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Replicating 1.6 movement in CS:GO
I don't want easy to learn, shallow movement mechanics in CS:GO. The movement changes listed below attempt to replicate the 1.6 system of movement, the only thing that I can't replicate is crouch-hopping. My proposed changes to CS:GO's movement system are as follows:
1. Increase sv_airaccelerate to "100"
Increased sv_airacclerate (from the default, which seems to be somewhere between 5-10) allows for far greater control of in air movement allowing for a much higher skill ceiling. There are no downsides to increasing this value.
Example:
64bitvps ticket: 64bitvps.com/csgo/ticket/increase-sv_airaccelerate-to-100/
2. Remove the stamina system; allows for bunny-hopping
The current stamina system is just unnecessarily restrictive in an attempt to add realism. Removal of the stamina system allows for bunny-hopping again.
Note: Bunny hopping should not allow you to move faster than someone running in a straight line. It should allow you to be extremely evasive however.
64bitvps ticket: 64bitvps.com/csgo/ticket/remove-the-stamina-system-this-allows-for-bunny-hopping/
3. Remove the ability to spam the crouch key, making the head move erratically up and down
This leads to awful encounters on the pistol round specifically, where a player purchases armor & spams the crouch key. The crouch spamming player's head is extremely hard to hit & they are perfectly accurate while doing it as well as being able to move at walking speed.
64bitvps ticket: 64bitvps.com/csgo/ticket/remove-the-ability-to-spam-the-crouch-key-making-the-head-move-erratically-up-and-down/
4. Remove the knee-bend effect when landing & associated jumping penalty
The knee-bend effect was added late in the CS:S update cycle to provide a visual cue for jumping penalty. The visual cue also adds an aspect of realism to the game. I propose that both of these features are removed, both jumping penalty & the associated knee-bend effect. The knee-bend effect alone makes consecutive jumps feel quite awful.
Jumping penalty was first introduced as a response to players complaining of being shot & killed while their attacker was still in mid-air from their perspective. The jumping penalty imposes inaccuracy on the player whenever they land after jumping or falling off of an object. This inaccuracy does add an element of randomness to the game as shots fired while under the effects of jumping penalty are often quite accurate. Jumping penalty shots thus reward the player with randomness, something that should be minimized as much as possible in any competitive title.
These changes were made as a direct response to interpolation problems and peeker's advantage. Peeker's advantage and interpolation issues should be addressed directly & the jumping penalty & associated knee-bend removed.
64bitvps ticket: 64bitvps.com/csgo/ticket/remove-the-jumping-penalty-associated-knee-bend-effect-to-minimise-randomness-the-inherent-poor-feel-associated-with-jumping-in-csgo/
Here is a re-post on the steam forums as well: forums.steampowered.com/forums/showthread.php?t=2969737
Please vote on the 64bitvps tickets so that valve acknowledges the issues! If you want things to change you have to vote!
1. Increase sv_airaccelerate to "100"
Increased sv_airacclerate (from the default, which seems to be somewhere between 5-10) allows for far greater control of in air movement allowing for a much higher skill ceiling. There are no downsides to increasing this value.
Example:
64bitvps ticket: 64bitvps.com/csgo/ticket/increase-sv_airaccelerate-to-100/
2. Remove the stamina system; allows for bunny-hopping
The current stamina system is just unnecessarily restrictive in an attempt to add realism. Removal of the stamina system allows for bunny-hopping again.
Note: Bunny hopping should not allow you to move faster than someone running in a straight line. It should allow you to be extremely evasive however.
64bitvps ticket: 64bitvps.com/csgo/ticket/remove-the-stamina-system-this-allows-for-bunny-hopping/
3. Remove the ability to spam the crouch key, making the head move erratically up and down
This leads to awful encounters on the pistol round specifically, where a player purchases armor & spams the crouch key. The crouch spamming player's head is extremely hard to hit & they are perfectly accurate while doing it as well as being able to move at walking speed.
64bitvps ticket: 64bitvps.com/csgo/ticket/remove-the-ability-to-spam-the-crouch-key-making-the-head-move-erratically-up-and-down/
4. Remove the knee-bend effect when landing & associated jumping penalty
The knee-bend effect was added late in the CS:S update cycle to provide a visual cue for jumping penalty. The visual cue also adds an aspect of realism to the game. I propose that both of these features are removed, both jumping penalty & the associated knee-bend effect. The knee-bend effect alone makes consecutive jumps feel quite awful.
Jumping penalty was first introduced as a response to players complaining of being shot & killed while their attacker was still in mid-air from their perspective. The jumping penalty imposes inaccuracy on the player whenever they land after jumping or falling off of an object. This inaccuracy does add an element of randomness to the game as shots fired while under the effects of jumping penalty are often quite accurate. Jumping penalty shots thus reward the player with randomness, something that should be minimized as much as possible in any competitive title.
These changes were made as a direct response to interpolation problems and peeker's advantage. Peeker's advantage and interpolation issues should be addressed directly & the jumping penalty & associated knee-bend removed.
64bitvps ticket: 64bitvps.com/csgo/ticket/remove-the-jumping-penalty-associated-knee-bend-effect-to-minimise-randomness-the-inherent-poor-feel-associated-with-jumping-in-csgo/
Here is a re-post on the steam forums as well: forums.steampowered.com/forums/showthread.php?t=2969737
Please vote on the 64bitvps tickets so that valve acknowledges the issues! If you want things to change you have to vote!
Valve knows how to do it, they just don't want to change it.
If enough people express their interest via the 64bitvps tickets, I feel they will be compelled to make changes
+1
please valve! change movements similar to 1.6!
nice idea
but in cs:go the emphasis is on realism and logically "100" will not fit in the game :DDD
but in cs:go the emphasis is on realism and logically "100" will not fit in the game :DDD
CS Realism
> 10 people can stand on each other. No problem for the bottom guy
> Same gun can be used for 15 rounds. No jamming or over heating (See FarCry2)
> Even with 1 HP, you are an athlete. Perfect running and shooting and jumping (See Urban-something game, based on Q3 engine)
> Ability to shoot with both hands while in ladder (See Splinter Cell 3)
CS is not about realism. It's about competitive gameplay. Stop this "realism" bullshit
How is Q3 real? How is Dota2 real? How is SC2 real?
/rant off
> 10 people can stand on each other. No problem for the bottom guy
> Same gun can be used for 15 rounds. No jamming or over heating (See FarCry2)
> Even with 1 HP, you are an athlete. Perfect running and shooting and jumping (See Urban-something game, based on Q3 engine)
> Ability to shoot with both hands while in ladder (See Splinter Cell 3)
CS is not about realism. It's about competitive gameplay. Stop this "realism" bullshit
How is Q3 real? How is Dota2 real? How is SC2 real?
/rant off
ye ak47s are obviously known for overheating when it is one of the most reliable rifles EVER.
Im gunna spend my day off making 100+ steam accounts and voting for this. Imagine if 100 other people did the same thing thats 10k votes!!
We need all the votes we can get, because valve really does pay attention to the 64bitvps ticket system. It's the best form of communication we have right now & not enough people take advantage of it.
Gabe Newell is worth $1.5 Billion bro... he doesnt give a shit what you think.
Putting airaccelerate to 100 feels a tad to much, the first jump examples you did with 100 accelerate require no skill at all, the second way of jumping (strafing in and out) would be fully possible with lower acceleration, as well as it would require more skill to pull off.
You can perform the exact same movements in the recent builds of CSP as well. It does behave very similarly to the 1.6 style, but yes, it is slightly different.
Not sure how CSP is relevant to what I wrote, slightly confused here ;p
Well CSP is meant to be a complete copy of 1.6 and thus its movement is very similar. I feel like the movement replicated on the source engine in CSP feels near identical to what is achieved with 100 airaccel.
If you have a better suggestion as per a value for airaccel I'd love to hear it :)
If you have a better suggestion as per a value for airaccel I'd love to hear it :)
If anyone actually wants to test the sv_airaccelerate changes for themselves, add +sv_airaccelerate 100 to your CS:GO launch options and create a lan server.
..so this could be done to a hosted server aswell (given you have FTP access etc., of course)? If that's the case then there's nothing for Valve to update in all honesty, it's just a matter of hosting companies and tournaments to make sure it's a default launch option on their servers :o
Correct, we can do it right now however it's just really annoying. With my server provider for example I've had to bug the admins to change the command line themselves as I don't have access to it, only ftp. I can only imagine other people will have similar problems.
It would be cool however to see leagues like ESL and ESEA adopting higher airaccel values as standard, but nowhere near as cool as if the whole game changed :D
Post edited 2012-10-15 05:30:41
It would be cool however to see leagues like ESL and ESEA adopting higher airaccel values as standard, but nowhere near as cool as if the whole game changed :D
Post edited 2012-10-15 05:30:41
Very true, but if there's a "fix" so to speak we can put through ourselves, we should use it, however it would be nice (in my opinion) to find a slightly less extreme value than 100, so people need to test this sort of stuff out instead of posting "z0mg omfg cs:go so bad no movement" etc.
There's actually a ton of things people keep harping on Valve to do when it's fully possible for us as a community to do on our own, it only takes a bit of effort.
I'll play around with the values tomorrow and see if I can come up with something useful! :D
There's actually a ton of things people keep harping on Valve to do when it's fully possible for us as a community to do on our own, it only takes a bit of effort.
I'll play around with the values tomorrow and see if I can come up with something useful! :D
If just the pro players had invite forum with organizers of major leagues like ESL ESEA CEVO + LANs, similiar to Steams, so they could come up with rules and server settings which would be used in all of those leagues and LANs.
Something similiar to Vitanova in COD4?
Something similiar to Vitanova in COD4?
A lot of the players do have contact with with leagues (at least in NA), having major influence on what goes on with ESL requires a bit more work.. it took them ages to realize that two flashes was the way to go, and they still allow molotovs (but luckily they have added de_mirage_csgo and de_nuke_ve to their map pool, so they do listen, they just take a lot of time to respond/react - similar to how they pay out prizemoney) xD
And now every tournament have allowed molotovs. :A:S:DAD
Got 80 days militaryservice still, hope they get some sense till then and the game gets fixed.
Got 80 days militaryservice still, hope they get some sense till then and the game gets fixed.
It's not every tournament, it's pretty much the same tournaments that have had molotovs from the beginning - and as far as I know Copenhagen Games will not use molotovs if one of the teams playing doesn't want to play with it.
DreamHack will probably not have molotovs, as they actually listen to what the players say.. and I think it's a pretty safe bet that ESL & ESEA etc will taggle along after some time.
DreamHack will probably not have molotovs, as they actually listen to what the players say.. and I think it's a pretty safe bet that ESL & ESEA etc will taggle along after some time.
this can make the game playable
someone just make a cs go mod and fix all this shit.
Why do you want to make the game like 1.6 when you can play 1.6 itself?
Because 1.6's time has come and gone, the best you can do is help try make GO the game it can be.
He don't want the game like 1.6 but better one, they should tweak 1.6 recoil/movement and implement it to CS:GO it will be the best option for this game.
Good work yin and I completely agree, the movement in GO is too restricting and lowers the skill ceiling.
cool, the movement is occasionally the biggest shit in the game
Im from source, and i acknowledge that whatever comes of 1.6 will be best for this game.
yes pls
yes pls
I know, lets make a new game and then try and make it like 1.6.
I feel that the majority of top end CSS players would agree with the changes. Sure they are elements of 1.6, but you can't argue that these are conducive to bad gameplay. Apart from the airaccelerate, all of the other elements have been a part of previous iterations of CS:S as well. CS:GO should be about blending the best elements from previous titles, as well as adding a fresh new twist.
Post edited 2012-10-15 13:10:32
Post edited 2012-10-15 13:10:32
Your tickets title should be more detailed looking at the BUG WRITING RULES.
http://64bitvps.com/csgo/bug-writing-guidelines/
Anyway good job.
http://64bitvps.com/csgo/bug-writing-guidelines/
Anyway good job.
Um, sv_airaccelerate doesn's exist dude. There is only sv_accelerate, but changing it butchers the shooting.
sv_airaccelerate is a hidden cvar which they have access to. We can actually modify it already by adding +sv_airaccelerate to the command line to the CS:GO client launch options (for lan servers hosted on your computer) or on a dedicated servers command line.
Great post, voted.
its to easy to bhop with this, needs to be harder
good job ! will vote 4 sure !
Everyone talks about realism... cmon who cares, it's should be a competetive game, like 1.6 or cs:s only for hardcore players.... If you want realism go play in Operation Flashpoint lol.
it's impossible to hit when one is hold, if he is jumping with airaccelerate 100 i can't immaginate.
+1
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