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post #781 of 22634
This made me love FPS games again. No perks, no kill streaks, just pure skill.
Anyone down to play? Doing matchmaking gets boring and too easy sometimes. lol
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post #782 of 22634
Quote:
Originally Posted by dnnk View Post

This made me love FPS games again. No perks, no kill streaks, just pure skill.
Anyone down to play? Doing matchmaking gets boring and too easy sometimes. lol

Yes something this is just too easy and sometime well ur team is a bunch of idiot who dont know how to mouse their mouse.

And the random scramble team or change map vote are annoying me so ******* bad.
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post #783 of 22634
Quote:
Originally Posted by dmasteR View Post

Don't join servers that are 16K, that's exactly why machine guns are imbalanced. They game is built around the money system for a sole reason, to keep balance.

I split my time between matchmaking competitive and half casual pubs where its 12v12 when I just want to rack up kills. A good majority of these servers are upping their $ count to draw players in, or players are gravitating towards those.
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post #784 of 22634
atleast theres an official one coming. cool
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post #785 of 22634
I still prefer 1.6 gameplay wise, but CS:GO is at least 2x better than CS:S. After a bit more tweaking it will definitely give 1.6 good competition.
post #786 of 22634
damn yeah
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post #787 of 22634
I've been playing quite a few hours this weekend so my skill has improved somewhat. I'm still tweaking the mouse sensitivity and play style but I've generally gotten the hang of it. The maps are balanced and easy to learn and there are more than 1 weapon in each category that is useful.

That being said the actual gun play does need a little bit of tuning. I've been watching (spectating) how head-shots occur in the game. I'd say a good majority are accidental and occur within the first 2-4 shots. Plenty of time the cross-hair was nowhere near the head of the enemy and due to recoil (which goes up, left and right) a lucky shot was landed.

I know it's inevitable and doesn't happen all the time, but dying by head-shots time after time makes for frustrating gameplay.
You can't improve your game if you mostly die in a fraction of a second after being confronted with an enemy. And long distance shooting is even more random and don't even dare to bring a pistol (other than the DEAGLE) or an SMG against someone with a rifle because even if you start shooting first very few shots will hit.
post #788 of 22634
XenoRad - keep in mind that when you are spectating, you don't actually see what the player sees, because you don't see his lag compensation - interpolation. If you used the built-in demo recording feature in previous CS'es, you wouldn't see the interpolation as well. The only way to see what a player sees is if he records his game with a screen-capturing software, which will record the gameplay with interpolation as he sees it.

And why is the interpolation such a big deal - well it does just that, he could have shot that guy right in the head, but a spectator might see him shooting half a meter or a meter to the side, because the spectator sees a raw model without interp, the player sees the model interpolated (or extrapolated), and the amount of interpolation differs from player to player (cl_interp, cl_interp_ratio and cl_updaterate settings affect this).

I checked that myself, I used the demo-recording feature in CS:S to record 1on1 me vs. a friend, he ran out of the double doors on D2 and I shot him perfectly in the head with deagle, but when I played the recording, it showed me shooting good 2-3 centimeters (on screen, which was like 50cm in game world) behind him. The interpolation was so big because he was running perpendicular to my view vector.

See this:
http://www.youtube.com/watch?v=FFZdRMeBVX4

at 1:19

For example, if they guy is running sideways in relation to you at 20km/h = 5,5m/s, and your lerp is 30ms, then you'd be shooting about 17cm to the side of his head as seen by the spectator. With a 100ms lerp that would become 56cm difference between what the player sees and what the spectator sees, so the spect would say "BS headshot, he was shooting nowhere near him" smile.gif I don't know what the actual run speed on CS is, I just took a "human" value.
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post #789 of 22634
It could be like that.

In any case I have to say that my playing experience varies wildly between doing great and repeatedly failing.
post #790 of 22634
I'm a CS noob. What's a tick?

I'm loving this game though. Is it server side hit detection? I used to play america's army non stop, it was server side. I like battlefield, but client side hit detection doesn't have as good of a feel. It's nowhere close.

I see folks adjusting some of their net settings in the console, should I be doing this? I have a slow 1.5 Mb connection, but my ping's normally under 50. It feels pretty good, but if there's a way to make it better...
    
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