CS:GO - [In 4 Hours] [NA] De_Grind Playtest + Community Night 10-mans |
- [In 4 Hours] [NA] De_Grind Playtest + Community Night 10-mans
- This is getting f*cuking ridiculous - can we have an informed discussion on this issue?
- After Cologne just thought i'd leave this gem here.
- What's the highest ping you guys have reached? My personal best is 21 thousand.
- Ropz on Stewie's taunts to Mouz: "I think it's good that people are having this kind of approach at the games. I really like when people just have some banter between each other."
- Met The Entire Cloud9 On EU ESEA
- How Cloud9 Really Plays CS:GO (Tribute Video)
- Can we please have the "match found" sound back again when tabbed out?
- Found a fix for anyone that may be experiencing fps drops and stutters while in-game.
- TIL that the global elite picture is a combination of a supreme rank , LEM , MG2, and MGE ranks with a circle in the middle
- To the guy with the highest ping, here's my lowest fps
- "Discussion" CS:GO - Manager Sim
- DaZeD: How To Build A Strong CT Side
- TIP: If you're having trouble aiming, consider your arm positioning
- PGL Major map veto process revealed
- mousesports qualify to DH Masters Malmo after defeating Flipsid3
- Road to Shoey2K17 - The Aussie POV
- ESL One Cologne 2017 - Fragmovie by Virre
- Timeline of the Kinguin-G2-FaZe roster
- Results of the 3-0, Legendary and 0-3 teams! 10,000+ votes where collected
- Sixer huge choke
- Through wall ?? WHAT
- Nifty Ace in DreamhackCS
- sickteam having fun while playing against mousesports
- Steel Tips & Tricks: Playing CT Side with low utility
| [In 4 Hours] [NA] De_Grind Playtest + Community Night 10-mans Posted: 11 Jul 2017 02:30 PM PDT Note to non NA players: We have separate weekly AU/NZ and EU events that occurred earlier this evening. You may participate in this event if you wish, but for the sake of fairness, NA players will have priority in joining games during this event. Community NightIt's time for the official CS:GO Reddit Community Night and playtesting!! Community Night + Playtesting is a weekly Tuesday evening event in which we play 5v5 games(10mans not scrims) with other redditors on our own 128-tick servers with competitive settings on classic maps (i.e. Active Group and older competitive maps). The night will last for a few hours, so feel free to drop in whenever you're free! When Is It?The NA event begins four hours from this thread being posted. Community Night and Playtesting begin at the time specified below, converted to the major NA timezones for your convenience:
If you would like weekly alerts for the start of our events, feel free to join the Community Night Steam Group! Announcements are made at the minute the event starts, so you won't miss a thing. How do I join?To join, simply connect to our TeamSpeak3 server and hop in the Community Night lobby to get put into a game by an admin. Here are the server details: Server Address: ts.redditcsgo.com Note: When connecting, please include your rank at the beginning of your name like so: "MGE-Jpon9". De_Grind PlaytestingWe are inviting everyone to join us in a play testing session for De_Grind (workshop)! How do I participate?The details are identical to those found above for Community Night -- join the same TeamSpeak server and include your rank at the beginning of your name. Playtesting happens concurrently with Community Night, so just hop in at some point in the night after Community Night begins and we'll get you hooked up with a game! If you would like to be notified when the playtest starts you can join our Playtesting Steam Group. After you have played a game or two on the map, please submit your feedback in the previously posted AU/NZ event thread in the form of a comment! Be detailed and constructive :) To map makersWe are taking applications for playtesting your competitive maps. Special thanks to for generously donating servers for the Reddit Community Nights and Playtesting. [link] [comments] | ||||||||
| This is getting f*cuking ridiculous - can we have an informed discussion on this issue? Posted: 11 Jul 2017 11:37 AM PDT
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| After Cologne just thought i'd leave this gem here. Posted: 11 Jul 2017 05:51 AM PDT
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| What's the highest ping you guys have reached? My personal best is 21 thousand. Posted: 11 Jul 2017 09:39 AM PDT
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| Posted: 11 Jul 2017 10:48 AM PDT
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| Met The Entire Cloud9 On EU ESEA Posted: 11 Jul 2017 02:52 PM PDT
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| How Cloud9 Really Plays CS:GO (Tribute Video) Posted: 11 Jul 2017 05:13 AM PDT | ||||||||
| Can we please have the "match found" sound back again when tabbed out? Posted: 11 Jul 2017 02:57 PM PDT title says it all... I'm pretty tilt now... anyone else thinks this has to get back? or at least an option for it? [link] [comments] | ||||||||
| Found a fix for anyone that may be experiencing fps drops and stutters while in-game. Posted: 11 Jul 2017 03:35 AM PDT Type snd_updateaudiocache and snd_rebuildaudiocache into your console. It will take you to a loading screen for about a minute (if you are in the main menu then you will see a blank loading screen, if you are in a game then you will see a loading screen of the map that you are in right now with a bar that is showing the current progress). Once that is done, your fps and your stutters should be dramatically improved. You only have to use this command once. If you have a shit PC then expect the same fps. You can also get a 10% or higher fps boost by disabling your HUD which you can now do in-game ever since a recent patch as shown here: https://www.youtube.com/watch?v=MBevPXWj0N4 Edit: Some people have been saying that snd_updateaudiocache helps as well so I added the command to this OP. [link] [comments] | ||||||||
| Posted: 11 Jul 2017 05:39 AM PDT
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| To the guy with the highest ping, here's my lowest fps Posted: 11 Jul 2017 05:05 PM PDT
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| "Discussion" CS:GO - Manager Sim Posted: 11 Jul 2017 11:24 AM PDT I want to make a fully-fledged CS:GO Manager Sim.
Here you don't directly control the AI's aim, but give them executes each round, tell them what to buy, and tell them how to re-take. There will be a huge emphasis on offline "Strat Book Creating" where you give each player exact instructions, paths, smokes, flashes, and roles. You will then be able to bring your pre-made Strat Book to your single player season or online multiplayer. The chosen strat will give a base for the start of the round but there will be mid round pathing. So, for example, you can tell a player at long doors to push for information, early rotates, etc. I want more than 2d dots. I want a match engine with hugely improved AI. Where you can spectate in first person, Individually, or split into different windows. Like the coaching setup at the major qualifiers. I have a vision for an "Ultimate team-esc" multiplayer mode where you unbox pro players, Have in-form pros each week, legends like Heaton, Rare cards like Titan KennyS, 2015 Olof, etc. And maybe even rank S/G & FPL players. All players will be given stats, aggression, aim, game sense, 1 v X ability, tilt factor, independent flash dodge chance, etc. I've contacted Valve, and linked them to this Reddit post. So, they can see if this is something that the community wants. All constructive criticism is more than welcome, I'm a fan and I want to make this for the fans. Tell me what you'd change and what you like. I'm about to go into more detail, and give anyone interested a fleshed out picture of my vision.
General Mechanics: There will be a Playbook mode. In this section of the game you'll be able to draw up and save strats. You'll be able to highlight players by role awp, rifle, entry, support, give them routes to run and grenades to throw. Or you can select players based on one or multiple spawn points. For example a long rush on T side dust, you can select the closest 5 spawns to long to be the entry, one of the middle 5 to be a flash, etc. Or you can dot-to-dot each player to a predetermined route (starting from outside the random spawns). Both of these help deal with the problem of varying spawn points. After selecting a player/s, you can draw entirely new routes on the map. When drawing on the fly, holding shift will tell the player to walk for that section. There will also be a mechanic where you run and save the routes yourself in first person. This would allow you pinpoint paths/nades. And allow for difficult jumps to be copied by the bots. You'd then compile the play, player by player. With each layer having the previous saved players routes being run by "ghosts", bots that have collision, so you can coordinate boosts. There will also be a "sync" mechanic "one AI waiting for the other to be on the exact path" so that boosts and timed flashes/peaks can be lined up from more than 2 set spawns. Again dealing with spawn variance.
On CT you will create stacks, defaults, aggressive plays, etc. You'll also have the power to make decisions on the fly, draw players new routes for retakes etc. The minimap will show all sound cues and spotted enemies. However, this information's reliability will be slightly influenced by the players game sense and communication stat. After creating these structures for rounds, you can save these strategies in different categories. Then categories within categories. A filing system. You'll have a slider for team aggression. Holding spacebar whilst drawing a route real time won't activate the route until you press spacebar again. You'll be able to click and drag to select multiple players. With these two combined you can orchestrate any retake scenario. The second press of the spacebar will only trigger currently selected players. Using this spacebar "staging" mechanic you'll be able to prepare complicated rounds, with sections and various routes you can hotkey and also deviate from if necessary. If anybody has played "Doorkickers" this will feel similar. To quick smoke/flash areas you can click+q or click+e on the minimap. The closest eligible player will execute. The execute will be from a library of all known smokes/flashes. You will also be able to throw and save your own smokes/flashes to add to this library. So, if you only have one player selected, that player will attempt to smoke/flash. If you have the entire team selected, the nearest eligible player will. This combination of selecting and directing should allow for easy mid round plays. Especially in multiplayer, where there is no freeze time.
Single Player: The single player season will involve all the tournaments, leagues, and teams on HLTV. You may pick an existing team or start a new team from scratch. You will also be able to fund an academy team. I want to integrate a transfer system and a scouting system. If you choose to pay for scouting, your scout will come back at the end of the week with a roster of 1-5 up and coming talents. Their stats will be random as will be their estimated potential. All players (including pros) will have a hidden potential overall. Your players overall will be linked to their form, with the ability to slowly grow or diminish as a player. Form comes from winning or losing games. But more specifically, that player's opinion on how they performed individually. Star players will have to hit at least 15-20 kills to gain positive form. This prevents a Single player team having 5 star players. You need to set roles: Support, Entry, Star, and given each role, their quota for kills varies. Putting your player on the bench for a few weeks will replenish form to neutral. However you can gamble and replace the out of form player/s and put them on the Academy team for a week (all academy games are simmed) and see if they have a good game. Of course they could have bad games and slip further. During single player games you can freeze time to make on the fly calls or change the strat entirely. You will also be able to sim rounds or even whole matches. Also you have unlimited buy/strategy time before each round.
Multiplayer: There will be a regular Exhibition mode where you can play vs friends or in leagues for in game coins. There will be a draft tournament you can invest in to try and win rewards.
But the biggest multiplayer focus will be on creating your own Fantasy Team. You'll buy crates with currency earned in game and unbox players. Alongside this there will be an in-game marketplace. In multiplayer, the system in place in single player "kill quota" and "form", will not be applicable. I don't agree with advantages/disadvantages carrying over online games. Instead each player will be assigned a "star" count 1-5. There will be different leagues you can enter in 5 star, 10 star, 15 star, 15+ star (total). Each league will have tournaments and seasons. We could implement very cheap in-game crates with skins, for your team's inventory, if people want. In multiplayer, a maximum of one minute to buy and choose a strat for your team, again you can set hotkeys for buying. And all currently selected players buy the same. In a pinch you can click "buy for strat" where all necessary nades will be bought automatically.
Overall: I'm very excited about this idea and hope you guys think it's a good one. I've tried to give as much detail as possible at this stage, there's more to come. If you spot a potential problem, please don't hesitate to point it out. I understand the largest challenge here is the drastic improvement to the bots. But I believe with Valve's support this can become a reality. For anybody that has read all this text, I thank you greatly for your time.
-TanK [link] [comments] | ||||||||
| DaZeD: How To Build A Strong CT Side Posted: 11 Jul 2017 07:05 AM PDT
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| TIP: If you're having trouble aiming, consider your arm positioning Posted: 11 Jul 2017 12:11 PM PDT I just recently switched mouses, and after reviewing some pro players that have above average or superb aim, I've come to the realization that I've been playing all wrong. If you're having trouble aiming, and think it might be your aim, sensitivity, resolution, or whatever you blame it on; think about your arm positioning. I've been playing with my wrist on the edge of the desk, it gave me a lot of mobility, but it was too much mobility. On enemies I'd spastically flick around their bodies while spraying, I thought at first that my mouse was way too light, but apparently I had absolutely no mouse control. It gave me a lot of consistency issues. How I managed to get more consistent aim is by placing my forearm halfway across the desk and having my mouse at the top of my mousepad. I feel like a lot of people blame their aim on the smallest things. Try this out and see if it helps, if you're already playing with your arm on the desk instead of away from it, I'm sorry, you're fucked. [link] [comments] | ||||||||
| PGL Major map veto process revealed Posted: 11 Jul 2017 06:55 AM PDT
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| mousesports qualify to DH Masters Malmo after defeating Flipsid3 Posted: 11 Jul 2017 11:55 AM PDT
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| Road to Shoey2K17 - The Aussie POV Posted: 11 Jul 2017 01:51 PM PDT
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| ESL One Cologne 2017 - Fragmovie by Virre Posted: 11 Jul 2017 08:08 AM PDT
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| Timeline of the Kinguin-G2-FaZe roster Posted: 11 Jul 2017 05:20 PM PDT
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| Results of the 3-0, Legendary and 0-3 teams! 10,000+ votes where collected Posted: 11 Jul 2017 07:54 AM PDT
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| Posted: 11 Jul 2017 08:39 AM PDT
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| Posted: 11 Jul 2017 12:07 AM PDT
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| Posted: 11 Jul 2017 02:52 PM PDT
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| sickteam having fun while playing against mousesports Posted: 11 Jul 2017 04:26 AM PDT
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| Steel Tips & Tricks: Playing CT Side with low utility Posted: 11 Jul 2017 01:37 PM PDT
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