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10 second timer in csgo12/30/2023 Group Extender Enable processor group unaware applications to make full use of the CPU. CPU Limiter Dynamically, temporarily limit CPU utilization of a process when it reaches a threshold. Instance Balancer Spread CPU cores among running instances of application(s). Limit Instances Limit the number of instances a process may have in a user session. Disallowed Processes Immediately terminate any matched process, by your criteria. Efficiency Mode Control and persist Windows 11’s Efficiency Mode, which designates processes as not performance critical to help keep them out of the way. Priority Classes Set persistent CPU, I/O, and memory priorities so that processes run at the desired priorities every time they launch. CPU Sets A ‘softer’ form of CPU Affinities that are more like preferred cores. CPU Affinities Set persistent CPU affinities so that processes run on the desired set of CPUs every time they launch. Maybe it's because Valve wanted players to enter B site with cover against players playing car.Features ProBalance ProBalance is our famously efficacious algorithm to maintain PC responsiveness during high CPU loads. door was flipped so you could check car and then use window to check backplat. The long rotate times, the fact that T can watch CT rotate and the way the bombsites are made, The fact that A-site is "above" the rotate path makes that bombsite very special, and B is just hell to enter as CT.ġ.6 used to be a lot better for taking B. I think this is what makes Dust2 so good. Or, are you talking about rotation times for Terrorists: when changing tactics from just outside one site to another? *How complicated the site is in terms of cover so fights don't turn into cat-and-mouse even if the other one is pursuing best possible way. *How many hiding-spots there are in the immediate bomb-site you have to go and check out specifically to be sure enemy isn't in close range. *Defusing the bomb takes 5 or 10 seconds, depending if player has defuse-kit or not. *Bomb ticks 45 seconds in Valve's regular Matchmaking, 35 seconds in FaceIt/ESEA/etc. *How dangerous is the rotation from site-to-site (if you have to check tons of corners and spots on the way, it takes time). Edited Maby unremarkable playerįew things you should consider keeping in mind when thinking about that rotation time: Mirage A is typically protected or retaken from CT, B from shop or chair, D2 A from ramp or long, Inferno B from new box or A from pit etc. You also have to think about how players will want to protect the bomb. Both teams can attack and defend and the CTs have time to defuse without a kit and have time to setup with nades. Ideally, 12-14 seconds gives a very good balance either way. Anything less than 10 seconds makes it impossible for a defending team to keep the site, whereas 10-15 seconds makes it possible. Anything exceeding 15 seconds makes a defuse without a kit impossible and improbable with a kit. ![]() Rotations should be maximum of 15 seconds to allow for smokes, organisation, flashes and combat. What I think the rule of thumb should be:Ī player must be able to rotate from one site to another and have time to defuse without a kit on a 30 second timer. Keep it simple, focus on 1-2 primary paths to each site, and The rotation times were absurd unless you went direct from A > B through doors, but no one did that because it was suicide.ġ. ![]() Cobble for instance was simplified because it simply had too many paths to no where, or the same place, and it made defending or attacking virtually impossible because of all the paths. The paths should make sense in the context of the map, rather than just an open alley way or space between buildings. ![]() Even Inferno has several rotations that allow for good flanking maneuvers. The new Season map has a lot of pathways and possible rotations and so does Overpass. You really can't get any better advice than that. That said I think on a more generic layout I'd say the the 10-15 seconds are a fairly good starting point. ![]() I think the rotation times are very relative to the rest of the map proportions, I mean how would you define rotation times for de_nuke, for example?
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