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.
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.
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.
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.
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
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)
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
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.
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.
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?
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 $200 to compensate (though my preferred option is to merge the m4a1-s and the m4a4 together)
On April 01 2015 10:09 NihiLStarcraft wrote: Is there an issue with the AWP's new movement? I just tested it and it seems that you accelerate faster now if you walk compared to when you run? Can anyone confirm? Am I just going crazy or did they really screw up like that?
it feels so wierd. when you hold shift, you can slide a corner quicker?
Yeah that's what it feels like to me as well. Not a fan either, at all.
the skybox being removed on dust2 opens up the a site a lot. I got a bunch of new smokes that I can take advantage of (smoke xbox from long, smoke cat from long. smoke site,goose,drop from mid). Going to be abusing these
edit: after having played a couple of 10mans with the new update, the awp change is pure bullshit. No one had any complaints about it. I hope to see it reverted soon.
On April 01 2015 13:20 amazingxkcd wrote: edit: after having played a couple of 10mans with the new update, the awp change is pure bullshit. No one had any complaints about it. I hope to see it reverted soon.
I'm with you on these AWP changes. Its pretty terrible.
On April 01 2015 19:48 iXphobos wrote: Who cares about +100$ 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.
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.
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.
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.
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
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.
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.
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
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
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>
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.
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.
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?
[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.
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).
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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).
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
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 )
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
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.
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.
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.
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.
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...
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.
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.
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.
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
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.
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.
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.
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
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.
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)
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.
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.
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.
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
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
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.
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.
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...
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.
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.
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.
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.
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.
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.
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 :<
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.
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.
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).
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.)
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.
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.
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.
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.
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.
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.
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
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.
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.
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!
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.
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.
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.
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.
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.
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 .
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.
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?
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
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.
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.
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.
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$.
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.
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
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
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.
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 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.
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.
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?
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.
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
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
yes; it's intended for major tournament production but exposing this to the public...
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?
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.
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.
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.
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.
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.
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
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.
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
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.
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.
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.
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 :<
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.
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.
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)
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?
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.
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.
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.
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.
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.
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...
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.
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...
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.
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.
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
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".
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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?
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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)
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.
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 --
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.
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.
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
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.
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
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.
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
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).
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.
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).
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.
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.
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.
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.
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.
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
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.
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.
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
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.
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,
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.
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...
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.
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.
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.
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 ).
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.
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...
[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.
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!
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.
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.
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.
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.
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.
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.
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...
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.
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.
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.
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.
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.
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
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.
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.
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?"
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.
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.
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
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.
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
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?
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.
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
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.
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.
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.
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
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
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... :<
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..
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.
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.
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.
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.
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.
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.
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.
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".
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.
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.
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.
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.
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.
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 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 !@#@!$!!
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.
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
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.
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.
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
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.
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.
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.
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.
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.
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
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.
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?
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:
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"
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.
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.
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.
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?
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.
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.
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.
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.
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 :/
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.
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.
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 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."
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)
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.
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. :|
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.
[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
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
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
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
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.
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
...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
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.
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
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.
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.
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!)
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
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.
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.
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 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
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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. }
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.
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...
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.
[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.
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.
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.
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
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).
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
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.
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
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
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.
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
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.
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.
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.
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.