December 09 2015 22:30 GMT
#238
I made this earlier after trying out the new patch.

[image loading]
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
zzdd
Profile Joined December 2010
United States484 Posts
December 09 2015 23:12 GMT
#239
On December 10 2015 05:39 Souma wrote:
The update is worded poorly.

Spraying is actually more preferable now than it was before because they increased the recovery time. Read about it here:

https://www.reddit.com/r/GlobalOffensive/comments/3w1azc/in_depth_analysis_of_december_8_2015_weapon/

Actually they made spraying and tapping more inaccurate but spraying a lot more inaccurate and tapping slightly more inaccurate. It's a nerf to rifles overall.
Souma
Profile Blog Joined May 2010
2nd Worst City in CA8938 Posts
December 09 2015 23:16 GMT
#240
Actually you're right. Everything is so poorly worded that I am confused out of my mind.
Writer
Dantak
Profile Joined January 2006
Czech Republic648 Posts
December 09 2015 23:17 GMT
#241
For past two months I've been trying to really get down on the recoil control... well time to start again . Actually AK's recoil seems friendlier for me now. But M4 is fucked up real bad in terms of recoil control
"Life of lively to live to life of full life thx to shield battery." - f33red k0r34n z3rg
zzdd
Profile Joined December 2010
United States484 Posts
December 09 2015 23:20 GMT
#242
On December 10 2015 08:16 Souma wrote:
Actually you're right. Everything is so poorly worded that I am confused out of my mind.

Not really your fault that Valve is purposefully trying to mislead everyone into thinking there was a buff.
Mozdk
Profile Joined October 2010
Denmark6989 Posts
Last Edited: 2015-12-10 00:41:42
December 10 2015 00:39 GMT
#243
Does the XM1014 still have a place in the game if the R8 does not get nerfed?

Or Mag7
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
zzdd
Profile Joined December 2010
United States484 Posts
December 10 2015 00:46 GMT
#244
On December 10 2015 09:39 Mozdk wrote:
Does the XM1014 still have a place in the game if the R8 does not get nerfed?

Or Mag7

If you want to use them for fun. That's probably it. Maybe to remind yourself what the game was like before R8 lol.
Clonester
Profile Joined August 2014
Germany2808 Posts
December 10 2015 01:14 GMT
#245
On December 10 2015 09:39 Mozdk wrote:
Does the XM1014 still have a place in the game if the R8 does not get nerfed?

Or Mag7


Mag7 can be used for jumping and give x3 the money. For long range you can buy a R8.

I got more problem with the new rifles and pistols... shall I learn them now or wait and hope for some new patches..
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
RuiBarbO
Profile Blog Joined August 2012
United States1340 Posts
December 10 2015 01:31 GMT
#246
On December 10 2015 10:14 Clonester wrote:
Show nested quote +
On December 10 2015 09:39 Mozdk wrote:
Does the XM1014 still have a place in the game if the R8 does not get nerfed?

Or Mag7


Mag7 can be used for jumping and give x3 the money. For long range you can buy a R8.

I got more problem with the new rifles and pistols... shall I learn them now or wait and hope for some new patches..


At the same time, the Mag-7 is also over twice as expensive. Unless you get 2+ kills with the Mag-7, the R8 will still put you back less.
Can someone please explain/how water falls with no rain?
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 10 2015 01:48 GMT
#247
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Clonester
Profile Joined August 2014
Germany2808 Posts
December 10 2015 03:02 GMT
#248
They patched the shooting while defusing and buying out, as also the hold right - tap left mode. And you cannot toggle smokes off via alt+tab.

Seems they want to go this way and keep what they did to us.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
zzdd
Profile Joined December 2010
United States484 Posts
December 10 2015 03:43 GMT
#249
On December 10 2015 10:14 Clonester wrote:
Show nested quote +
On December 10 2015 09:39 Mozdk wrote:
Does the XM1014 still have a place in the game if the R8 does not get nerfed?

Or Mag7


Mag7 can be used for jumping and give x3 the money. For long range you can buy a R8.

I got more problem with the new rifles and pistols... shall I learn them now or wait and hope for some new patches..

R8 can be used for jumping as well and cost 2/3 the price. R8 is better close range than shotguns.
blobrus
Profile Joined August 2011
4297 Posts
December 10 2015 03:44 GMT
#250
Every game i've played today it just sinks in more and more how inept valve is. Depressing honestly. I'm still trying to find a competitive game where the developers seem in touch with the game.
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:52:13
December 10 2015 06:11 GMT
#251

Counter-Strike: Global Offensive

Release Notes for 12/10/2015





MISC
  • Fixed exploits with the R8 Revolver, including being able to fire during freezetime or defusal, and the ability to hold the primary hammer back indefinitely.
  • Fixed a disappearing smoke exploit.
  • Fixed a timeouts-related exploit.
  • Fixed competitive UI flickering at the end of rounds.
  • Fixed a regression in logaddress_add to allow DNS hostname resolve.
  • Fixed a rare game server crash after replay.
  • R8 Revolver now correctly shows up in weapon_fire events.
  • Added map mode to game stats integration.


HAHAHAHAHAHA YOU THOUGHT VALVE WOULD REVERT THIS DUMB UPDATE????
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Keeemy
Profile Joined November 2012
Finland7855 Posts
December 10 2015 07:08 GMT
#252
I have no fucking words for this mess anymore. Valve are so out of touch it's incredible.
Hello
Roggay
Profile Joined April 2010
Switzerland6320 Posts
December 10 2015 07:11 GMT
#253
They rarely ever revert it the day after. They wait for us to suffer a week or two through it.
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
December 10 2015 07:23 GMT
#254
After playing 1 evening/night of DM with AK and m4 i can honestly say that this is for me the biggest problem. adding more RNG to rifles is so fucking dumb, i cannot comprehend it. The sprays are much more random, the taps are fucking random, it makes zero fucking sense to switch something that fundamental to shit. I dont think ive ever been this fucking mad at a game developer before. Please valve revert this absolute horrid crap.
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
zzdd
Profile Joined December 2010
United States484 Posts
December 10 2015 07:43 GMT
#255
On December 10 2015 16:11 Roggay wrote:
They rarely ever revert it the day after. They wait for us to suffer a week or two through it.

They probably want to see if anyone can figure out how to counter it (LOL) and then they will just give up and leave it how it is.
jkillashark
Profile Blog Joined November 2005
United States5262 Posts
December 10 2015 07:45 GMT
#256
This new update is shite.
Do your best, God will do the rest.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2015-12-10 09:08:49
December 10 2015 09:08 GMT
#257
On December 10 2015 05:02 drgnak wrote:
Show nested quote +
On December 10 2015 04:28 Aocowns wrote:
On December 10 2015 04:00 Ragnarork wrote:
This bomb timer is based on the thing they released for better tournament production, with CS integration right?

On December 10 2015 03:50 Censured wrote:
This patch is so bad. One more thing nobody mentioned - the pistol move inaccuracy change. They just doubled the number an all pistols. So USP-S went from 13.87 to 27.74, glock from 12 to 24 etc. Thats all good, but then we have a tec9 - from 3.81 to 7.62. Tec9 is still better than any other pistol pre-nerf. How retarded is that?


I'm fine with the fact that the Tec9 should be the least inaccurate pistol when moving. But not by that huge a gap... :x

wait you want the tec9s moving accuracy to be better?

Looks more like he wants the Tec-9 to be less accurate, or the other pistols to be more accurate.


No what I precisely meant is that I'm fine with the Tec9 being the most accurate pistol when moving. But not by such a margin. Slightly better than other pistols.

Also, this is still a nice reaction to patch all these bugs quickly, but the core issues are still there :<
LiquipediaWanderer
Endymion
Profile Blog Joined November 2009
United States3701 Posts
December 10 2015 09:52 GMT
#258
time to play sudden attack or 1.6 :p
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
Dantak
Profile Joined January 2006
Czech Republic648 Posts
December 10 2015 10:29 GMT
#259
Even after the initial shock, I don't really feel like playing CS:GO under those conditions. Well, into the Long Dark I go
"Life of lively to live to life of full life thx to shield battery." - f33red k0r34n z3rg
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
December 10 2015 11:19 GMT
#260
Mag 7 is actually a legit weapon, great on Cobble or playing CT apps with if ur low on money.
WriterXiao8~~
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
December 10 2015 11:19 GMT
#261
http://oddshot.tv/shot/steel-tv-20151210707608

)))))))))))))))))
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2015-12-10 12:26:56
December 10 2015 12:26 GMT
#262
On December 10 2015 20:19 Luolis wrote:
http://oddshot.tv/shot/steel-tv-20151210707608

)))))))))))))))))


well there never was complete 100% accuracy, but at that range is a bit silly
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Roggay
Profile Joined April 2010
Switzerland6320 Posts
December 10 2015 12:28 GMT
#263
On December 10 2015 20:19 Luolis wrote:
http://oddshot.tv/shot/steel-tv-20151210707608

)))))))))))))))))

Its really stupid but it has nothing to do with the latest patch.
They did not touch standing accuracy in any way (crouching accuracy was nerfed tho).
This has always been in the game and yes it is stupid.

I never understand the concept that the first bullet with a rifle is not 100% accurate. I know this is not quake but still, to me, if you have the crosshair on someone and shoot one bullet with a rifle you deserve that hit period.
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
December 10 2015 13:21 GMT
#264
On December 10 2015 21:28 Roggay wrote:
Show nested quote +
On December 10 2015 20:19 Luolis wrote:
http://oddshot.tv/shot/steel-tv-20151210707608

)))))))))))))))))

Its really stupid but it has nothing to do with the latest patch.
They did not touch standing accuracy in any way (crouching accuracy was nerfed tho).
This has always been in the game and yes it is stupid.

I never understand the concept that the first bullet with a rifle is not 100% accurate. I know this is not quake but still, to me, if you have the crosshair on someone and shoot one bullet with a rifle you deserve that hit period.

especially at that range wtf
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 10 2015 18:06 GMT
#265
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 10 2015 18:44 GMT
#266
just waiting for faceit and cevo to follow suit
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Mozdk
Profile Joined October 2010
Denmark6989 Posts
December 10 2015 18:56 GMT
#267
I've found myself buying R8 and nades if my team wins the pistol round. Or even a rifle. Famas or AK. R8 is just too powerful for me to run around with an UMP. Is this the right thing to do? (Until nerf)
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
skftw
Profile Joined September 2010
Canada54 Posts
December 10 2015 21:23 GMT
#268
getright stated he saw the pistol 2 years ago at a lan from a developer. how can a pistol in development for 2 years have 4 glitches on release. now the biggest game breaking problem with this update, why is the r8 icon so blurry during freeze time??? is it that difficult to implement?
Nagisama
Profile Blog Joined April 2010
Canada4481 Posts
December 11 2015 00:31 GMT
#269
lol http://blog.counter-strike.net/index.php/2015/12/13366/
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"
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 11 2015 00:37 GMT
#270
AYYY LMAOOOO
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:52:26
December 11 2015 00:38 GMT
#271

Counter-Strike: Global Offensive

Release Notes for 12/10/2015





DAMAGE CONTROL

Damage Control

10 Dec 2015 -

On Tuesday we shipped some major gameplay changes in CS:GO including the R8 Revolver, and players have been voicing legitimate concerns over the balance of the weapon as shipped.

While it typically takes more time to generate enough data to drive an update (and gameplay updates are always a bit disruptive), in this case it’s clear that we got the damage wrong and can respond immediately.

So today we’re updating the R8 Revolver to bring its values to be more in line with other weapons: among other changes, its damage has been reduced and it takes slightly longer to fire.

As experience with other new weapons (e.g., CZ75a and M4A1-S) has shown us, it may require several iterations over a longer period to find the stable values that create interesting strategic choices for players. We’re committed to monitoring usage and adjusting the values as required.

Tuesday’s update also included several other changes to gameplay (including a rebalancing for pistols and rifles). It’s still too early to determine their impact but we’re just as committed to monitoring the new meta and ensuring that as CS:GO continues to evolve, it remains fun, skillful, and balanced.

DAMAGE CONTROL, SHUT IT DOWN
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
December 11 2015 00:46 GMT
#272
OF COURSE IT'S TOO EARLY

EVERYONE HAS BEEN USING ONLY R8 SINCE THE PATCH, FUCKWADS

god dammit
Liquipediaasante sana squash banana
Xxio
Profile Blog Joined July 2009
Canada5565 Posts
December 11 2015 01:15 GMT
#273
The changes, especially to the rifles, are really frustrating. But worse is how Valve handles the game overall. It seems a constant battle to put out fires and maintain what makes the game great, when what should be happening is gradual improvement. Don't think I'll be playing more than the odd DM unless the rifles are fixed, or something major happens.
KTY
Mozdk
Profile Joined October 2010
Denmark6989 Posts
December 11 2015 01:42 GMT
#274
Lol I just had 1v4 clutch with R8 while I was stuck in the middle of A site. And it was an ace.

Later on CT i had a quad kill with R8. Last 3 kills was alone against planted bomb.

It's not just slightly broken. It's so OP, because all the other guns have been nerfed when moving. So they have to stand still, and R8 has 100% accuracy while moving. Fix will come for sure, I just hope it's enough.
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
Mozdk
Profile Joined October 2010
Denmark6989 Posts
Last Edited: 2015-12-11 01:49:32
December 11 2015 01:44 GMT
#275
Wait... So when is this update?


Edit: Nevermind. It just happened as I exited.
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
Varanice
Profile Blog Joined June 2011
United States1517 Posts
December 11 2015 02:06 GMT
#276
Imo reverting the rifle changes is a bigger deal than fixing the R8 right now.
www.twitch.tv/varanice
Mozdk
Profile Joined October 2010
Denmark6989 Posts
December 11 2015 03:39 GMT
#277
There were no numbers in the balance control thing. How much damage does the gun do 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
December 11 2015 03:51 GMT
#278
https://www.reddit.com/r/GlobalOffensive/comments/3wbhnf/in_depth_analysis_of_december_10_2015_r8_revolver/
Writer
porkRaven
Profile Joined December 2010
United States953 Posts
December 11 2015 05:45 GMT
#279
Damn it only lasted a day.
SHOUTOUTS TO Aylear!!!
Nagisama
Profile Blog Joined April 2010
Canada4481 Posts
December 11 2015 05:46 GMT
#280
Was a fun day.
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"
porkRaven
Profile Joined December 2010
United States953 Posts
December 11 2015 05:48 GMT
#281
Bring back the R8 that captured our hearts #REVERTDAPATCH
SHOUTOUTS TO Aylear!!!
Roggay
Profile Joined April 2010
Switzerland6320 Posts
Last Edited: 2015-12-11 08:58:01
December 11 2015 06:12 GMT
#282
To be honest the major issue is the rifle change. The R8 would have been nerfed no matter what but they don't seem willing to revert that god awful change to the rifles.

Also it really annoys me when Valve and some people in the community argue that they need to collect more data before reverting something about the rifles. This is missing the point completely. The intention is absolutely fine : making tapping and bursting more viable. But the way it was implemented in this patch is beyond retarded and you don't need more data to tell that adding more rng to all aspect of shooting is terrible and a really lazy design decision that shows how little they know on how to bring balance changes. Guys like Slothsquadron could have done a much much better job at making tapping and bursting more viable without introducing so much randomness.
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
December 11 2015 08:31 GMT
#283
On December 11 2015 15:12 Roggay wrote:
To be honest the major issue is the rifle change. The R8 would have been nerfed no matter what but they don't seem willing to revert that god awful change to the rifles.

Also it really annoys me of Valve and some people in the community argue that they need to collect more data before reverting something about the rifles. This is missing the point completely. The intention is absolutely fine : making tapping and bursting more viable. But the way it was implemented in this patch is beyond retarded and you don't need more data to tell that adding more rng to all aspect of shooting is terrible and a really lazy design decision that shows how little they know on how to bring balance changes. Guys like Slothsquadron could have done a much much better job at making tapping and bursting more viable without introducing so much randomness.

100% agree, youre a smart man Rogg :D
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2015-12-11 10:02:36
December 11 2015 10:01 GMT
#284
A friend of mine only read the blog post, and thought exactly what Valve put in there: that the range at which you should stop spraying and start bursting/tapping would be reduced.

While in fact, it's just that every single way of shooting got nerfed through the recoil...

Also, watching apEX awesome spray yesterday night made me sigh. I want this to still be possible. This is only affecting pro-level, and this is so cool...
LiquipediaWanderer
Roggay
Profile Joined April 2010
Switzerland6320 Posts
December 11 2015 10:13 GMT
#285
Its sad that even some pro players are taking that bait and confusing the intention and the implementation. For example on his stream Shroud mentionned that he thought it was a good change and that at long ranges it should be harder to spray. And this is exactly where the confusion is ; you do not implement that by making everything more random, that's just lazy and it's sad that some people give that reasonning a free pass.

I am going on a tangent there but it reminds me of the principles of Validation and Verification. To make it short:
Validation = Are we building the right product?
Verification = Are we building the product right?
In this case, the answer to the first question is yes, tapping and bursting is not promoted enough in csgo. But the answer to the second question is no, more rng is not a satisfying solution.
saddaromma
Profile Joined April 2013
1129 Posts
December 11 2015 10:42 GMT
#286
Dunno why people are so butthurt about rifle changes. They clearly were too good.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2015-12-11 10:52:49
December 11 2015 10:49 GMT
#287
On December 11 2015 19:13 Roggay wrote:
Its sad that even some pro players are taking that bait and confusing the intention and the implementation. For example on his stream Shroud mentionned that he thought it was a good change and that at long ranges it should be harder to spray. And this is exactly where the confusion is ; you do not implement that by making everything more random, that's just lazy and it's sad that some people give that reasonning a free pass.

I am going on a tangent there but it reminds me of the principles of Validation and Verification. To make it short:
Validation = Are we building the right product?
Verification = Are we building the product right?
In this case, the answer to the first question is yes, tapping and bursting is not promoted enough in csgo. But the answer to the second question is no, more rng is not a satisfying solution.


I had a class with literally that topic in my studies. :D
They clearly failed to answer correctly the second one... I clearly dunno with which variables they could play with to achieve that and only that...
LiquipediaWanderer
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
December 11 2015 10:52 GMT
#288
On December 11 2015 19:42 saddaromma wrote:
Dunno why people are so butthurt about rifle changes. They clearly were too good.

Welcome SG and AUG meta. We Call of Duty now
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
saddaromma
Profile Joined April 2013
1129 Posts
December 11 2015 11:02 GMT
#289
On December 11 2015 19:52 Luolis wrote:
Show nested quote +
On December 11 2015 19:42 saddaromma wrote:
Dunno why people are so butthurt about rifle changes. They clearly were too good.

Welcome SG and AUG meta. We Call of Duty now

You know that they are expensive right. Even winning a round doesn't warrant you enough money for a full buy.

Continuing topic of rifle nerfs, now maybe we will see more strategic variety in the game. Smgs, shotguns might become solid buy choice rather than being situational anti-eco.
Roggay
Profile Joined April 2010
Switzerland6320 Posts
December 11 2015 11:05 GMT
#290
On December 11 2015 20:02 saddaromma wrote:
Show nested quote +
On December 11 2015 19:52 Luolis wrote:
On December 11 2015 19:42 saddaromma wrote:
Dunno why people are so butthurt about rifle changes. They clearly were too good.

Welcome SG and AUG meta. We Call of Duty now

You know that they are expensive right. Even winning a round doesn't warrant you enough money for a full buy.

Continuing topic of rifle nerfs, now maybe we will see more strategic variety in the game. Smgs, shotguns might become solid buy choice rather than being situational anti-eco.

I'd rather have them stay situational. That's where they belong.
I still strongly feel that the core of cs is rifle and awp, and while I am completely fine with variety, it should be in specific instances.
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
December 11 2015 11:43 GMT
#291
On December 11 2015 20:02 saddaromma wrote:
Show nested quote +
On December 11 2015 19:52 Luolis wrote:
On December 11 2015 19:42 saddaromma wrote:
Dunno why people are so butthurt about rifle changes. They clearly were too good.

Welcome SG and AUG meta. We Call of Duty now

You know that they are expensive right. Even winning a round doesn't warrant you enough money for a full buy.

Continuing topic of rifle nerfs, now maybe we will see more strategic variety in the game. Smgs, shotguns might become solid buy choice rather than being situational anti-eco.

Sure theyre expensive, but still theyre just objectively a better choice now. Also its only 200$ more expensive than m4. Not a huge deal. Just dumb to make AK and m4 bad and RNG based
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Dantak
Profile Joined January 2006
Czech Republic648 Posts
December 11 2015 12:58 GMT
#292
I think that every change that makes game more random is essentially promoting casual play over "skill oriented" people.

I want to be responsible if I'm good or not and not be in a mercy of RNG.
"Life of lively to live to life of full life thx to shield battery." - f33red k0r34n z3rg
saddaromma
Profile Joined April 2013
1129 Posts
December 11 2015 15:58 GMT
#293
On December 11 2015 21:58 Dantak wrote:
I think that every change that makes game more random is essentially promoting casual play over "skill oriented" people.

I want to be responsible if I'm good or not and not be in a mercy of RNG.


If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".

amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 11 2015 16:55 GMT
#294
what's wrong with changing the same formula that worked for the last 15 years? changing the game for the sake of change isn't always necessary nor is it good. CS 1.6 was fantastic and that game only had 4 guns being used; ak, m4, deagle, awp. Just because there are other guns existing doesn't mean they all have to be used in game. the idea that enforcing smart thoughtful game play with messing up that formula is bad, especially when that gameplay changes is done by those who have no idea what they're doing (as evident by over 2 years of silly patches). You're underestimating how CS skills really take into account economy management and why one should be able to win out with AKs most of the time. Of course, i concede that gimping people with a shotgun is pretty awesome like Moe's 4k with the swag7 against envyus yesterday but at the same time, valve is overdoing it.
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Roggay
Profile Joined April 2010
Switzerland6320 Posts
December 11 2015 17:16 GMT
#295
On December 12 2015 00:58 saddaromma wrote:
Show nested quote +
On December 11 2015 21:58 Dantak wrote:
I think that every change that makes game more random is essentially promoting casual play over "skill oriented" people.

I want to be responsible if I'm good or not and not be in a mercy of RNG.


If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".


There is so much wrong with this comment that I don't even know if I want to start a discussion on that.
zzdd
Profile Joined December 2010
United States484 Posts
December 11 2015 17:22 GMT
#296
R8 is still OP but not broken. It's an $850 scout and shotgun. The only weapon you will need on an eco still.

On December 12 2015 00:58 saddaromma wrote:
Show nested quote +
On December 11 2015 21:58 Dantak wrote:
I think that every change that makes game more random is essentially promoting casual play over "skill oriented" people.

I want to be responsible if I'm good or not and not be in a mercy of RNG.


If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".

Except you don't get to choose where and how you engage in most situations. By that logic you should never buy a rifle because there are very few spots where you would have an advantage and you will have to get close range eventually. The direction the game is going means everyone should just buy a p90 and revolver every round as that covers every possible scenario and are the best weapons now. Aiming is dead. Long live run and gun.
kinsky
Profile Joined November 2010
Germany368 Posts
December 11 2015 17:23 GMT
#297
On December 11 2015 15:12 Roggay wrote:
To be honest the major issue is the rifle change. The R8 would have been nerfed no matter what but they don't seem willing to revert that god awful change to the rifles.

Also it really annoys me when Valve and some people in the community argue that they need to collect more data before reverting something about the rifles. This is missing the point completely. The intention is absolutely fine : making tapping and bursting more viable. But the way it was implemented in this patch is beyond retarded and you don't need more data to tell that adding more rng to all aspect of shooting is terrible and a really lazy design decision that shows how little they know on how to bring balance changes. Guys like Slothsquadron could have done a much much better job at making tapping and bursting more viable without introducing so much randomness.



^
THIS! C´mon Valve, you can do better! There should be enough money through the sells of cases and skins (lol, good one) that you guys could hire 1 or 2 more balance guys. Dont hire people from Blizzard though.
Clonester
Profile Joined August 2014
Germany2808 Posts
December 11 2015 17:30 GMT
#298
I just returned to the all mighty P90 Run&Gun. Its now more then ever a easy to use and easy to learn weapon which kills on close and medium distance alot.

But CS lost alot of its fun for me. The massive running spray for pistols just gets me off. Not that I cant hit something standing and have to use Run&Gun, but you get these wired headshots now every pistolround. When someone stands and kills, okay, he just was better, but this i run, hammer my bullets in your direction and one will give you headshot is just annoying. I have hard times to stay calm during pistol rounds and i compeltly stopped to buy cevlar there. Its useless, you get headshoted or nothing anyway. Either because people stand and aim or people run and hope for the best. I would love to buy just a helm in the pistol round for 350$

The M4/AK nerf gets me off 2. I know it is not right but every time I die to these weapons I just think "damn RNGesus". Oh and yeah, more SGs and AUGs are used on the battleflied.

Revolver isnt a problem for me, it was fun to use it these days (till the nerf), the very first day was super funny, as you could use hold right - tab left which then got fixed. But now the dmg got nerfed and you usually lose the battles against guns (like it should be) but I loved how strong the revolver was and I felt like I really learned how to play it.

These things just get me off, I take some days of break from CS. I also think that I cant hold my rank at the moment, P90 is an answer, but not a solution for my problems.

Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
kyllinghest
Profile Joined December 2011
Norway1607 Posts
December 11 2015 17:30 GMT
#299
On December 12 2015 00:58 saddaromma wrote:
If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".


If you dont wanna play Counter-Strike there are loads of other shooters. Counter-Strike have been one of the deepest and best shooters for more than a decade, and its largely because of extremely reliable core weapons with high skill ceilings and very little rng.
"NO" -Has
whatusername
Profile Blog Joined November 2008
Canada1181 Posts
December 11 2015 17:36 GMT
#300
On December 12 2015 02:30 kyllinghest wrote:
Show nested quote +
On December 12 2015 00:58 saddaromma wrote:
If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".


If you dont wanna play Counter-Strike there are loads of other shooters. Counter-Strike have been one of the deepest and best shooters for more than a decade, and its largely because of extremely reliable core weapons with high skill ceilings and very little rng.


in cs1.6 there were several spray patterns and which one u got was literally determined by RNG
im gay
Roggay
Profile Joined April 2010
Switzerland6320 Posts
December 11 2015 17:41 GMT
#301
On December 12 2015 02:22 zzdd wrote:
R8 is still OP but not broken. It's an $850 scout and shotgun. The only weapon you will need on an eco still.

Show nested quote +
On December 12 2015 00:58 saddaromma wrote:
On December 11 2015 21:58 Dantak wrote:
I think that every change that makes game more random is essentially promoting casual play over "skill oriented" people.

I want to be responsible if I'm good or not and not be in a mercy of RNG.


If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".

Except you don't get to choose where and how you engage in most situations. By that logic you should never buy a rifle because there are very few spots where you would have an advantage and you will have to get close range eventually. The direction the game is going means everyone should just buy a p90 and revolver every round as that covers every possible scenario and are the best weapons now. Aiming is dead. Long live run and gun.

I really don't think it is that OP anymore. In fact I'd rather have a deagle than an R8 in most situations.
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 11 2015 17:44 GMT
#302
On December 12 2015 02:36 whatusername wrote:
Show nested quote +
On December 12 2015 02:30 kyllinghest wrote:
On December 12 2015 00:58 saddaromma wrote:
If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".


If you dont wanna play Counter-Strike there are loads of other shooters. Counter-Strike have been one of the deepest and best shooters for more than a decade, and its largely because of extremely reliable core weapons with high skill ceilings and very little rng.


in cs1.6 there were several spray patterns and which one u got was literally determined by RNG


but at the same time, bursting and tapping work fantastically. 1.6 implemented the balance between spraying/bursting/tapping right. One could attempt to spray at long distances which would be extremely hard to pull off, but it if did work, was a god tier play.

Look at these two videos (pulled from reddit)







The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
zzdd
Profile Joined December 2010
United States484 Posts
Last Edited: 2015-12-11 18:20:18
December 11 2015 17:50 GMT
#303
On December 12 2015 02:41 Roggay wrote:
Show nested quote +
On December 12 2015 02:22 zzdd wrote:
R8 is still OP but not broken. It's an $850 scout and shotgun. The only weapon you will need on an eco still.

On December 12 2015 00:58 saddaromma wrote:
On December 11 2015 21:58 Dantak wrote:
I think that every change that makes game more random is essentially promoting casual play over "skill oriented" people.

I want to be responsible if I'm good or not and not be in a mercy of RNG.


If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".

Except you don't get to choose where and how you engage in most situations. By that logic you should never buy a rifle because there are very few spots where you would have an advantage and you will have to get close range eventually. The direction the game is going means everyone should just buy a p90 and revolver every round as that covers every possible scenario and are the best weapons now. Aiming is dead. Long live run and gun.

I really don't think it is that OP anymore. In fact I'd rather have a deagle than an R8 in most situations.

It's OP because of it's price and the fact that it will do 80-90 damage if you get any hit and kills with 1 hs. It's a scout without a scope and a long range shotgun all in one and has 100% moving accuracy.

If you prefire a corner with this gun and there is someone there, they will be 1 hitable with any gun and there is nothing they could do about it. A good nade (even a bad one) or having teammates soften them up makes this gun essentially the same. Also you can get the enemy's gun after a kill. It's still very OP.
whatusername
Profile Blog Joined November 2008
Canada1181 Posts
December 11 2015 17:51 GMT
#304
On December 12 2015 02:44 amazingxkcd wrote:
Show nested quote +
On December 12 2015 02:36 whatusername wrote:
On December 12 2015 02:30 kyllinghest wrote:
On December 12 2015 00:58 saddaromma wrote:
If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".


If you dont wanna play Counter-Strike there are loads of other shooters. Counter-Strike have been one of the deepest and best shooters for more than a decade, and its largely because of extremely reliable core weapons with high skill ceilings and very little rng.


in cs1.6 there were several spray patterns and which one u got was literally determined by RNG


but at the same time, bursting and tapping work fantastically. 1.6 implemented the balance between spraying/bursting/tapping right. One could attempt to spray at long distances which would be extremely hard to pull off, but it if did work, was a god tier play.

Look at these two videos (pulled from reddit)

https://www.youtube.com/watch?v=jG3TghFgmY0


https://www.youtube.com/watch?v=vsbEqIAEh2U




im not disagreeing with you, (big fan of your articles btw), im just trying to point out that inheritly RNG itself doesnt necessarily ruin the skill-ceiling within the game.

i havent played too much of the game since the patch came out, so i cant say too much about how the new rifle balance affects the game. i dont think increasing more RNG within the rifles is that bad of a change. maybe the way valve implemented it was awful (theyll probably tweak it in the future), but i feel the core principles are a step in the right direction. i'd much rather have RNG force players to change the distances at which bursting, spraying, and tapping are preferable. the way it was before, GO was literally a sprayfest, very one-dimensional when everyone could spray at any time. now we'll see variety in the way each player approaches differing tactical situations in the game

itll take a few weeks to see how the rifle changes the game but im excited for it. i thought the AWP change was horrible at first but looking back now I think its a pretty good change to the game.
im gay
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 11 2015 17:54 GMT
#305
On December 12 2015 02:51 whatusername wrote:
Show nested quote +
On December 12 2015 02:44 amazingxkcd wrote:
On December 12 2015 02:36 whatusername wrote:
On December 12 2015 02:30 kyllinghest wrote:
On December 12 2015 00:58 saddaromma wrote:
If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".


If you dont wanna play Counter-Strike there are loads of other shooters. Counter-Strike have been one of the deepest and best shooters for more than a decade, and its largely because of extremely reliable core weapons with high skill ceilings and very little rng.


in cs1.6 there were several spray patterns and which one u got was literally determined by RNG


but at the same time, bursting and tapping work fantastically. 1.6 implemented the balance between spraying/bursting/tapping right. One could attempt to spray at long distances which would be extremely hard to pull off, but it if did work, was a god tier play.

Look at these two videos (pulled from reddit)

https://www.youtube.com/watch?v=jG3TghFgmY0


https://www.youtube.com/watch?v=vsbEqIAEh2U




im not disagreeing with you, (big fan of your articles btw), im just trying to point out that inheritly RNG itself doesnt necessarily ruin the skill-ceiling within the game.

i havent played too much of the game since the patch came out, so i cant say too much about how the new rifle balance affects the game. i dont think increasing more RNG within the rifles is that bad of a change. maybe the way valve implemented it was awful (theyll probably tweak it in the future), but i feel the core principles are a step in the right direction. i'd much rather have RNG force players to change the distances at which bursting, spraying, and tapping are preferable. the way it was before, GO was literally a sprayfest, very one-dimensional when everyone could spray at any time. now we'll see variety in the way each player approaches differing tactical situations in the game

itll take a few weeks to see how the rifle changes the game but im excited for it. i thought the AWP change was horrible at first but looking back now I think its a pretty good change to the game.


You are right in that its a good idea to make players take more effort to spray at long ranges and what not. I'm dissappointed that valve did that implementation wrong completely by nerfing both tapping, bursting, and spraying because the core implementation of their accuracy decay is flawed. It will take a long time for valve to fix that
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
whatusername
Profile Blog Joined November 2008
Canada1181 Posts
December 11 2015 17:55 GMT
#306
btw, anyone know if you can still spray while crouching and moving in game?
im gay
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 11 2015 18:00 GMT
#307
On December 12 2015 02:55 whatusername wrote:
btw, anyone know if you can still spray while crouching and moving in game?


you can; it will have the same effect as if you are spraying while standing. Tarik does this alot actually
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Censured
Profile Blog Joined April 2010
Czech Republic1060 Posts
December 11 2015 18:39 GMT
#308
On December 12 2015 02:50 zzdd wrote:
Show nested quote +
On December 12 2015 02:41 Roggay wrote:
On December 12 2015 02:22 zzdd wrote:
R8 is still OP but not broken. It's an $850 scout and shotgun. The only weapon you will need on an eco still.

On December 12 2015 00:58 saddaromma wrote:
On December 11 2015 21:58 Dantak wrote:
I think that every change that makes game more random is essentially promoting casual play over "skill oriented" people.

I want to be responsible if I'm good or not and not be in a mercy of RNG.


If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".

Except you don't get to choose where and how you engage in most situations. By that logic you should never buy a rifle because there are very few spots where you would have an advantage and you will have to get close range eventually. The direction the game is going means everyone should just buy a p90 and revolver every round as that covers every possible scenario and are the best weapons now. Aiming is dead. Long live run and gun.

I really don't think it is that OP anymore. In fact I'd rather have a deagle than an R8 in most situations.

It's OP because of it's price and the fact that it will do 80-90 damage if you get any hit and kills with 1 hs. It's a scout without a scope and a long range shotgun all in one and has 100% moving accuracy.

If you prefire a corner with this gun and there is someone there, they will be 1 hitable with any gun and there is nothing they could do about it. A good nade (even a bad one) or having teammates soften them up makes this gun essentially the same. Also you can get the enemy's gun after a kill. It's still very OP.

Am I the only one who thinks the weapon is now absolutely fine? Even before the patch, I dont think it was THAT good. Yes, it was OP, but the 0.4 sec before you can fire (which is imo a really bad mechanic and has no place in CS) balanced it out. The real problem was (still is?) the right click with its RNG. Yes you can prefire every corner, but you got only 16 bullets, so good luck with that. Even if you hit with the prefire, there is another 0.4 sec before you can fire again and that should be enough for good player to kill you.
Occupation: Legend
Mozdk
Profile Joined October 2010
Denmark6989 Posts
December 11 2015 19:02 GMT
#309
"Just a Famas"

Idk man. It seems 10 times better than the T counterpart. It also seems that pros agree. It gets bought a lot more than Galil. I know what he meant, but I actually like the Famas.
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
zzdd
Profile Joined December 2010
United States484 Posts
Last Edited: 2015-12-11 19:20:40
December 11 2015 19:16 GMT
#310
On December 12 2015 03:39 Censured wrote:
Show nested quote +
On December 12 2015 02:50 zzdd wrote:
On December 12 2015 02:41 Roggay wrote:
On December 12 2015 02:22 zzdd wrote:
R8 is still OP but not broken. It's an $850 scout and shotgun. The only weapon you will need on an eco still.

On December 12 2015 00:58 saddaromma wrote:
On December 11 2015 21:58 Dantak wrote:
I think that every change that makes game more random is essentially promoting casual play over "skill oriented" people.

I want to be responsible if I'm good or not and not be in a mercy of RNG.


If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".

Except you don't get to choose where and how you engage in most situations. By that logic you should never buy a rifle because there are very few spots where you would have an advantage and you will have to get close range eventually. The direction the game is going means everyone should just buy a p90 and revolver every round as that covers every possible scenario and are the best weapons now. Aiming is dead. Long live run and gun.

I really don't think it is that OP anymore. In fact I'd rather have a deagle than an R8 in most situations.

It's OP because of it's price and the fact that it will do 80-90 damage if you get any hit and kills with 1 hs. It's a scout without a scope and a long range shotgun all in one and has 100% moving accuracy.

If you prefire a corner with this gun and there is someone there, they will be 1 hitable with any gun and there is nothing they could do about it. A good nade (even a bad one) or having teammates soften them up makes this gun essentially the same. Also you can get the enemy's gun after a kill. It's still very OP.

Am I the only one who thinks the weapon is now absolutely fine? Even before the patch, I dont think it was THAT good. Yes, it was OP, but the 0.4 sec before you can fire (which is imo a really bad mechanic and has no place in CS) balanced it out. The real problem was (still is?) the right click with its RNG. Yes you can prefire every corner, but you got only 16 bullets, so good luck with that. Even if you hit with the prefire, there is another 0.4 sec before you can fire again and that should be enough for good player to kill you.

If you didn't think it was that good then, no offence, but you're probably bad at the game. You could hold any close angle and win most of the time. This is very OP when you're on an eco and on CT side as you get an easy, uncounterable kill and a free gun. You can prefire any angle and if there is someone there you get a free kill. I had insane kills by prefiring this gun around corners and common angles. You don't prefire every single corner but the ones where you know or think an enemy is. If you missed you can just keep holding m1 and the with the delay, they would peek you and you would just kill them in your next shot. Even if you missed, they still have to get 3-4 shots on you to kill you if you're holding a good angle and you just have to hit one. There were many instances where I was looking somewhere else but since they have shoot more than one bullets to kill you, I could turn and get an instant kill. Before 16 bullets was completely retardedly OP as you only need 5 bullets to kill the whole team. And this is a fucking pistol. You can still carry any primary you want.

Even post-nerf you have 100% moving accuracy so you never need to stop moving and can just move back around the corner if you miss. Good luck doing 30-50 damage to me before I do 80-90 damage to you. The 0.4 only effects you if you're standing in the open as you can be mobile and dodge their shots or hold an angle where they cannot react fast enough. And no, no matter how good a player is, 0.4 is barely enough time to get a kill and that's only if you get the 1 kill hs which is not possible with most guns. It's not as broken as it was pre-nerf but it's still incredibly powerful and should be nerfed again. Raising the price would make this gun tolerable.
Roggay
Profile Joined April 2010
Switzerland6320 Posts
December 11 2015 19:28 GMT
#311
The gun was really OP yes but I don't think it is that good anymore. Atleast I prefer the deagle in most situation except when you are using it like a shotgun. Well, I guess its a pretty good shotgun for its price. I think they could maybe nerf moving and jumping accuracy because thats bs to begin with.

Also my major gripe with the gun is that its mechanics has nothing to do with cs really. It's more something you would find in overwatch or tf2.
saddaromma
Profile Joined April 2013
1129 Posts
December 11 2015 19:41 GMT
#312
On December 12 2015 02:16 Roggay wrote:
Show nested quote +
On December 12 2015 00:58 saddaromma wrote:
On December 11 2015 21:58 Dantak wrote:
I think that every change that makes game more random is essentially promoting casual play over "skill oriented" people.

I want to be responsible if I'm good or not and not be in a mercy of RNG.


If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".


There is so much wrong with this comment that I don't even know if I want to start a discussion on that.

Nice one,
guys use this line when you have no argument but you disagree.
Censured
Profile Blog Joined April 2010
Czech Republic1060 Posts
December 11 2015 19:45 GMT
#313
On December 12 2015 04:41 saddaromma wrote:
Show nested quote +
On December 12 2015 02:16 Roggay wrote:
On December 12 2015 00:58 saddaromma wrote:
On December 11 2015 21:58 Dantak wrote:
I think that every change that makes game more random is essentially promoting casual play over "skill oriented" people.

I want to be responsible if I'm good or not and not be in a mercy of RNG.


If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".


There is so much wrong with this comment that I don't even know if I want to start a discussion on that.

Nice one,
guys use this line when you have no argument but you disagree.

Yeeaaaah, no.

On December 12 2015 04:16 zzdd wrote:
If you didn't think it was that good then, no offence, but you're probably bad at the game.


Well good thing you wrote "no offence", because if I have a different opinion I must be clearly really bad, right?
Occupation: Legend
zzdd
Profile Joined December 2010
United States484 Posts
Last Edited: 2015-12-11 20:13:08
December 11 2015 19:58 GMT
#314
On December 12 2015 04:45 Censured wrote:
Show nested quote +
On December 12 2015 04:41 saddaromma wrote:
On December 12 2015 02:16 Roggay wrote:
On December 12 2015 00:58 saddaromma wrote:
On December 11 2015 21:58 Dantak wrote:
I think that every change that makes game more random is essentially promoting casual play over "skill oriented" people.

I want to be responsible if I'm good or not and not be in a mercy of RNG.


If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".


There is so much wrong with this comment that I don't even know if I want to start a discussion on that.

Nice one,
guys use this line when you have no argument but you disagree.

Yeeaaaah, no.

Show nested quote +
On December 12 2015 04:16 zzdd wrote:
If you didn't think it was that good then, no offence, but you're probably bad at the game.


Well good thing you wrote "no offence", because if I have a different opinion I must be clearly really bad, right?

If you didn't see how it completely breaks the game pre-nerf then you must not have a good understanding of the game. I don't think it's possible to have a different opinion than that if you know the game.

To clarify, for example, we take an eco round, normally you buy a pistol, maybe shotgun/smg and try to get some damage/kills. With the R8, you will get kills. There is no try with this gun. Paying $850 (!!!!!) on an eco, getting a kill, and then taking the enemies rifle is completely game breaking right there. This gun is a multiple shot zeus than can also kill long range. It was literally an awp without a scope. If you don't think that's completely game breaking right there than we must be playing different games.

Compared to a nova (which is not a one hit kill normally) which is $1200, you instead can get an R8 and also a smoke or two flashes for the same price and have a better chance at killing your enemy and better utility. It also is better in every way than a nova. If you get a kill with a nova, you drop your nova for their rifle meaning you lose your $1200 investment for a $2700-$3100 gun. With the R8, you lose zero investment and gain $2700-$3100. There is NO downside to this weapon. It makes the other pistols and shotguns obsolete on ecos. Ecos are where you should be trying to make your enemies rebuy guns so they don't snowball in terms of money. With the R8, you can just win the round no matter what the enemies had. It completely goes against everything this game has been balanced on before this point. It is absurd if you didn't think this was game breaking as fuck.
Camail
Profile Joined August 2011
United States1030 Posts
December 11 2015 23:01 GMT
#315
Censured is actually good at the game, so maybe play with someone before you make insulting them an introduction point for your arguments.

That being said I disagree with him on the guns power pre-nerf. Right click at close range was fucking nuts, and quick 1 shot peaks with the left click was crazy strong, like old school aggressive awping but faster. Haven't had enough time to think about it post-nerf to form a substantial opinion.
http://i.imgur.com/IPxgv.png
zzdd
Profile Joined December 2010
United States484 Posts
December 11 2015 23:46 GMT
#316
On December 12 2015 08:01 Camail wrote:
Censured is actually good at the game, so maybe play with someone before you make insulting them an introduction point for your arguments.

That being said I disagree with him on the guns power pre-nerf. Right click at close range was fucking nuts, and quick 1 shot peaks with the left click was crazy strong, like old school aggressive awping but faster. Haven't had enough time to think about it post-nerf to form a substantial opinion.

Doesn't really matter how good he is. If he thinks the R8 wasn't broken, he would wrong.
Camail
Profile Joined August 2011
United States1030 Posts
December 12 2015 00:35 GMT
#317
I'm not defending his opinions, just his person.

Maybe instead of just dismissing him because he doesn't immediately agree with the points you make, you could address the points he has made? I briefly mentioned that the .4 second delay can be mitigated by a particular type of skirmishing.

Maybe you could also do research regarding the CZ before it got a huge nerf. If the time to kill in close ranges is similar in both the post-nerf r8 and the pre-nerf CZ, then you would have a strong case for it's imbalance. This gun might even become the AWPer's new best friend like the CZ was.

There are many ways to go about convincing Censured to agree with you, if that is your goal.
http://i.imgur.com/IPxgv.png
Yrr
Profile Joined June 2012
Germany803 Posts
December 12 2015 00:53 GMT
#318
The aspect I liked about the R8 in his first form was that it reduced the number of eco rounds in my games. And I think eco rounds are boring most of the time.
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
zzdd
Profile Joined December 2010
United States484 Posts
Last Edited: 2015-12-12 01:27:10
December 12 2015 01:05 GMT
#319
On December 12 2015 09:35 Camail wrote:
I'm not defending his opinions, just his person.

Maybe instead of just dismissing him because he doesn't immediately agree with the points you make, you could address the points he has made? I briefly mentioned that the .4 second delay can be mitigated by a particular type of skirmishing.

Maybe you could also do research regarding the CZ before it got a huge nerf. If the time to kill in close ranges is similar in both the post-nerf r8 and the pre-nerf CZ, then you would have a strong case for it's imbalance. This gun might even become the AWPer's new best friend like the CZ was.

There are many ways to go about convincing Censured to agree with you, if that is your goal.

I already did.

Another interesting thing I checked was the deagle takes about 0.8-1.6s to reset accuracy. R8 is even better for going for headshots and you don't have to stop moving lol. R8 is pretty much better than a deagle in every way.
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 12 2015 02:09 GMT
#320
guys, this is TL, not hltv nor the sc2 sub-section. Keep it professional in here and no direct attacks on people
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
kyllinghest
Profile Joined December 2011
Norway1607 Posts
December 12 2015 02:44 GMT
#321
On December 12 2015 02:36 whatusername wrote:
Show nested quote +
On December 12 2015 02:30 kyllinghest wrote:
On December 12 2015 00:58 saddaromma wrote:
If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".


If you dont wanna play Counter-Strike there are loads of other shooters. Counter-Strike have been one of the deepest and best shooters for more than a decade, and its largely because of extremely reliable core weapons with high skill ceilings and very little rng.


in cs1.6 there were several spray patterns and which one u got was literally determined by RNG

In 1.6 you could easily control your fourth and fifth bullet when rifling in mid range, in CS:GO right now every gosh darn bullet is going for a spin trough the rng. I prefer bursting over spraying on most ranges, but bursting right now is hilariously random.
"NO" -Has
Censured
Profile Blog Joined April 2010
Czech Republic1060 Posts
December 12 2015 04:08 GMT
#322
On December 12 2015 04:58 zzdd wrote:
Show nested quote +
On December 12 2015 04:45 Censured wrote:
On December 12 2015 04:41 saddaromma wrote:
On December 12 2015 02:16 Roggay wrote:
On December 12 2015 00:58 saddaromma wrote:
On December 11 2015 21:58 Dantak wrote:
I think that every change that makes game more random is essentially promoting casual play over "skill oriented" people.

I want to be responsible if I'm good or not and not be in a mercy of RNG.


If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".


There is so much wrong with this comment that I don't even know if I want to start a discussion on that.

Nice one,
guys use this line when you have no argument but you disagree.

Yeeaaaah, no.

On December 12 2015 04:16 zzdd wrote:
If you didn't think it was that good then, no offence, but you're probably bad at the game.


Well good thing you wrote "no offence", because if I have a different opinion I must be clearly really bad, right?

If you didn't see how it completely breaks the game pre-nerf then you must not have a good understanding of the game. I don't think it's possible to have a different opinion than that if you know the game.

To clarify, for example, we take an eco round, normally you buy a pistol, maybe shotgun/smg and try to get some damage/kills. With the R8, you will get kills. There is no try with this gun. Paying $850 (!!!!!) on an eco, getting a kill, and then taking the enemies rifle is completely game breaking right there. This gun is a multiple shot zeus than can also kill long range. It was literally an awp without a scope. If you don't think that's completely game breaking right there than we must be playing different games.

Compared to a nova (which is not a one hit kill normally) which is $1200, you instead can get an R8 and also a smoke or two flashes for the same price and have a better chance at killing your enemy and better utility. It also is better in every way than a nova. If you get a kill with a nova, you drop your nova for their rifle meaning you lose your $1200 investment for a $2700-$3100 gun. With the R8, you lose zero investment and gain $2700-$3100. There is NO downside to this weapon. It makes the other pistols and shotguns obsolete on ecos. Ecos are where you should be trying to make your enemies rebuy guns so they don't snowball in terms of money. With the R8, you can just win the round no matter what the enemies had. It completely goes against everything this game has been balanced on before this point. It is absurd if you didn't think this was game breaking as fuck.


Yeah I said the gun was completely OP pre-nerf, and I think the right click is still pretty OP. As I said before I don't like the "charge" mechanic, but still it somehow balances the huge damage and good accuracy while running. What needs fixing is the right click:
1) Completely RNG accuracy
2) Still pretty deadly close range (as you said maybe better than nova/cz-75)
3) I dont like how good is this with awp as a side arm close range cannon. Same thing was the cz-75 until they changed the switch time, now I would rather have p250 with awp than cz
Other than that, I think the left click is fine right now. Have no idea how to fix it other than completely remove the right click (and maybe change back the charge time to 0.333 again?). Even with that I would rather go for a deagle 9/10 times.
Occupation: Legend
zzdd
Profile Joined December 2010
United States484 Posts
Last Edited: 2015-12-12 04:50:21
December 12 2015 04:46 GMT
#323
On December 12 2015 13:08 Censured wrote:
Show nested quote +
On December 12 2015 04:58 zzdd wrote:
On December 12 2015 04:45 Censured wrote:
On December 12 2015 04:41 saddaromma wrote:
On December 12 2015 02:16 Roggay wrote:
On December 12 2015 00:58 saddaromma wrote:
On December 11 2015 21:58 Dantak wrote:
I think that every change that makes game more random is essentially promoting casual play over "skill oriented" people.

I want to be responsible if I'm good or not and not be in a mercy of RNG.


If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".


There is so much wrong with this comment that I don't even know if I want to start a discussion on that.

Nice one,
guys use this line when you have no argument but you disagree.

Yeeaaaah, no.

On December 12 2015 04:16 zzdd wrote:
If you didn't think it was that good then, no offence, but you're probably bad at the game.


Well good thing you wrote "no offence", because if I have a different opinion I must be clearly really bad, right?

If you didn't see how it completely breaks the game pre-nerf then you must not have a good understanding of the game. I don't think it's possible to have a different opinion than that if you know the game.

To clarify, for example, we take an eco round, normally you buy a pistol, maybe shotgun/smg and try to get some damage/kills. With the R8, you will get kills. There is no try with this gun. Paying $850 (!!!!!) on an eco, getting a kill, and then taking the enemies rifle is completely game breaking right there. This gun is a multiple shot zeus than can also kill long range. It was literally an awp without a scope. If you don't think that's completely game breaking right there than we must be playing different games.

Compared to a nova (which is not a one hit kill normally) which is $1200, you instead can get an R8 and also a smoke or two flashes for the same price and have a better chance at killing your enemy and better utility. It also is better in every way than a nova. If you get a kill with a nova, you drop your nova for their rifle meaning you lose your $1200 investment for a $2700-$3100 gun. With the R8, you lose zero investment and gain $2700-$3100. There is NO downside to this weapon. It makes the other pistols and shotguns obsolete on ecos. Ecos are where you should be trying to make your enemies rebuy guns so they don't snowball in terms of money. With the R8, you can just win the round no matter what the enemies had. It completely goes against everything this game has been balanced on before this point. It is absurd if you didn't think this was game breaking as fuck.


Yeah I said the gun was completely OP pre-nerf, and I think the right click is still pretty OP. As I said before I don't like the "charge" mechanic, but still it somehow balances the huge damage and good accuracy while running. What needs fixing is the right click:
1) Completely RNG accuracy
2) Still pretty deadly close range (as you said maybe better than nova/cz-75)
3) I dont like how good is this with awp as a side arm close range cannon. Same thing was the cz-75 until they changed the switch time, now I would rather have p250 with awp than cz
Other than that, I think the left click is fine right now. Have no idea how to fix it other than completely remove the right click (and maybe change back the charge time to 0.333 again?). Even with that I would rather go for a deagle 9/10 times.

My mistake then. I thought you said it wasn't OP pre-nerf.

I don't think a gun where you get 100% moving accuracy should do insane damage even with slow firing. If they nerfed movement accuracy, that might actually balance the gun to a degree.

I don't think the delay is really that big a deal because it gives you time to aim and if the enemy moves, you know they don't have a good shot on you (for the most part). If they stand still, you get can get a free hit and maybe kill if you get the hs which isn't too hard to get because of how accurate it is. Since you can just move around as they're standing still, they have to compensate their aim while you're just lining up your easy shot. I would only use left click for long range and never for close range.

If you peek at far distances and hold close distances, you can play to the gun's strengths, making it really strong on ecos. Of course, if you miss your shot, you're more likely to get punished but that goes for most sniper like guns. If the gun was $1300 or $1400, I think that would make it tolerable to leave in the game as is but I still think it needs some kind of nerf.
porkRaven
Profile Joined December 2010
United States953 Posts
Last Edited: 2015-12-12 07:46:05
December 12 2015 07:23 GMT
#324
I mean if we're getting personal I'd like to casually mention that Censured is a total scum bag. He always shoots me whenever we try to knife duel :D

The r8 seems fine now and it probably won't be to bad. I can't see myself buying it that often because I'm ass with it.
SHOUTOUTS TO Aylear!!!
Censured
Profile Blog Joined April 2010
Czech Republic1060 Posts
December 12 2015 08:57 GMT
#325
On December 12 2015 13:46 zzdd wrote:
Show nested quote +
On December 12 2015 13:08 Censured wrote:
On December 12 2015 04:58 zzdd wrote:
On December 12 2015 04:45 Censured wrote:
On December 12 2015 04:41 saddaromma wrote:
On December 12 2015 02:16 Roggay wrote:
On December 12 2015 00:58 saddaromma wrote:
On December 11 2015 21:58 Dantak wrote:
I think that every change that makes game more random is essentially promoting casual play over "skill oriented" people.

I want to be responsible if I'm good or not and not be in a mercy of RNG.


If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".


There is so much wrong with this comment that I don't even know if I want to start a discussion on that.

Nice one,
guys use this line when you have no argument but you disagree.

Yeeaaaah, no.

On December 12 2015 04:16 zzdd wrote:
If you didn't think it was that good then, no offence, but you're probably bad at the game.


Well good thing you wrote "no offence", because if I have a different opinion I must be clearly really bad, right?

If you didn't see how it completely breaks the game pre-nerf then you must not have a good understanding of the game. I don't think it's possible to have a different opinion than that if you know the game.

To clarify, for example, we take an eco round, normally you buy a pistol, maybe shotgun/smg and try to get some damage/kills. With the R8, you will get kills. There is no try with this gun. Paying $850 (!!!!!) on an eco, getting a kill, and then taking the enemies rifle is completely game breaking right there. This gun is a multiple shot zeus than can also kill long range. It was literally an awp without a scope. If you don't think that's completely game breaking right there than we must be playing different games.

Compared to a nova (which is not a one hit kill normally) which is $1200, you instead can get an R8 and also a smoke or two flashes for the same price and have a better chance at killing your enemy and better utility. It also is better in every way than a nova. If you get a kill with a nova, you drop your nova for their rifle meaning you lose your $1200 investment for a $2700-$3100 gun. With the R8, you lose zero investment and gain $2700-$3100. There is NO downside to this weapon. It makes the other pistols and shotguns obsolete on ecos. Ecos are where you should be trying to make your enemies rebuy guns so they don't snowball in terms of money. With the R8, you can just win the round no matter what the enemies had. It completely goes against everything this game has been balanced on before this point. It is absurd if you didn't think this was game breaking as fuck.


Yeah I said the gun was completely OP pre-nerf, and I think the right click is still pretty OP. As I said before I don't like the "charge" mechanic, but still it somehow balances the huge damage and good accuracy while running. What needs fixing is the right click:
1) Completely RNG accuracy
2) Still pretty deadly close range (as you said maybe better than nova/cz-75)
3) I dont like how good is this with awp as a side arm close range cannon. Same thing was the cz-75 until they changed the switch time, now I would rather have p250 with awp than cz
Other than that, I think the left click is fine right now. Have no idea how to fix it other than completely remove the right click (and maybe change back the charge time to 0.333 again?). Even with that I would rather go for a deagle 9/10 times.

My mistake then. I thought you said it wasn't OP pre-nerf.

I don't think a gun where you get 100% moving accuracy should do insane damage even with slow firing. If they nerfed movement accuracy, that might actually balance the gun to a degree.

I don't think the delay is really that big a deal because it gives you time to aim and if the enemy moves, you know they don't have a good shot on you (for the most part). If they stand still, you get can get a free hit and maybe kill if you get the hs which isn't too hard to get because of how accurate it is. Since you can just move around as they're standing still, they have to compensate their aim while you're just lining up your easy shot. I would only use left click for long range and never for close range.

If you peek at far distances and hold close distances, you can play to the gun's strengths, making it really strong on ecos. Of course, if you miss your shot, you're more likely to get punished but that goes for most sniper like guns. If the gun was $1300 or $1400, I think that would make it tolerable to leave in the game as is but I still think it needs some kind of nerf.

Yeah but 850 is still a lot for an eco. If it would cost 1300/1400 I personally would never buy it.

The thing about moving around while shooting - maybe nerf the moving speed with it then? Nerf it to something absurd, like negev moving speed or something. I mean it wouldnt make any sense (why would you move so slow with a pistol), but I think that would help that problem. But I would still rather have the insane moving accuracy on R8 than the right click shotgun mode. IMO that's the real problem, it does much better job close range than cz-75 which is kinda designed for close range only. And it goes perfectly together with an awp. If they fix these 2 issues the gun is completely fine in my eyes.
On December 12 2015 16:23 porkRaven wrote:
I mean if we're getting personal I'd like to casually mention that Censured is a total scum bag. He always shoots me whenever we try to knife duel :D

I see what you did there
Occupation: Legend
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
December 12 2015 12:24 GMT
#326
The new timers are shit. You cannot delay your opponents really at all, because the round lasts so damn long. gg in fucking up the game vulva.
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Nagisama
Profile Blog Joined April 2010
Canada4481 Posts
December 12 2015 12:26 GMT
#327
But... they shortened it compared to MM times.
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"
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
December 12 2015 12:28 GMT
#328
On December 12 2015 21:26 Nagisama wrote:
But... they shortened it compared to MM times.

Yea they shortened it compared to MM times, but when you try to play tournaments or scrims its a joke :D
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Nagisama
Profile Blog Joined April 2010
Canada4481 Posts
December 12 2015 14:10 GMT
#329
Not sure if cevo changed its times to MM times now. So don't really notice.
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"
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
December 12 2015 14:31 GMT
#330
On December 12 2015 23:10 Nagisama wrote:
Not sure if cevo changed its times to MM times now. So don't really notice.

Faceit atleast did (spoiler alert: its cancer)
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
December 12 2015 14:53 GMT
#331
Sounds like some confirmation bias in here.
WriterXiao8~~
dfs
Profile Blog Joined June 2010
Russian Federation4050 Posts
December 12 2015 14:58 GMT
#332
On December 12 2015 21:26 Nagisama wrote:
But... they shortened it compared to MM times.

They shortened it compared to scrub times.
Writerhttp://i.imgur.com/Q1jSb9X.jpg (c) Shiro; http://i.imgur.com/lSDLLKb.png (c) drav
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
December 12 2015 15:02 GMT
#333
On December 12 2015 23:53 Kipsate wrote:
Sounds like some confirmation bias in here.

Sorry, i dont see the point of switching something that works for sure, to something much less stabile and most likely will force even more changes. Delaying your opponent on CT with nades is pretty much useless now, which makes for a much slower paced game (yayy welcome sitting on your ass until theres 30 secs left and CTs dont have almost any nades left).

On the other hand i despise the rifle changes even more. The nerf on ak and m4 was absolutely uncalled for, adds RNG and lessens the skill ceiling. I presume were going to see SG and AUG being bought alot more now (which i dont really like, if i wanted to see scope rifles id play CoD).

Overall it feels like Volvo is switching up things just for the sake of switching up things. As the saying goes "dont fix what isnt broken". Well Volvo just did it (spoiler alert: its more broken than before)
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
zzdd
Profile Joined December 2010
United States484 Posts
December 12 2015 16:28 GMT
#334
On December 12 2015 17:57 Censured wrote:
Show nested quote +
On December 12 2015 13:46 zzdd wrote:
On December 12 2015 13:08 Censured wrote:
On December 12 2015 04:58 zzdd wrote:
On December 12 2015 04:45 Censured wrote:
On December 12 2015 04:41 saddaromma wrote:
On December 12 2015 02:16 Roggay wrote:
On December 12 2015 00:58 saddaromma wrote:
On December 11 2015 21:58 Dantak wrote:
I think that every change that makes game more random is essentially promoting casual play over "skill oriented" people.

I want to be responsible if I'm good or not and not be in a mercy of RNG.


If you buy an AK and find yourself spraying in close encounter, hoping for better RNG, it speaks you're not skilled player. You shouldn't be fighting at close range with this weapon. Same as not fighting long range with smg/shotgun.

Valve is promoting smart/thoughtful play, rather than "hey I mastered AK/M4 and now I am Global Elite".


There is so much wrong with this comment that I don't even know if I want to start a discussion on that.

Nice one,
guys use this line when you have no argument but you disagree.

Yeeaaaah, no.

On December 12 2015 04:16 zzdd wrote:
If you didn't think it was that good then, no offence, but you're probably bad at the game.


Well good thing you wrote "no offence", because if I have a different opinion I must be clearly really bad, right?

If you didn't see how it completely breaks the game pre-nerf then you must not have a good understanding of the game. I don't think it's possible to have a different opinion than that if you know the game.

To clarify, for example, we take an eco round, normally you buy a pistol, maybe shotgun/smg and try to get some damage/kills. With the R8, you will get kills. There is no try with this gun. Paying $850 (!!!!!) on an eco, getting a kill, and then taking the enemies rifle is completely game breaking right there. This gun is a multiple shot zeus than can also kill long range. It was literally an awp without a scope. If you don't think that's completely game breaking right there than we must be playing different games.

Compared to a nova (which is not a one hit kill normally) which is $1200, you instead can get an R8 and also a smoke or two flashes for the same price and have a better chance at killing your enemy and better utility. It also is better in every way than a nova. If you get a kill with a nova, you drop your nova for their rifle meaning you lose your $1200 investment for a $2700-$3100 gun. With the R8, you lose zero investment and gain $2700-$3100. There is NO downside to this weapon. It makes the other pistols and shotguns obsolete on ecos. Ecos are where you should be trying to make your enemies rebuy guns so they don't snowball in terms of money. With the R8, you can just win the round no matter what the enemies had. It completely goes against everything this game has been balanced on before this point. It is absurd if you didn't think this was game breaking as fuck.


Yeah I said the gun was completely OP pre-nerf, and I think the right click is still pretty OP. As I said before I don't like the "charge" mechanic, but still it somehow balances the huge damage and good accuracy while running. What needs fixing is the right click:
1) Completely RNG accuracy
2) Still pretty deadly close range (as you said maybe better than nova/cz-75)
3) I dont like how good is this with awp as a side arm close range cannon. Same thing was the cz-75 until they changed the switch time, now I would rather have p250 with awp than cz
Other than that, I think the left click is fine right now. Have no idea how to fix it other than completely remove the right click (and maybe change back the charge time to 0.333 again?). Even with that I would rather go for a deagle 9/10 times.

My mistake then. I thought you said it wasn't OP pre-nerf.

I don't think a gun where you get 100% moving accuracy should do insane damage even with slow firing. If they nerfed movement accuracy, that might actually balance the gun to a degree.

I don't think the delay is really that big a deal because it gives you time to aim and if the enemy moves, you know they don't have a good shot on you (for the most part). If they stand still, you get can get a free hit and maybe kill if you get the hs which isn't too hard to get because of how accurate it is. Since you can just move around as they're standing still, they have to compensate their aim while you're just lining up your easy shot. I would only use left click for long range and never for close range.

If you peek at far distances and hold close distances, you can play to the gun's strengths, making it really strong on ecos. Of course, if you miss your shot, you're more likely to get punished but that goes for most sniper like guns. If the gun was $1300 or $1400, I think that would make it tolerable to leave in the game as is but I still think it needs some kind of nerf.

Yeah but 850 is still a lot for an eco. If it would cost 1300/1400 I personally would never buy it.

The thing about moving around while shooting - maybe nerf the moving speed with it then? Nerf it to something absurd, like negev moving speed or something. I mean it wouldnt make any sense (why would you move so slow with a pistol), but I think that would help that problem. But I would still rather have the insane moving accuracy on R8 than the right click shotgun mode. IMO that's the real problem, it does much better job close range than cz-75 which is kinda designed for close range only. And it goes perfectly together with an awp. If they fix these 2 issues the gun is completely fine in my eyes.

I think $850 is too good for a pistol that is arguably better than a $1200 nova and you don't have to drop it if you get a rifle off an enemy. Personally, I would buy an R8 every CT eco on a map like Inferno. It's perfect for a second round buy. Maybe not as much on T unless I have a specific idea for it as tec-9 is still the classic OP pistol.
Dwayn
Profile Joined October 2011
Germany949 Posts
December 12 2015 17:44 GMT
#335
Missed the R8 thing, must have been pretty funny.
I hate everything about this patch. The rifle and pistol changes and the round/bomb timer. It all sucks --
Censured
Profile Blog Joined April 2010
Czech Republic1060 Posts
December 13 2015 15:41 GMT
#336
Occupation: Legend
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 13 2015 18:07 GMT
#337
hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
jonich0n
Profile Joined February 2009
United States1982 Posts
December 15 2015 14:01 GMT
#338
I hate the round time change I think. The r8 addition was just dumb as fuck, basically a Holiday cash grab by Valve. Ugh, whatever.

As for the rifle recoil reset change... I seriously think I really like it. I think the "rifle nerf" thing is being overblown, both the AK and m4a4 feel fine, just slightly different. feels a bit more like 1.6 TBH which I like. Going for full spray at long range should have never been a thing in CS anyway.
(>'.')>
jonich0n
Profile Joined February 2009
United States1982 Posts
December 15 2015 14:06 GMT
#339
Can someone please explain how the "rifle change" "lowers the skill ceiling" and "adds more RNG"? Sorry if I missed something. But from my own personal experiences, this change is better for nutty aimers at range. Better for T entry fraggers getting multi-kills opening up bombsites if CT's don't play it perfectly, due to faster recoil reset. I really really like that.

I just don't understand how people are thinking these rifle changes are SO DRAMATIC and are a "nerf" to the AK and m4a4. Maybe I just haven't experienced it yet in my matches. Having to adapt isn't always such a terrible thing.
(>'.')>
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
December 15 2015 14:28 GMT
#340
they literally added more RNG to each shot trajectory calculations
Liquipediaasante sana squash banana
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
December 15 2015 14:34 GMT
#341
and I think you have it wrong, recoil reset time isn't faster, it's slower. So sure that kinda makes tapping and bursting sound better in theory, but they actually nerfed every way of shooting a rifle, they just nerfed tapping the least. Then you also have the laughable first shot accuracy of the AK and whatnot, and the end result is that spraying is most likely still preferred to tapping like it was before, except weird buys are gonna be even better because spraying down rushers is worse
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
Nagisama
Profile Blog Joined April 2010
Canada4481 Posts
December 15 2015 14:56 GMT
#342
Spraying is harder because the pattern has more randomness to it now. Not every spray at same distance is the same any more.

Tapping/burst is also nerfed, just not as much as spraying, so that's valve's justification on "buffing/encouraging" tap/bursting, aka bs. It takes longer per burst to fire again. So your first bursts better be accurate, or else your opponent will kill you with theirs.

But wait, first shot is inaccurate, and has pretty high variability, so while you're aiming at their head to "burst/tap", it might not even hit their head. And while you're bad and NOT aiming at their head, you might hit their head. Thus rewarding more RNG instead of actual skill of "I aimed and fired at the guys head, therefore he should be dead."

So instead you'll probably still get more spraying, and more random ass weapons like p90s/smgs, which encourages more running and gunning because the rifles don't have that dependable accuracy for a skilled person to aim/take them out.

/rant
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"
Clonester
Profile Joined August 2014
Germany2808 Posts
December 15 2015 14:56 GMT
#343
On December 15 2015 23:34 Aocowns wrote:
and I think you have it wrong, recoil reset time isn't faster, it's slower. So sure that kinda makes tapping and bursting sound better in theory, but they actually nerfed every way of shooting a rifle, they just nerfed tapping the least. Then you also have the laughable first shot accuracy of the AK and whatnot, and the end result is that spraying is most likely still preferred to tapping like it was before, except weird buys are gonna be even better because spraying down rushers is worse


P90 all day!
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
waffelz
Profile Blog Joined June 2012
Germany711 Posts
December 15 2015 15:17 GMT
#344
Is there a good review on the spray/tap changes around? Like real research with graphs/comparisons and not just ranting and “logical” arguments to prove it is really that bad? I would like to see hard facts and the comparison of real data instead of weird arguments.
RIP "The big travis CS degree thread", taken from us too soon | Honourable forum princess, defended by Rebs-approved white knights
Censured
Profile Blog Joined April 2010
Czech Republic1060 Posts
Last Edited: 2015-12-15 15:30:26
December 15 2015 15:28 GMT
#345
On December 15 2015 23:06 jonich0n wrote:
I just don't understand how people are thinking these rifle changes are SO DRAMATIC and are a "nerf" to the AK and m4a4. Maybe I just haven't experienced it yet in my matches. Having to adapt isn't always such a terrible thing.

Exactly how I feel. I mean I don't think rifles needed some changes in the first place, but reddit with its hivemind made it look like the game is literally unplayable right now. Me personally, I didnt notice any change in spraying close/mid distances. And if they would actually buff tapping (like they said on their blog) and first shot accuracy, I would actually like the patch (not speaking about the timers and r8 now)

On December 16 2015 00:17 waffelz wrote:
Is there a good review on the spray/tap changes around? Like real research with graphs/comparisons and not just ranting and “logical” arguments to prove it is really that bad? I would like to see hard facts and the comparison of real data instead of weird arguments.


I think I saw post on reddit which said spraying with AK from pit to A site on D2 is 8% more inaccurate. I will try to find it
Occupation: Legend
Latringuden
Profile Joined September 2011
Sweden79 Posts
Last Edited: 2015-12-15 16:06:44
December 15 2015 16:02 GMT
#346
On December 16 2015 00:17 waffelz wrote:
Is there a good review on the spray/tap changes around? Like real research with graphs/comparisons and not just ranting and “logical” arguments to prove it is really that bad? I would like to see hard facts and the comparison of real data instead of weird arguments.


There's this:


and tbh, watching the numbers that he pulls off in his test (which is aimed at the head) a midrange perfect stand still recoil compensation aimed at center mass would more or less get you 100% hits.

The same dude made some other video about tapping which I haven't watched yet os I dunno if it's good (I like the first one so I'll still link it).

RuiBarbO
Profile Blog Joined August 2012
United States1340 Posts
December 15 2015 16:21 GMT
#347
On December 16 2015 01:02 Latringuden wrote:
Show nested quote +
On December 16 2015 00:17 waffelz wrote:
Is there a good review on the spray/tap changes around? Like real research with graphs/comparisons and not just ranting and “logical” arguments to prove it is really that bad? I would like to see hard facts and the comparison of real data instead of weird arguments.


There's this:
https://www.youtube.com/watch?v=_ocoqjsLd44

and tbh, watching the numbers that he pulls off in his test (which is aimed at the head) a midrange perfect stand still recoil compensation aimed at center mass would more or less get you 100% hits.

The same dude made some other video about tapping which I haven't watched yet os I dunno if it's good (I like the first one so I'll still link it).

https://www.youtube.com/watch?v=wgLWOqe-VXY


Wow... So that's surprising. 15-round burst with AK is virtually the same as before, while 5-round burst with AK is 25% worse.

Seems like someone didn't test this patch before it went live? I mean the R8 could be chalked up to mistaken predictions on how the gun would play, but this is just a straightforward mistake with the numbers.
Can someone please explain/how water falls with no rain?
jonich0n
Profile Joined February 2009
United States1982 Posts
December 15 2015 17:42 GMT
#348
On December 16 2015 00:28 Censured wrote:
Show nested quote +
On December 15 2015 23:06 jonich0n wrote:
I just don't understand how people are thinking these rifle changes are SO DRAMATIC and are a "nerf" to the AK and m4a4. Maybe I just haven't experienced it yet in my matches. Having to adapt isn't always such a terrible thing.

Exactly how I feel. I mean I don't think rifles needed some changes in the first place, but reddit with its hivemind made it look like the game is literally unplayable right now. Me personally, I didnt notice any change in spraying close/mid distances. And if they would actually buff tapping (like they said on their blog) and first shot accuracy, I would actually like the patch (not speaking about the timers and r8 now)

Yeah... I think people need to do more conclusive pre- and post- tests on how this affects the AK and M4a4 in various shooting techniques (tapping, bursting, spraying at various ranges). Honestly, the game has always felt a bit too random (first shot inaccuracy etc) so this update didn't change things significantly all that much. Again, I don't think long range spraying should ever even be a thing in CS, ever. Maybe it's just me.

All I can say is I feel ADAD quick 3-4 shot bursts actually feels "better: now... but I'd need to play a lot more to confirm. Which may mean it'd be better than that annoying strafing silver crouch spray bullshit in more situations which I personally think would be nice for the game. Any change that raises the skill ceiling by rewarding more precise faster aimers is GREAT in my book. I'm just not sure if how this patch has affected things at the top level yet, and I'm sure as hell not convinced many people know at all as well.

Reddit hivemind knows jackshit, that should go without saying.
(>'.')>
Nagisama
Profile Blog Joined April 2010
Canada4481 Posts
December 15 2015 21:28 GMT
#349
On December 16 2015 02:42 jonich0n wrote:
Show nested quote +
On December 16 2015 00:28 Censured wrote:
On December 15 2015 23:06 jonich0n wrote:
I just don't understand how people are thinking these rifle changes are SO DRAMATIC and are a "nerf" to the AK and m4a4. Maybe I just haven't experienced it yet in my matches. Having to adapt isn't always such a terrible thing.

Exactly how I feel. I mean I don't think rifles needed some changes in the first place, but reddit with its hivemind made it look like the game is literally unplayable right now. Me personally, I didnt notice any change in spraying close/mid distances. And if they would actually buff tapping (like they said on their blog) and first shot accuracy, I would actually like the patch (not speaking about the timers and r8 now)

Yeah... I think people need to do more conclusive pre- and post- tests on how this affects the AK and M4a4 in various shooting techniques (tapping, bursting, spraying at various ranges). Honestly, the game has always felt a bit too random (first shot inaccuracy etc) so this update didn't change things significantly all that much. Again, I don't think long range spraying should ever even be a thing in CS, ever. Maybe it's just me.

All I can say is I feel ADAD quick 3-4 shot bursts actually feels "better: now... but I'd need to play a lot more to confirm. Which may mean it'd be better than that annoying strafing silver crouch spray bullshit in more situations which I personally think would be nice for the game. Any change that raises the skill ceiling by rewarding more precise faster aimers is GREAT in my book. I'm just not sure if how this patch has affected things at the top level yet, and I'm sure as hell not convinced many people know at all as well.

Reddit hivemind knows jackshit, that should go without saying.

Like this?
http://imgur.com/a/PDCPj
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"
Jer99
Profile Blog Joined April 2011
Canada8157 Posts
December 16 2015 01:56 GMT
#350
Rifle nerf reverted
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
porkRaven
Profile Joined December 2010
United States953 Posts
Last Edited: 2015-12-16 02:07:24
December 16 2015 01:57 GMT
#351
so you can read it here.
Recovery Time

15 Dec 2015 -

We made some adjustments to rifles recently, and those changes have been causing a lot of pain in the CS:GO community. The pain was the result of a few mistakes we made, and while we usually prefer to avoid disrupting conversations happening in the community, we wanted to talk about some of the thinking that led to the recent changes as well as our plan for moving forward.
Why change rifles at all?

In CS:GO, spraying is generally the most popular way of firing a rifle. We can see this pretty clearly in the rifle data that we collect internally, and it’s something we hear the community discussing frequently.

Because we think it’s valuable for players to have choices when they’re thinking about how to engage an opponent, we looked at ways to make tapping/bursting a bit more appealing. The hope was that by encouraging more deliberate firing, we would add something skillful that players could use to their advantage.

As a first step toward this goal, we increased recoverytime for the AK-47, M4A4, and M4A1-S. For a detailed breakdown of the change and its impact, check out this excellent community post by lalush.

Unfortunately, our implementation failed in a few ways.

For one thing, increasing inaccuracy while spraying also comes with reduced accuracy for all forms of firing. Proportionally, spraying was the most impacted, but we underestimated the impact that the change would have on players who were already firing in shorter bursts.

As it turns out, the adjustments didn’t really achieve the goal either – our rifle data shows that players in all skill groups are still spraying more than tapping or bursting.
What’s next?

It’s difficult to measure the impact on gameplay when too much changes at once. The Winter Update came with some really huge changes to gameplay, including a new weapon, an adjustment to pistols, and the rifle change. Since we likely changed too much too quickly, in today’s update we’re rolling back both the rifle and pistol adjustments to their pre-Winter Update state.

We failed to anticipate the reaction of the community to changes in such heavy-use weapons, and we clearly need to re-evaluate our process for making and communicating about changes in that space. We still think there’s value in trying to find a better balance for pistols and more skillful ways to use rifles, so we hope to tackle rifles and pistols again in the future.

We’re constantly reading community feedback and while we don’t often respond directly, understanding the community is one of the most important parts of working on CS:GO. Mistakes happen, but when they do, we’re committed to making sure they get fixed.

Happy Holidays,
The CS:GO Team
SHOUTOUTS TO Aylear!!!
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 16 2015 02:10 GMT
#352
WE DID IT TEAM!!!!!!!!!!!!!!!!!!!!

THEY ACTUALLY REVERTED THE NERFS!!!!!!!!
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
porkRaven
Profile Joined December 2010
United States953 Posts
December 16 2015 02:11 GMT
#353
Wait a minute... this is all a distraction so we don't make a fuss about the round timer changes... oh no
SHOUTOUTS TO Aylear!!!
Camail
Profile Joined August 2011
United States1030 Posts
December 16 2015 03:20 GMT
#354
I'm glad that they realized that pushing all these changes at the same time is a bad idea. I have no doubt they'll re-implement something similar to each of these changes in a much slower format. I liked the non-default pistol nerfs, but maybe next time they should nerf the tec9 a bit more.
http://i.imgur.com/IPxgv.png
GoShox
Profile Blog Joined December 2007
United States1836 Posts
Last Edited: 2015-12-16 04:31:41
December 16 2015 04:31 GMT
#355
I haven't played much CS:GO until very recently but I had no idea lalush was involved in the CS:GO community. No idea if he reads this thread but thanks for helping out the cause buddy
Dantak
Profile Joined January 2006
Czech Republic648 Posts
December 16 2015 06:30 GMT
#356
YES! I can start playing again!!! <3 Valve
"Life of lively to live to life of full life thx to shield battery." - f33red k0r34n z3rg
Roggay
Profile Joined April 2010
Switzerland6320 Posts
Last Edited: 2015-12-16 07:57:34
December 16 2015 07:56 GMT
#357
On December 16 2015 11:11 porkRaven wrote:
Wait a minute... this is all a distraction so we don't make a fuss about the round timer changes... oh no

Well to be honest, the round timers is the one update where we do need more data before deciding if it is a good one or not so I am fine with them keeping it for now.

Other than that, good job Valve for actually listening and admitting your mistakes. I hope they do a better job next time at actually implementing what they are trying to.
hymn
Profile Blog Joined February 2008
Bulgaria832 Posts
December 16 2015 09:30 GMT
#358
Pistols like 57, T9 and P250 should've been left with lower moving accuracy, I think. The rifles I am fine with either way, I mostly tap because when I started to play I stumbled upon a Scream clip and it was amazing so I started doing this and I've never sprayed much. I mean even with the RNG implemented I never had an issue with rifle fights, I am ok with some randomness because guns actually do tend to be impossible to shoot at the same spot even at short ranges like 10 meters with a pistol. When I go to the shooting range I never hit successive middle target shots, like in the same hole 2 bullets.
azk he is the north american player but the titan he is the french stars
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
December 16 2015 09:57 GMT
#359
What I find extra cool is the part about them reviewing their process and considering more inputs from the players / community.

If that turns out to actually happen, this could be great.
Then, I read the release notes of the new DotA patch and I cry. Seriously, DotA has so many awesome features (not talking about the game itself, but the menu, profile, etc.), CS looks pitiful compared to that:
- Still no individual stats, and no, the stats tab isn't even remotely relevant
- A horrible interface that has so many UX defects it's not funny, and big up to the Inventory tab which seems to have a lot of leeway when it comes to that, like for example from a lobby you can't access the settings or nearly anything else, but the inventory, yeah why not!
- A lot of silly bugs that, while not really hindering play, show somehow a lack of interest in the game, like all the alt-tab UI resize/disappear bugs, the crouching bug on spawn, the flying bug on spawn, that kind of retarded things that has been there for ages
LiquipediaWanderer
Yrr
Profile Joined June 2012
Germany803 Posts
December 16 2015 09:58 GMT
#360
No more excuse for P90 in competitive :-(
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
December 16 2015 10:08 GMT
#361
Why would you need an excuse?
LiquipediaWanderer
Striker.superfreunde
Profile Joined May 2010
Germany1119 Posts
December 16 2015 10:26 GMT
#362
So, the aks supposed to work again?
Caught me a little bit off-guard, finding myself playing with m4a1-s as favourite weapon for the first time since the relase of go.

Thank god, it`s over (tears of joy)
'Your ak is pretty... uhm... dank!'
Yrr
Profile Joined June 2012
Germany803 Posts
December 16 2015 10:39 GMT
#363
On December 16 2015 19:08 Ragnarork wrote:
Why would you need an excuse?

People are shit talking you the second you buy a P90 in competitive. Your team if you dont perform and the opponents if you perform.
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
iXphobos
Profile Joined July 2010
Germany1464 Posts
December 16 2015 10:56 GMT
#364
Let's hope Valve realizes that someone has to test a patch before they send it live.
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
December 16 2015 12:12 GMT
#365
If they can't handle a P90 then they aren't good enough.
WriterXiao8~~
Clonester
Profile Joined August 2014
Germany2808 Posts
Last Edited: 2015-12-16 12:22:19
December 16 2015 12:19 GMT
#366
Finally I can stop my P90 madness. To bad I will not be able to play the next days.

I never gave a fuck when someone called me "p90-noob" when I was performing with it (and its a super easy to perform with it, as you can suprise your enemys via run&gun). I mean, how noob can I be, when they cant stop me from performing?

I will still use P90 in the future, when I dont feel like AK and M4 let me perform, but much less. In the past days I only played p90 and AWP.

Good to know, they just found out how much they failed with the CS:GO Winter update. Now they brought out their Dota 2 Winterupdate. It looks like they did the same amount of thought and balancing with it, really crazy,
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
waffelz
Profile Blog Joined June 2012
Germany711 Posts
December 16 2015 13:40 GMT
#367
On December 16 2015 21:12 Kipsate wrote:
If they can't handle a P90 then they aren't good enough.


Unless it is one of those lagging guys who moves around th map weirdly and just spray and pray/prefire like hell while you have a really hard time hitting them as they slide forwards/backwards/move in rapid succecions etc.. Tried it out myself, it is really effective at times. Easy to counter though with p90 (or negev. more expensive, but also much more fun) and by not holding close angles.
RIP "The big travis CS degree thread", taken from us too soon | Honourable forum princess, defended by Rebs-approved white knights
Muffloe
Profile Joined December 2012
Sweden6061 Posts
December 16 2015 15:55 GMT
#368
Eh.. so we won? 'Cept for the timers of course ^^
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2015-12-16 18:58:04
December 16 2015 18:53 GMT
#369
On December 16 2015 19:39 Yrr wrote:
Show nested quote +
On December 16 2015 19:08 Ragnarork wrote:
Why would you need an excuse?

People are shit talking you the second you buy a P90 in competitive. Your team if you dont perform and the opponents if you perform.


Since when is that supposed to be a problem? Just muuuute!

Also, people tend to forget that:
- it's still an SMG
- with a higher price than a famas or galil
- and it's quite terrible at mid-long range

LiquipediaWanderer
Dwayn
Profile Joined October 2011
Germany949 Posts
Last Edited: 2015-12-16 21:18:55
December 16 2015 21:16 GMT
#370
They didn't revert the pistol nerf, right? I really hope they will...
€ oh yes, they did. nice!
jonich0n
Profile Joined February 2009
United States1982 Posts
December 16 2015 21:52 GMT
#371
On December 17 2015 00:55 Muffloe wrote:
Eh.. so we won? 'Cept for the timers of course ^^

Funny, I didn't mind the rifle change all that much even though I guess it seemed to be flawed considering what exactly they were trying to do. The idea behind it I appreciate, but these tweaks need sufficient testing from long-time players and pro's specifically that understand what it would mean, the types of tweaks that would make the game a better "competitive". Not sure if that's Valve's priority, they sure as hell haven't seemed to make much of a push to do that in all this time but I think now is as good a time as any.

The r8 addition pre-nerf was always retarded and nothing more needs to be said about that.

But the longer round times. And defuse timer. Ugh. I kind of really hate this. Retake time felt fine, it rewarded smart gamesense and faster rotations from teams who were getting it. I get smokes might be too powerful but it made the whole map control meta on maps like Inferno fascinating. The game has already been feeling more T-sided with this current set of maps and all which is good, so why give T's even more time to work picks and take more map control and information further improving their chances of winning rounds? CT economy is such a tough thing to deal with and makes the game results feel more "random" between top teams so I dunno... just doesn't seem like a useful change at all. Not with this current map pool. Maybe if they added two large maps to the pool or something but that's not the case...
(>'.')>
Dwayn
Profile Joined October 2011
Germany949 Posts
December 17 2015 05:48 GMT
#372
I don't even understand what blizzard is trying to do. What does "spraying is generally the most popular way of firing a rifle." mean? The vast majority of the time an engagement is over within the first few bullets. I only spray when I have multiple opponents, where you kill the first and then try and spray transfer to the second or something like that.
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
December 17 2015 06:52 GMT
#373
On December 17 2015 14:48 Dwayn wrote:
I don't even understand what blizzard is trying to do. What does "spraying is generally the most popular way of firing a rifle." mean? The vast majority of the time an engagement is over within the first few bullets. I only spray when I have multiple opponents, where you kill the first and then try and spray transfer to the second or something like that.


people are comparing it to 1.6, where it was preferrable to tap and burst at longer ranges where spraying was ineffective.

The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
iXphobos
Profile Joined July 2010
Germany1464 Posts
December 17 2015 10:04 GMT
#374
On December 17 2015 14:48 Dwayn wrote:
I don't even understand what blizzard is trying to do.

And there i wondered what would happen if Blizzard would look into CS:GO.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
December 17 2015 10:23 GMT
#375
Heh, Blizzard ruining even CS:GO.
LiquipediaWanderer
Nagisama
Profile Blog Joined April 2010
Canada4481 Posts
December 17 2015 10:25 GMT
#376
No all talk between opponents. Oh wait... =\
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"
Kamari
Profile Joined August 2011
Sweden87 Posts
December 17 2015 14:11 GMT
#377
Can still write to them though!
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
December 17 2015 15:13 GMT
#378
That's not vocal and violent enough. How can you decently instil fear into your enemy's mind?
LiquipediaWanderer
Kamari
Profile Joined August 2011
Sweden87 Posts
December 17 2015 15:41 GMT
#379
Tell them that you only have 40hours played?
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
December 17 2015 16:00 GMT
#380
Then they won't fear me, they'll call me a hacker.

(This happened x_x)
LiquipediaWanderer
jonich0n
Profile Joined February 2009
United States1982 Posts
December 17 2015 18:19 GMT
#381
This is one of my favorite posts regarding what I'd love to see Valve implement in regards to rifle accuracy. AK/M4, making the 2nd and 3rd bullets much more accurate bringing back real bursting for good aimers... less bullshit long range crouch spraying. This guy has a seemingly smart idea which I would LOVE to see Valve extensively test and see with pros. I know for a fact I would personally love the shit out of this change as this burst inaccuracy in GO has always felt way too random and annoying and just annoyed with having to spraying at anything. Would raise skill ceiling for sure.

https://www.reddit.com/r/GlobalOffensive/comments/3wyypv/the_ak47s_spraying_inaccuracy_before_and_after/cy0cvph
(>'.')>
KingofdaHipHop
Profile Blog Joined October 2013
United States25602 Posts
December 17 2015 19:17 GMT
#382
oh sick they reverted the changes haha, maybe we'l actually play some comp again
Rain | herO | sOs | Dear | Neeb | ByuN | INnoVation | Dream | ForGG | Maru | ByuL | Golden | Solar | Soulkey | Scarlett!!!
jonich0n
Profile Joined February 2009
United States1982 Posts
Last Edited: 2015-12-17 21:03:11
December 17 2015 20:58 GMT
#383
I seriously can't believe how many people are so happy with the current state of pistols... and the way rifles behave and are unwilling to accept a change or adapt to possible signifcant changes with those. AK and M4 could still be better (god I think long range spraying and crabwalk-strafing-spraying is retarded as fuck)... game still feels so CASUAL in many aspects (aim and movement especially). It's funny to me how baddies with zero aim can just run and gun spray down actually decent players if they're just a tiny but lucky or the opponents are in a position that can't back up their target.

Try to be a noob in Quake and go up against half-decent players. You'll get fucking destroyed.Like 99-1 K/D for real. Because that's always been a crazy serious competitive game, and I dunno, I personally would like the skill ceiling raised a bit in this game for sure, in terms of individual play. Not to make it impossible for casuals but the game has been around well long enough to raise the ceiling further for sure now. Source2 will be around sooner rather than later isn't it?

Obviously there is always room to improve when it comes to teamplay chemistry and tactics in CSGO and all that... but I'm talking about the aim and movement portions of the game specifically. That can be improved and feel more reward for most true "competitors", I definitely believe that still so strongly. If Valve really cared about it. They're sitting back and making bank with the skins and all that. As for the game I think it all still feels not as crisp enough as it could be, not rewarding enough for the nuttiest aimers/talents to stand out more in this game TBH... Dunno. Maybe it's just me (old-school gamer who used to play 1.3-1.6 competively, a bit of Quake, and Brood War even though I was utterly dreadful at that one ).
(>'.')>
porkRaven
Profile Joined December 2010
United States953 Posts
December 17 2015 21:18 GMT
#384
Who likes pistols how they are? I thought the general consensus was that they were way too powerful for their cost. I was happy when they made them worse. I wouldn't mind if they got a buff when it comes to standing accuracy but kept the moving accuracy down. I think the game is quite focued on individual skil and I'm sure the ceiling could be raised a little more. Quake is also quite snowbally iirc. I love crabwalking I do the adad crabwalk 100% perfect sprays . I'm sure they care a great deal they just might not have similar visions on how to make csgo super great.
SHOUTOUTS TO Aylear!!!
Nagisama
Profile Blog Joined April 2010
Canada4481 Posts
December 17 2015 21:20 GMT
#385
I was fine with pistols being nerfed, not so much the usp/p2k/glock, but definitely the 57/p250/tec9. Tec9 needed more of a nerf though lol.
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"
Dwayn
Profile Joined October 2011
Germany949 Posts
December 17 2015 21:29 GMT
#386
I'm fine with the pistols the way they are. They might be a little too powerful, but not by much. Decreasing the accuracy as much as they did just made pistols in general and especially the pistol round random as fuck. I'm ok with slightly increasing inaccuracy while moving for a few select ones, but don't fucking double it.
And why are people talking about 'long range spray'? If never seen anybody spray long range, it's useless. Maybe we have a different understand of what long range means...
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:53:26
December 18 2015 01:48 GMT
#387

Counter-Strike: Global Offensive

Release Notes for 12/17/2015





[MISC]
– Client bone setup performance optimizations.
– Fixed bullet hits on players beyond max bullet penetration distance always counting as penetration hits.

[KILLER REPLAY]
– Fixed sometimes incorrect in-scope fog and blur in Killer Replay.
– Fixed some instances where a player could get stuck in Killer Replay.

[GAME STATE INTEGRATION]
– Bomb plant timer Game State Integration event is now slightly delayed when playing on Terrorist or Counter-Terrorist team.
– CDN URLs for images of weapons and weapon finishes are now available in items_game_cdn.txt

[STEAM CONTROLLER]
– Added support for haptic feedback.
– Use steam_controller_haptics convar to turn haptics on or off.
SPOILER ALERTS!!! PEOPLE DIE IN THE NEW STAR WARS MOVIE!!!!
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
saddaromma
Profile Joined April 2013
1129 Posts
December 18 2015 04:40 GMT
#388
On December 18 2015 05:58 jonich0n wrote:
...game still feels so CASUAL in many aspects (aim and movement especially). It's funny to me how baddies with zero aim can just run and gun spray down actually decent players if they're just a tiny but lucky or the opponents are in a position that can't back up their target...

Haha so true, whenever I feel my aiming is off or opponents are better than me, I just buy P90 and walk mindlessly on the map, shooting everything that moves. And it works!
Ricjames
Profile Blog Joined April 2009
Czech Republic1047 Posts
Last Edited: 2015-12-18 14:06:40
December 18 2015 14:05 GMT
#389
I would prefer the 1.6 shooting mechanics over actual CSGO any time. CS 1.6 was much more about skill and less about rng/luck. I would call myself very decent 1.6 player (over 3K hours only on steam, but i played cs since it was released).
I can't still get used to bursting/tapping in csgo and often i get owned by low-skilled dude who just sprays over long distance. The outcome is that I tap/burst him for 80-100hp while he spray&pray kills me. This really bothers me as it promotes lower-skilled luck/rng based plays instead of skill. They should definitely increase the accuracy of first bullets as that rewards players with faster and more accurate aiming. I personally would even like nerf to spraying accuracy, but that might be just me being oldschool CS player. Let's hope Valve realizes they need to promote skill and forget the noob-friendly bullshit going around in all games.
Brood War is the best RTS that has ever been created.
yamato77
Profile Blog Joined October 2010
11589 Posts
December 18 2015 19:25 GMT
#390
On December 18 2015 23:05 Ricjames wrote:
I would prefer the 1.6 shooting mechanics over actual CSGO any time. CS 1.6 was much more about skill and less about rng/luck. I would call myself very decent 1.6 player (over 3K hours only on steam, but i played cs since it was released).
I can't still get used to bursting/tapping in csgo and often i get owned by low-skilled dude who just sprays over long distance. The outcome is that I tap/burst him for 80-100hp while he spray&pray kills me. This really bothers me as it promotes lower-skilled luck/rng based plays instead of skill. They should definitely increase the accuracy of first bullets as that rewards players with faster and more accurate aiming. I personally would even like nerf to spraying accuracy, but that might be just me being oldschool CS player. Let's hope Valve realizes they need to promote skill and forget the noob-friendly bullshit going around in all games.

Did you know 1.6 had worse first bullet accuracy?

And also more random spraying.
Writer@WriterYamato
Rebs
Profile Blog Joined February 2011
Pakistan10726 Posts
December 18 2015 19:36 GMT
#391
On December 19 2015 04:25 yamato77 wrote:
Show nested quote +
On December 18 2015 23:05 Ricjames wrote:
I would prefer the 1.6 shooting mechanics over actual CSGO any time. CS 1.6 was much more about skill and less about rng/luck. I would call myself very decent 1.6 player (over 3K hours only on steam, but i played cs since it was released).
I can't still get used to bursting/tapping in csgo and often i get owned by low-skilled dude who just sprays over long distance. The outcome is that I tap/burst him for 80-100hp while he spray&pray kills me. This really bothers me as it promotes lower-skilled luck/rng based plays instead of skill. They should definitely increase the accuracy of first bullets as that rewards players with faster and more accurate aiming. I personally would even like nerf to spraying accuracy, but that might be just me being oldschool CS player. Let's hope Valve realizes they need to promote skill and forget the noob-friendly bullshit going around in all games.

Did you know 1.6 had worse first bullet accuracy?

And also more random spraying.


Yeah if you are having trouble landing your 4th bullet of a spray then your not doing it right. The spray is GO is very tight and predictable so not being able to control it effectively compared to having to tap is just a lack of skill period. There is no luck in spraying effectively in this game imo.

decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2015-12-18 23:44:10
December 18 2015 23:40 GMT
#392
I played a bunch of deathmatch in 1.6 to remove bits of nostalgia. I never played CS seriously until CSGO, but I did casually play 1.6. Take this as someone who never gave a shit about 1.6 shooting mechanics back in its glory days.

Bursting, tapping, and following up with taps after a burst feels AWFUL in CSGO.
http://imgur.com/a/PDCPj

It has a lot to do with how quickly bullets start spreading and recoil jerk in CSGO, where they recoil less at first in 1.6. In CSGO your initial burst has some of the biggest jumps your recoil will ever have. It also feels AWFUL to try and replicate followup taps after a burst in CSGO compared to 1.6. After playing 1.6 DM, CSGO recoil feels like its trying to steal my crosshair away. It jerks that thing super hard and far, making follow up taps really cumbersome and unenjoyable to use. This is after a mere 5 shot burst. Feels really nice to followup tap in 1.6.

Lastly the recovery time formula encourages spraying in CSGO compared to 1.6. Your 1.6 accuracy regains based on how many bullets you shoot. Shoot 1 bullet? Very small minimal delay in recovery time so rapid tapping feels awesome. Shoot a large spray of bullets? Your accuracy feels is more punished.

In CSGO your accuracy regains faster based on the current amount of inaccuracy you have accumulated. Hence, 1 tapping in CSGO your accuracy recovers the slowest, but you do have less built up. Full spray? Your accuracy recovers verrrry quickly because you've built up so much inaccuracy.


Lastly you've got map size, and movement. Longer sight lines in 1.6 means it feels more sensical to burst and tap at more ranges. Medium ranges in csgo feel more like long range in 1.6. Combine this with players less able to instantly stop on a dime resume again into a different strafe direction and you get shooting that feels more rewarding for lining up really nice bursts and taps onto a target instead of spray controlling someone down at every range sans cover fights.


"CS 1.6 was much more about skill and less about rng/luck" You haven't played CSGO enough. People get VERY good at perfecting their spray pattern. The heat map of a really done 7 shot burst has an insanely high percentage of headshots at most important ranges you'll be fighting in CSGO. The first shot is more accurate than in 1.6, so if you line up your initial burst you are rewarded.

There is a reason pros didn't give a shit as much as more casual players on the rifle nerf. They are on point with their initial shots, while us mere mortals rely on our spray control to correct our shots back onto the target. The nerf hurt casual players the most, and pros the least.

Its certainly different, but it still absolutely rewards the better player. Its also even faster and more athletic than 1.6. People move faster, fights are in closer ranges and are dirty, quick and deadly.


Even so I do prefer 1.6 shooting mechanics, its just simply better feeling to me, and more enjoyable to kill people in.
I'd prefer a single static spray pattern, but less explosive jerk. More of a thread the needle and fine tuned spray control rather than these giant vertical and horizontal patterns. Combine that with larger and roomier feeling maps plus less explosive inaccuracy growth. This is a situation where the spray nerf for rifle makes sense. CSGO didn't have anything to compensate for the nerfed spray style to make up for it. So people just kept spraying, just with more rng towards the latter half of the spray.

Oh and I forgot, compensating for spray recoil in 1.6 feels awesome. You've got amazing visual feedback, and can even manually compensate mid spray. In CSGO this feels more ugly relying on tracers at anything past short range where you can easily see the wall behind your opponent. Whats sad is I have the last 4 bullets of my M4A1 in CSGO memorized, so I know where to offset my crosshair from my target if I just need to get 1 or 2 more bullets onto him. This is just kinda silly in my opinion.


End Rant.
Rebs
Profile Blog Joined February 2011
Pakistan10726 Posts
December 18 2015 23:48 GMT
#393
On December 19 2015 08:40 decemberscalm wrote:
I played a bunch of deathmatch in 1.6 to remove bits of nostalgia. I never played CS seriously until CSGO, but I did casually play 1.6. Take this as someone who never gave a shit about 1.6 shooting mechanics back in its glory days.

Bursting, tapping, and following up with taps after a burst feels AWFUL in CSGO.
http://imgur.com/a/PDCPj

It has a lot to do with how quickly bullets start spreading and recoil jerk in CSGO, where they recoil less at first in 1.6. In CSGO your initial burst has some of the biggest jumps your recoil will ever have. It also feels AWFUL to try and replicate followup taps after a burst in CSGO compared to 1.6. After playing 1.6 DM, CSGO recoil feels like its trying to steal my crosshair away. It jerks that thing super hard and far, making follow up taps really cumbersome and unenjoyable to use. This is after a mere 5 shot burst. Feels really nice to followup tap in 1.6.

Lastly the recovery time formula encourages spraying in CSGO compared to 1.6. Your 1.6 accuracy regains based on how many bullets you shoot. Shoot 1 bullet? Very small minimal delay in recovery time so rapid tapping feels awesome. Shoot a large spray of bullets? Your accuracy feels is more punished.

In CSGO your accuracy regains faster based on the current amount of inaccuracy you have accumulated. Hence, 1 tapping in CSGO your accuracy recovers the slowest, but you do have less built up. Full spray? Your accuracy recovers verrrry quickly because you've built up so much inaccuracy.


Lastly you've got map size, and movement. Longer sight lines in 1.6 means it feels more sensical to burst and tap at more ranges. Medium ranges in csgo feel more like long range in 1.6. Combine this with players less able to instantly stop on a dime resume again into a different strafe direction and you get shooting that feels more rewarding for lining up really nice bursts and taps onto a target instead of spray controlling someone down at every range sans cover fights.


"CS 1.6 was much more about skill and less about rng/luck" You haven't played CSGO enough. People get VERY good at perfecting their spray pattern. The heat map of a really done 7 shot burst has an insanely high percentage of headshots at most important ranges you'll be fighting in CSGO. The first shot is more accurate than in 1.6, so if you line up your initial burst you are rewarded.

There is a reason pros didn't get a shit as much as more casual players on the rifle nerf. They are on point with their initial shots, while us mere mortals rely on our spray control to correct our shots back onto the target.

Its certainly different, but it still absolutely rewards the better player. Its also even faster and more athletic than 1.6. People move faster, fights are in closer ranges and are dirty, quick and deadly.


Even so I do prefer 1.6 shooting mechanics, its just simply better feeling to me, and more enjoyable to kill people in.
I'd prefer a single static spray pattern, but less explosive jerk. More of a thread the needle and fine tuned spray control rather than these giant vertical and horizontal patterns. Combine that with larger and roomier feeling maps plus less explosive inaccuracy growth. This is a situation where the spray nerf for rifle makes sense. CSGO didn't have anything to compensate for the nerfed spray style to make up for it. So people just kept spraying, just with more rng towards the latter half of the spray.

Oh and I forgot, compensating for spray recoil in 1.6 feels awesome. You've got amazing visual feedback, and can even manually compensate mid spray. In CSGO this feels more ugly relying on tracers at anything past short range where you can easily see the wall behind your opponent. Whats sad is I have the last 4 bullets of my M4A1 in CSGO memorized, so I know where to offset my crosshair from my target if I just need to get 1 or 2 more bullets onto him. This is just kinda silly in my opinion.


End Rant.


Yeah I play more 1.6 than go myself since my friends from back in the CAL days with families and shit play once or twice a week. I pretty much treat them as different games. The only time I will tip is if I have a bobbing head to aim at. Its not fair to compare. Also faster recovery means its easier to transfer sprays aswell. I definately have more fun in 1.6 but thats also because Im playing with old buddies. But man if I dont dm for 30 mins in either game since I dont play much. the muscle memory is totally fucked.
iXphobos
Profile Joined July 2010
Germany1464 Posts
December 19 2015 11:46 GMT
#394
On December 18 2015 23:05 Ricjames wrote:
I would prefer the 1.6 shooting mechanics over actual CSGO any time. CS 1.6 was much more about skill and less about rng/luck. I would call myself very decent 1.6 player (over 3K hours only on steam, but i played cs since it was released).
I can't still get used to bursting/tapping in csgo and often i get owned by low-skilled dude who just sprays over long distance. The outcome is that I tap/burst him for 80-100hp while he spray&pray kills me. This really bothers me as it promotes lower-skilled luck/rng based plays instead of skill. They should definitely increase the accuracy of first bullets as that rewards players with faster and more accurate aiming. I personally would even like nerf to spraying accuracy, but that might be just me being oldschool CS player. Let's hope Valve realizes they need to promote skill and forget the noob-friendly bullshit going around in all games.

Skill always beats luck in CS:GO.
And CS is so much more than just clicking fast on peoples heads.
I am an oldschool player too, and i always liked the fact that quick reactions are not tier 1 important in CS.
I play Quake for that.
jonich0n
Profile Joined February 2009
United States1982 Posts
December 20 2015 20:43 GMT
#395
On December 19 2015 04:25 yamato77 wrote:
Show nested quote +
On December 18 2015 23:05 Ricjames wrote:
I would prefer the 1.6 shooting mechanics over actual CSGO any time. CS 1.6 was much more about skill and less about rng/luck. I would call myself very decent 1.6 player (over 3K hours only on steam, but i played cs since it was released).
I can't still get used to bursting/tapping in csgo and often i get owned by low-skilled dude who just sprays over long distance. The outcome is that I tap/burst him for 80-100hp while he spray&pray kills me. This really bothers me as it promotes lower-skilled luck/rng based plays instead of skill. They should definitely increase the accuracy of first bullets as that rewards players with faster and more accurate aiming. I personally would even like nerf to spraying accuracy, but that might be just me being oldschool CS player. Let's hope Valve realizes they need to promote skill and forget the noob-friendly bullshit going around in all games.

Did you know 1.6 had worse first bullet accuracy?

And also more random spraying.

Yes, you are right on both counts. The "annoying" thing about the rifle shooting mechanics in GO that myself and maybe quite a few others that used to play 1.6 a lot, is the **2nd and 3rd** bullet inaccuracy after that first shot... that in combination with the reset time if you try to tap after taking a quick burst, which just feels annoyingly long and unsatisfying. Which definitely contributes to why spraying (aka any continuous fire after 5+ bullets basically IMO) is almost always the only true best firing technique even at surprisingly long ranges. This is just one aspect of the game which I've always been slightly annoyed by, which just doesn't feel quite "right" in a such a competitive FPS... where it feels in a way "unsatisying", as compared to maybe games like Quake and 1.6 when if you were fragging out and really feeling the aim, you could more consistently take out multiple opponents facing you at once in quick succession (provided one of them misses or fucks up of course, basically punishing their mistakes). Without having to waste precious milliseconds simply waiting for the long recoil reset just so you can be confident your next shot/burst after your first kill will be accurate and not feel random as fuck. Bit more rewarding for great quick aimers I would think and something I would personally think would feel more satisfying.

And yes, I know there is the whole spray transfer thing which is currently required in situations like this in GO's current state, but you know, that's my whole thing, I just personally feel it's just a tad too rewarding to spray too often, which I guess many don't have a problem with. Although I would personally love to see if they tried to test a tweak like I suggested above and see what the rest of you would think after taking the time to adapt and seeing how it felt. I'm not talking about massive changes making this game exactly like Quake or anything, but just something.

I do appreciate a bunch of their changes even though it feels Valve takes AGES to make what should have been obvious changes... I still like GO as it is, for the most part (except for a few more slightly annoying things but I won't get into that here). I guess I just got super excited with the rifle changes before they reverted and played a lot during those couple days and felt like I was getting used to it and fragging just felt nicer in a way, specifically the recoil reset time after short bursts... but of course I do understand why that was a problem for so many players considering the "randomness" they added to spraying, which has been such an integral technique in GO for so long and what everyone had gotten used to.

Just my two cents, trying to explain where I'm coming from with the comments. Some kind of rifle change would definitely be quite refreshing (same with pistols especially) IMO.

Can't remember if I posted this in this thread or elsewhere, but here is a link to a comment I liked from one clever reddit poster who suggested as a possible fresh change to rifle shooting mechanics (which would make 2nd 3rd 4th bullets more accurate and "precise" than its current state), which would be interesting to test and see how the playerbase felt...

https://www.reddit.com/r/GlobalOffensive/comments/3wyypv/the_ak47s_spraying_inaccuracy_before_and_after/cy0cvph
(>'.')>
Dwayn
Profile Joined October 2011
Germany949 Posts
Last Edited: 2015-12-20 23:12:16
December 20 2015 22:49 GMT
#396
I prefer the old cs recoil as well, but I still don't get how this patch would have made anything better. It actually made things worse, a step in the wrong direction. If you want something closer to 1.6, it's not about a changing the numbers, it's about the way recoil accumulates.
It's the 2nd graph in your link. It's still the same graph, they just moved it up a little. I would try have the recoil reset at an increasing rate instead of a steady rate. So it stays the same for spraying as it is, but if your only tapping it resets faster than it does right now. Something like that.
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:53:41
January 08 2016 14:23 GMT
#397

Counter-Strike: Global Offensive

Release Notes for 01/07/2016





GRAPHICS

Visually upgraded all first-person arm, hands and glove models.

KILLER REPLAY

Fixed a bug where client could sometimes get stuck in Killer Replay with a black screen.
Fixed a bug where victim weapons could sometimes be invisible in Killer Replay.
Player’s own footstep sounds are now correctly mixed as third-person footsteps during Killer Replay.
Voice communications are now not faded out before and after Killer Replay.

SOUND

Reduced volume falloff distance for USP-S.
Removed high frequencies from Killer Replay tape sound.
Adjusted falloff curve of ricochet and impact sounds.
Minor mix tweaks.

MATCHMAKING

Added official game servers in India.

LINUX

Upgraded to newer version of libSDL.
Improved game performance during the end of match scoreboard.
Sound options now distinguish between headphones vs two-speakers options.

MISC

Added support for in-game broadcast of Regional Minor Championships.

gloves, bitches
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
porkRaven
Profile Joined December 2010
United States953 Posts
January 08 2016 14:47 GMT
#398
the hands look nice.
SHOUTOUTS TO Aylear!!!
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:53:49
January 21 2016 04:22 GMT
#399

Counter-Strike: Global Offensive

Release Notes for 01/21/2016




HOLIDAY

Removed holiday cheer.

MISC

Added a convar cl_crosshair_sniper_width to allow increasing width of sniper crosshair lines on high dpi monitors or multimonitor setups.
Fixed some looping sounds not stopping after Killer Replay.
Bomb plant and defuse are excluded from Low-Light playback.
Players can no longer vote-kick a bot.
An HE grenade not owned by any connected player will no longer result in kicking the victim for too many suicides.

LINUX

Fixed mouse handling in community server dialog.

ART

Fixed arms/sleeve textures not rendering in workbench.
Fixed minor shadow errors on viewmodels.
Optimized CT viewmodel arm texture size.


cl_crosshair_sniper_width 100. Do it, I dare you
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
January 21 2016 10:35 GMT
#400
100? No way, I'll play at 90.

They finally fixed that mouse in community server browser lol. Oh well, that's something I guess.
LiquipediaWanderer
RuiBarbO
Profile Blog Joined August 2012
United States1340 Posts
January 21 2016 16:59 GMT
#401
"Removed holiday cheer"

Valve is officially the Grinch.
Can someone please explain/how water falls with no rain?
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:53:58
January 28 2016 02:15 GMT
#402

Counter-Strike: Global Offensive

Release Notes for 01/27/2016




MISC

Explosive damage and damage from flying grenade impacts will now always use armor penetration formulas when the victim wears armor (thanks to the video uploaded by Andrew PhoenixFight3r).
Added convar mp_drop_knife_enable (defaults to ‘0’) that allows players on community servers to drop their knives.

Linux client

Fixed displays to set on the correct monitor in multi-monitor setups.
Fixed a bug in mouse handling when moving mouse toward the top-left.



Valve confirmed for redditors. no wonder this game sucks
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:54:05
February 18 2016 03:25 GMT
#403

Counter-Strike: Global Offensive

Release Notes for 02/17/2016




Via http://blog.counter-strike.net/index.php/2016/02/13629/

OPERATION WILDFIRE
  • Operation Wildfire is LIVE: http://blog.counter-strike.net/operationwildfire
  • Seven community maps available in Competitive Matchmaking as well as other game modes via the Operation Wildfire map group
  • The Operation Wildfire Access Pass ($5.99) is now available giving access to the following features:
    • The Operation Wildfire coin, upgradeable through the completion of challenge missions
    • An Operation Journal that tracks your stats in official competitive matches and includes a Friends Leaderboard
    • The cooperative Gemini Campaign, featuring replayable missions with individual mission leaderboards.
    • The Wildfire Campaign, featuring 30 missions in Casual, Arms Race, Demolition, and Deathmatch modes.
    • Blitz Missions, global events that grant bonus XP for completing a specific action (must be Private Rank 3 or above to participate in Competitive Blitz Missions).
    • Access to weapon drops from Operation collections: Cobblestone, Cache, Overpass, Gods and Monsters, Chop Shop, and Rising Sun
    • Exclusive access to the Operation Wildfire Case featuring 16 community-created weapon finishes and the all-new Bowie Knife.

  • Nuke has returned (available in Matchmaking included in the Operation Wildfire map group). For more details, visit: http://blog.counter-strike.net/reintroducing_nuke



GAMEPLAY
  • ARMS RACE
    • The leader’s glow in Arms Race no longer shows through walls.
    • M4A1-Silenced has been added to the rifle section of available Arms Race weapons.




UI
  • Fixed AWP icon to better represent the weapon’s silhouette.
  • The English string "ALIVE" in the playercount hud element is now a localized token.
  • Inventory filter for All Weapons now filters out display items and music kits correctly.
  • Inventory sorting by Quality now better groups items within the same quality by their slot.
  • Updated the Nuke loading screen icon.



MISC
  • Fixed particle rain not following the "in eye" player if you were spectating someone.
  • Detail sprites (like grass) have been improved so many more can be rendered for much cheaper.



SDK
  • [vbsp.exe] increased MAX_MAP_ENTITIES to 20480 from 16384 to compile bigger maps.
  • Maps can have multiple radar images based on player height.
  • Added several features to support a new mission type: Co-op Strike (game_type 4, game_mode 1)
    • Added Co-op Strike items: Heavy Armor, Tactical Awareness Grenades, and Medi-Shot.
    • Added new spawn point (info_enemy_terrorist_spawn) for use in Co-op Strike missions to spawn enemies which can specify somethings like unique models, loadouts, behavior, etc.
    • Added an Exploding Barrel entity for use in the Co-op Strike missions.
    • func_hostage_rescue entity is now able to be disabled.
    • Added a Heavy Phoenix enemy.

  • Added item_coop_coin entity that displays how many (of 3) you’ve collected.
    • In Co-op Strike mode, bots will no longer try to path through "blocked" nav areas.
    • Bots can be set to "asleep" in Co-op Strike mode and they will stay put until they see an enemy, take damage or are the last enemy alive.
    • Added a game_coopmission_manager entity to help manage and relay data to other entities/vscript for Co-op missions.

  • The game_player_equip entity has been updated to allow maps to give any weapon to the activator with an argument.
  • prop_door_rotating now blocks nav when closed, locked and unbreakable.
  • Fixed an assert in prop_door_rotating where it tried to play a "locked" activity regardless of it had it when the player used it when locked.
  • Added OnFirstPickedUp, OnDroppedNotRescued, OnRescued outputs to hostage entities.
  • Added a convar (mp_c4_cannot_be_defused) that when enabled, prevents C4s from being defused.
  • Resurrected the HL2 env_gunfire entity.
  • Added two new convars for managing dropped weapons
    • weapon_auto_cleanup_time "If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near."
    • weapon_max_before_cleanup "If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world."

  • Added a third option to mp_death_drop_grenade which makes all held grenades drop on death (used in Co-op Strike)
  • Updated weapons in Hammer fgd to use weapon models that match the ones used when spawned in the world. Plus added some missing weapons.
  • Added env_sprite_clientside entity which is just a clientside sprite (doesn’t use edicts).



MAPS
  • Nuke
    • Now available in Competitive Matchmaking, and other game modes in the Operation Wildfire Map Group


  • Cache:
    • Fixed DM spawns
    • Improved radar polish
    • Improved visual polish
    • Added physics to fence in Sun room
    • Fixed numerous "pixel walks"
    • Fixed one-way wallbang at mid (thanks TomCS!)
    • Fixed fencing at T-spawn being non-solid (thanks JoshOnTwitch!)


  • Mirage:
    • Removed wall-lamps that blocked visibility from ticketbooth to mid in bombsite A
    • Removed shelf inside market near bombsite B (thanks TheWhaleMan!)
    • Added a plywood board to bomb-crate in bombsite A to make throwing grenades under scaffolding more consistent


  • Slight adjustments to Safehouse, Lake, and Shoots


definitely not stolen from reddit nor from tofucake
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
February 18 2016 03:33 GMT
#404
http://imgur.com/a/caFmT
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
February 18 2016 03:48 GMT
#405
your notes are ugly
Liquipediaasante sana squash banana
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2016-02-18 03:52:53
February 18 2016 03:52 GMT
#406
On February 18 2016 12:48 tofucake wrote:
your notes are ugly


fix it yourself then; i got a new map to explore!
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
February 18 2016 04:02 GMT
#407
I did, it's in the OP
Liquipediaasante sana squash banana
udgnim
Profile Blog Joined April 2009
United States8024 Posts
February 18 2016 04:11 GMT
#408
for some reason I get motion sickness while playing the new Nuke

my brain might be trying to move around like it's old Nuke still
E-Sports is competitive video gaming with a spectator fan base. Do not take the word "Sports" literally.
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
February 18 2016 06:13 GMT
#409
i quite like the new nuke. still need to get used to the new chokes but Ts get a lot of playmaking options now. I feel these changes are the same approach valve had for train. My big issues is the poor lighting inside, the ability to plant on top of silo and blocking off half of rafters. I haven't checked around for smoke spots nor spam spots yet. still investigating this map.
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Dantak
Profile Joined January 2006
Czech Republic648 Posts
February 18 2016 06:51 GMT
#410
I love the new Nuke, at least from the description. Love the new B site and also catwalk access.
"Life of lively to live to life of full life thx to shield battery." - f33red k0r34n z3rg
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
February 18 2016 06:52 GMT
#411
nuke is back

we fuckng lost
WriterXiao8~~
DPK
Profile Joined May 2011
Canada487 Posts
February 18 2016 06:59 GMT
#412
I'm not sure I like the new nuke. Haven't played MM on it yet but I feel like some changes are good but some seems questionable. I'm not sure I like the different ways to get high ground really easily, like on the top of silo outside, they should've get rid of that entirely. Or the outside heaven that can now be jumped to from the side of lockers, they put some yellow barrels to get there easier, I mean what's the point? You will hear someone jump there pretty easily. The catwalk that now goes all the way to the side of mini outside, if they got rid of silo, that wasn't needed. Even worst IMO is they got rid of CT vent, getting rid of it don't seem to accomplish much other than making T's having to watch 1 spot instead of 2 and making CT who want to rotate from it being forced to wait for another teammates to push from another place. 2 CTs can't rotate into vents now.

But then again, I guess it's way too early to judge how it will play out. It might be for the best or worst, only time will tell but I don't have a good feeling about it. I also really dislike the new textures, it's wayyyy too bright for my taste, not sure why they decide to change it, it was a hundred time better before. They didn't change it on Train, why do it for Nuke? I don't understand the thinking process behind it. I don't know but I feel like there's more changes that are for the worst than for the better.
Desire.Discipline.Dedication
iXphobos
Profile Joined July 2010
Germany1464 Posts
February 18 2016 08:09 GMT
#413
FUCK THIS OP !!!!
I keep getting disconnected every 2mins.
sadfKJDFNOSLWdfeaerg erq3
ahswtini
Profile Blog Joined June 2008
Northern Ireland22208 Posts
February 18 2016 08:22 GMT
#414
no more arms race wallhack xD
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
iXphobos
Profile Joined July 2010
Germany1464 Posts
February 18 2016 08:39 GMT
#415
Wow. Ok. So apparantly there is a bug that makes the game unplayable for everone with an AMD GPU.
Good job Valve, good job.

"Hey, we're done with our new Operation. Took us only 6 months."
"Great. Did some playtesting?"
"Play .. what? Dunno what you're talking about, but the patch is live now."
"Ah, nevermind. We got the best programmers in the world here at Valve, what could possibly go wrong?"

-.-
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
February 18 2016 08:50 GMT
#416
does this mean NiP is back?
WriterXiao8~~
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-02-18 09:54:59
February 18 2016 09:41 GMT
#417
ArtyK my boy. Your prayers have been heard.

Feels like the rework adds a bit too much details, but dunno.. Train got that as well and it worked out quite well.

Also, I like the changes to Mirage.
LiquipediaWanderer
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
February 18 2016 10:00 GMT
#418
The new Nuke is really beautiful
EZ4ENCE
NihiLStarcraft
Profile Blog Joined January 2010
Denmark1413 Posts
Last Edited: 2016-02-18 12:11:51
February 18 2016 12:10 GMT
#419
I'm not convinced by the new Nuke. Seems like they mostly touched up the visuals. Very careful layout changes only. And the original map sucked in CSGO so I was expected more deep changes. Oh well, we'll see how it plays out I guess.

EDIT: To give an example: One problem that made Nuke so CT sided was of course the rotation times. For reference, on Dust 2 it takes just over 20 seconds to rotate fully from A to B or vice versa IIRC. On Nuke they now changed it with the blocked Vent from 3 to maybe, what, 5 seconds? That does not seem like enough of a chance to help the issue I don't think.
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
Last Edited: 2016-02-18 13:34:08
February 18 2016 13:30 GMT
#420
On February 18 2016 17:39 iXphobos wrote:
Wow. Ok. So apparantly there is a bug that makes the game unplayable for everone with an AMD GPU.
Good job Valve, good job.

"Hey, we're done with our new Operation. Took us only 6 months."
"Great. Did some playtesting?"
"Play .. what? Dunno what you're talking about, but the patch is live now."
"Ah, nevermind. We got the best programmers in the world here at Valve, what could possibly go wrong?"

-.-

well shit

apparently smokes randomly don't show up and mollys are...wonky.
Liquipediaasante sana squash banana
Akasha
Profile Blog Joined May 2010
United States261 Posts
February 18 2016 14:30 GMT
#421
Nuke sure looks a lot prettier. I need to run around on it or play some games to see how it flows.
Writer
malcram
Profile Joined November 2010
2752 Posts
February 18 2016 14:39 GMT
#422
On February 18 2016 17:39 iXphobos wrote:
Wow. Ok. So apparantly there is a bug that makes the game unplayable for everone with an AMD GPU.
Good job Valve, good job.

"Hey, we're done with our new Operation. Took us only 6 months."
"Great. Did some playtesting?"
"Play .. what? Dunno what you're talking about, but the patch is live now."
"Ah, nevermind. We got the best programmers in the world here at Valve, what could possibly go wrong?"

-.-



alright, thanks, knew i'd find an answer here. was about to ask if anyone keeps getting the game alt-f4 itself after the patch
iXphobos
Profile Joined July 2010
Germany1464 Posts
February 18 2016 16:10 GMT
#423
If Valve was into some serious business instead of computer games their company would be dead for quite some time now.
Yrr
Profile Joined June 2012
Germany803 Posts
February 18 2016 16:36 GMT
#424
AMD GPU users can play if they use medium shaders or lower. Other settings dont seem to matter.
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
February 18 2016 16:49 GMT
#425
didnt the AMD engineers release a patch for it already? I play with all low shaders so i don't need it
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
iXphobos
Profile Joined July 2010
Germany1464 Posts
Last Edited: 2016-02-18 17:25:21
February 18 2016 17:25 GMT
#426
On February 19 2016 01:36 Yrr wrote:
AMD GPU users can play if they use medium shaders or lower. Other settings dont seem to matter.

That's not confirmed afaik. There are several users who can't play even with all settings low.

And Happy Birthday from one to the other. :D
Yrr
Profile Joined June 2012
Germany803 Posts
February 18 2016 17:31 GMT
#427
On February 19 2016 02:25 iXphobos wrote:
Show nested quote +
On February 19 2016 01:36 Yrr wrote:
AMD GPU users can play if they use medium shaders or lower. Other settings dont seem to matter.

That's not confirmed afaik. There are several users who can't play even with all settings low.

And Happy Birthday from one to the other. :D


Oh okay, well I read it on reddit and it worked for me.

Happy Birthday to you too.
Technically my birthday is tomorrow. Probably a korean time thing on TL.
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
February 18 2016 17:37 GMT
#428
Sweet, waking up to another serving of incompetence always lightens my day
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
iXphobos
Profile Joined July 2010
Germany1464 Posts
February 18 2016 17:40 GMT
#429
On February 19 2016 02:31 Yrr wrote:
Happy Birthday to you too.
Technically my birthday is tomorrow. Probably a korean time thing on TL.

Yeah, mine too. It's our korean birthday today.
Mozdk
Profile Joined October 2010
Denmark6989 Posts
February 18 2016 17:47 GMT
#430
Hi.

Just saw the update. Are these maps avaliable to play comp. games on for everyone? Or do you have to pay?
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
February 18 2016 17:55 GMT
#431
On February 19 2016 02:47 Mozdk wrote:
Hi.

Just saw the update. Are these maps avaliable to play comp. games on for everyone? Or do you have to pay?


afaik the maps are available to play but you need to buy the ticket for the missions
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
iXphobos
Profile Joined July 2010
Germany1464 Posts
February 18 2016 17:55 GMT
#432
On February 19 2016 02:47 Mozdk wrote:
Hi.

Just saw the update. Are these maps avaliable to play comp. games on for everyone? Or do you have to pay?

Maps are free
ZackAttack
Profile Joined June 2011
United States884 Posts
Last Edited: 2016-02-18 18:39:54
February 18 2016 18:39 GMT
#433
Not sure if anyone has mentioned this but I have the problem where the game closes like every 2 minutes in game. I would like to add that it happens even offline against bots.
It's better aerodynamics for space. - Artosis
Mozdk
Profile Joined October 2010
Denmark6989 Posts
February 18 2016 19:00 GMT
#434
Ehm Mikla... How do you actually get to A site as CT. Seem impossible with that far a gab, once they have awps. They reach that hallway before you.
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
February 18 2016 19:20 GMT
#435
On February 19 2016 03:39 ZackAttack wrote:
Not sure if anyone has mentioned this but I have the problem where the game closes like every 2 minutes in game. I would like to add that it happens even offline against bots.

probably the AMD video card issue everyone else is having
Liquipediaasante sana squash banana
Mozdk
Profile Joined October 2010
Denmark6989 Posts
February 18 2016 19:30 GMT
#436
Santorini has real potential imo.
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
Mozdk
Profile Joined October 2010
Denmark6989 Posts
February 18 2016 20:06 GMT
#437
Someone on reddit said they were updating again to fix smokes. Is this true? Any announcements?
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
February 18 2016 20:11 GMT
#438
http://csgo-servers.1073505.n5.nabble.com/Update-tp11438p11446.html
Liquipediaasante sana squash banana
Mozdk
Profile Joined October 2010
Denmark6989 Posts
February 18 2016 20:28 GMT
#439
Santorini = cache 2?
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
Censured
Profile Blog Joined April 2010
Czech Republic1060 Posts
February 18 2016 22:39 GMT
#440
okay, so after playing few games on new maps:

Newke: at first glance I didn't like the changes that much, but after playing comp game on that map - I like the new B entrance and I REALLY like the new catwalk that's going all the way from silo to heaven. Had some serious FPS drops tho

Santorini: I played this map few times before on popflash. I didn't like it. B was a clusterfuck of angles, A almost the same. And mid used to have 6 entrances/angles (mid from T spawn, mid to A, mid to B, mid doors to window, mid window and that mid ledge close to T spawn). In this version, they removed the B windows, so you can actually defend B (still mid to B pushes are pretty deadly), A is almost completely changed as well, and they got rid of those "mid to window" doors. All changes helped a lot and as a result I think santorini is by far the best map from the operation.

Royal: I just played once on this map. B seems really easy to defend imho, so in our game, almost all the rounds ended in T side attacking A. Need to play some more games on this map, but so far, I really like it.

Mikla: Ok, so CTs need to cross mid to get to A. Ts are faster on mid, so if they get awp, they get free shot on CTs crossing. Reminds you of something? Other that that, Im not a fan of this map at all.

Tulip: What is up with all those 420 shops? Stereotype much?

still haven't touched cruise, coast and empire
Occupation: Legend
RuiBarbO
Profile Blog Joined August 2012
United States1340 Posts
February 19 2016 01:02 GMT
#441
On February 19 2016 07:39 Censured wrote:

Tulip: What is up with all those 420 shops? Stereotype much?



Counterstrike guilty of stereotyping? What a ridiculous accusation!



On another note I'm still trying to decide whether to buy the operation pass. How are the goodies this time around?
Can someone please explain/how water falls with no rain?
Mozdk
Profile Joined October 2010
Denmark6989 Posts
Last Edited: 2016-02-19 03:29:05
February 19 2016 01:52 GMT
#442
Yeah to Mikla.

If T side gets 2 or 3 awps, and one to protect them from behind... One man can go alone on bombsite and plant. No one can ever enter site.
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
Mozdk
Profile Joined October 2010
Denmark6989 Posts
February 19 2016 19:33 GMT
#443
There is something wrong with either the assist counter, or the way it calculates assists. I got an assist off 24 damage. And another off something similar. In rounds where a threw no nades and no molly.
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:54:23
February 20 2016 03:09 GMT
#444

Counter-Strike: Global Offensive

Release Notes for 02/19/2016





MISC
  • Gemini missions’ previous rating data on in-game scoreboard will now reliably refresh for the players when they replay Gemini missions.
  • Improved headshot tracking algorithm for shotguns to record a headshot if any of the pellets in the blast hit victim’s head.
  • Tuned Blitz Mission schedule to better fit peak CS:GO users worldwide.
  • Fixed a ladder position interpolation bug that would cause players to teleport back to the top of ladders they fell off of
  • Fixed a rare player collision bug that would deal extreme falling damage to players stuck between nearly vertical level or prop geometry
  • Fixed server crash when players were moving around func_tracktrains entities (fixes community server crashes when running mods Zombie Escape, Minigames, etc).
  • Fixed a regression in StatTrak Music Kits official MVP counter display.
  • AFixed a regression in competitive timeouts voting rules.


MAPS
  • Cache
    • Fixed various minor bugs


  • Safehouse
    • Fixed some trees showing as unlit


  • Mikla
    • Removed some decals


  • Santorini
    • Fixed various minor bugs


  • Nuke
    • Fixed pixel walking on rafters
    • Fixed a number of spots where C4 could be dropped and not retrieved
    • Fixed wallbanging values on trophy room wall
    • Rooftop to Silo jump distance increased slightly
    • Players can no longer defuse the bomb on A site from under the floor on B site
    • Flashbangs now correctly blind players behind toolsblocklight brushes



[*] nuke ninjas
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
chrisolo
Profile Joined May 2009
Germany2606 Posts
February 20 2016 08:19 GMT
#445
What about Smokes? Is the smoke bug gone? Since I did not use it and did not read it updated in a patch, yet, I would assume it is still there?
¯\_(ツ)_/¯ - aka cReAtiVee
Clonester
Profile Joined August 2014
Germany2808 Posts
February 20 2016 15:12 GMT
#446
On February 19 2016 10:02 RuiBarbO wrote:
Show nested quote +
On February 19 2016 07:39 Censured wrote:

Tulip: What is up with all those 420 shops? Stereotype much?



Counterstrike guilty of stereotyping? What a ridiculous accusation!



On another note I'm still trying to decide whether to buy the operation pass. How are the goodies this time around?



Payed 5,99 for the pass.

First day got a dropped AWP Sun in Leo and a new Wildfire Case. Got my 5.99 back. Now I can get drops from the collections till june which will pay off.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
February 20 2016 18:16 GMT
#447
Players can no longer defuse the bomb on A site from under the floor on B site


Rofl...
LiquipediaWanderer
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:54:29
April 22 2016 06:11 GMT
#448

Counter-Strike: Global Offensive

Release Notes for 4/21/2016






[UI]
  • Adjusted Spectator Graphs: Replaced HSP and economy stats with Enemies Flashed and Utility Damage.
  • Added main menu UI to register for a new beta.


[MAPS]
  • Tulip
    • Various bug and exploit fixes

  • Mirage
    • Vandalism

  • Moved Nuke to the Active Duty map group.
  • Moved Inferno to the Reserves map group.


[OPERATION WILDFIRE]
  • Updated a Wildfire mission (YOINK!) for the bonus condition to use Santorini instead of Nuke.


[SDK]
  • demoinfogo tool code is now available on GitHub and no longer ships as part of SDK.
  • https://github.com/ValveSoftware/csgo-demoinfo, patches welcome.
  • demoinfogo includes a GitHub fix for PlayerInfo being retrieved with wrong Entity if players reconnect during the match demo (Thanks rchh!).


[COMMUNITY SERVERS]
  • Changed default value for

    cvar sv_quota_stringcmdspersecond=16

    to make community servers that don’t actively configure this setting run with a more conservative command rate limit.


MAKE INFERNO GREAT AGAIN
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
April 22 2016 06:12 GMT
#449
<img src="http://i.imgur.com/NL319GE.jpg" />
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
chrisolo
Profile Joined May 2009
Germany2606 Posts
April 22 2016 07:08 GMT
#450
So Infernew will be the next project? Expected, but interesting. Maybe they will gain so much confidence to rehaul dust2 next. I hope so. But remaking Inferno seems like a good idea imo.
¯\_(ツ)_/¯ - aka cReAtiVee
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
April 22 2016 08:58 GMT
#451
MAKE INFERNO GREAT AGAIN


Jeez, the US Elections meme will never stop.

OT: Good reception from the community, especially the pros
LiquipediaWanderer
Clonester
Profile Joined August 2014
Germany2808 Posts
April 22 2016 09:04 GMT
#452
It was about time to shuffle the active duty pool. Inferno felt wrong in so many ways with its B spot lately. Lets see what Infernew will bring in 2017, when it replaces Dust II.

Ah and yeah, next map is HD Cache, even when it doesnt alter the map layout.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
ArtyK
Profile Joined June 2011
France3143 Posts
April 22 2016 12:44 GMT
#453
Nuke for inferno instead of cobble/train/d2? SAVAGE
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
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
April 22 2016 14:03 GMT
#454
is it just a reflex for me to be pissed at every update at this point or am i justified in feeling like theyre fuckin idiots for removing inferno instead of cobble or even d2???? and adding fucking nuke, like is that map even bug tested fully yet? OH MAN I CANT WAIT TO SEE HOW THE NUKE METAGAME EVOLVES! gonna be just like fuckin cobble isnt it
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
Rebs
Profile Blog Joined February 2011
Pakistan10726 Posts
April 22 2016 14:10 GMT
#455
Its reflexive. I am so totally ambivalent to this. Granted I barely play, but I guess since I am not that invested time wise I dont mind it.
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
April 22 2016 14:21 GMT
#456
Yea, jesus christ this is absolute cancer. Oh well
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
Last Edited: 2016-04-22 14:39:37
April 22 2016 14:28 GMT
#457
On April 22 2016 23:10 Rebs wrote:
Its reflexive. I am so totally ambivalent to this. Granted I barely play, but I guess since I am not that invested time wise I dont mind it.

okayokay i thought about it and it doesnt straight up piss me off, its just suboptimal and annoying just like most things valve does
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
April 22 2016 14:54 GMT
#458
On April 22 2016 17:58 Ragnarork wrote:
Show nested quote +
MAKE INFERNO GREAT AGAIN


Jeez, the US Elections meme will never stop.

OT: Good reception from the community, especially the pros


the memes transcend petty human conflicts.
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
ForTehDarkseid
Profile Joined April 2013
8139 Posts
Last Edited: 2016-04-22 15:10:51
April 22 2016 15:09 GMT
#459
Pro teams playing inferno was the waste of viewers' time, nice to see it gone!

Also as soon as nip are back, their best map nuke is back too! But ofc the teams that were prepairing for a minor got fucked badly.
I think their strategy is to dumpster bad Western teams (c) uriel
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
April 22 2016 17:01 GMT
#460
Yeah, at least if they wanted to shuffle maps, why not with Cobble? It's been a long time since the map has been reaaally annoying with its extremely B centric play... Inferno can be reworked *without* being removed from the active mappool, it's not a fucking F1 track... :<
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
May 02 2016 17:35 GMT
#461
Hmm, So VAC bans will be applied to all accounts that share a phone number.
LiquipediaWanderer
Nagisama
Profile Blog Joined April 2010
Canada4481 Posts
May 02 2016 19:56 GMT
#462
well played valve, get people to register a phone number, then mass ban all the alts in droves!
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"
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-05-03 09:03:16
May 03 2016 09:03 GMT
#463
Wait but then I thought only one phone number could be used and for one account... If not so, now Prime matchmaking makes sense w.r.t. cheaters, but not for smurfs..
LiquipediaWanderer
Clonester
Profile Joined August 2014
Germany2808 Posts
May 03 2016 13:47 GMT
#464
On May 03 2016 18:03 Ragnarork wrote:
Wait but then I thought only one phone number could be used and for one account... If not so, now Prime matchmaking makes sense w.r.t. cheaters, but not for smurfs..


You can have as many Steamaccounts on one phonenumber as you want, but only one of these accounts can be on Prime Matchmaking. They also got your phone number from the steam guard app, as this app can read out your number (as far as I know).

I think this Vac thing is also more used for TF 2, where there has been a massive Vacwafe as LMAObot (or whatever it has been called) has been vacbanned the last days and 10 thousends of its users.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
May 03 2016 14:13 GMT
#465
I see. Well, that's good then.

Also, random question, but do Community Servers see if one has been VAC banned (e.g. if they want to keep their servers free of these people)?
LiquipediaWanderer
Nagisama
Profile Blog Joined April 2010
Canada4481 Posts
May 03 2016 14:23 GMT
#466
Most community servers are VAC secured. There are some, but few, that are not, like ESEA servers. Those are not VAC secured, but uses their own anti-cheat.
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"
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
May 03 2016 14:23 GMT
#467
On May 03 2016 23:13 Ragnarork wrote:
I see. Well, that's good then.

Also, random question, but do Community Servers see if one has been VAC banned (e.g. if they want to keep their servers free of these people)?


you can set VAC on for your server; it'll block the VAC banned people.
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-05-03 14:47:53
May 03 2016 14:47 GMT
#468
On May 03 2016 23:23 Nagisama wrote:
Most community servers are VAC secured. There are some, but few, that are not, like ESEA servers. Those are not VAC secured, but uses their own anti-cheat.


Yeah, I know that, but wondered if, for example, an ESEA server (with their own anti cheat) could just refuse the connection of a VAC banned player or not.
LiquipediaWanderer
Nixer
Profile Joined July 2011
2774 Posts
June 01 2016 03:55 GMT
#469
New deathcam.
Graphics
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-06-01 12:59:24
June 01 2016 12:58 GMT
#470

Counter-Strike: Global Offensive

Release Notes for 6/1/2016






[PINS]
  • Added the CS:GO Collectible Pins Series 1 capsule offer that can be purchased in-game.
  • As of June 1st, Series 1 Genuine Collectible Pins will be available at WeLoveFine.com


[GAMEPLAY]
  • Default spec_freeze_time reduced from 5.0 to 3.0.
  • Added fade and blur to deathcam (when mp_forcecamera 1).
  • Fade and blur in deathcam are more aggressive when killed with a headshot (when mp_forcecamera 1).


[SPECTATING]
  • Improved spectating cameras for de_cache.
  • Improved spectating cameras for de_nuke.
  • Added convars cl_spec_use_tournament_content_standards and sv_spec_use_tournament_content_standards that allow the client and/or server to prefer official pro player names when available and omit weapon tags for spectators.


[MISC]
  • The ‘swap item’ crosshair hint will display the weapon’s original name even if the weapon has been renamed with a name tag.


[WebAPIs]
  • Introducing Authentication Codes that allow users to grant to third-party websites and applications access to their
  • Pick’Em and Fantasy games during CS:GO Major Championships.
    • Documentation for websites and application developers is available: https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_PickEm_Fantasy_Management
    • Authentication Codes management for users is available: https://help.steampowered.com/en/wizard/HelpWithGameIssue/?appid=730&issueid=128




Fade to Black \m/
LiquipediaWanderer
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2016-06-01 13:00:39
June 01 2016 13:00 GMT
#471
\m/ (-_-) \m/


The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:54:41
June 10 2016 00:50 GMT
#472

Counter-Strike: Global Offensive

Release Notes for 6/9/2016






[Misc]
  • Replaced the penalty for the suicide or disconnection of a player. Instead of the elimination of round-end income, a living enemy player now receives compensation equal to the missed kill reward opportunity.
  • On Valve official servers, the current map will be excluded from the vote options at the end of a match.
  • Modified behavior of mp_endmatch_votenextmap_keepcurrent (default 1). When set to 0, the current map will be excluded from the end of match map vote panel.
  • Full player hitboxes are now used by “cl_weapon_debug_show_accuracy 2” so that the circle appears closer to the target in 3D space.
  • Fixed coin journal not being accessible from inventory UI


[OSX/Linux]
  • Made it so “Fullscreen” sets an exclusive fullscreen mode and “Windowed Fullscreen” sets a non-exclusive fullscreen mode. Exclusive fullscreen mode allows for potentially higher performance while making switching back tothe desktop slower.


[SPECTATING]
  • Added the concommand spec_player_by_accountid that switches observer target to the player with SteamID64 passed as argument.
  • Added the convar spec_lock_to_accountid which, when set, will lock the observer target to the specified SteamID64 player. The lock can be set regardless of whether or not the player is currently connected.


[Maps]
  • Cbble
    • Added stairs up to B site platform, giving CTs additional options for defending the site
    • Updated trees with more accurate collision model
    • Fixed rendering error on wall hole model used near bombsite A
    • Fixed various bugs (Thanks csgobugtracker.com contributors!)
    • Improved visibility from underpass to A site
  • Mirage
    • Fixed pixelwalk in CT spawn
    • Fixed some small seethrough gaps in bombsite A
    • Fixed small seethrough gap from Short to Mid
    • Fixed grenadecollision on van in bombsite B
    • Van now plays proper surface sounds when walking on it
    • Stairs in palace and B apartments will now play correct surface sounds
    • Fixed potential rendering error on wall hole model used in CT sniper position
    • Fixed various bugs (Thanks csgobugtracker.com contributors!)
  • Cache
    • Minor bug fixes
  • Nuke
    • Added ladder to bombsite B target
    • Top of bombsite B target now opaque
    • Added short crate stack to CT outside - Misc clip fixes


[Collision model update]
  • Added more accurate collision model for bombsite models used in Mirage, Inferno, Cache.
  • Added more accurate collision model for barrels used in Overpass B site.




YOU THOUGHT COBBLE WAS FINISHED? MUAHAHAAHAHAHAHAHAHAH
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
June 10 2016 08:47 GMT
#473
This patch is quite good :o

Apparently, amongst the fixes on Cache, throwing stuff through forklift is now reliable and it won't hit some invisible wall.

And some love for spectating. \o/
LiquipediaWanderer
Yrr
Profile Joined June 2012
Germany803 Posts
Last Edited: 2016-06-10 09:54:14
June 10 2016 09:53 GMT
#474
First they took Inferno and now no more Dust, Dust, Dust on Casual?
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
June 10 2016 10:51 GMT
#475
Dust - Mirage -> second round, 14-2 vote to switch to Dust 2.
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-06-16 09:11:12
June 16 2016 08:43 GMT
#476

Counter-Strike: Global Offensive

Release Notes for 6/15/2016






[CS:GO]
  • Added new Gamma weapon case featuring 17 community-created weapon finishes and all-new knife finishes.
  • Operation Wildfire Access Pass is no longer available for purchase.


[XP]
  • New CS:GO players will get a significant earned XP boost multiplier in Recruit and Private Ranks.
  • Competitive matchmaking for new CS:GO players is now unlocked sooner, as soon as they rank up from Recruit to Private Rank 2.


[PRIME BETA UPDATE]
  • CS:GO accounts will be Prime if they have verified their phone number and achieved at least Lieutenant Rank 21 or have earned a Service Medal.
  • Prime accounts can now select to search only for other prime accounts in competitive matchmaking.
  • When matchmaking with a party lobby, all party members must be Prime to have the Prime-only option available.


[SOUND]
  • New sound cue for shooting with low ammo.
  • Upgraded sound fidelity, reduced distortion for Mag7, M249, Negev.
  • New smoke sound to reduce interference with bomb defuse sound.
  • New sound for text chat messages in party lobby.


[MISC]
  • In classic game modes any money earned by a player mid-round will no longer be available for spending during the same round (i.e., SMG purchases are no longer possible during competitive pistol rounds).
  • Suicide or disconnect compensation will no longer be awarded in warmup or during freezetime period.
  • When controlling the bot and surviving round running out of time, the controlling player is now eligible to receive end of round money.
  • Removed a legacy 2.5 seconds spawn grace period for players who reconnect to the round after freezetime is over.
  • Increased upper limit on possible mp_halftime_duration values to 5 minutes.
  • Added server convar sv_spec_post_death_additional_time that allows adding a delay for spectators between the death of a spec target and the switch to a new target.
  • The convar sv_alltalk has been replaced with sv_talk_enemy_dead and sv_talk_enemy_alive.
  • Classic Casual now defaults to team-restrict communication for living players.


[MAC]
  • Fixed appearance of fonts in the community browser and console.
  • Fixed some bugs with setting fullscreen resolution.
  • Set all Mac players to use Raw Mouse Input by default since this is a better experience for most players. Players can manually revert to not using raw mouse input if that is what they prefer.



[*] Ninjas

LiquipediaWanderer
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
June 16 2016 13:16 GMT
#477
the sound thing is fucking terrible
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
June 16 2016 13:31 GMT
#478
Again pointless dumb changes. Volvo pls
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Nixer
Profile Joined July 2011
2774 Posts
June 16 2016 13:33 GMT
#479
At least it isn't entirely obvious to opponents since you have to be pretty close, it's still quite obnoxious regardless.
Graphics
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
June 16 2016 14:29 GMT
#480
On June 16 2016 22:31 Luolis wrote:
Again pointless dumb changes. Volvo pls


Out of curiosity, what are the changes you'd like to see in the game?
LiquipediaWanderer
Clonester
Profile Joined August 2014
Germany2808 Posts
June 16 2016 22:55 GMT
#481
The low bullet sound is crazy.
The new Swag-7 sound is really annoying.
The new smokesound is something i cant get used to.

PrimeMM does not change alot.

But HEY, FRESH SKINS!
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:54:54
June 17 2016 03:37 GMT
#482

Counter-Strike: Global Offensive

Release Notes for 6/16/2016






[SOUND]
  • Lowered volume level of first-person nearly empty clip sound to match its volume level falloff in the environment.
  • Fixed a regression in Nova and Sawed Off reloading sounds.


[MAC]
  • Added video option (default on) for frame rate smoothing. Frame rate smoothing significantly reduces hitching and stuttering, but at the expense of reducing overall frame rate.
  • Significantly reduced input latency.
  • Added audio option “Play Audio When Game in Background” to match behavior on Windows and Linux.



STOP FUCKING WITH THE SOUND VALVE. IT'S NOT GOING TO HAPPEN

The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
June 17 2016 12:40 GMT
#483
On June 17 2016 07:55 Clonester wrote:
The low bullet sound is crazy.
The new Swag-7 sound is really annoying.
The new smokesound is something i cant get used to.

PrimeMM does not change alot.

But HEY, FRESH SKINS!


I really like that new smoke sound. Maybe the hiss should be less noisy, but I like it. Prime has also shown to be a way better experience for me, and I've seen people expressing a similar opinion.

Actually, the issue with Prime seems to be that non-prime MM is leaning towards a shitpool of smurfs and hackers, which means newbies will have a very hard time getting the needed levels to activate Prime... :<

The lowammo sound tho, I can't get used to it as most of the time it's the menu sound and it's ugly. But having it isn't that big of a deal in fact. I don't get why "crazy".
LiquipediaWanderer
Rebs
Profile Blog Joined February 2011
Pakistan10726 Posts
Last Edited: 2016-06-17 18:17:39
June 17 2016 13:58 GMT
#484
On June 17 2016 21:40 Ragnarork wrote:
Show nested quote +
On June 17 2016 07:55 Clonester wrote:
The low bullet sound is crazy.
The new Swag-7 sound is really annoying.
The new smokesound is something i cant get used to.

PrimeMM does not change alot.

But HEY, FRESH SKINS!


I really like that new smoke sound. Maybe the hiss should be less noisy, but I like it. Prime has also shown to be a way better experience for me, and I've seen people expressing a similar opinion.

.


Yeah went onmonthly my get my back my LE after inactivity de rank session and tried Prime, Honestly the experience was excellent. + Show Spoiler +
For context before this Prime session. Alot of the time about 30 odd percent of my games have pretty blatant cheaters and that doesnt bother me, just take it as a challenge of sorts and fortunately I have zero ladder anxiety.


This may stop working because people who cheat will probably find a way around it, or maybe they wont bother but in about a dozen or so games the smurfing/ hacking was like zero. And there were very few if any deadweight players who did not belong at that level.

I mean small sample size sure, but Im liking it so far. The shotgun sounds are annoying though, Honestly I dont play enough to remember what the smoke sounds are like anyway and I didnt even notice the low bullet thing , then again I dont have those alerts on so maybe I dont get one.
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
June 17 2016 17:00 GMT
#485
On June 16 2016 23:29 Ragnarork wrote:
Show nested quote +
On June 16 2016 22:31 Luolis wrote:
Again pointless dumb changes. Volvo pls


Out of curiosity, what are the changes you'd like to see in the game?

I don't really think theres much to be changed at the moment. I guess the directional sound could be better. Other than that i don't really know. I don't like changes made for the sake of change, kinda like how i didnt like Hots ---> Lotv in sc2.
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
June 17 2016 18:51 GMT
#486
The smoke sound is really annoying :/
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-07-28 11:54:08
July 28 2016 11:53 GMT
#487

Counter-Strike: Global Offensive

Release Notes for 7/27/2016





[UI]
  • Radar is no longer hidden when win panel comes up.
  • Shipping changes to how some UI elements are implemented in preparation for a move to Panorama UI. This should have no noticeable change in UI functionality, but is the first step in moving to the new system.
  • Please report any UI regressions to csgoteamfeedback@valvesoftware.com and include #UIFeedback in the subject heading.


[SOUND]
  • Increased fidelity of firing sounds for P90, MP7 and MP9
  • Added unique reload and draw sounds for P90, MP7 and MP9
  • Slightly reduced volume of firing for recently changed weapon sounds
  • Made headphones the default sound option instead of two-speaker. (If playing with headphones or sound cards with virtual 5.1/7.1 enabled, make sure 5.1 is selected in the CSGO audio settings menu instead.)


[NETWORKING]
  • Networked viewangle precision to other players is now lossless.


[MINOR WEAPON BUGS]
  • Updated the autobuy and rebuy scripts to support 2x flashbangs and reordered the purchasing order (in case of insufficient funds.)
  • Added tracers to alt fire on Aug, Sg, Glock, and Famas.
  • Set all shotguns except XM to semi-auto.
  • AWP and SSG08 now also drop magazines
  • (Thanks, SlothSquadron)


[MISC]
  • Fixed a server crash (Thanks, Gamemann, for the report)
  • Fixed bug where non-Latin characters could not be stored in config files.


[MAC/LINUX]
  • Fixed bug where demoui, console, and other controls wouldn’t show an ‘X’ to close the window.



Sound, it's going to happen

LiquipediaWanderer
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:55:07
August 04 2016 00:43 GMT
#488

Counter-Strike: Global Offensive

Release Notes for 8/3/2016





[GAMEPLAY]
  • New accuracy recovery method and new recovery rates for the M4A1-S, M4A4, and AK-47. See details HERE.


[SOUND]
  • Increased fidelity of firing sounds for P250, Five-Seven, Tec-9, CZ75-Auto, and Dual Berettas.
  • Added unique reload and distant sounds for P250, Five-Seven, Tec-9, and Dual Berettas


[MISC]
  • Added defusekit player state to game state integration support.
  • cl_weapon_debug_print_accuracy 2 is now a tab delimited formatted output of information.
  • Fix a bug that rarely caused a player to be on the wrong team in competitive mode.
  • Fix a bug that allowed players to spawn in unexpected (invalid) locations on various maps
  • Added logic to prevent airstalling (where a player appears to float in midair by disrupting their network stream).
  • Added sv_clamp_unsafe_velocities convar (default: 1) that community servers can disable to support surfing, etc.
  • Misc security improvements.
  • Modified report and commend GC logic to clearly signal failure in the case of spoofed reports.




They know me for my one taps

The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
August 04 2016 09:17 GMT
#489
The gun sounds really give me cancer
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
August 04 2016 09:26 GMT
#490
Gnnn, I really want to get back home and try it

On the topic of sounds, honestly the changes are quite radical, but that's not been a big deal at all, even when you don't like the sounds...
LiquipediaWanderer
Ricjames
Profile Blog Joined April 2009
Czech Republic1047 Posts
August 04 2016 09:30 GMT
#491
I think this is a step in the right direction. I was annoyed that everyone just preffered spraying instead of tapping/bursting.
I can´t wait to try it out when I get the chance.
Brood War is the best RTS that has ever been created.
Yrr
Profile Joined June 2012
Germany803 Posts
August 04 2016 09:32 GMT
#492
On August 04 2016 18:17 Luolis wrote:
The gun sounds really give me cancer


With the new sounds it is harder to set fear into your opponents when using a P90 :/
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
August 04 2016 11:05 GMT
#493
One problem with this change is that jumpshooting with main rifles is better now
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
August 04 2016 13:42 GMT
#494
On August 04 2016 20:05 Luolis wrote:
One problem with this change is that jumpshooting with main rifles is better now


that was actually pretty funny. More KQLY time!

And they know me for my one taps
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Nixer
Profile Joined July 2011
2774 Posts
August 04 2016 19:31 GMT
#495
On August 04 2016 18:26 Ragnarork wrote:
Gnnn, I really want to get back home and try it

On the topic of sounds, honestly the changes are quite radical, but that's not been a big deal at all, even when you don't like the sounds...

Depends on if you can discern between different guns easily or not. Will have to wait and see as it typically requires getting used to at first anyway.
Graphics
tenacity
Profile Blog Joined December 2009
1587 Posts
August 04 2016 19:44 GMT
#496
i cant say anything bad about the new patch - i even like the new p250 sound :D
It does not need to be fun to be fun.
Turi
Profile Joined November 2011
Germany86 Posts
August 04 2016 21:47 GMT
#497
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.
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
August 04 2016 21:58 GMT
#498
I really hate the sounds. Really hard to even recognize pistols and SMGs lol
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Rebs
Profile Blog Joined February 2011
Pakistan10726 Posts
August 04 2016 22:00 GMT
#499
I still play a bit of 1.6 so Id like to compare if the tap/burst recoils are a bit close to it (which I would realllyyy like because fuck spray cs) but I havent been able to touch the game for nearly 2 weeks now !@#@!$!!
Kamari
Profile Joined August 2011
Sweden87 Posts
August 04 2016 22:01 GMT
#500
I really like the new sounds for the shotguns, smgs and pistols. Sawed off sound is the best.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
August 05 2016 09:05 GMT
#501
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.
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-08-05 23:09:06
August 05 2016 23:08 GMT
#502

Counter-Strike: Global Offensive

Release Notes for 8/5/2016





[MISC]
  • Weapon recoil now resets on reload
  • Players should no longer accidentally run into server DOS protections.




Scrollwheels safe again

LiquipediaWanderer
Branch.AUT
Profile Blog Joined May 2010
Austria853 Posts
August 14 2016 14:28 GMT
#503
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
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2016-08-14 20:57:17
August 14 2016 20:56 GMT
#504
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.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-08-14 23:30:17
August 14 2016 23:28 GMT
#505
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).
LiquipediaWanderer
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
August 15 2016 06:12 GMT
#506
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.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-08-19 14:04:46
August 19 2016 14:04 GMT
#507

Counter-Strike: Global Offensive

Release Notes for 8/18/2016





[CSGO]
  • Added the Gamma 2 Case.

[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



Less pew pew more bang bang
LiquipediaWanderer
Muffloe
Profile Joined December 2012
Sweden6061 Posts
August 19 2016 15:21 GMT
#508
Apparently it caused a massive crash for ze servers, gj continuing to fk the already dying mod community :o
tenacity
Profile Blog Joined December 2009
1587 Posts
August 19 2016 16:02 GMT
#509
i really like the new pistol sounds
It does not need to be fun to be fun.
choconet
Profile Joined July 2016
23 Posts
August 23 2016 20:18 GMT
#510
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.

Laserist
Profile Joined September 2011
Turkey4269 Posts
August 24 2016 09:47 GMT
#511
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.
“Are you with the Cartel? Because you’re definitely an Angel.”
Turi
Profile Joined November 2011
Germany86 Posts
August 24 2016 12:08 GMT
#512
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.
Nixer
Profile Joined July 2011
2774 Posts
August 24 2016 15:48 GMT
#513
Spraying is still the "best" option most of the time.
Graphics
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
September 10 2016 13:16 GMT
#514

Counter-Strike: Global Offensive

Pre-Release Notes for 9/09/2016





The 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.


Teabagging nerfed
LiquipediaWanderer
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
September 11 2016 03:36 GMT
#515
Valve loves us guys! right?
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
September 17 2016 00:54 GMT
#516

Counter-Strike: Global Offensive

Release 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.



Fixes AND new sounds!
LiquipediaWanderer
Turi
Profile Joined November 2011
Germany86 Posts
September 17 2016 07:08 GMT
#517
Ok, they changed the AWP? That i will have to test immediately
y0su
Profile Blog Joined September 2011
Finland7871 Posts
September 17 2016 07:37 GMT
#518
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.
waffelz
Profile Blog Joined June 2012
Germany711 Posts
September 17 2016 08:28 GMT
#519
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.
RIP "The big travis CS degree thread", taken from us too soon | Honourable forum princess, defended by Rebs-approved white knights
Turi
Profile Joined November 2011
Germany86 Posts
Last Edited: 2016-09-17 11:11:11
September 17 2016 11:09 GMT
#520
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
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
September 17 2016 11:52 GMT
#521
yay apparently cs has some gamebreaking bugs after this change.
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Turi
Profile Joined November 2011
Germany86 Posts
September 17 2016 12:06 GMT
#522
On September 17 2016 20:52 Luolis wrote:
yay apparently cs has some gamebreaking bugs after this change.


Any details? And are they worse than the game breaking bugs that where in it before? :D
Yrr
Profile Joined June 2012
Germany803 Posts
September 17 2016 12:33 GMT
#523
not english but the video explains itself.

MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Turi
Profile Joined November 2011
Germany86 Posts
September 17 2016 12:58 GMT
#524
On September 17 2016 21:33 Yrr wrote:
not english but the video explains itself.

https://www.youtube.com/watch?v=LSvQnlKs85M


Yes, that bug is hard. And easy to do if you tired it a few times
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-09-22 08:57:38
September 21 2016 08:40 GMT
#525

Counter-Strike: Global Offensive

Release Notes for 9/21/2016





[NETWORKING]
  • Allowing wider range for network channel bandwidth rate setting representing allowed game traffic to client:
  • Increased default rate to 196608 which will accommodate users with internet connections of 1.5 Mbps or better.
  • Players can increase their rate setting up to 786432 to represent 6 Mbps surge bandwidth allowed, but must be aware that requesting high surge bandwidth may cause packet loss if their ISP or network hardware drops packets at a high surge rate.

[SMOKE]
  • Flying smoke grenades no longer have a half-second restriction after a bounce before subsequent bounce can extinguish a molotov.
  • Smoke grenades bouncing off a surface not directly on fire will not extinguish a molotov.
  • Smoke grenades can no longer stick under a hot surface to extinguish a molotov.
  • Smoke can still extinguish fires in a smoke volume even if the emitting smoke grenade rests behind an obstacle.

[MISC]
  • Fixed a bug where players could double crouch jump higher than designed height.
  • Fixed a bug where players would not be able to uncrouch in the air.


Selfboost joke is over
LiquipediaWanderer
Turi
Profile Joined November 2011
Germany86 Posts
September 21 2016 08:48 GMT
#526
Yeay, bug fixes
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
September 24 2016 12:18 GMT
#527

Counter-Strike: Global Offensive

Pre-Release Notes for 9/23/2016





The following changes are in the “1.35.5.0rc” CS:GO Beta depot.

[AIR INACCURACY]
  • Changed the way accuracy is calculated while a player is in the air. For details visit: http://blog.counter-strike.net/index.php/air-time/


Jump tasering now inaccurate
LiquipediaWanderer
Turi
Profile Joined November 2011
Germany86 Posts
September 24 2016 12:53 GMT
#528
On September 24 2016 21:18 Ragnarork wrote:
<style type="text/css">#csgo_wrap { background: #f4f1ec; color: #555; width: 736px; font-family: Tahoma, Verdana, Segoe, sans-serif; } #csgo_wrap a { color: #0894dd; text-decoration: none; } #csgo_wrap a:hover { color: #4792de; } #csgo_banner { background: url('/staff/tofucake/csgobanner.png') no-repeat; height: 68px; padding: 24px 20px 25px 260px; text-align: right; overflow: hidden; } #csgo_banner h1 { margin: 0px; padding: 0px; color: #000; font-size: 20px; font-family: "Franklin Gothic Medium", "Franklin Gothic", "ITC Franklin Gothic", Arial, sans-serif; } #csgo_banner h2 { margin: 0px; padding: 0px; font-size: 11px; font-family: "Gill Sans", "Gill Sans MT", Calibri, sans-serif; text-transform: uppercase; letter-spacing: 2px; } #csgo_body { padding: 0px 40px 40px 40px; } #csgo_body h2 { margin: 0px; } #csgo_body h3 { margin: 0px; font-size: 12pt; font-weight: bold; font-family: inherit; } #csgo_footer { border-top: 1px solid #999; padding: 30px; font-size: 10px; } .border { border: 10px solid white; margin-bottom: 3px; } .resize { width: 300px; } #csgo_body > .blockquote { background: #5f5a53; color: white; margin: 10px; border-radius: 10px; -webkit-border-radius: 10px; -moz-border-radius: 10px; padding: 20px; }</style><div id="csgo_wrap"><div id="csgo_banner"><h1>Counter-Strike: Global Offensive</h1><h2>Pre-Release Notes for 9/23/2016</h2></div><div id="csgo_body">

<div class="blockquote">

The following changes are in the “1.35.5.0rc” CS:GO Beta depot.

[AIR INACCURACY]
  • Changed the way accuracy is calculated while a player is in the air. For details visit: http://blog.counter-strike.net/index.php/air-time/

</div>
</div><div id="csgo_footer">Jump tasering now inaccurate</div></div>


Man there will be a lot of people who will be really happy about this change. And it does make more sense this way.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
September 30 2016 02:40 GMT
#529

Counter-Strike: Global Offensive

Release Notes for 9/28/2016





[GAMEPLAY]
  • Replaced accuracy model for shots taken while in the air. See http://blog.counter-strike.net/index.php/air-time/ for details. (Thanks /u/SlothSquadron for RC feedback)

[SOUND]
  • Increased fidelity and reduced distortion in fire sounds for Famas, Galil, Aug, SG553, M4A4, M4A1-S, unsilenced M4A1-S, and AK47.
  • Added unique distant, draw, and reload sounds for Famas, Galil, Aug, SG553, M4A4, M4A1-S, and unsilenced M4A1-S.

[MISC]
  • Added Series 2 Pins to available offers.
  • Added Bestiary Sticker Capsule to available offers.
  • Added Sugarface Sticker Capsule to available offers.
  • Added new convar sv_jump_impulse which controls initial upward speed of jumps.
  • Fixed watch streams tab to correctly show top twitch.tv CS:GO streams.



Rifle sounds!
LiquipediaWanderer
Dantak
Profile Joined January 2006
Czech Republic648 Posts
September 30 2016 05:46 GMT
#530
As a person with tinnitus (constant buzzing in ears), I am so thankful for this update.
"Life of lively to live to life of full life thx to shield battery." - f33red k0r34n z3rg
Turi
Profile Joined November 2011
Germany86 Posts
September 30 2016 08:52 GMT
#531
I like the new sounds.They are not to outlandish, and the new AK sounds are much nicer on the ears.
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
September 30 2016 13:36 GMT
#532
On September 30 2016 14:46 Dantak wrote:
As a person with tinnitus (constant buzzing in ears), I am so thankful for this update.


you served in military?
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
y0su
Profile Blog Joined September 2011
Finland7871 Posts
October 01 2016 21:25 GMT
#533
not sure if this is patch related... CSGO has started lagging a lot lately... not like ping, but really stuttering (pausing) at new sounds (or anything else that seems to load (anyone remember the "sc2 unit loader map"? I feel like that would help me..). I also get the windows "stopped working: wait/pause" and maps take longer to load.
Am I alone here (might be time for a new HDD?) or are others experiencing issues?
iXphobos
Profile Joined July 2010
Germany1464 Posts
October 02 2016 09:56 GMT
#534
On October 02 2016 06:25 y0su wrote:
not sure if this is patch related... CSGO has started lagging a lot lately... not like ping, but really stuttering (pausing) at new sounds (or anything else that seems to load (anyone remember the "sc2 unit loader map"? I feel like that would help me..). I also get the windows "stopped working: wait/pause" and maps take longer to load.
Am I alone here (might be time for a new HDD?) or are others experiencing issues?

My Xbox App DVR thing which basically kills your PC activated itself after the latest Windows Update.
Took me a while to figure it out.
Maybe this helps:
Dantak
Profile Joined January 2006
Czech Republic648 Posts
October 02 2016 10:25 GMT
#535
On September 30 2016 22:36 amazingxkcd wrote:
Show nested quote +
On September 30 2016 14:46 Dantak wrote:
As a person with tinnitus (constant buzzing in ears), I am so thankful for this update.


you served in military?


No, I have tinnitus ever since I remember. It was actually funny, it wasn't until I was about 12 that I've realized that this is NOT how the silence "sounds"
"Life of lively to live to life of full life thx to shield battery." - f33red k0r34n z3rg
Turi
Profile Joined November 2011
Germany86 Posts
October 02 2016 12:39 GMT
#536
On October 02 2016 06:25 y0su wrote:
not sure if this is patch related... CSGO has started lagging a lot lately... not like ping, but really stuttering (pausing) at new sounds (or anything else that seems to load (anyone remember the "sc2 unit loader map"? I feel like that would help me..). I also get the windows "stopped working: wait/pause" and maps take longer to load.
Am I alone here (might be time for a new HDD?) or are others experiencing issues?


Last time i had this i had a busted RAM. Not likely, but worth checking out. Look up how much RAM windows finds on your PC and if that is the expected amount.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
October 07 2016 13:41 GMT
#537

Counter-Strike: Global Offensive

Release Notes for 10/6/2016





[Graffiti]
  • Added ability to apply graffiti. http://www.counter-strike.net/graffiti/
  • Added Community Graffiti Box 1 to offers.
  • Added CS:GO Graffiti Box to offers.
  • For a limited time every player will get a graffiti pattern when they launch the game.
  • Added sealed graffiti to the list of possible weekly drops.
  • Graffiti FAQ: https://support.steampowered.com/kb_article.php?ref=7737-UKVB-0657


[Misc]
  • Improved reliability of smoke grenades popping to extinguish fire when bouncing smoke grenade on displacement surfaces.
  • Fixed respawn waves not working outside of Guardian and Strike missions.
  • Added steam protocol support for connect and playcast commands:
  • steam://rungame/730/76561202255233023/
         +connect%20127.0.0.1:27015
  • steam://rungame/730/76561202255233023/
         +playcast%20%22http://cdn.net/match/id%22


[Sound]
  • Fixed bug where M4A1-S was audible at long range.
  • Lowered volume of weapon sounds.
  • Made minor volume mix adjustments.



Pshht Pshhhhhhht
LiquipediaWanderer
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
October 07 2016 14:42 GMT
#538
ah the good old snap to ground after kill, pull knife out and spray tactic is back
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Clonester
Profile Joined August 2014
Germany2808 Posts
October 07 2016 17:51 GMT
#539
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.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
October 07 2016 18:06 GMT
#540
Looks like a very bad idea to me honestly (also rofl, the charge system...).
LiquipediaWanderer
Nixer
Profile Joined July 2011
2774 Posts
October 07 2016 18:11 GMT
#541
People are overreacting again.
Graphics
Kau *
Profile Joined March 2007
Canada3500 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
Hyrule19029 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
France3143 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
France3143 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
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
October 14 2016 14:35 GMT
#561
Yes, I think most of us are quite pumped to even main the new inferno.
LiquipediaWanderer
ArtyK
Profile Joined June 2011
France3143 Posts
Last Edited: 2016-10-14 15:00:53
October 14 2016 14:39 GMT
#562
On October 14 2016 23:35 Ragnarork wrote:
Yes, I think most of us are quite pumped to even main the new inferno.


#PassionRestored


edit : nvm i tried playing then got this error and dropped out of the server, and got the usual 30 minute ban : https://support.steampowered.com/kb_article.php?ref=2117-ILZV-2837#repair
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
yamato77
Profile Blog Joined October 2010
11589 Posts
October 14 2016 18:30 GMT
#563
So how do I play on the new Inferno? Did it just replace the old one in the map pool?
Writer@WriterYamato
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
October 14 2016 18:35 GMT
#564
It's in reserve group
Liquipediaasante sana squash banana
darthfoley
Profile Blog Joined February 2011
United States8001 Posts
October 14 2016 18:42 GMT
#565
new inferno is sex
watch the wall collide with my fist, mostly over problems that i know i should fix
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
October 14 2016 19:41 GMT
#566
On October 15 2016 03:42 darthfoley wrote:
new inferno is sex

what kind of sex though
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
Clonester
Profile Joined August 2014
Germany2808 Posts
October 14 2016 19:45 GMT
#567
I dont like it.

Never liked old Inferno tho.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
Rebs
Profile Blog Joined February 2011
Pakistan10726 Posts
October 14 2016 21:11 GMT
#568
On October 15 2016 04:45 Clonester wrote:
I dont like it.

Never liked old Inferno tho.


Old inferno was potty. New inferno goes back to 1.6 roots. I like.
darthfoley
Profile Blog Joined February 2011
United States8001 Posts
October 15 2016 00:31 GMT
#569
On October 15 2016 04:41 Aocowns wrote:
Show nested quote +
On October 15 2016 03:42 darthfoley wrote:
new inferno is sex

what kind of sex though


gut sex Junge
watch the wall collide with my fist, mostly over problems that i know i should fix
Yrr
Profile Joined June 2012
Germany803 Posts
October 15 2016 01:04 GMT
#570
They made more room in banana and I feel like it helps CT more than T because it is harder to nade the CTs out of banana and the T cover on the right side is really bad now :/
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
iXphobos
Profile Joined July 2010
Germany1464 Posts
October 15 2016 10:50 GMT
#571
Infernew looks so good. I really like it.
Banana plays differently now, but so far i think it's pretty good.
There's just one stupid headshot angle in pit on A site. When you're inside pit, close to the cart, you can perfectly watch arch/library, but your head is almost not visible.
Laserist
Profile Joined September 2011
Turkey4269 Posts
October 17 2016 13:32 GMT
#572
I really like the new inferno comparing the old one. First of all, they get rid of all the porch kind of vision blockers and shadow creator elements. Banana is a huge improvement, less clunky. Having 2 exits for T starting point and removal of unnecessary bedroom in A apartment are good.
It can use a little bit more polish to look more pretty but it is ok for now.
“Are you with the Cartel? Because you’re definitely an Angel.”
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
October 26 2016 08:00 GMT
#573

Counter-Strike: Global Offensive

Pre-Release Notes for 10/25/2016





[CSGO]
  • Happy Halloween!

[MISC]
  • Fixed a regression where players did not fade to black after death with mp_forcecamera 1.
  • Added ability to accept friend requests from CS:GO main menu and to send friend requests from match scoreboard.
  • Fixed a case where player would sometimes not be placed in competitive matchmaking queue correctly on the very first search after starting up CS:GO which required stopping search and searching again. (Thanks “Trip” for helping with diagnosing the issue)
  • Fixed some instances where incorrect or missing reverb was being applied to sounds.
  • Latency to official datacenters is now always measured using Steam Datagram Relay.
  • A temporary griefing conviction assigned by Overwatch will now be elevated to a permanent conviction if the suspect had a previous temporary griefing conviction.

[MAPS]
    Cache
  • Minor bugfixes

    Inferno
  • Added a second set of steps up on A site
  • Made wallbangs through windows near A site balcony, A site hut/quad and T apartments towards bridge more consistent
  • Pipes in underpass can now be shot through
  • Pushed back stairs to graveyard to create more room for defending player
  • Made shader for fountain water cheaper to render on low settings
  • Prevent name-peeking through gap between pillar and wall in hut/quad
  • Fixed various graphical and movement bugs
  • Moved back grenade-clip in open door on A site



Somehow a sound update
LiquipediaWanderer
iXphobos
Profile Joined July 2010
Germany1464 Posts
October 26 2016 08:35 GMT
#574
"Fixed a case where player would sometimes not be placed in competitive matchmaking queue correctly on the very first search after starting up CS:GO which required stopping search and searching again."

Finally, that bug was so annoying.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
October 29 2016 19:18 GMT
#575

Counter-Strike: Global Offensive

Pre-Release Notes for 10/28/2016





[MISC]
  • In-game friends requests will show no more than 4 friend requests, sorted by Steam profile level.
  • Fixed a case when users could fail to reconnect to a competitive match after restarting their game while experiencing issues logging in to Steam.
  • Max Acceptable Matchmaking Ping setting can now be set as low as 25 ms
  • If there are official servers satisfying your ping setting then official matchmaking will always put you in a match hosted on those servers.
  • If there are no official servers near you satisfying your ping setting then official matchmaking will put you in a match hosted on the next nearest official server, latency to which may exceed your ping setting. In this case, the player will also see the best possible matchmaking ping while searching, along with an indicator if datacenters are offline for maintenance in their region.
  • Long clan tags containing Unicode characters in the end will now correctly truncate without showing a corrupt last character.
  • Sound effects emitted by killed player now correctly spatialize in killer replay.
  • Reduced reverb on weapons and footsteps to fix misleading sound positioning.
  • Fixed the missing graffiti effect for R.I.P.I.P. graffiti when sprayed on horizontal surfaces.
  • Added lag compensation for teammates when playing with “teammates are enemies” game rules.
  • Fixed a vgui bug where an additional character after selection was always copied to clipboard (thanks Justin)




Yet another sound update
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
November 02 2016 09:58 GMT
#576

Counter-Strike: Global Offensive

Pre-Release Notes for 11/01/2016





[MISC]
  • Halloween has come to a close.
  • Dropped weapons and other grenades no longer prevent flashbangs from blinding players.
  • Fixed a bug where Killer Replay sounds would sometimes continue playing after the Killer Replay had finished.
  • Players will now measure regular UDP pings to matchmaking regions where SDR is not yet enabled (Brazil, EU North, EU West).
  • Fixed a problem where players experienced high ping because region selection was based on SDR ping, but SDR was not used in the region for gameplay.


[OSX]
  • Fixed a bug where the game would sometimes fail to start with the message “Only one instance of the game can be running at one time”




Not spooky anymore
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-12-05 12:25:54
November 29 2016 08:45 GMT
#577

Counter-Strike: Global Offensive

Release Notes for 11/28/2016





[CSGO]
  • Introducing the Glove Case, featuring 17 community-designed weapon finishes. Unlike previous cases, the possible Special Items in the Glove Case are 24 all-new gloves. For more details click here.
  • Introducing the Radicals Music Box, featuring 7 new StatTrak™ music kits from “Radicals” artists.

[Steam Group Lobbies]
  • Players can now join lobbies created by members of their Steam Groups. For details, visit the Steam Group Lobby FAQ
  • Added the Steam Groups tab in the Friend Lister on the Main Menu.
  • By default, if you click Play With Friends and are displaying the Tag of one of your Steam Groups, your lobby will be broadcast to (and joinable by) members of that Steam Group. You can adjust your default lobby settings in the Game Settings menu.
  • Looking for players from your region or who share a common interest? You can search for new Steam Groups to join, view a friends’ groups by visiting their Steam Community Profile, or create a group of your own!

[MISC]
  • Fixed an interaction between defuse kits and water that would sometimes cause a defuse kit to be unable to be picked up.
  • Fixed miscellaneous vulnerabilities (thanks GeekPwn).
  • Players who get kicked from a lobby cannot rejoin for three minutes.
  • Fixed a bug where some potted plants were playing incorrect collision sounds.
  • Fixed a bug where some UI sounds would incorrectly spatialize immediately after player death.

[MAPS]
    – Dust II
  • Removed barrels outside of doors leading into B site
  • Blocked visibility through some props around A site
  • Fixed some spots where C4 could get stuck
  • Fixed some minor graphical bugs
    – Train
  • Fixed ladders on train cars so they no longer move the player view when attaching
  • Added more accurate collision for various models
  • Blocked visibility under some trains from far angles
  • Blocked grenades entering small crawlspace near popdog ladder
  • Raised pipes in tunnels near Ivy
  • Fixed a spot in T spawn where weapons could not be retrieved
  • Fixed some spots where C4 could get stuck
  • Removed that bump in T stairs. You know the one.
  • Fixed some surfaces playing the wrong footstep sounds
  • Some graphical tweaks
    – Shorttrain
  • Updated with new content and lighting
    – Shortdust
  • Updated navigation mesh



Gloooooooooooves
LiquipediaWanderer
Clonester
Profile Joined August 2014
Germany2808 Posts
November 29 2016 12:58 GMT
#578
Valve knows how to make money.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-11-29 14:40:25
November 29 2016 14:36 GMT
#579
On November 29 2016 21:58 Clonester wrote:
Valve knows how to make money.


There are 25 bullet points in that update's post, and that focuses on just two of them.

(I ignored shortdust and shorttrain because who cares anyway).

:x

LiquipediaWanderer
Clonester
Profile Joined August 2014
Germany2808 Posts
Last Edited: 2016-11-29 23:02:26
November 29 2016 23:02 GMT
#580
Yeah, they also added the secret bullet point:

- Game closes itself after you used alt tab. Deal with it.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
porkRaven
Profile Joined December 2010
United States953 Posts
November 30 2016 00:59 GMT
#581
Was there a beta release for this?
SHOUTOUTS TO Aylear!!!
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-11-30 10:21:03
November 30 2016 10:20 GMT
#582
Nope, and that's quite a shame, because that bug is quite hilariously bad.

Apparently, a potential fix would be to set the following cvar + arguments:

mat_setvideomode "X" "Y" "0"


with X and Y your resolution's width and height respectively. Doesn't work for me though...

I suspect some bad usage of DirectX (considering the fix, and the fact that Linux and MacOS versions aren't affected apparently). Why hasn't this been put in beta is beyond me though... I thought they were on the right path but there's still a few hiccups. :|
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
December 05 2016 12:22 GMT
#583

Counter-Strike: Global Offensive

Release Notes for 11/29/2016





[MISC]
  • Fixed a problem equipping music kits, sprays and flair items.
  • Fixed friends list not scrolling correctly when only one page of friends is visible.
  • Fixed a crash encountered while minimizing the game while in full screen mode.
  • Fixed an issue where some UI sounds would play very quietly when the player is dead.
  • Fixed ragdolls sometimes having incorrect gloves after killer replay.
  • Removed barrels from Dust2 radar.
  • Fixed market images for some weapons from The Glove Collection.



Alt-Tab frenetics rejoice
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
December 05 2016 12:22 GMT
#584
Woops, missed that one, my bad.
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
December 08 2016 09:16 GMT
#585

Counter-Strike: Global Offensive

Release Notes for 12/7/2016





[Holidays]
  • Deployed Holiday Cheer for your festive fragging season.
  • You can spread the Holiday Cheer! Gifts are now available for a limited time.


[Sound]
  • Added new audio option that enables Head-Related Transfer Function (HRTF) processing on in-game sounds. The goal is to vastly improve 360 degree vertical and horizontal sound positioning.
  • By default, Speaker Configuration in Audio Settings has been set to “Headphones with HRTF.” Selecting an alternative speaker configuration will disable HRTF.
  • NOTE: For an optimal experience with HRTF, we recommend turning off any external 5.1 or 7.1 surround audio driver options.


[Public Lobbies]
  • In the friends panel “Steam Groups” have been renamed to “Public Lobbies”.
  • The “Public Lobbies” tab now shows nearby public lobbies and suggested steam group lobbies in addition to your steam group lobbies.
  • Lobbies now support broadcasting to nearby players. Players can use this setting for friend or steam group lobbies.
  • Steam Group lobbies now display the country associated with the majority of lobby members.


[Gameplay]
  • Third-person weapon angles now visibly match first-person weapon recoil.


[MISC]
  • Fixed 5 Year Veteran Coin to be granted to accounts that cancelled and later reactivated their old Counter-Strike license after they restart their CS:GO client.
  • Loading screen tokens can now be localized when loading Overwatch evidence or maps created by community members.
  • Bot names can now be localized in game language.
  • Added experimental plugin support for managing network channel encryption keys on community servers.
  • https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Network_Channel_Encryption


[Maps]
    Nuke
  • Removed railing on crane in A site rafters
  • Removed ability to climb up on/plant the bomb on top of silos in both bombsites
  • Moved T entrance to squeaky to make movement smoother
  • Removed window in Toxic, replaced with double doors
  • Removed yellow bollards near Garage and Secret
  • Removed cover on top of Mini
  • Added some full cover in cubby next to ramp in bombsite B
  • Replaced exposed bombsite silo with simple version in bombsite A
  • Fixed small collision bump on ramp in ramproom where players could get stuck
  • Added white, flat surface on fence at T side of yard
  • Fixed various bugs listed on CSGOBugtracker.com (thanks to all contributors!)
  • General optimizations




The hiiills are aliiive with the sound of HRTF
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
December 14 2016 09:58 GMT
#586

Counter-Strike: Global Offensive

Release Notes for 12/13/2016





[Visuals]
  • Visually upgraded the SAS Counter-Terrorist player model

[Sound]
  • New C4 beep sound for increased sound positioning with HRTF.
  • Fixed issue where some sounds were muffled as a result of upsampling for HRTF compliance.
  • Added option to audio settings to enable/disable HRTF on OSX.
  • Reduced latency of HRTF.

[Public Lobbies]
  • Improved algorithm and performance of public lobbies discovery

[Maps]
  • Updated radar map for Nuke



CT buffed on Mirage and Inferno
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
January 13 2017 09:56 GMT
#587

Counter-Strike: Global Offensive

Release Notes for 1/12/2017





[THE ELEAGUE ATLANTA 2017 CS:GO MAJOR CHAMPIONSHIP]
  • Team stickers, stickers autographed by professional CS:GO players, and all-new team graffiti are available for purchase in-game and from the Steam Community Market, with 50% of the proceeds going to players and organizations. For more details, visit http://www.counter-strike.net/pickem/atlanta2017
  • Team stickers can be used as game pieces for the Atlanta 2017 Team Pick’Em Challenge.
  • Group stage picks can be made immediately, Playoff picks can be made when the group stage has completed.
  • Group stage picks lock at the start of the group stage matches.
  • Playoff picks lock at the start of the first Playoff matches.

[GAMEPLAY]
  • Players killed during grenade-throwing animation will no longer drop a duplicate grenade if that grenade has already been thrown.
  • func_breakables will no longer make noise when hits deal no damage.

[MISC]
  • Added a server setting sv_steamauth_enforce to allow tournament organizers for LAN events to delay player kick due to No Steam Logon client issue until the end of a live round when tournament match will automatically pause and a round backup with all correct information will be saved for reconnect.

[AUDIO]
  • Lowered volume of bullet-bys and bullet impacts.
  • Changed default weapon near/far crossfade max distance so that a slight perceived volume bump doesn’t happen at crossfade junctions.
  • Also lowered volume of distant weapons slightly to address the same issue.
  • Slightly increased the min distance of the falloff so that 3rd parties can hear max volume at about 1m away from shooter.
  • Increased the input curve amount so that rate of volume decay over distance is more pronounced.
  • Added descriptions to many mixer groups.

[MAPS]
    Mirage
  • Fixed various spots where C4 could get stuck
  • Removed some slight gaps in cover in Bombsite A
    Nuke
  • Fixed bug where jumping inside of Toxic in Bombsite B would clip the playermodel through the ceiling
  • Removed vent-sound from top of Mini, Bombsite A
    Cache
  • Fixed sound-spam when shooting at vent in Checkers through a prop
  • Clipping improvements
  • Optimizations
    Inferno
  • Fixed some minor graphical bugs
  • Fixed a spot where players could get stuck near Boiler, Bombsite A
  • Added backfaces to gate used at bottom of Banana, Bombsite B



Stickers!
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
February 04 2017 01:11 GMT
#588

Counter-Strike: Global Offensive

Release Notes for 2/3/2017





[CSGO]
  • Replaced Dust II with Inferno in the Active Duty Group.
  • Created a separate Dust II map group for Casual and Deathmatch game modes.
  • Separated Reserves Group into Reserves Group and Hostage Group.

[MISC]
  • By default, players can now apply graffiti quickly by pressing and releasing the graffiti menu key. This can be disabled from the graffiti menu via checkbox. To alleviate any initial confusion from this change, we added one extra charge to all unsealed graffiti.
  • Optimized water materials used in Inferno, Nuke and Aztec maps.
  • Added convars mp_teamscore_max, mp_teamscore_1, mp_teamscore_2 to display best of N maps series in the spectator UI.

[MAPS]
    Dust2
  • Fixed various spots where C4 could get stuck
    Cobblestone
  • Made cubby near bottom of platform stairs in Bombsite B deeper
  • Smoothed out movement around B ramp and dropdown room
  • Fixed various spots where C4 could get stuck (Thanks Residents_evil!)
  • Fixed some surfaces playing the wrong footstep sounds
    Overpass
  • Fixed various spots where C4 could get stuck (Thanks kame942!)
  • Ground in CT spawn now displays decals correctly
  • Fixed some surfaces playing the wrong footstep sounds
    Train
  • Fixed various spots where C4 could get stuck



See you next year, new Dust 2! o/

LiquipediaWanderer
Jer99
Profile Blog Joined April 2011
Canada8157 Posts
February 04 2017 01:14 GMT
#589
Lol at the separate map group for D2
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
February 15 2017 10:18 GMT
#590

Counter-Strike: Global Offensive

Release Notes for 2/14/2017





[SERVERS]
  • Reduced per-client memory use by sharing network buffers.
  • Increased entities delta buffers to 192Kb to support connecting to game modes with many entities (sv_delta_entity_full_buffer_size on the server can be used to increase it up to 256Kb if needed)
  • Added a better error message for clients explaining the too many entities on the server error.
  • Added more functionality for community log address integration.
  • Log address can now be sent an 18-character prefix before every log packet text
  • logaddress_add_ex command will use a unique prefix token per instance for the added log address
  • logaddress_token_secret and logaddress_add_ts allow to add prefix as a checksum of known secret string
  • Added a message for “killed by the bomb” to the logs.

[MISC]
  • Teams can now vote on team issues independently.
  • Fixed sleeves interpenetrating gloves
  • Spectator’s player glow values have been adjusted to make noise-making state transitions more noticeable.

[OSX]
  • Fixed CSM boundary artifacts on Iris based Macbook pro.

[MAPS]
    Overpass
  • Added grenade-clip to ceiling underneath Bombsite A and inside connector, to prevent molotovs spreading into areas above
    Cobblestone
  • Removed support beam in drop room which blocked line of sight to drop/door
    Nuke
  • Fixed see-through gap when jump-peeking from CT spawn towards Mini
  • Fixed various bugs reported on CSGOBugTracker.com
    Cache
  • Fixed model fade distance on truck in CT spawn



Votes improved, democracy wins

LiquipediaWanderer
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
Last Edited: 2017-03-16 01:44:15
March 16 2017 01:43 GMT
#591

Counter-Strike: Global Offensive

Release Notes for 3/15/2017





[CSGO
  • Released Canals, available in all game modes.
  • Visually upgraded the Phoenix Terrorist player model.
  • Added the Spectrum Case, featuring 17 community designs. In the Spectrum Case, the rare special item will be the second generation of knives in Chroma finishes.


[AUDIO]
  • Improved performance when using HRTF.
  • Fixed some cases where grenade sounds wouldn’t play when they should.


[MISC]
  • Fixed teammate color problem when teammates select an invalid color.
  • cl_drawhud_force_radar can have three values: -1 to force draw no radar, 0 default, 1 to force draw radar even if other HUD is disabled.
  • cl_drawhud_force_deathnotices can have three values: -1 to force draw no deathnotices, 0 default, 1 to force draw deathnotices even if other HUD is disabled.
  • Added option to Game Settings to set Team ID to Always On ( cl_teamid_overhead_always ). Server can disable with sv_teamid_overhead_always_prohibit.
  • Added binding to Show Team Equipment ( +cl_show_team_equipment ) that will show teammates’ full Target ID, including equipment. Server can disable with sv_show_team_equipment_prohibit.
  • func_rotating objects no longer freeze and spam server console after rotating 1000 times


[MAPS]
    Nuke
  • Thinned out corner when coming into hut from lobby, making it easier to peek into A site
  • Bullets now do more damage when shot through walls in hut
  • Raised rollup door in Mini, making it easier to see towards rafters
  • Removed three boxes on top of blue container near garage
  • Reduced C4 explosion radius from 500 to 400 units (Thanks NaVi!)
  • Made water outside the map deeper (Thanks hollandje!)

    Cobblestone
  • Raised arch on CT side of long A

    Italy
  • Fixed some boost exploits
  • Railing on top of boost position near T bridge no longer blocks bullets

    Cache
  • Various bug fixes



oh yay, another case

Liquipediaasante sana squash banana
Laserist
Profile Joined September 2011
Turkey4269 Posts
March 16 2017 20:28 GMT
#592
New map gave me cancer, I don't know how to defend A, T side can crawl from everywhere in every site like World War Z
“Are you with the Cartel? Because you’re definitely an Angel.”
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
March 16 2017 21:30 GMT
#593
I played Canals and thought it was a lot easier for CTs to defend :\
Liquipediaasante sana squash banana
Clonester
Profile Joined August 2014
Germany2808 Posts
March 16 2017 23:40 GMT
#594
Played now 4 games on Canals:

The fog at CT spawn has to go. At some positions, you cant even see what your mates baught. And it almost halfs my FPS (high settings).
The CT spawn itself needs to be moved from where it is now over the small bridge in the middle of the "pear". At the moment CTs are at the door of Bside, while Ts are rushing in. Without a molotov from outside into the windows of B side, you cant deny Ts the B side control and its a clusterfuck.

Some strange boost spots.

A is easy not so hard to hold, most games I played revolved on only one person holding A from far away, 2 being in the yard and 2 try to get B side control. With Window, balcony, a fast boost to ramp (or a jump, if you are mad enough) + 1 or 2 smokes, you got the side locked. The problem is, that if any T sneaks or fights its way through B side, water or yard to the grand line, aka the pier, he flanks you so hard, that you are close to losing the game.

Also the bomb spots are bangable from everyfuckingwhere. Its even viable to just hold A from CT spawn and window and if the window guy hears the bomb getting planted, spray A side and you wallbang the planter most of the time.


All in all I like canals, but it is expected that they will have to change major parts like they did with Overpass. Think about that map made by valve, how it was released and how good it is now. Should happen to Canals too.
And on top, maybe even 9 maps mappool hype? I expect canals and Dust II getting moved into the active duty pool at once.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
Last Edited: 2017-03-18 18:06:54
March 18 2017 01:59 GMT
#595

Counter-Strike: Global Offensive

Release Notes for 3/17/2017





[MISC]
  • Added new server log lines for the end of freezetime and blind players. With mp_logdetail set to 3, will now also spew player equipment when they leave the buy zone.


[MAPS]
  • Shader rework to provide better lighting and support various features.

    Nuke
    • Made corner piece of outside catwalk solid


    Assault
    • Fixed various exploits and boosts
    • Fixed bug where players outside could spot players inside vents


    Canals
    • Fixed visible nodraw below CT bridge
    • Fixed several places where the bomb could get stuck if thrown
    • Fixed pixelwalk and skywalk exploits
    • Fixed sticky DM spawn point in tunnels
    • Fixed planting bomb on windowsill at B
    • Fixed missing collision on toolbox at back of B





canals is now slightly less bad

Liquipediaasante sana squash banana
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
March 21 2017 15:10 GMT
#596

Counter-Strike: Global Offensive

Release Notes for 3/20/2017





[MISC]
  • Fixes related to recent shader rework.


[MAPS]
    Cache
    • Fix for vent break sound


    Canals
    • Fixed more pixelwalk exploits
    • Fixed places where a dropped/thrown bomb could get stuck
    • Fixed a bug at shop door where jumping player could get stuck





Canals a bit less broken

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2017-03-30 08:46:30
March 25 2017 13:59 GMT
#597

Counter-Strike: Global Offensive

Release Notes for 3/24/2017





[GAMEPLAY]
  • Revolver and Negev have been removed from Competitive Matchmaking as they undergo substantial revision.
  • Revolver:
    • Firing delay significantly reduced

  • Negev:
    • New attributes to promote suppressive fire.
    • Reduced price.
    • New sounds that dynamically indicate weapon accuracy.



[MISC]
  • Added ability to add friends using CS:GO friend codes.
  • Added recent teammates and invites UI on the main menu.
  • GOTV connections will now use SDR in most of the regions.
  • Fixed missing texture on Huntsman Knife | Ultraviolet
  • Added convar mp_items_prohibited which takes a comma-delimited list of weapon definition indices to prohibit from purchase on the server.
  • Lowered volume of ambient sound in de_vertigo to match ambient volume of other maps.
  • Fixed several OSX graphics crashes related to running out of vertex shader constants.
  • Fixed a game crash related to game stats.


[MAPS]
    Canals
    • Fixed sticky clip brush at B
    • Fixed Z-fighting railing at bridge
    • Fixed visible nodraw underneath a bridge
    • Improved clipping under T side bridges
    • Fixed Z-fighting below CT arches
    • Adjusted courtyard statues and stairs for better movement
    • Fixed various fade distance issues
    • Widened B site and palace doors
    • Aligned palace windows better
    • Fixed floating clothesline
    • Adjusted pecklesteiner
    • Fixed missing texture at back alley
    • Removed clip from garden lamp post because it’s at jumping height
    • Prevented planting bomb on railing at A
    • Removed lamp posts between A and CT spawn





Big changes to must-use weapons!

LiquipediaWanderer
waffelz
Profile Blog Joined June 2012
Germany711 Posts
March 25 2017 18:22 GMT
#598
...No shit, I really enjoyed the Negev, it is an awesome (though very expensive) weapon that is flat out OP as soon as you hit max recoil since it just draws a horizontal line - aka probably the easiest recoil ever. I am GE and that thing is one of my favourite weapons to hold sites, aim at knee/hip height, pull the trigger – first guy gets a headshot, maintain proper height and move mouse left/right according to recoil – everyone gets a headshot. Rushes get totally shut down (especially eco rushes where they try to just rush a side from one entrance. And even I die, they only get a Negev and since no one knows how to use that thing, it’s no big deal for your team), and I can’t count the times where I just mowed down almost the whole enemy team through a smoke or while full flashed.

TLDR: Negev best, I want it back, no changes needed : D
RIP "The big travis CS degree thread", taken from us too soon | Honourable forum princess, defended by Rebs-approved white knights
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
Last Edited: 2017-03-27 22:03:32
March 27 2017 22:03 GMT
#599
The new Negev is hilarious. The run speed is like walk speed. The initial spray is a like a jump spray. Then after a couple of seconds it turns into a laser. Totally useless in DM, but I can see its use in competitive. If only it wasn't essentially a sci-fi gun like the revolver. Also the sound changes according to whether it is in laser mode or not, but both sound piss weak. I really don't understand why they are trying to make the revolver a thing. Maybe Valve developers want to turn CS into TF3.
phagga
Profile Joined February 2012
Switzerland2194 Posts
March 28 2017 07:38 GMT
#600


I guess I need to try it tonight.
"A person who does not concern himself with politics has already made the political choice he was so anxious to spare himself: he is serving the ruling party." - Max Frisch
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
March 30 2017 08:49 GMT
#601

Counter-Strike: Global Offensive

Release Notes for 3/29/2017





[MISC]
  • When inspecting in game items from user’s own inventory, from other users’ inventories, and from Community Market, players can now see an official Item Certificate that includes Finish Style, Finish Catalog Number, Pattern Template, and Wear Rating.
  • Adjusted the nearby lobbies search algorithm, in addition to geographic proximity by distance, to include more results from the same country as the searching user, providing more relevant results for players living near borders.


[MAPS]
    Canals
    • fixed gap in bomb site B wall
    • fixed missing texture in bridge visible from arch
    • fixed overlapping geometry at A site
    • fixed a few places near T spawn where bomb could get stuck
    • increased fade distances on some props that were distracting
    • adjusted wall geometry in prison stairs to fix lighting glitch
    • increased lightmap grid resolution in prison lobby
    • added a piece of cardboard under new toolbox at B to block glitchy sightline
    • removed one of the picnic tables at Short
    • fixed pixelwalk in shoe shop
    • fixed errant clip brush on balcony
    • made it more difficult to climb the wood sign to B from boost
    • trimmed top corners of courtyard building facing the stairs
    • fixed nav file where lamp posts were removed
    • adjusted balcony arch prop to fix gaps


    Militia
    • Moved up CT spawns and hostage rescue zone
    • Blocked off river and area around old CT spawn
    • Shortened underground tunnel, now exits into garage
    • New hostage spawn positions, removed position from small house in yard, hostages will always spawn one on upper floor and one on lower floor of main house/garage
    • Opened up house near silos, can now use door to enter/exit instead of window only
    • Added some cover near tunnel exit in yard
    • Moved terrorist spawn area to balcony at back of house
    • Added cover in long-range areas
    • Fixed several boosts/exploits
    • Smoothed out movement in general




CS:GO now segregating more

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
April 13 2017 08:59 GMT
#602

Counter-Strike: Global Offensive

Release Notes for 4/12/2017





[CSGO]
  • Added Holiday Cheer.


[GAMEPLAY]
  • For a limited time, the Negev and R8 Revolver are available in Competitive Matchmaking.
  • R8 Revolver: Price reduced to 700
  • Negev: Price reduced to 2000 as a starting point, to promote experimentation with the weapon.


[AUDIO]
  • Volume now decays smoothly over distance, instead of by discrete steps.
  • Adjusted HRTF audio mix to more closely match sound quality without HRTF.
  • Added snd_hrtf_distance_behind (default 100), which allows HRTF to more closely match the perceived direction of a sound source as seen by the actual player behind a monitor.
  • Fixed a bug where music volume would be set to the maximum level while accepting a lobby invitation.


[SERVERS]
  • Added support for official game servers in Guangzhou and Shanghai for the Perfect World CS:GO Beta.


[MISC]
  • Added Team ID option “Always On w/Equipment” to Game Settings
  • Spectators can now use overhead equipment display.
  • Fixed overhead equipment display not updating in some cases.
  • Fixed orientation of stickers on dropped weapons.
  • Adding Game State Integration output for use by tournament organizers. New output for player equipment value (with log_level 3), showing the observer slot for each player and adding a new ‘PhaseCountdowns’ feed for timing the end of warmup/freezetime/round ends.



Covering fiiiire!

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
April 21 2017 09:42 GMT
#603

Counter-Strike: Global Offensive

Release Notes for 4/20/2017





[PERFECT WORLD]
  • UI and localization fixes for Perfect World Beta.


[MISC]
  • Disabled holiday cheer.
  • Fixed some exploits related to packet loss.
  • Unified deploy duration for all knives to be exactly 1.0 seconds


[MAPS]
  • Militia
    • Added path near CT spawn that connects to sewer and barn
    • Tweaked lighting throughout map

  • Cbble
    • Tweaked sightline in connector between underpass and Long A
    • Fixed various minor bugs

  • Canals
    • Rebuilt tunnel stairs area with smoother movement
    • Fixed boat geometry overlapping a pier at CT spawn
    • Fixed box intersecting windowsill at B
    • Fixed pixelwalk on railing at CT spawn
    • Moved plywood down on scaffolding below B to block a bad sightline
    • Fixed sticky scaffolding clip brush below B
    • Fixed some fade distance pop-up issues
    • Added two picnic chairs at short and made clips smoother
    • Removed lamp at ivy/garbage




Knives finally balanced

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
April 26 2017 10:20 GMT
#604

Counter-Strike: Global Offensive

Release Notes for 4/25/2017





[PERFECT WORLD]
  • Added ability to send friend requests using CS:GO friend codes for Perfect World Beta accounts that had their identity verified.
  • Added support for CS:GO Community chat in Perfect World launcher.
  • Added support for CS:GO url handling to inspect CS:GO items, download match demos, and join parties in Perfect World launcher.
  • Fixed missing content for Crown sticker and Blitz Kids music kit.
  • Fixed Arms Race configuration on Shanghai and Guangzhou official servers.
  • Other UI and content fixes for Perfect World Beta players.


[MISC]
  • Added ability to invite a recently played with player to your party even without being friends with them.
  • Headshot dink sound is no longer audible at a very long distance, except for the player who scored the headshot.
  • MOTD custom URLs are now restricted to http:// and https:// protocols only.



*dink* shhhh!

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
May 04 2017 11:45 GMT
#605

Counter-Strike: Global Offensive

Release Notes for 5/3/2017





[MISC]
  • Fixed a regression in CS:GO SDK launcher.
  • Note that in order to build cubemaps, CS:GO must be launched with the -insecure flag.
  • Fixed several exploits related to concommand execution on game server.
  • Server operators can enable sv_allow_legacy_cmd_execution_from_client for old behavior.



It's something...

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
May 13 2017 08:04 GMT
#606

Counter-Strike: Global Offensive

Release Notes for 5/12/2017





[MISC]
  • Fixed a bug that caused knife swings to do reduced damage in the 0.4 seconds after their deploy animation finished, as if you had just taken a swing. (Sorry Snax!)
  • Fixed snd_legacy_surround settings.
  • Fixed round start music continuing to play if player walked out of buy zone.
  • HTTP logger now includes server token header, and precise time on log lines.
  • Fixed a regression in command routing code to automatically allow cheat-protected commands on cheat-enabled servers.
  • Marked snd_playsounds command as cheat.
  • Whitelisted about:blank URL for MOTD
  • Upgraded Windows compile toolchain for Windows client and dedicated server binaries
  • Fixed long standing issue with lightstyles and dynamic shadow blending – they are now compatible with CSM’s and can be used in maps.


[PERFECT WORLD
  • Localization update for various UI elements.
  • Localization updates for several in-game textures and Weapons Course map.
  • Added purchasing flow using Perfect World balance.



They even apologized for the fuckup!

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2017-05-24 08:35:11
May 24 2017 08:35 GMT
#607

Counter-Strike: Global Offensive

Release Notes for 5/23/2017





[OPERATION HYDRA]
  • Operation Hydra Events – unique game modes that are available for a week at a time:
    • WAR GAMES: a set of twists on classic gameplay, including a special heavy armor, low-gravity sniping, team deathmatch, and more.
    • WINGMAN: 2v2 competitive match on single-bombsite maps, a quick best-of-16 rounds, and a special Wingman skill group.
    • WEAPONS EXPERT: Once you buy a weapon, you can’t buy it again for the rest of the match. 5v5 best-of-30 match with a special Weapons Expert skill group.

  • Four new and three returning community-created maps, featured in weekly Hydra Events and available in regular matchmaking for casual and competitive play.
    • Austria, Shipped, Lite, Thrill, Agency, Insertion, Black Gold.

  • Operation Hydra All Access Pass ($5.99) includes:
    • Guardian Mission campaign, with 30 missions that can be completed (and replayed) at your own pace.
    • Access to Operation weapon drops and the new Operation Hydra Case.
    • Operation Hydra Challenge Coin upgradable to the new Diamond level.
    • Operation Hydra Journal that tracks your stats and provides friends leaderboards.


[SOUND]
  • Increased fidelity of 3rd person weapon sounds when HRTF is enabled.
  • Made minor mix adjustments.

[GAMEPLAY]
  • Reduced the UMP45 damage at range to bring the weapon more in line with the SMG category (rangemodifier reduced from .85 to .75).
  • Players no longer respawn when upgrading to a bonus weapon in Deathmatch.
  • Added support for hostage maps in Demolition (for local/community servers.)
  • Improved radar spotting when mp_teammates_are_enemies is enabled.
  • Made Zeus show in pistol holster for players with a Zeus and no pistol.
  • Fixed bullets not penetrating “teammates” when mp_teammates_are_enemies is enabled. (Thanks ALH-R!)

[SERVER OPERATORS]
  • Changed sv_disable_motd: default changed to 1.
  • Changed convar mp_free_armor settings: 0 = none, 1 = kevlar, 2 = kevlar + helmet.

[MAPS]
  • Tweaked layouts of the following maps to better fit War Games and Wingman: Safehouse, StMarc, Lake, and Bank.
  • Canals
    • Moved CT spawn forward.
    • Added a bench at A for easier T access.
    • Fixed clip brushes poking through top flight of tunnel stairs.
    • Added clips to some lamp posts where player could get stuck.
    • Adjusted fade distances on some props.
    • Fixed visible nodraw seen from arch.

  • Rialto
    • Added new map for Guardian and 2vs2 mode.

  • Dizzy
    • Added new map for Flying Scoutsman mode.




Hail Hydra!

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
June 06 2017 22:44 GMT
#608

Counter-Strike: Global Offensive

Release Notes for 6/6/2017





[TWITCH INTEGRATION]
  • Added listing of some gamemodes in Twitch.tv CS:GO header in addition to maps.

[OPERATION HYDRA]
  • Fixed various bugs
  • Added Hydra competitive rank display to lobbies & nearby lobby display for Hydra modes.
  • Flying Scoutsman: Increase sv_airaccelerate from 477 to 20000
  • Stab Stab Zap: Replaced dust2 with shorttrain

[MAPS]
  • Fixed fade-to-black bug in Deathmatch on cs_insertion
  • Updated de_shipped to latest version from mapmakers
  • Fixed a regression in lighting for old community maps that interacted badly with new lighting features. Newer maps with lighting problems can be fixed by recompiling them in Hammer.
  • Added player clipping above boxes at CT spawn in de_shortdust to prevent visibility in unintended areas

[MISC]
  • Added more back-end UI work in preparation for Panorama switch. Please report any new UI bugs to csgoteamfeedback@valvesoftware.com
  • Fixed tickrate-dependence in spray patterns for fast-firing weapons. Thanks SlothSquadron & friends!
  • Fixed incorrect skin tones on some player gloves
  • Fixeded a bug where 2v2 scoreboard would show round win icons for the first half on the wrong side after halftime
  • Updated Operation Hydra gamemode names used in Rich Presence



Switch to Panoram-- hyyyype!

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
June 17 2017 08:17 GMT
#609

Counter-Strike: Global Offensive

Release Notes for 6/8/2017





[WEAPON FINISHES]
  • Added normal mapping to Custom Paint Job, Patina, and Gunsmith paint styles.
  • Upgraded CZ75-Auto | Victoria to use normal mapping.

[OPERATION HYDRA]
  • Fixed incorrect round number in Weapons Expert lobby description.
  • Fixed a weapons purchase exploit in Weapons Expert.

[MISC]
  • Fixed scoreboard rows sometimes displaying local player’s rank on other rows.
  • Fixed regressions related to having a gamepad plugged in.
  • Fixed a regression in nearby Guardian lobbies mission names.
  • Nav mesh location will now correctly update on HUD for spectators or GOTV viewers using the target observed player’s location.
  • If bomb icon shows under radar, then spectators and GOTV viewers will correctly display the bomb icon under radar when observing the bomb carrier.
  • Added convar sv_record_item_time_data, which adds player weapon usage data to server logs.


Relief on weapons!

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
June 17 2017 08:18 GMT
#610

Counter-Strike: Global Offensive

Release Notes for 6/13/2017




[MISC]
  • Added a public WebAPI ICSGOServers_730/GetGameMapsPlaytime/v1 to allow community map creators to track play statistics of Operation Hydra maps in Casual and Competitive game modes. [details]
  • Windows dedicated server executable can now handle large >2GB addresses.
  • Replaced cl_teamid_overhead with sv_teamid_overhead, which is now a server convar.
  • Added concommand itemtimedata_print_and_reset, which prints all current item time data and resets it.
  • Changed item time data server log format to more closely match other server log entries.

[OPERATION HYDRA]
  • Added ability to select Wargames to match into, accessible from the Custom menu in the Mission panel.
  • Added ability to vote into maps while playing Wargames.
  • Added “next map” or “random other Wargame” vote to end of match in Wargames.
  • Updated Wargames maps.



LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
June 17 2017 08:18 GMT
#611

Counter-Strike: Global Offensive

Release Notes for 6/16/2017




[OPERATION HYDRA]
  • For the upcoming Operation Hydra event, Wingman matchmaking now allows solo queue
  • When matchmaking solo in Wingman game mode, matchmaking algorithm will prefer to make a match where both teams have players entering the game via solo matchmaking
  • When matchmaking as a party in Wingman game mode, matchmaking algorithm will prefer to make a match where both teams entered the game as a party
  • Upcoming Wingman events will feature Inferno and Cobblestone as possible maps

[MISC]
  • cl_draw_only_deathnotices no longer requires sv_cheats 1.
  • Fixed a potential exploit in CS:GO engine reported by One Up Security.


Decent map in Wingman at last!

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2017-06-28 15:39:45
June 28 2017 15:35 GMT
#612

Counter-Strike: Global Offensive

Release Notes for 6/27/2017




[MAPS]
  • Updated Cache to the latest Steam Workshop version: http://steamcommunity.com/sharedfiles/filedetails/changelog/163589843

[COMMUNITY SERVERS]
  • Added Steam Workshop entries for community servers to run official versions of Canals and Rialto that come included with CS:GO:
    • Canals: http://steamcommunity.com/sharedfiles/filedetails/?id=951287718
    • Rialto: http://steamcommunity.com/sharedfiles/filedetails/?id=951294508


[GOTV]
  • Promoted 1.35.8.9-beta1 GOTV changes to public release.

[MISC]
  • Updated the following community weapon finishes with normal maps:
    • M4A4 | The Battlestar
    • SSG 08 | Big Iron
    • Glock-18 | Wraiths
    • Desert Eagle | Directive
    • Thanks to Millenia, Primrose!~ and Gaunt.



Rip bodyy wallbang

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
June 28 2017 15:39 GMT
#613

Counter-Strike: Global Offensive

Release Notes for 6/27/2017




[OPERATION HYDRA]
  • Adjustments to Weapons Expert:
    • Best out of 20 rounds.
    • Auto-snipers are prohibited.
    • Loser cash award has increased.


[GOTV]
  • Fixed excessive memory usage on dedicated servers that were not running TV1.
  • Fixed a bug in recording free camera movements from alternative interactive caster with cameraman override.
  • GOTV+ broadcasts can now support Content-Encoding: gzip header, which reduces required bandwidth for viewers by around 50%.


Weapon Experts balanced! Hyp...

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
July 10 2017 16:08 GMT
#614

Counter-Strike: Global Offensive

Release Notes for 7/7/2017




[AUDIO – UPDATE]
  • Fixed bug with new sound system where a buzzing could be heard in the background.
  • Fixed crash on Linux and Mac
  • Fixed regressions with lobby sounds via OS audio device.

[KRAKOW 2017]
  • Team stickers, team graffiti, and stickers autographed by CS:GO pro players are now available for purchase in-game, from the Steam Community Market, or from the 50 piece Mega Bundle on Steam. 50% of the proceeds go to the players and organizations at Krakow 2017.
  • Adding Pick’Em for Krakow Major.

[SERVERS]
  • Added a convar tv_allow_camera_man_override that must be set on the game server to allow camera man overrides. It is disabled by default, and reduces network traffic with single interactive caster.

[AUDIO]
  • Added optional asynchronous audio mixing which allows for a smoother and lower latency audio experience. This is can be turned on using snd_mix_async 1. If this is turned on, snd_mixahead may also be set to a lower value such as 0.02. We will monitor community feedback on this feature before turning it on by default for all players.
  • Made it possible to choose audio device to use in the settings menu.
  • Sounds made by physics props and doors will now spatialize correctly when playing with HRTF enabled.

[MISC]
  • Added client cvar “cl_deathnotices_show_numbers” which allows appending observer numbers to kill feed (0: defaults for no numbers, 1: to use just observer numbers in death notices, 2: append observer numbers in front of names in death notices).

[WEAPON FINISHES]
  • Updated the following community weapon finishes with normal maps:
    • Glock-18 | Royal Legion
    • M4A4 | Royal Paladin
    • AUG | Aristocrat
    • CZ75-Auto | Imprint
    • Dual Berettas | Royal Consorts
    • USP-S | Lead Conduit
    • CZ75-Auto | Xiangliu
    • PP-Bizon | Harvester
    • M4A4 | Buzz Kill
    • AWP | Phobos
    • AK-47 | Fuel Injector
    • Tec-9 | Fuel Injector



Thanks to Teo~, The Honey Badger, DasDas, Apêl, G-99Factory, and emu

The sticker madness returns once again

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
August 02 2017 10:15 GMT
#615

Counter-Strike: Global Offensive

Release Notes for 8/1/2017




[KRAKOW 2017]
  • Engraved the Krakow 2017 Champions on the in-game trophies, and adjusted the inspect animation to make engraved champions readable.
  • Adjusted the trophy icon silhouette to disambiguate Major Championship in-game trophies from other coins.
  • Added commemorative graffiti.

[MAPS]
  • Fixed some minor graphical bugs on Inferno.
  • Added support for Wingman game mode on Overpass.

[SOUND]
  • Upgraded several surface sounds to 16-bit for HRTF support.

[MISC]
  • Several performance optimizations in sound playback.


Dosia HE god

LiquipediaWanderer
Clonester
Profile Joined August 2014
Germany2808 Posts
Last Edited: 2017-08-03 08:44:10
August 03 2017 08:43 GMT
#616
RIP Tec-9 force buy ace.

Valve gave in to the no utilty users and CT pushers who then flamed on reddit and hltv
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2017-08-03 09:11:07
August 03 2017 09:06 GMT
#617
On August 03 2017 17:43 Clonester wrote:
RIP Tec-9 force buy ace.

Valve gave in to the no utilty users and CT pushers who then flamed on reddit and hltv


I sure hope you're not serious when you say that.

This is actually a start to fix pistols, maybe not the right one yet, but a start anyway.
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
August 03 2017 09:10 GMT
#618

Counter-Strike: Global Offensive

Pre-Release Notes for 8/2/2017





The following changes are in the “1.35.9.7-rc1” CS:GO Beta depot.

[GAMEPLAY]
  • Shipping initial changes to pistols with the goal of emphasizing skillful use of the weapons, beginning with the Tec-9.
  • Tec-9: The Tec-9 has been adjusted to emphasize aiming while retaining the weapon’s high mobility. The current changes include:
    • slightly improved accuracy when taking a single shot
    • significantly reduced accuracy when firing rapidly
    • magazine and reserve ammo reduced to 18 and 90, respectively

  • Extended the existing camera height restriction system to include cases where a player is in the air, preventing the first-person camera from rising above their third-person head.
  • Players will now make a landing sound if they un-crouch while crouch-jumping.
  • Fixed several inconsistencies where sounds were not broadcast when a player was occluded by a wall. (Thanks, simpleavaster!)

[LINUX]
  • Cleaned up the way CS:GO launches so there is one fewer process


Tec9 receiving an update worth one third of a CZ nerf

LiquipediaWanderer
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
August 03 2017 10:13 GMT
#619
My guess is that the 5-7 will be next. I don't really see the point though since the one pistol people use with the most "upset potential" is the deagle and it's only 200 more.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
August 03 2017 10:56 GMT
#620
The deagle is hardly problematic in its current form because it requires a lot of skill. You have to stand still. You have to aim carefully and precisely. You have to wait between shots or you're just giving in to a lot of RNG (except at very close range).

Here the aim is to reduce the strength of pistol spamming.

Ideally I'd like them to remove the one-shot headshot from the five seven, P250 and Tec9.
LiquipediaWanderer
Rebs
Profile Blog Joined February 2011
Pakistan10726 Posts
Last Edited: 2017-08-03 13:31:21
August 03 2017 13:31 GMT
#621
On August 03 2017 19:56 Ragnarork wrote:
The deagle is hardly problematic in its current form because it requires a lot of skill. You have to stand still. You have to aim carefully and precisely. You have to wait between shots or you're just giving in to a lot of RNG (except at very close range).

Here the aim is to reduce the strength of pistol spamming.

Ideally I'd like them to remove the one-shot headshot from the five seven, P250 and Tec9.


You mean head armourless? I think thats ok to stay short to mid range.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
August 08 2017 08:58 GMT
#622
No, only the one-shot headshot on helmets. That you can, for $300, get a pistol that kills in one headshot a fully armored opponent breaks the idea of a sane risk-reward system in my opinion. Same thing for the five seven & tec9. They should still be luxury pistol that do damage through armor (unlike the usp and the glock), but not kill with one headshot.
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
August 08 2017 09:00 GMT
#623

Counter-Strike: Global Offensive

Release Notes for 8/7/2017





The following changes from “1.35.9.7-rc1” are now live.

[GAMEPLAY]
  • Shipping initial changes to pistols with the goal of emphasizing skillful use of the weapons, beginning with the Tec-9.
  • Tec-9: The Tec-9 has been adjusted to emphasize aiming while retaining the weapon’s high mobility. The current changes include:
    • slightly improved accuracy when taking a single shot
    • significantly reduced accuracy when firing rapidly
    • magazine and reserve ammo reduced to 18 and 90, respectively

  • Extended the existing camera height restriction system to include cases where a player is in the air, preventing the first-person camera from rising above their third-person head.
  • Players will now make a landing sound if they un-crouch while crouch-jumping.
  • Fixed several inconsistencies where sounds were not broadcast when a player was occluded by a wall. (Thanks, simpleavaster!)

[LINUX]
  • Cleaned up the way CS:GO launches so there is one fewer process


RIP crouch-jump-wh

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
August 16 2017 16:27 GMT
#624

Counter-Strike: Global Offensive

Pre-release Notes for 8/15/2017





The following changes are in the “1.35.9.8-rc1” CS:GO Beta depot.

[GAMEPLAY]
  • Shipping more changes to pistols with the goal of emphasizing skillful use of the weapons.
  • Five-SeveN: The Five-SeveN has been adjusted to reward tactical positioning and defensive play.
    • Slightly improved accuracy when firing several shots rapidly.
    • Substantially reduced accuracy while moving.


[PERFECT WORLD]
  • Prime status is now immediately granted to Perfect World accounts with identity verification.
  • Enabled support for custom avatars in game.
  • Enabled access to the developers console.

[MISC]
  • Overhauled internal weapon data representation. All weapons are expected to behave identically to 1.35.9.7 aside from the Five-SeveN and bugfixes listed below.
  • Fixed an issue that caused players to not drop their 2nd flashbang if they are killed after throwing 1 flashbang during the round.
  • Fixed an issue where sniper bots didn’t like the Scar20.
  • Fixed an issue where buying non-weapon items would restock ammo for all your weapons.
  • Fixed some corner cases where buying items via console could ignore the user’s loadout selection.
  • Fixed an issue where attempting to drop undroppable items (like grenades) would count the items value towards the player’s “donations” for the round.
  • Fixed a rare issue that could cause players to show incorrect holstered weapons.
  • Fixed an issue where decoy grenades could make sounds from the wrong weapon.
  • Fixed “buy” console command to list all options instead of being a hardcoded help string.
  • Map editing: env_gunfire entities can now fire all weapon types (e.g. weapon_m4a1_silencer or weapon_revolver)
  • Fixed a memory leak related to spectating.
  • Adding ability to initiate trades from friend’s context menu.
  • Improved map load times in some circumstances.


5-7 now a turret by design

LiquipediaWanderer
Foxxan
Profile Joined October 2004
Sweden3427 Posts
August 17 2017 08:58 GMT
#625
Overhauled internal weapon data representation. All weapons are expected to behave identically to 1.35.9.7 aside from the Five-SeveN and bugfixes listed below.

What does this mean?
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
August 17 2017 11:25 GMT
#626
It means that weapons do not have their stats in separate files like before (ak47.txt, m4a1.txt etc.) but everything is in a items_game.txt or something.

Basically, just dev things about where they put their things.

They mention rightfully so that it doesn't change anything to the weapon stats themselves.
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2017-08-22 09:25:21
August 18 2017 07:29 GMT
#627

Counter-Strike: Global Offensive

Release Notes for 8/17/2017





Releasing 1.35.9.8-rc1 update

[GAMEPLAY]
  • Shipping more changes to pistols with the goal of emphasizing skillful use of the weapons.
  • Five-SeveN: The Five-SeveN has been adjusted to reward tactical positioning and defensive play.
    • Slightly improved accuracy when firing several shots rapidly.
    • Substantially reduced accuracy while moving.


[PERFECT WORLD]
  • Prime status is now immediately granted to Perfect World accounts with identity verification.
  • Enabled support for custom avatars in game.
  • Enabled access to the developers console.

[MISC]
  • Overhauled internal weapon data representation. (Thanks SlothSquadron and koga0995 for spotting unintended changes)
  • Fixed an issue that caused players to not drop their 2nd flashbang if they are killed after throwing 1 flashbang during the round.
  • Fixed an issue where sniper bots didn’t like the Scar20 (Thanks BOT Vitaliy!)
  • Fixed an issue where buying non-weapon items would restock ammo for all your weapons.
  • Fixed some corner cases where buying items via console could ignore the user’s loadout selection.
  • Fixed an issue where attempting to drop undroppable items (like grenades) would count the items value towards the player’s “donations” for the round.
  • Fixed a rare issue that could cause players to show incorrect holstered weapons.
  • Fixed an issue where decoy grenades could make sounds from the wrong weapon.
  • Fixed “buy” console command to list all options instead of being a hardcoded help string.
  • Map editing: env_gunfire entities can now fire all weapon types (e.g. weapon_m4a1_silencer or weapon_revolver)
  • Fixed a memory leak related to spectating.
  • Adding ability to initiate trades from friend’s context menu.
  • Improved map load times in some circumstances.


Live!

LiquipediaWanderer
Luolis
Profile Blog Joined May 2012
Finland7103 Posts
Last Edited: 2017-08-18 09:36:36
August 18 2017 08:40 GMT
#628
Does T-side molotov cost 600$ nowadays. Atleast it does in matchmaking apparently.

edit: apparently its a graphics bug lol.
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2017-08-18 15:15:07
August 18 2017 15:13 GMT
#629
Yeah, it's not supposed to be the case.

At first I thought it was another mishap like the tec9 unintended buff.
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2017-08-22 09:25:05
August 22 2017 09:24 GMT
#630

Counter-Strike: Global Offensive

Release Notes for 8/21/2017





[CSGO
  • Happy Birthday CS:GO! Activated Party Mode.

[AUDIO]
  • Turned on asynchronous audio mixing on for all users by default. This one-time change forces snd_mix_async to 1 and sets snd_mixahead to 0.025 which are the new default values. These changes eliminate some audio skips and makes audio play at a lower latency.

[MISC]
  • Fixed an issue that caused buy menu to show incorrect price of molotovs/incendiary grenades after switching teams.
  • Fixed an issue that caused the convars mp_ct_default_grenades and mp_t_default_grenades not to function properly. (Thanks Fasguy!)
  • Fixed an issue that caused the final weapon in demolition mode to be unavailable to CTs.
  • Fixed an issue that caused the killcount HUD to disappear when using knives.
  • Fixed Community Message button function when viewing CS:GO Profile.
  • Fixed taser and knife icons overlapping.


Fixes apparently warrant a MAJOR number increase ¯\_(ツ)_/¯

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2017-09-13 08:39:44
September 13 2017 08:39 GMT
#631

Counter-Strike: Global Offensive

Release Notes for 9/11/2017





[PERFECT WORLD
  • Enabled person to person trading.

[MISC]
  • Fixed a rare crash on dedicated servers that disallowed votes
  • Fixed players sometimes losing helmets when restoring round backups in tournament matches.
  • Added error detection when failing to fully initialize NVIDIA graphics driver.



LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
September 13 2017 08:44 GMT
#632

Counter-Strike: Global Offensive

Pre-release Notes for 9/12/2017





The following changes are in the “1.36.0.3-rc1” CS:GO Beta depot.
[GAMEPLAY]
  • Significantly reduced unarmored aimpunch.
  • Additional changes to pistols with the goal of emphasizing skillful use of the weapons.
  • Glock: Slight adjustments favoring accurate players who close the distance to their opponent.
    • Increased base damage
    • Reduced damage at longer distances
    • Slightly improved accuracy while firing rapidly
    • Slightly improved accuracy while moving

  • P250: The P250 has been adjusted to reward longer-distance engagements, particularly against unarmored opponents.
    • Increased base damage
    • Reduced armor penetration
    • Improved damage at longer distances
    • Reduced accuracy while moving



Glocktrain buffed!

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2017-09-15 09:30:51
September 15 2017 09:30 GMT
#633

Counter-Strike: Global Offensive

Release Notes for 9/14/2017





[PERFECT WORLD]
  • CS:GO is available today in mainland China through partnership with Perfect World.
  • The CS:GO Launcher can be downloaded from the official Perfect World website at http://www.csgo.com.cn/download/index.html, or the game can be launched by Perfect World players using -perfectworld launch option after they have completed their Perfect World account registration.
  • All Perfect World players with a valid registered Perfect World account who play CS:GO during the launch month will get a promotional gift package free of charge which will include the following limited-time exclusive items:
    • one sticker from the “CS:GO Perfect World Sticker Capsule 1”
    • one sticker from the “CS:GO Perfect World Sticker Capsule 2”
    • one graffiti from the “CS:GO Perfect World Graffiti Capsule”

  • After the promotional exclusivity period, in October, both Perfect World sticker capsules and the Perfect World graffiti capsule will be available for purchase worldwide.


[ECONOMY]
  • Added the Spectrum 2 Case, featuring 17 community designs. In the Spectrum 2 Case, the rare special item will be the second generation of knives in Chroma finishes.


[GAMEPLAY]

The following changes from the “1.36.0.3-rc1” CS:GO Beta depot have also been included in this update:
  • Significantly reduced unarmored aimpunch.
  • Additional changes to pistols with the goal of emphasizing skillful use of the weapons.
  • Glock: Slight adjustments favoring accurate players who close the distance to their opponent.
    • Increased base damage
    • Reduced damage at longer distances
    • Slightly improved accuracy while firing rapidly
    • Slightly improved accuracy while moving

  • P250: The P250 has been adjusted to reward longer-distance engagements, particularly against unarmored opponents.
    • Increased base damage
    • Reduced armor penetration
    • Improved damage at longer distances
    • Reduced accuracy while moving



[MISC]
  • logaddress_add_http will automatically ignore duplicate entries.


China hwaiting!

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2017-09-22 13:52:17
September 22 2017 13:49 GMT
#634

Counter-Strike: Global Offensive

Release Notes for 9/21/2017





[PERFECT WORLD]
  • Added UI to see current Perfect World account balance and add funds from the main menu.
  • Added ability to purchase keys outside of case opening.


[OPERATION HYDRA]
  • Operation Hydra passes are now 50% off.
  • Fixed a rare case where Operation Hydra rewards were earned at reduced rate for accounts who maxed out their regular weekly XP.
  • Fixed an issue where the Operation Hydra UI erroneously claimed that more stars would become available next week.
  • Fixed an issue that caused some UI elements to show a gold operation coin for users with diamond coins.
  • Removed weekly “Operation XP Exhausted” end-of-match warning for players with the maximum amount of event stars.


[MISC]
  • Fixed some cases where footstep sounds would not be heard. Thanks to /u/Jambozx for his video demonstration this issue.
  • Updated Mac-10 | Oceanic to have more randomness in the texture pattern.
  • Fixed several security exploits (thanks Sikari!)


Extra Operation for you!

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
September 27 2017 09:18 GMT
#635

Counter-Strike: Global Offensive

Release Notes for 9/26/2017





[GAMEPLAY]
  • Fixed rare cases when smoke would not extinguish fire when it bounces between the flames.
  • Reduced the height at which smoke grenades that bounce off of walls can extinguish flames.
  • Fixed a bug where bullets could sometimes fail to penetrate player arms.
  • Reduced price by $100 for both the Revolver (now $600) and Dual Elites (now $400).

[MISC]
  • Fixed gloves not appearing on certain custom maps that skip default equipment.
  • Added an option cl_crosshair_t for a T-shaped crosshair.
  • Fixed StatTrak™ music kits not showing StatTrak™ logo in limited time offers.
  • Fixed a case where certain cheats could approximate the random seed used on the game server.
  • Added a way to acquire a worldwide CS:GO license for accounts running outside of CS:GO Launcher.


Smokes finally fulfilling firefighting duties!

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2017-10-23 12:45:23
October 11 2017 08:12 GMT
#636

Counter-Strike: Global Offensive

Release Notes for 10/5/2017





[PERFECT WORLD]
  • Added a double-confirmation purchase UI for Perfect World users to help avoid accidental purchase clicks.

[GAMEPLAY]
    As a pre-release beta, the following changes can be previewed offline with bots:
  • Smoke grenades now have 10 unit radius when deciding if they are close enough to a fire to extinguish it. This helps reduce the number of ‘gaps’ between flames which could cause a smoke grenade to not detonate.
  • Additional changes to smoke grenade detonation to make smoke/fire collision more predictable in areas with rough terrain / ledges / stairs.

More buffs to smokes

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2017-10-11 13:37:05
October 11 2017 08:14 GMT
#637

Counter-Strike: Global Offensive

Release Notes for 10/10/2017





The following changes are in the “1.36.0.7-rc1” CS:GO Beta depot.

[GAMEPLAY]
  • Updated version of de_dust2 added.
  • Improved de_nuke bot navigation.


[AUDIO]
  • Unique jump landing sounds for all major surfaces.
  • Unique sounds for picking up weapons, grenades and ammo.
  • Unique bullet impact sounds for vehicles and barrels.
  • Re-balanced music kit volume to be more in-line with the overall game volume.
  • Improved resolution and quality of HRTF algorithm.

Sound update, oh and D2 is back

LiquipediaWanderer
Laserist
Profile Joined September 2011
Turkey4269 Posts
October 11 2017 13:23 GMT
#638
New Dust 2 artwork is one word: Amazing

hardly waiting to give it a try.

http://www.counter-strike.net/dust2
“Are you with the Cartel? Because you’re definitely an Angel.”
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
October 19 2017 08:55 GMT
#639

Counter-Strike: Global Offensive

Release Notes for 10/18/2017





[GAMEPLAY]
  • Replaced de_dust2 with updated version.
  • Improved de_nuke bot navigation.


[AUDIO]
  • Unique jump landing sounds for all major surfaces.
  • Unique sounds for picking up weapons and grenades.
  • Unique bullet impact sounds for vehicles and barrels.
  • Re-balanced music kits volume to be more in-line with the overall game volume.
  • Improved resolution and quality of HRTF algorithm.


[MISC]
  • Both Perfect World Sticker Capsule Limited Time Offers and Graffiti Capsule Limited Time Offers are now available worldwide.
  • Added normal maps for “Gut Knife | Autotronic”, “Bayonet | Autotronic”, and “M9 Bayonet | Autotronic”.
  • Fixed case where players could be blinded by a flashbang outside the map and out of line of sight.


D2 back with the old.. new... oldnew... skybox
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
October 19 2017 08:55 GMT
#640
I only just realized that tofu was actually updating the first post with recent patches. I feel weird.
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
October 21 2017 10:09 GMT
#641

Counter-Strike: Global Offensive

Release Notes for 10/20/2017





[Dust II]
  • Fixed sun not showing.
  • Smoothed out terrain by CT spawn to allow smoking off from X-Box.
  • Removed taxi sign from certain car models.
  • Cleaned up alpha painting on Tunnels building for player reads.
  • Added window shutter above Catwalk.
  • Fixed glowing CT player models on low end settings.
  • Adjusted fog values.
  • Cleaned up player reads from CT Mid up toward Suicide.
  • Improved collision of cover props at B Bombsite.
  • Fixed bad surface property sounds on cover props at B.
  • Some clipping refinements.
  • Fixed a few wall-bang bugs on buildings.
  • Grenade clips added to CT spawn.
  • Fixed small walls at Outside Tunnels not being reliably jump-able.
  • Adjusted a number of models that were not lined up properly.
  • Fixed interpenetrating barrels at Mid.
  • Fixed some crates at A there were hanging players up.
  • Smoothed out wall behind Car at A.
  • Fixed displacement that had too high an angle at CT Ramp.


Sun finally there, map finally playable.

LiquipediaWanderer
waffelz
Profile Blog Joined June 2012
Germany711 Posts
October 21 2017 10:27 GMT
#642
On October 19 2017 17:55 Ragnarork wrote:
I only just realized that tofu was actually updating the first post with recent patches. I feel weird.


Don't. Your one sentence summaries of the patch always make me chuckle.
RIP "The big travis CS degree thread", taken from us too soon | Honourable forum princess, defended by Rebs-approved white knights
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
October 23 2017 12:46 GMT
#643
Perpetuating a long lasting tradition.

Also, felt weird because i never noticed in fact. I always thought that was the oldest patchnote we had.
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
October 25 2017 13:19 GMT
#644

Counter-Strike: Global Offensive

Release Notes for 10/24/2017





[SOUND]
  • Added a new audio occlusion model for CS:GO ( disabled by default ). This new occlusion model much more realistically simulates the occlusion of sounds that have to travel through and around materials to reach the player. Instead of simply adjusting the volume of sounds that are occluded, this new model distorts the sounds according to the properties of the materials that the sound has to travel through. Eventually we intend to turn this feature on for all users, but at the moment it can be controlled by the convar ‘snd_occlusion’. Use ‘snd_occlusion 1’ to turn this new feature on. Feedback on it is welcome.
  • Fixed a bug where some sounds would play multiple times when observing.


[Dust II]
  • Performance optimizations on low-end and medium-end computers.
  • Removed windows and awning on Catwalk for visibility.
  • Moved door awning on Short A for player movement.
  • Fixed slit in boxes in Lower Tunnels.
  • Removed small port hole windows from towers at Short A for visibility.
  • Removed grain sack from Bombsite A.
  • Removed awnings from Salon on Long.
  • Grenade Clipped stone trim pieces.
  • Fixed room at CT Spawn eating weapons.
  • Moved windows and conduits from wall looking from CT Ramp to Short A.
  • Fixed a number of small holes in the world.
  • Fixed fade distance on barrel at Mid.
  • Upped light value on a number of windows for visibility.
  • Lowered noise and contrast on some texture sets for visibility.
  • Fixed non-precise clipping on dumpsters at Outside Tunnels.
  • Set ‘surfaceproperty’ on Cars to ‘metalvehicle’.
  • Addressed visibility on Pit.
  • Removed rollup door on Salon for visibility.
  • Fixed some noisy walls in Tunnels for visibility.
  • Addressed some visibility issues in Back B Plat.
  • Upped contrast for some cover props at Bombsite B.
  • Fixed clip that players could get stuck on in Pit Plat.
  • Updated radar to reflect building at Car.
  • Fixed errant displacement at Side Pit.
  • Added a few rooftop faces that can be seen while boosting.


[MISC]
  • Server log dispatch over HTTP includes a new header “X-Server-Instance-Token” that will be unique number derived from that server’s command line, account token and local IP.


"PUBG" issue fixed, no more mistaking stuff for actual people

LiquipediaWanderer
tofucake
Profile Blog Joined October 2009
Hyrule19029 Posts
October 28 2017 12:28 GMT
#645
yeah well, I missed a few...
Liquipediaasante sana squash banana
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2017-10-28 14:07:09
October 28 2017 14:06 GMT
#646

Counter-Strike: Global Offensive

Release Notes for 10/27/2017





[Dust II]
  • Adjusted bullet penetration value of wooden doors
  • Smoothed out ground displacements for more predictable grenades
  • Adjusted shadow ambient color temperature
  • Clip improvements to curbs
  • Refined stairs at Cat to Short for movement
  • Refined Window cutout model on B Bombsite to remove head shaped shadow


[MISC]
  • Fixed a bug where sounds would sometimes play at incorrect volumes and position.
  • Models will no longer be able to render at the exact origin of the world to prevent some rare rendering artifacts.
  • Removed DVR warning reminder since DVR can now easily be disabled in Windows settings.
  • Fixed a rare incorrect processing in sound occlusion.
  • Added UI for streaming Minor Championships for ELEAGUE Boston Major in-game.
  • Improved vrad performance in certain cases.


Valve actually patching often, haters despair, players rejoice

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
November 09 2017 09:45 GMT
#647

Counter-Strike: Global Offensive

Release Notes for 10/31/2017





[GAMEPLAY]
  • Added holiday cheer.

[ AUDIO]
  • Enabled new audio occlusion system for all players.
  • Set Audio output to “Stereo headphones (HRTF)” for all players next time they start CS:GO.


[MISC]
  • Added a game server command sv_load_forced_client_names_file. Running tournament servers with +sv_load_forced_client_names_file namesfile.txt allows loading a key-values file where client names are enforced to be the tournament registered player names.
    Example file:
    “Names”
    {
    “765611979849XXXX” “Official Player Name”
    “765611979800YYYY” “Other Player Name”
    … etc.
    }


Tournament can now fix stupid pro players alt-username

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2017-11-09 09:48:36
November 09 2017 09:48 GMT
#648

Counter-Strike: Global Offensive

Release Notes for 11/8/2017





[DUST II]
  • Increased overall luminance 20% for all Kasbah materials and models for visibility.
  • Fixed missing textures on some polygons of tarp model.
  • Fixed flashbangs not blinding player through chain-link fences.
  • Fixed edging around Kasbah alcove window which had shadowing artifacts.
  • Adjusted penetration value for wood doors.
  • Fixed wallbang values on Mechanique Generale.
  • Fixed ambient lighting values at CT spawn entrance.
  • Smoothed out clipping on block stack at Mid.
  • Fixed some models that were embedded in the ground.
  • Fixed dev text on loading screen.
  • Fixed cover props at B site that would expose player feet.


[ AUDIO]
  • Streamlined audio settings so players have a consistent experience. Replaced HRTF and occlusion-specific settings with an option to disable 3D audio effects, to allow compatibility for players who have conflicting audio processing occurring on their audio hardware.
  • Added a voice_player_volume console command which can be used to adjust voice volume on a per-player basis.


[GAMEPLAY]
  • Removed holiday cheer.


Nice Dust 2 patch, but there's a typo in "Mechanique"

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
November 14 2017 00:25 GMT
#649

Counter-Strike: Global Offensive

Release Notes for 11/13/2017





[CSGO]
  • Operation Hydra has come to a close.

[GAMEPLAY]
  • Added Wingman and Flying Scoutsman to the available game modes.
  • Wingman changes:
    • Added Wingman-exclusive skill groups for better matchmaking in Wingman.
    • Added ability to select maps.
    • Added Nearby Lobbies for Wingman.

  • Moved Arms Race and Demolition into War Games (with Flying Scoutsman).
  • All War Games are now maxplayer 12.

[MAPS]
  • Updated maps available in Classic Competitive:
    • Mirage, Cache, Inferno, Overpass, Cobblestone, Train, Nuke, Dust II, Canals, Office, and Agency.

  • Updated maps and map groups available in Classic Casual:
    • Dust II
    • Defusal Group Delta (Mirage, Austria, Inferno, Shipped, Cache)
    • Defusal Group Sigma (Cobblestone, Train, Overpass, Nuke, Canals)
    • Hostage Group (Agency, Insertion, Office, Italy, Assault)


[PRIME]
  • Matchmaking now uses the Trust Factor by default. In the short term, players with Prime status can still choose to match using the old system.


Wingman to stay, IEM Katowice 2v2 incoming!
LiquipediaWanderer
Clonester
Profile Joined August 2014
Germany2808 Posts
November 14 2017 10:32 GMT
#650
Why would you remove the great old maps, everyone of them was played more then Canals.

Especially Italy was usually more played then Nuke or Cbbl
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
bluzi
Profile Joined May 2011
4703 Posts
November 14 2017 12:10 GMT
#651
Say when will dust 2 go back to competitive ? is it in the pool and teams are just not picking it?
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
November 14 2017 20:46 GMT
#652
I don't understand why Season and Santorini aren't there... Canals is there just because it's been marketed by Valve, but honestly there are way better maps...
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2017-11-22 22:17:24
November 22 2017 20:09 GMT
#653

Counter-Strike: Global Offensive

Release Notes for 11/20/2017





[MISC]
  • Updated to latest version of SteamNetworkingSockets library to better support relayed connections.
  • Fixed a regression where Aztec and Dust particle systems were failing to load in other maps.
  • Updated Skill Group icons.

[SDK]
  • Removed an unintentional dependency on Dynamic C Runtime in vvis map compiler, which should fix map compilation problems in some recent installations.
  • Added de_dust2_zoo map source file for community map makers.


F*cking finally, that MGE circle is centered!

LiquipediaWanderer
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
Last Edited: 2017-11-23 17:10:44
November 23 2017 17:10 GMT
#654
delete
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
November 29 2017 10:35 GMT
#655

Counter-Strike: Global Offensive

Release Notes for 11/28/2017





[AUDIO]
  • Improved performance of 3D audio. Positional audio is much more responsive when turning quickly.

[War Games]
  • Players can now select from 3 maps during end-of-match voting in War Games.
  • Added convars controlling end of match voting setup to simplify management of War Games community servers.

[MISC]
  • Server HTTP log delivery will now have correct timestamps on log lines which occured before the remote listener was registered.
  • Smoothed out game server hitching when a new player connects and downloads initial game state.
  • Fixed occasional crash affecting official game servers.
  • Fixed the extra 3 second delay in GOTV+ broadcast in some cases.
  • SSE4 optimizations in network string tables to reduce server hitches on connection of new player.
  • Console output of the game server can now be timestamped using “con_timestamp” convar.

[TRUST FACTOR]
  • Updated trust algorithm based on data and feedback.

To help us further improve the Trust Factor, send us an email at CSGOTeamFeedback@valvesoftware.com with the subject “Trust Factor Feedback” and include a description of your experience and your Steam ID.

Spinbotting performance issues with audio now fixed.


LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2017-12-20 10:47:13
December 20 2017 10:46 GMT
#656

Counter-Strike: Global Offensive

Release Notes for 12/19/2017





[THE ELEAGUE BOSTON 2018 CS:GO MAJOR CHAMPIONSHIP]
  • Team stickers, team graffiti, and stickers autographed by CS:GO pro players are now available for purchase in-game, from the Steam Community Market, or from the 50 piece Mega Bundle on Steam. 50% of the proceeds go to the players and organizations at Boston 2018. For more details, visit http://www.counter-strike.net/pickem/boston2018
  • Team stickers can be used as game pieces for the Boston 2018 Team Pick’Em Challenge.
    • Preliminary stage picks can be made immediately, preliminary stage picks lock at the start of the preliminary stage matches.
    • Group stage picks can be made when the preliminary stage has completed, group stage picks lock at the start of the group stage matches.
    • Playoff picks can be made when the group stage has completed, playoff picks lock at the start of the first quarterfinal match.



[HOLIDAYS]
  • Deployed Holiday Cheer for your festive fragging season.
  • You can spread the Holiday Cheer! Gifts are now available for a limited time.


[MISC]
  • Fixed ability to host offline server with friends for War Games when setting party lobby privacy to “Friends Need Invites”.
  • Tournament server logs can now have item pickup/drop events enabled using mp_logdetail_items setting.
  • Game servers will now sanitize player name string to not contain non-ascii control characters.
  • Fixed unlocalized string in disconnect errors for other players.
  • Fixed several client-side crashes.
  • Added support to demoinfogo parser for decoding fixed user data size string tables which previously caused invalid substring calculation code path to run.


[GAMEPLAY]
  • Replaced shotgun spread model (off by default). Available for offline and community servers for testing. For more details visit http://blog.counter-strike.net/index.php/holiday-spread/


Holiday spread for shotguns? What, they'll shoot confettis now?

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
January 03 2018 13:36 GMT
#657

Counter-Strike: Global Offensive

Release Notes for 12/27/2017





[MISC]
  • Users who reached Global General Rank and elect to get their Service Medal will now see a preview of the Service Medal before they receive it. This allows users to see if they will be getting the Service Medal upgrade or a new 2018 Service Medal starting from January 1st GMT.
  • Added support for Ukrainian and Greek languages including localization of Steam Community Inventory items.
  • VDM files are now loaded with support for escape-sequences in string values. VDM can now use \” to pass quoted parameters in PlayCommands factory, and must use \\ to escape Windows path separators.
  • Added better error handling for Steam Workshop API failures on community dedicated servers.


Such an important update, it ended up being forgotten!

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2018-01-11 12:27:49
January 05 2018 09:50 GMT
#658

Counter-Strike: Global Offensive

Release Notes for 1/4/2018





[BOSTON 2018]
  • Flash Gaming is replacing Tyloo at the Boston 2018 Major:
    • Flash Gaming stickers and graffiti are now available for purchase and are part of the ELEAGUE 2018 Boston CS:GO Major Championship Mega Bundle (the Mega Bundle no longer includes Tyloo).
    • Boston 2018 Minor Challengers with Flash Gaming Autograph Capsule is now available (this capsule does not include Tyloo).
    • Boston 2018 Minor Challengers with Flash Gaming (Holo/Foil) Capsule is now available (this capsule does not include Tyloo).
    • The Tyloo Boston 2018 sticker is no longer a valid game piece for the Boston 2018 Pick’Em Challenge. Players who previously used a Tyloo sticker in the Pick’Em Challenge will need to make a new prediction.

  • Updated in-game Boston 2018 signature for Ropz.


[MISC]
  • In-game UI will correctly display subscribed Workshop maps in all versions of the game client.
  • Enabled Steam Datagram Relays for 100% of game traffic to official game servers in Sweden.
  • Fixed a bug where audio devices could sometimes not be changed properly in the settings menu.


[MAPS]
  • Adjusted Wingman spawn positions on Overpass and Cobblestone.


TyLoo stickers: from barely notable to cryptocurrency real fast


LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
January 11 2018 12:27 GMT
#659

Counter-Strike: Global Offensive

Release Notes for 1/10/2018





[MISC]
  • Holiday cheer comes to an end.
  • Added main menu elements for in-game tournament streaming.
  • Updated in-game Boston 2018 signature for Ropz.


Yet another Panorama UI bait

LiquipediaWanderer
darthfoley
Profile Blog Joined February 2011
United States8001 Posts
January 14 2018 21:21 GMT
#660
My FPS is down to like 80 when it was like 140-200 consistently before. Only thing I can think of is the recent update (hadn't played in a couple weeks). Very frustrating
watch the wall collide with my fist, mostly over problems that i know i should fix
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
February 09 2018 10:57 GMT
#661

Counter-Strike: Global Offensive

Release Notes for 2/8/2018





[GAMEPLAY]
  • Enabled shotgun spread patterns on official matchmaking servers as described in http://blog.counter-strike.net/index.php/holiday-spread/


[MISC]
  • Co-op Strike, Wingman, and Flying Scoutsman tags have been added to the workshop, so map authors can now tag their maps as playable in those modes.
  • Co-op Strike, Wingman, and Flying Scoutsman tagged maps can now be launched into those modes from the Workshop tabs in game.
  • Added a map place-able entity (vgui_world_text_panel) that allows mappers to put floating, localizable text in their map without needing custom res files.
  • Added vscript function named ScriptPrintMessageCenterAllWithParams which requires 3 params that get inserted into the localization token at the %s1’s.
  • CGamePlayerEquip now handles picking up healthshots and now respects max carry for grenades.
  • Disabled sv_allowupload by default. If enabled, the filter restricting potentially malicious file types has been expanded.
  • No longer exposing the server IP to clients in a circumstance where it wasn’t necessary. This should help prevent some DoS attacks.


[MAPS]
    Nuke:
    • Removed outer catwalk completely
    • Removed helper catwalk onto silo
    • New type of skylight windows in A site
    • Added some cover in corner at back of B site
    • Removed railings when entering B site from ramp
    • Removed window in hut
    • Moved entrance to hut slightly further in
    • Moved up spawns for both teams
    • Flipped static doors at T entrance to ramp
    • Blocked off “old secret” area outside of garage
    • Added solid white walls near CT spawn
    • Rotated container outside of garage, and removed some smaller crates
    • Removed access to crane inside of A site, made more of rafters accessible
    • Reverted box-path onto hut inside A site to the old configuration
    • Removed ladder up to rafters from inside A site
    • Added collision for physics objects (except grenades) near water in B site
    • For tournament organizers, the old version of Nuke is available on the Workshop.


    Canals:
    • Closed off windows overlooking courtyard and A
    • Cleaned up sightline from corner balcony toward A and Arch
    • Made CT route to B more direct
    • Joined two rooms on CT side of B into one space
    • Simplified cover on back side of B
    • Removed Ivy “laddice”, now a skill jump / boost spot
    • Grenade-clipped CT bridge railings for more predictable smokes
    • Moved courtyard statues forward for cleaner sightline
    • Added ashtray for smokers


  • Re-released and updated the Phoenix Compound co-op map on the workshop.
  • Updated Cache and Shipped to the latest versions. Details can be found on the workshop pages.
    • Cache Release Notes
    • Shipped Release Notes



[CO-OP STRIKE]
  • When players complete a custom co-op mission, it now restarts the map at the end of intermission instead of sitting at a black screen.
  • Fixed barrel exploding particle effect relying on a specific map’s effects and now has it’s own unique effects.
  • Slightly increased barrel explode radius.
  • Added mp_heavybot_damage_reduction_scale convar which allows maps/missions to adjust how much damage heavy bots can take.
  • Various fixes to the Heavy Assault Suit in Co-op Strike mode to allow it to work like it used to in that mode.
  • Exposed some convars to allow Co-op Strike (and other modes) to adjust the Heavy Assault Suit (mp_weapons_allow_heavyassaultsuit, mp_heavyassaultsuit_speed, mp_heavyassaultsuit_deploy_timescale, mp_heavyassaultsuit_aimpunch).


/!\ Nuke salvage attempt in progress /!\

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
February 16 2018 11:12 GMT
#662

Counter-Strike: Global Offensive

Release Notes for 2/15/2018





[CLUTCH CASE AND COMMUNITY CAPSULE 2018]
  • Introducing the Clutch Case, featuring 17 community-designed weapon finishes and 24 new glove finishes.
  • Introducing Community Capsule 2018, featuring 8 community-designed stickers.


[AUDIO]
  • Added “snd_stream” option convar. Enabling this disables using audio cache and instead streams audio off disk.


[MISC]
  • Fixed occasional crash when dropping Medi-Shots.
  • Fixed ammo count not updating when dropping stack-able items like Medi-Shots.
  • Updated the following weapon finishes:
    • AK-47 | Frontside Misty
    • M4A1-S | Chantico’s Fire



[MAPS]
  • Nuke
    • Offset stairs by control room near bombsite B
    • Removed some unintended positions on crane in bombsite A
    • Fixed some minor bugs



Admit it, you missed these Valve® Skins™ updates!

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2018-05-01 13:58:06
March 02 2018 09:37 GMT
#663

Counter-Strike: Global Offensive

Release Notes for 2/28/2018




[MISC]
  • Weapon tracers for the local first-person player now appear to come from the weapon muzzle more reliably. Since bullets are actually fired directly along the crosshair, tracers may still be offset from the muzzle in cases where an object blocks the tracer from reaching its target. However, noise in the geometry near the target (like displacement geometry) should no longer cause this offset to happen as often.
  • Guns that fire a tracer every few bullets now have a tracer on their first bullet. Fixes weapons not firing tracers at all with sv_infinite_ammo 1.
  • Weapon viewmodels now reacts to weapon recoil & aimpunch. Can be disabled with “viewmodel_recoil 0”.
  • Add a cheat setting convar cl_crosshair_recoil. When enabled will make the player’s crosshair also react to weapon recoil and aimpunch.
  • Several fixes to address exploits and stability issues.
  • Added new replay storage and download domains to allow more reliable download of match replays from Perfect World official datacenters.
  • Game state integration (link) will now include players’ forward vector orientation when “allplayers_position” integration option is enabled.
  • Added more detailed game information state for broadcast to friends.
  • Made snd_stream load more efficiently.
  • Fixed snd_stream to work on Linux.


[MAPS]
  • Canals:
    • Added cover at the back of A site near shop
    • Lowered Tunnels water exit for better visibility toward Ivy
    • Removed awning and adjusted clip brushes at Ivy boost/jump
    • Enlarged stair landing at courtyard for better movement
    • Fixed gap in B site roof that grenades could fall through
    • Added stairs on left side of CT bridge for easier T access to B
    • Other minor bug fixes and improvements



Crosshairs gone wild

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
March 08 2018 10:56 GMT
#664

Counter-Strike: Global Offensive

Release Notes for 3/7/2018




[WINGMAN]
  • Overwatch will now also cover Wingman matches.

[MISC]
  • Game State Integration now supports passing information about all grenades and inferno flames in the map to external systems by setting “allgrenades” “1” game state integration config setting.


[*] Wingman cheating

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
March 21 2018 16:13 GMT
#665

Counter-Strike: Global Offensive

Pre-release Notes for 3/7/2018




The following changes are available in the 1.36.3.0-rc1 CS:GO Beta depot.

[GAMEPLAY]
  • Adjustments to the Negev:
    • Improved accuracy while firing in bursts
    • Slightly reduced time until significant accuracy recovery
    • Price lowered to $1700
    • Reduced armor penetration
    • Movement speed is significantly reduced while firing


[MISC]
  • Fixed a bug related to Workshop collections when a map was deleted from the Workshop.

If you patch a weapon no one uses, is the patch even real?

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2018-04-02 10:55:00
April 02 2018 10:54 GMT
#666

Counter-Strike: Global Offensive

Pre-release Notes for 3/22/2018




[GAMEPLAY]
  • Adjustments to the Negev:
    • Improved accuracy while firing in bursts
    • Slightly reduced time until significant accuracy recovery
    • Price lowered to $1700
    • Reduced armor penetration
    • Movement speed is significantly reduced while firing


[MISC]
  • Fixed a bug related to Workshop collections when a map was deleted from the Workshop.

Stop trying to make the Negev relevant


LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
April 02 2018 11:00 GMT
#667

Counter-Strike: Global Offensive

Pre-release Notes for 3/29/2018




[MISC]
  • Fixed quad surround sound so it works again.
  • Fixed a bug that could cause looping sounds, such as the hostage breathing sound, to be stuck on in some situations.
  • Fixed a rare bug that caused spectators to sometimes hear water footsteps coming from players on dry ground.
  • CS:GO items received in trade cannot be re-traded for seven days.


[SDK]
  • Added support for uniform scale adjustment of static prop models.
    • To re-size static props, adjust the “uniform scale override” prop_static Hammer property, or use shift+mousewheel in the Hammer 3d viewport.



[MAPS]
    Nuke:
    • Moved squeaky door back a bit, to give a clearer view towards hut
    • Changed geometry near crane when on rafters, to remove awkward position
    • Smoothed out movement on roof near T spawn
    • Changed color of new boxes in bombsite B
    • Changed color of small red box at T side of yard
    • Added some cover at back of squeaky door hall

    Dust II:
    • Removed one-way wallbang from CT spawn up to cat
    • Fixed some minor bugs
    • Fix for mip bias exploit

    Canals:
    • Opened up B lobby to stairs
    • Simplified geometry around B site for better movement
    • Blocked “invisible” area at A
    • Fixed several “pixelwalking” exploits
    • Fixed various minor bugs


Trade lock? Virtual inventories, and nothing happened!


LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2018-05-01 14:20:44
May 01 2018 14:18 GMT
#668

Counter-Strike: Global Offensive

Release Notes for 4/20/2018




[MAPS]
  • Added Dust II to the Active Duty map pool.
  • Removed Cobblestone from the Active Duty map pool.
  • Added support for Nuke in Wingman.
  • Moved Austria and Shipped into Defusal Group Sigma casual map group.
  • Moved Cobblestone into Defusal Group Delta casual map group.


[MISC]
  • Fixed an exploit that impacted game server performance.

Good ol' D2 is back in the pool

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
May 01 2018 14:20 GMT
#669

Counter-Strike: Global Offensive

Release Notes for 4/30/2018




[AUDIO]
  • Enabled streaming audio by default, making use of the ‘sound cache’ unnecessary. The sound cache can be forced back on by setting snd_disable_legacy_audio_cache 0 if any issues are found.
  • Weapon reload sounds now follow the reloading players as they move around.
  • Fixed sound device override exploit to cancel sounds.


[GAMEPLAY]
  • Replaced custom Terrorist one-handed walking animations for the MAC10, MP7, and MP9 with an alternative two-handed version to improve weapon recognition at a glance.


[MAPS]
    ShortNuke:
    • Added more spawn points per side
    • Fixed model occlusion bug inside vent
    • Added solid background to top of yellow crane inside site


Gangsta playstyle nerfed

LiquipediaWanderer
porkRaven
Profile Joined December 2010
United States953 Posts
May 18 2018 02:04 GMT
#670
http://blog.counter-strike.net/index.php/2018/05/20414/

nice patch looking forward to it. :D
SHOUTOUTS TO Aylear!!!
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2018-05-18 08:53:40
May 18 2018 08:51 GMT
#671

Counter-Strike: Global Offensive

Pre-release Notes for 5/17/2018





The following changes are available in the 1.36.3.5-rc1 CS:GO Beta depot.

[GAMEPLAY]
  • General adjustments to ambient sounds:
    • Increased resolution and character of reverb effects to better reflect surrounding map geometry
    • Small mix adjustments
    • Improved vent destruction sounds and increased audible distance.

  • Added a new hitbox type for necks and applied it to the existing neck hitbox on character models. Bullets that penetrate the neck into the head will now count as headshots. This should make it more intuitive to tell when an attack from behind will result in a headshot.
  • Fixed ‘use’ key to more reliably pick up weapons on the ground and to not drop the active weapon if a replacement weapon cannot be picked up.

[MAPS]
  • Nuke:
    • Optimizations for low settings
    • Blocked visibility between silos inside A site
    • Ported over ShortNuke gameplay changes:
    • Removed Toxic
    • Vent no longer connects directly to B site, but has another exit close to double doors
    • Pushed new corner boxes on B site further back to prevent headshot angle towards ramp
    • Added solid background to yellow crane inside B site
    • Smoothed out some player movement

  • Overpass:
    • Lowered volume of ambient sounds in Overpass
    • Added grenade and player collision to fence cage near construction
    • Removed spooky shadow fading in when approaching T main entrance to B site


Toxicity removed, Trust factor finally working

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
May 18 2018 08:52 GMT
#672
On May 18 2018 11:04 porkRaven wrote:
http://blog.counter-strike.net/index.php/2018/05/20414/

nice patch looking forward to it. :D


Finally a fix for those damn hitboxes when shooting in the back of someone! :D
Lot of cool stuff. I like that they go with a simpler B bombsite on Nuke as well.
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
May 21 2018 21:09 GMT
#673

Counter-Strike: Global Offensive

Release Notes for 5/21/2018





[MISC]
  • Bomb logic now runs every tick when it is close to exploding or being defused, addressing some rare cases where an extremely close defuse would still result in the bomb exploding.
  • If a bomb would both explode and be defused at the same exact time, it will now be considered defused.
  • Prime accounts will now receive a warning in a Competitive lobby when they enter matchmaking with other Prime accounts whose Trust Factor may impact their matchmaking experience.


[GAMEPLAY]
  • General adjustments to ambient sounds:
    • Increased resolution and character of reverb effects to better reflect surrounding map geometry
    • Small mix adjustments

  • Improved vent destruction sounds and increased audible distance.
  • Added a new hitbox type for necks and applied it to the existing neck hitbox on character models. Bullets that penetrate the neck into the head will now count as headshots. This should make it more intuitive to tell when an attack from behind will result in a headshot.
  • Fixed ‘use’ key to more reliably pick up weapons on the ground and to not drop the active weapon if a replacement weapon cannot be picked up.


[MAPS]
    Nuke:
    • Optimizations for low settings
    • Blocked visibility between silos inside A site
    • Ported over ShortNuke gameplay changes:
      • Removed Toxic
      • Vent no longer connects directly to B site, but has another exit close to double doors
      • Pushed new corner boxes on B site further back to prevent headshot angle towards ramp
      • Added solid background to yellow crane inside B site
      • Smoothed out some player movement


    Overpass:
    • Lowered volume of ambient sounds in Overpass
    • Added grenade and player collision to fence cage near construction
    • Removed spooky shadow fading in when approaching T main entrance to B site


Find out who is the problem in your team now!


LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
May 23 2018 08:40 GMT
#674

Counter-Strike: Global Offensive

Release Notes for 5/23/2018





[MISC]
  • Fixed end of round panel sometimes incorrectly showing defuse with 0.000 seconds remaining for players or bots who joined the server mid-round, even if they didn’t defuse the bomb.
  • Fixed some broken materials on the Leet Crew character models.


[SOUND]

(Thanks to /u/slothSquadron and CSGO community for repro movies and feedback.)
  • Lowered volume of select ambient sounds in Nuke.
  • Fixed bug where USP-S and M4A1-S were playing distant versions beyond their max audible distance.
  • Lowered volume of helicopter sounds.
  • Lowered DSP effects on Glock and AK47.
  • Added missing snd_lvl to M4A1 so it can receive DSP effects.
  • Removed lapping water sound from fountain in Overpass.
  • Fixed bug where jump landing sounds became silent before their maximum audible distance.
  • Fixed bug where Cache outdoor reverb sounded like it was indoors.


[SDK]
  • Fixed vbsp and hlmv tools to correctly handle paths that contain spaces.

Silenced weapons now even more sneaky

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
June 13 2018 09:56 GMT
#675

Counter-Strike: Global Offensive

Release Notes for 6/12/2018





[GAMEPLAY]
  • Reduced base damage of the CZ75a from 33 to 31 (a single shot is no longer lethal against a helmeted opponent).
  • Increased reserve ammo for the M4A1-S from 40 to 60, to provide some additional utility without impacting brief engagements.
  • Reduced price of the MP7 from $1700 to $1500.


[MISC]
  • Game servers will no longer print their public IP address in response to “status” command from clients.
  • Unsealed graffiti items can now be deleted.
  • Fixed a bug where looping sounds playing from dormant entities could play briefly before switching off.


[MAPS]
    Mirage:
    • Removed skybox limitations
    • Updated some landmark art
    • Lowered skillceiling to get into apartments from T spawn
    • Banked corner in hallway leading to A site scaffolding
    • Removed ladder near entrance to apartments from T spawn, replaced with boxes
    • Removed broken corner near van in bombsite B
    • Improved visibility from T side of mid towards A connector (removed dark background door inside connector)
    • Improved visibility from CT stairs towards T ramp in bombsite A (removed dark background door inside ramp)
    • Disabled bullet collision on vertical fence columns in mid
    • Removed wooden pillars at bottom of mid
    • Fixed some player collision bugs


    Canals:
    • Redesigned T approach to B site through alley, with split entrances
    • Improved visibility of players against the scaffolding near A
    • Removed ability to stand on top of doorframe at CT stairs to B
    • Other minor bug fixes and improvements



Apparently "utility" is the new "ammunition"

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
June 21 2018 08:49 GMT
#676

Counter-Strike: Global Offensive

Pre-release Notes for 6/19/2018




The following changes are now available for testing in the Panorama CS:GO Beta Depot for Windows users.

Panorama UI is now available for testing in the Panorama CS:GO Beta Depot for Windows users.
  • For instructions detailing how to opt into a CS:GO Beta Depot, visit the following page: https://support.steampowered.com/kb_article.php?ref=9847-WHXC-7326.
  • This release of Panorama UI only supports “Practice with Bots.” You can also play with a friend by joining a party and starting a practice session.
  • When you’re finished testing Panorama UI and would like to join Official Matchmaking, follow the instructions linked above.
  • If you have feedback or want to report a bug in Panorama UI, email CSGOTeamFeedback [at] valvesoftware.com, and include #PanoramaUI in your subject line.


Panorama FINALLY!

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
June 21 2018 08:50 GMT
#677

Counter-Strike: Global Offensive

Pre-release Notes for 6/20/2018




The following changes are now available for testing in the Panorama CS:GO Beta Depot for Windows users.

[SCOREBOARD]
  • Eliminated possible delay of a player’s team change state.
  • Self highlighting has been changed from green to team color.
  • The skillgroup field has been adjoined to name field.
  • Background blur amount has been reduced.
  • added mode-specific row definitions for flying scoutsman and wingman.
  • Updated skillgroup icons.
  • Added support for Major tournament name and event stage.
  • Fixed duplicate bot row when a bot disconnects.
  • Fixed mute indicator getting stuck on.


[GAMEPLAY]
  • Re-added “Show Team Equipment” and added keybinding to settings menu (+cl_show_team_equipment)
  • Added “Show Team Positions In HUD” to settings menu (cl_teamid_overhead_always)
  • Buy menu background blur has been reduced.
  • Re-added the health/armor and ammo background elements that can be adjusted with the existing alpha convars via console or options menu.
  • Updated drop shadows from most colored hud elements to read better.


[MISC]
  • Fixed some asserts.
  • Fixed some crashes.
  • Reverted unintended CZ reload animation change.
  • Fixed the ability to apply stickers to items that have no empty sticker slots.
  • Improved visibility of dashboard character in 4×3 resolutions.
  • Fixed avatar color issues
  • Fixed the spectator name, score and team logo overlapping the middle in 4×3.


[RADAR]
  • The hotkey and letter text on the radar player icons are now black.
  • Fixed the border around the radar being offset and scaled improperly at lower resolutions and non default scales.


All these fixes in just one day? Whoa

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
June 27 2018 12:09 GMT
#678

Counter-Strike: Global Offensive

Pre-release Notes for 6/21/2018




The following changes are now available for testing in the Panorama CS:GO Beta Depot for Windows users.

[GAMEPLAY]
  • Updated the radar player icons to make them a bit more crisp.
  • Fixed team flags not working properly in spectator view.
  • Fixed truncated team names in the spectator screen that tried to use team flags.
  • Added a missing team logo. (Luminosity).
  • Team money and equipment value now hides properly when the scoreboard is up along with the rest of the player panels in the spectator screen.


[MISC]
  • Fixed some javascript exceptions.
  • Reduced width of the scoreboard in Competitive mode.
  • Loadout radial wheel team icon can now toggle teams.
  • Added unusual item tile to case opening scroll.
  • Fixed some crashes when playing demos with high timescale values.


Clean crisp lock radar bois

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
June 27 2018 12:11 GMT
#679

Counter-Strike: Global Offensive

Pre-release Notes for 6/25/2018




The following changes are now available for testing in the Panorama CS:GO Beta Depot for Windows users.

  • Repeatedly tapping the bomb resets the defuse UI timer properly.
  • While spectating the bomb defuser, switching to another player no longer plays the ‘defuse failed’ fade-out animation for the defuse UI.
  • ‘Buy Menu’ and ‘Use’ key bindings and will now go back one level in the buy menu instead of always closing. This matches the old behavior.
  • Fixed an issue with upper/lowercase letters in some languages.
  • Fixed team select music continuing to play after a disconnect.
  • Updated crosshair style 0 and 1 to match the scaleform versions better.
  • Updated the gradient background of the health and ammo on the hud a bit.

  • Chat:
    • Added gradient backgrounds to hud chat panels and reduced drop-shadow for that text.
    • The chat history window is now more translucent.


  • Scoreboard:
    • Added ability to choose scoreboard stat for sorting by clicking on label.
    • Fixed issue with resetting of some stats when the match was restarted.
    • Fixed round survivor pips panel getting cropped in certain resolutions.



This scoreboard is becoming so hype!

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
July 09 2018 10:15 GMT
#680

Counter-Strike: Global Offensive

Release Notes for 7/6/2018





[PANORAMA]
    Users can now opt in to the Panorama UI on Windows and cross-play with their friends by adding -panorama to the CS:GO launch options.


[HUD]
  • HUD Money panel now has a background like the health and ammo and is also controllable with cl_hud_background_alpha.
  • Fixed the HUD chat lines not lining up with each other in certain resolutions/scales.
  • Updated the look of crosshair style 0 and 1 to more closely match the scaleform version.
  • Panorama crosshair style 0 and 1 now no longer scale when changing resolution.
  • Added buttons to the scoreboard to allow users to toggle caster features.
  • Custom team logos now work again using png extension and can be placed in the new team image location or the old (flash) location.
  • Fixed ADR not filtering out team damage.
  • Fixed Overwatch suspect not being highlighted in scoreboard.


[WATCH MENU]
  • Added download state indicators to match lister tiles
  • Enabled watching a demo from a specific round


[MAPS]
    Mirage:
    • Adjusted player collision on bench wall at bombsite B.


    Overpass:
    • Fixed several bomb-stuck spots.


    Cache:
    • Updated the BSP embedded radar map image to the new version.



[MISC]
  • Increased brightness and adjusted the vignetting on the map loading screen image.

All new, all shiny UI!

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2018-07-19 09:35:18
July 12 2018 11:03 GMT
#681

Counter-Strike: Global Offensive

Release Notes for 7/11/2018





[PANORAMA]
  • Users on Linux and OSX can now also opt in to Panorama UI by adding “-panorama” to their launch options.
  • Adding broadcast stream panel for CS:GO Minors and Majors in the main menu.
  • Adding link to Steam Market for items in containers.
  • Added ability to use gift packages.
  • End of match scoreboard now reveals other players’ skill groups.
  • End of match scoreboard now has Wingman skill group models in personal skill group display
  • Dead players are more distinct from living ones on the scoreboard.
  • Scoreboard now has per-player voice volume control.
  • End of match mouse control is delayed to avoid clicking out of window and losing focus.
  • Adding ability to enter numerical values for certain settings.
  • Updated grenade icon size
  • Fixed not showing all grenades owned by a player in their overhead UI during freezetime.
  • Fixed friendly decoys showing up on the radar with an odd color and a random number/letter.
  • Fixed friendly decoys showing up as enemy ghosts when they detonated.
  • Fixed wiggly countdown timer while defusing bomb
  • Fixed an issue that caused death notices to attempt to translate player names


[GAMEPLAY]
  • The functional change to the decoy that shipped with the last update will not be reverted: from here on decoys will be radar-visible by the team that threw it and not radar-visible to the enemy team.


[MISC]
  • Updated Steam and CS:GO account restrictions for users in Netherlands and Belgium:
    • Steam Trading and Steam Market features are now re-enabled for Steam accounts in Netherlands.
    • Customers in Netherlands and Belgium will be restricted from opening containers.

  • Various crash fixes
    • Fixed a regression in reliable avatars for tournament game servers.
    • Set max value for the zoom_sensitivity_ratio_mouse slider to 1.5 in the options screen.



We can now lower the volume of that annoying teammate that has his mic at max volume? Woohoo!

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
July 19 2018 09:39 GMT
#682

Counter-Strike: Global Offensive

Release Notes for 7/12/2018





(this is an optional client update for 1.36.4.1)

[PANORAMA]
  • HUD
    • Added a red glow behind the progress bar and health numbers when health is critical.
    • Fixed armor progress bar to no longer flash when you lose health.
    • Health over three digits will now scale down to fit appropriately and no longer clip.
    • Sharpened the transition times in the weapon selection HUD to reduce delay in displaying player’s equipment.
    • Fixed grenades not disappearing from weapon selection immediately after throwing them.
    • Improved the dropped bomb and planted bomb rings on the radar.
    • Fixed the kill panel string when a player is killed by fire.
    • Fixed overhead money on players showing a comma.


  • Matchmaking
    • Wingman can now be remembered as the last played game mode for the next time a user plays online.
    • Fixed the accept match popup to not close if a player hits the escape key.
    • Fixed auto team select for players that are not yet on a team.
    • Fixed the beginning of match to correctly distinguish between “waiting for players” and “warmup” state in Wingman.
    • Fixed rank and skill group data appearing on community servers.
    • End of match will now share mouse rather than capture all mouse input, which fixes mouse key bindings when match ends.


  • Spectating
    • Fixed not being able to toggle the spectator player panel’s visibility by pressing the key bound to “drop” (G by default).
    • Fixed a case where kills reported in the spectator panels could be wrong.
    • Fixed alignment of player names containing Unicode characters in the spectator screen.



[MISC]
  • Fixed text wrapping and some text getting truncated when running in Thai language.
  • Fixed an invisible inventory search box sometimes stealing input focus.
  • Fixed a frequent game crash in the buy menu.
  • Various other stability fixes.


Health amount in aim_botz finally readable again

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
July 19 2018 09:42 GMT
#683

Counter-Strike: Global Offensive

Release Notes for 7/13/2018





[PANORAMA]
  • Fixed spectator panels leaving incorrect margins when hud scale was lower than default.
  • Adjusted readability of alive and dead player rows in the scoreboard.
  • Scoreboard now allows sorting players by ‘money’ column.
  • Fixed scoreboard mouse enable message not respecting cl_scoreboard_mouse_enable_binding setting.
  • Fixed the final kill of the match missing from the end of match scoreboard.
  • Fixed flags for nearby lobbies that were using incorrect file path.


Making it easy to pick the player you'll ask an AWP from

LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
July 19 2018 09:44 GMT
#684

Counter-Strike: Global Offensive

Release Notes for 7/18/2018





[PANORAMA]
  • Further scoreboard readability improvements.
  • Added ability to connect to a different community server from pause menu while connected to a community server.
  • Fixed prime accounts notification to correctly show number of days before phone number can be used for activation.
  • Fixed Panorama UI to correctly show a notice that a new version of the client is available.
  • Fixed incorrect display of several values in the settings screens.
  • Improved handling of custom keybindings for the development console.
  • In-game main menu music will now play correctly when an embedded stream is playing at minimum volume.
  • Added a way for Perfect World customers to acquire a Perfect World game license when launching the game in -panorama mode for the first time.
  • Added a shortcut button to trade with a friend from the friend’s in-game profile card.
  • Removed some development message boxes.
  • Fixed startup crashes on Mac and Linux.
  • Numerous stability improvements.
  • Adjusted overhead arrows to pull the friend border away so it doesn’t influence the inner color as much.
  • Fixed a javascript error in the loading screen.
  • The loading screen secondary progress bar now displays better and no longer can show < 0 bytes downloaded.
  • cl_draw_only_deathnotices now properly hides the win panel, center print hints and defuse progress bar.
  • Fixed some alignments on the loading screen.
  • Fixed the overview map not showing up immediately on the loading screen when loading a map.

    PSA: The Panorama version of the game will be enabled for everybody before the end of the month. If you have feedback or want to report a bug in Panorama UI, email CSGOTeamFeedback [at] valvesoftware.com, and include #PanoramaUI in your subject line.


Won't be able to escape Panorama for long

LiquipediaWanderer
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