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Thread revival?! Holy mother of god they just tipped CSGO upside down.

 

http://www.youtube.com/watch?v=iS1Cdi7fssc

 

STICKERS
  • Added Sticker Capsules. Each capsule contains one sticker out of a series of sticker designs.
  • Sticker Capsules can be received as drops at the end of matches, and are opened using a Sticker Capsule Key.
  • A sticker can be applied to any gun, and each gun can hold multiple stickers.
MISC
  • Several adjustments to improve performance for a range of hardware configurations.
  • Ended Operation Bravo.
  • Overpass and Cobblestone maps are now available to everyone.
  • Removed the following items from the store:
    • Season's Gifts. They are still marketable on the Community Marketplace and remain fully functional.
    • Operation Bravo Passes. They are still marketable on the Community Marketplace and can be redeemed for an Operation Bravo Coin.
  • Doing an ent_create now orients the created entity opposite the player's orientation so it's facing the player.
  • Added a new material type called 'Lightmapped_4WayBlend' that can be used on displacements. Documentation can be found here: https://developer.valvesoftware.com/wiki/Lightmapped_4WayBlend
  • Added more diagnostic information for buffer overflows in network channel.
UI
  • Removed rouge [sic] pixel on mode map selection UI.
  • Added player teammate colors in Competitive Mode that displays a unique color per teammate in the radar, playercount panel, scoreboard and the arrow over their head (can be toggled offline with cl_cmm_showteamplayercolors).
  • Reduced translucency of avatars in playercount panel and did some minor visual updates.
  • Enemies icons on radar are now a different shape than teammates.
  • Hostages on radar now have an H in the dot and never rotate.
  • Added sort method 'Equipped' to the Inventory.
  • Added a setting to Game Options that allows hiding Team Tags in death notices.
  • Team tags now scale to fit in the scoreboard and no longer overlap ping or get get cut off.
  • Fixed an issue where sometimes no live games could be found in the Watch panel for the first minute after game launch.
GAMEPLAY
  • All grenades now have a secondary fire that throws an underhand grenade a short distance in front of the player.

    • Secondary fire can be combined with primary fire to precisely adjust the strength of the throw.
  • Weapon balance has been adjusted:

    • Improved Desert Eagle accuracy recovery
    • Improved Sg553 and AUG rates of fire.
    • Improved Sg553 and AUG scoped control ( reduced inaccuracy and recoil ).
    • Increased movement inaccuracy on all automatic weapons by 50%.
    • Movement inaccuracy when walking is now calculated differently, resulting in better walking accuracy across the board.
  • sv_airaccelerate has been slightly increased.

MAPS
  • Mirage

    • Fixed a bug where you could peek over a crate at CT stairs.
    • Added a peek position in Bombsite A connector, towards Palace exit.
    • Clipped benches inside palace.
    • Fixed some boost/exploit spots (Thanks F3RO!).
    • Breakable metal panels can no longer be shot through without triggering break effect.
    • Made it easier to get into hole leading to CT sniper window.
    • Made it easier to move over cart leading to B route from CT spawn.
    • Reworked cover in Bombsite A.
    • Reworked cover in Bombsite B.
  • Overpass

    • Changed cover in playground.
    • Fixed smoke sorting on water.
    • Made players easier to see in park connector stairs.
    • Raised upper park divider to prevent peeking over it.
    • Increased ambient lighting.
    • Made bridge near Bombsite B twice as wide.
    • Made it easier to spot players in T side of canal.
    • Simplified the layout of Bombsite B slightly.
    • Removed small tree at CT side of upper park.
    • Blocked visibility through truck in Bombsite A.
    • Tweaked soundscape.
    • General optimizations.
  • Inferno

    • Fixed a bug where players could get stuck in ceilingfans.
    • Fixed some areas where thrown C4 could get stuck.
    • Increased brightness slightly in hallway leading to balcony in Bombsite A.
    • Fixed gaps that players could see through in Bombsite B.
    • Made wall penetration in construction more consistent (Thanks Pawlesslol!).
    • Nerfed the refire rate on the churchbells (changed from infinite dings per second to 1 ding per second).
    • General optimizations.
  • Dust 2

    • Removed dark texture near tunnel stairs.
    • Removed sky collision over building near T spawn.
    • Covered up shadow that looked like a player near CT spawn.
    • Fixed invisible ledges on curved corners.
  • Assault

    • Fixed various graphical bugs.
    • Fixed bugs related to prop_physics_multiplayer.
    • Added a CT van to CT spawn.
    • Fixed an exploit where players could get out of the map.

 

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Oh shit, tha

 

 

Thread revival?! Holy mother of god they just tipped CSGO upside down.

 

http://www.youtube.com/watch?v=iS1Cdi7fssc

 


STICKERS
  • Added Sticker Capsules. Each capsule contains one sticker out of a series of sticker designs.

  • Sticker Capsules can be received as drops at the end of matches, and are opened using a Sticker Capsule Key.

  • A sticker can be applied to any gun, and each gun can hold multiple stickers.


MISC
  • Several adjustments to improve performance for a range of hardware configurations.

  • Ended Operation Bravo.

  • Overpass and Cobblestone maps are now available to everyone.

  • Removed the following items from the store:
    • Season's Gifts. They are still marketable on the Community Marketplace and remain fully functional.

    • Operation Bravo Passes. They are still marketable on the Community Marketplace and can be redeemed for an Operation Bravo Coin.


  • Doing an ent_create now orients the created entity opposite the player's orientation so it's facing the player.

  • Added a new material type called 'Lightmapped_4WayBlend' that can be used on displacements. Documentation can be found here: https://developer.valvesoftware.com/wiki/Lightmapped_4WayBlend

  • Added more diagnostic information for buffer overflows in network channel.


UI
  • Removed rouge [sic] pixel on mode map selection UI.

  • Added player teammate colors in Competitive Mode that displays a unique color per teammate in the radar, playercount panel, scoreboard and the arrow over their head (can be toggled offline with cl_cmm_showteamplayercolors).

  • Reduced translucency of avatars in playercount panel and did some minor visual updates.

  • Enemies icons on radar are now a different shape than teammates.

  • Hostages on radar now have an H in the dot and never rotate.

  • Added sort method 'Equipped' to the Inventory.

  • Added a setting to Game Options that allows hiding Team Tags in death notices.

  • Team tags now scale to fit in the scoreboard and no longer overlap ping or get get cut off.

  • Fixed an issue where sometimes no live games could be found in the Watch panel for the first minute after game launch.


GAMEPLAY

  • All grenades now have a secondary fire that throws an underhand grenade a short distance in front of the player.

    • Secondary fire can be combined with primary fire to precisely adjust the strength of the throw.



  • Weapon balance has been adjusted:

    • Improved Desert Eagle accuracy recovery

    • Improved Sg553 and AUG rates of fire.

    • Improved Sg553 and AUG scoped control ( reduced inaccuracy and recoil ).

    • Increased movement inaccuracy on all automatic weapons by 50%.

    • Movement inaccuracy when walking is now calculated differently, resulting in better walking accuracy across the board.



  • sv_airaccelerate has been slightly increased.



MAPS

  • Mirage

    • Fixed a bug where you could peek over a crate at CT stairs.

    • Added a peek position in Bombsite A connector, towards Palace exit.

    • Clipped benches inside palace.

    • Fixed some boost/exploit spots (Thanks F3RO!).

    • Breakable metal panels can no longer be shot through without triggering break effect.

    • Made it easier to get into hole leading to CT sniper window.

    • Made it easier to move over cart leading to B route from CT spawn.

    • Reworked cover in Bombsite A.

    • Reworked cover in Bombsite B.



  • Overpass

    • Changed cover in playground.

    • Fixed smoke sorting on water.

    • Made players easier to see in park connector stairs.

    • Raised upper park divider to prevent peeking over it.

    • Increased ambient lighting.

    • Made bridge near Bombsite B twice as wide.

    • Made it easier to spot players in T side of canal.

    • Simplified the layout of Bombsite B slightly.

    • Removed small tree at CT side of upper park.

    • Blocked visibility through truck in Bombsite A.

    • Tweaked soundscape.

    • General optimizations.



  • Inferno

    • Fixed a bug where players could get stuck in ceilingfans.

    • Fixed some areas where thrown C4 could get stuck.

    • Increased brightness slightly in hallway leading to balcony in Bombsite A.

    • Fixed gaps that players could see through in Bombsite B.

    • Made wall penetration in construction more consistent (Thanks Pawlesslol!).

    • Nerfed the refire rate on the churchbells (changed from infinite dings per second to 1 ding per second).

    • General optimizations.



  • Dust 2

    • Removed dark texture near tunnel stairs.

    • Removed sky collision over building near T spawn.

    • Covered up shadow that looked like a player near CT spawn.

    • Fixed invisible ledges on curved corners.



  • Assault

    • Fixed various graphical bugs.

    • Fixed bugs related to prop_physics_multiplayer.

    • Added a CT van to CT spawn.

    • Fixed an exploit where players could get out of the map.


 

Big changes there, im new to the game, so im sure you can explain what the bigger changes will be?

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Big changes there, im new to the game, so im sure you can explain what the bigger changes will be?

Quite a large response to peoples current criticisms with the game:

  • Deagle - made more relevant (less random) by being able to recover accuracy quicker. An attempt to bring the deagle back into the meta in a similar fashion to how it has been in previous games.
  • Increased movement inaccuracy by 50% across the board - punishing players who run while spraying
  • Increased sv_airacceleration - more flexibility with how players are able to manipulate themselves in the air. The community have been asking for the movement mechanics to be improved so there are more options available as there have been in previous games
  • Altered cover on de_mirage - bombsite boxes are now all spamable. The first entirely bombsite that allows fair two way spamming, a part of the game that has been lacking in comparison to previous iterations.

The above points all show Valves willingness to listen to the criticisms and preferences of the community. The two points below show that they're still pushing for GO to have it's own identity both in mechanics and balance:

  • Grenade secondary functions with shorter throwing length. A new idea, pretty interesting and could provide more creativity
  • Aug / Sg - made more relevant through altered spread, spray patterns, accuracy recovery.

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So they win?

Changes to the Aug are brash as fuck in order to push it as a weapon that is obviously superior to the m4a1 / m4a4. Before the patch the Aug was starting to appear at the top level as a niche mid range duel weapon but with the changes it looks like COD with how little control it requires for damage output on par with the other rifles. The negative impact is obvious straight away so it will probably be altered soon.

 

Apart from that the changes are good.

 

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I really wish the Halo community used CS as how we want to approach esports rather than COD.

Careh, go make CS content for the site, better than a daily COD team change.

  • Upvote (+1) 1

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This patch was awesome to see get put in, been playing more CSGO lately and I've really been enjoying it.

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This patch was awesome to see get put in, been playing more CSGO lately and I've really been enjoying it.

Im sure I told you "Play CS you will like it more than COD" :P

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Im sure I told you "Play CS you will like it more than COD" :P

 

Well, I had CS but I hated some of the mechanics for the longest time. I took the time to learn them and I'm loving it. But yes, you were the person who said "play CS, its more fun than CoD"

 

At least it'll captivate my attention until Titanfall, and probably past it as its a PC game.

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started playing CSGO a week after the steam sale ended. got about 100 hours into it (so far)  and probably spent $200 on skins, crates and keys... currently gold 4 star, but recently i've been having serious issues with rubber banding, huge ping spikes and massive choke % numbers on my netgraph. has anyone else had problems with choke % or is my internet just horrid?

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started playing CSGO a week after the steam sale ended. got about 100 hours into it (so far)  and probably spent $200 on skins, crates and keys... currently gold 4 star, but recently i've been having serious issues with rubber banding, huge ping spikes and massive choke % numbers on my netgraph. has anyone else had problems with choke % or is my internet just horrid?

I've have general issues every so often but I know that's on my end. Have you got your rates setup properly (below)?

 

cl_cmdrate "128"

cl_updaterate "128"

rate "128000"

cl_interp "0"

cl_interp_ratio "1"

 

I've tried to stay away from spending too much on skins / keys and focus mainly on the Esports variety when I do. I've also just started betting my skins on csgolounge, haven't had the balls to put up any of my nice skins on a match yet...

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@@careh, should my netgraph be showing any different kind of numbers after i enter those values?

Potentially, it depends how different your values were previously. Those supposedly the smoothest experience in GO.

 

http://www.youtube.com/watch?v=q_7XoVArgxk

 

Update 12/2/12

CZ75-Auto

  • Added the CZ75-Auto as a new stock pistol that is a loadout alternative to the P250. Its stats are identical to the P250's with the exception of being fully automatic and having only two magazines.

CS:GO Weapon Case #3

  • Introducing the CS:GO Weapon Case #3, comprised entirely of pistol finishes, including finishes for the new CZ75-Auto.

GAMEPLAY

  • Weapon adjustments based on data collected:
    • Increased Aug recoil
    • Reduced Aug rate of fire
    • Reduced Aug and Sg553 scoped run speeds
    • Increased Desert Eagle accuracy recovery by 2.5%
  • Improved scope visuals for Aug and Sg553.
  • Aug now has a new firing sound.
  • Pressing the walk key while running now properly decelerates your speed to walking instead of instantly capping it.
  • Fixed regression that broke environment fog not being reduced when zoomed with a scoped weapon.

UI

  • Added text filter to loadout.
  • Added peel animation when player cycles position.
  • Fixed enemies on the square radar not rotating to match their view.
  • Fixed teammate colors sometimes shuffling on some panels when a player disconnected in Competitive Mode.
  • Crosshair style 2 (Classic) has been changed to accurately show weapon accuracy.
  • Added some ConVars to be used with crosshairstyle 2 (Classic) to allow users to further customize how they want it to display. (cl_crosshair_dynamic_splitdist, cl_crosshair_dynamic_splitalpha_innermod, cl_crosshair_dynamic_splitalpha_outermod, cl_crosshair_dynamic_maxdist_splitratio)

MAPS

Overpass

  • Improved visibility.
  • Removed small cover on CT side of Bombsite B.
  • Drastically reduced the number of trashcans.
  • Widened tunnel near T spawn.
  • Widened lower door in park connector.
  • Widened corridor near CT sniper room. 

MISC

  • Fixes to improve game stability during startup.
  • Added diagnostic info to debug video config reset.
  • Fixed dedicated server to write steam_appid.txt
  • Fixed several game server memory leaks.
  • Fixed a bug causing certain workshop maps to re-download every time the game is launched.

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Potentially, it depends how different your values were previously. Those supposedly the smoothest experience in GO.

 

http://www.youtube.com/watch?v=q_7XoVArgxk

 

Update 12/2/12

CZ75-Auto

  • Added the CZ75-Auto as a new stock pistol that is a loadout alternative to the P250. Its stats are identical to the P250's with the exception of being fully automatic and having only two magazines.

CS:GO Weapon Case #3

  • Introducing the CS:GO Weapon Case #3, comprised entirely of pistol finishes, including finishes for the new CZ75-Auto.

GAMEPLAY

  • Weapon adjustments based on data collected:
    • Increased Aug recoil
    • Reduced Aug rate of fire
    • Reduced Aug and Sg553 scoped run speeds
    • Increased Desert Eagle accuracy recovery by 2.5%
  • Improved scope visuals for Aug and Sg553.
  • Aug now has a new firing sound.
  • Pressing the walk key while running now properly decelerates your speed to walking instead of instantly capping it.
  • Fixed regression that broke environment fog not being reduced when zoomed with a scoped weapon.

UI

  • Added text filter to loadout.
  • Added peel animation when player cycles position.
  • Fixed enemies on the square radar not rotating to match their view.
  • Fixed teammate colors sometimes shuffling on some panels when a player disconnected in Competitive Mode.
  • Crosshair style 2 (Classic) has been changed to accurately show weapon accuracy.
  • Added some ConVars to be used with crosshairstyle 2 (Classic) to allow users to further customize how they want it to display. (cl_crosshair_dynamic_splitdist, cl_crosshair_dynamic_splitalpha_innermod, cl_crosshair_dynamic_splitalpha_outermod, cl_crosshair_dynamic_maxdist_splitratio)

MAPS

Overpass

  • Improved visibility.
  • Removed small cover on CT side of Bombsite B.
  • Drastically reduced the number of trashcans.
  • Widened tunnel near T spawn.
  • Widened lower door in park connector.
  • Widened corridor near CT sniper room. 

MISC

  • Fixes to improve game stability during startup.
  • Added diagnostic info to debug video config reset.
  • Fixed dedicated server to write steam_appid.txt
  • Fixed several game server memory leaks.
  • Fixed a bug causing certain workshop maps to re-download every time the game is launched.

 

In short, what are the highlights?

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In short, what are the highlights?

Aug and SG are shit again. They've both been fitted with scopes which nerfs them even more imo.

Instant accuracy walk / shoot exploit has been fixed.

New automatic pistol (same damage, high fire rate, only 24 bullets total) as an alternate option to the p250, not sure how viable it is.

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Aug and SG are shit again. They've both been fitted with scopes which nerfs them even more imo.

Instant accuracy walk / shoot exploit has been fixed.

New automatic pistol (same damage, high fire rate, only 24 bullets total) as an alternate option to the p250, not sure how viable it is.

 

- I'm a cs go noob - I only played one game since the update and I liked the scopes. What about the scopes do you think nerfs the guns?

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- I'm a cs go noob - I only played one game since the update and I liked the scopes. What about the scopes do you think nerfs the guns?

Compared to the old Aug style of a straight up zoom in:

  • Players are forced to use a dot instead of their chosen crosshair
  • More of your screen is blocked comparatively
  • The dot and scope sway while the player moves which makes it slightly harder to judge where you want your aim the moment you stop yourself to fire
  • The dot blooms then disappears once you start spraying - I assume it is so you can follow the recoil pattern with so much of your screen already blocked but I found it pretty distracting

A lot of those points are minor or preference towards an older style but with the difficulty of shooting a lot of what makes people good at CS is comfort and a reliance on what they know. Forcing players to use a 'modern scope' is a departure from the simple aesthetic of CS with gameplay changes enough to make players reevaluate the weapon for no good reason. I'll try using it again today now they've fixed the issue with the scope not using zoom sensitivity and see if it's any different.

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Compared to the old Aug style of a straight up zoom in:

  • Players are forced to use a dot instead of their chosen crosshair
  • More of your screen is blocked comparatively
  • The dot and scope sway while the player moves which makes it slightly harder to judge where you want your aim the moment you stop yourself to fire
  • The dot blooms then disappears once you start spraying - I assume it is so you can follow the recoil pattern with so much of your screen already blocked but I found it pretty distracting

A lot of those points are minor or preference towards an older style but with the difficulty of shooting a lot of what makes people good at CS is comfort and a reliance on what they know. Forcing players to use a 'modern scope' is a departure from the simple aesthetic of CS with gameplay changes enough to make players reevaluate the weapon for no good reason. I'll try using it again today now they've fixed the issue with the scope not using zoom sensitivity and see if it's any different.

 

The fact that the dot disappears infuriates me. So fucking annoying, I know bullets don't go on the dot after the first few shots but still, its so annoying to see it disappear.

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