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ctap scripts banned in rgl
61
#61
-4 Frags +

https://docs.google.com/spreadsheets/d/1MhUB0Fl51P5gkKi7T6-F30nZwWh9KHz9oki1hpT_TpM/edit?usp=drivesdk
This is the list of people who signed the petition to appeal this ban.

https://cdn.discordapp.com/attachments/1156397773764177932/1374694321676222514/image0.jpg?ex=682efb5a&is=682da9da&hm=6204d332de07f6b877f5ea4a4017d097e141c986e7748bcda764d2b625e89280&;

This is the response we ended up getting in the ticket.
I really feel like a community run organization should actually be accountable to the community but I guess thats not the reality we live in.
Petty despots stay winning.

https://docs.google.com/spreadsheets/d/1MhUB0Fl51P5gkKi7T6-F30nZwWh9KHz9oki1hpT_TpM/edit?usp=drivesdk
This is the list of people who signed the petition to appeal this ban.

https://cdn.discordapp.com/attachments/1156397773764177932/1374694321676222514/image0.jpg?ex=682efb5a&is=682da9da&hm=6204d332de07f6b877f5ea4a4017d097e141c986e7748bcda764d2b625e89280&

This is the response we ended up getting in the ticket.
I really feel like a community run organization should actually be accountable to the community but I guess thats not the reality we live in.
Petty despots stay winning.
62
#62
12 Frags +

Why don't use use an unbanned ctap script? What are the down sides of those?

Why don't use use an unbanned ctap script? What are the down sides of those?
63
#63
-12 Frags +
cookieWhy don't use use an unbanned ctap script? What are the down sides of those?

because other scripts (like the ones that rebind your left mouse to jump+shoot for one click) still require a modicum of timing(just like natty c-taps) and are very possible to whiff, whereas the 1tick script is--after a few minutes of practice--truly impossible to missinput

danmar33https://docs.google.com/spreadsheets/d/1MhUB0Fl51P5gkKi7T6-F30nZwWh9KHz9oki1hpT_TpM/edit?usp=drivesdk
This is the list of people who signed the petition to appeal this ban.

guess the admins know who to demo check now

[quote=cookie]Why don't use use an unbanned ctap script? What are the down sides of those?[/quote]
because other scripts (like the ones that rebind your left mouse to jump+shoot for one click) still require a modicum of timing(just like natty c-taps) and are very possible to whiff, whereas the 1tick script is--after a few minutes of practice--truly impossible to missinput
[quote=danmar33]https://docs.google.com/spreadsheets/d/1MhUB0Fl51P5gkKi7T6-F30nZwWh9KHz9oki1hpT_TpM/edit?usp=drivesdk
This is the list of people who signed the petition to appeal this ban.
[/quote] guess the admins know who to demo check now
64
#64
2 Frags +
DavyCbecause other scripts (like the ones that rebind your left mouse to jump+shoot for one click) still require a modicum of timing(just like natty c-taps) and are very possible to whiff, whereas the 1tick script is--after a few minutes of practice--truly impossible to missinput

The jumpshoot one is unfailable because it doesn't matter how long you hold down crouch before you hit unduck+jump+shoot, as long as you don't fully crouch. It requires no timing whatsoever. The 1-tick is absolutely failable because you need to time the rocket based on what angle you want to jump. For max distance/height, the rocket needs to be tick-perfect with the ctap input. If the rocket is late by 1-2 ticks you get a jump equivalent to the jumpshoot bind or a normal crouch jump. Earlier by 1 tick you get a standing rocket jump.

[quote=DavyC]because other scripts (like the ones that rebind your left mouse to jump+shoot for one click) still require a modicum of timing(just like natty c-taps) and are very possible to whiff, whereas the 1tick script is--after a few minutes of practice--truly impossible to missinput[/quote]
The jumpshoot one is unfailable because it doesn't matter how long you hold down crouch before you hit unduck+jump+shoot, as long as you don't fully crouch. It requires no timing whatsoever. The 1-tick is absolutely failable because you need to time the rocket based on what angle you want to jump. For max distance/height, the rocket needs to be tick-perfect with the ctap input. If the rocket is late by 1-2 ticks you get a jump equivalent to the jumpshoot bind or a normal crouch jump. Earlier by 1 tick you get a standing rocket jump.
65
#65
10 Frags +

DavyC is completely incorrect lol. Ctap rocket jumps with the 1 tick bind still require timing, and the other binds are just worse than manual ctaps. The timing to ctap is to tap crouch and then jump before you are fully uncrouched. This isn't very hard, but the shorter you tap crouch for, the shorter the window you have to jump. Doing manual ctaps consistently is extremely easy, but doing them in 1 tick manually is very hard.

To do a ctap rocket jump you have to time your shooting and jumping. For a perfect pencil, you have to jump 1 tick after you shoot. This is the same with or without the 1 tick bind, and the 1 tick bind doesn't affect this timing. Doing a perfect ctap rj has the same timing with or without the bind. You get nonperfect ctaps if you fuck up this timing. If you jump too late, you get a crouch jump or no jump at all. If you jump too early, you get a worse ctap. You also have to vary the timing depending on the angle of your jump. Shallower rocket jumps require you to jump later (or shoot earlier).

The reason most binds are bad is because they fire on the same tick that you jump. This gives you consistent ctap rocket jumps that are imperfect. They also don't vary your timing depending on the angle of your jump, meaning they give you even worse jumps if you are trying to go more horizontal instead of vertical.

DavyC is completely incorrect lol. Ctap rocket jumps with the 1 tick bind still require timing, and the other binds are just worse than manual ctaps. The timing to ctap is to tap crouch and then jump before you are fully uncrouched. This isn't very hard, but the shorter you tap crouch for, the shorter the window you have to jump. Doing manual ctaps consistently is extremely easy, but doing them in 1 tick manually is very hard.

To do a ctap rocket jump you have to time your shooting and jumping. For a perfect pencil, you have to jump 1 tick after you shoot. This is the same with or without the 1 tick bind, and the 1 tick bind doesn't affect this timing. Doing a perfect ctap rj has the same timing with or without the bind. You get nonperfect ctaps if you fuck up this timing. If you jump too late, you get a crouch jump or no jump at all. If you jump too early, you get a worse ctap. You also have to vary the timing depending on the angle of your jump. Shallower rocket jumps require you to jump later (or shoot earlier).

The reason most binds are bad is because they fire on the same tick that you jump. This gives you consistent ctap rocket jumps that are imperfect. They also don't vary your timing depending on the angle of your jump, meaning they give you even worse jumps if you are trying to go more horizontal instead of vertical.
66
#66
6 Frags +
mastercomscapnnofapnThe best way to make them accessible would be to include as an optional add on for mastercomms just like null movement, and you could even do the same for resupply binds. My apologies for asking you to do more work when you already do so much, but your website is super easy to use and I'm pretty sure almost everyone who is even interested in competitive play uses mastercomms alreadyI'm more asking from the context of a game feature, similar to how jump throws in CS2 were mentioned in this thread. What would people want the game to do and how would the game tell?

I would prefer ctaps to remain in the game as is. Any in-game feature to make performing them easier should not make performing them as they used to (script or not) any different. I was also disappointed when Valve got rid of jump-throw scripts in cs2, as well as their general dumbing-down philosophy when it comes to console scripts in that game. The source engine is beautiful for many reasons and one of those reasons is the native console scripting

[quote=mastercoms][quote=capnnofapn]The best way to make them accessible would be to include as an optional add on for mastercomms just like null movement, and you could even do the same for resupply binds. My apologies for asking you to do more work when you already do so much, but your website is super easy to use and I'm pretty sure almost everyone who is even interested in competitive play uses mastercomms already[/quote]
I'm more asking from the context of a game feature, similar to how jump throws in CS2 were mentioned in this thread. What would people want the game to do and how would the game tell?[/quote]

I would prefer ctaps to remain in the game as is. Any in-game feature to make performing them easier should not make performing them as they used to (script or not) any different. I was also disappointed when Valve got rid of jump-throw scripts in cs2, as well as their general dumbing-down philosophy when it comes to console scripts in that game. The source engine is beautiful for many reasons and one of those reasons is the native console scripting
67
#67
-10 Frags +
eddiieeThe reason most binds are bad is because they fire on the same tick that you jump. This gives you consistent ctap rocket jumps that are imperfect.

yes, you cannot hit perfect ctaps with normal scripts. that's a fair trade off no?
a macro that gives you instantaneous 99% effective ctaps easier than breathing that also lets you do 100% effective ctaps if you want sounds a little strong no?

[quote=eddiiee]The reason most binds are bad is because they fire on the same tick that you jump. This gives you consistent ctap rocket jumps that are imperfect.[/quote]
yes, you cannot hit perfect ctaps with normal scripts. that's a fair trade off no?
a macro that gives you instantaneous 99% effective ctaps easier than breathing that also lets you do 100% effective ctaps if you want sounds a little strong no?
68
#68
-4 Frags +
Rockzhttps://files.catbox.moe/31vf22.gif

true

[quote=Rockz][img]https://files.catbox.moe/31vf22.gif[/img][/quote]
true
69
#69
15 Frags +
DavyCeddiieeThe reason most binds are bad is because they fire on the same tick that you jump. This gives you consistent ctap rocket jumps that are imperfect.yes, you cannot hit perfect ctaps with normal scripts. that's a fair trade off no?
a macro that gives you instantaneous 99% effective ctaps easier than breathing that also lets you do 100% effective ctaps if you want sounds a little strong no?

Nothing I said was an argument for or against the ban, I was just annoyed that you were talking out of your ass

[quote=DavyC][quote=eddiiee]The reason most binds are bad is because they fire on the same tick that you jump. This gives you consistent ctap rocket jumps that are imperfect.[/quote]
yes, you cannot hit perfect ctaps with normal scripts. that's a fair trade off no?
a macro that gives you instantaneous 99% effective ctaps easier than breathing that also lets you do 100% effective ctaps if you want sounds a little strong no?[/quote]
Nothing I said was an argument for or against the ban, I was just annoyed that you were talking out of your ass
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