Party Chocobo

Australian Skial God
Contributor
Mine come from my internet being shit and doesn't let me reconnect. I wish it was more lenient when it comes to timing out.
 

mohawkg2

Australian Skial God
Contributor
I've never abandoned a match. Well, except that one.
You can make up as many excuses as you want, but the only way to get a 7 day ban is by getting all the other ban lengths first. YOu do know you can get bans for kicking too many people, getting kicked too many times, and not connecting to a match right?

this shit is why i got to 7 in the first place.
I once got a ban because steam went down and I couldn't reconnect to the server. Luckily it wasn't that long but still, it was pretty stupid.

BTW if you guys didn't know, the ban length goes down by 1 step every week you don't get a ban iirc.

e.g.
7 Days
1 Day
2 Hour
30 mins (happens twice)
 

Party Chocobo

Australian Skial God
Contributor
You can make up as many excuses as you want, but the only way to get a 7 day ban is by getting all the other ban lengths first. YOu do know you can get bans for kicking too many people, getting kicked too many times, and not connecting to a match right?
79bXvMu.png

Can confirm
Can also confirm it is also the dumbest fucking thing ever.
 

ToTeM

Australian Skial God
Contributor
i think i've only gotten a cool down once, once because my teamates were assholes who shot me, so i got kicked for killing them
and other because i had to abandon a match
 

Silver Ag

Legendary Skial King
Contributor
MFW my team lost a round (and the match) on inferno because the last one alive decides to knife kill the defuser and killed him a second after he already defused it. That round won would have gotten them to eco and lead us onto a 12-11 scoreline.
1414939618304.jpg
 

ToTeM

Australian Skial God
Contributor
MFW my team lost a round (and the match) on inferno because the last one alive decides to knife kill the defuser and killed him a second after he already defused it. That round won would have gotten them to eco and lead us onto a 12-11 scoreline.
1414939618304.jpg
oh yeah i've seen a trend of CT's killing each other for the defuse, in like three seperate games of the first round they all kill eachother usually not able too defuse because they killed the defuser
i have no idea why they do this
 

SarcasticWisdom

Australian Skial God
Contributor
RIP M4A1-S


Release Notes for 9/15/2015
15 SEP 2015 -
cs_blog_tag.png


[ ANIMATION / GAMEPLAY ]
– Replaced all player body animations (Existing character models retained for demo compatibility)
– Replaced all world model weapon animation
– Updated shared player skeleton
– Re-rigged all player model geometry and player scaffold animation
– Updated animation networking to continually synchronize animation state instead of periodically latching
– Player animation sequence selection is now server-initiated
– Added new player states including bomb defusal and ladder climb poses
– Added thirdperson weapon deploy animations to more accurately represent viewmodel deploy state
– Extended all vertical aim matrix ranges to encompass the majority of vertical aim pitch so weapons line up precisely to firing angle
– Added reverse-bone-merge animation support so weapon models can store and play independent animation on the player holding them
– Added support for arbitrary numbers of articulated mechanical parts on world weapon models
– Updated weapon world model articulation points, bodygroup presets, holster positions and reverse-bone-merge skeletons
– Added physics motion to holstered attachment weapon locations
– Added support for non-polygonal capsule-shaped hit volumes, defined by a line segment and radius
– Replaced shared hitboxes with new capsule-based set
– Rebuilt player ragdoll angular constraints, physics hulls, and interaction pairs
– Ragdolls now assume more exact pose of their parent player on physics init
– Re-built animation statemachine to support blending locomotion over any weapon aim or action poses
– Enabled support for dynamic player animation layer re-ordering
– Sequence blendlayers now correctly contribute to computed cyclerate
– Added defuser cables and multimeter model
– Added hlmv support for capsule rendering, submodel attachment previewing, ragdoll constraint limit and bone name rendering, plus numerous small fixes
– Added model format support for named bodygroups, combined physics hulls, activity modifiers and animation system specific metadata

[ UI ]
– Fixed a bug where the mini-scoreboard armor/helmet information was not displaying for coaches
– Added sv_show_voip_indicator_for_enemies server convar. If set, it will make it so the ‘voice chat’ icon shows over enemy players as well as allies when they are using their microphone.
– Added sv_showbullethits feature to visualize server-confirmed hits and near-misses on listen servers

[ RENDERING ]
– Fixed improper stencil state in glow pass rendering

[ GAMEPLAY ]
– Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position
– M4A1-S:
— Reduced price
— Reduced armor penetration
— Reduced ROF
— Increased base spread

– Zeus x27
— Reduced price to $100

– Dual Berettas
— Increased armor penetration
— Increased range modifier

[ GOTV ]
– Added viewmodel position lerp to gotv camera transitions

[ OVERWATCH ]
– Players can now report enemies for anti-competitive griefing (i.e. deliberately losing).
 

Party Chocobo

Australian Skial God
Contributor
RIP M4A1-S




– M4A1-S:
— Reduced price
— Reduced armor penetration
— Reduced ROF
— Increased base spread
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE









EDIT: WAIT I THOUGHT THAT SAID BULLET PENETRATION NOT ARMOR PENETRATION
THIS IS BAD
 
Last edited:

shoooooooooooooooo

Australian Skial God
Contributor
the new defuse animation is so fucked up looking
i'll still use m4a1-s on dust 2 and shit, i got a factory new cyrex and i intend to use it