Cydonian__Knight
Member
Are there any good guides for beginners? Any basic strategy or beginner tips? I just got into the beta last Friday but I've only ever played a couple hours of CS before.
Are there any good guides for beginners? Any basic strategy or beginner tips? I just got into the beta last Friday but I've only ever played a couple hours of CS before.
Are there any good guides for beginners? Any basic strategy or beginner tips? I just got into the beta last Friday but I've only ever played a couple hours of CS before.
1) Aim for the heads - single shotting all the time. I recommend just using a Desert Eagle as a way of training yourself. It's great for headshots, but has limited ammo capacity so you need to be careful with each shot. You need to be able to occasionally get 1 hit kills at medium distance.Are there any good guides for beginners? Any basic strategy or beginner tips? I just got into the beta last Friday but I've only ever played a couple hours of CS before.
I agree. This was the case with Quake, most any fighting game series, etc. Franchises gain new iterations and won't feel exactly the same. So long as they end up making this a well-refined piece of work and it is true-enough to the last two CS games, it's fine.It feels different than the other 2 and I think that's a good thing. I want it to feel different, if I want the feel of the other 2 games, I will play them.
How does raked matchmaking work out? Because I pretty much suck and it seems that there are a good many not-so-good players and then 2-3 vets slaying everyone. Have they turned it on yet or is it only in effect for ranked mode? (I have been playing arsenal)
Some stuff still seems buggy as hell. There have been a few times I snuck up behind someone and unloaded an entire magazine into their back and they only lost like 1/4 of their life. I mean, some of these guns are shitty but I doubt that is intended.
I hope they have plan for bigger servers. Not a huge fan of the L4D matchmaking and server browsing seems to be broken. Still overall it is fun but I don't see it being fun for long if they don't address the current limits they have for the game.
did they fix the elo system? 3 gold stars, not sure what means
Did Valve send out a batch of random invites or does somebody upstairs like me? :O
AaawRandom invites. There is nobody upstairs that likes you.
When it's done.is there a release date yet?
When it's done.
So I received a beta invite.
I feel ashamed as a gamer to say it, but casual mode is so fun. Always kind of hated not being able to buy kevlar and helmet at times and thus guaranteeing my doom in the upcoming round. Casual mode provides an easier experience to just hop in and play a bit without going too much hardcore.
I wasn't expecting much, but now I really see myself playing this in spare times.
This is how it should be for anything aiming to be a competitive game.When it's done.
But if we don't release it now how can we start making next years installment?!This is how it should be for anything aiming to be a competitive game.
So I received a beta invite.
I feel ashamed as a gamer to say it, but casual mode is so fun. Always kind of hated not being able to buy kevlar and helmet at times and thus guaranteeing my doom in the upcoming round. Casual mode provides an easier experience to just hop in and play a bit without going too much hardcore.
I wasn't expecting much, but now I really see myself playing this in spare times.
Gameplay:
Added Classic Casual to the Find a Game options.
Increased running inaccuracy of rifles and snipers. Lowered recoil of negev, lowered standing inaccuracy for negev. improved famas secondary burst grouping, increased ak47 recoil
Added money bonus to knife kills.
Bot difficulty tuned.
Removed the grace period for defusing the bomb as it allows to many hard-to-fix exploits.
Fixed elite cycle time to be the same as CSS
UI:
Update to the Main Menu screen:
- Rank medals earned by the player will now be displayed underneath their name.
Play menu screen updates:
- Updates to win panel for Arms Race including: improvements to displaying the winner, animated elements, and progression icons.
Fixed demo playback loading screen problem.
Fixed placeholder elements on generic loading screen.
Added timer to continue loading screen.
Fixed assists in death messages showing up in modes other than "Classic".
Fixed the "Next Weapon" panels not displaying properly in Arms Race before you got your first kill.
Fixed alert text popping (position/opacity) behind the Exclamation Point graphic when the animation first comes up when the buy time has expired.
Condensed spectator panel to minimize overlap with other hud elements.
Removed old green tint from radar directional arrow and ring to match current HUD gray color scheme.
Win panel can now show progress made towards stat based achievements completed that round.
Fixed Demolition mode next weapon icons being incorrect.
Added missing outline on incendiary grenade icon.
When using a gamepad, the left and right shoulder button glyphs will gray out when there is no one left to spectate.
Fix for the gun icons being too big and cutoff.
Maps:
Added Nuke SE
Added Inferno SE
Dust SE
- Added overviews for radar
Aztec SE
- Added overviews for radar
Dust
- Adjusted size of buy zones for both CT and T's.
Shorttrain
- Updated radar overhead map: Removed corner sections, towers, and yellow "garbage" can from bomb planting zone.
Train
- Increased accuracy of bomb and buy zone graphical indicators on radar image.
Inferno
- Updated size and location of buy and spawns zone graphics.
St Marc
- Rescaled radar overhead map and angled the bomb zone graphic to match the actual angle of the zone.
- Adjusted color-correction settings.
Safehouse
- Adjusted color correction settings.
- Adjusted radar image scale and position.
Italy
- Adjusted buy and spawn zone graphics for CT's and T's.
- Fixed extra-large and bright light coronas in hostage area and Wine Cellar.
- Fixed a tree at Right Alley
- Made a slew of accessible areas inaccessible. Thank you, Maiho for identifying these.
- Adjusted color-correction settings.
Aztec
- Updated buy and spawn zone graphics on radar image.
Dust 2
- Expanded and moved both the CT a T buy and spawn zones in radar image.
Bank
- Increased active game area border line weight from 1 to 2 pixels in radar.
- Adjusted color-correction settings.
- Fixed stretching polygons on the door frame at Gas Station.
- Fixed the door model at Market.
Nuke
- Adjusted spawn and buy zone graphic indicators on radar image.
Baggage
- Readjusted color-correction settings.
Lake
- Increased active game area border line weight from 1 to 2 pixels in radar.
- Adjusted color correction settings.
Sugarcane
- Updated color-correction settings.
Office
- Adjusted buy and spawn zone graphics for CT's and T's.
- Adjusted color correction settings.
- Fixed a bug where the slideshow projection would sometimes show up on the wall behind the projector wall.
Audio:
Dsp removed from all third person footsteps and gunshots to increase directionality. In turn removed audio quality option which was mainly responsible for determining dsp level.
Moved the distance at which weapon shots cross fade to their "distant" version further away from the player to aid in identification of weapons being used during the round.
Third person weapon shot volume raised to aid in the identification of weapons being used during the round.
Bug Fixes:
Fix for getting the golden knife too early in Arms Race.
Fix for incorrectly retaining the gold knife on respawn after a suicide, team change, or killed by enemy knife.
Regenerate the recoil tables at game mode/type start; this allows the tables to incorporate parameters from loaded convars.
We now remove the golden knife from the player if they had it and lost a level in Arms Race.
Fixed a bug with the HUD where the round timer stops with 0:01 left if the round ends by timeout.
Fix for knife spawning in on the ground with you if you end the round without your secondary weapon (pistol).
Fix for single hostage shooting penalty getting counted multiple times.
Spectators are no longer allowed to vote.
Fixed view model hitching after a full network update.
Fixed a crash pertaining to death notifications.
Fixed an assert that would happen every time a player opened a prop_dynamic door.
Fixed potential crash in FAMAS and Glock when firing remaining burst shots when the PlayerOwner owner no longer exists.
Fixed flash bangs showing through doors.
Fix for losing mouse focus when directly connecting to a server.
Fix for crash when running a dedicated server under specific linux versions/distrubutions.
Fix for instances of "Round draw" voice over playing between matches.
Fixed some ducking pops that would happen when toggling duck during ducking / unducking.
Miscellaneous:
First round of mostly PC specific CSM optimizations that improve perf. on all CSM quality levels:
- Optimized the core CSM shader to use fewer ALU instructions (VERY_LOW/LOW=21% faster, MEDIUM quality level=10% faster, HIGH=8% faster).
- Coaxed the HLSL compiler to [flatten] several important conditionals it was sometimes issuing dynamic jumps for.
- The VERY_LOW and LOW quality levels use a single 3D radial lerp vs. the previous 2D+3D lerp
- VERY_LOW/LOW only use 2 world cascades vs. the previous 3. At VERY_LOW/LOW quality levels only vertexlit and phong where actually using the closest cascade (for better character self shadowing), so world shadow quality is mostly unaffected by this change.
- Also adding a bunch of CSM culling statistics (displayed at the bottom of the screen when cl_csm_debug_2d is 1).
- dust2 timedemo avg. FPS results on a NV 6800/Core2 2.4 GHz at VERY_LOW improved by 13% (higher quality settings also see an improvement).
did they fix the elo system? 3 gold stars, not sure what means
It's just round MVPs.what is the awards for?
Is the "Win 5 matches on Safehouse" achievement buggered for anybody else?
Gameplay
Tweaks to the recoil model based on player feedback.
Decreased the throw velocity for Incendiary and Molotov grenades. They can no longer be thrown far enough to block terrorists from leaving spawn in Inferno.
Removed the ability to exploit the radar data.
The aiming precision now changes back to the standing accuracy state immediately after the crouch button is released as opposed to waiting until you get to a full stand.
Movement speed when entering a crouched state will no longer instantly switch to crouched speed. This should improve crouch jumping.
Added the option to have the very first round in a match have a "warmup period". This gives late joiners the chance to start at the same time as everyone else.
Players who join late into an Arms Race match get the same weapon given to them as the player with the current lowest level in the game.
Changed the default player models to st6 and phoenix; this addresses the issues with error geometry being shown on player created maps.
UI
Update to Match Setup screen selecting the GO button instead of the map image will now launch the game.
All offline modes now allow the player to select a bot difficulty.
Server Browser can now be accessed via the Community Servers menu option.
The Screen Resize screen in Advanced Video options has been updated.
Fixed a scaling problem with weapon comparison bars in the Buy Menu. Weapon properties now display with the full range of the bar.
The position of the Mini-Scoreboard has been adjusted.
Characters
Added GSG9 and Balkan character models. You can see these news skins in cs_office, de_nuke, de_train, ar_baggage, and de_shorttrain.
Dedicated Servers
- sv_allow_lobby_connect_only is off by default.
- mapcycledisabled is off by default.
- Fixed sv_password.
- Added Tags column to Favorites tab of server browser.
- sv_search_key tag is only added to matchmaking servers to remove clutter from server browser.
- "Status" will now report whether ds is official or community.
Maps
Shoots
- Adjusted geometry to reduce areas where players and bots can get stuck or stand in inappropriate areas.
Dust
- Fixed some interpenetrating prop models.
Train and Shorttrain
- Clip brush pass.
- Removed a number of physics props.
- Turned a number of phys props to static props.
- Fixed bad fade distances on a number of static props.
- Certain static props no longer us physbox.
- Removed bar structure.
- Adjusted tonemap settings.
Aztec
- Tweaked some fade distances to fix objects popping into view.
- Added vphys clip to a gap where the bomb could get stuck.
Bank
- Set the "sweet relief" doors to not be breakable.
- Removed all physics props.
- Turned a number of props to static.
- Fixed a number of floating props.
- Rotated spawn instances so they're facing the correct way.
- Fixed a number of bad fades in static props.
Nuke
- Fixed a stray triangle in a destroyed door prop.
- Fixed odd looking nuclear waste barrels near bomb site B.
- Fixed the resolution of the ground texture near T spawn.
Sugarcane
- Fixed some bad materials in the warehouse.
- Improved the fade distance on a number of props.
- Fixed sky brushes that were making geometry in the sky pop in and out.
- Made miscellaneous lighting tweaks in dark areas.
- Added light fixture to stairwell so players can't hide in the dark.
- Moved a large light fixture that was under the bombsite to ease movement.
Audio
Update the M4A4 sound.
Bug Fixes
Arms Race now updates a bot's difficulty on bot respawn.
A fix has been made to Casual mode where a match tie caused players to spawn into a new round momentarily before the scoreboard is shown.
Fixed a bug in the player id delay and re-enabled it.
Connecting to a dedicated server should no longer show or hide loading screens in weird orders or return the player to the Main Menu screen temporarily.
The loading screen Continue button should no longer display after an aborted or failed loading occurs.
Fixed Main menu intro music persisting into games.
The ESC key now closes the Continue loading screen.
Fixed a bug in the death notifications where a player's name displayed in the wrong team color if they did damage to a teammate and then that person was killed by an enemy.
Fix for enemy radar icons disappearing after a map change.
Misc
Added support for ATI X1000-series GPU
Patch is out (notes). Dedicated server files are out for beta members. Should mean better pings etc.
More keys soon.
Decreased the throw velocity for Incendiary and Molotov grenades. They can no longer be thrown far enough to block terrorists from leaving spawn in Inferno.
Woot. Need to go home and check now and see if I got oneKeys are out.