Counter-Strike: Global Offensive - Page 67
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Terranist
United States2496 Posts
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-Archangel-
Croatia7457 Posts
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Gingerninja
United Kingdom1339 Posts
On April 24 2012 17:51 Terranist wrote: how does this votekick system work? i got votekicked from a couple servers now and half the time when i click find match it says steamid banned. They'd only bad your ID for hacking not for being vote kicked, unless it was a bug with the system. + Show Spoiler + Turn off the Aimbot bro :p | ||
mokumoku
157 Posts
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djukger
Germany68 Posts
1.6 pros complain that you cant differentiate the models? So Pros are saying we dont want to use teamwork (as in i know where all of my mates are) and get an advantage over lesser teams who might not have the same amount of team-awareness? Basicly making the game harder and making the better team win more frequently. Shadows to dark to see players in it, well guess what, flashlight. Basicly adds more depth to gameplay, sneaky hiding places which are known and you cant escape because you are back against the wall(and easily flashable). -> more controlled advances through the maps. Rushes have to be planned out who checks which dark corner hence giving more advantage to teams which train harder ..... | ||
Anacletus
United States733 Posts
On April 24 2012 22:01 mokumoku wrote: Anyone giving out invites or selling them? I'll trade like 5 dota keys for one. Or buy it. This really isn't the place to trade keys, bud! I can't wait for CS:GO! Signed up for the beta, hopefully the fact that my system is shitty won't cause me to not get a beta key! | ||
mokumoku
157 Posts
On April 24 2012 23:32 Anacletus wrote: This really isn't the place to trade keys, bud! I can't wait for CS:GO! Signed up for the beta, hopefully the fact that my system is shitty won't cause me to not get a beta key! woopsies, friend said if i go on TL they might sell some keys or something. | ||
Dubzex
United States6994 Posts
On April 24 2012 23:34 mokumoku wrote: woopsies, friend said if i go on TL they might sell some keys or something. try steamtrades.com or the trading subreddits like http://www.reddit.com/r/SteamGameSwap/ | ||
reptile
United States210 Posts
On April 24 2012 23:29 djukger wrote: I dont get the complaints about the recoil patterns, why do they have to be the same as in 1.6 ? Utter Bullshit, as long as you have a feel where the recoil is going (which cs:s didnt have as much) everything is fine. 1.6 pros complain that you cant differentiate the models? So Pros are saying we dont want to use teamwork (as in i know where all of my mates are) and get an advantage over lesser teams who might not have the same amount of team-awareness? Basicly making the game harder and making the better team win more frequently. Shadows to dark to see players in it, well guess what, flashlight. Basicly adds more depth to gameplay, sneaky hiding places which are known and you cant escape because you are back against the wall(and easily flashable). -> more controlled advances through the maps. Rushes have to be planned out who checks which dark corner hence giving more advantage to teams which train harder ..... The reason they're comparing recoil patterns to 1.6 is not only because of the feel, but the balance between weapons. There's far more to consider than dumbing it down to recoil consistency. The model differentiation is an issue. The new fog mechanic makes it unbearable to identify enemy/teammate models from x distances. You have to consider the resolution players will be using as well. In 1.6, low res was preferred, while higher res in source. This game is trying to pull both communities, so the game needs to be functional for all types of users. Not to mention the fact that you could easily distinguish Counter-Strike from Modern Warfare based on the models in the past, but for whatever reason they've chosen to make the Counter-Terrorist models look more like MW models than CS models. I'm very happy with the Terrorist skin, but I much prefer the black and blue Counter-Terrorist models. I hope they'll fix this. There is no flashlight in this game, so the shading/shadows are also a concern. The previous flash light mechanic could be abused and ended up being banned in league play. The recoil issues have been greatly improved since the beta first started, but there were legitimate problems with gun balance. As a previous professional 1.6 player, I've appreciated the improvements I've witnessed thus far, and I'm sure they'll continue to improve the game in time. | ||
djukger
Germany68 Posts
On April 24 2012 23:49 reptile wrote: The reason they're comparing recoil patterns to 1.6 is not only because of the feel, but the balance between weapons. There's far more to consider than dumbing it down to recoil consistency. The model differentiation is an issue. The new fog mechanic makes it unbearable to identify enemy/teammate models from x distances. You have to consider the resolution players will be using as well. In 1.6, low res was preferred, while higher res in source. This game is trying to pull both communities, so the game needs to be functional for all types of users. Not to mention the fact that you could easily distinguish Counter-Strike from Modern Warfare based on the models in the past, but for whatever reason they've chosen to make the Counter-Terrorist models look more like MW models than CS models. I'm very happy with the Terrorist skin, but I much prefer the black and blue Counter-Terrorist models. I hope they'll fix this. There is no flashlight in this game, so the shading/shadows are also a concern. The previous flash light mechanic could be abused and ended up being banned in league play. The recoil issues have been greatly improved since the beta first started, but there were legitimate problems with gun balance. As a previous professional 1.6 player, I've appreciated the improvements I've witnessed thus far, and I'm sure they'll continue to improve the game in time. Well when recoil doesnt have to be exactly like in 1.6 why do people complain about the recoil and not about the weapon balance. oh you have to see your teammate over distance through the fog, well friendly fire is a real thing, hence i said -> you have to be aware where your team ist --->> takes more mapawareness-, teamplay- and tacticskills, more skill is better yes ? there are places where i cant see shit, well lets complain about shadows and want them have to be removed, instead of just asking for a effect which will probably dont even take 1 hour to program into the source engine, if flashlight has lighting errors/exploits it has to be fixed not removed Low/High Res issue, seriously ....... it is a new game be able to commit to some change, i will not play this game because you have to play in high res or low res .... ----> wow, sound douchy to me and is not a real argument i will not play sc2 since it supports a higher resolution .... i will not play sc:bw since it has such a low resolution .... | ||
reptile
United States210 Posts
On April 25 2012 00:18 djukger wrote: Well when recoil doesnt have to be exactly like in 1.6 why do people complain about the recoil and not about the weapon balance. oh you have to see your teammate over distance through the fog, well friendly fire is a real thing, hence i said -> you have to be aware where your team ist --->> takes more mapawareness-, teamplay- and tacticskills, more skill is better yes ? there are places where i cant see shit, well lets complain about shadows and want them have to be removed, instead of just asking for a effect which will probably dont even take 1 hour to program into the source engine, if flashlight has lighting errors/exploits it has to be fixed not removed Low/High Res issue, seriously ....... it is a new game be able to commit to some change, i will not play this game because you have to play in high res or low res .... ----> wow, sound douchy to me and is not a real argument i will not play sc2 since it supports a higher resolution .... i will not play sc:bw since it has such a low resolution .... Because the majority of players don't understand the actual issue. They just assume that they're not getting kills, so it must be the weapon. Yes, friendly fire is a real thing, mostly in competitive play. You're forgetting that this isn't specifically designed for only competitive play. There will be players using consoles, playing for fun, professionals, etc. Once again, with the lighting, you're missing the point that not everyone has the same ability to adjust settings for user friendly use. Console gamers are much more limited, and there's still a plentiful amount of PC users who don't have top functioning PC's. You obviously completely misunderstood my reason for bringing up resolution. The point is, all resolutions the game allows should be able to process and function the game in a coherent manner. That's not the case, which is why the player models are being complained about. Sorry you can't comprehend that, but maybe you should try and relax and re-read what's been said. | ||
Tryndamere
Canada145 Posts
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Maedi
United States477 Posts
![]() And as far as my general thoughts on the beta so far, I'm happy with it. It's fun for what it is at the moment, and changes are coming in fairly quickly. As far as from what I see from Whisenhunt, development is moving in a good direction, and listening to important community feedback. | ||
djukger
Germany68 Posts
On April 25 2012 02:37 reptile wrote: Because the majority of players don't understand the actual issue. They just assume that they're not getting kills, so it must be the weapon. Yes, friendly fire is a real thing, mostly in competitive play. You're forgetting that this isn't specifically designed for only competitive play. There will be players using consoles, playing for fun, professionals, etc. Once again, with the lighting, you're missing the point that not everyone has the same ability to adjust settings for user friendly use. Console gamers are much more limited, and there's still a plentiful amount of PC users who don't have top functioning PC's. You obviously completely misunderstood my reason for bringing up resolution. The point is, all resolutions the game allows should be able to process and function the game in a coherent manner. That's not the case, which is why the player models are being complained about. Sorry you can't comprehend that, but maybe you should try and relax and re-read what's been said. 1. So you agree on the recoil thing ? 2. Even when it is a pub game you can still have team-awareness, i guess your mates dont come from the enemy spawn? -> Consoles, fun blah? where is the point has nothing to do with the issue 3. Lighting, i dont say you have to be able to change lighting and especially you should not be able to fiddle in the configs with lighting. Source engine pretty much runs on quite old PC's and lighting does not necessarily have to use up much cpu/gpu power and i guess every Pro has a suffienct PC, as long it is reasonable with fps/no fps drops for consoles where is the problem.Console gaming and PC gaming will not be mixed so limited customisation is not a problem, everyone has the same options 4. Resolutions: so there will be "the best" resolution (hitboxes are on serverside anyway ...) -> so it is just on your end OMG i am 1.6 player i can only play in 640x480 in every shooter i will ever play in my life? -> times change you have to adjust and your arguement bringing up the resolutions was that 1.6 and CSS guys use different resolutions and CS:GO tries to pull both communities, i dindt see you saying anything about resizing problems with the models ....(maybe lost in my translation ![]() and when you want to say CS 1.6 players will be worse than CS:S players because of the resolution, then i guess SC:BW players are shitty in SC2 because of the resolution change..... (which is obviously not the case) | ||
beg
991 Posts
On April 25 2012 05:45 djukger wrote: 1. So you agree on the recoil thing ? 2. Even when it is a pub game you can still have team-awareness, i guess your mates dont come from the enemy spawn? -> Consoles, fun blah? where is the point has nothing to do with the issue 3. Lighting, i dont say you have to be able to change lighting and especially you should not be able to fiddle in the configs with lighting. Source engine pretty much runs on quite old PC's and lighting does not necessarily have to use up much cpu/gpu power and i guess every Pro has a suffienct PC, as long it is reasonable with fps/no fps drops for consoles where is the problem.Console gaming and PC gaming will not be mixed so limited customisation is not a problem, everyone has the same options 4. Resolutions: so there will be "the best" resolution (hitboxes are on serverside anyway ...) -> so it is just on your end OMG i am 1.6 player i can only play in 640x480 in every shooter i will ever play in my life? -> times change you have to adjust and your arguement bringing up the resolutions was that 1.6 and CSS guys use different resolutions and CS:GO tries to pull both communities, i dindt see you saying anything about resizing problems with the models ....(maybe lost in my translation ![]() and when you want to say CS 1.6 players will be worse than CS:S players because of the resolution, then i guess SC:BW players are shitty in SC2 because of the resolution change..... (which is obviously not the case) 1. recoil just feels pretty boring compared to 1.6, in my opinion. also, where's the downside of using 1.6 recoil? you make both the 1.6 and source community happy and thus have a real chance at uniting everyone. i guess if recoil will stay similar to what it is right now, we'll soon have 3 equally big communities. sucks. 2. regarding the visibility issue... it just sucks to not be able to see opponents in some situations. this isn't working as intended right now. valve's plan was too add fog to make players MORE visible, but right now the opposite is the case. this will most likely be fixed. some people have created custom maps to showcase how to alter the fog and postprocessing to get a good image. 3. there's no lightning problems imho. havent seen a single example of this yet. nothing to complain here. 4. i dont know if there's issues with low resolution. reptile was talking about issues with visibility. so i think you misunderstood him. of course there's gonna be people who will play with low resolution due to bad PC, so there shouldnt be any disadvantages. but i bet these kind of problems are connected to fog and postprocessing. see answer 2. | ||
beg
991 Posts
there's generally much less recoil, which makes CS:GO more a game of strafing and spraying in a lot of situations. also recoil control never reaches the levels you needed in 1.6/CSS. i just really hope they make up their mind and go back to 1.6, but i doubt it :| | ||
Licmyobelisk
Philippines3682 Posts
On April 25 2012 06:33 beg wrote: recoil just feels really dumbed down right now. and i'm not even talking about the easy bursting since last update (which will be fixed). there's generally much less recoil, which makes CS:GO more a game of strafing and spraying in a lot of situations. also recoil control never reaches the levels you needed in 1.6/CSS. i just really hope they make up their mind and go back to 1.6, but i doubt it :| Agreed, everything shoots straight the first shot.. ![]() | ||
AssyrianKing
Australia2111 Posts
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djukger
Germany68 Posts
On April 26 2012 19:51 Licmyobelisk wrote: Agreed, everything shoots straight the first shot.. ![]() well to be fair the first shot should not really spray, i mean .... aiming .. skill and so on ^^ Q3 - i aimed and i hit him CS - sometimes people just shoot in the general direction .... public, you know what i mean ^^ | ||
Hoon
Brazil891 Posts
On April 26 2012 23:17 djukger wrote: well to be fair the first shot should not really spray, i mean .... aiming .. skill and so on ^^ Q3 - i aimed and i hit him CS - sometimes people just shoot in the general direction .... public, you know what i mean ^^ Quake and CS are completely different games. CS is focused on 'realistic' weapons, meaning that most of them will have an automatic option, which brings up recoil. The reason why people can spray and kill in CS is because of this recoil. They aim at a general direction and just hold M1. In quake, it's all about item management, precision shooting and movement, so they don't have to worry about simulating recoil on every weapon. | ||
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