Valve have released a new CS:GO 'Operation' pack, bringing unlimited official server access to a selection of community made maps. For Operation Phoenix, the maps were chosen by popular vote - and as such, round up some of the best battlegrounds featured in previous operations. Although, if you're anything like me, the quality is less important than the variety. When you're inevitably killed in the first few seconds of the round, it's important to have some nice level design to enjoy through the death camera.
The returning eight maps are Cache, Motel, Seaside, Downtown, Thunder, Ali, Favela and Agency. All will be available to play in Casual, Competitive and Deathmatch modes, ensuring a busy few months of battle in the constant war between terrorism and not terrorism.
Purchase of the $3 access pack also provides buyers with a Coin, which can be upgraded through playtime and wins. The Phoenix Coin is also a scorecard - giving players a complete run down of their stats across the included maps. Throughout the event, chests containing a selection of new weapon finishes will also drop.
Head over to the CS:GO blog for a statistical rundown of each map. Operation Phoenix will run until June 4th.
Fifteen years ago I thought myself the god of Unreal Tournament: an untouchable colossus of speed and firepower tearing through every difficulty level with consummate ease. So naturally, as soon as I got broadband I tried out for a high ranking clan. They wiped the floor with me, blowing my avatar asunder with the same insouciance I had playing against the bots and laughing as they fell before me.
It was the beginning of a long and illustrious career of being Very Bad Indeed at online games. Yet here I remain, regularly clocking hours on Left 4 Dead, Call of Duty, and DayZ and regularly left propping up the leaderboards.
I m hardly alone. Public servers commonly have their fair share of deadbeats alongside the clan members and twitch kiddies who rule the maps. The gaming demographic increasingly includes middle-aged people with kids and mortgages who want to kick back in the evening and have some fun, but don t have the free time to practice. And, predictably, the more experienced players slaughter them, time and time again. Why do we keep coming back for more pain? Suckers for punishment Lennart Nacke, who researches affective gaming and entertainment computing at the University of Ontario Institute of Technology, suggests it might be connected to something he calls the feedback loop of self-regulation. We need four things to regulate our behavior: standards, monitoring, strength and motivation, he tells me. People in online games form their standard by participating in matches and monitoring their own performance. Every time they engage in another match they get feedback on their prior performance and adjust their current efforts.
But doesn t that mean that practice would eventually lower their motivation when they reached their desired standard? The randomness of the players and the randomness in the twitch games themselves mean the standard is constantly adjusting, he says. It keeps the players in a monitoring loop of their own behavior and this leads them to come back.
StarCraft 2: Making you wish you had extra hands since 2010.
This desire to practice and improve is a colossal motivator, an effect more widely known as positive reinforcement. Mia Consalvo, Research Chair in Game Studies at Concordia University, agrees and she has some data to back up her opinion.
In my research on why people cheat, I found that most players went to great effort not to cheat they wanted to earn their achievements in games fairly, via their own efforts, she says. This leads me to believe that often, players really want that sense of accomplishment that comes from their own efforts and skills via play. That suggests that such players are earnest in wanting to advance in the game. And here that takes the form of multiple plays, even without success.
There s substantial research to back up the hypothesis that, counter-intuitively, failure actually encourages further participation. A 2011 study of internet chess by Mihaly Csikszentmihalyi and Sami Abuhamdeh suggested that players actively chose more capable opponents, and had the most fun against people that they beat only 25 percent of the time, on average.
This seemingly contradictory enjoyment of failure has a parallel in philosophy known as the tragedy paradox. Why do people actively enjoy works of art that prompt unpleasant emotions such as sadness and fear? There s no straightforward answer, but we re all familiar with the experience of bellowing the rage and frustration engendered by failure at the screen, and then quite sincerely telling our friends how great the game was.
Lennart points out that video games offer a uniquely good environment to explore this effect. They put us in an explicit rule context, where our boundaries are known and we can quickly observe the skills of other players, he tells me. This framing of a game allows us to set clear a goal for our behavior and it is much easier to monitor our progress than in real life, where the rules are not clear and the skills of our opponents would be unknown to us.
Raging against the machine Lennart's explanation doesn't entirely explain why gamers like me, who ll simply never have the time or the reflexes to beat the teenage experts that throng the servers, continue to play in the face of repeated maulings. I know I m a hopeless case, so it can t just be the lure of potential improvement that keeps me going.
What s particularly interesting is how this attitude contrasts with that engendered by overly difficult solo games. We ve all played games with excessive learning curves and uneven difficulty spikes, and often the response is annoyance and frustration followed by throwing in the towel. It seems to me there must be something qualitatively different in playing against other people, but what?
Consalvo thinks that it might just be me. I've known players that have attempted particular moves or levels in single player games up to 100 times, she relates, so we can't say they would just give up against the computer. It seems to depend on the persistence of the player and their investment in a particular game. Players will vary widely at their 'frustration point' where they will give up.
Quake Live: Browser play means it's even easier to lose than ever before.
Equally, some of those effects that make failure actively pleasurable when playing online also apply to the offline world. Nick Yee, a research scientist who s been studying online games for over a decade, points out that it used to be near impossible to beat games. Most people who played Pac-Man or Tetris never beat the game, but they kept playing because it provided a challenge and allowed them to sense their own improvement.
It s the same psychological feedback loop that we ve already encountered. Winning in itself isn't necessary to create engagement, Nick says. In fact, one could argue that not winning at Pac-Man and Tetris were precisely what kept people playing.
Lennart, however, suggests it might be related to the unpredictability of a human opponent when compared to a bot. If the standard of the game is too high, the frustration threshold will be hard to overcome for players, he tells me. But against humans, the randomness of the opponent influences how we build our standard and makes it harder to form comparisons, essentially keeping us engaged for longer because we haven t yet met the standard that we rebuild every time we engage in gameplay. Friendship through failure This was starting to chime a little better with my personal experience. Maybe the attraction is as simple as the humanizing element; the huge pull we have toward sharing activities, even if it s with faceless strangers who might be thousands of miles away and want nothing more than to repeatedly blow us to pieces.
Mia thinks that could well be the case. Being social is not always about communicating it is also about engaging in a shared activity with others, she says. Sometimes that means simply being among other people; it could mean engaging in a group quest or even PvP or other competitions.
The point that you don t have to talk or even text with other players online in order to feel a sense of companionship from them is also one that Lennart makes. They are just enjoying the company of other people and even if they could not communicate with other players directly, they are still enjoying the shared language of playing the game.
Dota 2: So complex, you can deny opponents XP by killing your own minions.
Lennart and some colleagues ran a study on this hypothesis, analyzing several months of log files from a large site that matches players for online board and card games. They found that while user s behavior mirrored many aspects of real-life socialization, they were forming only transient relationships and talking very little. What could explain their actions?
The main point here is that games themselves are a form of communication, he tells me. They allow us to communicate with other humans by monitoring and comparing our behaviors in the game to others and witnessing personal growth in an easy to understand constrained environment. Games, even the competitive ones, are in my opinion one of the most social ways we can interact using technology today.
And there s my answer. I play a lot of board and card games, and have long been aware that a big part of the draw for me is the enjoying the company of friends and family and gaming at the same time. I m no good at those games either, but I do have a fantastic repertoire of funny stories about my spectacular failures.
So I m happy to carry on being the bottom of the pile just to have the pleasure of knowing that behind all the nicknames on top of me are real people, and I ve contributed to their game, their narrative, their own repertoire of anecdotes. Whatever my losses in the game, I ve won a little victory in my real world life.
If gaming can sometimes seem like a solitary experience, Spela Modigt // Play Bravely shows what happens when a group of players finds the chemistry and will to succeed as a unit. The new documentary follows professional Counter-Strike: GO player Jonatan "Devilwalk" Lundberg and his Fnatic team as it attempts to win the Dreamhack Winter 2013 tournament.
A support player in the Fnatic Counter-Strike squad, Lundberg likens himself to a psychologist or "shrink," as he puts it, in that a big part of achieving any goal is keeping people together and focused on a single objective.
"We are a team that doesn't really change," Lundberg says in the film. "We've had the same core players since the start of the year and that's really, really unique. People quit, people change lineups because they get in fights, can't resolve their issues. So they just start over, which is the wrong way to go I think."
As well as offering polished insight into some of the personalities behind a top eSports team, director Zacharias Dyrborg's film features some great play-by-play action of competitive Counter-Strike and works to explain the mindset of the Fnatic team before and after each match. For me, it showed that while skill will almost always show itself in highly stressful situations, success can also depend just as much on understanding how to take advantage of the emotional side of competition.
Counter-Strike: Global Offensive s surge in popularity over the past few months makes now a great time to join one of the most competitive multiplayer shooters on PC. This visual guide will teach you how to set up your game for the maximum competitive advantage. There s no singular best practice, as a lot of configuration is personal preference, but there are tweaks you can make to graphics and network settings, keybindings, and more to help outplay the competition. Understand your graphics settings
There s no consensus among the competitive community about which screen resolution is the best. Lots of players look towards the pros using ancient 4:3 resolutions such as 800x600 for guidance. However, there is no singular advantage provided by using 4:3 resolutions. Some hardcore players use these resolutions because they were optimal in the 1.6 era and allowed legacy CRTs to hit higher refresh rates, and pros are generally change-averse.
But when you re using a 4:3 resolution, your horizontal field of view is just 74 degrees. Some players prefer this narrow view as it allows them to focus centrally on their target, and positions the radar closer to center. At 16:9 the player has a 90-degree field of view, which allows more vision towards the edges of the screen. I value this peripheral vision over narrow focus, and thus use 1920x1080 (16:9). Ideally, you want to use the native resolution of your monitor while maximizing your framerate.
The single best way to increase your FPS is to drop your resolution, so let's dig into CS:GO's graphics settings. Improve FPS with launch options
Make all your graphical adjustments with the knowledge that CS:GO is a CPU-limited game in general. There s no holy grail console or config command that can dramatically improve your FPS, but there are some slight tweaks we can make.
Drop all your in game graphics settings to low, disable anti-aliasing, enable multi-core rendering Add these launch options to your launch parameters in Steam (see screenshot above):
-novid -console -high -threads 4
These commands disable the intro, enable the console, set the process affinity to high, and grant your cores to CS:GO, even though technically Source can only use 3 threads. Some players add the -processheap parameter thinking it will grant better fps, but because this substitutes Windows memory management for Valve s own code it is highly recommend to remove it.
The next step involves modifying CS:GO's config file. It's a bit more complicated, but allows us to make some really useful tweaks. Adjust graphics settings in the config file
Find your config.cfg in the cfg folder within the game directory (default C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Global Offensive\csgo\cfg). If you don't already have file extensions enabled in Windows, you should enable them now to make sure that, when you edit the config file, it retains the .cfg extension. To turn on file extensions, click Organize in Windows Explorer, click Folder and search options, tab over to View, and uncheck Hide extensions for known file types. Now let's edit config.cfg. You can open it in Windows Notepad, but it'll be easier to read with a more advanced text editor, like the free Notepad++.
Now, edit these lines in the config file. For most of them, you'll simply be switching out a 0 for a 1, or something similar.
r_drawtracers_firstperson Set to "0" - Disable first-person tracers. Enemy tracers are still drawn.
mat_monitorgamma Set to "2.1" - The brighter the better so you can illuminate enemies.
mat_savechanges Add this line to write video settings to the registry.
cl_forcepreload 1 - Forces the game to load all the sound and art assets on map load. This can help you if you experience stuttering when certain sounds go off, such as throwing a grenade into a bunch of props
cl_disablehtmlmotd 1 - disables those annoying ads when connecting to a server
cl_autowepswitch 0 - Disables automatically switching to a primary gun you pick up off the ground so you don t draw an unloaded weapon
cl_disablefreezecam 1 - Disables the annoying freeze on death so you can make proper calls to your team mates
You can save your changes, but don't close the config file just yet. Next, we're going to tweak the most vital of all CS:GO settings: network settings.
Adjust network settings in the config file
These network settings are the most important commands you will type into your config file. Find the following commands in your config and change their values as noted:
Also, add rate to your config file with the following value:
Think of it like this: there are two versions of Counter-Strike being played, yours and the server s. The client version is (default) 100 milliseconds in the past of the "real" (server) version of the game world. The more updates you have, the less interpolation (prediction) is required by your PC to accurately figure out what the server world looks like. If the server and your client compare data, and the server overrides your hit, then what you think is a hit will be a miss. There may be times when you ll shoot someone and see blood, for example, but then the client reports 0 damage. This occurs because blood decals are client-side. Your client believes you scored a hit, draws the blood, and sends the packets to the server to be checked. If the server rules a miss, then the player takes 0 damage. This is why you want your client s perception of the world to be as close to the server s perception as possible.
Decreasing interpolation runs the moderate risk of experiencing laggy players models jittering. It is beneficial to lose smoothness to gain accuracy. The goal for competitive play is to always have the lowest possible amount of client side interpolation and gain the most accurate representation of the game world. So we set our cl_interp value to 0.
By setting it to 0 the game will automatically set the interp to the lowest possible value allowed by the server.
Next we want as many updates per second as the server will possibly give us. A 66 tic Valve matchmaking server defaults rates to 66. In case you ever play on a higher tic rate server we want to set our cl_updaterate to 128 and our cl_cmdrate to 128. You can use higher values, but it won t matter. With these settings, any time you connect to a higher value server, it will default you to the highest values allowed. The same goes with rate, which is the size of the packets. You want as much information as possible so we set this to 128000. Again, this will default to the highest amount a server will allow. You can never have too much of a good thing!
"Now," you might ask, "my monitor's refresh rate is 60hz and thus those extra frames are not drawn, do I still benefit?" The answer is yes.
There are other variables to consider, such as input lag, mouse polling, and a general overall smoothness. If you have a high framerate, your input lag will be infinitely lower, and your mouse will feel smoother, even if your monitor is not actually drawing those frames. The physics, the tics, all the send/receive commands are still triggering themselves at a more rapid pace, and thus your representation of the game world is better, even if the frames are not technically being projected into your eyeballs. Set up hotkeys for buys and grenades
Using a simple syntax in the config.cfg file, you can set up hotkeys to buy specific loadouts. The brackets below are to demonstrate where you'd place a word or letter, so don't actually type the brackets into the config file.
So, if you wanted to bind the up arrow to buy an AK or M4 (depending on team), the command would be:
bind KP_UPARROW buy ak47;buy m4a1
Or if you wanted the home key to buy armor or head armor (based on cash) the command would be:
bind KP_HOME buy vest;buy vesthelm
It is extremely useful to bind separate keys for different grenade types. This way, you can throw a counter-flash while completely blind, instead of fumbling through the grenade menu. It works the same way, but the command is use" instead of "buy."
For example, let s say I want to bind f to put a flashbang in my hand. The command is: bind f use weapon_flashbang
Or maybe I want to use v to pull out a smoke grenade. bind v use weapon_smokegrenade
Here's a list of weapon codes in CS:GO.
Rifles ak47 : AK-47 aug : Aug famas : Famas galilar : Galil m4a1 : M4 sg556 : Sig aka Krieg
Utility decoy : Decoy Grenade flashbang : Flash Grenade hegrenade : HE Grenade incgrenade : CT Incendiary Grenade molotov : T Incendiary Grenade smokegrenade : Smoke Grenade Customize the HUD
There s a few tweaks to your HUD you can experiment with in the config file.
hud_scaling (0.5-0.95) - Allows you to change the size of the HUD cl_radar_always_centered 0 - A lot of players prefer the default 1 but as in-game lead I like being able to see the entire map on the radar cl_radar_scale ".4" - changes the radar zoom size so you can see more Customize your crosshair
There is no best crosshair, but I prefer small classic static. A static crosshair does not expand during movement. As the crosshair s expansion does not accurately reflect current accuracy values I recommend using a static crosshair.
Update: After talking to Matt Wood from Valve, who wrote "the same data that's used to determine the accuracy of your bullets is used to draw the spread of the crosshair (on the same frame)," Matt is definitely right and what I wrote about the dynamic crosshair wasn't correct. A dynamic crosshair in CS:Go does correctly show the accuracy values in real time, unlike in previous iterations of the game. I think most competitive players just do not use it because they are used to their legacy crosshairs, and the constant movement can be distracting. New players may benefit from the dynamic crosshair's visual feedback displaying how controlled movement improves their accuracy.
Again in the config file, change these values to customize your crosshair.
cl_crosshairdot "0" - This command disables the center dot cl_crosshair_drawoutline "1" - I recommend everyone turn this outline on so the crosshair is more visible cl_crosshair_outlinethickness "2" - Set to 1, 2, or 3 to adjust thickness. I prefer 2.
Crosshair style and color can easily be adjusted in CS:GO's Game Settings menu.
Choose the right mouse sensitivity
Want greater control and accuracy in combat? To find the right mouse sensitivity, lower your sensitivity to a level that feels uncomfortable to play at, and then raise it one notch. The lower your sensitivity the more control you as a player have over your accuracy. While you need to find a sensitivity that works for you, I generally suggest a complete mouse swipe should be around 120 degrees of in-game movement. Remember, in CS, if someone is behind you, you re probably already dead anyway.
You want to completely eliminate mouse acceleration. Mouse acceleration increases the distance traveled based on speed of the movement. This is not ideal for consistency. You want a 1:1 ratio between mouse movement and in-game view rotation.
In the Windows Control Panel, make sure your mouse sensitivity is set to the sixth notch. Disable enhanced pointer precision to remove windows modifiers and disable acceleration.
Disable all mouse acceleration in your mouse drivers, if you use special software from Razer, Steelseries, etc. If you use a gaming mouse and software which allows custom DPI settings, use the native DPI of your mouse so there is no interpolation. If your software allows, use a 500 Hz or 1000 Hz refresh rate on the mouse. 125 Hz = 8 ms; 500 Hz = 2 ms; 1000 Hz = 1 ms. Selecting a mouse
There are six variables to consider when purchasing a competitive mouse: DPI, hardware acceleration, prediction, max perfect control speed, malfunction speed, and lift off distance. DPI stands for dots per inch. The higher the DPI, the faster the mouse will move per inch. A lot of gaming mice are sold at stupidly high DPIs. Be aware these products are not always ideal.
The other variables are much more important than a high DPI. Hardware acceleration is built in mouse acceleration. You want to avoid this at all costs. A lot of laser mice suffer hardware acceleration, as well as some older mice like the MX518.
Prediction, also known as angle snapping, causes the mouse to try to smooth out your input and create a straight line. Max perfect control speed and malfunction speed are related. The max perfect control speed is the speed at which the mouse begins to lose perfect tracking, and the malfunction speed is when tracking ceases to work. Have you ever flicked your mouse for a shot and your control spasmed? Your mouse s control speeds are too low and it is time to upgrade!
Lift off distance is the lift height required to stop tracking. If you do not want to do all the research I highly recommend a Logitech G400 at 800 DPI. Selecting a mousepad
There s a million options available to gamers when it comes to mouse surfaces. There are two general types: resistance pads and slick pads. A cloth pad would be an example of a resistance pad. The friction of the cloth against the mouse skates requires more effort for the same movement, thus offering more granular control. Slick pads decrease friction and allow for quick snapshots. I recommend a cloth pad for new players starting out. If you have to use a laser mouse avoid black pads, as they can cause some tracking problems.
I use an 11 year old DKT fat cloth pad. Get_Right, arguably the best player in the world, uses a Zowie speed pad and Zowie EC1 Evo. The Steel Series QCK mouse pads are also incredible. It really comes down to personal preference.
Before running away for a few days of competitive eating and cooperative gaming, Evan, Cory, and Tyler gathered to reflect on the most memorable victories, losses, and stories they virtually experienced in 2013. Watch the whole five-video series on the PC Gamer YouTube channel, and subscribe to our YouTube channel for more regular content, gameplay footage, and conversations.
Rounding out its set of living room-centric announcements this week, Steam Controller has been revealed by Valve, a 16-button, haptic-driven gamepad that Valve says is hackable, includes a touch screen, will feature sharable configurations, and has the ambitious goal of “supporting all games in the Steam catalog.” No price was announced for the controller, and it doesn't appear to feature motion control. In place of analog sticks, Steam Controller features two circular, clickable trackpads. Valve claims that PC gamers “will appreciate that the Steam Controller’s resolution approaches that of a desktop mouse,” and goes as far to promise that the controller makes games that aren't traditionally suited to playing from the couch--RTSes, 4X games, simulations, and others--controller-friendly.
To compensate for the trackpads’ nature as less-tangible input devices than conventional analog sticks, Steam Controller includes “dual linear resonant actuators” that produce vibration. Valve adds that the controller can serve as a speaker. What seems to distinguish the Steam Controller’s square touch screen from other touch screens is click functionality. “Actions are not invoked by a simple touch, they instead require a click. This allows a player to touch the screen, browse available actions, and only then commit to the one they want,” Valve states in the announcement.
Although Valve was vague on how it plans to implement this policy, it emphasized the openness of the device. "We plan to make tools available that will enable users to participate in all aspects of the experience, from industrial design to electrical engineering. We can’t wait to see what you come up with," Valve says.
We'll await details on price, materials, and an opportunity to try Steam Controller ourselves soon. Snuck into the very end of the announcement is a mention of Steam Machines and SteamOS, the prototype of which Valve says it will share "detailed specs" of next week.
In the meantime, you can become eligible to beta test Steam Controller by following the same steps outlined for the Steam Machines beta.
The Arms Deal Update for Counter-Strike: Global Offensive is live, adding in a Team Fortress 2-style system of random drops, over 100 new weapon skins, two new stock weapons, and a purchasable item that helps fund competitive play.
The new weapon skins will drop randomly while you play CS:GO, much like new items in Team Fortress 2. Unlike TF2, all of the modifications are purely cosmetic. You will also occasionally find weapon cases, similar to TF2's crates, which must be opened by a key. These come in two styles: standard variety, and a special eSports case. The proceeds from eSports case keys will go towards larger prize pools and greater visibility for competitive CS:GO.
It's not all just paint jobs and microtransactions, though. We're also seeing the return of the silenced variants for the M4A1 and the USP, which feature a smaller price tag and magazine size than their louder brethren.
Arms Deal is available now, and you can read more about it on the official announcement page.
We have updated the public release of Deathmatch Classic. This update contains all the changes from the recent beta, thanks to the whole community for their help with testing and suggesting new features.
Changes in this update are:
Converted Deathmatch Classic to the new SteamPipe content system, for optimized delivery of the game
Added support for Mac OS X and Linux operating systems
Enabled Cloud support for save games
Improved OpenGL rendering pipeline and output to leverage the capabilities in todays GPU