[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]

/cs/ - Counter-Strike

You run faster with a knife.

Catalog

Name
Email
Subject
Comment *
File
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Flag
Embed
(replaces files and can be used instead)
Oekaki
Show oekaki applet
(replaces files and can be used instead)
Options
Password (For file and post deletion.)

Allowed file types:jpg, jpeg, gif, png, webm, mp4
Max filesize is 8 MB.
Max image dimensions are 10000 x 10000.
You may upload 3 per post.


File: 1449631592594.png (330.77 KB, 520x474, 260:237, revolver_blog_image.png)

 No.1155

WHAT THE FUCK IS THIS SHIT

 No.1156

I wanted them to add an alternative to the scout, a rifle of the same power without a scope that was more accurate w/ faster fire rate but slow.

We got this. I'll be buying it and armor every round Kappa


 No.1157

Replaces the deagle

Armor pen is insane

a shot to the chest is almost always an instant kill

INSTANT

holding left click will charge up a shot which takes around 1 second, after which it doesn't matter if you are holding left your shot will go perfectly straight I have been able to snipe people long dust 2 while always strafing

a right click fires immediate but has no accuracy

playing with this thing I could feel myself losing skill.


 No.1158

>>1156

You got everything you wanted but with the fucking damage of an AWP not a scout dear lord


 No.1159

YOU CAN SHOOT WHILE DEFUSING


 No.1160

>>1159

to make this clear you have to be right clicking with the revolver


 No.1161

I've heard rumor of a revolver coming to the game for years.

Interesting.


 No.1162

Oh, and I guess I'll post the whole thing:

8 Dec 2015 -

[WINTER UPDATE]

– Slight adjustments to Holiday Cheer.

– Gifts are now available for purchase. Gift leaderboards will be displayed until January 15th.

– Added the Revolver Case.

– Added several new community sticker capsules, currently available as offers.

– Added Service Medals for 2016. Players achieving Global General rank after December 31st will receive the new year’s medal.

[R8 REVOLVER]

– Added a new secondary weapon, the R8 Revolver, which occupies the Desert Eagle loadout slot.

[GAMEPLAY]

– In Competitive Matchmaking times are now 1:55 and 0:40 for round and C4, respectively. These are also the new times for CSGO Major Championships.

– Adjusted recovery time on the AK47, M4A4, and M4A1-S assault rifles to reduce the range at which spraying is preferable to tapping/bursting.

– Increased move inaccuracy on pistols: Elites, Fiveseven, Glock, P2000, P250, Tec9, USP, CZ75a.

– Added team timeouts to Competitive Matchmaking, which can be called with a vote. Default is 60 seconds, set by mp_team_timeout_time.

[KILLER REPLAY]

– Added new Killer Replay to Casual and Demolition modes. GOTV must be active on the server to enable the feature.

– Menu option Help/Options->Game Settings->Automatic Killer Replay will turn replay off.

– Several convars are available to customize the Killer Replay. Search for ‘replay’ in the console for a complete list.

[COMMUNITY]

– Game servers and GOTV relays not logged in to a persistent game server account with a Game Server Login Token (GSLT) will only allow clients to connect from the same LAN.

– Community servers can now be only connected by their real public IP or their internal RFC1918 address.

– To create a GSLT, visit the GSLT creation utility here: http://steamcommunity.com/dev/managegameservers

– Each GSLT is restricted for use on one dedicated server instance only, and should be passed on command line with +sv_setsteamaccount THISGSLTHERE -net_port_try 1

– Added an option to report servers for misrepresenting players’ inventory and/or rank.

– Game servers will now display their SteamID to an operator’s status request in the server console.

– Game servers with GOTV enabled and GOTV relays that need to support external clients connecting on GOTV port must set tv_advertise_watchable 1

[MISC]

– Users’ options are now stored independently in a Steam account-local data folder and can be different across Steam accounts on the same machine.

– Administrators setting up tournament Active Directory logons with Roaming Profiles can create a directory inside the user’s roaming profile storage and expose that location to the game by setting an environment variable USRLOCALCSGO=%USERPROFILE%\AppData\Roaming\csgo

– Video options for shadow quality, model/texture detail, effect detail, shader detail, and texture filtering mode can now be autodetected at startup to adjust for multitasking with other background applications. These video options can also be permanently set by the user to remain the same regardless of other background applications detected during game launch.

– Minor sound mix tweaks. First person footsteps slightly quieter, third person footstep volume remains unchanged.

– Highlights and Lowlights now transition smoothly between clips.

– Lowlights will now identify the target using the same visual indicator as the Killer Replay.

[MAPS]

– Fixed some surfaces playing the wrong footstep sounds in Mirage, Overpass and Train.

– Fixed a DM spawnpoint in de_dust where the player would get stuck.

[STEAM CONTROLLER]

– Made toggle crouch work

– Fixed several bugs

[GAME STATE INTEGRATION]

– CS:GO’s game state can be relayed remotely, allowing third parties to integrate their services with the game. For example, game state integration was used at the CS:GO Major Championship at DreamHack Cluj-Napoca to present special stage effects (e.g., lighting and pyrotechnics) during a match.

– For details on how to set up your service to use game state integration, visit the wiki page here: https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Game_State_Integration

[SERVERS]

– Added official servers in Hong Kong


 No.1163

File: 1449640353091.jpg (273.09 KB, 560x560, 1:1, 1444148512882.jpg)

Some dank shit


 No.1164

File: 1449645936555.webm (2.59 MB, 1280x720, 16:9, revolver triple.webm)

>>1163

Perfectly balanced.


 No.1165

When I first saw this I thought it was going to be a close range two shot bodyshot like how the Deagle used to be. Especially once I saw the fan-firing mode.

I really don't know how I feel about it yet. It doesn't seem game breakingly OP and I doubt it will be used much outside of low level games once the hype fades off. It's an interesting gun at least. Also seems like it's already gotten a range nerf.

On a side note I was really hoping the Nuke update would be soon, and I also thought a new sniper was on the horizon. The revolver seems totally out of the blue.


 No.1166

>>1165

I don't mind a Nuke update as long as it doesn't have a garbage aesthetic like Train and Season.


 No.1167

>>1166

Funnily enough Train and Season are my favorite maps.


 No.1168

The nerfs to the rifles bothers me more.


 No.1169

>>1168

Can you describe exactly what is different? I couldn't quite figure it out from the description in the patch notes.


 No.1170

Really nice that events like theese bring the board back to life

So, /cs/, how would you balance that shit?

>inb4 remove

i would:

>set price to $1250

>remove that OP accuracy

>8 bullets only, no reload.

pls no doublepost


 No.1171

>>1169

the closer together in an attempt to make it better for quickly killing people with revolvers who can literally run circles around you and kill you in 1 second, the problem is all it does is quickly devolve into insanely hard to maintain left to right shots

>>1170

remove the down syndrome that is being allowed to move in any way possible with perfect shots this makes every other gun look useless in comparison but that was the thing that makes counter strike work, its movement system.

also 1 shot to the body instant death, this was a gun made for and by someone who never played or is shit at counter strike


 No.1172

YouTube embed. Click thumbnail to play.

>>1169

its not written in the patch notes, but the random spread has been increased to 2012 cs go levels.


 No.1173

File: 1449701516132.jpg (683.86 KB, 2200x1080, 55:27, lePWkQ6.jpg)


 No.1174

>>1170

I think the point of the gun was to be a pre-movement nerf AWP. In order to not be as powerful as that it was given a "charge" time.

So I have four changes to make it viable, but not horribly OP:

1) Make it so expensive you can't viably buy it every time you lose a round. $1600 seems like a good price to me, but maybe even higher.

2) Flinch should effect it greatly to the point you have to shoot first in order to win a gun fight

3) Remove accuracy while moving, you must come to a full stop before it fires or you won't hit shit

4) Just completely remove the fan fire, it doesn't make sense from a gameplay perspective or by the fact that it's a double action revolver

I think with these changes it's role is a high risk weapon that greatly rewards timing.

The main way it would be used is like the old AWP where you come around a corner, stop, aim, and take a shot before quickly retreating, but with the catch that you have to time the charge.

Thoughts?


 No.1175

>>1173

That first shot accuracy is still horrible, but Valve would never fix that

>>1174

The price would be the quickest fix. There is precedence.


 No.1176

>>1175

It needs to be put in it's place and quickly especially if we want to keep it useable. Just nerfing the price isn't enough with this one. It would just be a bandaid.


 No.1177

Reduce the dmg by 25% would do it.


 No.1178

What really needs to happen is for the guns purposed to be clearly defined. Once that happens it needs to be worked into that purpose with care. If the gun is meant to work how I think it is, then it could be an excellent addition to the game.


 No.1179

>>1174

>4) Just completely remove the fan fire, it doesn't make sense from a gameplay perspective or by the fact that it's a double action revolver

Double action revolvers can also be used like a single action. The point of manually pulling back the hammer is to get the gun ready some time in the near future for a light trigger pull, rather than a long heavy one.


 No.1180

>>1170

I uninstalled. I will never play this game again unless they remove that shit.

They added it because they feel they need to compete with overwatch, it feels exactly like a weapon that would be in overwatch. This isn't counter strike anymore.


 No.1181

>>1176

>>1174

>Make the gun $16000

Problem solved


 No.1182

>>1179

Sure, but if the point of the weapon is to reward timing it should have a set "charge" and no way to get around it.


 No.1186

9 Dec 2015 -

[MISC]

– Fixed exploits with the R8 Revolver, including being able to fire during freezetime or defusal, and the ability to hold the primary hammer back indefinitely.

– Fixed a disappearing smoke exploit.

– Fixed a timeouts-related exploit.

– Fixed competitive UI flickering at the end of rounds.

– Fixed a regression in logaddress_add to allow DNS hostname resolve.

– Fixed a rare game server crash after replay.

– R8 Revolver now correctly shows up in weapon_fire events.

– Added map mode to game stats integration.


 No.1187

Oh thank god its over. Gun is still semi bullshit but at least the game is playable now.

I'd be content with making it cost 950, putting it just below the scout, mag7 and nova, which all do comparable bodyshot damage.


 No.1188

That revolver is very enjoyable to use now, even though some kiddies will overuse its accuracy.

i'm sticking with deagle, even though i dont use it


 No.1189

It's still a bit OP since I can make running headshots due to the perfect running accuracy.


 No.1191

15 Dec 2015 -

[GAMEPLAY]

– Reverted recent changes to pistols and the AK-47, M4A4, and M4A1-S (see the CS:GO blog for details).

[MISC]

– Other players can now hear the sound of the R8 Revolver primary fire hammer just before it fires.

– Smoke clouds from smoke grenades detonated by burning fire will now correctly cover the ground instead of floating above that area.

– Fire grenades that had been only partially extinguished by smoke will no longer deal damage from the flames under smoke grenade (fix for a bug discovered by jasonRRR)

– Flames from fire grenades that are still spreading will no longer spread into the smoke cloud and will instead spread along the edge of the smoke cloud.

– Fixed up-to-360-degree camera flip in Killer Replay.

– Fixed an instance where an offer showed the incorrect price.


 No.1192

17 Dec 2015 -

[MISC]

– Client bone setup performance optimizations.

– Fixed bullet hits on players beyond max bullet penetration distance always counting as penetration hits.

[KILLER REPLAY]

– Fixed sometimes incorrect in-scope fog and blur in Killer Replay.

– Fixed some instances where a player could get stuck in Killer Replay.

[GAME STATE INTEGRATION]

– Bomb plant timer Game State Integration event is now slightly delayed when playing on Terrorist or Counter-Terrorist team.

– CDN URLs for images of weapons and weapon finishes are now available in items_game_cdn.txt

[STEAM CONTROLLER]

– Added support for haptic feedback.

– Use steam_controller_haptics convar to turn haptics on or off.


 No.1195

7 Jan 2016 -

[GRAPHICS]

– Visually upgraded all first-person arm, hands and glove models.

[KILLER REPLAY]

– Fixed a bug where client could sometimes get stuck in Killer Replay with a black screen.

– Fixed a bug where victim weapons could sometimes be invisible in Killer Replay.

– Player’s own footstep sounds are now correctly mixed as third-person footsteps during Killer Replay.

– Voice communications are now not faded out before and after Killer Replay.

[SOUND]

– Reduced volume falloff distance for USP-S.

– Removed high frequencies from Killer Replay tape sound.

– Adjusted falloff curve of ricochet and impact sounds.

– Minor mix tweaks.

[MATCHMAKING]

– Added official game servers in India.

[LINUX]

– Upgraded to newer version of libSDL.

– Improved game performance during the end of match scoreboard.

– Sound options now distinguish between headphones vs two-speakers options.

[MISC]

– Added support for in-game broadcast of Regional Minor Championships.


 No.1196

8 Jan 2016 -

[GRAPHICS]

– Updated sticker inspect glove model.

– Fixed certain video options not getting applied immediately when user changed them during a match.

– Fixed some cases where updated glove models interpenetrated weapon models.

[SOUND]

– Fixed bug that caused some weapons to sound quieter than intended.

– Minor sound mix changes.

[LINUX]

– Fixed a regression where small mouse movements could be ignored.


 No.1202

20 Jan 2016 -

[HOLIDAY]

– Removed holiday cheer.

[MISC]

– Added a convar cl_crosshair_sniper_width to allow increasing width of sniper crosshair lines on high dpi monitors or multimonitor setups.

– Fixed some looping sounds not stopping after Killer Replay.

– Bomb plant and defuse are excluded from Low-Light playback.

– Players can no longer vote-kick a bot.

– An HE grenade not owned by any connected player will no longer result in kicking the victim for too many suicides.

[LINUX]

– Fixed mouse handling in community server dialog.

[ART]

– Fixed arms/sleeve textures not rendering in workbench.

– Fixed minor shadow errors on viewmodels.

– Optimized CT viewmodel arm texture size.


 No.1206

27 Jan 2016 -

[MISC]

– Explosive damage and damage from flying grenade impacts will now always use armor penetration formulas when the victim wears armor (thanks to the video uploaded by Andrew PhoenixFight3r).

– Added convar mp_drop_knife_enable (defaults to ‘0’) that allows players on community servers to drop their knives.

[Linux client]

– Fixed displays to set on the correct monitor in multi-monitor setups.

– Fixed a bug in mouse handling when moving mouse toward the top-left.




[Return][Go to top][Catalog][Post a Reply]
Delete Post [ ]
[]
[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]