I have like ~25 GBs of maps from playing this game for 6 years. Will my game boot faster if I delete them all?
Account Details | |
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SteamID64 | 76561198006886607 |
SteamID3 | [U:1:46620879] |
SteamID32 | STEAM_0:1:23310439 |
Country | Korea, Republic of |
Signed Up | October 2, 2012 |
Last Posted | February 11, 2025 at 4:46 PM |
Posts | 2381 (0.5 per day) |
Game Settings | |
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In-game Sensitivity | 1.945 (9.4"/360) |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
900 |
Resolution |
1920x1080 |
Refresh Rate |
144hz |
Hardware Peripherals | |
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Mouse | DeathAdder 2013 |
Keyboard | Microsoft Rubber Dome, i ctap w/ RMB |
Mousepad | Steel Series QCK (http://imgur.com/qim8wA2) |
Headphones | Audio Technica ATH700x but not the black |
Monitor | Benq panel that everyone else has idr |
Dougeee2012: Although CSGO only had 10,000 players when it released MM, and ~70k the month afterFalse information.
CSGO's MM was released in October 2012 (http://blog.counter-strike.net/index.php/2012/10/5292/), but the game just started to get at least 70k average players in March 2014 (http://steamcharts.com/app/730).
http://i.imgur.com/Up01pTg.png
I made a nerd essay about muselk bullshitting those numbers last week idk why i didn't even bother to look it up sorry
EDIT: looked at it again, I was looking at peak players originally. CSGO peaked at ~50k and had a much lower average, meaning MM caused a ton of people to check CSGO out, but not all of them stayed. Or the russians couldnt afford GO and the dead timezones when the West was asleep caused the average to fall idk
fade-where's the source of these players?
so the thing is with cs is
did it consistently lose playerbase prior to the matchmaking update? was the added players people coming back to csgo, 1.6 / source players switching over, or new players?
with tf2
there isn't "another version" that people can switch from (unless ow players switch to tf2 lol), tfc isn't really alive at all. are there tons of players that need matchmaking as an impetus to return to tf2?
like you can't just say "add mm and it'll go from 10k players to 3x a year million dollar majors overnight / over the course of two years"
Alright, I did some quick calculations in my muselk thread and it was roughly
1.6: 50000
Sc: 30000
GO:10000
players the month before MM dropped. It was
1.6: 20,000
Sc: 12,000
GO: 50,000
the month of. Clearly a lot of players tried it out or switched, but it should also be painfully clear that CSGO took off on its own merits. 50,000 is only ~10% of the current playerbase. We can argue how much of that growth was due to the massive influx of old CS players in the initial months i guess, but it should be clear that TF2 becoming "big" will depend on people who've never even cared about it coming into the game.
nopeMR_SLINI just played a 20 minute game, they can be long since the rounds don't have time limits, only the 10 min capture limit.20 minutes is far from long enough for a matchmade game. CS games last for around 50 minutes. That's a lot more reasonable and it actually enables you to get to know your team of randoms a little bit. Isn't the entire point of this that pubbers get the chance to play in a more team-based format?
going back to my original post on page 3: queue times are the most important part when deciding things like this.
CSGO works with 50 minute games because it has way more players drawn to it (2012*) and as a result locking players in game for 50 minutes doesn't hurt queues that much. Having 20 minute games in TF2, a game that will likely have longer queues based on having 2 more players per game and a smaller community, means that no one player is locked out of the MM formula for long. After 20 minutes, no matter what, 12 players are now free to play again. This lets the MM formula more quickly randomize and sort players because they'll play more matches, and allows a smaller number of players to have constant fresh matches against different players. With 20 minute games, you'll see a higher percentage of players searching at any given time compared to a 50 minute cycle.
2012: Although CSGO only had 10,000 PEAK players when it released MM, and ~50k the month after, I'm assuming that valve thought that CSGO would have strong growth potential. There's also the fact that a best of 15 or 10 CSGO game would be 1/2 or 1/3rd the length, but since each half would only be 4 or 7 rounds, you wouldn't have enough time for the economy to develop. CSGO needs games to be a certain length for all the core gameplay elements to actually show up, whereas TF2 is a blank slate round-to-round
As a washed up open mge lord:
When i played more mge, i could win more 1v1s and i was a bigger threat in an uber. At the same time my team would play around me DMing an uber and we'd get fucked. I hit a wall in mid open where people would just shoot me and my dm didn't matter. I think mge will help, especially if youre a newer player, but you do hit a wall where your dm is better than the rest of your gameplay and more mge doesnt do anythinf useful.
Conversely, i dont think you can get so much smarter than dm-y that it becomes a problem. Focusing on gamesense and scrimming might make you weaker in specific 1v1s, but it wont matter if youre just out thinking everyone else.
EnterimI've only ever enjoyed MGE but I've also never played against strangers in MGE. Maybe try only playing with some buddies around your skill level? I don't mind even mind getting 20-5'd every now and then if it's by someone who makes me laugh and isn't an asshole.
also this^
this is a great way to improve at anything tbh. If you can't have fun when you're losing, you'll never improve. Its why having the right people on your team is so important
Probably testing servers for private branches of the game
mustardoverlordeeemustardoverlordsince when is an 8 to 11 inch 360 below averageliterally anywhere that isn't populated exclusively by competitive fps players
no one outside of competitive fps players even measures their sens in inches per 360, they just list their dpi and in-game at most
and many of em prolly have accel, or raw input 0, etc.
obviously, but you're having to weight two data sets and see which is more practical and useful to research
ESEA players for CS would likely have a relatively low incidence of RSI because the ones who had severe wrist problems didn't make it to ESEA. When you poll a more casual community you get a broader view of what the average person experiences, as well as get more data on what happens when people use higher sensitivies
So sure, esports nerds wouldn't use <10", but esports nerds are a terrible data set if you're trying to learn about anyone who isn't a nerd
picking maps would be alright 2 years from now or w/e but rn we need to make it as fast paced and fun as possible for everyone, and map queues make that hard
k0ngzy
You dont complain enough and that's what makes you a weak frail beta autist.
i could beat u up nerdvirgin
mustardoverlordsince when is an 8 to 11 inch 360 below average
literally anywhere that isn't populated exclusively by competitive fps players
jnki_aka_tungstendid it, whats the point of your research?
shitposting
funhaver1998why not just practice medic arrows?
because iso has good arrows and I'm trying to figure out how