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Counter-Strike: Global Offensive |OT3| Halo and Goodbye

Lourio

Member
Unknown, I am still unsure how we won all three games last night.

That's because I wasn't playing
ludo24h.gif
 

impact

Banned
Time to update the OP littleworm.

MayMay and to whoever else it may concern,

http://www.pcgamer.com/how-to-awp-guide-tips/

Why does one need a guide on how to AWP, it is the easiest and most basic weapon in the entire game to use and for the life of me I still do not get what it is doing in a game that is played professionally as it removes pretty much any skill from the game. I still do not know why they put the AWP in the game in the first place.
 
Unknown, I am still unsure how we won all three games last night.

The inferno game sure was close. I came in saying it was my worst map and did the best.

Cobblestone, they were definitely on a lower level than us. We steamrolled them.

Mirage, we were pretty hard to read on what we were going to do on T side and we stomped them on CT side.
 

udiie

Member
update get rekt chinzo you slow loser


Release Notes for 9/15/2015
15 SEP 2015 -

[ ANIMATION / GAMEPLAY ]
– Replaced all player body animations (Existing character models retained for demo compatibility)
– Replaced all world model weapon animation
– Updated shared player skeleton
– Re-rigged all player model geometry and player scaffold animation
– Updated animation networking to continually synchronize animation state instead of periodically latching
– Player animation sequence selection is now server-initiated
– Added new player states including bomb defusal and ladder climb poses
– Added thirdperson weapon deploy animations to more accurately represent viewmodel deploy state
– Extended all vertical aim matrix ranges to encompass the majority of vertical aim pitch so weapons line up precisely to firing angle
– Added reverse-bone-merge animation support so weapon models can store and play independent animation on the player holding them
– Added support for arbitrary numbers of articulated mechanical parts on world weapon models
– Updated weapon world model articulation points, bodygroup presets, holster positions and reverse-bone-merge skeletons
– Added physics motion to holstered attachment weapon locations
– Added support for non-polygonal capsule-shaped hit volumes, defined by a line segment and radius
– Replaced shared hitboxes with new capsule-based set
– Rebuilt player ragdoll angular constraints, physics hulls, and interaction pairs
– Ragdolls now assume more exact pose of their parent player on physics init
– Re-built animation statemachine to support blending locomotion over any weapon aim or action poses
– Enabled support for dynamic player animation layer re-ordering
– Sequence blendlayers now correctly contribute to computed cyclerate
– Added defuser cables and multimeter model
– Added hlmv support for capsule rendering, submodel attachment previewing, ragdoll constraint limit and bone name rendering, plus numerous small fixes
– Added model format support for named bodygroups, combined physics hulls, activity modifiers and animation system specific metadata

[ UI ]
– Fixed a bug where the mini-scoreboard armor/helmet information was not displaying for coaches
– Added sv_show_voip_indicator_for_enemies server convar. If set, it will make it so the ‘voice chat’ icon shows over enemy players as well as allies when they are using their microphone.
– Added sv_showbullethits feature to visualize server-confirmed hits and near-misses on listen servers

[ RENDERING ]
– Fixed improper stencil state in glow pass rendering

[ GAMEPLAY ]
– Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position
– M4A1-S:
— Reduced price
— Reduced armor penetration
— Reduced ROF
— Increased base spread
– Zeus x27
— Reduced price to $100
– Dual Berettas
— Increased armor penetration
— Increased range modifier

[ GOTV ]
– Added viewmodel position lerp to gotv camera transitions

[ OVERWATCH ]
– Players can now report enemies for anti-competitive griefing (i.e. deliberately losing).
 

cHinzo

Member
New Update! said:
ANIMATION / GAMEPLAY

-Replaced all player body animations (Existing character models retained for demo compatibility)
-Replaced all world model weapon animation
-Updated shared player skeleton
-Re-rigged all player model geometry and player scaffold animation
-Updated animation networking to continually synchronize animation state instead of periodically latching
-Player animation sequence selection is now server-initiated
-Added new player states including bomb defusal and ladder climb poses
-Added thirdperson weapon deploy animations to more accurately represent viewmodel deploy state
-Extended all vertical aim matrix ranges to encompass the majority of vertical aim pitch so weapons line up precisely to firing angle
-Added reverse-bone-merge animation support so weapon models can store and play independent animation on the player holding them
-Added support for arbitrary numbers of articulated mechanical parts on world weapon models
-Updated weapon world model articulation points, bodygroup presets, holster positions and reverse-bone-merge skeletons
-Added physics motion to holstered attachment weapon locations
-Added support for non-polygonal capsule-shaped hit volumes, defined by a line segment and radius
-Replaced shared hitboxes with new capsule-based set
-Rebuilt player ragdoll angular constraints, physics hulls, and interaction pairs
-Ragdolls now assume more exact pose of their parent player on physics init
-Re-built animation statemachine to support blending locomotion over any weapon aim or action poses
-Enabled support for dynamic player animation layer re-ordering
-Sequence blendlayers now correctly contribute to computed cyclerate
-Added defuser cables and multimeter model
-Added hlmv support for capsule rendering, submodel attachment previewing, ragdoll constraint limit and bone name rendering, plus numerous small fixes
-Added model format support for named bodygroups, combined physics hulls, activity modifiers and animation system specific metadata

UI

Fixed a bug where the mini-scoreboard armor/helmet information was not displaying for coaches
Added sv_show_voip_indicator_for_enemies server convar. If set, it will make it so the ‘voice chat’ icon shows over enemy players as well as allies when they are using their microphone.
Added sv_showbullethits feature to visualize server-confirmed hits and near-misses on listen servers

RENDERING

Fixed improper stencil state in glow pass rendering

GAMEPLAY

Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position

M4A1-S:

Reduced price
Reduced armor penetration
Reduced ROF
Increased base spread


Zeus x27

Reduced price to $100

Dual Berettas

Increased armor penetration
Increased range modifier

GOTV

Added viewmodel position lerp to gotv camera transitions

OVERWATCH

Players can now report enemies for anti-competitive griefing (i.e. deliberately losing).

M4A1-S rekt! Also some hitbox and animation changes apparently. Hype!
 

MayMay

Banned
This game feels so weird now, creeped out lol

Also something might be up with playing with bad ping, teleporting players happening to me. Might need a fix.

Dualies OP tho
 

impact

Banned
Valve is so fucking dumb lol. The silenced M4 is a horrible gun now. Same price, less damage, less ammo. Why can't they balance things without making the other option pointless?

A4 should have got a price drop to like $2800 or 2900. Boom, I just balanced the CT rifle situation better than this billion dollar company. Now everyone is going back to the A4 except kids with expensive A1 skins.

"89 in 5" "96 in 5" is going to be such a thing with this new silenced M4
 

KingKong

Member
Valve is so fucking dumb lol. The silenced M4 is a horrible gun now. Same price, less damage, less ammo. Why can't they balance things without making the other option pointless?

A4 should have got a price drop to like $2800 or 2900. Boom, I just balanced the CT rifle situation better than this billion dollar company. Now everyone is going back to the A4 except kids with expensive A1 skins.

"89 in 5" "96 in 5" is going to be such a thing with this new silenced M4

CTs are already too strong, making m4 better isnt the solution
 

impact

Banned
CTs are already too strong, making m4 better isnt the solution

Why do people want a T sided game? CT SHOULD BE BETTER LOL. CT isn't "too strong" on maps like mirage d2 cache cbble.

is anyone else getting really weird FPS after this update though? I was playing earlier today and it was fine.
 

Valkrai

Member
Why do people want a T sided game? CT SHOULD BE BETTER LOL

is anyone else getting really weird FPS after this update though? I was playing earlier today and it was fine.

I don't know but AK is really powerful as it is. Valve went a bit overkill with the nerf but nowhere near as RIP CSGO broken as reddit is saying lol.

Edit: I agree with Mirage and D2 but Cache is really CT sided. Not as dramatic as Train or Nuke mind you but still pretty CT sided. Cobble's T sided for most players.
 

udiie

Member
Why do people want a T sided game? CT SHOULD BE BETTER LOL. CT isn't "too strong" on maps like mirage d2 cache cbble.

is anyone else getting really weird FPS after this update though? I was playing earlier today and it was fine.
Noticed a few more frame drops here and there + the teleporting corpses thing seems to have returned
 
Why do people want a T sided game? CT SHOULD BE BETTER LOL. CT isn't "too strong" on maps like mirage d2 cache cbble.

is anyone else getting really weird FPS after this update though? I was playing earlier today and it was fine.

My game occasionally freezes for a second.
 
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