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[Official] Counter Strike Global Offensive Thread - Page 26

post #251 of 22607
Quote:
Originally Posted by mylilpony View Post

yeah how dare they randomize the way they give out a preview of their game for free and not give one to you! Shame on valve! my ones friends daughters neighbors best friends uncles dog got a beta invite and he doesnt even play!

Haha, I didn't mean it that way. It's just that everyone's getting a key(I mean my friends) but I'm the one who's left out. frown.gif
Quote:
Originally Posted by dmasteR View Post

Just spam it to be honest, lets just take dust 2 for example again. Normally teams will flash over long so they can get a quick rush out of doors, CT's normally would either be blind for a split second or not at all. Two flashes long will completely blind the guy long now and you're guaranteed a kill due to the fact the guy long A is blind forever.
Guys lets keep the beta key begging out of this thread.
It's not 100% completely random every week. Certain weeks they give it to players who have been playing for many years, sometimes its random. They even gave keys to the first 5000 people who signed up on the survey a few weeks back. Wait your turn, the game is far from release ready anyways. You're really not missing out on much, the whole point of this beta is to improve the current gameplay, and find bugs and glitches.

I guess. I've sad sad luck. frown.gif
post #252 of 22607
Thread Starter 
Quote:
Originally Posted by dipanzan View Post

Haha, I didn't mean it that way. It's just that everyone's getting a key(I mean my friends) but I'm the one who's left out. frown.gif
I guess. I've sad sad luck. frown.gif

Your friends get a extra key, so as a good friend they should be giving you there extra one. wink.gif
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post #253 of 22607
Quote:
Originally Posted by Riou View Post

It has to do with the old engine and how recoil is affected by resolution. That is why most people play at 640x480 or 800x600. I was only firing one bullet at a time with gaps between each fire so recoil should not have factored in (unless I am mistaken). I was replaying single player HL mods before so that was why my resolution was so high.

Well they better fix that crap. Most monitors these days run @ at least 1080p.
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post #254 of 22607
Quote:
Originally Posted by exzacklyright View Post

Well they better fix that crap. Most monitors these days run @ at least 1080p.

I do not think Valve will touch CS 1.6. Any changes to 1.6 would likely be met with hostility and disdain at this point. tongue.gif

Valve should just ensure their new game is great.
post #255 of 22607
Quote:
Originally Posted by Riou View Post

I do not think Valve will touch CS 1.6. Any changes to 1.6 would likely be met with hostility and disdain at this point. tongue.gif
Valve should just ensure their new game is great.

Well I mean for cs:go... I played alot of 1.6... and then transitioned to kz... valve thought about changing the movement with 1.6 and the kz community lashed out.. as well as others and eventually they didn't do it. But I play source at 1080p and have no issues
Edited by exzacklyright - 4/19/12 at 6:17pm
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post #256 of 22607
Thread Starter 
Quote:
Originally Posted by exzacklyright View Post

Well I mean for cs:go... I played alot of 1.6... and then transitioned to kz... valve thought about changing the movement with 1.6 and the kz community lashed out.. as well as others and eventually they didn't do it. But I play source at 1080p and have no issues

That's because its a GoldSrc engine bug. With the Source engine, you're fine at running your preferred resolution.
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post #257 of 22607
Thread Starter 
This week's update has been released! Change log below.

Also more keys have been sent out! thumb.gif
Quote:
Gameplay:
• Reduced the amount of stepwise variation in the weapon recoil patterns so they are smoother and easier to learn and control.
• The recoil jump on the xm1014 has been lowered.
• The recoil on the ak47 has been lowered to be more in line with other weapons.
• The ak47 recoil pattern has also been adjusted.
• The cash reward for defusing bomb has been raised to $3500.
• Added multiple T spawn points to Dust2.


UI:
• The number of seconds to delay showing the player id when crosshairs are hovered over a player has been increased from 0.1 to 0.5.
• Updated the mini-scoreboard for Arms Race to show the weapon for each player.
• All of the players who are in the lead now show what weapon they are leading with in the mini-scoreboard.
• The “YOU ARE ON TEAM” and old weapon leader messages have been removed.
• Added a weapon progression panel in Demolition mode that shows the full array of weapons and your current progress.
• Scoreboard will now instantly appear when triggered.
• Easier to see who is alive by darkening the dead players.
• Updated weapon icons.
• Updated AUG small icon.
• Updated MAG7 small icon.
• Removed suppressor and extended stock from MP7 outline icon.
• Added extended stock to MP9 outline icon.

Maps:
• Shoots
- Adjusted fog settings.
- Adjusted light_environment settings.
- Adjusted local contrast settings (turned off blur effect).
- Adjusted bloom scale (turned down effect).
- Raised light levels.
- Adjusted fade distance on bicycle.
- Adjusted fade distance on light/glow.
- Readjusted some wood textures.
- Fixed some mismatched wood textures on steps.
- Added missing faces on wood planks.
- Adjusted fade distance on poster inside hut.
- Adjusted fade distance on rice basket in huts.
- Adjusted texture and position of wood railing model.
- Added player clips to sniper shack to prevent players from getting stuck.

• Dust
- Added some back faces to the geometry where players could see out of the map.
- Fix for an environment light effect that could be seen through a building as well as smoke grenade effect.
- Added a cubemap and updated a floor material for a noticeably dark door.

• Office
- Adjusted position of boxes so player can run past easily.
- Updated the counter prop objects to be prop_physics_multiplayer, and marked as debris.
- Turned off collision on pipes and lamp at Backway stairwell to prevent camping there.
- Adjusted light map resolution just inside the stairwell to help it blend better.
- Removed garbage models that were causing collision issues.
- Added additional light behind CT Spawn so the lighting will look more consistent on the player models.
- Removed half submerged pop cans from desk at entrance stairwell.
- Made all of the monitors and keyboards physics objects.
- Fixed missing trim at the main entrance stairwell ceiling.
- Added player clip brushes to windows at Snipers Nest to make jumping through them easier.
- Set the objects without physics hulls to non solid.
- Adjusted the fade distance on the trash can near the building entrance at the back courtyard, as well as a number of others that were popping into view.
- Adjusting local-contrast settings (made less blurry)
- Tuned tonemap controller values to be more consistent with other levels.

• Inferno
- Fix for players getting out of the map at T spawn.

• Safehouse
- Fix for being able to jump on fence on edge of map.
- Fix for missing faces by bathtub.

• Italy
- Turned down local_contrast setting.

• Aztec
- Updated the helicopter animation.
- Fixed a bug with particles not reliably turning off.

• Bank
- Replaced skybox trees models with simple cards.
- Disabled CSM on foliage and chain-link fence.
- Adjusted fog settings to match more closely to other maps.

• Nuke
- Reduced bloom scale.

• Sugarcane
- Tuned fog and prop fades.
- Deleted a vista props outside of player space.

Also new Blog post from the CSGO Dev's.

http://blog.counter-strike.net/index.php/2012/04/copenhagen-games/
Edited by dmasteR - 4/20/12 at 3:38pm
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post #258 of 22607
Maybe all the people crying about the AK will be quiet now. I too had issues with the AK when I first picked up the game, but once you use it for awhile it really wasn't that hard to get used to. Oh well.
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post #259 of 22607
Thread Starter 
Quote:
Originally Posted by waylo88 View Post

Maybe all the people crying about the AK will be quiet now. I too had issues with the AK when I first picked up the game, but once you use it for awhile it really wasn't that hard to get used to. Oh well.

The AK is way too easy now, it's even easier than it is in Source..... rolleyes.gif

I like it the way it was before tbh.
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post #260 of 22607
I never had issues with the AK before. Haven't played today but is it much easier? If so then oh boy.
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