CS:GO Discussion

opened a bayonet blue steal just battle scared might put that on the market place of csgo lounge unless any 1 want's to talk from here :)
 
You will get a lot of polling if your profile is on csgl. The ideal is they want that knife for nothing
CCF8BFF11814693ED2D571E891E2B985D5880D6B
This is about the closest Im gonna get to good luck, as a witness :p
Does it matter that he won dm, probably not
 
thanks robbo for the games, lost 1 game (deranked) rubbish team mates (one couldnt hit a static target with an awp) 2nd game won (decent team mates - bought every round but they could at least hit things) - didnt rank back up.
 
thanks robbo for the games, lost 1 game (deranked) rubbish team mates (one couldnt hit a static target with an awp) 2nd game won (decent team mates - bought every round but they could at least hit things) - didnt rank back up.

Yeah thanks for the games. My aim was terrible, its amazing what a couple of weeks off can do! Was nice to get back into it though. Sorry about the derank!
 
Another update

Release Notes for 10/2/2014
[ OPERATION BREAKOUT ]
Operation Breakout ended and all missions are now expired.
[ MATCHMAKING ]
Players on the same LAN as a community game server can now connect to it directly using LAN-internal IP addresses.
Fixed client connectivity issues to community GOTV relay chains.
Community servers will now reload the map and game rules when the first player joins after server hibernation.
Fixed incorrect networking of some values including StatTrak counters from Linux dedicated servers.
Friends who are trying to join a game invite to an official non-competitive game that is full will receive the corresponding message in main menu.
Fixed CS:GO match sharing links to work even if the game is already running when they are clicked.
Friends playing on competitive community servers will now correctly show community status on the in-game friends list.
Fixed rich presence and join status for friends who are watching Overwatch evidence or demo replays.
Restored functionality of several menu items in the pause menu.
[ UI ]
The "COUNTRY" section in the Buy Menu now shows flag images.
Renamed MOVEMENT to MOBILITY in the Buy Menu.
Added the raw movement value to the MOBILITY section in the Buy Menu.
[ GAMEPLAY ]
Tagging (movement slowdown when hit) has changed.
Tagging is now slightly cumulative. Damaging someone in quick succession will apply slightly more tagging and slow them down more (to a point).
Your currently held weapon now determines how much you are tagged when getting hit. How much you are tagged depends on the weapon's "Mobility" value. The higher the Mobility value, the less you will get tagged when hit.
Unified tagging values when shooting people in different parts of the body.
Players now get tagged slightly (based on the weapon they're holding) when they take HE blast damage.
All weapons have updated tagging values.
All SMGs now have ~20% more armor penetration.
Some movement affecting server values have changed (sv_stopspeed increased to 80, sv_accelerate decreased to 5.5, sv_friction increased to 5.2).
Fixed players getting stopped by teammate's "in flight" grenades.
Players who are hit by grenades "in flight" that were thrown by the other team now take a small amount of impact damage.
Slightly increased size and contrast of most impact decals to increase impact readability.
Impact and blood particle effects have changed slightly to improve impact readability.
[ SDK ]
Custom maps can now spawn HE grenade projectiles using class hegrenade_projectile.
Hammer bug fixes and improvements
-- Fixed a bug where the Model Browser would become unresponsive
-- Removed shortcut key for Radius Culling
-- Extended functionality of Instancing - Collapse. Now allows to collapse recursively or not.
-- Hammer now saves status of Instancing - View Instances
-- Face Edit Sheet:
--- Added buttons to randomize X and Y texture shift
--- Texture scale now supports 3 decimals
--- Texture shift now rolls over from 1024 to -1024
--- Buttons to increase/decrease Texture Scale now increments with .005
 
Seems interesting. Pro 90 :(

P90 went up bu just 6%

MP9
"WeaponArmorRatio" "1.00"
to
"WeaponArmorRatio" "1.20"
50% armor penetration to 60% armor penetration
Results in: Damage against armored increased from 13 to 15.6 (20% increase)

Mac-10
"WeaponArmorRatio" "0.95"
to
"WeaponArmorRatio" "1.15"
47.5% armor penetration to 57.5% armor penetration
Results in: Damage against armored increased from 13.775 to 16.675 (~21% increase)

UMP-45
"WeaponArmorRatio" "1.10"
to
"WeaponArmorRatio" "1.30"
55% armor penetration to 65% armor penetration
Results in: Damage against armored increased from 19.25 to 22.75 (~18% increase)

Bizon
"WeaponArmorRatio" "0.95"
to
"WeaponArmorRatio" "1.15"
47.5% armor penetration to 57.5% armor penetration
Results in: Damage against armored increased from 12.825 to 15.525 (~21% increase)

MP7
"WeaponArmorRatio" "1.05"
to
"WeaponArmorRatio" "1.25"
52.5% armor penetration to 62.5% armor penetration
Results in: Damage against armored increased from 15.225 to 18.125 (~19% increase)

P90
"WeaponArmorRatio" "1.30"
to
"WeaponArmorRatio" "1.38"
65% armor penetration to 69% armor penetration
Results in: Damage against armored increased from 16.9 to 17.94. (~6% increase)

Tagging
Weapon types now share the same tagging values. Previously certain guns like the Deagle (had more tagging than its counterparts) and the G3SG1 (had less tagging than its counterparts) varied from their weapon type, but that is no longer the case. These are the new values:

Knife
"flinch velocity modifier large" "0.300000"
"flinch velocity modifier small" "0.300000"

Pistols
"flinch velocity modifier large" "0.550000"
"flinch velocity modifier small" "0.100000"

SMGs
"flinch velocity modifier large" "0.550000"
"flinch velocity modifier small" "0.250000"

Shotguns
"flinch velocity modifier large" "0.350000"
"flinch velocity modifier small" "0.100000"

Rifles
"flinch velocity modifier large" "0.450000"
"flinch velocity modifier small" "0.100000"

Snipers
"flinch velocity modifier large" "0.450000"
"flinch velocity modifier small" "0.500000"

LMGs
"flinch velocity modifier large" "0.400000"
"flinch velocity modifier small" "0.200000"

Small = shooting someone in the legs
Large = shooting someone anywhere else

I'll have to test how the tagging system works now to ensure what these values truly mean. The lower the value, the more tagging occurs. This means that shooting your opponent in the legs should now slow them down significantly more than shooting them anywhere else (excluding Snipers which seem to slow enemies less when hit in the legs). Previously the old system would slow you down to that percent listed (a value of .55 would slow you to 55% of your normal speed). It's unsure how this works now except for what was stated in the update notes that a lower MaxPlayerSpeed will result in more tagging. I'll post here with my results later.

TL;DR All SMGs had their damage against armored opponents increased by ~20% (excluding the P90 which only saw a ~6% increase). Tagging was overhauled to reward leg shots for all guns excluding Snipers.
 
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