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[Official] Counter Strike Global Offensive Thread - Page 35

post #341 of 22618
Thread Starter 
http://www.youtube.com/watch?v=O5PPsSKyHYE

Bhop map wink.gif
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post #342 of 22618
Quote:
Originally Posted by dmasteR View Post

http://www.youtube.com/watch?v=O5PPsSKyHYE
Bhop map wink.gif

nerdsmiley.png
That made me dizzy
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post #343 of 22618
Bhop! smile.gif
post #344 of 22618
post #345 of 22618
Willing to trade a diablo 3 buddy key for cs go buddy key, pm me.
post #346 of 22618
Thread Starter 
Quote:
Originally Posted by Riou View Post


That's just awesome. Got a good laugh outta that one! biggrin.gif
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post #347 of 22618
Thread Starter 
cs:go ‏@csgo_dev
Looks like no update today, more info to come. We don't want to add any instability to people's weekend plans. Keys coming.


No update this week folks!
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post #348 of 22618
Interview with Valve's Chet Faliszek about CS:GO: http://www.cadred.org/News/Article/176464/
Quote:
With many considering CS:GO as the next 'big' competitive FPS, what have valve got in store for spectators and the media that naturally revolves around the game? D1ablo

Spectating is an important part of the project; we just need to get the core game into shape first. As a company we have been busy working on spectator features for DOTA2. The thought is to let them explore that space and then we can learn from them and implement a version that makes sense for CS:GO.
post #349 of 22618
Quote:
One of the most requested map features has been allowing more than 5v5 on official maps. We now support up to 15v15 on official maps. The spawn locations have been prioritized to accommodate various numbers. For server operators, if you allow for more players, you may want to play with the bot quota number to find a number that works best with your server.

http://blog.counter-strike.net/index.php/2012/05/may-21st-update/

Quote:
Release Notes for May 21 Update

Gameplay:
• Updated weapons based on performance metrics:
- Slightly increased the damage for the fiveseven to keep it on par with other pistols.
- Lowered the max width of the recoil patterns for the MG's to make them better for their price point.
- Lowered the spread on the Negev to be more in line with the m249.
• Improvements have been made to burst fire and tapping.
• Added player spawns to all maps to support up to 30 players.
• Player spawns are now randomly selected from a prioritized list of spawn locations in order to better support more players per map.
• Adjusted bot behavior to fix the “antline” looking behavior.
• Added support for server operators to specify tick rate with the –tickrate parameter.
• Physics simulation tick rate now set to be the same as the game tick interval.
• Bullet tracers have had improvements made to speed, visual effect, and frequency.
• Chickens added to Inferno

UI
• The Server Browser sorts Favorites and Lan tabs by ping rather than Tags.
• The radar will no longer display an ‘X’ for dying players when they are not within sight of the player or player’s teammate.
• Weapons with a burst mode will now show which state the gun is in on the ammo panel.
• Input device is now locked to whatever device launched the game session.
• Updated the Kevlar and Kevlar + Helmet buy menu images.
• Updated the Domination icons.

Audio
• Footsteps update position more often by shifting position determination to client side entity tracking.
• Tuned ambient sounds in most maps

Bug Fixes
• Fixed a bug with individual pistol round-based achievements. They can only be earned in Classic game mode now.
• Fix for changing video settings while in game sometimes causing a deadlock.
• Added a popup message triggered when a player attempts to initiate a vote on a server with voting disable.
• Fixed bug where player's nav area would be reported as being on the floor below them causing the radar location to be displayed incorrectly.
• Fixed several UI related crash issues.
• Third party map and _SE map names no longer display in the scoreboard with the #SFUI_MAP_ localization token.

They adjusted the recoil on bursting and tapping of the previous update. Also tracer effects have been adjusted.
Edited by Riou - 5/21/12 at 5:03pm
post #350 of 22618
Thread Starter 
And the AK is too easy again. Why Valve, why?

EDIT:

Looping sounds seem like they're gone, only got to play a few rounds but I didn't notice any looping sounds. About time!
Edited by dmasteR - 5/21/12 at 8:05pm
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