Can I get polished too?
CS:S Terrorist Polished
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Spriteman wrote..
still on T side?phhff,all i have to do is open the back alley door and snipe a couple of T looking down for ct
The new assault is pretty fun, but i still think its "very" T sided unless the terrorist are really bad or the counter terrorist are really good; IMHO its much better then the original.Comment
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I've only played a few hours of cs_assault on two diff pubs, so I can only offer limited observations, but here goes:
Small server (4 vs 4): CTs have the advantage. Not enough intelligent players to adaquately watch all entrances w/o leaving your back badly exposed, so CTs tend to pick off one or two that foolishly run off, then they have easy access to the remaining terrorists from behind. It's possible to win on either side, but CTs seem to do a lot better.
Large server (12 vs 12): Ts seem to usually control like they did in all other versions of CS, but not quite as dominantly. It's much easier to keep fire focused on every entrance with this many players, and if AWPs are allowed, it becomes even more difficult for the CTs. AWPing the small top door can be pretty decisive for the Ts, keeping the CTs from using this to clear off people watching vents and main entrance.
Best bitch spot: T boost to rail above main entrance but below catwalk.
Overall, I really enjoy the map, even if it could use some tweaking to boost the FPS and some of the visual appeal in places. That said, this is one of those maps where the 3D skybox makes an enormous difference in how immersive/convincing it is as opposed to the old bitmaps of skyscrapers version.Comment
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vamiciouskanid wrote..
Erm, updates are always done on Wednesdays (unless they're urgent fixes) to specifically help avoid this problem. You + clan should at least have expected something if you were going to play at that time.
Thanks VaLVE for the fuck up 30 minutes before a match my clan had.
I never flame Valve ... But it was just the worst timing today...
No matter when Steam updates it'll affect someones clan game which is the exact reason for having specified update times.Comment
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DaveJ is busting out the logic up at CSN.-:Nighthawk:- wrote..
Hmm, had no idea about that boost spot there on the small rail. Good tip, but rather bad if you get CT's rushing in the back way. Either you jump down and expose yourself to the CT's camping out front or you slowly make your way to the sides to drop down there.
Best bitch spot: T boost to rail above main entrance but below catwalk.
Overall, I really enjoy the map, even if it could use some tweaking to boost the FPS and some of the visual appeal in places. That said, this is one of those maps where the 3D skybox makes an enormous difference in how immersive/convincing it is as opposed to the old bitmaps of skyscrapers version.
And I think even in larger servers, the game can go either way. CT's smoke or flash the rear doors and rush in. Even if they open the doors and pick the T's off with snipers. I've seen it happen and have done it myself.Comment
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Nice one Valve, it's nice to see that they listened to us. ^_^
Yeah, and as for assault, it's so much easier as ct's, especially if you are a good scout / awp player, or even a good shot with a rifle, you can just keep peeping in the the high back door and knocking players off one at a time. :)Comment
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David Johnston wrote..
You are totally right. I feel so honored having you respond
Erm, updates are always done on Wednesdays (unless they're urgent fixes) to specifically help avoid this problem. You + clan should at least have expected something if you were going to play at that time.
Considering we played on your map.
Zips, the hitboxs are terrible and we were playing on an updated server =/Comment
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stop defending the hitboxes. the fact is they're just not right. some of the time they're in the right spot--others their behind or in front of the view model. it's all got to do with poor lag compensation and it's an epidemic of the entire Source engine. if you start an HL2
M server and just play with a friend to test the hitboxes out, assuming it doesn't lag to death like every other hl2dm server, you'll find similar hit registration problems. i've tried it myself and know for a fact this is true. oh, and there's one other problem. they're hit BOXES. this is stupid, because bodies are box shaped. add a few more polygons, people. they need to rework the lag compensation system, and the problems will be gone. there's no reason the hitboxes shouldn't ALWAYS be exactly where the model is. the hitbox location vs. the model shouldnt' have anything to do with the server at all. the location of the hitbox should be entirely clientside up to a certain ping where you could begin to exploit it. (and by that i mean like how in some other games people purposely lag out to get easy headshots on stationary models. with an entirely client-side hit detection system this is a problem unless you set a ping at which the system checks with the server like it is every time with valve's current detection model.)
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RobinsonCutter wrote..
the detection is fine buddy
stop defending the hitboxes. the fact is they're just not right. some of the time they're in the right spot--others their behind or in front of the view model. it's all got to do with poor lag compensation and it's an epidemic of the entire Source engine. if you start an HL2
M server and just play with a friend to test the hitboxes out, assuming it doesn't lag to death like every other hl2dm server, you'll find similar hit registration problems. i've tried it myself and know for a fact this is true. oh, and there's one other problem. they're hit BOXES. this is stupid, because bodies are box shaped. add a few more polygons, people. they need to rework the lag compensation system, and the problems will be gone. there's no reason the hitboxes shouldn't ALWAYS be exactly where the model is. the hitbox location vs. the model shouldnt' have anything to do with the server at all. the location of the hitbox should be entirely clientside up to a certain ping where you could begin to exploit it. (and by that i mean like how in some other games people purposely lag out to get easy headshots on stationary models. with an entirely client-side hit detection system this is a problem unless you set a ping at which the system checks with the server like it is every time with valve's current detection model.)
hitbox = server side
model = client side
god. just play the game instead of typing up all that nonsense.
and yes the T model still has the lipstick. Fix it YOURSELF if you hate it so much. it's EZ to do.Comment
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