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Attention new players: please read this post Due to the recent influx in very new players I made this helpful guide on how to not be deadweight to your team. All of this is applicable in both matchmaking and goonmans. Even if you have poo poo aim and go 0-30 every match you can still contribute to your team by holding good angles and making good calls. If you are new to CS:GO but have played Source or 1.6 you can probably just skim over this, but for everyone else it will be super helpful to read. How to CS:GO Table of Contents:
Section 1: General Tips Everyone should follow all of these general rules, but I have bolded the ones that are the most common mistakes for new players.
Section 2: Buys What gun should I buy 99% of the time you should only be buying M4/AK/AWP. M4A1 vs M4A4 is personal preference. With the recent patch, the AUG and the SG553 are more viable, but are still more expensive than the alternatives. There is a reason that M4/AK/AWP are the most commonly used weapons, and it is not because CS players are stuck in 1999. It is because they give you the best stopping power/price ratio. There are specific situations where you want to buy other things, and they are detailed below. When should I save? Remember that you are shooting for everyone on your team to have at least an M4/AK and armor (including helmet). This means that if someone on your team can't afford a rifle + armor, you need to save AS AN ENTIRE TEAM. The magic numbers for buying vs saving are:
What about half-buys? In situations where you are either already losing by a lot and absolutely have to buy, or where 4 out of the 5 players on your team can full buy and one can't quite afford it, it is OK to half-buy. This means substituting a Famas or Galil for a more expensive rifle. This does not mean buying an SMG. The P90 can be OK in this situation, but it is actually more expensive than either of the two bargain rifles and as such is a dumb purchase in my opinion. But what about all of the other guns that are in the game? Shotguns and SMGs can be purchased for anti-eco rounds. This means the round immediately following a pistol round win. In this situation it is safe to buy shotguns and SMGs because you know for a fact that your opponents will not have armor (the P250+armor eco is becoming more common in the competitive metagame, but in your typical pick-up game it is unlikely that you will encounter this). Also, if you die and your opponent picks up a shotgun/SMG it is OK, since everyone on your team has armor. Likewise, you don't want to buy a rifle here, because in the event that you do get killed your opponent will pick up your AK/M4 and then have a huge advantage over the rest of your teammates, who are not packing better weapons. Also, shotguns and SMGs (except for the P90) get a substantial monetary bonus for kills, which will help with purchases later on on the match. What about pistols? Buying a pistol is recommended if you are rich in mid to late game rounds, or if you are using a sniper rifle and need a better sidearm. The best options to use are:
What should I buy on pistol rounds? Don't buy a pistol on pistol rounds (with the exception of the five-seven). Buying a pistol on pistol rounds nets you absoultely nothing, since both the Glock and the P2K/USP will one hit kill with headshots (no one can afford helmets in a pistol round). Seriously, don't buy that P250/CZ no matter how tempting it is. The five-seven is an acceptable buy CT side since it has a 20 round magazine and better armor penetration than either of the default CT pistols. Pistol round buys are really personal preference but some of the more common buys are: T-side:
CT-side:
Section 3: Maps Here are the callouts for the most commonly played maps for goonmans, as well as default CT side setups and default plant spots. All of these maps are also played in matchmaking except for season. de_dust2 Default CT setup: 3A - 1 Mid - 1B Generally you want 2 of your A players watching long (ideally with one of them in pit) and the 3rd A player watching short. The mid player should be trying to get an early pick on an T-spawn awpers, as well as watching for a cat push. The mid player is also responsible for a quick rotate to B to help against a B rush. The solo B player should play from plat or toward the back of the site. It is generally not advised to play solo B from close to the tunnel exit or from car. Default A plant: in the corner of the site next to the barrel so that anyone defusing can be seen and shot from long/pit Default B plant: in the corner made by the window box and wall so that anyone defusing can be shot from tunnels (or B doors) de_inferno (Note: most goons use "speedway" to refer to truck side in A, rather than where speedway is marked on that map) Default CT setup: 3A - 2B The apartments player can play from either inside apartments, or they can watch balcony from pit/graveyard/site. The B players should generally have 1 player in site and 1 player CT side to get a good crossfire on any B push. Default A plant: on the edge of the site behind the boxes so that anyone defusing can be shot from apartments/pit Default B plant: by grill/BBQ so that anyone defusing can be shot from CT de_nuke Default CT setup: Either 2 Upper - 2 Ramp - 1 Outside or 3 Upper - 1 Outside - 1 Ramp Outside player will generally be awping from big garage or CT red. Upper should have one person covering hut and one person covering squeaky door. Hut can be covered from heaven or rafters (or on top of hut), squeaky can be covered from floor/mini or rafters. If you are playing 3 in upper, generally you want 1 floor, 1 rafters and 1 floating between heaven/hell. The heaven/hell player is also responsible for helping against a ramp rush. In both upper situations a floor/mini player should also help against an outside push, either from mini or by rotating through vents and into secret. When playing ramp you want to play from ramp itself or headshot/big box. With 2 ramp players the second player can play from hell/yellow or close. Default A plant: situational either plant for heaven or mini Default B plant: N/A de_train (Note: In de_train_ve the A bombsite is moved from outside to the "A2 Train" Default CT setup: Either 3A - 2B OR 4A - 1B The solo B setup is less common, and in general solo B should probably be played from lower/Z. With 2 B players you want 1 player upper and 1 lower. Upper B should be played from back on the ramp, and lower B can be played from Z or up close on one of the trains. In A you generally want 1 player covering ivy, 1 player watching ladder and 1 player somewhere in site. All 3 players should be positioned so that they can also shoot anyone coming from T connector. Default A plant: back of the bomb train towards e-box so that anyone defusing can be shot from T-conn, Z and ladder/e-box Default B plant: back of the bomb train or next to the train facing upper so that anyone defusing can be shot from upper de_mirage (Note: A apartments is also called palace now) Default CT setup: 3A - 1 Mid - 1B Generally in A you want one player in CT or in site covering ramp, one player on or underneath the balcony covering both palace and ramp and one player in connector covering palace. The connector player is also responsible for helping against a mid or cat push. The mid player should either play from window or from B, but pushed all the way up catwalk. A solo B player should play from either van/apartment exit or from the corner where catwalk ends and B site begins. Default A plant: in the open so anyone defusing can be shot from apartments/palace Default B plant: in the open so anyone defusing can be shot from cat de_cache Default CT setup: Either 2A - 1 mid - 2B OR 2A - 2 mid - 1B With 2 mid players you want one of them close so that they can quickly play in vents to help with a B rush. Other than that cache setups are generally pretty straightforward. Default A plant: back of site Default B plant: N/A de_season Default CT setup: 2A - 1 mid - 2B In A you want to have someone covering halls and someone covering catwalk, and in B you want one player covering upper and one covering lower. Default A plant: situational - either plant for cat/halls or plant in the open for CT Default B plant: N/A de_mill Default CT setup: 2A - 1 mid - 2B You generally want your 2 A players to cover cat, 1 from near the sewers exit and one from close to the top of cat. One B player should cover long b and the other should be watching spiral, either from spiral itself or from the top of the ladder/bridge from CPL house. Default A plant: anywhere in site, but the further out in the open the better so that anyone defusing can be shot from cat - planting in the open requires smoking off mid first Default B plant: N/A astr0man fucked around with this message at 16:17 on Mar 22, 2014 |
# ¿ Jan 13, 2014 23:17 |
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# ¿ May 12, 2024 18:31 |
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Jeza posted:I input all my details into this correctly but it says I do a 360 in 0.4 inches, when in reality it takes most of my smallish mousepad. Weird. 1600 DPI, 4.5 Sens, Windows 6/11. If your windows sens is 6/11 you leave the multiplier at 1 (see the chart to the right of the calculator). edit: You're at 2.3 inches per 360 which is incredibly high sens and you should lower it
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# ¿ Jan 14, 2014 01:34 |
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2 inches is literally the width of my mouse so yeah holy poo poo
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# ¿ Jan 14, 2014 15:51 |
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If you aren't getting incredibly frustrated and mad while playing CS you are doing something wrong. Or you are slumpy.
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# ¿ Jan 14, 2014 21:52 |
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Demoinfo doesn't work because Valve still used the old HL2 demo format rather than the new protobuf (Dota) format. But apparently that changed in one of the recent patches cause some random dudes have started posting on the demoinfo github. I'm going to take a look at it again this weekend. But as far as splitting demos I don't know if that's even possible, but what the demoinfo does (or at least is supposed to do) is just dump all of the events in a server demo. So at the very least I could whip up a page where you can sort the server demos into matches where you got X number of kills or something, so that you at least can download the one you want. There was also a related effort from some ESEA guy who wanted to use the demoinfo tool to make a web (idk if he was gonna do flash or html5) based viewer for demo videos, which would own if it ever actually happened. But again I think he gave up when I told him that demoinfo wouldn't work on the old format demo files. edit: If demoinfo does end up working, it could mark files accordingly if a goonpug command that actually logged a server event for "interesting" rounds was added.
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# ¿ Jan 15, 2014 16:29 |
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Necc0 posted:Oh man if goonpug automatically posted trimmed demos of all my aces and clutches... I'm gonna hard code it so it only shows rounds where I kill whoever is trying to find their ace demos
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# ¿ Jan 15, 2014 18:05 |
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Just goonman. Goons will tell you exactly what is bad about your game so you can improve on it.
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# ¿ Jan 15, 2014 22:02 |
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demoinfo update: still broken, and most likely not getting fixed any time soon. Even though CS:GO uses DOTA style protobuffers internally instead of the old valve usermessage buffers that all the other HL2 engine games use, the demo format is still apparently a clusterfuck that no one can read except Valve. There's a couple randoms also taking a look at it so maybe one of them will figure it out, but as far as I can tell it won't happen unless Valve decides to just release whatever demo viewing poo poo they use internally (which is how the original demoinfo tool got released for DOTA). But given how much more effort goes into DOTA vs CS:GO at Valve I wouldn't get your hopes up. https://github.com/pmrowla/demoinfo-csgo/issues/1
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# ¿ Jan 17, 2014 18:44 |
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That's mostly right. Protobuf is just a google library for message passing. Valve had an old messaging system for passing server/game events that was kind of lovely so they started using protobuf in Dota. Then they sort of half implemented them in csgo but the other half still does old valve poo poo so the demo files are weird now.
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# ¿ Jan 17, 2014 19:33 |
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Considering that it already costs more than a Famas or Galil and that it doesn't get the SMG kill bonus I think the P90 is balanced just fine. If you are getting killed by idiots that just P90 rush, play passive/farther back than usual. You will outrange them with a rifle, just don't let the P90 guy get right up in your face.
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# ¿ Jan 22, 2014 18:42 |
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Depending on the hack it could always just send a packet to the server that says you are not moving at the exact moment you shoot, so the movement penalty wouldn't matter.
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# ¿ Jan 22, 2014 19:26 |
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Ban slime for developing organner 2.0.
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# ¿ Jan 22, 2014 19:47 |
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There are actually hacks that do that, and Valve actually owns a patent on a tech for countering that kind of method http://www.google.com/patents/US20060247038
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# ¿ Jan 22, 2014 19:56 |
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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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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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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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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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Zaphod42 posted:So I guess Operation Bravo was supposed to stop like now but Valve got lazy and said eh gently caress it? They extended it again to February 5th so more people can grind out their gold coins. http://blog.counter-strike.net/index.php/2014/01/8430/ edit: I don't think they will be removing any of the maps from MM servers. Pretty sure all that the "end" of operation bravo will mean is no more grinding silver/gold coins and no more bravo case drops.
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# ¿ Jan 23, 2014 17:28 |
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Everyone can already play the Bravo maps? Buying the pass gets you the coin and a higher chance at the bravo specific drops.
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# ¿ Jan 23, 2014 21:30 |
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kalstrams posted:128 tick ? No, gently caress players. This is never going to happen, because of the framerate thing.
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# ¿ Jan 23, 2014 22:59 |
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Here's the full patch notes:Patch Notes posted:[ UI ] edit: Also, regarding the Operation Bravo map junk, they added a vote thing to the main menu where you can vote for what Bravo maps should stay in the full game once it ends. astr0man fucked around with this message at 00:02 on Jan 24, 2014 |
# ¿ Jan 23, 2014 23:57 |
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kcer posted:I've not seen it yet but there's apparently a voting system that will determine which maps from the previous 2 operations are put into the game permanently. It showed up for me in the main menu, there was a yellow "!" button in the top right that isn't normally there. I'm assuming it only shows up for bravo pass holders.
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# ¿ Jan 24, 2014 17:46 |
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Zaphod42 posted:Apparently my headphones are broken? I could still hear gunshots, but not defusing or people talking. Like the tweeter broke but not the bass? And it must have been intermittent too... Yeah, part of the problem was that even if you didn't hear the defuse sound, it should have been obvious that he was going to go for the defuse. Also, you actually saw the CT defusing when you started to move out of the site to avoid the bomb blast. Basically, when there is one CT left and he throws a smoke directly onto the bomb, you know he is going to go for the defuse, and you should be watching for him to come into the site. edit: https://www.youtube.com/watch?v=1Xh7sw6thU4 astr0man fucked around with this message at 17:09 on Jan 27, 2014 |
# ¿ Jan 27, 2014 16:34 |
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Carrier posted:Do you guys regularly call poo poo like 'defusing' when you are dead? Because I legit hate that. Sometimes it is actually helpful, like in the above video. But really you should have a key bound to toggle voice on/off, and if you are the last person left alive and need to hear poo poo just disable voice until the round is over.
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# ¿ Jan 27, 2014 23:29 |
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You are all now banned from my 1.6 pub server for phone hacking and ghosting.
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# ¿ Jan 28, 2014 17:34 |
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Zaphod42 posted:Again, there WAS another T alive. So you can't even put this all on me. He had working heaphones! And he was shooting at the CT as you ran by! But really it's not that big of a deal, and dumber things have happened in goonmans
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# ¿ Jan 28, 2014 19:50 |
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Here's a sweet investment gameplay video https://www.youtube.com/watch?v=LQ4xQ_locI0&t=68s
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# ¿ Jan 30, 2014 15:36 |
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Play with whatever seems better to you. The most common reason "real pros" give for why they play in 4:3 resolutions is because they want to use a consistent resolution across whatever hardware they are provided at lan tournaments and always get high framerates. I play at native res (1920x1080) because I think letterboxing it is annoying.
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# ¿ Jan 30, 2014 23:15 |
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VoiceOfIntuition posted:Just gonna throw this round from tonight onto the pile of goonpug.avi's we already have. You are now reddit famous. I hope you are proud of yourself.
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# ¿ Feb 3, 2014 05:45 |
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Also, tip for new players: please don't make calls that the entire T team is rushing B-site if you are playing in A-site . Also don't rotate randomly until someone actually makes a call. Seeing one red dot on your radar somewhere else in the map is not a reason to give up whatever spot you are supposed to be covering.
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# ¿ Feb 3, 2014 05:59 |
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Dylan-D posted:Is there any valid strategy to employ with decoy grenades, specifically when they are used as intended (to decoy; not to fakeflash)? Not really.
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# ¿ Feb 3, 2014 19:04 |
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Don't rush through smokes and/or fire you idiots
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# ¿ Feb 3, 2014 23:39 |
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I don't understand why the server would have any affect on client side graphics junk. Do you get choke/loss on BB?
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# ¿ Feb 4, 2014 16:58 |
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Fire can be useful but I never buy it because I prefer having a 2nd flash.
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# ¿ Feb 4, 2014 19:15 |
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The AUG seems like a straight upgrade over the M4A4 now, but the still M4A1 has it's uses.
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# ¿ Feb 6, 2014 05:35 |
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There was a small (<1MB) client update, it seems to have brought my framerate back up to where it was pre-patch so maybe they fixed the weird client crashing issue.
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# ¿ Feb 7, 2014 01:49 |
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Stumbletron posted:Today I learned that the Mag-7 is pretty accurate while jumping. I also learned that jumping shotgun rushes are the perfect counter to the buffed rifles in the silver ranks All the shotguns ignore the accuracy penalty for jumping, so go hog wild with your bunny hopping nova/swag-7/sawed-off rushes.
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# ¿ Feb 7, 2014 15:32 |
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Cowabanga posted:Wait so do you rank/derank based on solely your wins/loses or is it also dependant on how well you do in matches? Some people say it's only on wins/loses and some people don't so I'm confused here. No one knows for sure because valve doesn't publish their method. But they do say it's ELO adjusted for team gameplay, so it is almost definitely only cares about the match result wins/losses/ties. The thing that people use to say it is more than just wins/losses is that it is possible to rank up after a loss and down after a win, but that's actually a standard ELO thing and they are just dumb. astr0man fucked around with this message at 16:31 on Feb 9, 2014 |
# ¿ Feb 9, 2014 16:29 |
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Why did anyone even think season needed to be overhauled in the first place
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# ¿ Feb 10, 2014 05:43 |
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# ¿ May 12, 2024 18:31 |
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The # of wins doesn't really matter. If you start consistently winning though you will rank up eventually.
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# ¿ Feb 11, 2014 15:48 |