Counter-Strike: Global Offensive official site is live (kinda), beta starting today

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.
 
Just got into the beta this weekend and been a long time CS player since the good old days circa 99-00 when it first started. Have to say, I like what the beta is trying to do but everything just feels off. The shooting & movement for me is very noticeable but pacing is almost similar to that of CS:S but it just feels off. Is it me or did they reduce the walking speeds??? Then again, I only played a few matches and not really focus on the game right now. Though I did enjoy a couple matches I was in but can tell their is alot of tweaking to get the game playing well in my view.
 
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.
2) Learn the maps (follow other good people to see how they approach corners)
3) Listen for footsteps and other noises
4) Be patient. It takes time to get good at just like any skill.
 
Just got in this friday, really enjoy it so far. I was afraid after reading all the negative stuff but I think it's really good. Only had issues with a few environmental hitboxes. I think the gunplay feels good, movement feels good (very source) and the graphics are nice. I 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. I just can't wait to get some larger matches.
 
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.
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.
 
Just played it again today after having little time these past 2 weeks, and the new updates definitely made it a lot better. Movement feels great and the AK is awesome, I was dealing out headhots left and right just now.

I love CS
 
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.
 
So, I love the fact that they actually put in matchmaking that guarantees 5v5. At least now when I'm just playing alone I don't have to ring to get a decent game.

But they really need to fix the strafing/stamina/sprays.
 
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.
 
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.

The ranking system is working as far as gathering stats, but I don't think it is matchmaking based on rank yet. I'm not 100% on that though, just my own observation.

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.

Casual mode will allow for much larger servers, they just don't have matchmaking enabled for Casual mode yet.
 
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did they fix the elo system? 3 gold stars, not sure what means
 
Well yeah... I got the beta and ended up playing 1.6 for like 35 hours in the last days after not playing since last year :/
 
Chiming in to say I'm really enjoying this game. I played a ton of Source over the years, but no 1.6. I would call myself a casual enthusiast of CS:S. A few hundred hours or so. Always played for fun. No srs comp.

This feels a lot more polished and streamlined than Source. I dig it.
 
every day this game feels more and more like 1.6

starting to really love this game! they did a really good job with aztec IMO

inferno kinda sucks tho
 
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.
 
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.

I have to admit, I've not jumped into casual mode yet. But I'm a huge fan of the two new game modes, especially on the new maps.

28 hours in 3 weeks, insane for me.
 
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.

Ah so that's why I could never buy it lmao. Was wondering why I couldn't.
 
Update is out. SDK is available to download for beta users in the "Tools" menu in Steam.

Note spam inc.

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).

Keys should be soon.
 
Is the "Win 5 matches on Safehouse" achievement buggered for anybody else? I just played a few matches against bots, but none of them seem to have registered for the achievement. Thinking that perhaps the achievements have now been locked to games with human players involved, I loaded up a bot match on dust2, but my AK kills therein have been added to the total.
 
Is the "Win 5 matches on Safehouse" achievement buggered for anybody else?

Yeah it's bugged for me as well. I know I've finished far more than 10 matches with full player games.

I've put about 40 hours in to this game so far and I'm still loving it. I really feel like the Galil is a bit too good though. At least in comparison to M4 and Famas for CT's.
 
Patch is out (notes). Dedicated server files are out for beta members. Should mean better pings etc.

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

More keys soon.
 
Been too busy playing dota 2 to give CS:GO the attention it deserves, but this is funny.

• 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.
 
ugh, this patch is a huge setback. they ruined tapping (hitting one shot at a time), the entire recoil system is worse

I'm laughing at the "based on player feedback", who's feedback? why isn't the player feedback for removing tracers and all the visual gunk considered?
 
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