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Counter-Strike: Global Offensive

  • e-freak
  • August 12, 2011 at 8:38 AM
  • Vilham
    • January 25, 2014 at 12:16 AM
    • #541
    Quote from leplubodeslapin

    i think this isn't a good idea. It was not a good idea either with Seaside (which already was in the first operation).


    Valve operations should promote new maps, not twice the same map. I guess they are doing it for de_cache (which was the main reason why lots of people bought the bravo pass), but they should simply pay volcano and fmpone and add it definitively to the game ...

    Cache is the worst map of the pack for me (sorry guys), the bomb sites are honestly not great (they feel awkward in their layout), the noise on the textures makes it incredibly hard to pick people out, the rotation between A and B for the Ts is terrible. Just honestly don't enjoy that map at all, which really infuriated me when so many servers were running it because they were being told it was the "pro" map (even though it follows none of the principles of the official maps that people have been playing for years).


    Voted for agency, favela, chinatown, ali and siege.

  • General Vivi
    • January 27, 2014 at 3:26 AM
    • #542

    Congrats to all Mapcore members!


    I just got a Gold Bravo coin by playing Agency 10 times in a row in mm.


    Such a gooooood cs map. I want to say prob the best hostage map next to office. I'll be sure to post the highlights from my matches!

  • General Vivi
    • January 29, 2014 at 4:36 AM
    • #543

    After playing 10 Match Making games on Cs_Agency, I decided to make a video.


    Here she be. <3


    External Content www.youtube.com
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  • Seldoon182
    • January 29, 2014 at 6:14 AM
    • #544

    General Vivi | * CoMpLeXiTy *

  • Puddy
    • January 29, 2014 at 8:10 AM
    • #545

    Sweet video General Vivi! I might actually link that if I ever need to showcase Agency in video form.

  • General Vivi
    • January 31, 2014 at 4:20 AM
    • #546

    Dear friends, I just hit Legendary Eagle for the first time!


    Under my wifes skin creator account...


       


    *Squeeee!*


    [Blocked Image: https://dl.dropboxusercontent.com/u/7143052/legendary_eagle.JPG]

  • Patrick_H
    • February 3, 2014 at 5:05 PM
    • #547

    It's about time...I think I see you in game whenever I log into Steam. Congrats on the your wife's new acheivement.

  • General Vivi
    • February 3, 2014 at 10:22 PM
    • #548

    Patrick! You're one to talk

  • Beck
    • February 6, 2014 at 9:20 AM
    • #549

    Game has been updated.


    Stickers have been added which can be applied to guns.


    Full update here (Shamelessly stolen from Reddit):

    Quote

    STICKERS

    • Added Sticker Capsules. Each capsule contains one sticker out of a series of sticker designs.
    • Sticker Capsules can be received as drops at the end of matches, and are opened using a Sticker Capsule Key.
    • A sticker can be applied to any gun, and each gun can hold multiple stickers.

    MISC

    • Several adjustments to improve performance for a range of hardware configurations.
    • Ended Operation Bravo.
    • Overpass and Cobblestone maps are now available to everyone.
    • Removed the following items from the store:
      • Season's Gifts. They are still marketable on the Community Marketplace and remain fully functional.
      • Operation Bravo Passes. They are still marketable on the Community Marketplace and can be redeemed for an Operation Bravo Coin.
    • Doing an ent_create now orients the created entity opposite the player's orientation so it's facing the player.
    • Added a new material type called 'Lightmapped_4WayBlend' that can be used on displacements. Documentation can be found here:https://developer.valvesoftware.com/wiki/Lightmapped_4WayBlend[2]
    • Added more diagnostic information for buffer overflows in network channel.

    UI

    • Removed rouge [sic] pixel on mode map selection UI.
    • Added player teammate colors in Competitive Mode that displays a unique color per teammate in the radar, playercount panel, scoreboard and the arrow over their head (can be toggled offline with cl_cmm_showteamplayercolors).
    • Reduced translucency of avatars in playercount panel and did some minor visual updates.
    • Enemies icons on radar are now a different shape than teammates.
    • Hostages on radar now have an H in the dot and never rotate.
    • Added sort method 'Equipped' to the Inventory.
    • Added a setting to Game Options that allows hiding Team Tags in death notices.
    • Team tags now scale to fit in the scoreboard and no longer overlap ping or get get cut off.
    • Fixed an issue where sometimes no live games could be found in the Watch panel for the first minute after game launch.

    GAMEPLAY

    • All grenades now have a secondary fire that throws an underhand grenade a short distance in front of the player.
      • Secondary fire can be combined with primary fire to precisely adjust the strength of the throw.
    • Weapon balance has been adjusted:
      • Improved Desert Eagle accuracy recovery
      • Improved Sg553 and AUG rates of fire.
      • Improved Sg553 and AUG scoped control ( reduced inaccuracy and recoil ).
      • Increased movement inaccuracy on all automatic weapons by 50%.
      • Movement inaccuracy when walking is now calculated differently, resulting in better walking accuracy across the board.
    • sv_airaccelerate has been slightly increased.

    MAPS

    • Mirage
      • Fixed a bug where you could peek over a crate at CT stairs.
      • Added a peek position in Bombsite A connector, towards Palace exit.
      • Clipped benches inside palace.
      • Fixed some boost/exploit spots (Thanks F3RO!).
      • Breakable metal panels can no longer be shot through without triggering break effect.
      • Made it easier to get into hole leading to CT sniper window.
      • Made it easier to move over cart leading to B route from CT spawn.
      • Reworked cover in Bombsite A.
      • Reworked cover in Bombsite B.
    • Overpass
      • Changed cover in playground.
      • Fixed smoke sorting on water.
      • Made players easier to see in park connector stairs.
      • Raised upper park divider to prevent peeking over it.
      • Increased ambient lighting.
      • Made bridge near Bombsite B twice as wide.
      • Made it easier to spot players in T side of canal.
      • Simplified the layout of Bombsite B slightly.
      • Removed small tree at CT side of upper park.
      • Blocked visibility through truck in Bombsite A.
      • Tweaked soundscape.
      • General optimizations.
    • Inferno
      • Fixed a bug where players could get stuck in ceilingfans.
      • Fixed some areas where thrown C4 could get stuck.
      • Increased brightness slightly in hallway leading to balcony in Bombsite A.
      • Fixed gaps that players could see through in Bombsite B.
      • Made wall penetration in construction more consistent (Thanks Pawlesslol!).
      • Nerfed the refire rate on the churchbells (changed from infinite dings per second to 1 ding per second).
      • General optimizations.
    • Dust 2
      • Removed dark texture near tunnel stairs.
      • Removed sky collision over building near T spawn.
      • Covered up shadow that looked like a player near CT spawn.
      • Fixed invisible ledges on curved corners.
    • Assault
      • Fixed various graphical bugs.
      • Fixed bugs related to prop_physics_multiplayer.
      • Added a CT van to CT spawn.
      • Fixed an exploit where players could get out of the map.
    Display More


    [Blocked Image: http://i.imgur.com/O23szg7.png]


    I like how we can now roll grenades, that should be helpful in some situations!

  • Psy
    • February 6, 2014 at 10:04 AM
    • #550

    That change to grenade throwing sounds sweet!

  • Rick_D
    • February 6, 2014 at 11:17 AM
    • #551

    wow, what an update

  • PogoP
    • February 6, 2014 at 2:06 PM
    • #552

    HOLY SHIT I CAN PUT STICKERS ON MY GUN! Life changing shit right there, guys.

  • Beck
    • February 6, 2014 at 2:10 PM
    • #553

    Just gave it a quick spin on my dinner hour with some of the guys in the office and the underhand grenade throw is a very welcomed addition! Was nice to be able to drop a molotov on the floor whilst retreating without having to look at the floor to throw it onto the ground.


    The Aug fires much faster now when aiming down the sights and is still deadly accurate. Loved it!


    Didn't really notice much difference in the accuracy when firing whilst moving, but I'm sure one of you pros will be able to tell the difference.

  • General Vivi
    • February 6, 2014 at 10:14 PM
    • #554

    Why did I have to go on vacation!!!!!!

  • DrywallDreams
    • February 6, 2014 at 10:37 PM
    • #555

    Those stickers make me feel so white and it's wonderful.

  • Beck
    • February 7, 2014 at 9:24 AM
    • #556

    Urgh...


    Was in a competitive match last night and we ended up having an appalling start to the game and went 0-4 down. Then a guy on our team start complaining that we're all shit and just kept shouting down the mic when only one of us was left in a 1v1. He then kept rushing mid on D2 not shooting and just dying instantly on purpose and whilst he was dead he kept telling the other team where we were in the chat box. We pulled it back to 6-4 to us and then he just started team attacking and flashing us.


    So annoying. If he'd have just played we'd probably would have won but instead he decided to troll us and lose on purpose. It ruins the game when you get people like this. Tried reasoning with him but he wasn't having it. Tried kicking him and someone kept voting no. -_-


    Blah no wonder I've gone down a rank

  • Pampers
    • February 7, 2014 at 9:44 AM
    • #557

    brb quitting my job to go make stickers for guns in vidya games

  • Rick_D
    • February 7, 2014 at 12:11 PM
    • #558
    Quote from Beck

    Just gave it a quick spin on my dinner hour with some of the guys in the office and the underhand grenade throw is a very welcomed addition! Was nice to be able to drop a molotov on the floor whilst retreating without having to look at the floor to throw it onto the ground.


    The Aug fires much faster now when aiming down the sights and is still deadly accurate. Loved it!


    Didn't really notice much difference in the accuracy when firing whilst moving, but I'm sure one of you pros will be able to tell the difference.


    Run at a wall and fire, now walk at a wall and fire, now run at a wall and tap S to stop and then fire.


    the spray when just running at a wall is fucking huge. i mean i honestly think the guns have Blunderbuss-like barrels.

  • Puddy
    • February 8, 2014 at 11:34 AM
    • #559

    http://blog.counter-strike.net/index.php/2014/02/8557/


    Congrats to Volcano and FMPONE Hardly a surprise though.


    EDIT: And penE!!!!!

  • FMPONE
    • February 8, 2014 at 11:42 AM
    • #560
    Quote from Puddy

    http://blog.counter-strike.net/index.php/2014/02/8557/

    Congrats to Volcano and FMPONE Hardly a surprise though.

    Hey thanks! We can't leave out penE either

    You know what comes next~

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