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Razzled posted:What is the appropriate way to take B site from Apartments as T on Mirage? I always have to push push push my team to check van fast and push out window at the same time, not sit around in apartment letting them rotate. Is there a more vetted method?
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# ? Jan 22, 2014 20:44 |
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# ? May 28, 2024 15:20 |
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Is a sensitivity of 2.5 ingame at 900dpi considered high?
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# ? Jan 22, 2014 21:06 |
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Cowabanga posted:Is a sensitivity of 2.5 ingame at 900dpi considered high? That's a 7.27 inch/360, which is definitely high. Cut your ingame sensitivity in half (14.5 inch/360), play some deathmatch to get used to it, and see how much your aim improves.
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# ? Jan 22, 2014 21:12 |
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That's 7.3 inches/360 which isn't outrageous, but most of the people that care enough to post about sens in this thread will tell you to shoot for ~12 in/360
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# ? Jan 22, 2014 21:12 |
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I run like... 0.8 at 1600 DPI to get a 12" 360.
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# ? Jan 22, 2014 21:13 |
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All this hack chat p. much confirms that you all hack. I knew it.
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# ? Jan 22, 2014 21:14 |
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DareToSlack posted:That's a 7.27 inch/360, which is definitely high. Well, there goes all my muscle memory to waste. Do I gradually decrease my sensitivity in certain time periods until I hit my desired point or do I just drop my sens to 1.25, suck it up and get used to it?
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# ? Jan 22, 2014 21:16 |
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Cowabanga posted:Well, there goes all my muscle memory to waste. Do I gradually decrease my sensitivity in certain time periods until I hit my desired point or do I just drop my sens to 1.25, suck it up and get used to it? I was running a comically high sensitivity and was able to adjust pretty quick by just straight dropping it. I think I went from a 2 or 3 inch 360 to a 12.8.
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# ? Jan 22, 2014 21:17 |
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Cowabanga posted:Well, there goes all my muscle memory to waste. Do I gradually decrease my sensitivity in certain time periods until I hit my desired point or do I just drop my sens to 1.25, suck it up and get used to it? Just drop it. Your current settings are low enough that you're still using your arm to aim instead of just your wrist, so it shouldn't take much to get used to. Turning 180 or whatever will be a little more effort, but tracking those headshots should feel much easier pretty quick.
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# ? Jan 22, 2014 21:27 |
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DareToSlack posted:Just drop it. Your current settings are low enough that you're still using your arm to aim instead of just your wrist, so it shouldn't take much to get used to. Turning 180 or whatever will be a little more effort, but tracking those headshots should feel much easier pretty quick. Alright, thank you. I just read about how you should use your mouse's native DPI, so I dropped it to 800, and set my in-game sens to 1.5. That's 13.6 inches, shouldn't be too bad, yeah?
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# ? Jan 22, 2014 21:29 |
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Cowabanga posted:Alright, thank you. I just read about how you should use your mouse's native DPI, so I dropped it to 800, and set my in-game sens to 1.5. That's 13.6 inches, shouldn't be too bad, yeah? Mine is 19.5 inches per 360, and some people have it even lower than I do
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# ? Jan 22, 2014 21:44 |
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Razzled posted:What is the appropriate way to take B site from Apartments as T on Mirage? I always have to push push push my team to check van fast and push out window at the same time, not sit around in apartment letting them rotate. Is there a more vetted method? If you're playing Valve Mirage you should probably never go B.
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# ? Jan 22, 2014 22:08 |
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a slime posted:I wonder why you couldn't make a hack that just intercepts packets between the client and server and fixes the direction you're aiming. Completely undetectable to VAC, and if you were running CS:GO inside a VM and intercepting packets on the host it would literally be undetectable by anything I've often wondered this myself. Its not like anybody bothers to encrypt game data, its not feasible. So all that poo poo is sitting there going across the wire just begging for a man-in-the-middle. I think I read somewhere awhile back that it had been done in a few rare cases. gently caress, that'd even get around Blizzard's warden and poo poo. Although I bet really paranoid companies like MMO servers would do some kinda security checks that you'd have to reverse engineer.
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# ? Jan 22, 2014 22:14 |
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Zaphod42 posted:I've often wondered this myself. Its not like anybody bothers to encrypt game data, its not feasible. How is this not feasible?
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# ? Jan 22, 2014 22:17 |
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astr0man posted:How is this not feasible? It doesn't seem clear from the patent that that's what they're doing, that sounds like the VAC heartbeat which only really ensures that VAC is running. But I wouldn't be surprised if it grabs a key from VAC and at least appends a hash of the message contents to each packet.
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# ? Jan 22, 2014 22:22 |
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Yeah I wasn't talking about the patent, I meant that it is entirely feasible to encrypt your game's network traffic. edit: RadioPassive posted:I'm not very knowledgeable on how these things work, but would a potential middle-man hack like this introduce detectable latency time between intercepting the packets and re-transmitting them? Or something? astr0man fucked around with this message at 22:37 on Jan 22, 2014 |
# ? Jan 22, 2014 22:24 |
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Zaphod42 posted:I've often wondered this myself. Its not like anybody bothers to encrypt game data, its not feasible. So all that poo poo is sitting there going across the wire just begging for a man-in-the-middle. I'm not very knowledgeable on how these things work, but would a potential middle-man hack like this introduce detectable latency time between intercepting the packets and re-transmitting them? Or something?
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# ? Jan 22, 2014 22:33 |
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astr0man posted:How is this not feasible? Attaching a hash is pretty cheap, but fully encrypting every bit of data over SSL is gonna make latency way worse. I guess it depends upon the situation with modern hardware, with a small private server you could maybe do it, on LAN it'd work I guess. But certainly if you're playing like Battlefield with 64 people in europe or if you're like on a Diablo 3 server with a couple thousand people, its gonna be tricky. Especially in an FPS context where every ms counts. On an MMORPG you can get away with way more latency. I guess that's why most MMOs are RPGs? I wonder if Planetside 2 is fully end-to-end encrypted... Encryption is pretty expensive all things considered. I could be wrong, but last I checked some games still used loving UDP. Latency is everything. I'll take a look at some CS:GO packets after work and make sure I'm not crazy here. Zaphod42 fucked around with this message at 23:11 on Jan 22, 2014 |
# ? Jan 22, 2014 22:55 |
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Games do use UDP (including source engine stuff), and in this situation no you would not want to use something like SSL. RTP is used for VOIP, but its a good example of how to easily and cheaply encrypt UDP traffic: http://en.wikipedia.org/wiki/Secure_Real-time_Transport_Protocol. Basically, you would use RSA or something to do your key exchange initially when the client connects to the server, and then after that all of your UDP packets are encrypted with AES or whatever other cheap cipher you want, using the keys that you exchanged at the initial connection time. And no, source engine games don't do this, so it's not really relevant to CS.
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# ? Jan 22, 2014 23:13 |
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But can the NSA still see my sick 360 noscope headshots?
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# ? Jan 22, 2014 23:29 |
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Jeoh posted:But can the NSA still see my sick 360 noscope headshots? Somewhere, somebody is getting paid to watch all your 360 noscope headshots. And he is not impressed. astr0man posted:Games do use UDP (including source engine stuff), and in this situation no you would not want to use something like SSL. Hmm, interesting. I'll have to read about that, cool protocol. But yeah, not CS.
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# ? Jan 22, 2014 23:33 |
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I made a thing. https://www.youtube.com/watch?v=6f-QYOdwtEg
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# ? Jan 23, 2014 05:27 |
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Nice one with the guy in T Lobby, 2 shots at his back.
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# ? Jan 23, 2014 05:38 |
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Cerepol posted:Nice one with the guy in T Lobby, 2 shots at his back. I found it too hilarious to edit it out.
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# ? Jan 23, 2014 05:42 |
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That video is incredible.
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# ? Jan 23, 2014 06:41 |
Masterpiece
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# ? Jan 23, 2014 08:07 |
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Is there any way to figure out ahead of time if bullets will go through any given door/crate/wall/corner of a wall? I thought it would be only wood or very flimsy metal, but I've been shot through the corners of some very solid-looking walls. I don't think it was lag compensation because decals appeared on my side of the wall. Also my ping is like 5-6 . If the answer is "nope, enjoy MORE trial and error, sucker" then please reply to this post with "zoopity boop". Thanks.
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# ? Jan 23, 2014 11:34 |
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NihilCredo posted:Is there any way to figure out ahead of time if bullets will go through any given door/crate/wall/corner of a wall? zoopity boop
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# ? Jan 23, 2014 11:37 |
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Fat Lou posted:zoopity boop
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# ? Jan 23, 2014 11:46 |
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If you really wanna know you could always start a private server and turn on sv_showimpacts and go shoot some of the spots you commonly fall down at.
kcer fucked around with this message at 15:56 on Feb 6, 2014 |
# ? Jan 23, 2014 12:13 |
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Materials have nothing to do with it, just wall thickness. At least as far a I know.
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# ? Jan 23, 2014 12:31 |
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Fat Lou posted:I made a thing. I was in one of those games! Thanks for not using the clip you got me on. I saw the clip with one of the guys I was playing with on nuke. He was raging so hard. Seriously funny though.
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# ? Jan 23, 2014 12:38 |
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The Orange Mage posted:Materials have nothing to do with it, just wall thickness. At least as far a I know. It's definitely both. For example, you can't shoot through the metal barrels on dust2 at all.
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# ? Jan 23, 2014 13:03 |
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NihilCredo posted:I thought it would be only wood or very flimsy metal, but I've been shot through the corners of some very solid-looking walls. Very very many walls can have their corners shot through if you shoot the wall within an inch or two of the edge of the corner. I know this still doesn't identify which ones ahead of time, but I usually just assume the first 12 inches of cover behind any corner is just visual cover and can be shot through.
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# ? Jan 23, 2014 16:02 |
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The Orange Mage posted:Materials have nothing to do with it, just wall thickness. At least as far a I know. Nope. Map makers can decide the penetration value of all materials on their map. The best way to test everything out is the showimpact method on a local server
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# ? Jan 23, 2014 16:03 |
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Bring back 1.6 where everything was made out of plywood and cardboard.
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# ? Jan 23, 2014 16:33 |
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Fat Lou posted:I made a thing. omg lol HOW. fuuuck. I can't even hit them like that just scoping in like normal
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# ? Jan 23, 2014 17:04 |
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Fat Lou posted:I made a thing. And here I thought the only way you'd pull this off is by smurfing but oh look who do we have here? is that grips, systane... minineo? https://www.youtube.com/watch?v=0V9YZ7C88iU&t=12s
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# ? Jan 23, 2014 17:17 |
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Guys stop you're not suppose to have fun in CS. Yes okay.
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# ? Jan 23, 2014 17:22 |
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# ? May 28, 2024 15:20 |
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Not gonna lie I'm bummed I haven't been in any Fat Lou-Tubes but I have no one to blame but myself
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# ? Jan 23, 2014 17:24 |