[QUOTE=FLUDDGadd;35972032][media]http://www.youtube.com/watch?v=AGMzeLZiBsA[/media][/QUOTE]
Oh, god. The chickens.
I'm think I'm dying from laughter.
[QUOTE=FLUDDGadd;35972032][media]http://www.youtube.com/watch?v=AGMzeLZiBsA[/media][/QUOTE]
We need to email this to Gabe
[QUOTE=Foda;35971950]anyone think the nova is overpowered? or the dualies?[/QUOTE]
[media]http://www.youtube.com/watch?v=2zfn2ocKbPQ&t=6m15s[/media]
Goto 6:15
I think it is a little overpowered... But wow.
If anything's overpowered it's the snipers(the AWP in particular). I really hope they do something about them. There's not much you can do about someone able to kill you in one shot no matter what part of your body they hit.
well now we know you're new to CS
Leg shots are not one shot, awps are expensive so they're not ridiculous. Eventually you'll learn to use flashbangs and smokes, and know when to peek.
I want new maps, dammit.
[QUOTE=Atrbfs;35973810]well now we know you're new to CS
Leg shots are not one shot, awps are expensive so they're not ridiculous. Eventually you'll learn to use flashbangs and smokes, and know when to peek.[/QUOTE]
I am rather new. I used to play CS:S some, but I haven't played it much for the past 3 or 4 years until getting the GO beta recently. Even if leg and arm shots don't instant kill, body shots do, which is a bigger target than the head. Are there any good guides on avoiding snipers, and using the various grenades to your advantage?
[QUOTE=CowThing;35974359]I am rather new. I used to play CS:S some, but I haven't played it much for the past 3 or 4 years until getting the GO beta recently. Even if leg and arm shots don't instant kill, body shots do, which is a bigger target than the head. Are there any good guides on avoiding snipers, and using the various grenades to your advantage?[/QUOTE]
Usually for snipers in CS:S I suppress them while forcefully moving up and throwing flashbangs at them. If they have some sort of pass covered, for instance the underpass in de_dust1 smokes are very handy, but you need a lot of them as you will mostly get massacred by them. You can also completely avoid snipers and flank them as most of the time they are staring down one location. If there is a hallway full of people, use a flash or a fragmental, it really depends on the situation for those two.
[QUOTE=FLUDDGadd;35972032][media]http://www.youtube.com/watch?v=AGMzeLZiBsA[/media][/QUOTE]
Oh my god. That was great. Didn't expect the chickens at the end, nearly died. I also loved the editing.
[QUOTE=CowThing;35974359]I am rather new. I used to play CS:S some, but I haven't played it much for the past 3 or 4 years until getting the GO beta recently. Even if leg and arm shots don't instant kill, body shots do, which is a bigger target than the head. Are there any good guides on avoiding snipers, and using the various grenades to your advantage?[/QUOTE]
I'm not good at tactics or describing tactics, but for one thing, avoid chokepoint areas snipers are likely to camp; tunnels, specific doors, bomb sites, wide-open spaces - if players tend to go through those routes, chances are a sniper's going to camp one of them (especially bomb sites and hostages, of course). Smoke grenades work for covering movement between cover, flash grenades work against any camper around objective chokepoints and especially in close-quarters or smaller maps.
With decoy 'nades and molotovs, I haven't used them myself in the beta yet but generally the former's for leading enemies to believe you're in one direction and then trying to approach from another, while the latter is for blocking off routes (either to give yourself time to think or improvise, or to do something like keep the enemy away from a planted bomb for a little bit longer; especially if you throw a molotov ON a planted bomb).
Again, I suck at tactics and describing them, though, so mileage and effectiveness.. Might vary. v:v:v
Why doesnt this use the L4D ragdoll system btw? They still drop like filled sacks, instead of actually keeping their movement.
[QUOTE=FLUDDGadd;35972032][media]http://www.youtube.com/watch?v=AGMzeLZiBsA[/media][/QUOTE]
O.O
Soo cool.
The videos that makes Marphy are priceless. But a comment of him got all my attention:
[quote]Third person camera modes and free roam spectating are disabled, so I was forced to run around like an idiot next to the bots to record footage all the while hoping I didn't get shot in the process. Also, Valve broke the standard bipedal skeleton they used for player* models. This has no outward negative effect for the default GO models in-game, but it dashed my plans of compiling some interesting CT/T team combinations (I was planning Killing Floor squad members vs. L4D survivors).[/quote]
[I](...)Also, Valve broke the standard bipedal skeleton they used for player* models.(...)[/I]
Someone can explain me this?
They moved the positions/constraints of their legs somehow that isn't compatible with older models.
Well, I can tell you it's the same skeleton structure at least (valvebiped)
Hello guys, I have one problem.
Some backstory: I have translated almost whole cs go to czech language (of course with help of my friends from sts). But there are two things I cant find in game. "Progressive kills" and "Select kills". Its supposed to be from "gungame". Does anyone of you know what those things mean? Like progressive kills counts the people you killed when you had lower level weapon?
Thanks for you help
[QUOTE=Maestro Fenix;35978484]Someone can explain me this?[/QUOTE]This is what a perfectly functional, unmodified character mesh on Valve's pre-CS:GO bipedal human rig looks like when using GO's animations (normal idle pose displayed first for comparison):
[thumb]http://img210.imageshack.us/img210/2854/csgoriganimations.jpg[/thumb]
The stretched neck and jumbled hands are things I could fix myself using Notepad. However, the pelvis being completely rotated and the legs standing [i]backwards[/i] indicates a rather significant change in Valve's bipedal skeleton rig even though the bone names are identical. You might think it's unrealistic to expect old Valve content to work in a new game, but truthfully, with the sole exception of TF2, the bipedal human rig Valve has been using since Half-Life 2 has remained virtually unchanged even until Left 4 Dead 2 (much of the modding I do hinges on that fact!).
I don't have any problems with Valve updating their methods and whatnot, but in this case, it seems they decided to stick with the same rig they've been using for years [i]but[/i] modified just enough so as to break compatibility with existing content. I'm sure this makes no difference to them from their perspective, but for us, I don't really see the point other than to force us to slightly re-rig our models just for one game. The pelvis and legs being in the correct positions but rotated incorrectly makes me think this is actually on oversight on Valve's part.
Do the CS:GO models open up the same way?
[QUOTE=Marphy Black;35982186]This is what a perfectly functional, unmodified character mesh on Valve's pre-CS:GO bipedal human rig looks like when using GO's animations (normal idle pose displayed first for comparison):
[thumb]http://img210.imageshack.us/img210/2854/csgoriganimations.jpg[/thumb]
The stretched neck and jumbled hands are things I could fix myself using Notepad. However, the pelvis being completely rotated and the legs standing [i]backwards[/i] indicates a rather significant change in Valve's bipedal skeleton rig even though the bone names are identical. You might think it's unrealistic to expect old Valve content to work in a new game, but truthfully, with the sole exception of TF2, the bipedal human rig Valve has been using since Half-Life 2 has remained virtually unchanged even until Left 4 Dead 2 (much of the modding I do hinges on that fact!).
I don't have any problems with Valve updating their methods and whatnot, but in this case, it seems they decided to stick with the same rig they've been using for years [i]but[/i] modified just enough so as to break compatibility with existing content. I'm sure this makes no difference to them from their perspective, but for us, I don't really see the point other than to force us to slightly re-rig our models just for one game. The pelvis and legs being in the correct positions but rotated incorrectly makes me think this is actually on oversight on Valve's part.[/QUOTE]
Not gunna lie, that second coach picture is pretty disturbing / frighting.
[QUOTE=t h e;35982264]Do the CS:GO models open up the same way?[/QUOTE]No, the default GO models look fine. The changes Valve made are entirely internal, so there are no outward visible effects. It only becomes a problem if you try to compile models using the old rig on the new GO animations.
[QUOTE=glitchvid;35982514]Not gunna lie, that second coach picture is pretty disturbing / frighting.[/QUOTE]You think so? Because that looks a lot better than any of my attempts at fixing the issue.
[img]http://img442.imageshack.us/img442/8167/moach.jpg[/img]
[QUOTE=Charrax;35972819][media]http://www.youtube.com/watch?v=2zfn2ocKbPQ&t=6m15s[/media]
Goto 6:15
I think it is a little overpowered... But wow.[/QUOTE]
I don't get it, the enemy was close and the enemy probably had low health.
[QUOTE=Marphy Black;35982764]No, the default GO models look fine. The changes Valve made are entirely internal, so there are no outward visible effects. It only becomes a problem if you try to compile models using the old rig on the new GO animations.
You think so? Because that looks a lot better than any of my attempts at fixing the issue.
[img]http://img442.imageshack.us/img442/8167/moach.jpg[/img][/QUOTE]
Implement that and see how funny it is with the spazzing arms and various other body parts shooting a weapon. I would love to see that.
[QUOTE=Marphy Black;35982186]This is what a perfectly functional, unmodified character mesh on Valve's pre-CS:GO bipedal human rig looks like when using GO's animations (normal idle pose displayed first for comparison):
[thumb]http://img210.imageshack.us/img210/2854/csgoriganimations.jpg[/thumb]
The stretched neck and jumbled hands are things I could fix myself using Notepad. However, the pelvis being completely rotated and the legs standing [i]backwards[/i] indicates a rather significant change in Valve's bipedal skeleton rig even though the bone names are identical. You might think it's unrealistic to expect old Valve content to work in a new game, but truthfully, with the sole exception of TF2, the bipedal human rig Valve has been using since Half-Life 2 has remained virtually unchanged even until Left 4 Dead 2 (much of the modding I do hinges on that fact!).
I don't have any problems with Valve updating their methods and whatnot, but in this case, it seems they decided to stick with the same rig they've been using for years [i]but[/i] modified just enough so as to break compatibility with existing content. I'm sure this makes no difference to them from their perspective, but for us, I don't really see the point other than to force us to slightly re-rig our models just for one game. The pelvis and legs being in the correct positions but rotated incorrectly makes me think this is actually on oversight on Valve's part.[/QUOTE]
I'm thinking this might be caused by the fact they completely switched to Maya and it uses different axises for not only coordinates but bone lengths
[QUOTE=MaxOfS2D;35984212]I'm thinking this might be caused by the fact they completely switched to Maya and it uses different axises for not only coordinates but bone lengths[/QUOTE]
Haven't Valve used Maya since the Orange Box?
[QUOTE=wombo;35983423]I don't get it, the enemy was close and the enemy probably had low health.[/QUOTE]
Honestly, I think the Nova is underpowered rather than overpowered. Either the spread is far too wide, or I suck at using it. I went up against an M4 user at about one meter range while using the Nova, and I swear, I shot directly at him three times and he still killed me.
I find the autoshotty to be a pretty shitty gun. Unless Im literally right beside someone I cant kill them with it.
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