Negev 2000$... What.
Counter-Strike: Global Offensive
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Lose pistol, force Negev ?
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Hahaha, I wish I could play right now

And don't forget the negev is a one hit headshot!
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I realise that this super low Negev price is just temporary, so that doesn't worry me much. What I don't like is the weapon design decisions Valve are making - a lot of weapons in CS:GO are lowering the skill ceiling, while they should be doing exactly otherwise.
Players should be inspired to use AK-47s and M4s to practice precise aim and short bursts or tapping. But why would they try to master those skills when they can just run around with P-90, Tec-9 and spam laser beam Negevs.
Same goes for new map Canals promoting the use of these low-skill weapons and slow but steady degradation of Counter-Strike's fundamental economy system (most important on semi-pro/pro level).
Bad design decisions on Valve's part.
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They already explained in the Community Day that CSGO is getting the panorama and generally HUD stuff from source 2. Maybe some other inner part but is not being ported.
I was thinking the same thing @Pivac when I heard from 3dksphilip's video that the Negev has this pattern of steadying the fire the longer you shoot.
But this is not now, from what I've seen this spam firing COD style has been happening for a long while. Already when I was stopping playing CSS there was this trend (because of fucked up hitboxes) and they just continued to make it spamming more convenient… at least this is what I could see, and what a lot of players were telling me. When I was last playing CSGO I had several embarrassing misses while using traditional controlled single/short burst fire. Shots I was perfectly confident would hs but didn't.
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ofc its the game, not you
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Ive played titanfall 2 a lot recently - there is a gun which is basically the same like the new negev - people abused the hell out of it, until it got nerfed

I dont know whats wrong with the Devs atm. I think the revolver could be a nice adition, but the negev was hardly used right from the start - i mean why did they add it in the first place? nobody used the heavy guns in comptitve anyways.
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It's a good way to collect data I suppose. The negev is only deadly accurate after the ramp up; which if you're not deaf and being suppressed by 1, you will be able to get the first hit. Otherwise the negev is a walking "LOOK AT ME"
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It's quite useless. Sometimes it's good for holding angles to delay the defuse do

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as pointed out, it most certainly doesn't become the ultimate weapon. And makes sense trying to get all weapons meaningful, otherwise why have a rich armour in the first place.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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Anyone know whats going on with my map? There's a lot of weird chicken sound, even tho i didn't add any chicken sound to the map, as you can see theres no chicken at all.
This is happened after i upload to the workshop.
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.EDIT: No way, this is just not in my head : D Well, i think i know how to fix it.
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didn't hear any chickens at all, must be all in your head Furiosa
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I didn't hear anything either
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Quote from Yanzl
On 3.04.2017 at 10:44 PM, Yanzl said: Valve haven't released any documentation for the new shader stuff, but I found some new parameters in Hammer and -tools material editor.
In Hammer you can add -staticpropbounce to vrad and there's a new setting in prop_static for bounced lighting, but don't really know if it works or not.
As far as the new vmt parameters go, you can now have 2 envmapmasks and 2 detail textures for blend materials. There's also a new system for adjusting the blend border. On VertexLit they added a seperate tint mask that can also specular mask in the red channel.
I already implemented this stuff in VMT Editor https://github.com/Gira-X/VMT-Editor/releases/tag/v1.3.4
Two envmapmasks works great.
[Blocked Image: http://oi65.tinypic.com/21mevzc.jpg]
QuoteDisplay MoreQuote "WorldVertexTransition"
{
//x - water //x2 - ground
"$surfaceprop" "puddle" "$surfaceprop2" "concrete"
"$blendmodulatetexture" "concrete/alley_blend"
"$basetexture" "brick/hr_brick/venice/brick_ground_b" "$basetexture2" "brick/hr_brick/venice/brick_ground_b"
"$bumpmap" "dev/water_normal" "$bumpmap2" "brick/hr_brick/venice/brick_ground_a_normals"
"$bumptransform" "center 0.5 0.5 scale 2 2 rotate 0.0 translate 0.0 0.0" "$bumpframe" "0"
"$envmapmask" "lights/white" "$envmapmask2" "brick/hr_brick/venice/brick_ground_b"
"$envmap" "env_cubemap" "$envmaptint" "[0.6 0.6 0.6]"
"$phong" "1"
"$phongexponent" "150" "$phongamount" "[10 10 10 0.1]"
"$phongexponent2" "15" "$phongamount2" "[10 10 10 1.0]"
"Proxies"
{ "AnimatedTexture" { "animatedtexturevar" "$bumpmap" "animatedtextureframenumvar" "$bumpframe" "animatedtextureframerate" 30.00 } }
}
Bounce lighting from models works too. How?
- turn on Enable Bounce Lighting in prop_static entity, from which we want to get a light - add -staticpropbounce 1-x parameter into $light_exe compile command line, for example, -staticpropbounce 16, higher number=more bounced light
[Blocked Image: http://oi67.tinypic.com/v5y73t.jpg]
On the left these are red models with "Enable Bounced Lighting" on. On the right with off. Twice, on models and on brushes. On brushes bounced light is darkness. My $light_exe settings is: -final -staticpropbounce 16 -textureshadows -hdr -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file
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Did anybody check out the changes to militia /canals / cbble? I dont get why valve isnt moving up the spawn on canals. I think that could fix a lot of issues many people have with the map. Militia and cobble changes are looking good to me.
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I think it works. Every map doesn't need to be 100% comp balanced to be fun.
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When I finally have some time to spare, the SDK gets bricked:|
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Quote from grapen
26 minutes ago, grapen said: When I finally have some time to spare, the SDK gets bricked:|
There is a workaround, but it doesn't solve everything. A bunch of things are not really working properly (Snap to grid is off, units do not get shown in the different views, there is no visual indicator when hovering over things that you can move, etc).
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Quote
1 hour ago, 'RZL said: There is a workaround, but it doesn't solve everything. A bunch of things are not really working properly (Snap to grid is off, units do not get shown in the different views, there is no visual indicator when hovering over things that you can move, etc).
Yeah tried it earlier, Hammer crashes for me. It's just a mess right now.
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Now this is something I didn't expect. Thoorin's recent wave of content is really interesting and covers quite a few aspects, but even then a long interview about map design is quite special. Cool stuffExternal Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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