I opened this game up for like the second time since launch just to try out the graphics on my new PC and goddamn is it hard. Other people are so good it feels like they're hacking
NEVER has my skill in a game been so inconsistent..
Sometimes I go 25/30 - 15 and everything clicks but then I have that game where nothing seems to work and go like 5-20 since I somehow only get 2 or 3 hits or getting 5 hits only results in like 70 damage.
The combat feels so random ( like the game decides whether to count the gunshots or not, i mean there are even times I count more hits than the game registers!)
Still absolutely love it, quickest I have put 100 hours into a game.
The hunt for the guns is awesome and love the skins and the business side. Like you can put down £10 into steam and if you're lucky with the drops you probably won't need to do it for some times. Like I brought 2 weapon case 3 keys for £3 and got stattrak glock 18 and stainless stattrak usp, sold the glock alone for £4.15. tried again and got the two shittiest guns worth 1p, so doesn't always work but I have made more than I have lost.
My deaths defiantly go up when I am playing as a terrorist, m4a1 is just too good.
Also, opening cases is fun but definitely unprofitable in the long run. If you are lucky and get a knife or a big item you can sell it and make a decent profit, but if you keep buying keys and opening cases it'll catch up to you and you'll be losing out.
Lost 4 matches in a row and still haven't deranked. Sometimes I question matchmaking's judgment.
W/L doesn't matter. It's team performance or whatever, apparently. If you were carrying that team but still lost, the mm decides not to derank you or whatever.
I don't know if it got buffed or what, but lately I've been seeing incredible results from the UMP-45. Just headshots all over the place. It's actually very easy to control at mid-range.
By the way, do you guys use the SMGs? Most of the time I feel like I can't hit anything with it, especially since they tend to be SO weak in long range, that I'd rather just save completely or get a pistol + armor, but my mates swear on them and buy them all the time.
By the way, do you guys use the SMGs? Most of the time I feel like I can't hit anything with it, especially since they tend to be SO weak in long range, that I'd rather just save completely or get a pistol + armor, but my mates swear on them and buy them all the time.
But on the other hand you do get more money for SMG kills, which still makes them more interesting for anti-eco rounds than assault rifles imoYou really only wanna use SMGs on anti-ecos since they do jackshit for damage against armor. You'd be better off with a p250 at that point since it penetrates armor.
I recently switched to assault rifles for anti-ecos though since in the current metagame people tend to buy kevlar+p250/five-seven on ecos.
But on the other hand you do get more money for SMG kills, which still makes them more interesting for anti-eco rounds than assault rifles imo
By the way, do you guys use the SMGs? Most of the time I feel like I can't hit anything with it, especially since they tend to be SO weak in long range, that I'd rather just save completely or get a pistol + armor, but my mates swear on them and buy them all the time.
https://twitter.com/csgo_dev/statuses/459031291300544513@csgo_dev said:CS:GO Mappers: Were playtesting your submissions for the next operation, and well try to make our decision soon. Stay tuned!
I almost always get the MP7 on second round if I've won pistol round. Good accuracy, OK damage and firerate, plenty of ammo, and $600 per kill.By the way, do you guys use the SMGs? Most of the time I feel like I can't hit anything with it, especially since they tend to be SO weak in long range, that I'd rather just save completely or get a pistol + armor, but my mates swear on them and buy them all the time.
I completely disagree that SMGs aren't worth it. I've played against too many good teams and even with players who constantly out-maneuver the opponent with one. The best is rushing through mid-DD on T side and taking out their mid awper. You can make it up long A with smoke easily.
A good awper usually won't get you when you smoke mid and are rushing out with 2 SMGs. Or when you're triple flashing over long DD and they're sitting at corner awping. Same thing applies to B, when you smoke back plat and bounce one off the left tunnel wall so it obscures awp vision from window.You could probably try that with a p250 as well and have a higher success rate. A good AWPer will get you first most of the time unless he's an idiot and double zooms at that spot.
Good teams will lock down long DDs early with 2-3 players and retreat to A site. It's another story on antis. Long is probably the best bet on antis because of the range advantage over pistols.
SMGs (except the P90 but that one doesn't get any cash bonus for kills) are simply no worth it against armor since they don't penetrate. Because it works in mid-level MM (I'm not trying to say you are lowskilled, btw) doesn't mean that it's actually a good decision
A good awper usually won't get you when you smoke mid and are rushing out with 2 SMGs. Or when you're triple flashing over long DD and they're sitting at corner awping. Same thing applies to B, when you smoke back plat and bounce one off the left tunnel wall so it obscures awp vision from window.
Lol ok, I completely disagree but whatever. Good smoke/flashes work wonders.That's just horse shit. The AWP will see you earlier (because that's how smoke works in this game), get the first one and will retreat up B site, possibly throwing a flash to cover himself. Then he will get support from B site or CT base or even both for a nice crossfire sandwich. And everyone of them will have the range advantage because they have rifles.
Lol ok, I completely disagree but whatever. Good smoke/flashes work wonders.
Pros? Who said anything about pros? We aren't pros. The people we play against aren't pros. You miss one awp shot DD, and you're done for against SMGs. You don't even need to smoke mid, because if you don't then they'll most likely be looking up at cat/palm tree. If you get rushed by TWO competent SMG players, you are doubly fucked.I don't like pulling the pro card but do you see any pro teams executing these strats with SMGs? No because it's waste of resources.
I already told you how running through a smoke is actually disadvantageous yet you keep going on with your blank slate statement of how flashes/smokes will somehow make SMGs not suck against armor. That's just how SMGs are balanced.
Pros? Who said anything about pros? We aren't pros. The people we play against aren't pros. You miss one awp shot DD, and you're done for against SMGs. You don't even need to smoke mid, because if you don't then they'll most likely be looking up at cat/palm tree. If you get rushed by TWO competent SMG players, you are doubly fucked.
To be honest, I'm not an SMG user at all. My preferred weapons are ak and awp. The only time I'll use an SMG is either round 2 after a win, or to crowd a door up close when I'm low on money. In 1.6, I felt they weren't even remotely viable, but in GO they are much more so.Yeah whatever. My point is that if these SMG strats work against mid-level MM opponents doesn't mean that they a) are reliable strats and b) work against competent opponents (not even talking pros here but anyone who has a decent grasp of the in and outs of the game).
To be honest, I'm not an SMG user at all. My preferred weapons are ak and awp. The only time I'll use an SMG is either round 2 after a win, or to crowd a door up close when I'm low on money. In 1.6, I felt they weren't even remotely viable, but in GO they are much more so.
Pros? Who said anything about pros? We aren't pros. The people we play against aren't pros. You miss one awp shot DD, and you're done for against SMGs. You don't even need to smoke mid, because if you don't then they'll most likely be looking up at cat/palm tree. If you get rushed by TWO competent SMG players, you are doubly fucked.
Again, I'm not saying SMGs would be a better alternative than a rifle, but it isn't hard to kill the mid awper if you play it right. But yes, you have to smoke CT and then quickly overwhelm B site afterwards. I'm not a high rank, but I am a distinguished master guardian.I don't know what rank you are but if rushing mid with smgs works versus awpers for you they aren't very good mid players. A good player would fall back if you flash, kill you if you don't. You'd need to smoke ct to prevent x-fire, and then get quite lucky to not get smashed. Rushing mid can certainly work if you do this, and swarm. But with smgs your chances are actually not anywhere near as great as if you have bought or even with a p250 one headshot can easily chunk an awper to 20hp.
At lower ranks I imagine SMGs to be much more effective, but generally famas/m4 is the best best so long as you can get adequate armor.
Last night I played this game again out of nowhere, all of a sudden I felt like playing gun game/arms race/whatever you want to call it. I found a server, which I think is the only populated gungame server that exists, and had a really fun time. It was a large number of players, tiny maps, 50 weapon swaps, and was just nonsensical fun.
What other game types, or maps, are like that? Something I can jump into when I just want to play something funny/relaxing that I can laugh about, without worrying about trying to win?
I played on a surf server for the first time a few days ago. Shit was confusing as HELL.
Old-school TFC conc maps were the best.
high level surf maps are about as hard as conc/rj maps. Check this one out: https://www.youtube.com/watch?v=8LpotSijbqs
[UI]
- The options menu now has a setting for specifying which command will enable the mouse on the scoreboard. The option has a few presets but any command may be set using the convar cl_scoreboard_mouse_enable_binding directly (e.g. 'cl_scoreboard_mouse_enable_binding +jump').
- Fixed uninitialized scorecard for competitive matches being visible.
- Improved lobby performance.
- Added saving of inventory sort and filter dropdowns.
- Fixed chat window scroll bars getting stuck at the top/bottom.
- Fixed scoreboard mouse input when watching gotv.
[SDK/MAPPING]
- Added a new trigger (trigger_bomb_reset) that teleports dropped bombs back to a valid in-play position. This is intended to be used in player-inaccessible areas where a dropped bomb cannot be retrieved.
- Bots no longer see through tools/toolsblock_los func_brushes (npc line-of-sight blockers).
- Bot maximum vision distance can be set per-map by "Bot max vision distance" in info_map_parameters. Default is unlimited.
- Prop doors (prop_door_rotating) that are in the process of opening or closing can be checked to see if they are "Locked" and if so, ignore player +use.
[MAPS]
- Mirage
-- Enabled collision on arch corners (Thanks NBK!)
-- Fixed some spots where C4 could get stuck
-Vertigo
-- Added bomb teleport trigger to prevent bomb falling out of playable area
-- Closed off dumpster in chokepoint near bombsite B
-- Improved signage
-- Fixed players being able to climb down elevator shaft
[MISC]
- In Official Competitive matchmaking, the initial warmup timer will now start at 5min and reduce to 30s when the last player connects.
- In Official Competitive matchmaking, if any player has not connected by the end of warmup, they will receive an abandon and the match will be aborted.
- Fixed vote accounting in cases when players disconnect while the vote is in progress.
- Fixed a bug related to purchasing armor.
- Fixed smoke grenades popping again when thrown into more than one molotov fire in a row.
- Smoke volumes are now more consistently shaped with the particles more evenly distributed. The overall shape is now round and no longer square.
- Increased minimum distance from the center of a smoke grenade volume in which a player's view will be completely obscured by smoked.
- Fixed some "micro hitches" related to picking up weapons with custom finishes and new players joining a game.
- Fixed several potential crashes.
- Fixed some Coach bugs
-- Fixed radar and overview maps for coaches not behaving like players.
-- Fixed scoreboard item status for coaches not behaving like players.
- Added support for concommand spec_player_by_name for in-game spectators.
- Improved Official Competitive matchmaking scheduler to support more than 65,535 users playing competitive matches concurrently.
- Default USP, M4A1-S, and CZ-75 Auto weapons that are on the ground will show the correct names in "swap for" message.
- Decoy grenades now work properly for the USP-S, M4A1-S, and CZ75 Auto.
- Steam accounts that have never played CS:GO can now purchase and receive CS:GO inventory items via Steam Trading.
Looks like they changed the bug where you can buy armor for other players, including head armor in round 1. And no more one way smokes?Update is out. Apparently, it broke Sourcemod.
Update is out. Apparently, it broke Sourcemod.
I always just report them for griefing, hope that helps in some cosmic karma kinda waySo no fix/punishment for AFKers in competitive?
You know the people who want to leave but instead of leaving and getting a short ban just hope people kick him...
That is getting ridiculous.
So no fix/punishment for AFKers in competitive?
You know the people who want to leave but instead of leaving and getting a short ban just hope people kick him...
That is getting ridiculous.
So do some Operation maps get added to the permanent map list or are they just going to keep charging us money to play the same maps that were in previous operations?
Overpass was never a part of any operation, or am I hallucinating?Ilúvatar;109345768 said:Operation maps can get added to the map list, Overpass being one such example.