Recently, my friend Binka and I have figured out that CS:GO is extremely customizable on the server side. Areas ranging from bullet tagging and cash rewards to wall penetration can be adjusted. Below are some changes we have been testing and we strongly recommend all server operators playing with these values for a better GO experience.
Improved bullet tagging
Weapon scripts are located here: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\scripts
weapon_m4a1.txt is an example of a weapon file that has been modified
Modification to the following variables for each individual weapon text document allows for changes to bullet tagging, that is the 'slow-down' effect experienced when shot. We have changed the values to allow for a far greater bullet tagging effect, similar to that of 1.6, but the acceleration post-hit is significantly lower in CS:GO. Bullet tagging is one of the defining features of 1.6 gameplay as it punishes poor decision making, discourages repeeking and forces players to commit to fights.
Note: The large value seems to be for hits to the torso or upper body and the small value is for lower body hits (possibly arms as well)
The above changes result in hits bringing the average velocity of a player that is running down to about 50-80 units/second. This is higher than 1.6 which slows players to about 20-40 (pistols having a greater slowing effect in 1.6). I personally believe these values could be lowered further to 0.15/0.20 respectively.
The major difference between GO and 1.6 is that the slowing effect in 1.6 lasts for a second, whereas in GO it may take up to 2 seconds for full speed to be achieved again.
Note: We have also realized that shotguns/smgs should probably have a lesser effect of bullet tagging, but that remains to be tested.
We have made each weapon give $300 for a kill except for the knife which grants a $1500 reward. Shotgun and SMG rewards are no longer breaking the economy system on eco rounds with $900 per kill and the awp hasn't got the stupid $50 reward either.
Change to 300
We have changed the flashbang limit back to two and the total number of grenades back to four. We justified this change due to the decrease of flashbang length (from ~6.5 to 5 seconds in the recent update) in addition to the greater possibilities of grenade use for which this allows (fakes,double pumps etc). This change essentially reverts the grenade carrying capacity to be the same as previous CS versions, only now you can choose to buy molotov and decoys instead of other grenades.
The following commands were placed in the servers autoexec.cfg file:
Our servers are now using 128 tickrates accessible via the clientside commands cl_updaterate 128 and cl_cmdrate 128. For those using 120 hz monitors the packets are now sent at a higher frequency than that at which your monitor refreshes. Coupled with interp_ratio 1 and interp 0 a lerp of 7.8ms is achieved. The server is also capable of a max client side rate of 128,000 (rate 128000).
Add the following to the server.cfg
-tickrate 128 is added to the target on the shortcut for the server
We can't change anything due to sv_airaccelerate being a hidden command in addition to no possible way for us to remove the knee-bend landing effect. Ideally we would be able to remove the knee-bend/stamina rubbish in addition to increasing the airaccelerate to a value higher than 10 (or whatever it is stuck on now).
Increased sv_airaccelerate (to 100 in CSS for example) allowed for much more fluid jumping and the ability for players to execute extremely tight curl jumps. Check jumps could be performed, like in 1.6.
Looks like you're trying to appease the "CS 1.6" crowd by these changes when in fact you don't need them for competitive sake as this games rules will be what the ESWC/Dreamhack have on offer. Good suggestion though but I don't like the movement in 1.6 or css i'd much prefer having CPMA full control with the mouse and double jumps for the warsow crowd if we could :)
The thing with not being able to go through the windows...
I feel that the player models aren't able to duck as low as they do in 1.6 and thats why they can't go through the windows. Imo they should fix that instead of making the windows bigger. You are too exposed when peaking outside from the window (under cat on de_nuke).