CS:GO - CLG - Farewell Subroza


CLG - Farewell Subroza

Posted: 13 Feb 2017 12:30 PM PST

Dot Esports: NiKo’s buyout was around $500,000

Posted: 13 Feb 2017 11:49 AM PST

PSA: Many of you are using misaligned crosshairs and you don´t even know

Posted: 13 Feb 2017 11:23 AM PST

Due to this thread I see myself forced to throw some light on this subject.

The op of that thread misses an apparent unmissable shot. After asking him what cl_crosshairthickness value and res he was using I confirmed that he, just like many of you, was using a misaligned crosshair.

Not any cl_crosshairthickness value is suitable for any res, crosshairs can be misaligned. Here are correct values for the 3 most common resolutions.

1280 x 1024: -cl_crosshairthickness 0, 1.5, 2.5

1024 x 768: -cl_crosshairthickness 0, 2, 3

1080p: -cl_crosshairthickness 0, 1.5, 3

The easiest way to check if your crosshair is misaligned is to go to an empty server, pick up a scoped gun like the aug or the sg and aim exactly to the centre of any static reference in a wall or somewhere while scoped in. When zooming out that reference must remain perfectly in the centre of your crosshair. If it doesn´t, you are using a misaligned crosshair, buddy.

This images explain the process:

http://imgur.com/a/LoVv1

TL;DR: check what res you are using and use one the selected values above for cl_crosshairthickness.

More proof. Check these images taken at 1280 x 1024:

http://imgur.com/a/9ZcR4

The first 2 are aligned. The second, thickness 2.5 expands evenly in top-bottom and left-right from the first one. But the third (thickness 2) just expands in the top-left corner. If you were using that crosshair you wouldn´t be aiming there but slightly lower and right. At long range that small difference becomes bigger.

submitted by /u/DrJugon
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Never managed this jump in a relevant situation before.

Posted: 13 Feb 2017 08:10 AM PST

No way this missed

Posted: 13 Feb 2017 06:04 AM PST

de_nache [cache in nuke-style]

Posted: 13 Feb 2017 02:01 AM PST

Allow overtime by team vote when score reaches 15-15.

Posted: 13 Feb 2017 02:57 AM PST

at the event of tie allow players to vote for overtime just like they used to ask for rematch 2 years ago.

submitted by /u/bluejeenes
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How fast is dev1ce?

Posted: 13 Feb 2017 10:13 AM PST

NBK wants some competitive hostage matches

Posted: 13 Feb 2017 04:39 PM PST

Counter-Strike Player Attempts To Groom Teenage Girls

Posted: 13 Feb 2017 12:47 PM PST

Now that Inferno is in the active duty pool, can we please fix this?

Posted: 13 Feb 2017 06:06 AM PST

Good guy Shroud gives away some skins to a loyal subscriber..

Posted: 13 Feb 2017 10:09 AM PST

When your day sucks already and then this happens.

Posted: 13 Feb 2017 02:26 AM PST

When you decide to protect your AFK teammate

Posted: 13 Feb 2017 08:34 AM PST

nV's Happy on Ex6TenZ: 'I also was supposed to join forces with him'

Posted: 13 Feb 2017 11:09 AM PST

Thorin : If Na'Vi don't produce huge results in the next 3 LANs I don't see how this line-up survives

Posted: 13 Feb 2017 06:00 AM PST

To all the premades out there who don't speak english or don't want to speak english.

Posted: 13 Feb 2017 07:07 AM PST

Please download Teamspeak or Discord because it's a fucking pain in the ass to hear you talking a language we cannot understand.

That was all,thank you.

Edit:nvm i just installed a clutch script,y'all microphone abusers can go fuck yourselves.

Edit 2:To everybody who's saying they can talk and you're nobody to stop them,i have only one thing to say this.WHAT THE FUCK DOES IT COST TO DOWNLOAD TEAMSPEAK?*

Last edit:tl;dr of the commets here say MUTE THEM,well i can't mute them because then i would miss the chance to hear basic callouts,no?all i'm trying to say is,get a teamspeak,speak your primary english in there,and use english just for the callouts,what's wrong with this simple suggestion?I'm not trying to stop anyone from speaking their primary language,just dont do it ingame cos most of the people don't understand it,you might find some people from your country here and there but theres no guarantee that will happen every game.I don't care if it is Turkish,Dannish,Russian,Polish,Finnish,Swedish,German,Romanian,Italian,Spanish and any other language,i don't have a problem with that,i have a problem with people who Can speak english but won't speak english.Just be communicative and speak english in-game,i don't care about the rest.

submitted by /u/dondostuff
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nice pre fire

Posted: 13 Feb 2017 08:05 AM PST

Unstable Internet - The Experience

Posted: 13 Feb 2017 07:11 AM PST

Dust2's Future

Posted: 13 Feb 2017 05:03 PM PST

Made a server with de_nache for all of you and I'd love to get it rolling!

Posted: 13 Feb 2017 01:53 PM PST

I just set the map up on my server @ 96.246.38.31

connect 96.246.38.31 

The server cap is 20 players and its set to casual competitive, let me know if it's working and if you'd like to see any changes!

EDIT: for those of you in the EU this is a NYC server, you'll get roughly 90-120 ping on it.

submitted by /u/dashdanw
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Meta changes: The UMP-45

Posted: 13 Feb 2017 05:16 AM PST

When you ''steal'' all the kills...

Posted: 13 Feb 2017 10:49 AM PST

Why you haven't ranked up yet.

Posted: 13 Feb 2017 03:37 AM PST

You suck. OK, joking apart, you do suck (so do I), but that isn't what this is about. I thought I would just put this up for discussion: there are a lot of misconceptions about how the CS:GO ranking system might work, and although we don't know exactly, there ARE some things that you can read about the Glicko-2 system that the CS:GO ranking system is said to be based on, and understand SOMETHING more about why you aren't ranking up, even if you don't understand the maths (I won't pretend to). Professor Glickman's paper is here: http://www.glicko.net/glicko/glicko2.pdf.

Someone can probably explain this more clearly than me, but I have tried to get my head around it a number of times, so maybe I can provide some insight. Here is how I understand it:

1) Every player has a rating - this is what people often refer to as Elo. It is not entirely incorrect to call it Elo, since the system is based off the Elo rating system, but Prof. Glickman calls it a "rating". When you win, you take points off your opponents, when you lose they take them off you. How much you gain/lose depends on the skill difference between you (as predicted by your ratings). This rating presumably corresponds in some way to your visible CS:GO rank (Global probably, if you are on this sub).

2) Every player also has an RD - a rating deviation

3) Every player also has a rating volatility - σ

More about 2 and 3 in a minute: but the Glickster (as I call him) explains the basic idea simply:

As with the original Glicko system, it is usually informative to summarize a player's strength in the form of an interval (rather than merely report a rating).

In other words, merely giving a player a score - an Elo - doesn't give us as much information about their skill level as it should. Under the Elo system just winning ONE match against higher-ranked opponents would give you too big a boost. It could have just been luck, you had a good day, your opponents had an off-day or whatever. So Glicko introduces two additional factors which modify your skill rating (this rating is invisible to players in CS:GO, as we know):

RD - Rating Deviation - this places your skill rating in a certain range of scores. So depending on the consistency of your results, your 'Elo', or rating, or skill score, or whatever you want to call it, could be say between 1500-1700 (you have a larger deviation), or it could be between 1550-1600 (a smaller deviation). How this deviation is actually calculated is rather complicated, but is basically about how consistent your performance is, and the way it is actually integrated into your score IS pretty simple: "The lowest value in the interval is the player's rating minus twice the RD, and the highest value is the player's rating plus twice the RD. ". Obviously when you have a small RD the system is far more certain about your actual skill level than when you have a high RD. This is why the EXACT moment you rank up or rank down is just not that straightforward. It depends on your historical performance over the available games - either over a particular period or a particular number of games. It could well be the former, and might (PARTLY!) help explain rank decay. If you haven't played for a while, the uncertainty interval increases and the system can no longer be so sure of your rank.

Volatility σ - "The volatility measure indicates the degree of expected fluctuation in a player's rating. The volatility measure is high when a player has erratic performances (e.g., when the player has had exceptionally strong results after a period of stability), and the volatility measure is low when the player performs at a consistent level." The volatility measure does not directly come into the RD calculation, nor is your opponents' volatility relevant to the calculation of your skill rating, rather it is an additional factor that could be used to determine your actual visible rank. It tempers your rating so as to "damp" the effects of unusually good performances. I imagine that Gaben would want to see your volatility drop down to a particular value before he decides to bless you with a rank-up, which is why 5 top-fragging games in a row MIGHT not rank you up, if you were previously not performing that way (volatility can also work the other way - a few losses in a row won't immediately affect your ranking if they are not typical of your performance). The exact parameters of the volatility rating are determined by the user - i.e. Gaben in this case. I quote from Prof. Glickman again: "The system constant, τ , which constrains the change in volatility over time, needs to be set prior to application of the system ... [T]he system should be tested to decide which value results in greatest predictive accuracy. Smaller values of τ prevent the volatility measures from changing by large amounts, which in turn prevent enormous changes in ratings based on very improbable results."

This helps explain why Izak took 27 wins or whatever to get out of silver 1 - 1) a VERY low skill rating (e.g. the account had an Elo of like 3, where 1000 is needed for Silver 2, because it was consistently deranked by deliberately losing matches - by the way, his RD would have been very low because whoever deranked it for him probably lost all his games and the system was pretty confident in his score) and 2) the volatility rating suddenly jumped - from consistently poor performances the account suddenly went to putting in consistently very good performances, and the ranking system does not like high volatility ("improbable results").

This is just a "quick", layman's explanation of the Glicko-2 system, as far as I can understand it. It doesn't begin to explain how your skill rating is affected by wins/losses, particularly in CS:GO where it seems to go on a round-wins/losses basis. We don't know how MVPs, K/D, actual match wins etc. etc. may be factored into all this.

And of course if someone has a better understanding and can rubbish my explanation, feel free - maths is NOT my strong point. I just wanted to help people understand better why they aren't ranking up, and I think this might clear up a few misconceptions.

TL;DR: Get better. Stay better, and you will rank up.

Edit: Now, inb4 all the posts about "I am Silver 3 and top-frag all the time against LEMs and still no rank-up".

Edit 2: BONUS - what about placement matches? Well the good professor proposes a STARTING rating of 1500 and an initial RD of 350, i.e. a fairly high range of skills. You can work that out - the range in that case would be from 1500 - (2 x 350) to (1500 + (2 x 350)), i.e. a skill rating of between 750 - 2250 - that seems pretty crazy broad, right? The more placement games you play, the lower your deviation gets and the more certain your skill rating. Possibly Valve sets a random rating to begin with, since not everybody starts playing against the average rank (e.g. GN2) - my first placement game on a new account was against Silver 1. Or maybe the initial rating is such a broad one that it covers everything from Silver 1 to LEM or whatever. We just don't know. Why do you need 10 WINS? Well you don't as such - Elo is calculated whether you win or you lose. But presumably 10 wins gives a large enough sample size of wins and losses, and importantly also partly mitigates the effects of people deliberately throwing, since you have to at least win 10 matches :). You can't just throw all ten matches in order to get Silver 1.

submitted by /u/dob_bobbs
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CS:GO Team ranking - February 13th, 2017

Posted: 13 Feb 2017 08:38 AM PST

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