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I never found CT spawn on Dust 2 to be too dark that you can't see a player, if that is what you are trying to say.
I have never had problems with fog or even noticed it.
What maps have such foilage?
I have never had visibility problems with any of the character models.
Complaining about broken glass is just silly in my opinion. They are just a couple of tiny glass fragments on the floor.
I never found the gunsmoke disorienting and I found it was a nice touch.
That's not a glitch, it's intended to be like that and has been like that in 1.6 and CSS as well.
Just imagine if you were playing as terrorist who hold their AK/M4 around their waist and being unable to shoot at an enemy because the less than head height cover in front of you blocks your gun. Meanwhile the CT's can shoot over that same cover because they hold their AK/M4 at shoulder height...
..Whatever,it might have been like that much longer ago so we can't be sure.The point is that when we add it to the mix it becomes even harder to see someone.
Also,things like how high CTs and Ts hold their weapons can always be adjusted.The point isn't that it should come out of your barrel,the point is that it's coming out of your nose and you can hide a major part of your body this way.
On a side note,the player's model when standing still has him hold his weapon as if he's aiming down his sights yet your own weapon model in first person simply bumps up as if nothing happened.
Here's a suggestion for blood that someone made:http://www.acidmaps.net/dl/csgo/bloodComparison/csgoBetterBlood.jpg
Enjoy plenty of people giving one another guides on how to remove blood using r_cleardecals:
http://www.reddit.com/r/GlobalOffensive/comments/1zbsac/yet_unmentioned_way_of_improving_visibility/
I'm not the only one.
I want brighter areas overall because I don't want to up my gamma and use all sorts of external post processing to make everything else not as bright.And because in that case the game will just look terrible.
Regarding fog,there's plenty of people who have a problem with it,thus resulting in maps that end with _se,IE have no fog(EX: de_dust2_se).Here's a post about it from Valve,and why it's a thing: http://blog.counter-strike.net/index.php/2012/03/1072/
If you haven't noticed fog,then Valve haven't done a good job at making use of it...Unless you mean that you haven't noticed it do "bad things".Sadly,the operations are over,but Insertion was the worst of those few terrible maps,and a part of what made it so bad was the fog.Also,Aztec.People have suggested that Valve let everyone use fogui regardless of sv_cheats/sv_comp_minispec and it has been noted in the suggestions thread-yet again,there's more people that don't like fog.
I'mnot the only one #2.
At the top of my head,that'd be St.Marc,in which you can even hide in some leaves.Yeah,it's a "COD map",but that's still a visibility problem.But if you don't want "COD maps",then Inferno's mid T-side split(where you can go B or mid) has a big solid pot with annoying vegetation growing out,as well as other stuff around it.
Well,I did and do.
I'm not talking about broken glass that fell on the floor and such,I'm talking about what happens when you shoot the larger panes of glass and they shatter.(They turn into some sort of cracked glass that you can break with nades or anything passing through it-nades,again,players or bullets)Hard to see through it.Sorry for the misunderstanding.Break some windows in cs_office and see for yourself.
Most of the time it's OK but it has happened to me on some occasions that it doesn't want to disappear as quickly,which is what I'm talking about.Gets really disorienting and blocks my vision every once in a while.It's somewhat transparent though,hence why it resembles 1.6 smokes so much.
Keep in mind that this is mostly regarding long range.It's apparent that you'll have no problems with someone head glitching if he's 3m from you.
I figured that if Valve aren't going to do anything about the netcode,then maybe they should do something about this?
It gets even worse when you take a look at the pinned thread with globally accepted but unimplemented changes,though.
Regarding "Playing other FPS games",TF2 enemies are very easy to see-Red/Blue+beige on a Gray(Stone),orange/beige(Some bricks and such),blue-ish(water) and brown(wood) background.BF4 has what its community calls "Doritos"-they're some silly HUD triangles floating over every enemy's head.It's a bit more complicated than that,but for short,that's it.Quake Live(which I played for a pretty small amount of time somewhat recently) lets each player choose his own model and it's pretty easy to spot a giant walking eyeball shooting glowy things(Most of Quake's guns shoot "glowy things").
I am sure because anyone can test it out in 1.6/css.
So if you don't like how you're shooting out of the head, where do you want to put the point where the bullets come out from on the enemy body?
Since the player crosshair is based from the head of the model, putting it anywhere else beside the head will mean you will encounter situations where your bullets will not hit the enemy despite your crosshair being directly on him since the cover blocks your shots which i already talked about
You will have to deal with it. Valve and I think hardly anybody else consider this being a problem that needs fixing.
Too much blood? go in to the console and type: bind [A KEY OF YOUR CHOICE] r_cleardecals
when you press the button you have bound it will clear the blood, but blood can be usefull to for example see where the person shooting is.