• Counter-Strike: Global Offensive v4 "Tec9 is a meme gun"
    5,002 replies, posted
[QUOTE=papaya;47617963]im mg1 and im rubbish with anything but smgs :v: its largely map knowledge and awareness than being able to shoot better[/QUOTE] I guarantee you shoot better than you think. Map knowledge helps but not as much as aim. Hold an angle, if the guy coming round that corner can shoot you before you can shoot him, all the map knowledge in the world won't save you. I tested my reaction time and it's really high, like, 310ms, so I don't think I really have the skills to play this game competitively at a high rank. Finally ranked down after getting completely destroyed for like, fifteen games in a row. It's something ridiculous, like, I'd lose five or six in a row, then win one, then lose five or six, and this happened constantly. Thank god I can hopefully go back to a fairer game - some people just aren't meant for shooters.
[t]http://images.akamai.steamusercontent.com/ugc/717539469035571262/4F09AB47A21B2522F76B71BC69E35F6644E1D639/[/t] Feel bad for the enemy team but hey, no deaths.
Anyone experienced that bug where you spawn and your vision is like 40ft above where it should be and is stuttering up and only goes away if you jump, crouch or fall from a ledge? Looks like this: [t]http://i.imgur.com/Z2C5raf.jpg[/t] Knowing how to disable it(jumping) and knowing the match was lost, I decided to try and abuse it by spotting outside from behind the crates next to silo :v: A ct rushes to street from out , I jump to reset view, jump again to 1tap him with my tec
[QUOTE={TFS} Rock Su;47619041]Can't stop playing Inferno all the damn time. Map is just too good.[/QUOTE] There are other maps? :Kappa: Been playing Inferno only (unless trolled into different map) for like a month now lol
office only or bust it's the best thing to play in groups
[QUOTE=keda009;47620102]There are other maps? :Kappa: Been playing Inferno only (unless trolled into different map) for like a month now lol[/QUOTE] Constant cycle of Mirage, Inferno and I exchanged the Nuke for Cache.
[QUOTE={TFS} Rock Su;47619041]Can't stop playing Inferno all the damn time. Map is just too good.[/QUOTE] I love it, and it's fun to practice proper strategies on one map. (Even though it'd be "cooler" to be sick at Dust2)
[QUOTE=handorff;47619505]I barely play inferno anymore. There's just so many angles to check and the map has such poor visibility. The car on short, whole B-site, construction, graveyard, it feels more like finding the most annoying and cheap angle possible and getting cheap frags. Dont get me wrong though, I'm the king of gay spots but I dont find it fun exactly.[/QUOTE] i'm with you, even at LE the map just feels like a huge clusterfuck. i feel like it could be 10x better if they just widened banana, aps and balcony, and alt mid a little bit and fixed the graveyard area [editline]28th April 2015[/editline] also because the fucking boost into rafters on b site was the best thing since sliced bread and now its fixed :c
Widening everything isn't a fix. Apart from clearing up the pillars in banana I don't think it requires many changes. Well apart from graveyard, fuck that place.
[QUOTE=Ogris;47620414]Widening everything isn't a fix. Apart from clearing up the pillars in banana I don't think it requires many changes. Well apart from graveyard, fuck that place.[/QUOTE] the pillars in banana aren't a problem, removing them would just shit all over firefights in the area and remove any semblance of tactics from that section. if you want to remove them because they make it hard to maneuver... then wouldn't widening fix the problem...? widening is needed on inferno because the map is basically a direct port from source scale wise but in GO models and hitboxes/collisionboxes are bigger than in source, and players move way faster. the map just feels small and claustrophobic in places, and doesn't lend itself well to team gameplay like other maps do. sections like banana, the aps hallway, and kind of alt mid basically force players into 1 on 1 situations, which doesn't reward good strategic gameplay. i'm not saying we should turn every part of the map into d2's long a, just that movement needs to be a little less restricted to open up some more options for t-side and improve the feel of the map.
Someone told pasza to shoot a teammate at round start [t]http://i.imgur.com/ya8uVnF.jpg[/t]
[t]http://images.akamai.steamusercontent.com/ugc/35244187745907863/387A9A3D406BABA264F99F8013BCE2B69B473662/[/t] Balanced/10
Anyone having MM issues at the moment?
[QUOTE=Reagy;47620733][t]http://images.akamai.steamusercontent.com/ugc/35244187745907863/387A9A3D406BABA264F99F8013BCE2B69B473662/[/t] Balanced/10[/QUOTE] i never get games like this :c tfw never an easy win
[QUOTE=Zombii;47620852]i never get games like this :c tfw never an easy win[/QUOTE] Wouldn't say "ez", all of my kills were jammy as fuck. Spraying a guy in between main a and truck, kill a guy at truck with stray ak round then tag the middle guy enough to get 1 shot by teammate. I don't even know.
[QUOTE=Oscar Lima Echo;47620206]I love it, and it's fun to practice proper strategies on one map. (Even though it'd be "cooler" to be sick at Dust2)[/QUOTE] Dust 2 savants are terrifying, at least with Inferno you can still get away with bullshit against people who know what they are doing.
I feel that it's a good twist to have some ninja spots like in inferno. It really adds to the challenge, even though it's a bit infuriating to get wrecked by a ninja in a corner.
Not a word about how pit is the most frustrating position to play against in the entire game?
[QUOTE=~Kiwi~v2;47620963]I feel like there should be more changes to Inferno then what is being said. There a few simple ones like widen Banana(OH CERTAINLY) and change it up quite a bit as well as simple fixes to both Mids and Tunnels(or Mexican), A site, B site + Construction and Apartments. This post is going to be quite a long one but it will point out some key factors on how I feel about Inferno. Just click on the imgur albums since I won't be thumbnailing all of the images cause there's gonna alot of them So let's start with the first mid. [url]http://imgur.com/a/8P7e6[/url] This is a fucking monstrosity. Not only do CTs have so much vision but to get to a decent mid pick you're either gonna have to be Speedy Gonzales or you pick from stairs. Depending on how you play with the AWP the result varies. The time it takes to get to mid from CT is on average 9~ seconds for T side it's 8~ (this is the best case scenario and I did this 5 times to average it out) Another issue with mid is this god damn lamppost for T side. CTs don't even need to worry about but for Ts this poses a huge problem. You can do 2 things. Shoot through it and pray its a headshot cause otherwise you ain't killing him. Or you shoot around it. But you are still at risk in all cases and it's going to be fatal regardless so this spot is pretty unbalanced. My next gripe is dark room in apartments [t]https://lh3.googleusercontent.com/-bmpWsQohoEo/VUAK1rchHzI/AAAAAAAAEF4/dAfjtWrGw-4/s0/2015-04-29_00017.jpg[/t] Delete this room. CTs can already watch Back Hall Stairs from 3 different angles so why is a 4th needed? Also this room is very very dark and with the SAS player model it makes this room hard as hell. A Site [t]https://lh3.googleusercontent.com/-_rLPO3CfVW8/VUAMEUKlgmI/AAAAAAAAEGE/k7qvvco8dkE/s0/2015-04-29_00023.jpg[/t] The fuck is this shit? Fix this. Clearly this is an exploit and this looks unintended. The aim is to plant on the site not onto the pathway. Here comes the second imgur album. [url]http://imgur.com/a/7BO9g[/url] The first 2 images are from the Well in CT. You can see into construction just a bit and you can see on the other end but the vision CT side gets is a bit much. Put a nice wall here and all is well. Third image is Dark Corner. This spot is surprisingly sneaky and isn't looked at very much and this can destroy all plans. Remove this. The aim here is to actually hold B site not become Solid Snake. Last 2 images in the album are Banana fixes. First one is car, this is misleading as hell and causes a number of issues. The main 3 main ones are useless cover, buggy movements and the fact that it's just near impossible to do anything with it. Reposition the car, get rid of that wooden panel and make the cover actually useful. Second image is sandbags. Get rid of that corner same reason as Dark Corner on B site, and make the sandbangs crouch height, not headheight. I wanna talk more in-depth then what the post editor allows me and I would love to talk about this more.[/QUOTE] Then let's talk! I'm no expert by any means but I'm in the mood for discussion. I'm not sure how I feel about changing the times to mid, I feel like having the CTs get there late is actually a good thing, given the relative CT-sidedness of the map, and with proper nade usage, the effect can be negated anyway. Maybe make it even, but not CT-sided, I would think. I agree wholeheartedly about the lamp post. As a CT trying to shoot a guy in mid/mexico/ramp it is fucking infuriating and just turns it into a complete charlie foxtrot with the T basically laughing it up while the CT has to pray to god he manages to pick out the 3 pixels making up the terrorist's head and manage to click it before the T does the same to him. I'm not sure dark room should be removed but maybe made smaller and remove the boards, then lighten it a little bit. Fixes visibility problems while still keeping the map layout much the same and not removing tactical options for saves/lurking. Exploit is self-explanatory, it's silly. You should only be able to place the bomb on the platform, it also helps with visual cohesion and intuitiveness if the platform is the plant site. The vision spots could be fixed, I think that would help, yes. Dark corner I feel can stay, it's a pretty well-known spot and isn't used/abuseable enough to really warrant getting rid of it and removing the depth of that area. It turns construction into more than just a hallway. Car should be turned into crates, or some kind of fruit cart, or something. The car model is just glitchy as fuck and an eyesore. IMO just turn it into some sandbags or boxes and get it over with. Sandbags spot should definitely be kept. It is a very common spot and adds an additional element of tactical skill to the map, and rewards cautious and skilled gameplay more than it does the 'ayy lmao shotgun camp' strats. [editline]28th April 2015[/editline] [QUOTE=kaskade700;47621044]Not a word about how pit is the most frustrating position to play against in the entire game?[/QUOTE] Block vision from under-balcony -> truck side A, fix the truck's collision model so it's easier to climb on, or just remove under balcony completely. Pit as of itself is largely fine. Remove the railing from graveyard though.
I think changing dark room is probably the best option, removing it would make apartments feel barren and I think it would hurt the map gameplay wise. I feel like the big issue with this and dark spot in construction is the darkness, and not necessarily the spot itself, although the boards in dark room are fucking obnoxious. The lamppost must go though. Remove lamppost 2015.
just replace inferno with season
replace dust 2 with baggage
Via [url=http://blog.counter-strike.net/index.php/2015/04/11936/]the CS:GO blog[/url]: [quote=Valve][b][i]GAMEPLAY[/i][/b] - Fixed a few cases where reserve ammo was shared between multiple weapons. All weapons now individually handle their own reserve ammo. - sv_autobuyammo now defaults to 0. - If a player spawns with a smoke grenade in classic competitive, it counts toward their maximum smoke grenade purchases for that round (i.e., they cannot purchase a second smoke grenade). - Fixed HE grenade particle system drawing improperly sometimes with other particle systems (like smokes volumes). [b][i]MISC[/i][/b] - Added 10 new community sticker offers, and a new community sticker capsule featuring work by Enfu. - Added support for alternative voice communication codecs. While running a server, use +sv_voicecodec vaudio_celt to use the CELT voice codec, instead of the Speex codec which is used by default. - Added support for Phong on world materials. See Train for examples of such materials.[/quote] Rumor has it: - Images of the new stickers can be found on CS:GO Stash [url=http://csgostash.com/stickers/capsule/49/Enfu-Sticker-Capsule]here[/url] and [url=http://csgostash.com/stickers/community/Community+Stickers+Series+5]over here[/url] - New flavor text got added, TyroPyro dumped them for your convenience: [url]http://www.reddit.com/r/GlobalOffensive/comments/347uvq/counterstrike_global_offensive_update_for_42815/cqs8a4n[/url] - Item schema update: [url]https://github.com/SteamDatabase/SteamTracking/commit/d0c3314a0533e44d1094cb7b28c8b13db7474fbb[/url] - Strings and other stuff: [url]https://github.com/SteamDatabase/GameTracking/commit/a3838e1c1f850fca45086241457bbe4de12fd141[/url] - Size is ~300 MB - [b]data capped users should be aware[/b]
Why not just change the CT model on Inferno? Almost all of Inferno's visibility problems are because of dark grey areas.
literally nothing Oh and I also though using nades to see through smokes was something terros could use to fight back from this smoke-centered metagame, but hey, gotta let valve remove that while keeping the other 400 bugs, why not. It was a cool bug/mechanic.
Kawaii Killer T version confirmed [IMG]http://puu.sh/huyHO.png[/IMG] [url]http://steamcommunity.com/workshop/browse/?appid=730&browsesort=accepted&section=mtxitems&browsefilter=accepted&p=1[/url] [URL="http://csgostash.com/stickers/capsule/49/Enfu-Sticker-Capsule"]There's also the enfu sticker capsule[/URL]
well, guess the operation is coming next week then, unless they just plan to not do another one and try something else if you don't count the extension of vanguard then we're currently in the longest gap between operations by over 14 days (not counting extension because breakout wasn't extended) [editline]28th April 2015[/editline] i mean i enjoy just playing the game but i need some new content for casual pubstomping with my friends now and then, come on valve at least some transparency in regard to player feedback regarding recent balance changes?? just [I]say something[/I], anything, please valve [editline]28th April 2015[/editline] i mean, the tec9 is still broken, SMGs are kind of bonkers, movement is still completely fucked, hitboxes are trash, netcode still needs to be fixed (easy as changing some default server cvars), RNG needs to be reduced, etc. are we just all in on the 'ignore the game and go for max contempt from our audience' plan or
[QUOTE=Zombii;47621656]i mean, the tec9 is still broken, SMGs are kind of bonkers, movement is still completely fucked, hitboxes are trash, netcode still needs to be fixed (easy as changing some default server cvars), RNG needs to be reduced, etc. are we just all in on the 'ignore the game and go for max contempt from our audience' plan or[/QUOTE] I don't know what the fuck they've been doing the last few patches, noone asked for molasses AWP peeking, laser MP7 or disabling of ammo resupply.
Tried to do a comp match after the update and my game kept closing itself out during warm-up. Tried to verify my cache and got a 24 hr comp ban. Be wary about trying to play comp after you finish downloading.
Is anyone getting constant but sporadic crashes since the update? My team just had to surrender because every single one of us kept randomly crashing without any error message. But I'm also suspecting foul play because the opposite team wasn't dropping anybody.
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