cs:go kz~

Started by lagster mapper
25/07/2014 16:28
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lagster mapper25/07/2014 16:28

Is there a wr or longjump list for cs:go kz?

What's the lj wr? there seems to be a large skill gap in the technique, does anyone play consistently or can speak a little more to this?

I think XJ should probably jump on board as not to segment the community any further

Thanks friends,

LagstEr__01-_^!

Cobrex mapper Tournament #225/07/2014 17:13

Who cares ... if there is for us to "move", kzmod is the destination!

Though the servers are most of the time full, which is a good thing. Why not step in and make a community, but don't relate it too much with XJ, for the sake of 1.6's gameplay.

lagster mapper25/07/2014 17:54

Originally posted by Cobrex
Who cares ... if there is for us to "move", kzmod is the destination!

Though the servers are most of the time full, which is a good thing. Why not step in and make a community, but don't relate it too much with XJ, for the sake of 1.6's gameplay.


I get it, 1.6 is the best but this is the wrong way to look at things.

cs:go is tremendously active, and having a 1.6/kzmod/cs:go community segmented is a pretty silly idea.

XJ is 'the official kreedz community' thus should cater to all aspects of the game, which too ties into why I came here to ask.

Regardless, I'd still like to know if anyone has information on records/longjumping~


knoxville25/07/2014 18:16(edited 25/07/2014 18:17)

http://xtreme-jumps.eu/e107_plugins/forum/forum_viewtopic.php?349745

^

And having those 3 games (1.6/go/kzmod) on one main site would just clusterfuck everything. And the community will "split" either way.

XJ with all the games on one site will raise the overall activity of the page but ppl would still only care for their game.

XJ with demolites (link above!) idea would split each game with its own community but we would all stay on XJ and i dont think anybody would be mad/sad/jelly if 1.6 had 100 ppl and csgo 1000000 ppl.

Also CSGO servers are full bcos the game is "new" and kz is new for like 95% of the playerbase.

lagster mapper25/07/2014 18:22

I agree with this, but if XJ is trying to run itself as an organization it should at least stay relevant.

Fairly certain bringing cs:go to XJ is being discussed anyway so I'm not wrong.

faker mapper26/07/2014 12:55(edited 26/07/2014 13:00)

I've been playing quite a bit of csgo kz and I enjoyed it a lot. I can say that there are several considerations already.

Unfortunately the csgo kz community is kinda "split" between tick 64, 102 and 128, so that might become an issue :(

The difference between 64 and 128 can be compared to axn vs non-axn feeling (allowing different sc's all over the maps and other differences).

Cobrex mapper Tournament #226/07/2014 13:10

faker, I dont think that might be a huge issue if it will be organised properly. The change must be done now, or as soon as possible, until some other community goes around saying they're the official one. Then people will not understand anything.
About that 64 and 128, if you're meaning axn & non-axn, it can be just separated into 2 routes, or atleast 2 WR pages. That won't be such a problem ...

hardest thing about this is the staff. Clearly there can't be only 2 people manageing this, so we need people from kzgo. KZmod doesn't have much support from random "admins" but I'm sure there are quite a few that are willing to help.
Nice to see you, faker:)

kaynerecord holder26/07/2014 14:18

Originally posted by Cobrex
The change must be done now, or as soon as possible, until some other community goes around saying they're the official one. Then people will not understand anything.

this is the reason im hoping xj will do something soon and not wait too long.

Originally posted by Cobrex
About that 64 and 128, if you're meaning axn & non-axn, it can be just separated into 2 routes, or atleast 2 WR pages. That won't be such a problem ...

i think its good as csgo kz works right now, making wrs on public and not recording on your lan server. of course this has its negative sides but also big positive sides too, but in the end its for the better.

- you wont be able to nerd same map for hours/days/weeks because you like it
+ people wont be able to cheat as easy (cant slowmo on pub or have unfair plugins)
+ no problems with demo releases and such things.

splitting it into 2 could work but there are maps which is made for 102/128 tick and cant be finished in 64, and 64 is imo ridiculously hard to play on, and the majority plays on 102.

Cobrex mapper Tournament #226/07/2014 14:42

Can you explain where the terms 64 102 128 come from?
Kayne, isn't the "public wrs" system adopted by source's(css) surf? Sure, slowmo and other stuff can't be used, but what about bhop hacks? Even with anti-bhophack plugins on the servers ...
+ how does the wr system work then, cuz I never got the idea? You can WR on every server or just the (lets say 2) official ones?

kaynerecord holder26/07/2014 15:51

Originally posted by Cobrex
Can you explain where the terms 64 102 128 come from?
Kayne, isn't the "public wrs" system adopted by source's(css) surf? Sure, slowmo and other stuff can't be used, but what about bhop hacks? Even with anti-bhophack plugins on the servers ...
+ how does the wr system work then, cuz I never got the idea? You can WR on every server or just the (lets say 2) official ones?

I dont know the exact differences beween 64 tick and 128 tick, but about kz it has a huge impact on your movement.
you jump around 2 units higher normally on 128 tick than on 64 tick (im not 100% on the units but you do jump higher)
you can get more speed when multibhopping on 128 than on 64. I'm still kind of new to the kz part of csgo so still got alot to learn, im sure someone else could explain everything about the tickrates.

i have never played css so i have no idea where the idea of making wrs on public comes from, but the first time i met this way of doing wrs was indeed on surf, on csgo.

and about bhop hacks, yea that could be a problem but there must be some great coders that makes antibhophack plugins and also VAC is ridiculously good on csgo (compared to 1.6 where it almost didnt exist) so if people were to bhophack theres a high chance of them getting vac banned, and then the record(s) they made should just be deleted and possibly give them a full ip ban from all the servers.

yea thats a tricky one, i dont know it myself other than most people beat the wrs on HoCs servers so thats probably the closest to official servers you get atm.

If XJ were to get a CSGO section (demolites suggestion) or just fully move over to csgo (no more 1.6) i have some good ideas that would work nice

SzczupaK26/07/2014 16:21(edited 26/07/2014 16:21)

Get experience, find the best option. That will be fun and enjoyable.

lagster mapper26/07/2014 19:05

64 vs. 128 ljing is completely different. You can't prestrafe at all, as in 250~ u/s max no matter how you ground strafe in 64, where as in 128 275/276 u/s just like 1.6.

HUGE difference. Most of the 1.6 players I've come across in cs:go have been playing in the (very few) 128 servers. Being that longjumping is what I'm interested in and opened the thread, pizza^ mentioned 270~ unit jump is approx 250~ comparatively to 1.6 (in 128) but I've seen some lj tops with 280~ so I'm trying to understand the skillgap. I also spoke to someone ingame, he mentioned if you duck 0.1 second before you jump you gain 2 extra units in height, which is true; stats go from 64 units in height to 66 so this may be a pretty big factor too. I'm still trying to work it all out, would love some further insight if anyone has managed to get a grasp of how it all works.

A few people I've just spoken to in pub said the 280s could be scripted, I have no idea, no one seems to know and there is no records on youtube or anything so I thought I'd ask here.

g-Lprecord holder Tournament #126/07/2014 20:18

I played quite a bit on css's surf and the wr thing is just the pro15 of a server. There is 1 big community of surf (KSF) that play on 3 or 4 servers. These servers have the same pro15, and the best surfer play on it. So when a pro1 is done, it's like a wr. But there are a lot of other server that works like that, but there are mostly unknown. So you can't know if it's really the wr because someone might have done better on an other server. But as I said, the best player play on KSF so they count it as wr.

About tickrate, here is a screenshot that make you understand what is it. http://www.google.fr/imgres?imgurl=http%3A%2F%2Fcdn-static.gamekult.com%2Fgamekult-com%2Fimages%2Fphotos%2F30%2F50%2F23%2F73%2Ftitanfall-de-limportance-dun-bon-tickrate-ME3050237385_2.jpg&imgrefurl=http%3A%2F%2Fwww.gamekult.com%2Factu%2Ftitanfall-de-limportance-dun-bon-tickrate-A130413.html&h=2156&w=1920&tbnid=62sLKk07TF_gJM%3A&zoom=1&docid=j-DXIB9iLtdodM&ei=u_DTU56DJIqX1AXT8YGIBQ&tbm=isch&iact=rc&uact=3&dur=158&page=1&start=0&ndsp=45&ved=0CCAQrQMwAA
About the effect on mouvement, no idea, but I know that more the tickrate is high, more is easier to bhop jump turn etc

lagster mapper26/07/2014 20:46

Additionally, from what I understand, most pugs are on 64 tick but 'professional' games or what not are played on 128 which has to do with resources/price to run the server~

killahurtZ26/07/2014 21:03(edited 26/07/2014 21:05)

139,299 in game Counter-Strike: Global Offensive
25,631 in game Counter-Strike 1.6

So 5 times more players sc:go has, 1.6 kz is dying, cs:go kz is born and growing so if XJ become official community for cs:go kz that will be smart decidion. becouse in other way community will be dead like 1.6 cs

PiilsnEr26/07/2014 21:34

cs:gtfo 1.6 forever!

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