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Answered question from the Devs in the Discord.
Hello everyone this will be a big list of answered questions in the questions section of the Official 9 to 5 Discord and will be updated regularly. Those questions are directly answered from the Devs and not from me. Q: When comes the Alpha? A: June 4th 2020 under full NDA. Q: Will there be a public roadmap for the game in the near or far future or at all? A: Alpha is going to be first place to learn about the game more and we will keep you guys up to date on what are the bigger items on our path. I cannot say if we publish or not roadmap per say, as I really wouldn't like to get to situation when we promise something and have to take it back - as missed expectations or broken promises are one of the biggest pain point for me as a player. Q: My biggest question is what inspired the bank map, because to me that layout closely resembles Big Bank from Payday 2 is this map a totally original blockout or was there some kind of collab going on here? A: Bank is part of the flood-map. We have not collaborated nor cooperated with any Payday nor other teams or employees on this, although we obviously playing games and taking examples and ideas from out there. Q: When is gameplay being shown? A: As we have said, we are working on Alpha and we will show gameplay when we are sure about the Alpha date. Sit tight, it will happen! And we will make sure to let you know when we have that video available. Q: Are there going to be 3 dedicated spawn points on the map(one for each team) or are you going to spawn with your squad in a random part of the map? A: We have touched that a bit in the map dev update and will be talking even more in the new one update coming out soon. We have various game modes and each mode has number of possible locations and spawn points. Your position can vary and is randomized, so you don't know always where you end up and need to adjust your tactics based on the combination of goals, map, your spawn point and location of the objective. Q: Really excited to see the gameplay. Super curious to see how you handle gun play. For example, Recoil, muzzle flash, weapons handling and manipulation, reloads, aim punch etc. I'm a Big Gun Guy with lots of experience and training. That said, if you had to compare your gunplay to similar games what would you compare it with? I'm hoping somewhere between Tarkov and CODMW. A: Hello and thank you for the question! We are going to open up on guns and stuff closer to alpha, where we will share details with you all. Q: How long will be a match? A: 1 match takes 15 minutes and each round roughly 5 minutes. Q: Will you be on the Summer Game Fest? A: We currently have no plans on being present in Summer Game Fest, but if the plans change we will inform you all. Q: Will there be any events like "Boss Fights" when teams team up from 3v3v3 to 9v1 or random person is being chosen and the gamemode turns into 8v1? A: It's way too early to discuss events or special modes like this, but for now we are designing the game to be 3 v 3 v 3 and all game modes will work like this too. Q: Is this a tactical pvp shooter like csgo? A: We are not close to CS:GO, and we have said earlier that R6S is closest to us out there, but still we are VERY different to them even. Biggest difference being the fact that in Nine to Five each match is a 3v3v3 over 3 rounds. Q: Is the map Flood polished? A: We have different names for different states the maps need to be in. Polish mean we done a detailing pass on the whole map in non-gameplay critical areas the critical gameplay areas get done first, ofc. It means objects that you can use as cover etc...For exemple a box of screws on top of a wooden crate is hardly critical, yet the crate is since you can take cover behind it. Ofc if you ask a dev, it never is "finished" as you'd like it. But it has to be done at a certain time for the whole production to work. Q: Will the sounds used for weapons be recorded using actual guns procured by the black market? And are you using real life Gun models? A: As mentioned before, we are not copying real guns or manufactures, we are creating our own guns with personal touch. We will share more light on this in one of the upcoming dev updates, where we are talking about the guns and their characteristics. Q: Since there are 3 competing teams, what/who are they? We know most likely 1 team will be a CTU and the other a terrorist unit, but what about the third? From the teaser we already know that this game will focus a little on the story and lore, but how reliant will it be? A: As mentioned already, the lore will explain that a bit more and will follow up on it. There are no terrorists or police/army, nothing like R6 or CS environment. But we are going to touch that later on. Q: With the map's verticality, Would there be a way to repel down buildings? Perhaps a tactical item in the loadout? A: We dont have that planned right now, but why not. The technical implications of repelling are quite vast, you need an entire new locomotion system, in/out animations on top, and you need to make sure facades are quite flat. We have ladders, fire exits and so on already so you can go up and down relatively fast. Q: With the teams going to be 3 players and the maps going to be reasonably big. Will the game be extremely spread out and relatively Long Range and LOS focused? Or will different objectives change the gameplay? A: Flood is 200m, so long range means rifles or scopes. We do not have focus on LOS missions specifically. Q: What taboos you guys set yourself for game design like what stuff you will not do at all cost to make the game fit your ideals? A: Hmm... One that comes immediately to my mind was is "no sci-fi". Very early on we decided that we want to build believable game, that will be set in very near future and using some modern technologies, but nothing that would be unrealistic. That goes with environment, guns or systems. Q: You planning to made voicechat only audible for the team where it came from or for everyone near him? A: Even though early, we can already say that you will not be able to hear voicechat of the other team nearby you - only your own. Q: You think that tunning the noise up of certain things will be a buff or not? A: Audio enhancements as a special ability? Not sure as it will be as a buff or not. -we need to accommodate for all players with varying preferences on their setups. So enabling audio based buffs leans a biased favour toward those with better setups. However, we will be using dynamic mixing that will adjust what the player hears on a second to second basis. So the ambience for example will change dynamically when first contact with N enemy hostile happens for the first time, certain explosions in close proximity to the player might disrupt what those in the proximity can hear. It's not a buff par say, but you could theoretically use this to your advantage ;) Q: Do you guys already have plans on how to deal with cheaters? That's a thing that kills games if not well handled. A: Already mentioned before: cheaters is a big problem and need to be thought through from the first moment when building the game. We are taking many actions already now to make the fight easier and prevent the game to be cheater-friendly, but cannot go to details yet. I really believe that cheating is something that needs to be handled firmly and strictly with no exceptions - it can ruin the experience and be extremely toxic in the community. Q: Do you have a policy on the messing with the players sensitivity or like making the screen distort for flash bangs or stun nades? A: Flashbang will affect various things. We will see what exactly and how when you guys get your hands to alpha, but it is worth taking into your equipment for sure! Q: Is there gonna be a time limit or something to stop people from camping? Because tactics often involve camping in a corner for some people. A: One part is the timer, second part are the flows.Flows are build so they are aiming against "camping till the end". We are tryin to build them towards motivating players to be active and to "play the game". Some might be on purpose "slower" (understand they provoke more step-by-step tactics), some are more about moving around the map. But enough hinting, can't spoil no more. Q: I gotta ask because maybe im stupid but doesnt anyone have their hands on the game at this point in time? A: We have had a few tests before, including Friends and Family test for which we raffled 300 people from this Discord (had to be European because of server location), so some people have already tested it before, but Alpha is not out yet, and no one except the devs have their hands on the game right now. We will have more info about Alpha later. Q: Are the guns all going to be modeled based exclusively on real weapons, or are there going to be some which are RHG originals? A: Inspiration will be taken from different times and weapons. But none of the guns are direct copies of real world weapons. Q: How many guns will there be in the entire game? (just a guess or so, just want to know if youve thought about that/how many youve made already) A: Unfortunately not able to share this information yet. Only thing we can say is that guns are hugely important for us, both on the artistic and design side. Q: Will the game be cqc based or it will also have big open maps for long engagements? A: We are planning mixed approach. Each map contains various locations that require from you very different approach and tactic. Even same game mode but in different location on the same map might force you to grab different gear and change the way you played the previous one. Q: Is the time-to-kill going to be High or Low? A: We will talk about this topic more closer to Alpha :) Q: I asked this question about a month ago and yous said you couldn’t answer that at the moment but me and a few friends wanna know if 9-5 will be available on console platforms /ps5/ps4/Xbox S X/Xbox one/etc. And we also wanna know what year yous think we’ll be able to play 9-5 this year next year or even longer? A1: A month is fairly short amount of time, especially topics like those... So far there is still no answer to any of those. The focus is PC and that is what is being worked on right now. There is no date set for the Alpha so there is no way anything beyond that can be said. A2: Continuing on this topic, it's worth noting that a month although is a long time in the development cycle, isn't a very long time for the rest of the industry -moreso now in relation to the global nonsense going around hampering pretty much everyone from going places, seeing people and such. So although it sounds like we're forever saying 'its to early to say' sadly, we're still in this situation even now. But, rest assured we will keep you all in the loop on things as soon as we are in a position to share, no matter the subject you only have to look at how many news and updates we've already shared this last week. Q: I was watching the video, and like you guys were "indifferent" on how to win the game, is it like win 2/3 rounds to win the "whole game", like im confused, because with the intel round and you find the intel and the safe you "win" when the hacker is on the safe, and in the defense round you win when Your cracker is on the safe after a set amount of time, and in the escape round you win if u escape, but like what is the "Big Win" like the overall thing, like is there a way, a person could camp the exit point like tarkov and just claim the win because he/they could just out gun you? or did you get the "big win" if you won the two out of three objectives but couldnt escape, because I'm worried that someone could just yoink the "big win" by just sitting and chilling secondly, i was also wondering on the choice of escapes, methods in the game, while the whole "we cant tell you until alpha" thing exists is there ways like y'all said to stealth the entire "mission" and also when it comes to escape y'all mentioned a truck vs the helicopter, is it "site" based or is it player choice to decide like the truck might be quieter but its slower to get to the escape zone and the helicopter is a lot more obvious and quicker. just some thoughts and confusions Also just a comment or a question kind of both i guess, but is there a way to have different sorts of things to safe hack, yes i know y'all are doing but the hacker on the safe and such but like hypnotically you are a mercenary and they do whatever their buyer wants and not all buyers want gold, or money but also maybe weapons or cases of a substance or stuff like that, *could put it on a pallet so it doesn't require intense script change, it would add to the repeatability i believe. One last thing, i don't quite understand what's the point of hacking the safe, case because isn't the point is that you're a merc corp. and you need to get to a buyer? would it make more sense to remove the thing holding it down? A: On "chilling&winning": no, not possible for any of the modes. You definitely benefit from more silent approach and usually going guns blazing, open fire without thinking gets you down fast (especially when defending or escaping), but other teams will make sure you cannot really just sit and chill. In defending the other teams have the goal to get in and place their device, so that immediately creates quite a bit of tension - and even single grenade to the zone destroys pauses the countdown and forces you to interact. In round 3 then if you would just sit, the timer runs out and you lost - as your job is to get out of the level. On choices of escape: In Intel the two places are predefined for you and you can go to one of them - but it's up to you which one. You can even start one, seeing it doesn't really work, turn around and try your luck on other, or do diversion, where you start coutndown in one place, sacrifice your team member and start in the second zone. There is plenty of options! There are other game modes, where you can in fact select from wider number or in some way define much more the place, but about them down the road No spoilers, sorry. On variations: There are different game modes, places and maps - it gives a lot of variety already. Your proposal is interesting though, will keep it in mind! On the story: There is a logic and even small mini-story around the mode that we can open up soon I believe! (but need to first run it through internally if OK ) Q: Do you guys plan on having a Pre-Alpha stage before Alpha to fix the most glaring issues, Hand-select a few players from this discord and put them under an NDA and have them hunt for bugs and stuff? A: We did run the Friends and Family testing in January and February and selected few players from there are helping us out to test the game once a while - rather than chasing down bugs though we are asking them more for feedback on changes we are doing to the game. We are using both internal QA team (massive kudos to these guys for cracking the game daily) and external partners for providing QA support on daily bases to get to know the bugs/broken parts of the game ahead of alpha. But coming from development and with the experience: I bet there are going to be WTF bugs and issues there no matter the effort, as these always are and our alpha is going to be very early on version of the game. Q: Who will get access to the alpha? A: That will be randomly selected from the people who signed up for the Alpha. Q: Serious question tho, is friendly fire a thing, and if it is, how will you guys deal with people who intetionally team kill? will you have an honour system where it tracks how many team kills you do and if you do too many you automatically get put on the bad list and like idk have reverse freindly fire on for a long time or will yall have an intentional vs unintentional vote or...? A: Friendly fire is open and a thing. We had very long discussion internally behind this, as it could lead into annoying accidental kills of your team mates, but it is part of the risk/reward of you commiting in fights. For alpha we are not handling yet things like toxicity in this way, but for beta we are already planning actions to make sure people cannot use team killing as toxic behavior. Q: Will the game allow weapon modifications? Character, equipment? - Will the game have orders for the AI team (as it was in SWAT 3 and 4)? - It will be in the rappelling game (In R6 Vegas 2 it was done, but quite artificially, quite nicely crafted rappelling is in R6 Siege). The problem with R6 and Swat was that the player in those games walked the one-way. And all that could only surprise the player is that the AIs were always different. And that's the problem again, if in most games you repeat a map, so everything is the same, so it's simply easy to play and easy to learn. Well this in turn has done PayDay 2 where one map is in several ways. If 9-5 could be a bit of a simulator that a player with a team (AI, player) would be somewhere at the base where he could modify weapons and other things and in the meantime he would be waiting for a report for an action / mission or something like that. . In the meantime, he could train at the shooting range and also at Room Clearing training. I have a plethora of tactical games and ideas in my head. But I'm not a developer or programmer or graphic designer :( And I still remembered in the first R6 Siege trailer, you could see the rappelling from the helicopter to the roof of the house, which was a great spectacle, but UBI, as in several games, lied again and did nothing like that. And since that trailer, the reality of the game is completely foggy, an absolutely different game. Will you make it into the game? That it would be possible to rappelling even from a helicopter? Perhaps you will succeed 9-5, even if at least a few things are met that are simply missing in all released tactical games, or it is only half. A: Rappelling is truly not part of the design now. We are not saying "never", but we do not see it at least in the foreseeable future, hence in alpha feature set. Our game will have big focus on weapon customization and almost "creating your gun" - and that on both functional and visual level. Functional level is going to be already almost fully in to alpha pack - but more about that in the future dev updates! Armor plays big role in our game and you will be able to adjust it and decide on what you want to focus in the game. We haven't opened about that here yet, so cannot go too much into the details, but you will be able to define the way your gameplay goes based on it and it affects multiple things in the second to second combat, not "just" the visuals or protection. As guys mentioned, we are working now on PvP modes and that will stay our focus for awhile for sure. We decided this pretty early on about this, not to render our focus thin and delivering half-finished product. We are not hundreds-man team and we truly believe that focus and quality matters. Q: Will there be an in-game map to view all of the locations? will there be a ping system to easily show locations to teammates? A: You have a map in-game where you can see positions as well as positions of your team mates. We will have very, very simple ping system for alpha, improving it for the beta to be more on-par with rest of the games out there. Q: Will the game have a rank system? A: Our focus right now is on the core gameplay and the main player journey. Ranking and other competitive modes will come up later on in development, after we confirm with you guys that we have game that is fun to play.
Introduction Just thought it might be interesting to discuss the thought that one day the CS market will die. With real-life markets, there is the expectation that companies, currencies, and commodities will continue to be relevant/traded for decades. This means that they can be invested in for long term gains. Can the same be said for the CS:GO market? The prices in the market are determined by a multitude of factors, but the most important of which is simply the demand/relevancy of CSGO. I personally don't think it will happen for at least a few more years. But seriously think, will there be a market for CS items in 10 years? 20 years? It just interests me because I always see people say they're 'holding items for the long term' but how does that translate when the market lifespan could be finite. _ About me (if you care) I've been playing CSGO on and off since my late teens and started investing since Cologne 2014. Back then I thought a Katowice sticker selling for more than £10 was a joke. For transparency, The main investments I hold are Cologne 2014, Dreamhack 2014, Katowice 2015, Sticker capsule 2s and Winter offensive cases. All bought during their respective steam sales. Most of my investments have been cashed out recently (thank you China) with my inventory only being around 20% of what it once was. IRL I'm involved in financial management for work but I do not regularly trade on the forex/stock market. My knowledge of markets and trends is from parts of my professional qualification and personal experience. _ What would be the cause of the markets death? There are a few factors that could cause CS GO and the demand for items to fall to near zero:
Slow decline in player numbers - As the game ages, the player base could move on to other games/commitments or Valve could put out bad updates or. So far this isn't the case since the player base is still growing.
Fast decline in player numbers - A sudden drop due to a new game with its own market. This would cause a mass migration of cash/assets from one game to the other.
Market/Game glitches - As seen with the recent TF 2 bug, the risk of holding virtual items is high. The incompetence of a developer could cause your items to be worthless overnight.
Legislation (cases) - Quite simply an unforeseen change to loot box mechanics could drastically change the way items themselves are generated.
Legislation (cashing out) - Valve or other third parties could enforce stricter rules of sites like Bitskins that cut-off the liquidity of items. We've seen some crackdown of this type in the trade bans of betting sites and 7-day restriction.
_ What are the factors that could extend the longevity of the market? These are quite obviously the opposite of the above factors.
CS maintains its popularity and entices new players either with new updates or marketing - We can see one example of this with the recent push for CS in China. I know its a stretch but could we one day see CS blow up in India?
CS Cements itself in the industry as the gold standard for shooters and transcends the limits of time, kind of the same as above - Whether this is by maintaining a competitive scene or by pushing updates, including graphical updates. We can already see that the game has become F2P which means it has a long potential life.
If we avoid any of the negative factors.
When do you think the market will die? (Or will it stay around forever?)
Do you think it will be a dramatic crash or a slow death?
Considering the sizeable risk involved with the market, shouldn't investors adopt a prudent approach to cashing out profits? Eg regularly cashing out at different points to mitigate the inherent market risk?
Thanks for reading and I'd be interested to read other peoples thoughts.
This is the first iteration of a new Newbie Guide to Investing in CSGO, covering most basic issues. Some subjects are in the work and will be added at a later date. Before we start, THIS is a fantastic overview of CSGO Market History (until April 2019) and a must-have, including timeframes for regular and operation drops, many important events and lots of useful info, made by steamfrag
Which items can be invested in?
Introductionary Note: Discontinued consumables (cases, stickers and basically all containers) are better items for long term investment than non-consumables, since consumables get deleted from the market when used, thus reducing their quantity over time, unlike skins which are only deleted if a user gets banned or if the skins are used in trade-up contracts. Specific skins/knives/gloves could be profitable to invest and to hold long term, if you know exactly what you are doing. But generally skins are better suited for frequent trading and not long term investing, or if you want skins to play with and more or less hold their value with some potential to go up in price. As an example, Here is a video from TDM HeyJesus from last year explaining what I mean. If you are more interested in trading with others, nice knives and gloves, etc. and not mid/long term investing, visit /GlobalOffensiveTrade
Discontinued Cases: You could buy 3 cent cases (or less, depending on your currency from steam market, or 1 to 2 cents from cashout sites) when they get discontinued from the active drop pool and are moved to rare drops. This usually happens when a new case is released, the oldest case from active drop pool moves to rare drops. Active drop pool usually consists of 5 cases. Be aware that cases with high volume on market will take a very long time to rise in price. You could also invest in cases at a later time, for instance after few years of being 3 cents, lower quantities on market and upwards price trend, you could jump in or even at an earlier stage when they are still as active drop but anticipated to be the next case to move to rare drops, if you're in it for the very long haul, and if you can get the cases for extremely cheap prices in bulk (1 cent or less). Some cases are much older and/or rarer than others and therefore cost more, for example Operation Bravo case. Sometimes unexpected things happen with cases, for instance Valve decided to make the Hydra Case a rare drop as soon as Operation Hydra ended, even though most people were expecting the Hydra Case to become a common drop after end of the operation and to become 3 cents for a long time. Instead, they went up in price very quickly and very high. So if you invested in hydra cases during the end of operation for 10 cents, you could have made a lot of money by now. But note that the more cases are released, the more options case openers have to chose from. Therefore the rise in price of cases might slow down during time and take longer, as more and more cases are released. This can only be countered by increasing number of players and case openers (natural demand). Last but not least, the popularity and prices of the skins in the cases will influence the price development of discontinued cases (and vice versa).
UPDATE: Lately Valve has done some weird things like dropping a large number of older cases such as Shadow cases, Chroma 2 cases, etc. for non prime accounts. So the old system isn't that reliable anymore
List of all CSGO Cases in Chronological Order:
Rare or Active Drop
CSGO Weapon Case
14. August 2013
eSports 2013 Case
14. August 2013
Operation Bravo Case
19. September 2013
CSGO Weapon Case 2
08. November 2013
eSports 2013 Winter Case
18. December 2013
Winter Offensive Weapon Case
18. December 2013
CSGO Weapon Case 3
12. February 2014
Operation Phoenix Weapon Case
20. February 2014
Huntsman Weapon Case
01. May 2014
Operation Breakout Weapon Case
01. July 2014
eSports 2014 Summer Case
10. July 2014
Operation Vanguard Weapon Case
11. November 2014
08. January 2015
Chroma 2 Case
15. April 2015
26. May 2015
17. September 2015
08. December 2015
Operation Wildfire Case
17. February 2016
Chroma 3 Case
20. April 2016
15. June 2016
Gamma 2 Case
18. August 2016
28. November 2016
15. March 2017
Operation Hydra Case
23. May 2017
Spectrum 2 Case
14. September 2017
15. February 2018
02. August 2018
Possibly Rare (needs more data)
Danger Zone Case
06. December 2018
13. March 2019
18. October 2019
Shattered Web Case
19. November 2019
CSGO Major Stickers and Sticker Capsules: Usually at the end of each Tournament, Valve offers a sticker sale (between 50% and 75% off normal price) in-game store. You could buy stickers and capsules during that sale and either sell shortly after the sale ends, for a small quick profit (not guarantied but happened almost every time till now), or wait longer (usually over a year) for a possibly much larger profit. For instance if you bought Atlanta Legend Capsules 2 years ago, you would have 20x your money as of today! As more tournaments are being held and more stickers are released, it is difficult for most stickers to distinguish themselves among the huge mass of other stickers. Only invest and hold on to stickers that you think are promising. The profit from stickers depends on how nice they look, how popular they are, how well the teams perform in the future and how many people invested in them (basically a combination of all these factors). Sometimes teams disband, players quit or become successful, teams/players get banned, etc. which sometimes drive up the price of the related stickers.
Operation Pass: Sold by Valve in-game in order to get access to an operation. After the operation, all it does is give you access to a coin which you can display (which some players like to collect). You can buy passes during operation (or possibly during a sale of the pass at the end of the operation) then hold on to them and sell at a later date. There were few exceptional circumstances such as Vanguard pass which sold well as it didn't reach as low a discount as people were expecting and wasn't on sale for a long time, so not many were bought. Furthermore, Valve stopped selling the Vanguard Pass before the operation ended, which caused players who wanted to complete the missions to buy it from the market. Similar things happened to the Wildfire Pass. The Wildfire pass didn't even go on sale which caused its price to tripple in a single day when it got removed, then rose in price even more during time.
Viewer Pass: Introduced with the Katowice 2019 Major, a Viewer Pass was a purchasable in-game item which gave purchasers exclusive access to an upgradeable Event Coin, Souvenir Packages, The Major Pick'Em Challenge and Unlimited team graffiti for the duration of the Major. Similar to Operation Pass, all it does now is to give you a collectible coin. The Katowice 2019 Viewer Pass went on sale for 50% for few days during the last days of the major (before the sticker sale!). Some people bought them at 50% off but some people were expecting it to become even cheaper during the sticker sale (75% off), which didn't happen, instead it got removed, thus causing those investors to panic buy. I expect that Valve will use the Viewer Pass System in the next majors too (speculative opinion), as it was probably a big financial success and a lot of passes were sold in addition to a lot of major stickers.
Souvenir Packages: Drops in matches during majors. Research the different packages and their skins. Cobblestone is the most desirable due to the very desired and expensive Souvenir Dragon Lore. Also Cobblestone was removed from the map pool and replaced by Dust 2 in April 2018 and was not available in London 2018 and Katowice 2019 majors, thus increasing its price even more. Recently Vertigo replaced Cobblestone in March 2019. During the tournaments, the supply of souvenir packages will obviously be the highest, but also the interest in them is the highest. Try to buy them as cheap as possible and simply wait. Generating profit with souvenir packages might be a very slow process depending on the souvenir packages you have and the volume which was dropped in the majors. Note: as of Katowice 2019 major, only Viewer Pass owners were eligable to receive Souvenir Packages and Souvenir Packages no longer dropped during matches, but Pass owners could chose a match of their choice and get the Souvenir Package for it. This caused an equilibrium in prices, since most people chose the popular new 2018 Nuke and Inferno packages and the Overpass Package, causing their quantities to be much higher than other less popular packages in the major.
Sticker Capsules 1 and 2 and Community Sticker Capsule: These capsules were common drop for a long time, opened with sticker capsule keys and pretty much worthless (just like cheap cases), then they got discontinued and rose to high prices reaching a peak in May 2016. Probably with a June 2016 patch, they became rare drops which increased their quantity and crashed their prices (combined with the inevitable crash after the crown foil hype). However, after an initial crash they slowly rose in price again and sticker capsule 2 is at its all time high right now (as of May 2019). I assume its also just a hype correlated to the now second Crown Foil sticker hype which could crash back again. At these price levels, invest very cautiously. Also look at specific stickers in these capsules, such as Flammable foil, headhunter, crown foil, etc. At the right prices, these might be interesting items.
Gift Packages: Around christmas time Valve sold gift packages for $1. If you open a gift package on a server, it awards a random player a random regular skin drop. In the past players who opened the most packages were displayed on a leader-board in the beginning of every game of every Valve NA CSGO server. This has been exploited for advertising. In 2013, people didn't anticipate that the Gift Packages are limited to the Winter months and in the following year, CSGO exploded in popularity. This multiplied the price of these packages until they were sold again in 2014. In 2014, many people expected the same thing to happen, so the supply of Gift Packages increased. CSGO exploded again, but this time the price of gift packages increased much more because gambling sites started to boom and they competed for advertising. Fast forwards, Valve eventually removed the leaderboard feature a long time ago. For a long time gift packages were even below the in-game price. Recently though (since around end of 2018) the supply seams to dry up slowly and the price is climbing again (this time probably due to natural demand from people who actually just want to gift). We can see a similar trend with pallet of presents (which gives up to nine people in the user's match a random item). There is also the Audience Participation Parcel which drops up to 25 gifts randomly to viewers, but this item hasn't done anything interesting price wise yet.
Skins from Cases: Unlikely to be more profitable than consumables and it is more risky, unless you really know what you're doing. Sometimes Valve changes the design or details of a skin, which could also affect the prices. Also nerfs and buffs for a specific weapon tend to change the prices of skins for that gun (depending on how severe the buff/nerf is), for instance the AUG skins experienced a rise in price after Valve lowered the price (in game!) to $3.150 in Oct. 2018 and pro players used the AUG in the major. Skins which are used as trade up fodder tend to go up in price, whenever a new case or collection is released. There are a lot of other factors which determine the price development of skins which can't be all covered here
Skins from Collections Exclusive to Operations: skins which only drop during operations tend to rise when the operations end. However, the more operations they have been through, the higher the total supply on market and thus the longer it usually takes for them to go up in price during the breaks between operations. The following collections were dropped during the last 3 Operations (Bloodhound, Wildfire and Hydra). Operation Hydra was the last operation we had and it did end on November 13, 2017, which is more than a year ago! Note that these skins only dropped for those who owned the operation pass for the operation. Those who didn't own the pass, got their drops from the regular active collections.
The Cache Collection
The Chop Shop Collection
The Cobblestone Collection
The Gods and Monsters Collection
The Overpass Collection
The Rising Sun Collection
The Danger Zone Collection: the Danger Zone Collection was basically just one skin, the MP5 Lab Rats. Players could get the skin by reaching Prime Status after CSGO went F2P in December 2018. The skin was available for a few weeks. A lot of the CSGO playerbase got the skin, which makes it a questionable investment since there are probably a LOT out there and the gun/skin isn't that popular. Could be a long term investment nonetheless, if you start to see quantities lowering over time and some stable price action.
Skins from Inactive or Retired Collections: The following collections are either inactive for now or completely retired. But some of them could be reintroduced in the future.
The Assault Collection
The Aztec Collection
The Baggage Collection
The Dust Collection
The Inferno Collection (The Old One)
The Militia Collection
The Mirage Collection
The Nuke Collection (The Old One)
The Office Collection
The Vertigo Collection
Skins from Active Collections: The following collections are current active collections which drop skins in-game. Usually It is not recommanded to invest in any active collections (though some old skins which are suitable as fodder for certain trade-ups see occasional spikes whenever new cases and collections are released). Also the new Nuke and Inferno Collections are popular and people use skins from them to trade-up to better skins of these collections.
The 2018 Inferno Collection
The 2018 Nuke Collection
The Bank Collection
The Dust 2 Collection
The Italy Collection
The Lake Collection
The Safehouse Collection
The Train Collection
Knives: If you know what you're doing and are familiar with patterns, etc. you can make some profit. But as mentioned knives are better suited for frequent trading and simply as play skins, even though some knives like the Butterfly Knife experienced significant price rise in the past, it is usually not a good idea to use knives as investment items. For instance the same amount of money you paid for a knife 3 years ago spent in specific stickers, would have generated much more profit in the same timeframe.
Gloves: see knives
Graffitis: Since Valve offered free graffiti for the duration of the major (since Katowice 2019 major and now in Berlin 2019 major), but none for sale, it is an option to invest in all previous major graffitis. The quantities for some old team graffitis could go down significantly and thus increase the price (which it has already done).
CSGO Keys: CSGO keys have a fixed price in game of $2.50 and are used as currency amoung traders, and of course to open cases. Investing in keys is pointless, unless you want to park your money, or trade or cashout, or unless you can buy keys at a cheaper rate than one normally could (currency issues). There is a special situation going on with the Hydra key which crashed significantly in price after the Operation Hydra Case became a rare drop and became an expensive case. There are different opinions as how the Hydra Key price will develop in the future. Some say it will crash even more, some say it will more or less stablize at the current price levels (1 Euro), others even invest in it right now and say the price will go up again, as soon as the old supply is dried out. For this guide, I remain neutral and leave it up to you to make up your own mind about this specific key. Note: currently this key is not accepted by most traders. There are other keys tied to expensive cases such as Winter Offensive keys which are also not accepted by many traders, though they are low in supply and thus still hold a stable price on market.
Dual Berettas Retribution (removed due to artist ban)
P90 Desert Warfare (removed due to artist ban)
CZ75-Auto Poison Dart (removed due to artist ban)
MAC-10 Curse (removed due to artist ban)
USP-S Orion (removed due to artist ban)
Note: Some skins were banned from a case, but can be traded up to with trade-up contracts
Sticker Howling Dawn (removed due to copyright violation)
Sticker King on the Field (removed due to artist ban)
Sticker Winged Defuser (removed due to artist ban)
Sticker Harp of War (Holo) (removed due to artist ban)
Removed and Reintroduced Stickers: there were a lot of other old stickers which were offered in the in-game shop of Valve and which were discontinued in the past and went up in price really high, but were reintroduced in 2016 to the in-game shop and remained there till today as random coupon offers, which caused their price crash back to around 1 Euro for normal stickers (more for the holos/foils). These sticker were the community series stickers (1,2,3,4 and 5) and the Halloween 2014 series. It is an option to buy these stickers in-game whenever you get a coupon offer and hope that some day they will be removed again, but this is a gamble. Also since these were available for a fixed price for so long in the shop, some investors might have had the same idea and stocked up on them. And the quantities might be too high for significant gains in the future. Also most of them aren't that popular anymore.
Current in-game Coupon Offers: each player has a coupon offer section with 4 slots with some items (sticker capsules, music kits, pin capsules, single stickers) offered. You could buy these items in-game and hold with the idea that at some point some of these items might get removed, but this is a gamble and impossible to predict and pretty much dead money until something happens. Note that whenever you buy an item from this section, the slot which you bought the item gets automatically refilled with another offer. This was not always the case. In the past after you bought all your 4 offers, you had to wait for new offers. But Valve always comes up with new ideas to make bank.
StatTrak™ Swap Tool: these tools are sold as a 2-pack in-game for a fixed price. People bought this, used one and sold the other one on the market. For the longest time these tools were around 10 cents on steam market which is quite a big difference to what they logically should be (half the price you pay in game). Recently they have gone up in price and reached that level. So right now, its pointless to do anything with them. If they ever go back down to those previous lows, you might want to consider them if you can get them very cheap. But keep in mind that there is max. cap of what they can rise up to obviously, and that there are better investment options out there
Other ways to profit on the market than long/mid term investing
Flipping Items in Coupon Section from in-game Store: You could buy stickers, sticker capsules, pins capsules and music kits when you get a coupon offer in-game. Check the price on steam market and if the price you pay in-game + steam tax is still lower than the lowest steam market price, then simply buy in-game and instantly sell on steam market for few cents quick profit. Mostly there is no or just a few cents to be made, but sometimes some offers give you better instant profit. Note: with the introduction of the EZ4ENCE music kits, Valve added a "new releases" category, which enabled users to buy as many of these music kits as they wanted as long as these were sold in this category. This means that potential investors could have stocked up on these items.
Trade-up Contracts: Determine if a certain skin can be traded up to profitably (consider Steam tax). If so, buy the lower level skins (either through buy orders at steam market, external cashout sites, or trading sites), and sell the traded-up skin on the market until it becomes unprofitable. This is already being done by bots and many other users. Note that the float value of the traded-up-to weapon is a function of the average float value of the traded-up-from skins. For more information and good trade-up contracts, visit the youtube channel of TDM Heyzeus. But remember that whenever a video is posted, a lot of people copy and paste the trade-ups shown in the videos making them unprofitable instantly, so it might be wise to revisit older trade-ups or come up with your own trade-up ideas. Use the trade-up calculator of csgo exchange to double check. Remember to switch the formula to calculate odds to new theory "based on outcome" (the old theory was incorrect).
Wide Daily Seasonality: Some items peak every day at around noon and tank after midnight (EST). If the difference tends to offset the Steam tax (15%), it can be taken advantage of. Usually, this requires a large volume to be reasonably profitable. If you engage in this technique, keep in mind that there is a scalability limit for the profitability.
Expansion and Contraction: After a popular game/operation/case/tournament/Steam-sale/market-bug is introduced, players try to dump their items on the market to buy whatever is hot. At the same time, buyers tend to also go for what's hot. Old investment supplies increase, and demand lessens. It is usually wise to do the opposite of the general market behavior and buy on these market crashes. When you want to sell something, it's usually best to wait until the market has fully recovered. Further, during some crashes, it might be better to wait until the end to buy-in as many investors try to buy in early.
Tournament Sticker Capsule Opening Arbitrage: During a period of time of some Major sticker sales, it was profitable to buy capsules from the market, open them, and then resell the stickers on the market (in the average case). Examine the EV carefully.
Wide Bid/Ask Spreads: take advantage if the daily bid/ask spread is larger than the Valve tax. Buy commodities that are being demanded at a much lower price than they are being listed at, then sell them back. Don't do this en masse before an expected downturn.
Grinding Weekly Drops: When a new case is released it can be worthwhile to accumulate in-game time in order to get the new highly-priced case.
Hunting for sub-variations of items: Some items on various markets have specific sub-patterns/properties that are more valuable than the usual ones (ex., 5-7 Case Hardened blue pattern and other desired knive patterns, specific signature Souvenir Packages, skins with expensive stickers, etc.) and they are sometimes undervalued (especially during market downturns).
Currency Arbitrage: If a particular conversion is highly skewed and Valve's adjustment is slow, it can become profitable for users in a certain country to buy items in the store or Community Market and resell them off the community market to another country. Note that using VPN to fake your place of residency is against Valve TOS and bannable
Listing High, Hoping for a Market Bug: List items for a higher price than their market value and hope that a Steam bug will occur where sellers temporarily won't be able to create new listings, while buyers can still buy the items, or hope that someone decides to buy heavily in one of your items and buys a lot at once
How many items can I hold in my inventory? Officially, 1000. You can list excess items on the steam market (for high unrealistic prices) and basically use the steam market as extra space. Note that the price of your listed items on market + your steam wallet cannot exceed $2000 at any given time. You can increase the number of items in your inventory and the amount of steam wallet money through some tricks. It is however recommanded that instead you simply make extra accounts and prepare them for usage as extra space and as storage accounts, if you need more space. How much is the Tax/Fee on Steam Community Market? Approx. 13%-15% total for most. Here is one in Euro by donbernie and Here is one for items under $1 by HwanZike Yes, if you want to make Gaben really happy, sell for 3 cents and give him 2 What are some real-money marketplaces for CSGO items? Use all external sites at your own risk
www.bitskins.com (UPDATE: Bitskins seams to have new owners since Oct 2019, though still unknown who they are and how the site will develop from here)
I've personally used skinbaron and skinbay and had no problems so far. There are others out there like cs deals. Update (Oct 2019): I used Bitskins before they changed ownership in Oct. 2019. I am waiting to see who the new owners are (still unknown) and how the site develops, before using them again. Also note that the most popular one, OPSkins was BANNED by Valve in 2018. Do not use OPSkins if you want to cash out from or cash in to Steam anymore. Their so called VGO Skins aren't actual CSGO skins, even though they look similar. Update (Oct. 2019): OPSkins apparently made a comeback with a P2P system without using Bots. Proceed with caution, because Valve basically sent them a cease and desist letter in the past letting them know that they aren't allowed to be associated with CSGO and use any intellectual property of Valve on their websites at all anymore. What is the most efficient way to cash out? Sell the items directly at Bitskins, Skinbaron or another trustworthy site. Depending on the items, this can take a while. As an alternative you can exchange your investments into liquid items (popular skins for frequently used weapons, certain knives, case keys, sticker keys, nametags etc. - spend some time to determine which item gives you the best rate) and sell those liquid items on external cashout sites. The latter method will increase the speed at which you get money but will lose you a larger percentage. Keep in mind that BitSkins/Skinbaron take a percentage (5% to 15%), Paypal takes a percentage (~2%), and that the item values on external sites (real money value) are always lower than in the Steam Community Market. Also, every transaction on the Steam Community Market takes away 15% already. Occasionally the items on external sites are so cheap compared to SCM that it becomes worth it to sell them on SCM instead, buy keys from the in-game store, and then sell those keys on external sites again. When selling on SCM it almost always is correct to sell with an order that's higher than the highest buy order and higher than the lowest sell order if the lowest sell order is lower than recent trends display. What is the most efficient way to buy in? Buy items (not necessarily CSGO only) from trustworthy external cashout sites or from highly reputable sellers with high cash rep if they offer a better deal (you can find some on /GlobalOffensiveTrade) and sell the items on the Steam Community Market. Spend some time to determine which item gives you the best discount compared to Steam Market Price. Be aware that some items such as souvenir skins, certain Stattrak knives, etc. might have a very high discount, but are very very hard to resell back on steam market, avoid these items and stick to popular items. There is a reason why they have such a high discount. Also be aware that some items might be manipulated on steam market, thus showing a very high discount on 3rd party sites when compared, avoid these items and check their market history to be sure. http://csgo.steamanalyst.com/hotdeals is one of the tools that can help you with good deals, or the deals section at BitSkins. The general rule is also the cheaper the items, the higher the possible discount. For instance you could buy very cheap stickers for sometimes 50% off, and resell on steam market. But the downside is that it takes a lot of time and effort than a single expensive item, but gives you more steam wallet money at the end. Make sure that after steam tax, you always get more money than if you deposit the money directly to Steam, otherwise this whole process becomes completely pointless. What are the case opening odds?
Knives and Gloves
Why did item X increase/decrease in price? Possible reasons: CS:GO updates/balance changes/game changes/market changes (e.g., Tradeup Contract), new cases/operations (both short-term, due to opening frenzies, and long-term, due to increased supplies of skins), a famous streameyoutuber hypes an item, someone tries to manipulate the market, a AAA game is released, a tournament is taking place (CS:GO, DOta 2 etc.), a Steam-sale like Summer sale is going on, a market-bug is ongoing, the ingame drop rate was increased/decreased, legal issues about things related to the CSGO market (e.g., betting/gambling), etc. If I create a new Steam account, how do I transfer items to that account? How long does this take? Create a new account, log in (via the thick client), set up your profile, enable Steam Guard, wait 15 days, and transfer the items to the account from your main (double check that it is your account). If you intend to use the thin client (e.g., via Chrome), make sure that you log in from there as well because Steam will impose a 7 day trade restriction on your account when you attempt to create a new transaction from a new device (a device meaning a new browser). Also, if you do not have mobile authentication enabled on the alt account, there will be a 3 day delay for trades. You can use the same phone number & email address for many Steam accounts. Also, Gmail forwards emails addressed to your account even if dots (.) are added in between the username characters of your email address. If I create a new Steam account, how do I use the Community Market? How long does this take? Same steps as above, but you need to purchase a game that costs at least $5 or deposit $5 into your Steam wallet (and wait a month) before being able to use the Community Market. Keep in mind that using a new payment method will trigger a weeklong community market cooldown on your account. After buying a CSGO item from the Steam Community Market, how long do I have to wait until I can sell/trade it? They are sellable immediately on the Market. You need to wait 7 days until you can trade them to another account. Note that items from some other games, have the 7 days cool down both for trading AND steam market (like Rust). How do buy orders work? When you place a buy order, the market first looks for all the cheapest items that can fulfill your order. Then the oldest listing (i.e. the seller who has waited the longest) is selected and purchased. If the items are listed in multiple currencies, the amounts are first converted into your currency before being selected (i.e. a 0.03 RUB listing has no priority over a 0.03 USD listing). If multiple buy orders satisfy a new market listing, the oldest matching buy order will be selected. It used to be different in the past, but was changed in 2017. How do I create multiple listings at once on Steam Market? You could use one the addons listed in the "useful sites and tools" section of this guide down below. The current most secure way (since no external extensions are used) is a solution suggested by u/soldture . Simply copy this link: https://steamcommunity.com/market/multisell?appid=730&contextid=2&items=Falchion%20Case Change Falchion%20Case to your desired item name. This solution only works with commodity items. This also works with other games (you have to change the appid and replace it with the appid of that game, for instance Rust is 440. Item X hyped and is going to moon. Should I Buy? Usually parabolic moves are followed by a crash (not always but most of the time). It is almost never a good idea to buy when something is mooning because of a video, some news, manipulation, mass hysteria and hype or whatever else. Buy the rumour, sell the news. Item X is crashing hard. The Market is crashing. I am shaking and panicking. Should I Sell? Stay calm, take a deep breath and find out what is really going on and what you really think about it. As an example: there was a huge panic when gambling sites were being banned. Many people panicked and sold their items for ridiculously low prices. People were telling eachother that the skin market will crash and never recover if there is no gambling and the world is going to end. And here we are in 2019, and almost everything (including skins) is at its all time high. However, sometimes you just need to sell fast. Let's say you have a skin from a collection which was inactive for a long time, making the prices of the skins go very high, and then suddenly the collection became active again for whatever reason. Or Gaben officially tells us that he is going to do something crazy with the market which will inevitably crash everything. In that case yes, sell fast (just an example)
Useful sites and tools
Use all external sites, tools and addons at your own risk, some are risky to use, some old and not updated
Credits Helicobacter: FAQ 2.0 (huge shoutout, copied a lot of stuff from this FAQ, sometimes word by word) Steamfrag: Very useful graphs and market data Disclaimer:The information offered here is not financial advice. We, the mod team, are just a bunch of gamers and hobby investors. Do your own due dilligence before investing any real money in to a game and do it at your own risk! Use all external links, sites, tools, addons, etc. at your own risk! Any information in this thread may be outdated at any given time. You should be mentally prepared to lose everything invested in virtual items. Valve could change the rules affecting the market anytime. Third party cashout and trading sites and their BOTS could be banned anytime. External events such as successful lawsuits against Valve, new state laws, new country laws, etc. could also affect the market anytime by forcing Valve to take measures (for instance case opening is now restricted in Belgium and Netherlands, OPSkins got banned, Gambling sites were banned, etc.). Also note that all of your items legally belong to Valve, even if you paid for them. Suggestions and potential corrections to this guide are always welcomed and will be added if necessary and approved by the mod team. I will try to keep this guide updated. Last updated: Nov. 2019
Hello. I am Riptose, an avid fan of csgo and a high roller gambler on csgolounge. Currently csgolounge has over 30,000 USD in my items. I was unable to withdraw or bet on their website the last few weeks and as of a few days ago they have banned me from their website. I have tried various things in the last few weeks to get in contact with them, but with limited to no results.
June 1st: Woke up and tried to withdraw items from the two games, discovered that I couldn’t withdraw, nor could I bet on any games. When I clicked request returns, the page simply refreshed. I could browse the rest of the website normally though. I tried various things to fix it, but nothing worked.
June 2nd-3rd: Tried waiting 2-3 days to see if the issue would sort itself out (I saw some other people having similar problems around that time)
June 14th: Added CSGL Admin “Kevin” to skype, and it worked, had a limited convo about it with him. He said he’ll look into it.
June 17th: A few days pass, I contact Kevin again and I am told that “Borewik” is working on my case, so I just sit tight.
June 19th: I got a notice from loungedestroyer that my items would expire soon. I moved all the red border items in ‘returned’ and ‘won’ into the ‘requested returns’ section. This turned them white again, so I wouldn’t lose all my items due to the 21 day inactivity rule. (http://i.imgur.com/v8rs2WQ.png)
June 21st: Talk with Kevin regarding the problem, he says he will get back to me.
June 23rd: Ask Kevin if there is any followup, never receive a reply.
June 24th-26th: Got in contact with Toni from Killerfish in an effort to get in contact with CSGL/HLTV. He helped me confirm that I am the reason KFish got banned from CSGL and suggested I make a public statement to get my accounts unbanned and clear their name. He explained to me their situation and was very glad I contacted him. After talking a bit with Toni he talked with the head admin Courtney (Honey) from CSGL, who told him that CSGL did an investigation and found no evidence, but still felt uncomfortable with clearing their name. Which leads us to the main purpose of this public statement, to strongly recommend CSGL to re-investigate and clear the names of both myself and KFish.
CSGL recently released a statement regarding KFish, inside they mention that a bettor has “bet over 100 accounts on KFish to win/lose with 100% accuracy”. (http://www.hltv.org/news/15083-killerfish-banned-from-lounge) Since I am the guy CSGL released a statement about, I feel like I need to talk a bit about that and why they were not entirely correct. First of all let’s look at my bets. Here is my full betting history with KFish:
As you can tell I bet on the favorite pretty much all the time. I almost never go big on underdogs. I have many bets on favorites because my strategy is to go for overpay generally. When your bet sizes are large enough, even favorites can yield nice returns.
I have made 6 large bets on KFish games and I have won 5 out of 6 (83%), NOT 100% as csgolounge claimed in their statement. (Won: #1, #3, #4, #5, #8 // Lost: #2) I lost over 16,000 USD on match #2. CSGL admins can confirm this, since I can’t take pictures of it because my accounts are banned now. Match #7 was a bet I made because I wanted to watch the game, I only bet 1 account on Match #7. Match #6 was about 1650 USD and was a standard sized underdog bet for me.
I have made at least 45-50 large bets in the last 2 months, so 6 kfish bets are really just a fraction of it. (Examples: NiP>IMM, Rock> IGG, Piter>7Sway, HSBG>NextP, Gplay>Wrecking, mouz> LGB, FACEIT.staff>XPC.staff)
I have made many much smaller bets on underdogs who I thought had a chance to win. I win some, I lose some. Recent big win example: ~750 USD on mouz>TSM on cobblestone http://csgolounge.com/match?m=3743 (7.04 for 1 odds, +5,280 USD).
I frequently swap my bet on matches and I do remember swapping my bet on match #8. This is a common strategy for me to control the odds. I did not expect such a radical odd shift though. I swapped my accounts when KFish was at 40% and when I finished they were at 32%. The community panic moved it to 24% in the final 15 minutes.
Just to be clear I have no connection with KFish, I have never added or talked with any of the players or their manager. (Except for Toni in the last 3-4 days). I have no connections with any match fixers. I have never bribed a team and never will. I DO NOT HAVE A 100% WIN RATE BETTING ON KFISH GAMES, I HAVE ONLY WON 5 OUT OF 6 LARGE BETS. IN ADDITION, IN ALL 6 OF THOSE MATCHES I BET ON THE FAVORITE TO WIN.
So with all of that all out of the way, Honey, RML, Blackburn, Borewik, Kevin or any CSGL admin, please help me. It has been almost 4 weeks since I’ve been able to withdraw/bet. I would really like to get my winnings from the Australia/x6tence wins and resume betting. Thank you! Tl;dr: CSGL has over 30,000 USD of my items locked up unfairly.
Hello Reddit! Today marks the official launch of our new website Steambookie! To celebrate we are doing a massive giveaway of CSGO skins and Steam Cards. We are also hosting an AMA in this thread to answer any question you may have about the site. Steambookie is a site meant to be a friendly, easy way to bet with skins on the outcomes of CS:GO and DOTA2 matches (and maybe ther games in the future). We are bringing our site live today and to celebrate we doing a giveaway! We will also be answering any quesitions you have about the site. Just to get some common stuff out of the way: *Some of you may just be asking *I just want to the skins and steam cards how do i enter? ** We have one $50 steam card, and four $20 steam cards being given away in this thread. Three $20 card will be given away at complete random. One $20 will be given to a post that makes us laugh the most The $50 will go to the most deserving person AK-47 Cartel, AK-47 Blue Laminate and a few other CSGO skins will be given away in this thread! Most likely at complete random. Ninja Edit: Dota 2 skins will be given away as well. Currently not sure which ones, likely some TI5 immortals and TI4 immortals as well. The Giveaway(s) will be happening all weekend and continuning into the week. In addition to the Steam cards and CSGO skins in this thread we are giving away items on our website and twitter. Visit https://www.steambookie.com and https://www.twitter.com/Steambookie for more information AMA! Feel free to ask us any question, but to start off the AMA below is a list of questions and answers: Q: Why did we start the site? A: We were tired of only having one site to bet on, and we thought we could bring some stuff to the table to make it easier to place bets. Q: Who are we? A: We are some Canadian Computer Science students who love CS:GO and DOTA2 Our official account are steambookie, steambookieReid, steambookieConnor, and steambookieMitch We would LOVE to hear your suggestions, so if you want to see something in the site, let us know! Proof1, Proof2, proof3 Update: ROFLicious is steambookieConnor his account was to new to post in this thread. whooops Update2: http://steamcommunity.com/id/steambookie Heres my steam profile for anyone who is curious. I have been playing Source for about 6 years, I played CSGO since early beta then stopped once it launched. As of last year I got back into CSGO. I have been playing it for about 1 year and ranked LE. Feel free to add me, we can play some comp or casual (if rank gap is too large). Who knows it might increase your skin winning chance ;) I'll be online next week playing lots. Hope to see some fellow brothers in game! Update3: few users have expressed concerns about no dota items. I am adding some in now. pics of the skins coming shortly. Hold on. Update4: Ok we are over 150 replies. We will give away a $20 card in around 1 hour at 2pm EST. CSGO skin and a Dota skin will be given away then as well. Stay tuned! Edit: Also forgot we have our own subreddit. /steambookie. Any issues with the site, support, bugs, features you want etc can be posted there in the future. Edit2: spelling and formatting Also thanks for the sticky mods!! pcmr rules. This is starting to explode, I hope I can type fast enough to reply to everyone! Enjoy your weekend brothers. Update 5: First Winners. We are currently choosing the first round of winners. Right now unintentionalgenius has won himself a Minimal wear AK-47 Cartel. unintentionalgenius Helped us fix a bug where streams would not display, so we've decided to give him a skin as a reward! I've picked the winner of the first $20 steam card! We used a few random number generators to a number between 1 and the number of posts on this thread. (275 at the time). Then found that post based on order of posting. Congrats to Reborn_Anew !! You won the first $20 card. Obligatory proof Obligatory proof 2. Sending trade offer to unintentionalgenius Winner of the First Dota2 skin is tumbtax. Just need to trade with him! Congrats to the first Winners. Still many more cards to give away and skins. Update 6: I've got a birthday party to attend so I will be stepping away for most of the night. I will pick another winner before I leave around 5pm EST, which is in 30 minutes. Congrats to Rocket_Admin_Patrick ! You have won a $20 steam card. Might take awhile to upload a image as proof he received as I am on mobile. More cards tomorrow as well! Csgo and Dota skins later tonight hopefully. Maybe a steam card as well. proof Update 7: Ok I wound up staying out far later than planned last night so I did not get around to getting another card out. The $50 card will be given away tonight around 9PM Est (8.5hrs from now). This will give me time to make sure I read all the replies (there are some lengthy ones that I need to re-read). The remaining 2 $20 cards will come throughout the day. I know we aren't on front page of PCMR anymore but hopefully a few more brothers get the chance to enter. Thank you everyone for the great feedback, good luck! EDIT: $50 card winner will be select Sunday around 9PM EST. This is too allow all the brothers of pcmr to have a fair chance. $20 cards will be given away throughout Saturday and Sunday. Just to give people some context as to when we expect it to end. High value skins are being given away on our website https://steambookie.com see our site for more information regarding those give aways. Update 8: 1hour left until the $50 card draw. Get in your final submissions. Thanks everyone. $20 was just given to Ramidi_PCProof Final Update: GeneralJohnSedgwick is the winner of the $50 steam card. Thanks everyone for all the great feedback and support! Hope you enjoyed the giveaway. Visit our website for more giveaways. Congrats to all and good luck in the future!
Added a Match count. Shrank the menu into an arrow to expand/shrink it if needed. hid trade list and added a button to show/hide the trade list. Modified matches box to be able to display related data. Added some boxes at the top of the page to manage the script: Buttons to enable/disable features. Log at the top page which currently logs Important success and errors. If a new match has been added or a match has been closed. Auto-update status: Force refresh button. last update time. next update countdown.
*Global features: *
Data fetching from matches page and add into the main page: time left, match date, match time, number of items placed and number of people that placed it, odd percentages, odd values, your bet if one has been placed. Data fetching from hltv RSS feed and reddit csgobetting JSON feed: Open matches with links, dates, time and teams. Auto update every x minutes: basically every data on the page except feeds (at this version) is updated automatically every x minutes.
*Upcoming features: *
dota2lounge full support. Feed join: Parsing of reddit and hltv feed to add feed data in each related match container. Force refresh button. global optimization. Feeds auto-update add of stream link and embed video on the main page. add of a user setting box. add of a 'bets placed' count next to 'matches available' add of an image toggle for the 'Show Trades' button.
*Known bugs (will fix): *
- some data appears undefined are doesn't update properly when a match has just been added. (work-around: page refresh) - Sometimes matchheader shows 'Live !' status for every match. (work-around: page refresh)
Please note that this version is still alpha, this means not all features have been implemented yet and there might be some bugs to fix. soma.
Dear god where do I begin? Overall this game feels like a predecessor to destiny 1, not a successor. D2 is stripped down in every way compared to D1, without any DLC. How you ask? -The story is linear. Do these missions and if you can be bothered do the boring, repetitve side missions. --Spoiler, the entire story concludes with the pathetic realization that gary is just a pathetic alien with serious daddy issues. ---The final mission takes place on this incredible and well designed space ship with vehicles and explosions. It would be perfect for a strike, pvp, raid setup. But no. It was used for a story mission and had raid-lite mechanics. It was probably from an early design build of D2 where that was a part of the raid and got scrapped in favor HoW deuce. More on the raid later. -Strikes. No way to play an individual strike and get your feet wet. --No incentive to play strikes at all. You will get better loot, faster, and for less effort by grinding public events. Boring. ---Nightfalls? Timers? Oh yeah. It's cancer. Do you like speed running FPS games your first time through? Buckle up that's a 3x/week activity with other asinine modifiers like: only regenerating shield and health when running, or extending the timer by shooting blue balls, or extending the timer by literally jumping through hoops. I for one am insulted by the insinuation. Lost sectors? Pointless. Well, unless you want to spend 10-20 hours farming them on repeat for tokens to turn into a faction vendor that only comes by once a month to sell a gun. Unfortunately you can only get that gun if your faction "wins." What's weird is that there is no way to tell which faction is winning. Bungie just announces it. One can't help but wonder if it is dynamic at all or whether bungie is just deciding which faction to award the gun to. First faction rally was won by the emos in Dead Orbit. It was unsurprising, the destiny community is known for its love of all things dark and gloomy since the cod shader affair. IF your faction loses the event you get the privilege of buying their gun for fifty times (50) more. Classy move. Your best bet is too pledge on each character, get all the drops from each factions token packages you want, and never grind a token again. You can buy the gun at the winning price on whichever character pledged to that faction. There is actually less reason to ally with a faction in d2 than there was in d1. PVP? 4v4. Two playlists. Mixed game types in both modes. suspiciously absent connection bars. Still like 16 tick per second, in comparison csgo (which is ancient) is 60 tick, and 120 tick at tournaments or in the third party competitive scenes. Overall PVP is unexciting, frustrating, repetitive, and ultimately has less incentive to play than CODs competitive playlists. The raid? Sold as casual friendly. A blatant lie. You will need a map, an actual 3-D map to get through the raid. This map isn't in game though. Oh no that'd be too kind. It's been made by players who care, apparently more than the devs do. You will need to set aside 4-20 hours to get through the raid unless you get carried by some friendly folks. Good luck with that, most groups picking up randoms require that you can prove you've beat the raid before accepting you into their midst. Guided games? Sit down and bring a book. 30 minute queues for strikes. Hour plus queues for raids. No gurantee the people you queue with will have or use a mic. If they do it's left to chance that they'll speak your language. There's a high chance it'll take several attempts per activity, per character. That hour nightfall you solod every week in D1? Yeah, that can turn into 2-3 hours easy, per character. Don't bother with guided games. Between connection issues, griefing clans, and communication barriers it's a total waste of time. Social experience. Recently the community manager spoke about how the end game is supposed to be forming and building relationships with other players. How does that exactly work when we're constantly segregated? 3 player strikes and patrols. 4 player pvp. 6 player raids. What about the fact that I've never seen another player even join shared voice chat, even in guided games? Some social experience they're fostering. It's so good players have built websites to fill in the gaps that bungie couldn't be bothered to. Bugs. You'll trade in pvp. A lot. You'll get killed around corners a lot. You'll teleport, rubberband, and see others do this a lot. You will disconnect from the game a lot. You will get the same gun, armor piece, or exotic over and over again. My record is 8 times in a row. It makes sense though. They need to do something to prevent people from getting every single piece of equipment in the game within the first week since they added so few pieces. The solution is duplicates. There are plenty more but these are the main ones. Micro transactions? Oh we got those. They're the end game according to luke smith. He actually said he expects us to want to play content over and over just for cosmetics. You can get 3 engrams per week per character at a faster than normal rate. At this rate it takes about 3 hours of farming public events to get one. That's about 25-30 hours of grinding per week for 9 loot boxes that have a MSRP of $18. Shaders are single use, locked to the item used on, and are destroyed when a shader is applied over the existing one. You'll need 7 to complete a set. Eververse sells single shaders for double the price of one sacrificial shader. Shaders are awarded by eververse in stacks of three. Eververse changes its selection each week, and sells two shaders per week. Nearly all of the non-premium shaders are ugly and can be broken down for an exciting nothing. End game? You got your weekly milestones. Do the nightfall, 5 crucible games, and the raid. Completing these, with competent friends will take roughly 5 hours per character, or 15 hours per week for all three. Assuming your competent as well, and don't waste time searching for people to play with, or wiping excessively in the raid, or at all in the nightfall. So once your milestones are out of the way so are your guaranteed opportunities to advance your power level, which doesn't matter for anything but the raid by the way. After milestones you'll still have about 1.5 fast bright engrams to grind per character. Your options are to rerun the raids/nightfalls, public events, or the wholly unsatisfying pvp. Quality of life in D2? Pretty bad. The vault is too small, has asinine sort options, and resets the sort every time you change screens. So many weapons and armors are reskinned versions of another piece it's hardly worth paying attention unless you're going for that fancy looks and have either the time to grind out hundreds of bright engrams, or buy them at the destiny slot machine for $2 a spin. Grimoire is completely gone and so are the bragging rights that came with it. The only late game vendor that sells anything directly is eververse, for cash. Have fun dumping tokens into npcs for the same pulse rifle and boots you've gotten 100x already. There's so much more to say but this all I can stand to write for now. I'll come back and update later if Bungie does anything to improve or worsen this game.
Status: Finished/maxed out, but covered 90% of what they said. The rest is eating, talking about random stuff and questions, talking about 2017 premier tourney schedules, and potentially more sensitive stuff. Trying not to name names and focusing on what they said tourney-wise and character-wise so that no parties have a reason to blow up or stop doing interviews. Also you'll see a lot of emphatic phrasing (very, extremely) - this is just a linguistic thing in Korean, don't take it seriously. EDIT: Please notify me if you are planning on using/paraphrasing this translation. All credits go to https://www.twitch.tv/team_spiritzero and https://twitter.com/INFILTRATION85
Got his name from really enjoying games involving sneaking around (e.g.: MGS, Hitman, Splinter Cell, etc.)
What he did after CC
"I played FF15 until the end of the first section, but I'm the type of guy that does all of the quests and collects everything, so..."
Tried to do repeat quests over and over again because they kept popping up on his map and he thought he hadn't completed them yet
"This character is the worst, I hate playing against her"
"I saw that Eventhubs took a survey on the characters people hated to play against the most, and it was SF4 Blanka (with lag) first, then SFV Mika (w/o lag)"
"Even in Alpha 3, she wasn't like this" (implied agreement during interview)
S1 Tier List
"I think that near the end of S1, the top characters were Chun, Mika, and Cammy. They were so strong in their unique ways. Afterwards would be Ryu, Ken, and Necalli."
"I knew that people would call me crazy and a tier-whore, but even before EVO I thought Nash was mid-tier."
Generally talks about how Nash does decent vs a lot of characters, but the lack of shimmy + difficulties in constantly doing a varied hit-and-run strat limits the character (vs using a character that can consistently use a couple of very good moves)
Nash struggles at putting up consistent pressure vs characters with fast walk speeds (Karin, Vega) as well as vs jump back OS; vs the fast walkers, an MK/cr.MK/f+MK is really the only thing you can go for. If you try to dash in throw vs Karin, she can often st.HP and CH you for big damage.
"I knew that after EVO, people would study Nash intensely, so I had to get the most out of Nash while I could. Fortunately, I managed to win EVO during that time."
"I think that the people who played Nash after watching EVO and thinking, 'hey, I can just win with this cheap character' found the limitations of Nash very quickly."
"After EVO, I invested almost all of my time to learning other characters because I felt too uncomfortable vs the top tiers (hence why Bonchan and Yukadon has surpassed me as Nash players). However, I didn't feel too comfortable playing them vs Chun, Mika, and Cammy either. This was when I realized, 'I'm going to start losing, and losing a LOT down the road.'"
"On finals day, our team (Razer) was pretty low energy for some reason."
"After losing finals to Momochi, I was REALLY angry. I think that Nash-Ken is an ok MU, especially in neutral...but whenever Ken jumps, it becomes a 9-1 MU in Ken's favor."
10 minutes of complaints about EX air tatsu and how Nash can't really do much but run for the hills or dash forward, but air tatsu sometimes hits Nash in the back of the head
Rashid is a bit better with the roll forward but the threat is still there
"When I saw the finals, I found myself looking at the CSGO crowd that gathered to watch Momochi and Xiaohai. Of course, to higher-level players it was a more intricate game of RPS, but to them it must have seemed like Momochi was just walking back and forth and pressing MP for 80-90 seconds. I wondered then, 'what on earth do they think that SFV is like from watching this?'"
"This was around the time where I thought, 'I don't like the way that the top tiers are being played in this game.'"
After facing some problems with Ken (esp vs Momochi), he found that Rashid did very well vs Ken's approaches into pressure
Before he thought that Rashid-Ken was 5-5 because while one hit from Ken == death, Rashid's v-reversal allows him to get away from a lot of the options like Ken's v-trigger pressure or air tatsus scot-free since Rashid's v-reversal goes in the opposite direction as Ken's pressure comes running/flying in, so there's a lot of distance created afterwards with little ability to respond. Nash's v-reversal puts Nash a bit closer and is slower == there's always going to be at least one instance of pressure after the v-reversal
Thinks he did well mainly because he managed to diversify his roster decently and counterpick well
"This man is crazy. But he's a very good player."
"I'd probably die before being able to emulate that playstyle."
"Honestly though, you can kinda get away with slightly wilder play like that in this game."
He thought that he was playing really well with Rashid, even when playing vs Momochi, but one stray blow (air tatsu?) during a scramble and everything went downhill from there
Because of the huge threat of Ken running away with matches like that, he revised the Rashid-Ken MU to 6-4 in Ken's favor.
Some outside stuff (airlines, etc.) made the experience a bit worse for his state of mind going into the tourney
On S2 changes
"I think Capcom went along with the popular opinion and killed Nash a bit too much instead of thinking about it a bit more deeply."
"His forward/backward dashes are significantly slower, and I've heard that moonsault has more [startup] frames."
"Won't this essentially put Nash in the grave?"
"Bonchan is playing really, REALLY well right now (top form), but even he's struggling to get results on this character."
On Western Audiences
"Please don't upload Team Spiritzero's stuff onto your own YouTube channel as your own content."
"I know misunderstandings will be caused just because of different lingual nuances or bad translations, and because some people are sensitive about certain topics. So please watch out for that."
Asia Last Chance Quals + Rashid stuff + Chun-Nash stuff
"Everyone was commenting on my nutty Rashid, but that's sort of how the Rashid-Nash MU has to work. Rashid has to commit to bold stuff." (Bonchan vs Infil)
"I knew that people did the X into EX spinning mixer every once in a while, but I thought that it was a pretty good idea that should be used more. So I kept using it and people kept getting hit by it. It's not SAFE, but it worked out."
"On Chun-Nash...I wracked my brains for quite a bit. 'How on earth do I beat this?' I wondered. I felt that it was way too disadvantageous for Nash. First off, Chun's fireball game won't lose to Nash. In the case of EX fireball, Chun will just bulldoze into Nash with that fireball in front of her. The risk-reward vs tk air legs isn't that good because all you get off of it is just a single cr.MP."
"Chun players also jump a lot. Whenever she jumps, it really sucks. Her j.HK comes down really low, so it hits people extremely fast after the jump. It's very hard to anti-air. Furthermore, because Chun players initially condition people with the tk air legs, so when she jumps afterwards it takes a while for people to register that it's NOT tk air legs and by that time Chun is already in your face. Tk air legs MAKES this mindgame possible. Without it, these jumpins wouldn't be very scary."
"You can't idle around too much in neutral either because then she'll just come towards you with that fast walk speed. I can't jump myself, because Chun's anti-air is way too good."
It's not even so much that Chun has that st.LK anti-air, but she has a lot of advantageous options afterwards."
"The reason why I still played this MU was that I understood this MU the best out of all of the characters I had practiced with. I hadn't even practiced vs Chun with my other characters (Rashid, Vega, etc.)"
Asia Finals, Mago vs MOV, etc
"I think Mago is a good player and I also think Karin does pretty decently vs Chun. Karin's not afraid of Chun's fireballs because of orochi (a really good move), and she won't really lose in footsies/neutral either. Her st.HK and v-skill are both also quite good. Other than her slightly weak anti-air, her offensive potential is solid."
On why he hasn't played Karin: "There's something I don't quite like about Karin when I play her. I do like her Christmas outfit though."
--Second Half-- On the CPT season
General talk between the three about how improving their diet and working out a bit really helped them recover during long CPT events and get through the season
Questions about how Infiltration fell in form from the initial half (reaching nearly god-like status) to people having doubts over whether he was really doing well, if he was just trying invent new strats, or what (and why he wasn't showing the same sort of results he did before)
Capcom Cup Brackets
"I'd actually like to talk about my [bracket] luck first - or lack thereof. If I was faced up regularly vs people ahead of time (e.g.: GO1 into Eita or something), I would have been fine with it. But initially, I was faced up against DR Ray and I thought I had the Vega matchup down decently. Then the brackets changed me to face off against Humanbomb way too abruptly. I matched up against one of my most vulnerable MUs right off the bat. Furthermore, Humanbomb practices vs Chris Wong a LOT. The brackets essentially threw me the most difficult person to face [in the initial round]."
Didn't have much time to practice, so he had to go with Nash, the character with which he knew the MU best.
"Even when I knew that Humanbomb would jump a lot, even when I tried to anti-air, I ended up with a lot of trades. It was very difficult."
"I even read the last part with the fireball into CA. However, Chun moved back a bit and since her walk speed was too fast, I jumped into the fireball as she was moving backwards and that was that."
"I then faced Mago in loser's instead of Luffy, so it was unfortunate all around."
On Capcom Cup + bracket results (him, Tokido, etc)
"It's a competition, these things will happen. I tried my best, but it didn't work out. I'm slightly disappointed, but that's what happened."
A lot of the brackets were changed at the last minute (Xiaohai, Tokido, Infiltration) which made it a bit uncomfortable
"I ultimately think that the 100% Bo5 experiment was a good idea."
The players(?) had no warning prior to arriving at the Playstation Experience event that Capcom Cup would be a two-day tourney instead of a one-day one (information mainly through trailers and stuff).
Capcom Cup was WAY too long. A lot of players disliked the duration of the tourney (longest single sitting/playing/streaming time for a CPT tourney this season?)
Prep/resting area was on the 2nd floor with some setups + couple of chairs; it was more of a "sitting area" than a "resting area", which is a bit too much for 12+ hours.
Some other flaws here and there but in general: "It's good for Capcom to look out for the audience and fans, but I think for the players that worked hard for a year just to be in the spotlight at the Playstation Experience...I think there's a time and a place where the players could have been taken care of a little bit better."
"Also since everything was streamed (one game at a time), it was a cycle of play one set -> wait four hours -> repeat."
"I'm planning on doing a more public & proper interview later on what I think about Capcom's approach to the community was like (good points and bad)."
"I think that SFV went outside of Capcom's expectations. With SF4, they kinda took a very standard approach in simply saying, 'let's make a good game!' With SFV, they saw that it was becoming very eSports, so they went beyond just marketing the game and did some other stuff. I think this outreach was good. Furthermore, SFV was released ridiculously early (too early). Managing to set the CPT system up and have it appeal to people while handling the game itself was pretty well done. Even though Capcom's reputation has taken a hit, I think the tour to some degree was successful."
Talk about hopes with the strong branding effort taking root in various communities
"I think it was good that Du won, since they needed to show that [SFV] was NA's game to some extent. Although the developers are Japanese, to some extent (with tourney and event locations and stuff) people consider SF to also be strongly affiliated with NA. Nuckledu and Ricki showing that Americans can do it to at this exact time made me think that things were also going to turn out well [for NA] from now on."
On Nuckledu + Guile
"I thought that he does well on Mika, but in the end it's just Mika."
"His GUILE, however, is special. He does really well on it."
He himself has no plans on playing Guile since his aggressive approach options are not very good. He likes to run in and trade blows if he can, but being limited to just throwing fireballs from far away is not his style. That's also why he looked to Vega, since at least he can give and take blows with footsies with it. Nash is the same - he can throw a fireball and then run in.
Jokes about how Infil's Nash gives out damage but doesn't take much in return. "I like making people frustrated first. Then they'll just naturally do stuff that allows me to get the hits/damage in."
"A lot of the girls were cheering pretty hard for Ricki."
Ricki is really nice (does a lot for fans + friends)
Season 2 (this was before seeing the patch notes)
"I think it's gonna become Nerf Fighter V."
"I think Mika got nerfed into trash a bit too much. Chun's probably going to stay strong. But who knows, I've played very little of it. But they did run a lot of nerfs."
"I tried out Akuma, but his HP is WAY too low (875?) It was the same in SF4, right? Akuma's HP was also in the 800s then."
Akuma seems pretty different, maybe borrowing a bit from Oni's concepts?
Overall, grey life seems even SLOWER to recover - it would almost be better to not think of it as being able to recover. Waffling around trying to wait for it to come back has become an unviable strategy. Superarmor moves (Laura, Gief, etc) have become almost useless outside of simply trying to get out of situations since "once you get that grey life, you should just treat it like you've taken damage already." There's a strong possibility that you'll come out of the armor and then get killed by a stray hit afterwards.
"In this context, having an 875 HP character trade via superarmor (v-skill) is pretty silly. It's kinda like Akuma's just asking to die. His combos are pretty nice (in terms of conversion/flexibility) but I don't know about that superarmor."
More on Akuma (this part is pretty fuzzy because I'm not used to Korean FG terminology)
"Akuma has a lot (3) of ways he can approach from the air in this game (and traditionally). However, all of them were nerfed in SFV."
"The demon flip became much slower. The punch version is ok, but the kick version just hangs for a moment in the air - then comes down. I wondered how I was meant to use this..."
"The air fireballs can only be done via forward jumps (offensively). You can only do them in every jump direction during v-trigger, and you can't just shoot them freely during that time since it uses up the v-gauge."
Something else is also slow (super?)
One of Akuma's moves (not sure which one) that's like Ken's, but instead of pushing the opponent out like Ken does, it actually vacuums them in on block.
"I used Ken because the AI doesn't punish you for DPs. So I just buffer heavy DP and if I can jump in, good. If I get hit/knocked down, just DP and move on."
Back to S2
Talking about the DP invul nerf (lot of terminology that I'm unfamiliar with but they're essentially limiting a lot of oki options overall)
"I think Capcom is changing the game a bit too much. They're splitting with SF history on this (non-invul meterless DPs). Many throw setups have also become impossible. For instance, Ryu's forward throw recovery has become much slower. Necalli also has to time his oki perfectly or else it'll lose out."
"V-reversal now pushes people out way further. For instance, Karin v-reversal vs Nash is really frustrating now, since v-reversal into jump/jumpin is extremely safe for Karin - Nash can't do anything afterwards. Bison's v-reversal is also very good in a similar manner and has become much faster. It's become a much more complete escape mechanism."
Guile, Ibuki(?) went from three to two v-gauge bars. This is fucking trouble when facing vs Guile, since he'll be able to recharge so quickly. And since his gauge refill by trading blows is really good (gets a huge amount off a single CC, for instance), I think it'll be a mess. The character is becoming too strong.
They also turned Guile's st.HP(?) from a CC into a regular CH (? not sure on this part), which makes it slightly better because you don't have to chase down the opponent with an air juggle after launching them with a CC; instead, you can just CH them into a regular combo on the ground.
Reduced the number of 3f moves overall across the cast, but gave some of the really weak characters a 3f move (e.g.: Bison st.LK)
"See, the reason as to why Bison's weak is that after Psycho Axe characters can just mash and trade or beat out Bison. But now he's got a 3f move and can win afterwards. That means you have to hold that shit after getting hit by the EX move."
st.LK CH leaders to MP link afterwards now? Can do the two for a hit confirmation into Knee Press. His cr.MK has also become stronger.
"Not only have both of Nash's dashes become shorter, but the forward dash has a weird increase in recovery now where he stops a bit before ending the dash."
Repeats point about Capcom probably following popular opinion instead of really thinking about character strengths and weaknesses w/ regards to severe Nash nerfs
"Why did moonsault even get nerfed? It's not a very good technique in the first place..." The casters joke afterwards about how a Capcom dev got hit repeatedly with HP into moonsault until he keeled over.
"I've heard that Cammy's divekick got worse in terms of frame data (EX is still good), but I think she'll still be a strong character. There aren't really a lot of nerfs on her. She has so many good tools to catch things like jumpins from various distances (including crossups).
Mika has become slower in many ways. The wall bounce off the invisible wall is also no longer possible.
Buff to her regular st.HK (-3 to -2 on block)
Her cr.HP has been nerfed s.t. even if it's blocked in the last active frames, it'll still be minus. That move was becoming too much of a problem.
"I think she'll still be strong"
General talk about how once Mika had v-trigger, she could just roll on the ground all day
Some damage nerfs
Chun's tk air legs are now minus on block
st.HP's hurtbox is now bigger(?)
Chun's fireball frames are slower now? But there doesn't seem to be much change.
They changed Chun's st.LK a lot - now when anti-airing, opponents fall diagonally away from Chun, making it harder for Chun to dash in and gain advantage.
Something about Chun's combos becoming more stronger but more technical in terms of inputs
Chun can v-trigger cancel from hyakuretsukyaku now (?)
Overall, pretty nice changes for Chun - has become weaker but still strong
Something about a lot (or all) of Ryu's normals losing v-trigger cancel ability - most notably, his sweep. His anti-air jab is weaker. His j.LK has become worse hitbox-wise.
Remember, these are NOT FINAL CHANGES
The game around the time when someone gets v-trigger (esp. with the top tiers) becomes way too messy - you have characters like Chun threatening to v-trigger off of stuff and she can now hit you with cr.MP all day without threat of retaliation.
Ryu's b+HK (the axe kick 2-parter?) is now cancelable. Not sure if cancelable on both parts. It's good, even if it doesn't become v-trigger cancelable.
In exchange for the nerfs above, Ryu can throw a couple more denjins in v-trigger before running out.
Akuma can like, cancel fireball directly into v-trigger or something now?
Ken's b+MP from 4 to 5 frames (1f nerf across a lot of normals in his moveset)
No changes to LK tatsu, probably because it does carry some risk with it
MK air tatsu's hitbox bigger, pushes away
Unless EX air tatsu hits at the knees, there's going to be some minus frames
They changed the trajectory of the opponent flying away after MK > HK such that the HP DP option afterwards is much more stable. Actually, he's not sure whether it's the trajectory or whether they changed HP DP itself.
Ken's v-skill kick went from pushing the opponent away to popping the opponent up a bit, so a common tactic when playing was to v-skill kick into EX DP. This was a convenient way to get some v-gauge while also dealing some damage.
"I heard that the fireball got buffed a bit." "Is it like Ryu's now?" "No. If Ken's fireball was like Ryu's, Ken would be absurdly strong."
f+HK's frame data buffs (-2 on block?) == potential for combo on CH? This is essentially Capcom shouting at the players to use this move
Not many nerfs to Necalli; slight damage nerfs, front throw setup is now impossible (more of a universal thing as mentioned before)
Changed command grab input from punches to kicks so that there's less risk of it doing something weird. Similar stuff with Juri since at launch they tried to put all of her techniques on kick + inputs but that would mess with people too much.
"It also seems like Juri also got no real buffs at all!"
Her HP anti-air was improved slightly? (not sure if talking about standing or crouching)
The time it takes to fill v-gauge has been shortened. St.MP won't push away the opponent on block. V-trigger fireball is slower now, allowing for pressure alongside the fireball. Overall, however, she looks almost the same.
The three wonder why Juri has no hand-based techniques
Alex's cr.LP can now go into LP Flash Chop? Doesn't require st.LP now. "Finally!" Same with Laura - cr.LP can now go into her elbow. There's no longer a problem with trying to think about transitioning into standing normals.
Alex can now do lariat (f+HP) into st.MP now?
His air stampede is -5 but now pushes the opponent away, making it a bit safer.
Haven't really heard about nerfs to Rashid, but something is probably happening to cr.HP (EDIT: fixed from st.HP, apologies). That move is too strong, especially in the corner. There are a lot of characters that kinda just keel over against that move.
The anti-air capability of st.LK has probably decreased too
"There seems to be a general message of, 'don't use moves other than DPs as anti-airs!' Like they're herding people away from using moves that weren't made for anti-airing as anti-airs."
"Rashid is a strong character, and he'll become even more so as the tech develops. However, Rashid players are kinda keeping it under the radar. If John Takeuchi hadn't come out and shown everyone, I think everyone would have been blown away by Rashid's tornado shenanigans later on."
"Saying that Rashid has low damage is a thing of the past."
Apparently cr.LP cr.LP st.LK lariat works now for Zangief?
In general, cr.LP/lariat won't push out the opponent as much anymore, so repeated cr.LP into shenanigans could be a thing.
"People jump a lot now vs Gief. In SF4, it was unheard of to jump in vs Gief. Who would do that? That meant death. In V, however, people jump like maniacs. As long as they don't get repeatedly hit by anti-air st.LP, they'll keep jumping. I think the lariat buff + the closer landing afterwards gives Gief a much better way to say, 'don't jump at me.'"
Lariat could become much more common as a combo ender or as an ender after v-trigger stuff. Or maybe you could do st.HK (CC or otherwise) into lariat into mixup (since they drop down in front of you).
"I've heard some stuff about Ibuki's kunai counter potentially being increased or her recharge move becoming faster. I think the latter is better. That fits her concept better - being fast about everything."
Ibuki 2-bar thing is more of a rumor than anything else, but if true, she'll be scary. One caster: "She can throw four bombs now! Is she a terrorist or something?" Infil: "The issue is that it's not that easy to fill her v-gauge up, so..."
"If I played Ibuki with a quick recharge, I'd just sit on the slow version of the bomb and wait for it to explode before I do throw mixups or the like. Then I'd just throw kunai -> hehe recharge -> throw kunai -> recharge -> throw a bomb and run away -> repeat until I've thrown about 30 kunai. And then when they think that I'm spamming the slow bomb, I'd just put down the quick bomb, recharge in front of their face, and then as they come forward they get hit by the quick bomb and I just laugh at them and start hitting them." caster 2: "Is this even a game at this point?!" caster 1: "Is this the new Nadeshiko now...?" Infil: "I want to see how much I can abuse this play if these buffs do happen."
On Dhalsim: "He's become crazy. The balance changes to him alone take up like a page or so. HP and HK are both faster (HP has lost some of its reach though). Cr.MP now hits close up too. His anti-air LP has NOT been changed [unlike everyone else]. St.LP has gone from 5 to 4 frames.
Not much change to TPs. b+HP better, j.HP 2 frames slower, hitstun longer on j.LP so there's no risk of sim getting hit on landing even after hitting the opponent with v-skill into j.LP (which used to happen before).
A lot of blockstun buffs
V-reversal faster and pushes the opponent away more
The initial damage from v-trigger may be been increased (or so Infil feels)
V-trigger can't be removed via v-reversal, but the width of the flame carpet has decreased a bit. However, using v-trigger now is a must.
Made cr.HP better so that dash cr.HP is easier now.
Overall, he's become a very strong character.
According to FChamp, spacing has become much easier with this character.
Something about a DP motion and Balrog? Caster 1: "Are you saying that Balrog has a DP animation now? Damn, that's really interesting haha" Caster 2: "I think they probably mean an input change or something..." Infil: "I feel like just changing one of those moves to a DP input doesn't go along well with the rest of Balrog's moveset, so I interpreted it as him having a DP animation."
Headbutt as reversal has become a bit stronger
Slight damage nerfs
Urien buffs: j.LK, aegis lasts longer, feels like walk speed has become faster but haven't really investigated into the character too much.
"Bison has become way stronger. St.LK 3f, st.MP into target combo is faster. Not sure if Psycho Axe or cr.MK has become stronger, but Psycho Axe into cr.MK works now. It's probably the axe, since improving cr.MK like that would make the move too good."
Can do HP Inferno into LP blast for an optimized-damage combo ender without oki. "In the corner you can probably do it anyways, though."
"They're essentially giving him a way to pull out damage without resources."
Bison can also now release the fireball that he catches with v-skill whenever he wants to. "This is really good since the fireball is fast AND since white life goes away slowly, it becomes a threat that you need to block out."
From now on, it'll be difficult to do long-range fireball wars vs Bison.
After Head Press, Bison flies straight down now instead of backwards == Skull Diver will hit almost immediately afterwards. May also be able to continue pressure after landing.
V-Trigger EX Head Press has complet invul(?)
V-reversal as mentioned before is also quite good.
"I think Dhalsim and Bison got most of the buffs."
"Since there are very few Birdie players, I didn't see much play. However, I've heard that the bull drop (?) is faster and bull slider's distance was shortened, making Birdie weaker. I think the latter was a bit much, to be honest."
"I feel like Birdie will probably receive some buffs and become stronger in the patch."
"Guile...GUILE >.< What am I going to do about him...If cr.HP pops people up a bit (for combos) instead of sending them flying away...then it's going to be crazy."
"Xian said that he almost couldn't tell if there were any changes at all to FANG, but he did say that cr.LK was faster."
"FANG becomes a bit like Bison once v-trigger activates. A lot of normal cancels and so on." Caster 2: "Did they say anything about changing inputs during v-trigger?" Infil: "That would be insane. Then he'd be able to walk forward and setup his poison, or walk forward and just start throwing shit. How are you supposed to win against that? You want to come forward and do cr.MK and then he just suddenly does that thrust move at you. That would be silly."
"They made him scarier as he walks towards you, especially since the v-trigger wears off slowly."
cr.HK into v-trigger gives extra time on v-trigger.
Not many changes, but he's become better.
"I didn't see many bad points for Vega, but cr.HP (w/o claw) has CC now. So now the plan is to anti-air with it, cancel into claw stance regardless of what happens, and if you CC'ed you get a free slash. If they don't get CC'ed you get free pressure anyways so who cares."
f+HP CC launches upward instead of making them fly away == CA or EX Barcelona potential (or even a normal)?
Overall, some great buffs for Vega.
"Karin's st.LK is +1 from +3. What kind of silly move has +3 like that?" Also feels like it has more pushback, but not sure.
She has an aerial target combo now (gives knockdown)
Something about Karin's two-kick special only hitting once after tenko? They talk about it being a bug initially. "Wouldn't it be better to just remove it?"
"For season 2, I'll try out Akuma at least once since he seems cool. But the various techniques come from his v-trigger, and he has three bars for his v-gauge, so it'll be hard to fill it up."
Laura's EX thunderclap pops the opponent up a bit off of regular hit == she can do stuff like HP elbow now afterwards without doing stuff like v-trigger.
"I think when Capcom initially made SFV, they said, 'let's take away setups and make sure that oki/knockdowns are pretty fair.' But when the game came out and people were doing throw loops and other shenanigans all over the place (along with anti-air jabs), People saw the large disparities between the characters. So they nerfed anti-air jabs."
"However, this is a very strange way to do things. 'This is too strong!' So they removed it. 'That's too strong!' So they removed it. I think doing that will make this game very (TLN: not sure of the word here, sorry).
"I think there will be a lot of players that pack it up during season 2, especially Mika players. However, it may turn into the type of game that I enjoy. I don't enjoy any of the current characters, but running around and hitting stuff and playing footsies with characters like Vega is something I enjoy."
"SFV is a bit...too 'clean' right now." Caster 1: "Yea, I didn't really have much to say during Capcom Cup GFs. It was kinda just like CLAP! CORNER! EZ! ...KO!" Infil: "Yea, it was a bit much haha"
"But at least with season 2 we'll have a bit of a heavier focus on spacing."
One last thing with Akuma: "Since Akuma's f+HP is like Oni's leap into ground slam, you can dash forward and do f+HP and hit people who are trying to throw tech for a full combo. Tokido showed it off once or twice. I think this will become something that can be abused with Akuma."
"I think Guile, Bison, and Dhalsim will all be super strong. Necalli, Chun, and Cammy will remain strong. I don't know enough about Akuma yet, so..."
"The fact that a lot of setups are gone and spacing is strongly emphasized means that the above three characters I mentioned will be even stronger, right?"
"The issue I have right now is that I feel that if those kinds of characters - Guile, Bison, Dhalsim - become too strong, the game will implode, so they have to balance it carefully. If Guile becomes too strong, it will become very dangerous for the game."
"And so, this time around, I've changed my mind - I will absolutely play top-tier from now on."
"This season, even if characters that I'm not very comfortable with come out (like Mika), I will play them [if they are top tier]."
"This is what I felt watching Capcom Cup finals, but it was so very frustrating. 'Why am I sticking to such a hard character? I should just pick the cheapest character and win with it.' These thoughts came to mind."
The three talk about this being mainly Infiltration's mindset as a professional, not his personal preferences.
"I was honestly very disappointed with how the Capcom Cup finals turned out to be." (game-wise)
"When Nuckledu picked Guile, I was happy with the way he really displayed his skills in the game. But with Mika..."
"I'm sure the listeners will think, 'wow, why is he hating on Mika play so much?' I just want to reiterate that I dislike Mika the character and not any Mika players.
Donation comes from Nash - "We can't lose you, Infiltration" "Haha...I actually really like Nash as a character. He's cool, but I mean...if Capcom keeps telling me not to use him..."
--Third Part (make it stop)-- On Marvel vs Capcom: Infinite
"What I wanted to talk about was...Capcom Cup 2017, and what kind of game would be fun for people to play" (this can be taken in multiple meanings)
"First off, with Marvel vs Capcom Infinite..." Donation from MvCInfinite - "Will we be able to see Nash/Megaman team in this game?" Caster 1: "Nash has to be in the game first!"
"So, there was a lot of anticipation for the new Marvel. Was it Marvel 4? Was it a new game? What was it?"
"Then we found out it was 2v2 with the Marvel Universe (that Disney currently has the rights to) with the Marvel movies as a focal point. I think people predicted that since Disney cares a lot about creating the correct character image/brand in its games and creations, they won't give up a lot of Marvel characters to this game easily and they'll focus on using the Marvel Universe characters centred around the new movies. And then this collaboration with Capcom will work out pretty well, since Capcom still creates good games despite kind of ruining its own image with the marketing and everything else."
"I mean, we pile on Capcom but they make pretty decent fighting games."
"So anyways, that sort of rumor came out [about the new Marvel] and everything kind of went as people predicted."
"So at first, we saw Captain Marvel and Iron Man come out, along with Captain America in his Winter Soldier outfit. When we saw that, it was obvious that they were pushing for that sort of Marvel Universe cast."
"Disney will aggressively pressure Capcom [to push stuff out]. Maybe by next November? I don't think they'll make it time for 2017 EVO or Capcom Cup, but I think Capcom will push to make MvCI part of Capcom Cup 2018 along with SFV. I've heard a lot of these types of rumors fly around but it makes sense."
"Also, from just looking at the game...it's become easier, right? It's just 2 characters, so..."
Caster 2: "Even if Marvel dies quickly, it'll still last 5 years. If they give it anything, it'll last for 10."
"Since Marvel is such an NA thing, the NA community will push for it pretty hard. But the movies have also become incredibly popular." Caster 2: "That's actually part of the reason why people thought it wouldn't come out, since the licensing fees would be a bit too much." Infil: "I'm sure Disney wrung some money out of the deal, but since [the making of the game] has at least been decided, Disney has to at least back it up."
"Since Disney likes having things easy and casual, they probably ended up making the design 2v2 along with the Infinity Gems from Avengers 3. You know, the thing from that previous Marvel game."
The three talk about how since Capcom failed with the gem system before, they'll be all like "these gems aren't like those! It's not a pay-to-win game!"
"I'm not sure whether it's going to be a gem per character or gem per team." Caster 2: "Probably the former." Infil: "Ah, then that'll become a bit difficult." Caster 2: "Wouldn't that be the key to unlocking more strategical plays?"
Talking about how difficult Marvel is: "It's a REALLY difficult game. It's way too difficult, even though it's so fun."
"So I feel that the 2v2 + gem system is a very good idea, and I'm betting that they'll push it towards having people play in team 2v2s. I think they have everything they need for two people to play together on the same team." (TLN: not sure if he's talking about the overall 2v2 + gem system being good or just the gem system add-on)
They get excited over the ways they could tag people in during combos and communicate.
"After Capcom Cup, I actually talked a lot with Xian. I asked him if he would like to stay over in Korea for a month or so, or maybe have a bootcamp before Capcom Cup this time around. I said that this time around, we had to do something. I mean, just look at Japan and the US - they all have their practice partners. Since our communities (Singapore, Korea) are small, we have to work together to do well. I mentioned these points during our talk."
SF 30th Anniversary
"We also have to talk about the 30th anniversary of Street Fighter that's coming up next year."
"I'm wondering if Capcom Cup might not be a bit bigger and better next year (production + prizepool) because of the anniversary."
More Other Stuff
On Season 2 coming out on the 20th: "I really want to spend some time traveling and playing FFXV and going to game centers and taking a break, though...But I guess I have to practice Akuma."
"Also, I can't talk about it right now, but next year, I'm planning on doing something with another sponsor, but I'll reveal that later so please watch out for it."
On requests asking for Infiltration to do gaming shows/streams
On the question: "Hmm, really? They ask to stream FF or whatever popular game that I've bought recently, right? First of all, what I want to make clear is: I'm not the type of guy that can run shows/streams laughs. There are good entertainers and streamers out there, but I'm just a pro gamer that happened to stream. Initially, I had no reason/motivation to stream, so I simply didn't do it. But I knew that a lot of people wanted me to stream, so I tried it out. But [what I found out was that] firstly, it's very very stressful, especially to people like me."
"I have to pick the contents of the broadcast carefully and watch what I say closely. Since it's not just me doing X things in a broadcast but rather a broadcast with me doing a lot of stuff, I have to be careful."
"In any case, I occasionally think about how it might be nice to stream, but...frankly, I'm busy. I'm really busy. I have my personal stuff, I have to practice, and all of these other reasons come up, so..."
The fact that he can even sit down for this interview, the fact that he can even play FFXV for that long, is only because of the year's worth of work leading up to the Capcom Cup.
tl;dr - Humanbomb got a more streaming-focused package (100+ hours/month of streaming == $$) as opposed to Infil not streaming, but he still has to do a LOT of sponsor-related stuff on social media and has a lot of public restrictions with regards to being seen with certain brands and items.
[Announcement] Town Hall | May 2016 | Pin Market to die? The new Trade Server map is picked?
Town Hall | May 2016
Before we begin, go take a look at this. This month has been fairly empty, so it's not too long. We need suggestions, give us some stuff to add into next month's Town Hall. Comment below please :') Anyway, here is May's edition of the Town Hall!
There were no recent additions or changes to the staff team.
There has been a lot of drama around the Howl Hype. A lot of threads have been created recently regarding Howl owners constantly upvoting and commenting on Howl trades to 'manipulate' price. People are asking moderators to act, however there is nothing that we can do to prevent this. djsedna gives us an insight into the nearly-universal answer to "why has _____ spiked in price so much?".
Might not be new exactly this month, but it's worth mentioning:
The scammer will have a Trade Link on his profile readily available, hoping that you will click on the link to offer your item for his. His main profile will contain the item you want, e.g. a Sapphire Flip Knife. You check his inventory and confirm that he has the knife you want, then you would click the trade link on his profile, which would lead to a profile that is completely identical to the profile with the sapphire, the only difference being that his Sapphire Flip Knife is now a Phase 4 Flip Knife. You, wanting to make $20+ Profit, will put his Phase 4 Flip Knife into the trade window, not noticing that the Flip Knife has changed from a Sapphire to a Phase 4. The same goes for different Float Values or conditions (He could have a Field-Tested Vulcan instead of the Factory New one you wanted from him) Always inspect the item you are trading for and double check the item description. Always be suspicious when you are making profit that you know you shouldn't be, sometimes it's a scam, sometimes it's legit. Be alert.
/GOTradeAppeals, the new place to appeal Subreddit and SR (Reddit only) Bans
Got a non-profit, non-gambling related CS:GO Trading site/utility that isn't well known? Message Shubbler and it may be in the next Town Hall!
Post of the Month
With 227 points and 840 comments, [Free] ESL Cologne Ticket was May's top post of the month. Faux_Jake did find a winner however their identity was kept hidden in the interest of privacy. Hope you've enjoyed reading. Peace, Shubbler.
A: tl:dr: Perhaps some discontinued containers/stickers. This thread lists a lot of interesting plots and on this thread you can check out which items were available on which timeframes. Case investing: Buy cases & sticker capsules when they are at 3c/4c. They can't get any cheaper and once they stop dropping they might rise in price (Be aware of the volume on the market - cases with close to a million currently on the market will take a long time to rise in price.) Popularity of the skins in the cases has an influence. i.e. Vanguard cases are still cheap and will rise in price slowly as the skins aren't as desirable, despite the supply stopping. Huntsman cases are much more desirable and quickly rose in price once they stopped dropping. Sticker Capsules were great investments as once a sticker was used on a skin, it was gone from the market for good. Gun Skins from cases only leave the market if a user is banned or the skin is used during the Trade-Up Contract. Supply for stickers should always drop (note: as of the 2016-06-15 patch, they are most likely rare drops). Some cases are more rare and therefore cost more, for example operation Bravo cases. If you know what you're doing, it is sometimes profitable to buy cases at prices higher than 3-4c. Sticker Investing: You could buy stickers when you get a sticker offer then sell on market. Check the prices and be aware of the market tax. You might net a few extra cents pretty quickly but you're really not getting much profit here. Buy up on stickers when the capsules have stopped dropping / they are no longer offered as common deals - My guess is the capsules themselves would be better investments and I don't think there's really any way to know if a sticker is no longer offered as deals other than their recent trending. Stickers, are very similar to passes, they are most commonly a long term investment. Team stickers have always gone on sale at the end of valve sponsored tournaments. Tournament Sticker Investing: Buy stickers at a low price (during the sale towards the end of a tournament is best) and sit on them. You can either sell shortly after the tournament for a quick profit, or wait 6 months+ for a possibly larger profit. As more tournaments are being held and more stickers are released, it is difficult for most stickers to distinguish themselves among the huge mass of other stickers. Only hold on to stickers that you think will appreciate. If you're lucky a team will be banned or split or become successful in the future which is likely to drive up the price of their stickers (see ibuypower). The amount of profit from these stickers depends on how nice they look and how popular they are (if they are too popular, they can be a liability because of overabundance). Katowice stickers look great, Dreamhack not so much, 2014 cologne even less so. This comment and this comment might clarify some Tournament Sticker questions. Skin Investing: Trickier than the other two and more risk involved. I wouldn't really recommend as it's unlikely to be more profitable unless you really know what you're doing. If a skin goes contraband, for whatever reason, the price will shoot up. Buy early when this happens and you should see profit if you wait. Don't expect it to really happen again. Valve will likely not let any copyright infringing skins through after the Howl. Skins from a case that has stopped dropping or from a collection from an operation that has stopped will rise. How much so will depend on their desirability. This will be a slow process. (example: M4A1-S Guardian). Valve, with the Vanguard Operation, reintroduced some rare skins into the game, such as skins from the Cobblestone collection, Overpass collection, Cache collection and Dust collection which drastically reduced the value of the majority of skins involved. Gun Skins from cases only leave the market if a user is banned or the skin is used during the Trade-Up Contract. Knife Investing: More or less don't. Knives are fickle things to trend. Maybe you find a knife with a nice pattern going cheap due to an oblivious seller. But it won't be easy to get rid of. As with the skins knives from cases that are no longer dropping should rise in price, knives from current cases (i.e. Falchion) will drop in price until the case stops dropping. Operation Pass Investing: These are the things that you redeem in order to get access to an operation. After the operation, all it does is give you access to the coin (which some players like to collect). All passes so far have gone on sale at the end of their operation. You can buy passes then sell after the operation has finished. If you want to do this, buy during the sale and wait 4-6 months. You should see profit, but I personally wouldn't bother. Vanguard sold well as it didn't reach as low a discount as people were expecting and wasn't on sale long, so not many were bought. Furthermore, Valve stopped selling the Vanguard Pass before the operation ended, which caused players who wanted to complete the missions to buy it from the market. Souvenir Case Investing: Research the different cases and their skins. Cases like the Cobblestone case is the most desirable due to the Dragon Lore. During the tournament the supply will be at it's height so buy early and wait. Profit will continue to climb but might be a slow process depending on the case you have and the volume that were dropped. Gift Package Investing: In the Winter months Valve sells gift packages for $1. If you open a Gift Package on a server, it will award a random player a random regular skin drop. In any given 2 hour period, those five players that open the most Gift Packages are displayed on a leader-board in the beginning of every game of every Valve NA CSGO server. This has been exploited for advertising. In 2013, people didn't anticipate that the Gift Packages are limited to the Winter months and in the following year, CSGO exploded in popularity. This multiplied the price of CSGO Gift Packages until they were sold again in 2014. In 2014, many people expected the same thing to happen, so the supply of Gift Packages increased. CSGO exploded again, but this time the price of gift packages increased much more because gambling sites started to boom and they competed for advertising. It is possible that in 2015, many people and gambling sites will buy many more gift packages than previously, and that the relative growth of CSGO will decrease. Valve announced that they will pull the advertising feature of the gift packages during early 2016. Tournament pin investing: Coming soon CSGO game key investing: Coming soon
Q: What items have been (in some cases, virtually) discontinued?
A: Here's what you can only get from the marketplace/trading and absolutely nowhere else: GUNS M4A4 Howl (removed due to copyright violation) Dual Berettas Retribution (removed due to artist ban) P90 Desert Warfare (removed due to artist ban) CZ75-Auto Poison Dart (removed due to artist ban) StatTrak MAC-10 Curse (removed due to artist ban and cannot be traded up to) StatTrak USP-S Orion (removed due to artist ban and cannot be traded up to) The Consumer Grade skins of the Assault, Alpha, and Office collections cannot be traded up to and these collections did not return after their initial drop phase. STICKERS Note all of these are probably now rare offers in the in-game store: Sticker Howling Dawn (removed due to copyright violation) Sticker King on the Field (removed due to artist ban) Sticker Winged Defuser (removed due to artist ban) Sticker Harp of War (Holo) (removed due to artist ban) Sticker Windy Walking Club (probably no longer for sale) Sticker War Penguin (probably no longer for sale) Sticker Terrorized (probably no longer for sale) Sticker Stay Frosty (probably no longer for sale) Sticker Fight like a Girl (probably no longer for sale) Sticker CT in Banana (probably no longer for sale) Sticker Chicken Strike (probably no longer for sale) Sticker Bossy Burger (probably no longer for sale) Sticker Blitzkrieg (probably no longer for sale) Sticker Witch (probably no longer for sale) Sticker T on Cat (probably no longer for sale) Sticker Stay Frosty (probably no longer for sale) Sticker Till Death Do Us Part (probably no longer for sale) Sticker Terrorized (probably no longer for sale) Sticker Pigeon Master (probably no longer for sale) Sticker Blitzkrieg (probably no longer for sale) Sticker Windy Walking Club (probably no longer for sale) Sticker War Penguin (probably no longer for sale) Sticker Shooting Star Return (probably no longer for sale) Sticker Nelu the Bear (probably no longer for sale) Sticker Flashbang (probably no longer for sale) Sticker Fight like a Girl (probably no longer for sale) Sticker CT in Banana (probably no longer for sale) Sticker Chicken Strike (probably no longer for sale) Sticker Cat Call (probably no longer for sale) Sticker Bossy Burger (probably no longer for sale) Sticker Trick Or Threat (probably no longer for sale) Sticker Zombie Lover (probably no longer for sale) Sticker Witch (probably no longer for sale) Sticker Trick Or Treat (probably no longer for sale) Sticker Bomb Squad (Foil) (probably no longer for sale) Sticker Work For Ammo (probably no longer for sale) Sticker Warowl (probably no longer for sale) Sticker T-Rekt (probably no longer for sale) Sticker SAS Chicken (probably no longer for sale) Sticker Piece Of Cake (probably no longer for sale) Sticker Pandamonium (probably no longer for sale) Sticker My Little Friend (probably no longer for sale) Sticker Massive Pear (probably no longer for sale) Sticker Ho Ho Ho (probably no longer for sale) Sticker Blood Boiler (probably no longer for sale) Sticker Headless Chicken (probably no longer for sale) Sticker Hostage Rescue (probably no longer for sale) Sticker Wanna Fight (probably no longer for sale) Sticker Witchcraft (probably no longer for sale) Sticker Robo (probably no longer for sale) Sticker Lucky Cat (Foil) (probably no longer for sale) Sticker Baaa-ckstabber! (probably no longer for sale) Sticker CS On The Mind (probably no longer for sale) Sticker Doru The Fox (probably no longer for sale) Sticker Queen Of Pain (probably no longer for sale) Sticker Eco Rush (probably no longer for sale) Sticker Just Trolling (probably no longer for sale) Sticker Flickshot (probably no longer for sale) Sticker One Shot One Kill (probably no longer for sale) Sticker Chi Bomb (probably no longer for sale) Sticker Dinked (probably no longer for sale) Sticker Awp Country (probably no longer for sale) Sticker Ninja Defuse (probably no longer for sale) Sticker Delicious Tears (probably no longer for sale) Sticker Knife Club (probably no longer for sale) Sticker Doomed (probably no longer for sale) Sticker Don't Worry, I'm Pro (probably no longer for sale) Sticker Pros Don't Fake (? probably no longer for sale) Sticker Firestarter (Holo) (probably no longer for sale) Sticker Phoenix (Foil) (? probably no longer for sale) CONTAINERS 2013/2014/2015/2016 Souvenir Cases (ceased dropping) Sticker Capsule 1 and 2 (ceased dropping, (note: as of the 2016-06-15 patch, they are most likely rare drops)) Community Sticker Capsule 1 (ceased dropping (note: as of the 2016-06-15 patch, they are most likely rare drops)) 2014/2015/2016 Tournament Sticker Capsules (no longer for sale) Gift Package, Pallet, and Parcel (only available during Christmas) OTHER All Operation Passes (no longer for sale) Music Kit Midnight Riders (no longer for sale, probably only available during Christmas) Weapon Case 1 (confirmed rare drop) Weapon Case 2 (confirmed rare drop) Weapon Case 3 (confirmed rare drop) eSports 2013 Case (confirmed rare drop) eSports 2013 Winter Case (confirmed rare drop) eSports 2014 Summer Case Operation Bravo Case (confirmed rare drop) Winter Offensive Case (confirmed rare drop) Vanguard Case (confirmed rare drop) Huntsman Case (confirmed rare drop) Chroma Case (confirmed rare drop) Phoenix Case Breakout Case Revolver Case Falchion Case Shadow Case Wildfire Case Chroma 2 Case Chroma 3 Case Operation Hydra Case (probably a mistake by Valve) u/steamfrag has posted the drop timeframes for these., created a timeline visualization here, and overlayed price history visualizations here. The following collections are discontinued when no operation is going on: Cache, Overpass, Cobblestone, Chop Shop, Rising Sun, Gods and Monsters. Consumer tier skins in those collections cannot be traded up to. The following collections don't drop right now but could reappear in a future operation: Baggage, Mirage, Nuke, Militia, Inferno, Vertigo, Aztec, Dust, and, potentially, Assault, Office, and Alpha.
Q: What currently drops ingame and what are the case opening probabilities?
A: All mainstream cases outside of the cases listed in the "other" section above drop. u/qsulphurous: The currently dropping weapon collections during non operation times are: Dust 2, Train, Bank, Italy, Safehouse, Lake. Mirage used to be in the drop Pool but was replaced by Bank when the Huntsman case was released. Here are the case opening probabilities
Q: What are some ways I can make a profit on the market, other than investing (long-term)?
A: Note that a lot of these are automated already with bots (which can hurt your profitability) and that some are more scalable than others (e.g., through multiple accounts). Weekly Operation fluctuations (hotshowerscene) - With the new "1 drop per week" for the operation we're seeing big fluctuations in some skins on the market . As the drop resets everyone levels up then most sell their skins more or less immediately. This massive influx drives the prices down. As the supply of skins slows throughout the week the price climbs back up, usually peaking just before the drop resets. If you play this right you can make a bit of profit by buying and selling on the market at the correct times for the correct prices. This can be a gamble as there's not really much certainty on the price. My advice here: research the skins and their trends. Skins that can be used in tradeups to highly desirable skins are the best, but it's hard to judge what will happen and what the price peak will be. If you do this, make sure you're happy with any profit and don't get too greedy. (example: Skins that tradeup to M4A1-S Icarus Fell) Random fluctuations - Keep an eye on mid price skins that there isn't a huge volume of (see Deagle Blaze) and if you manage to pick one up at a low price and sell at a peak price then you can net a few bucks profit. Do your research and hope you get lucky. Wide daily seasonality: Some items peak every day at around noon and tank after midnight (EST). If the difference tends to offset the Steam tax (15%), it can be taken advantage of. Usually, this requires a large volume to be reasonably profitable. If you engage in this technique, keep in mind that there is a scalability limit for the profitability. Expansion and contraction: After a popular game/operation/case/tournament/Steam-sale/market-bug is introduced, players try to dump their items on the market to buy whatever is hot. At the same time, buyers tend to also go for what's hot. Old investment supplies increase, and demand lessens. It is usually wise to do the opposite of the general market behavior and buy on these market crashes. When you want to sell something, it's usually best to wait until the market has fully recovered. Further, during some crashes, it might be better to wait until the end to buy-in as many investors try to buy in early. Trade up items by starting from undervalued items - Start with an inexpensive item (snipe undervalued items from Opskins or CSGOlongue) and make a lot of profitable trades. This usually requires a lot of work. Also, most questions in this arena are better suited for globaloffensivetrade (and if you're trading game gifts /gametrade). Trade up contract arbitrage - Determine if a certain weapon can be traded up to profitably (consider Steam tax). If so, buy the lower level skins, and sell the traded-up to skin on the market until it becomes unprofitable. This is probably already being done by bots. Note that the float value of the traded-up-to weapon is a function of the average float value of the traded-up-from skins. Tournament sticker capsule opening arbitrage: During a period of time of the Cologne 2015 sale, it was actually profitable to buy capsules from the market, open them, and then resell them on the market (in the average case). Smart/educated betting - Bet on teams where the betting odds are inefficient. Most questions in this arena are better suited for csgobetting. Wide bid/ask spreads - Take advantage if the daily bid/ask spread is larger than the Valve tax. Buy commodities that are being demanded at a much lower price than they are being listed at, then sell them back. Don't do this en masse before an expected downturn. Snipe undervalued items from the markets - In the Steam Community Market, this doesn't work well for the more expensive/rare items as the bots close to the Valve data-center (working serially and randomly) are likely to be faster. For OPSkins you can sort the items according to price and find undervalued items. Some sites compare the prices across sites, which allows arbitrage. There's also an extension that shows how discounted different items on OPskins are. Nonethewiserer: For CSGOlongue you can create quick buy order (on auto-bump) and offer fewer keys than an item is worth, and the order can go through on market crashes (quicksell listings). Salvaging the junk yard of gambling sites (barnyard303): Cases can be acquired from CSGOskins for 1 cent as they are trying to liquidate them quickly. Decent skins are overvalued on gambling sites and can be used to cash in. Watch a tournament and hope for souvenir drops: During tournaments, link up your twitch account to your Steam account and keep the twitch stream running in order to potentially get a Souvenir case. Grinding operation missions or weekly drops: It is often the case that paying for the operation pass early is profitable if you get the mission drops and sell them on the market. When a new case is released it can be worthwhile to accumulate in-game time in order to get the new highly-priced case. Sticker flipping: Sometimes it is profitable to buy stickers from the store and then flip them for a profit (after the 15% Steam tax) on the community market. Hunting for sub-variations of items: Some items on various markets have specific sub-patterns/properties that are more valuable than the usual ones (ex., 5-7 Case Hardened blue pattern, Black Pearl pattern of Doppler knives, KennyS Cobblestone Packages, skins with the Howl sticker) and they are sometimes undervalued (especially during market downturns). Item gambling: If done kosher, a -EV proposition because of the rake. Over many trials, a guaranteed loss due to the law of large numbers. That being said, some people have developed shady schemes where it can become profitable (e.g., via market manipulation). However, these schemes are risky. Currency arbitrage: If a particular conversion is highly skewed and Valve's adjustment is slow, it can become profitable for a certain country to buy items in the store or Community Market and resell them off the community market to another country. You can use a VPN and Paypal to pretend you live in another country, although it's pretty risky. Sell high and hope for a market bug/manipulation: List items for a higher price than their market value and hope that a Steam bug will occur where sellers temporarily won't be able to create new listings, while buyers can still buy the items (or hope that someone engages in market manipulation of your item). Create high buy orders to items priced out of SCM: Some items (e.g., Kato 14 Holos and Dragon Lores) have a market value greater than can be listed in the SCM. Some uninformed owners will still list these items on sale on the SCM (way below market value) every few months, and their sell order gets matched with the highest buy order. Therefore, a profitable strategy is to create the highest buy orders on these items. Check this FAQ for how you can create these buy orders. Note that you actually need to have the money in your Steam wallet, and that it needs to stay there for a while (you can make buy orders for 10x the amount in your wallet). Having a large Steam wallet is already associated with hidden costs (inflation, illiquidity, Valve's fickle nature etc.); determine for yourself whether you deem these costs worth it. You also need a way to check if your buy order is the highest every now and then.
Q: What are some good sites and tools for market information, outside this subreddit?
Officially, 1000. You can list excess on the market, but after around 200 items listed, the Steam Community Market homepage wont load any longer; the specific item pages, will load, however. I'm not sure after how many items those pages will fail to load. levitating_cucumber and el_vper: You can also reach over 6000 items in your inventory by listing items on the market, buying more items, then cancelling the listed items (4000 2000 is the maximum safe amount). Note that your listing volume+Steam Wallet cannot exceed $500 at any given time. Konstaduck: If you have 999 items in your inventory, you can also accept a trade with at most 1000 items for a total space of 1999. u/MikeR0tch: Apparently, the trade trick doesn't work any longer, unless you follow some specific rules.
Q: How much does Steam charge in tax/fees when I sell an item on the Steam Community Market?
This thread show the exact formula, while this thread shows the values for cent values in the range $0.01 to $1.
Q: What is the most efficient way to buy in?
A: Buy items (not necessarily CSGO only) from trustworthy sellers (e.g., Opskins) that you can sell on the Steam Community Market. Spend some time to determine which item gives you the best rate (http://csgo.steamanalyst.com/hotdeals is one of the tools that can help you with that, there's also an extension out there that displays the discount% on each item loaded). Alternatively, Steam gift cards are sometime on sale. If someone is selling the investments you want off market at discounted rates, that could be an even more attractive option. When you buy from the SCM, it is almost always correct (unless you are dealing with something timing-sensitive) to place a buy order that's lower than the cheapest sell order.
Q: What are some real-money marketplaces for CSGO items?
A: Sell the items directly on Opskins/Bitskins (or a trustworthy competitor with small fees). Depending on the investment items, this can take a while. As an alternative you can exchange your investments into liquid items (popular skins for frequently used weapons, certain knives, case keys, sticker keys, nametags etc. - spend some time to determine which item gives you the best rate) and sell those liquid items on OPskins. The latter method will increase the speed at which you get money but will lose you a larger percentage. Keep in mind that OPskins takes a percentage (5% or 10% depending on your membership - there are coupon codes btw), Paypal takes a percentage (~2%), and that the values on OPskins are lower than in the Steam Community Market. Also, every transaction on the Steam Community Market takes away 15% already. Occasionally the items on OPskins are so cheap compared to SCM that it becomes worth it to sell them on SCM instead, buy keys from the in-game store, and then sell those keys on OPskins. When selling on SCM it almost always is correct to sell with an order that's higher than the highest buy order and higher than the lowest sell order if the lowest sell order is lower than recent trends display.
Q: Why did item X increase/decrease in price?
A: Possible reasons: CS:GO updates/balance changes/game changes/market changes (e.g., Tradeup Contract), new cases/operations (both short-term, due to opening frenzies, and long-term, due to increased supplies of skins), a famous streamer hypes an item, someone tries to manipulate the market, a AAA game is released (short-term loss and long-term losses), a tournament is taking place (CS:GO, DOta 2 etc.), a Steam-sale is going on, a market-bug is ongoing, the ingame drop rate was increased/decreased, legal issues about things related to the CSGO market (e.g., betting) etc.
Q: If I create a new Steam account, what do I have to do in order to transfer items to that account? How long does this take?
A: Create a new account, log in (via the thick client), set up your profile, enable Steam Guard, wait 15 days, and transfer the items to the account from your main (double check that it is your account). If you intend to use the thin client (e.g., via Chrome), make sure that you log in from there as well because Steam will impose a 7 day trade restriction on your account when you attempt to create a new transaction from a new device (a device meaning a new browser). Also, if you do not have mobile authentication enabled on the alt account, there will be a 3 day delay for trades. You can use the same phone number & email address for many Steam accounts. Also, Gmail forwards emails addressed to your account even if dots (.) are added in between the username characters of your email address.
Q: If I create a new Steam account, what do I have to do in order to use the Community Market in that account? How long does this take?
A: Same steps as above, but you need to purchase a game that costs at least $5 or deposit $5 into your Steam wallet (and wait a month) before being able to use the Community Market. Keep in mind that using a new payment method will trigger a weeklong community market ban on your account.
Q: After buying an item from the Steam Community Market, how long do I have to wait until I can sell/trade it?
A: They are sellable immediately on the Market. You need to wait a week until you can trade them to another account.
Q: How are buy orders prioritized once someone sells an item with a price in the buy range?
A:See answer here: Price -> currency -> datetime of order. Apparently, there is some controversy over this. There's the hypothesis out there that this ruleset only applies to weapon listings and that sticker listings work as follows: Price (order qualifier) -> some combination of currency and datetime of order (quantifier)
Q: How do I add over $400 to my Steam Wallet?
A: Buy keys and games with your wallet funds and then create refunds on all those purchases. Redeem Steam Wallet codes. Perhaps you have to use the Steam API to create buy orders with these large amounts of Steam money (u/ursoos). It's needless to be said that this is quite risky.
Q: How do I mass sell items without having to list and confirm them one-by-one?
Q: Help! I listed to many items and my Steam market page won't load any longer. How can I access the listed items?
2016-05-24 Added changelog, referenced a thread with interesting stats in the first section 2016-05-24 How many items can I hold in my inventory? Linked the quick trade trick. 2016-06-15 Added FAQ element on SCM market page not loading. 2016-06-16 Changed references saying that Sticker Capsules do not drop. Added reference to Javascipt source which is potentially able to remove listings in case pages do not load. 2016-06-22 Added http://188.8.131.52/charts/items/ to websites 2016-06-24 Added more information to How do I add over $400 to my Steam Wallet? 2016-06-28 Added revolver case to rare drops 2016-07-03 Added more info to "Why did item X increase/decrease in price?" 2016-07-04 Minor formatting 2016-07-05 More info added to the question about listing and confirming items to sell on SCM 2016-07-07 Grammar 2016-07-17 Added the Q&A on Steam tax 2016-07-21 Added more clarification to Why did item X increase/decrease in price?, added Falchion to rare drops, added all kinds of references to OPskins-SCM arbitrage opportunities, and an extension that shows discount% on OPskins items 2016-07-22 Added Q&A regarding what currently drops. 2016-08-27 Qualified the tl:dr in the first question, added Shadow Case to rare drops, added tips for SCM buyin/cashouts at the respective questions. 2016-09-06 Added http://beta.csgro.com/ to links 2016-09-18 Create high buy orders to items priced out of SCM, added more realistic warning at the bottom of thread 2016-10-04 More clarifications to Create high buy orders to items priced out of SCM 2016-10-25 Added indications that retired in-game sticker offers returned as rare offers 2016-10-25 Added Wildfire case as rare drop 2016-12-06 Added more software links 2016-12-10 Case opening probabilities 2017-01-14 Added link to steamfrags item availability chart 2017-03-16 Added Chroma 2 to rare drops 2017-09-23 Added Chroma 3 to rare drops 2017-09-23 Added Operation Hydra Case to discontinued drops Please notify me of potential corrections and suggestions. Any of the information in this thread may be outdated at any given time; invest at your own risk. You should be psychologically prepared to lose everything invested in CSGO items. Valve is very fickle with regard to rules and regulations that could affect the SCM, the CSGO game, general Steam item management, and anything related.
DO NOT do trade up EVER, you will trade in 10 skins worth $0.04 and get a single skin worth $0.08. You can bet them on clear underdogs expecting to lose them. OR. You can sell them at market value (Even if market value is $0.05 and you get $0.03, or $0.04 -> $0.02) and then actually buy a single item with the proceeds from market. A problem that many new CS: GO players are facing is bad aim. When you’re new to the game, you can’t exactly expect to have the best aim in the world, especially when you’re not used to the mechanisms of the game yet. In order to gain aiming skills, you need to have experience in […] Not sure if i have this button because of an extension or if regular lounge has it but try pressing "force refresh" above your inventory. I didn't find that button until recently and I couldn't bet with some items that I knew I had until i pressed that button and they finally showed eSports betting started when the Counter-Strike: Global Offensive game was introduced through a process known as skin gambling. And after the launch of an updated PC version of the CS: GO, cosmetic items known as skins redefined the appearance of players’ weapons. CSGO Items on Time Get the Best Deals. Type (Any) Agent Collectible Container Gift Gloves Graffiti Key Knife Machinegun Music Kit Pass Patch Pistol Rifle SMG Shotgun Sniper Rifle Sticker Tag Tool
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