Medium Counter-Strike Dust2 Recommendations July 2026 Track

Legend

Councilman Polamalu
Sr. Manager
Joined
May 8, 2008
Messages
15,016
Pistol Round
Change first round rules:
  1. All players start round 1 with the standard $800, allowing all players to chose what they should buy
  2. DS are able to buy opposing pistols from DS menu (CT: glock, dual elites / T: usp-s, five seven)
  3. At start of round 2, all players return back to $16000 cash

Tick Rate
Upgrade tick rate to 100tick


Fun Rounds

Add helmet and vest armor to all fun rounds initiated from the DS menu


DS Guns Menu
Add to T side: tmp, aug, usp-s, five seven
Add to CT side: mac10, sg552, dual elites, glock


Add forcecamera
Add mp_forcecamera 1 to prevent ghosting (forces everyone only to see their own team while dead, cant spec opposing team)
 
Upvote 1
I like the changes. I think they are a much needed breath of fresh air for our beloved Dust 2. Many players have been asking for pistol/knife round for a long time, so that is a W. All the other stuff, I'm sure we will figure out as its not permanent. I appreciate that things are still being tried and experimented with, even if it doesn't work now at least it was tried and can see what works and what doesn't.


I suggest that the spray owner's name can be automactially shown as well so we dont need to type commands to find out the owner.

Also, the fun round limits, I suggest we should decrease it down to around 10 rounds. 15 rounds is little too long to wait.
I second both of these. 15 rounds does seem a bit long.
 
Last edited:
I'd say pistol rounds and knife rounds are a great little break from the circular gameplay, certainly welcome as far as I'm concerned. Ghosting has always been an issue on the server, but to what extent nobody will ever know with certainty. There are many cliques active on this server, some of whom have external Discord servers where they presumably ghost, which is out of our hands. I don't think it merits restricting spectator mode, it doesn't guarantee anything and is a net negative on quality of life on the server, I'd argue. Looks like its been reverted back anyway but wanted to leave my 2 cents. Overall, I echo what Immaculate has already put in the above messages. Small quality of life updates, and minor changes (ex, pistol rounds, $800 rounds) won't hurt anything. Casual players will enjoy it, the die-hards will tolerate it. I'd caution on any large departures from the basic formula though; there is a reason the server has survived this long without constant updates.

Best,
L
 
I don't know why this section doesn't allow pasting pictures.. need to look into that.

But, for those who think big changes right off the rip are bad, these stats are proving you kinda wrong.. we started in June, look at the new player count.
 

Attachments

  • chrome_kMY0t5hMsX.png
    chrome_kMY0t5hMsX.png
    26 KB · Views: 63
Plus it's the summer, people are more outside than usually. get that 128 server ready this winter!
 
Plus it's the summer, people are more outside than usually. get that 128 server ready this winter!
Hahah the pure chaos would be unfathomable and awesome.
 
I don't know why this section doesn't allow pasting pictures.. need to look into that.

But, for those who think big changes right off the rip are bad, these stats are proving you kinda wrong.. we started in June, look at the new player count.

New vs Returning players
 

Attachments

  • chrome_ERpslZ8ANt.png
    chrome_ERpslZ8ANt.png
    36.5 KB · Views: 72
I'm a little late to this thread, but I will say that in my observation, the changes made over the last few months have been mostly welcomed by the regulars including myself. Thank you and great job to those collecting the feedback and to those implementing it, listening to the player base. I'll add anything additional that comes to mind with regards to improving the gameplay for the community.
 
Last edited:
Garden - You asked what I'd suggest for a tweak to the scoring system a while ago. It's been pestering me given the +/- of all the variables, but I think maybe something like this would bring it more in balance:

1. Base score of x for a kill (call it 5 for comparison's sake against the current system)
2. That base gets a multiplier equal to the inverse ratio of the CT or T teams' collective score. Which would reward joining underdog teams and generally encourage more competitive games
-- Side -- I think this would also introduce a hard / objective variable that's kind of tied to the betting system. So the 'multiplier' could be both a betting nod and an actual scoring factor
3. Then have a player-specific multiplier similar to what I mentioned before. Like the above, inverse k/d.

I think the weighting differentials for each step may have to be fairly hefty, because a lot of it will cancel out depending on what course someone is on (stack team / new / older / talented / sucks ass like myself). But even an equal weighting of those 3 variables, I think, would likely align and lead to better matches and some heightened interest.

Just food for thought. Spit ballin before my 5:00am flight. fml.
 
Last edited:
I'm a little late to this thread, but I will say that in my observation, the changes made over the last few months have been mostly welcomed by the regulars including myself. Thank you and great job to those collecting the feedback and to those implementing it, listening to the player base. I'll add anything additional that comes to mind with regards to improving the gameplay for the community.

YESSS OWNER OF EDGEGAMERS IS HERE!!!
 

Similar threads

Latest posts

Back
Top