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Counter-Strike: Global Offensive

  • e-freak
  • August 12, 2011 at 8:38 AM
  • blackdog
    • May 4, 2018 at 2:11 AM
    • #3,301

    My first ninja defuse

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  • blackdog
    • May 13, 2018 at 10:44 AM
    • #3,302

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  • blackdog
    • May 15, 2018 at 10:48 AM
    • #3,303

    According to some I made a 200 IQ play lol

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    having not one-tapped those guys shows I'm not worthy :D

  • blackdog
    • May 16, 2018 at 5:57 PM
    • #3,304

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  • blackdog
    • May 16, 2018 at 7:22 PM
    • #3,305

    Interesting details regarding Source 2 and CSGO. And as well a shed of light into their process of mapping, I find very interesting the use of SketchUp, at least for Source 2.

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  • blackdog
    • May 19, 2018 at 11:03 PM
    • #3,306

    Beta update overview by 3Kliks.

    Intersting stuff on the sounds, I don't like Nuke's map update on vents, I understand why was implemented for the _short version for Wingman, but in standard? Curious to see how pros will adapt to that cos I can't figure the utility of this.

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  • blackdog
    • June 13, 2018 at 11:51 AM
    • #3,307

    Unexpected update that can make a difference on the game, most notably: cost of MP7 is reduced, M41S has an extra cartridge available (I have run out when I was forced to spray).

    There are some changes to Mirage and Canals as well. The tournament just starting won't use the updated version though.

    http://blog.counter-strike.net/index.php/2018/06/20441/

    "Lowered skillceiling to get into apartments from T spawn" = wtf, not that was hard? The only problem I ever encountered is that if you jump on the wrong pixel you jump vertically despite running forward.

    "– Fixed some player collision bugs" I really hope this is the arch/door-frames we complained in previous posts!!!

  • Vaya
    • June 13, 2018 at 1:11 PM
    • #3,308

    you don't need to jump. that is the joke. :D

  • blackdog
    • June 13, 2018 at 1:37 PM
    • #3,309
    Quote from Vaya

    26 minutes ago, Vaya said: you don't need to jump. that is the joke. :D

    it's gonna take a while to get off that mechanical muscle reaction

  • Vaya
    • June 13, 2018 at 3:21 PM
    • #3,310

    lol I mean you NEVER needed to jump. the gap is clipped in a ramp shape.

  • Squad
    • June 13, 2018 at 3:38 PM
    • #3,311

    Similar like the CT path to Appartments on Italy. 90% of players jumps its way into the entrance :D

  • Puddy
    • June 15, 2018 at 10:13 PM
    • #3,312
    Quote from Squad

    On 6/13/2018 at 4:38 PM, Squad said: Similar like the CT path to Appartments on Italy. 90% of players jumps its way into the entrance :D

    but we must honor our ancestry

  • blackdog
    • June 16, 2018 at 11:28 PM
    • #3,313

    Had a very good match the other night just after the update

    anyway new smokes are being posted all over

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    of course there are still clipping problems ?

  • blackdog
    • June 26, 2018 at 1:38 PM
    • #3,314

    My first proper ace* took place on A-site Cache, powered by the Mac 10... such lucky headshots!

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    I wasn't going on the hunt of the last kill, really I was hoping my teammate was wrong and that the last CT was rotating via Mid, to outsmart him by planting in B (considering the abundant time left)


    * I basically had another one sometime ago but unfortunately last kill was after defuse.

  • blackdog
    • June 30, 2018 at 1:27 AM
    • #3,315

    When you clutch to perfection but you don't have a defuser in a force buy

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  • blackdog
    • July 3, 2018 at 5:38 PM
    • #3,316

    After lots of rumors in the past months, has come out recently that SK clan has moved (back) to Immortals under a new-old name: Made In Brazil (creative!).

    I understand they will be playing under the new team... from today! (didn't realise ESL Cologne was starting today)

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  • Mamorex
    • July 6, 2018 at 10:56 PM
    • #3,317
    Quote from Mamorex

    On 3/31/2018 at 9:23 AM, Mamorex said: I noticed a bug in CS:GO with a Phong shading from light_environment (it works well with other light sources) and prop_static entities. When prop_static collisions are on (VPhysics or Bounding Box), Phong shading from sun isn't working. When collisions are off, it works. It isn't working too, when I mix two entities with disabled and enabled collisions. Bug is noticeable on de_train.

    Props scaling used. I wrote about it to Valve CS:GO team, no answer.

    It has been repaired with today's update: http://blog.counter-strike.net/index.php/2018/07/20556/ (bug is not exist in patch notes, but we can find an updated Phong shader files in platform/shaders/fxc and it works on de_train). And, for me, all models using Phong shading (weapons, player models...) looks different after update.

  • blackdog
    • July 16, 2018 at 8:32 PM
    • #3,318

    If you can't beat them, join them?

    Tarik leaves C9 to join Stewie in MIBR. It's quite funny that you spend so much money to build a nation-specific brand, to toss all of it in the trash and replace players. It also gives me the chuckles that what is supposed to be a Brazilian team lives and practices in the US. Now that there are also American players, how is that not an NA team? Shouldn't this be taken into account in the scheme of things when granting spots for Major, deciding which brackets the team play in Minors? Or maybe I just don't have the specifics down right?

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  • Squad
    • July 16, 2018 at 10:23 PM
    • #3,319

    The reason the core of SK/MiBR moved to NA in the first place is practice opportunities. There are not enough tier 1 teams in Brasil (if any? I guess Luminosity is NA based as well?).

  • blackdog
    • July 17, 2018 at 11:01 AM
    • #3,320
    Quote from Squad

    12 hours ago, Squad said: The reason the core of SK/MiBR moved to NA in the first place is practice opportunities. There are not enough tier 1 teams in Brasil (if any? I guess Luminosity is NA based as well?).

    I get that, but then, can you call it Brazilian team? If they had to qualify for a Major, would they compete against NA or SA teams?

    ~

    Speaking of the game more in general tho, Panorama UI... what you guys think of the new radar style? I'm not sure I'm convinced, maybe is just getting used. Inferno is very dark for example. I'm not sure to understand the logic behind switching the decoy behaviour.

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