March 30, 2017

CS:GO News Maps

The new CS:GO maps is changing the game
Valve certainly aren't ones for giving us a bit of warning when they are about to drop a major update. With little more than blog post as the patch went live, Lord Gaben and his droogs decided to drop an entire new map into Counter-Strike: Global Offensive a few weeks back.
Canals is the first new Valve created map since Overpass, which launched way back in December 2013, and it has caused quite the stir in the CS:GO world. The map itself is set in what Valve refers to as an “Italian City”, however it is pretty clear to everyone that the Italian city it is based on is Venice, thanks to the canals and Renaissance architecture that bears more than a few similarities to the big landmarks of the city. As you might expect there is a central waterway that runs through the middle of the map, with the B bomb site situated on a walkway over it. Elsewhere, the A site is one of the most exposed in the game, with a ton of wide open space and one of the most overpowered windows we have ever seen in CS.
With a few weeks to play around in Canals, almost everyone has figured out their favourite ways of playing. Pro players have slowly drifted back to playing the active duty maps, while those of us who can only dream of playing on the main stage at a Major are still toiling away trying to perfect those AWP angles and smoke throws. While there is still a lot to learn about the map, there is already a lot that we can decipher after a few weeks. Let’s take a deep dive, if you’ll excuse the water pun.

The B bomb site is on a first floor walkway over the canal itself. The walkway has four windows and has very thin walls, meaning that wallbangs are certainly a possibility. Even in our own play, we’ve had success planting in the middle of B, and then running to the back of the canal, watching the walkway where the site is and taking a few pot shots through the walls whenever we see some movement. Providing they don't have a kit you should have ample time to take them out before they get the diffuse, and add another clip to the highlight reel.
The site itself is also quite enclosed, and providing you have a couple of players for support there’s no reason why you couldn’t hold off a group of five uncoordinated opponents. Issues start to arise when you aren't sure which side the opponents are coming from, but then that is the case for almost every site.

 The A side need some work perhaps the area of the map that has caused the most arguments among CS players has been the A bomb site. Whereas almost every other site in CS:GO has a lot of cover, and multiple angles of attack, the A site of Canals is really quite open, with little to hide behind. The site is situated in a small doorway area that is raised from street level – there are small areas of cover inside the site, but you can still easily be hit with wall bangs.
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March 22, 2017

CS:GO is Broken

If everything you are about to read is right, you better get a better internet connection if you want to play Counter-Strike: Global Offensive with any sort of normalcy. 
A YouTube video produced by Dinowarleaf, titled “Major Issue – CS:GO Hitboxes Are Still Off” has taken Valve to task over one very import caveat about the game. Where you aim isn’t what you are going to hit.
Dinowarleaf, Dino for short, walks you through a very logical and clean explanation of what is happening. And now it’s time for you to be in the know.
The contention is that there is a difference between the hitboxes you see and the ones the server sees.
In case you didn’t know, hitboxes are supposed to reside inside the graphical representation of the target you see.
However, it appears that in Counter-Strike: Global Offensive, sometimes these hitboxes have out of body experiences.
Example: In the picture below you think that in order to hit the target, you shoot at the graphical representation of the model.
However, the server sees the blue outline as the target. This means even if you aim was true in terms of hitting the graphical representation, you would have missed in some instances.
hitbox1
Dino walks you through everything step by step, from creating a custom map to creating a custom gun, so that everything you see can be recreated.
Basically, Dino created a lazer gun and could literally trace the hitbox image by shooting at an increased rate of fire with 100 percent accuracy using the weapon_accuracy_nospread console command and removing recoil.
One of the most egregious errors he found was that hitboxes were significantly worse when shooting at a jumping target as seen below.
So even if you managed to land a headshot, sometimes it would be a complete miss or a shot to the chest.
hitbox2
From the examples you can see there is a huge problem.
To take a look at Dino’s work and do some research on the topic yourself, you can find the video, the config file, and a detailed explanation of how he came to his conclusions 
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