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Messages - Sli

#1
Counter-Strike / Competitive MM and the Lobby system
February 04, 2016, 11:42:32 AM
Quote from: SLoWHaND;409905Yes you are in there Sli :)
On this occasion it didn't have that effect. (Derank)

Playing against that standard was my beef I just got my ass kicked from pillar to post.
It was quite a relief to see their ranks at the end of the match because I thought they were all cheatin baskets.
The MM system did seem to get it wrong big style that day.

I have ranked up and ranked down when playing along side you......so win some lose some so to speak.
Its great fun to play in your mixes the banter is the best thing between you and your friends it makes me smile.
Unfortunately it dosnt make me play any better :(


LOL welcome anytime matey, I just don't seem to get to play lately :/ I've had 2 hours in 3 weeks as I got fed up with mixed up ranks, so thought I'd wait till it all settled down, the last few games I've had have all been vs Global/SMFC with DMG and Eagles on my side it got quite frustrating :s
#2
Counter-Strike / Competitive MM and the Lobby system
February 02, 2016, 10:25:42 AM
I think this is with the recent changes, was this by any chance the game with me? lol my brother got de-ranked 3 times joining games with me ^^

Quote from: SLoWHaND;408682Hi Fellas

Here is a bit of a lesson in making a Lobby to go Competitive matchmaking.
Study the picture closely. We created a lobby of 5 "friends"
 It may be good to play with friends but if they are of high rank it can land you in some right SH*T.
It may attract some seriously good players in to rain on your parade.
I do not recommend this method one bit.

[ATTACH=CONFIG]3497[/ATTACH]

Fill your lobby with people of a similar rank as your own it may not turn out to be so painful ;)
#3
Counter-Strike / dMw CS:GO Xmas tourney
December 29, 2015, 02:46:40 PM
Great fun thanks to all the organisers!
#4
Counter-Strike / dMw CS:GO Xmas tourney
December 12, 2015, 03:32:32 PM
Quote from: King85;407140The cs:go forum isn't particularly active (neither is the forum as a whole imo) so I think people just see that and don't see much to get involved in tbh.

I'm in for this guys :)

on the topic of forums, they are sorta old hat now imo so easy to talk to people with IM etc..
#5
Counter-Strike / A couple of new badgers
October 13, 2015, 08:08:05 PM
lol :)
#6
Counter-Strike / Dead talk
October 05, 2015, 02:30:00 PM
Having always played CS competitively, I've usually always used TS (once upon a time cs had no voice comms :)) I think your solution is to try and get people to type after the initial death call, it wont always work and some people just seem to have verbal diarrhea regardless.

I had no issues with dMw's original rules btw though I'm not really one for talking using comms much anyhow...
#7
Counter-Strike / CS:GO Competitive ?
September 29, 2015, 11:59:28 AM
Quote from: frankopeti;40436810 game doesn't matter if is a win or not, but before u have ur rank after 2 u get a cooldown

Nay its 2 wins per day, you can lose as many as you want but as soon as you hit 2 wins its a days cool down.

Apa you're welcome to join me on competitive any time, I have a private TS for games and have a few regulars who join (from Gold Nova 4 to Global). That goes for any one really just drop me a message, we do have a few rules when playing though...
1. Team Work.
2. Very little frag hunting (sometimes it works).
3. Cover your positions and if its lost let the team know asap.
4. No screaming / shouting / gloating
5. If you die give brief info on what you know then use text for talking
6. Have fun :)

For tips ranking I find MPV's to be a big help so plant the bomb as much as poss, defuse etc etc. Try and find a regular group of people to play with to eliminate the potential random down ranker / cheater / annoyance. Don't be afraid of asking for help in games some people can be d**ks but most will be encouraging. Spend the time in offline games to learn the maps / smokes / flashes / fire spots. Find positions you like and can hold, there is nothing wrong with being good at just long range / being good up close just make sure you can rotate effectively and provide back up when needed.
#8
Counter-Strike / Rates and stuff
September 24, 2015, 10:08:56 AM
Quote from: pesteh;404149wifi hotspot? what is this you speak of. My connection is always shoddy come the evening, i doubt i'd notice it.

edit: i see. it's only available if you have a superhub 2 and you're automatically opted out should you use modem mode.



Opted out but its still there :/ Europe Pings back to normal btw!
#9
Counter-Strike / Rates and stuff
September 22, 2015, 09:22:47 AM
Quote from: pesteh;404130ahahahahahahaha.

as if they'd do anything - at best they may acknowledge it.


Aye unfortunately I don't think its anything they can do... they could only apply pressure I guess GTT need sorting :(

Incidentally Pesteh have you noticed any weird latency since this shitty Wifi hotspot went live?
#10
Counter-Strike / Rates and stuff
September 21, 2015, 07:41:09 PM
Quote from: SLoWHaND;404116Thank you gentlemen.

If you don't know by now there is a new version of the matchmaking server picker out. (12 days ago)

My reason for asking was because I can play on Boomer and have an extremely low ping lets say around 30ish and its a 128tick.
I play on MM servers and my ping is rarely below 60 (good old Virgin media) and they are 64tick.
I will have a play with cl_interp_ratio "2" and see what that does for me because some days my hit reg is shite.

Thats because Virgin have an issue with GG.net atm connecting to Valve West (Luxembourg) which is 100+ ping so unfortunately you will be match making for EU North (Stockholm) and EU East (Vienna)

https://www.reddit.com/r/GlobalOffensive/comments/3kpa8p/there_is_a_sole_isp_responsible_for_all_your_ping/

Do this and submit a ticket on vm forums...
#11
Counter-Strike / Rates and stuff
September 21, 2015, 01:32:16 PM
Quote from: SLoWHaND;403995Ok if I`m on a official MM server what would be the best settings regarding rates.
I notice that when I type status in the console while in a game most of the players have "rate 80000" while mine are at 128000.

MM will reset cmd and update to 64 so it doesnt really matter, I would advise cl_interp_ratio "2" and rate 128000 though...

If you get FPS over 130 consistently during busy games then there is no reason these settings shouldn't be used: (I use these)
rate 128000 // def. 80000 - Maximum Download Bandwidth in byte per second. (Never go lower than 80000, most competitive players float around 108000 > 128000
cl_cmdrate 128 // def. 64 - Maximum Command Packets per second, sending to the Server. This must be in line or LOWER than your FPS (if not your reg / game will suffer)
cl_updaterate 128 // def. 64 - Maximum number of Update Packets per second, received from the Server. Gets adjusted by the Servers TickRate.
cl_interp 0 // def. 0 - This will auto set based on cl_interp_ratio and cl_updaterate
cl_interp_ratio 2 // def. 2
fps_max 300

If your FPS is under 128 but above 90 consistently:
rate 128000 // def. 80000
cl_cmdrate 90 // def. 64
cl_updaterate 90 // def. 64
cl_interp 0 // def. 0
cl_interp_ratio 2 // def. 2

If your FPS is under 70
rate 80000 // def. 80000
cl_cmdrate 64 // def. 64
cl_updaterate 64 // def. 64
cl_interp 0 // def. 0
cl_interp_ratio 2 // def. 2
#12
Counter-Strike / 128 Tick Server?
September 17, 2015, 01:17:26 PM
Quote from: uni;403909I can force a minrate of 80000 but the other settings although I can manage them people need to fix themselves. I have noticed this though and it is pretty nauseating watching players run from the spawn at the start juddering about all over the place. That patch like you though has really messed my game up, my fps was tanking last night.

Ye that's what I meant Uni the server is fine with really good reg, but if we could have a poll of average fps on here maybe we could help people adjust rates accordingly :)
Forcing them server wide could cause issues imo however it would be a good test to see if the jitter changes for most players? (sv_minrate, sv_mincmdrate, and sv_minupdaterate) maybe setting rate 10400 cmd 80 up 80.

I think that patch has royally screwed up a lot of peoples fps though.
#13
Counter-Strike / 128 Tick Server?
September 17, 2015, 11:57:36 AM
Quote from: TeaLeaf;403898Which server?

Oh I might be confused Tealeaf, I've been playing on a 128 Tick server which I assumed was dMw? Temp server or some sort. Not really re: server issues more the fact peoples player movements seem stuttery on it which I assumed was client side fps (which seemed more likely as some users was absolutely fine in player moments).
#14
Counter-Strike / 128 Tick Server?
September 17, 2015, 10:47:58 AM
Hi Guys, just thought I'd post re: the 128 tick server.. reg on it is fantastic however I don't know if any of you have noticed but the stuttering/choppiness on 90% of the players (especially last night) is enough to give you a headache! :). I believe this is caused by low FPS on the clients machines (I think this is one of the reasons valve won't make MM servers 128tick) as opposed to players using low rates (however setting rates high on machines which cant handle it would cause awful lagg and play).

I wondered whether it would be a good idea to have a poll of average in game FPS just to see if this is a contributing factor? my average pre this update was 300 FPS never dropping.... now its all over even below 100 :(

For those who don't really play with these things I'll add a little rate guide ( which I stole ^^) I'll assume that most people are now on over 24mb connections:
Defaults:
rate         80000 - Maximum Download Bandwidth in byte per second. (Never go lower than 80000, most competitive players float around 108000 > 128000
cl_cmdrate  64      - Maximum Command Packets per second, sending to the Server. This must be in line or LOWER than your FPS (if not your game will reg / game will suffer)
cl_updaterate  64     - Maximum number of Update Packets per second, received from the Server. Gets adjusted by the Servers TickRate.
cl_interp    0           - This will auto set based on cl_interp_ratio and cl_updaterate
cl_interp_ratio 2          


If you get FPS over 130 consistently during busy games then there is no reason these settings shouldn't be used: (I use these)
rate         128000  // def. 80000 - Maximum Download Bandwidth in byte per second. (Never go lower than 80000, most competitive players float around 108000 > 128000
cl_cmdrate     128  // def. 64      - Maximum Command Packets per second, sending to the Server. This must be in line or LOWER than your FPS (if not your game will reg / game will suffer)
cl_updaterate  128  // def. 64     - Maximum number of Update Packets per second, received from the Server. Gets adjusted by the Servers TickRate.
cl_interp        0  // def. 0           - This will auto set based on cl_interp_ratio and cl_updaterate
cl_interp_ratio  2  // def. 2          
fps_max 300

If your FPS is under 128 but above 90 consistently:
rate         128000  // def. 80000
cl_cmdrate     90  // def. 64    
cl_updaterate  90  // def. 64  
cl_interp        0  // def. 0        
cl_interp_ratio  2  // def. 2
       
If your FPS is under 70
rate         80000  // def. 80000
cl_cmdrate     64  // def. 64    
cl_updaterate  64  // def. 64  
cl_interp        0  // def. 0        
cl_interp_ratio  2  // def. 2
       

I think you see where that is going?


//Public Games and MM
// cl_interp_ratio 2

//Lan / Competitive (not match making this really needs a great connection)
// cl_interp_ratio 1  


Hope these are of help to people!
#15
Counter-Strike / CSGO on a Monday
July 27, 2015, 07:21:11 PM
Whats PCS/TCS?