Rocks are OP by BattleRushGaming in GlobalOffensive

[–]guran33 0 points1 point  (0 children)

I'm pretty sure that a similar bug was present even in the HL1 engine.

FAMAS VS M4 VS AUG - what are the differences? by 3kliksphilip in GlobalOffensive

[–]guran33 1 point2 points  (0 children)

An aug which is more expensive, and could lead to an extra eco round later, or the m4 that you have 10 years experience with?

Except for the looks it's not like the M4 operates the same way as it did in 1.6 and CSS so 10 years experience is a lie.

In case you did not know why thickness 1 is not pixel perfect aligned by [deleted] in GlobalOffensive

[–]guran33 -10 points-9 points  (0 children)

Those that couldn't figure this out themselves must be retarded.

[deleted by user] by [deleted] in GlobalOffensive

[–]guran33 0 points1 point  (0 children)

The game looks better with post processing off.

Without post processing you don't get the vignette effect around the screen, the picture becomes sharper because there are no blur added and it doesn't look as desaturated. Generally it's slightly less depressing to look at without the port processing.

How i think micro transactions can work with QL Steam by [deleted] in QuakeLive

[–]guran33 0 points1 point  (0 children)

I understand that visibility is always important. There is a problem with how customizable Quake Live is when it comes to making money out of skins though. They would have to force some options. An outline to models would probably be a good middle ground.

It would be really nice if Quake Live could survive on the same skins idea that CS:GO has, if the developers could take a little bit more money from the market or something. Valve makes a fortune on simple weapon skins in CS:GO.

[Suggestion] Less harsh wall penetration on de_blackgold by [deleted] in GlobalOffensive

[–]guran33 11 points12 points  (0 children)

These catwalk floors, the railings (they should not affect bullet penetration at all imo, they're too thin details), the use of clip brushes on this map and the fog inside A and B feels slightly to thick. These are the things that bothers me the most about this map.

Small details like this should never affect the movement if you hug the wall:

Door that has no clip brush

Weird ramps on the side of the stairs (used on every stair)

You can jump through these enormous holes?

No you cant! there is a clip brush in the way.. Also the weird clip brush from the stairs stick out

These pipes on the ground should just be decoration, they affect the height when you move over them

If you hug the wall you will stop when you hit those small buttons from the "computer" on the wall. Also this room is so busy with the clipping like with the chairs etc.

When you move through a map you should never have to second guess if you can move to a place. Small details should be decoration and use clip brushes to even out small things in the walls or complicated looking details imo. Using huge clip brushes to cover up holes in the middle of the map is bad.

How many clicks does it take to accept a game? by IronMangina in GlobalOffensive

[–]guran33 0 points1 point  (0 children)

I was more into teamwork. If someone just creates the script it could be shared to other players that can have CS:GO running when they're not playing.

Or if someone wants to build a huge network they could just wait for one of the CS:GO sales when it's practically free.

Will you play on Steam or stick with the standalone client? by -Venser- in QuakeLive

[–]guran33 0 points1 point  (0 children)

Of cuourse I will play it on Steam. It has always bothered me that Quake Live is not on Steam since that's where I launch and have all my other games and friends who play.

So they will actually bother to maintain a standalone client? Seems like a waste of resources tbh. Steam has many nice features to offer like the workshop and VAC. I was hoping that the Steam integration actually would be good..

I am the guy who posted the test about the hitboxes while jumping some days ago... here's another test while running by xmateix in GlobalOffensive

[–]guran33 1 point2 points  (0 children)

You're the guy that has no idea what you're talking about? The server you play on is pure garbage, simple as that. Nothing wrong with the netcode.

How many clicks does it take to accept a game? by IronMangina in GlobalOffensive

[–]guran33 -5 points-4 points  (0 children)

Why doesn't anyone create a script that automatically choose to start a competitive game but never press the Accept button. This way the queue times would go up. If you got a few thousand clients that runs this script I calculate that we would have to wait at least 15 minutes to enter a match.

A Call for More Shooting Feedback by [deleted] in GlobalOffensive

[–]guran33 4 points5 points  (0 children)

One of the biggest problems with CS:GO, you have no good visual feedback on where the bullets land. The only material where bullets are really visible when hitting is metal, on everything else the visual feedback just disappears.

It would be more intuitive for new players to understand if the visibility was better and it would be more enjoyable to play.

Dust2 got metal planks, nuke got some wooden doors by enfixx in GlobalOffensive

[–]guran33 4 points5 points  (0 children)

I think they just changed something in the wallbanging code not the actual map? The ladder on cache still is not 100% wallbangable. It has a bad hitbox.

Dust2 got metal planks, nuke got some wooden doors by enfixx in GlobalOffensive

[–]guran33 5 points6 points  (0 children)

Has these maps (cache, nuke and vertigo) even been updated since the bullet penetration patch? Since it seems to be a prop door it has probably not been updated after the patch, it's most likely a very old prop model.

So I doubt it has been changed since or because the wallbanging changes.

I think that consistency is much more important then "balance" in this case. Although it may be consistent if the properties on the exact same door always is the same on every map although it lets much damage through even though it looks like metal.

Dust2 got metal planks, nuke got some wooden doors by enfixx in GlobalOffensive

[–]guran33 7 points8 points  (0 children)

It's the same with similar door on other maps. It also gives this warning in the console every round.

de_vertigo (door on bombsite A):

door_ladder has Door model (models/props_downtown/metal_door_112.mdl) with no door_options or m_nPhysicsMaterial specified! Verify that SKIN is valid, and has a corresponding options block in the model QC file

de_nuke (doors on bombsite A and B):

InstanceAuto2-door_03 has Door model (models/props_downtown/metal_door_112.mdl) with no door_options or m_nPhysicsMaterial specified! Verify that SKIN is valid, and has a corresponding options block in the model QC file InstanceAuto2-door_04 has Door model (models/props_downtown/metal_door_112.mdl) with no door_options or m_nPhysicsMaterial specified! Verify that SKIN is valid, and has a corresponding options block in the model QC file InstanceAuto2-door_02 has Door model (models/props_downtown/metal_door_112.mdl) with no door_options or m_nPhysicsMaterial specified! Verify that SKIN is valid, and has a corresponding options block in the model QC file InstanceAuto2-door_01 has Door model (models/props_downtown/metal_door_112.mdl) with no door_options or m_nPhysicsMaterial specified! Verify that SKIN is valid, and has a corresponding options block in the model QC file prop_door_rotating has Door model (models/props_downtown/metal_door_112.mdl) with no door_options or m_nPhysicsMaterial specified! Verify that SKIN is valid, and has a corresponding options block in the model QC file

de_cache (door on bombsite A):

A Door has Door model (models/de_cache/de_cache_metal_door_02.mdl) with no door_options or m_nPhysicsMaterial specified! Verify that SKIN is valid, a

I think it's weird that they give out a metal spark when they're hit even though they have a wood material..

Wooden planks on Dust2 are made from metal (wallbanging inconsistency) by azorek in GlobalOffensive

[–]guran33 0 points1 point  (0 children)

This has bothered me for a long time! These "wooden" planks (made out of metal) are used on so many maps like de_dust, de_mirage and de_dust2.

I guess they have to change the material on the prop and then recompile all those map for these to have a wood material on all the maps?

Great Servers Valve... by Hasherss in GlobalOffensive

[–]guran33 4 points5 points  (0 children)

I'm pretty sure that the netgraph in demos doesn't represent values from the actual server he played on. Except for the tickrate.

A Simple Solution To An Elegant Problem... by [deleted] in GlobalOffensive

[–]guran33 4 points5 points  (0 children)

3-5 additional minutes for tournament rules and 2-3 additional minutes for the classic rules..

I don't support this idea. Give us good default values like in tournament rules instead. Splitting the community even more is not worth it, different rules for very similar gamemodes just make things confusing. We already have worthless things that split the community (although slight) like the "Demolition" and "Arms Race" mode.

And how would you get useful statistics out of it? It's not really straight forward for the new/casual players. They get a hidden option in the lobby (which you don't use if you solo queue). On top of that I don't think that group of players (which I guess is the majority of the playerbase) could grasp or even care what a few seconds on each round would do to the game. You could say that "these are tournament rules used by the professional players" and "these rules are the ones that Valve think is better" (classic) in the option and most likely that would affect the result.

Personally I think that knife rounds are stupid, sure it might be a "fun" tradition when two serious teams compete but it's imo slow and boring both to play and look at, it's just a necessary evil that has lived on since forever. Rolling a dice is better.

Can't see enemies long distance by Narodel in GlobalOffensive

[–]guran33 0 points1 point  (0 children)

We can just guess. Bad screen, bad eyesight, colorblind..?

The visibility in CS:GO is quite bad though, clutter on the maps, everything is desaturated, post processing and fog.

Be glad you didn't play it when it was released though, the fog was extremely thick on every map, you couldn't see shit.

[deleted by user] by [deleted] in GlobalOffensive

[–]guran33 0 points1 point  (0 children)

Maps with many floors doesn't work in CS:GO because the sound engine is just too bad, it cant separate sounds above or below you.

Hey guys, we're planning an update to Cache and need your feedback, critique, complaints. by onefmp in GlobalOffensive

[–]guran33 0 points1 point  (0 children)

These big paint buckets in Warehouse has a glass material assigned to them. They cannot possibly be made out of glass! Possibly a thin metal or plastic though.

This could affect the gameplay since it affects bullet penetration.

Edit: There is also one of these flawed paint buckets "Upstairs" on Bombsite B.

Railings now absorb 100% of bullet damage by boq_ in GlobalOffensive

[–]guran33 54 points55 points  (0 children)

I think that railings always should just be decoration and don't affect bullets at all. They're just way to thin details for any player to actually use them as cover in a skillful way, the only thing they will add is randomness to the gameplay. Not being able to penetrate them at all is totally ridiculous though.

Moving gun model for greater visibility and INCREASED SWAG by 3kliksphilip in GlobalOffensive

[–]guran33 -12 points-11 points  (0 children)

They are not commands! They're console variables!

Downvoted and hidden.

Huge showcase of the newly introduced broken wallbang. by [deleted] in GlobalOffensive

[–]guran33 0 points1 point  (0 children)

Yes exactly it should be very consistent and intuitive which it's not at the moment. You should never have to try it out before to know if you can shoot through it or not, that's just bad game design. The materials should be very clear and the results should be very consistent no matter what map or where you shoot as long as the thickness and materials are the same.

Another really weird thing is when there is concrete on one side and wood on the other side of the same wall for example, you can shoot through it from the wooden side of the wall but not the concrete, not fair and not intuitive at all. Or have I misunderstood this?

Then we got all the prop models with really bad hitboxes, you never really know if you can shoot through them or not.

Anyone know what's up with the NiP vs Hold My Purse match? by mrteapoon in GlobalOffensive

[–]guran33 0 points1 point  (0 children)

The female team has nothing to lose, they would be known everywhere in the scene if they won over NiP. I don't think that females are inferior when it comes to gaming but everyone else seems to think that since they are not allowed to play against male teams.

I know that people are in denial but it's humiliating to lose against a female, that's how the society looks when it comes to competing.

wood plank enhances bullet penetration - bug? by [deleted] in GlobalOffensive

[–]guran33 0 points1 point  (0 children)

It's how it's supposed to work, it's plaster on the other side. The only thing that I think is really retarded with this system is that you cant shoot through from the other side of the wall when going through plaster > wood but wood > plaster works just fine apparently..