Unknown, I am still unsure how we won all three games last night.
That's because I wasn't playing
Unknown, I am still unsure how we won all three games last night.
https://twitter.com/suNnycsgo/status/643861609190944768
Juho, stonde, naSu, xarte and suNny
Rip in peace onlineGOD jOELZ. Let your cheats stay strong for the next time.
Hoorai for weekly naSu comeback.
how do you know he is cheating?
Fuck I wanted to see jOELZ on LAN.Ripperoni.
Time to update the OP littleworm.
MayMay and to whoever else it may concern,
http://www.pcgamer.com/how-to-awp-guide-tips/
Time to update the OP littleworm.
MayMay and to whoever else it may concern,
http://www.pcgamer.com/how-to-awp-guide-tips/
Time to update the OP littleworm.
MayMay and to whoever else it may concern,
http://www.pcgamer.com/how-to-awp-guide-tips/
Unknown, I am still unsure how we won all three games last night.
Time to update the OP littleworm.
MayMay and to whoever else it may concern,
http://www.pcgamer.com/how-to-awp-guide-tips/
Better than a MokoguideTime to update the OP littleworm.
MayMay and to whoever else it may concern,
http://www.pcgamer.com/how-to-awp-guide-tips/
Better than a Mokoguide
Tuesday maintenance can go suck a dick
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).
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).
update
also I'm pretty sure the second pic is from the new nuke, I assume that's coming with the new operation
It still kills ppl just fine lol
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
...maybe ppl with no armor
there's really no reason to use the A1-S over the A4 anymore. Wonder when Valve is gonna nerf the M4A4.
i just bought a st basilisk for a low price, only downside is that i have to scrape off FOUR C9 stickersBut my C9 stickers are on my A1-S....
i just bought a st basilisk for a low price, only downside is that i have to scrape off FOUR C9 stickers
CTs are already too strong, making m4 better isnt the solution
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.
Noticed a few more frame drops here and there + the teleporting corpses thing seems to have returnedWhy 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.
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.
Verify the integrity of the game cache 2 times. worked for me. Also maybe reinstall csgo fresh.