Release Notes for 2/17/2016
17 Feb 2016 -
[OPERATION WILDFIRE]
– Operation Wildfire is LIVE: http://counter-strike.net/operationwildfire
— Seven community maps available in Competitive Matchmaking as well as other game modes via the Operation Wildfire map group
– The Operation Wildfire Access Pass ($5.99) is now available giving access to the following features:
— The Operation Wildfire coin, upgradeable through the completion of challenge missions
— An Operation Journal that tracks your stats in official competitive matches and includes a Friends Leaderboard
— The cooperative Gemini Campaign, featuring replayable missions with individual mission leaderboards.
— The Wildfire Campaign, featuring 30 missions in Casual, Arms Race, Demolition, and Deathmatch modes.
— Blitz Missions, global events that grant bonus XP for completing a specific action (must be Private Rank 3 or above to participate in Competitive Blitz Missions).
— Access to weapon drops from Operation collections: Cobblestone, Cache, Overpass, Gods and Monsters, Chop Shop, and Rising Sun
— Exclusive access to the Operation Wildfire Case featuring 16 community-created weapon finishes and the all-new Bowie Knife.
– Nuke has returned (available in Matchmaking included in the Operation Wildfire map group). For more details, visit: http://counter-strike.net/reintroducing_nuke
[GAMEPLAY]
– ARMS RACE
— The leader’s glow in Arms Race no longer shows through walls.
— M4A1-Silenced has been added to the rifle section of available Arms Race weapons.
[UI]
– Fixed AWP icon to better represent the weapon’s silhouette.
– The English string “ALIVE” in the playercount hud element is now a localized token.
– Inventory filter for All Weapons now filters out display items and music kits correctly.
– Inventory sorting by Quality now better groups items within the same quality by their slot.
– Updated the Nuke loading screen icon.
[MISC]
– Fixed particle rain not following the “in eye” player if you were spectating someone.
– Detail sprites (like grass) have been improved so many more can be rendered for much cheaper.
[SDK]
-[vbsp.exe] increased MAX_MAP_ENTITIES to 20480 from 16384 to compile bigger maps.
– Maps can have multiple radar images based on player height.
– Added several features to support a new mission type: Co-op Strike (game_type 4, game_mode 1)
— Added Co-op Strike items: Heavy Armor, Tactical Awareness Grenades, and Medi-Shot.
— Added new spawn point (info_enemy_terrorist_spawn) for use in Co-op Strike missions to spawn enemies which can specify somethings like unique models, loadouts, behavior, etc.
— Added an Exploding Barrel entity for use in the Co-op Strike missions.
— func_hostage_rescue entity is now able to be disabled.
— Added a Heavy Phoenix enemy.
– Added item_coop_coin entity that displays how many (of 3) you’ve collected.
— In Co-op Strike mode, bots will no longer try to path through “blocked” nav areas.
— Bots can be set to “asleep” in Co-op Strike mode and they will stay put until they see an enemy, take damage or are the last enemy alive.
— Added a game_coopmission_manager entity to help manage and relay data to other entities/vscript for Co-op missions.
– The game_player_equip entity has been updated to allow maps to give any weapon to the activator with an argument.
– prop_door_rotating now blocks nav when closed, locked and unbreakable.
– Fixed an assert in prop_door_rotating where it tried to play a “locked” activity regardless of it had it when the player used it when locked.
– Added OnFirstPickedUp, OnDroppedNotRescued, OnRescued outputs to hostage entities.
– Added a convar (mp_c4_cannot_be_defused) that when enabled, prevents C4s from being defused.
– Resurrected the HL2 env_gunfire entity.
– Added two new convars for managing dropped weapons
— weapon_auto_cleanup_time “If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.”
— weapon_max_before_cleanup “If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.”
– Added a third option to mp_death_drop_grenade which makes all held grenades drop on death (used in Co-op Strike)
– Updated weapons in Hammer fgd to use weapon models that match the ones used when spawned in the world. Plus added some missing weapons.
– Added env_sprite_clientside entity which is just a clientside sprite (doesn’t use edicts).
[MAPS]
– Nuke
— Now available in Competitive Matchmaking, and other game modes in the Operation Wildfire Map Group
– Cache:
— Fixed DM spawns
— Improved radar polish
— Improved visual polish
— Added physics to fence in Sun room
— Fixed numerous “pixel walks”
— Fixed one-way wallbang at mid (thanks TomCS!)
— Fixed fencing at T-spawn being non-solid (thanks JoshOnTwitch!)
– Mirage:
— Removed wall-lamps that blocked visibility from ticketbooth to mid in bombsite A
— Removed shelf inside market near bombsite B (thanks TheWhaleMan!)
— Added a plywood board to bomb-crate in bombsite A to make throwing grenades under scaffolding more consistent
– Slight adjustments to Safehouse, Lake, and Shoots
Release Notes for 10/20/2015
20 Oct 2015 -
[DreamHack Cluj-Napoca 2015]
– Team stickers and stickers autographed by professional CS:GO players are now available for purchase.
For details visit: http://www.counter-strike.net/pickem/cluj2015
– Tournament stickers can be used as game pieces in the two Cluj-Napoca Tournament games:
— Fantasy Team Game: Compete against the global CS:GO community to win a Fantasy Trophy by building your dream CS:GO roster and achieving one of the top scores in the all new Fantasy Team Game.
— Pick’Em Challenge: Earn a Pick’Em Trophy by choosing the winning teams for each match throughout the Tournament. The more correct choices, the better the trophy!
[MAPS]
Mirage
– Fixed some exotic spots where C4 could get stuck (Thanks amitkilo!)
– Moved palmtree behind ticketbox slightly, to make CTs easier to see.
Train
– Fixed a spot where C4 could get stuck on A site
– Fixed an unintended boost in A site
How does this happen?
So I reached MGII after starting out in Silver 2 about 500 hours ago. I just deranked to MGI but recently, this happened. How do I do decently against LE and DMG (apart from the fact I have a SMFC with good tactics on my team) but can't seem to get past MGII? I was basically on a rank up spree when I got out of Silver which took up a good… 350 hours of my time in CSGO. Got to Gold Nova about then, and climbed up to MGII and now I'm stuck here like I was in SEM.
Anybody looking for a knife for cheap?
I found an M9 Bayonet Night for under $100
http://www.amazon.com/gp/product/B001608OMO/
Or a Huntsman Night under $50
http://www.amazon.com/gp/product/B00629W99I/
Don't tell Valve, or they might ban it.
A Message from /tf2/
Hello CSfags, I'm the BO from >>>/tf2/. You see, we are much alike, we're both boards for Valve games, we both have autistic communities, and both have cosmetic shit only made so our money can stuff Gabe Newell's fat rolls. Why not we join our two dead boards together in a board ring of sorts?
KILL HUNTERS
I have a theory, people who top frag by a large margin actually make teams weaker. I've noticed that when I get queued with players who have ADHD pushing tendencies (normally fucking french canadians, 13 year olds, or SA's), I lose a lot more, but they always seem to top frag, or come close. This made me think, "How is it that they get all these kills, but we don't win?" And I thought of this theory-shit.
I think the reason for this is related to risk versus reward, and the inherent value on a single player. First I'd like to discuss inherent value, and how it plays in to this. At the beginning of the round, CT players are inherently more valuable than T players. Why? Because they are on the defensive side, and that gives them the elements of 1) surprise, and 2) control, and 3) information. This is why, in fair games, it takes all 5 T players to take a site, despite the fact that there may only be 2 CT's guarding it. Thus, CT players are greatly more valuable than T players, in some circumstances 1 CT could have a value exceeding three times that of a T. This value system reverses when T's take a site, and then become the defensive force.
Next is risk versus reward. When a CT player decides to leave a site, or make a risky push (all pushes on CT are risky by the way), he will almost never get reward that is worth the risk he is taking on. Why? Because he is putting himself in a position that decreases his value to the team, he is giving up the defensive edge and lowering the total number of CTs on the site. Should he die, even if he were to take 2 T's with him, he leaves one site vulnerable, or even free for the taking. That last sentence is the key to the topfragger effect, see, if he fucks your team over for a quick impulsive kill hunt, and does this routinely, it is likely that he will end up at the top of the scoreboard, and the cost of your site holding ability. This player may get kills, but don't be fooled, its not skill that gets him those kills, its purely the nature of the game, and that fact that he is in essence stealing potential kills from his team mates (who he will later get angry at and call GG noob team in all chat) like some kind of game ruining vampire faggotlord. The argument can be made that kill hunting gets the team information, and this is true to an extent, but It gives the terrorists information as well, it tells them that one of the sites is missing a player, and on most maps it's very easy to pinpoint which one. Furthermore, any information you get from kill hunting is on the table for both teams. To explain what that means, simply, the enemy KNOWS what you know, this essentially makes what you know worthless. Thus, kill hunting will not improve your sense of information, it will only decrease your site holding power, unless you manage to kill more than a CT is worth, which is very very unlikely. Thus, kill hunt pushes should be avoided, unless you either have all the information you need to make a risk-less push, or desperately need information you're lacking. When you REALLY need information, for instance if two team mates get picked, and you need to rotate to a site before the enemy gets there, information pushes are okay. Pushes for information will temporarily decrease your worth, and make you vulnerable, but if you don't die and move back into the site right after, the knowledge you gain may give your team a massive advantage. As a side note, the same applies to T side after a bomb plant, don't fucking leave the site unless its so guard the site from a safer position. Seriously, leaving the site fucks everyone, its the same as kill hunting, and as a side side note, one sure fire way to spot a kill hunter or baiter (the baiter will go hide in a corner, the kill hunter will go run at the enemy) is to see who leaves a site first after the bomb is planted. I could write all day long about my burning hate for baiters, but that's more theory shit and a lot more hate for me to write out.
To end, TL;DR, anybody can fucking kill hunt, you're not a special snowflake whos just too good for his rank, you're there for a reason, and that reason is you're a motherfucker who should be dragged through the street and stoned to death like the piece of human shit you are, THE GAME OF CS:GO DOES NOT REVOLVE AROUND FUCKING KILLS, IT IS A GAME ABOUT PLANTING A BOMB AND YOU NOT UNDERSTANDING THAT IS FUCKING YOUR TEAM
TL;DR 2 (for people who aren't kill hunters)
Remember never to push unless its absolutely necessary, and the safest way to rotate is through your spawn. Even though playing smart can be boring, if you're playing to win then it is the only way. Furthermore, in a bait-free killhunter-free game, everyone's scores should be close together (except the B site player, he gets to sit out on the site nobody cares about while everyone else plays because hes the weird kid ); )
Late night cs
I recently got into csgo despite prepurchasing and hating it years ago, but I've noticed that in MM late night NA games are much more bro-tier and relaxed than regular daytime/evening games.
I always tend to do better and have a lot more fun late night than the day. it's to the point where i don't like playing before 12am
has anyone else noticed this?
euros need not apply because cyka blyat
Go here:
Create the crosshair you currently use and post it here.
Mine, a yellow dot.
cl_crosshairalpha "255"
cl_crosshaircolor "5"
cl_crosshaircolor_b "0"
cl_crosshaircolor_r "255"
cl_crosshaircolor_g "255"
cl_crosshairdot "1"
cl_crosshairgap "0"
cl_crosshairsize "0"
cl_crosshairstyle "5"
cl_crosshairusealpha "1"
cl_crosshairthickness "2"
cl_fixedcrosshairgap "0"
cl_crosshair_outlinethickness "0"
cl_crosshair_drawoutline "0"
Truths about CS:GOfuckyourself
>1) Tec 9's only weakness is that the CT team can pick it up
>2) Sawed off shotgun's secret is that its loaded randomly with blank rounds, which is why is never seems to hit anybody
>3) The reason you always seem to leave people with 97 HP is because the game designers hate you
>4) Weapon crates are designed to addict you, not even kidding look it up, they're designed to reward you just enough to keep you coming back, its an extension of B.F. Skinner's work on behavior and reinforcement
>Valve keeps smurfs and hackers around because they're big spenders
>Valve doesn't spend money or time on matchmaking because they don't have to, they cater to the casual market, and the cost of server upgrades would only benefit the top 10% or so of players, the only players who notice or care, and the only players who will stick around indefinitely
>Every weapon update is either horrible or unnecessary
>50% of the guns in the game are objectively worse than other guns in the game OBJECTIVELY WORSE
shitposting about bad games
I really need to vent, I'm so fucking mad right now. Here it goes.
>shitty three stack
>none of them calling strats
>constantly telling me and other guy to keep a positive attitude to win
>me and random exchanging ideas for plays, deciding what we'll do and asking the stack if they're down with it
>stack never replies, tells us to 'keep a positive attitude' until we win
>all three members of the stack DC at one point to 'reboot'
>round 13 they try to kick the other random
>"dude kick this kid hes toxic"
>"yeah this guy is toxic as fuck"
>"fuck this toxic kid dude"
>vote no
>nerd rage imminent
>down 0-14 T side nuke
>one of the three man freaks the fuck out and mutes everyone, calls us "toxic"
>the rest of the three stack spaz out on mic "THESE KIDS ARE TOXIC AS FUCK WE'RE JUST GOING TO PLAY AS OUR OWN TEAM AND WIN"
>three stack walks outside without smoke, dies, leave bomb in an unreachable position
>random gets a kill on ramp
>gets another kill on B
>I buy an awp, get out of spawn late, head for ramp
>3k their team, one heaven, one in vent (noscope) and one on B ramps
>three stack chimping out the halftime chat saying I 'baited them' and that 'these guys are so toxic'
>me and random Molotov ourselves until the game is over
>having the only sheriff's star, I tell my team that I'm the sheriff and they can't tell me what to do
>they call me toxic
>I call them toxic
>we lose
16-1, I thought this shit would stop after the nova ranks, what the fuck. And what the fuck is toxic? Is that some way of calling someone a noob and not look like an idiot when you're doing way worse than they are?
Sorry for this massive shitpost, I'm really mad about this, match making really fucked me today. I guess make this a shitposting about bad team threads?
Release Notes for 9/15/2015
15 Sep 2015 -
[ ANIMATION / GAMEPLAY ]
– Replaced all player body animations (Existing character models retained for demo compatibility)
– Replaced all world model weapon animation
– Updated shared player skeleton
– Re-rigged all player model geometry and player scaffold animation
– Updated animation networking to continually synchronize animation state instead of periodically latching
– Player animation sequence selection is now server-initiated
– Added new player states including bomb defusal and ladder climb poses
– Added thirdperson weapon deploy animations to more accurately represent viewmodel deploy state
– Extended all vertical aim matrix ranges to encompass the majority of vertical aim pitch so weapons line up precisely to firing angle
– Added reverse-bone-merge animation support so weapon models can store and play independent animation on the player holding them
– Added support for arbitrary numbers of articulated mechanical parts on world weapon models
– Updated weapon world model articulation points, bodygroup presets, holster positions and reverse-bone-merge skeletons
– Added physics motion to holstered attachment weapon locations
– Added support for non-polygonal capsule-shaped hit volumes, defined by a line segment and radius
– Replaced shared hitboxes with new capsule-based set
– Rebuilt player ragdoll angular constraints, physics hulls, and interaction pairs
– Ragdolls now assume more exact pose of their parent player on physics init
– Re-built animation statemachine to support blending locomotion over any weapon aim or action poses
– Enabled support for dynamic player animation layer re-ordering
– Sequence blendlayers now correctly contribute to computed cyclerate
– Added defuser cables and multimeter model
– Added hlmv support for capsule rendering, submodel attachment previewing, ragdoll constraint limit and bone name rendering, plus numerous small fixes
– Added model format support for named bodygroups, combined physics hulls, activity modifiers and animation system specific metadata
[ UI ]
– Fixed a bug where the mini-scoreboard armor/helmet information was not displaying for coaches
– Added sv_show_voip_indicator_for_enemies server convar. If set, it will make it so the ‘voice chat’ icon shows over enemy players as well as allies when they are using their microphone.
– Added sv_showbullethits feature to visualize server-confirmed hits and near-misses on listen servers
[ RENDERING ]
– Fixed improper stencil state in glow pass rendering
[ GAMEPLAY ]
– Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position
– M4A1-S:
— Reduced price
— Reduced armor penetration
— Reduced ROF
— Increased base spread
– Zeus x27
— Reduced price to $100
– Dual Berettas
— Increased armor penetration
— Increased range modifier
[ GOTV ]
– Added viewmodel position lerp to gotv camera transitions
[ OVERWATCH ]
– Players can now report enemies for anti-competitive griefing (i.e. deliberately losing).
AMD Driver Update Reduces Input Lag
AMD's newest driver release (meant primarily to accommodate the launch of Windows 10) also includes a game profile optimization that reduces input lag in CS:GO.
>Performance Optimizations
>Counter-Strike® : Global Offensive - Profile change to reduce Flip Queue Size - improves the latest positional information from the keyboard and mouse.
So in other words, if you weren't using an extra program (such as Radeon Pro) to change the Flip Queue Size, then you were getting an extra frame or two's worth of input lag while playing CS:GO. The new driver will fix it for you.
Windows 10
64-Bit
http://support.amd.com/en-us/download/desktop?os=Windows+10+-+64
32-Bit
http://support.amd.com/en-us/download/desktop?os=Windows+10+-+32
Windows 8.1
64-Bit
http://support.amd.com/en-us/download/desktop?os=Windows+8.1+-+64
32-Bit
http://support.amd.com/en-us/download/desktop?os=Windows+8.1+-+32
Windows 7
64-Bit
http://support.amd.com/en-us/download/desktop?os=Windows+7+-+64
32-Bit
http://support.amd.com/en-us/download/desktop?os=Windows+7+-+32
ESL One Cologne 2015, and Release Notes for 8/14/2015
14 Aug 2015 -
[ESL One Cologne 2015]
– ESL One Cologne Player Autograph Capsules are now available for purchase, with 50% of the proceeds from capsule sales going to the players and organizations. Player Autograph Stickers can be used as game pieces in the Cologne 2015 Player Pick’Em Challenge.
– ESL One Cologne Team Stickers are now available for purchase, with 50% of the proceeds from sticker sales going to the organizations. Team Stickers can be used as game pieces in the Cologne 2015 Team Pick’Em Challenge.
[UI]
– Updated the Watch panel
— Added the Cologne 2015 Pick’Em Challenges and Matches.
— Your matches and tournament matches are now presented with an updated scoreboard and round performance panel
[MISC]
– [Linux] Fixed bug where bomb beeping was not playing on all channels.
– [Windows] Added a graphics driver hint to try to use the dedicated GPU when available on laptops.
– Minor volume and pitch adjustments to weapon equip and reload sounds
– Fixed a sound synchronization bug with some Falchion knife animations
Mouse Tips?
Hi /cs/, I was advised to disable the "Pointer Precision" setting in Win7 but ended up struggling tremendously to frag in DM. The way I aim without pointer precision on is entirely new to me, to the point where I cannot get used to spraying. Will I reach a higher skill ceiling by leaving the setting off and relearning muscle memory?
Also, mouse settings thread in general.
How can they make the M249 not shit? Is there ANY WAY? What niche can it even fill, there really is no weapon the M249 can replace. Its slow, has a shit spray pattern, about the same damage as an M4, low running accuracy, and it costs more than an AWP. You would be better off with a tec9 or a five seven. They should buff it or remove it, fuck that shit gun.
8chan CSGO Team
well i got bored and created an 8chan group on steam, we could use it to discuss betting, trades and have our own team. if we wanted to we could play against other websites. (ex:4chan, hltv, fragbite, CEVO, Faceit,) Like what they do in the staff Cup. here is a link https://steamcommunity.com/groups/FullChan
Release Notes for 5/26/2015
Thanks to >>820 for posting the patch notes in the other thread initially.
26 May 2015 -
[OPERATION BLOODHOUND]
– Launched Operation Bloodhound, available until September 30th, 2015.
– Six community maps available for free to ALL CS:GO PLAYERS on official servers via the Operation Bloodhound map group: Agency, Resort, Zoo, Log, Rails, and Season
– The Operation Bloodhound Access Pass is now available for purchase. It provides:
— The upgradable Operation Bloodhound Challenge Coin, which can be displayed on your profile and in the scoreboard.
— The Operation Bloodhound Journal, complete with Friends Leaderboards to track your Active Duty and Operation Competitive performance.
— Two all-new campaigns, with 62 missions rewarding additional XP throughout the Operation.
— Earned weapon drops will come from the Operation Bloodhound exclusive weapon collections: Cobblestone, Cache, Overpass, and all-new collections Gods and Monsters, The Rising Sun, and Chop Shop.
— Exclusive access to the Falchion Case, containing 16 community-designed weapon finishes and the all-new Falchion Knife.
— Added two new Mission types, Assassination and Guardian Co-op which are playable via campaign missions in the Operation.
[PROFILE RANKS]
– Introducing Profile Ranks, viewable in-game on your CS:GO profile.
– Play on official servers to earn XP and rank up your CS:GO Profile Rank.
— In Competitive Mode, your earned XP is determined by your rounds won.
— In all other modes, your earned XP is determined by your score.
— You can earn additional XP by completing Operation Bloodhound Missions.
– In addition to increasing your CS:GO Profile Rank, your first Rank earned each week will reward you with an earned weapon drop. If you own an Operation Bloodhound Access Pass, your weapon will come from one of the exclusive Operation Bloodhound weapon collections.
[CASUAL]
– Reduced Round timer from 3:00 to 2:15.
– Increased warmup time from 30 to 90 seconds.
– Disabled vote to restart match.
– Vote to change level is disabled after a team has reached match point.
[UI]
– Fixed sometimes (but rarely) seeing health of players on the other team in the mini scoreboard.
– Fixed the freeze panel sometimes getting stuck on and staying on even after the player is alive.
[MISC]
– Added trace-based visibility checks to prevent networking invisible enemy players.
– Updated CSGO engine to the latest Steam API SDK.
– Improved support for integrated web browser MOTD popups.
– Fixed several server-crashing exploits.
– Fixed voice chat echo in lobby.
– Re-enabled a bunch of player model variants including the much missed Balkan “Ido” model, otherwise known as tm_balkan_variantC.
– Added a convar (sv_disable_immunity_alpha) that when set, allows mods to handle their own alpha on players.
– Limited support for FBX in studiomdl.
– Added sv_vote_to_changelevel_before_match_point (default 0, vote is never disallowed). When set to 1, the vote to change level is disabled after a team has reached match point.
[MAPS]
-Cache
–Fixed multiple bomb-stuck spots
–Fixed an issue where saving CTs could be seen on radar from outside spawn
–Fixed an annoying issue where grenades would collide with ground geometry map-wide
–Deleted a problematic glass pane in mid (thanks RoF Anders)
–Ensured tarps on crates are actually spammable
-Season
–Reduced width of Upper B T-side and long A to their CS:Source dimensions
–Fixed every “white on white” corner to improve visibility (Thanks Shahzam)
–Added a railing on catwalk to ensure that T’s don’t rush A site without potential punishment from pit
–Fixed an angle at B lower to ensure that defensive grenades can be bounced off a wall easily and properly, as was the case in CS:Source
–Made squeeky door louder
–Bug fix: fixed metal sounds being made on all surfaces throughout the map.
-Mirage
–Fixed some spots where C4 could get stuck
–Fixed some spots where players could get stuck on walls
Solo queuing, csgo despair
I've think I'm fucking done with cs go. Now I've lost 4 matches in a row, 3 in one day because of shit team members. I was top fragging in every one of those games.
The first match we had this stupid eastern European faggot spouting "noob" all the time while bottom fragging until he was kicked, after that we did very well and could have tied the match.
The second one really pissed me off were I was put on a team with 2 british mge smurfs who where trying to throw the match on purpose to rank down, I seriously hope they fucking die, i really do I hope everything bad in the world happens to those cheeky cunts.
The last match was fair game, but I was teamed up with guys who didn't even call.
I think I'm fucking done with this fucking game since thinks like autistic players, European faggot sounding players and shitty skilled smurfing throwing games are fucking ruining my fucking day.
I know that I'm better than nova 2, but I will never reach my real skill level just from grinding up in match making. Every arena I go to I rek these cheeky british mge cunts.
Ever since I started playing csgo I've developed so much hate and get so triggered by certain types of accents, nationalities and people.
I'm thinking about just giving up cs go permanently and selling all my skins.
What's the best way to start aiming for the head without active thought process?
I've moved up a few ranks and I'm hitting the point where I need to start going for headshots. I've been practicing the actual act of aiming for the head and hitting it, but I've been struggling to apply it in a live game situation. I always find myself either dying because I'm going through the active thought process of aiming for the head, or relying on my 'autopilot', where I end up aiming for center of mass.
Is my best option just to play casual and aim for the head actively until I hit the point of aiming for the head subliminally?
CS:GO is the ultimate MOBA
Just want to point out CS:GO fits all the criteria for a MOBA.
>3 lane maps designed with top lane, mid lane, and bottom lane
>5 v 5 against real players
mp4 unrelated I don't have any relevant cs thing to put there
>small rounds that make up 1 big match
>matches are ~45 minutes to 1 hour 15 minutes
>requires strategy and timing
>you purchase upgrades over the course of a match
>ranked matches in a competive setting
>cosmetic items that make no difference to gameplay
>objective based rounds that can end multiple ways
>teamwork is vital to winning
>lively competive scene
It's a moba.
Release Notes for 3/31/2015 - AWP Nerf
31 Mar 2015 -CS 1.6 servers mostly filled with bots?
I've occasionally been playing cs 1.6.
When I join the server I always get the feeling I'm playing with bots. I haven't played cs 1.6 in over a decade and every time I go on a random server I rek almost everyone, mostly because everyone else seem to be full retarded.
Can cs 1.6 servers be populated by bots with a ping? Or am I just against mindless players?
P.S. wallbanging is awesome and feels much better then getting a regular kill. I miss wallbanging.
Release Notes for 2/26/2015
Release Notes for 2/26/2015
And then there's this asshole!
I can't believe there are people that support this attention seeking griefer. Why has't he been banned already? He's deliberately throwing matches so he can rank down and ruining other peoples rank with no survivors. I guess it's all fun and game when global elites piss and cum on people who are actually trying to rank up and become better cs players.Find a game -> Common
Do only noobs play quick matching(or whatever it's called).Smurfs, smurfs and boostersfags everyhwhere
>tfw you're always on the top in publicOfficial Blog Post About Map Data
Figured I could make a thread for this. Valve made a blog post with updated statistics for the main map pool.8chan csgo MM group.
Not sure if anyone's interested but I decided to go ahead and make this, I usually have about 2-3 people I know online but never a total of five.HELP/Q&A THREAD
O dear eagles and master guardians of the board, answer my questions:Release Notes for 1/8/2015
Release Notes for 1/8/2015
Making a CSGO group
Me and a friend are making a CSGO group and we need 1 playerSeasonal Rankings?
http://steamcommunity.com/app/730/discussions/0/627457521178339108/Release Notes for 12/10/2014 - CZ Nerf and Train Remake
Release Notes for 12/10/2014Release Notes for 12/4/2014 (Overpass Boost Fixed)
Release Notes for 12/4/2014New Board Ownership
Hey folks, /cs/ is now under new ownership. As such, the board has undergone a few changes, and there are more on the way.Release Notes for 11/21/2014
http://blog.counter-strike.net/index.php/category/updates/http://steamcommunity.com/profiles/76561198043283891
Does someone want to swap M9 case harden?Workshop Thread!
Shill your shit, Rate others shit.Why aren't more people here?
I tried to post "https://8chan.co/cs/" along with other shit on 4chan and got banned instantly for 3 days with no warning.Gambling/Betting General
Playing it safe editionEpsilon FE used Smithzz in their match against OG
What a blow to female gamers. There's like what, 2 pro female CS teams and one of them pulls this shit?Story time
>Be last alive, 1v3