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PostPosted: 23 Sep 2016 19:50 
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Joined: 25 Mar 2010 19:07
Posts: 8392
This update looks REALLY awesome.

http://blog.counter-strike.net/index.php/air-time/

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PostPosted: 23 Sep 2016 20:23 
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Joined: 25 Mar 2010 19:21
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I haven't played it yet so I can't really give any feedback, but I like the idea of making the jump shooting a thing that could raise the skill ceiling while also still not really being a viable use. If you could master it, then it might help you in some certain clutch situations, but instead of just making it completely useless when you jump, its going to give you something to really practice at. I might completely hate it once I play it, but who knows. At least they are trying something and listening now.

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PostPosted: 23 Sep 2016 20:30 
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Joined: 24 Feb 2015 09:39
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I love their graphs.

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PostPosted: 24 Sep 2016 19:26 
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Joined: 26 Sep 2010 22:53
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Location: T͚̜͙͚̠̦ͬͧ̐ͬĥ͙͉͙̥̹̝͖ͮ̒̒̋ͤ̄eͭͫͭ ̥̤͔̽ͥ͐ͦͦͣỊ̒̎n̖͚̘͇̬̟te̻̥͇̳̲̲͊̂͆ͩr̝̯̦̼͔̖̻̽n͙ͬ͆̎e͔̰͎ͩ͋̀̚t̮̞͎̓ͨ́
YES! JUMP SCOUTING IS A SERIOUS THING AGAIN! This will make holding raised tunnels much easier. Think mirage - mid window, cat from mid, connector, ct to a, palace and b apts. Dust 2 - upper b tunnels from stairs. Nuke - outside behind boxes, silo from the back, ramp, heaven/ladder. Inferno - mid, car, apts/balcony, boiler room to stairs. The list goes on. It will make it much more viable to grab a quick pick or inflict some pretty safe damage. Especially with peekers advantage, unless you continue to jump up and down, you get a few free shots on them.

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