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On April 25 2012 06:29 beg wrote:Show nested quote +On April 25 2012 05:45 djukger wrote:On April 25 2012 02:37 reptile wrote:On April 25 2012 00:18 djukger wrote:On April 24 2012 23:49 reptile wrote: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. 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. 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. well i havent played csgo nor am i very knowledge about cs anyway but i've always wondered why they cant go back to 1.6 recoil.
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So I just got into beta and I've already read pretty much every post in this thread. Unfortunately, that was about a week ago. Can somebody give me some tips on config tweaks? Would be very much appreciated - also, add me on steam (wutsheep)
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On April 25 2012 00:18 djukger wrote:Show nested quote +On April 24 2012 23:49 reptile wrote: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. 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 ....
there's a fine line between a game being 'more difficult' and a game being stupidly complex.
take call of duty, for example. ohhhh it's such a fantastic professional game, requiring such skill because you can hide in a bush viewing 0.1% of the adjacent field, effectively 99.9% invisible, and kill a guy because he carelessly checked only 13 of the possible 15 hiding locations.
imo counterstrike's strength has always been the focus on the real MANLY skills. control, teamwork and AIM. not hiding in a bush or sprinting/bunny hopping like a COD-head.
if CS:GO does not have the tense mexican standoff moments as well as the opportunistic killing spree moments, it will be a complete failure in the eyes of any true CS fan. none of which should give a crap about using flashlight to look through the shadows - it's not 'condemned: criminal origins' ffs.
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Oh jesus, I just realized GO popped up in my steam library.
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Fuck me ill never get into this beta
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On April 28 2012 07:17 Kojak21 wrote: Fuck me ill never get into this beta
You aren't the only one 
New update today, changed a few things with movement apparently, some recoil stuff, added an _se version of aztec with all the clutter removed, and released a beta version of the SDK.
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On April 28 2012 07:17 Kojak21 wrote: Fuck me ill never get into this beta Same here lol
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On April 26 2012 23:50 shizna wrote:Show nested quote +On April 25 2012 00:18 djukger wrote:On April 24 2012 23:49 reptile wrote: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. 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 .... there's a fine line between a game being 'more difficult' and a game being stupidly complex. take call of duty, for example. ohhhh it's such a fantastic professional game, requiring such skill because you can hide in a bush viewing 0.1% of the adjacent field, effectively 99.9% invisible, and kill a guy because he carelessly checked only 13 of the possible 15 hiding locations. imo counterstrike's strength has always been the focus on the real MANLY skills. control, teamwork and AIM. not hiding in a bush or sprinting/bunny hopping like a COD-head. if CS:GO does not have the tense mexican standoff moments as well as the opportunistic killing spree moments, it will be a complete failure in the eyes of any true CS fan. none of which should give a crap about using flashlight to look through the shadows - it's not 'condemned: criminal origins' ffs.
If you dont want a mexican standoff you can watch tennis ^^ ..... i am not saying the whole level should be in shadows, but it rather would be cooler if you had those sneaky options for like eco's and stuff :D
and just to be perfectly clear: on an interview at the german EPS one teammanager from mouz or what ever said yeah nowadays we just get guys with the best aim, tactics don't matter anymore, which is kinda sad .... because cs is a tactical shooter ... and if you talk about aim, i mean if you want to see aim watch Quake-live, you shoot where you point and click unlike cs ...
i am promoting to add more skillfeatures in CS:GO rather then dumb down the game ... and if you dont know that the guy in the fog is in your team or not thats a lack of teamwork ^^ and skill
but yeah Cod is no valid pro game sorry, add mouse and keyboard support for xbox and so on then maybe ... ( it cant be that hard, MLG do something!) :D
edit: btw you are taking CoD as an example of "a game being 'more difficult' and a game being stupidly complex."
wtf dude ^^ ?
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On April 28 2012 09:24 djukger wrote:Show nested quote +On April 26 2012 23:50 shizna wrote:On April 25 2012 00:18 djukger wrote:On April 24 2012 23:49 reptile wrote: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. 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 .... there's a fine line between a game being 'more difficult' and a game being stupidly complex. take call of duty, for example. ohhhh it's such a fantastic professional game, requiring such skill because you can hide in a bush viewing 0.1% of the adjacent field, effectively 99.9% invisible, and kill a guy because he carelessly checked only 13 of the possible 15 hiding locations. imo counterstrike's strength has always been the focus on the real MANLY skills. control, teamwork and AIM. not hiding in a bush or sprinting/bunny hopping like a COD-head. if CS:GO does not have the tense mexican standoff moments as well as the opportunistic killing spree moments, it will be a complete failure in the eyes of any true CS fan. none of which should give a crap about using flashlight to look through the shadows - it's not 'condemned: criminal origins' ffs. If you dont want a mexican standoff you can watch tennis ^^ ..... i am not saying the whole level should be in shadows, but it rather would be cooler if you had those sneaky options for like eco's and stuff :D and just to be perfectly clear: on an interview at the german EPS one teammanager from mouz or what ever said yeah nowadays we just get guys with the best aim, tactics don't matter anymore, which is kinda sad .... because cs is a tactical shooter ... and if you talk about aim, i mean if you want to see aim watch Quake-live, you shoot where you point and click unlike cs ... i am promoting to add more skillfeatures in CS:GO rather then dumb down the game ... and if you dont know that the guy in the fog is in your team or not thats a lack of teamwork ^^ and skill but yeah Cod is no valid pro game sorry, add mouse and keyboard support for xbox and so on then maybe ... ( it cant be that hard, MLG do something!) :D edit: btw you are taking CoD as an example of "a game being 'more difficult' and a game being stupidly complex." wtf dude ^^ ?
It's okay man they have an update (mine is right now) I hope they changed the gun-tapping because it's ridiculously overpowered
Note: tapping is still OP -_-
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MURICA15980 Posts
I just got the beta and wow, i'm so bad. It's been a while since 1.6, but this just feel so foreign now haha
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Hoping to get into the Beta soon, 1.6/Source were probably some of my favorite MP Shooters besides TF2.
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So, not related to global offensive, but can anyone give me any tips for starting either CS game with no prior experience?
I can't seem to hit anything and always get one shot before I can fire.
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On April 30 2012 09:04 Praetorial wrote:So, not related to global offensive, but can anyone give me any tips for starting either CS game with no prior experience?
I can't seem to hit anything and always get one shot before I can fire.
Always have your crosshair at head / body level.
Don't hold the fire button down, do bursts.
Turn the opposite direction of where the flash is going to land so you don't get blinded.
Learn the maps: know where each team spawns and where the enemy can possibly come from, know where camping spots are, know how long it takes for an enemy to appear x if they rush, etc. You probably just want to play a few maps and go to the same spot everytime until you get use to it.
Look at the mini-map. This is important so you don't end up FFing your team and know when to turn around if your teammate ends up dying.
Learn when to reload, always try to reload when you are retreating or know where the enemy is / what they are doing.
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On April 30 2012 09:17 skyR wrote:Show nested quote +On April 30 2012 09:04 Praetorial wrote:So, not related to global offensive, but can anyone give me any tips for starting either CS game with no prior experience?
I can't seem to hit anything and always get one shot before I can fire. Always have your crosshair at head / body level. Don't hold the fire button down, do bursts. Turn the opposite direction of where the flash is going to land so you don't get blinded. Learn the maps: know where each team spawns and where the enemy can possibly come from, know where camping spots are, know how long it takes for an enemy to appear x if they rush, etc. You probably just want to play a few maps and go to the same spot everytime until you get use to it. Look at the mini-map. This is important so you don't end up FFing your team and know when to turn around if your teammate ends up dying. Learn when to reload, always try to reload when you are retreating or know where the enemy is / what they are doing. If i can add, after this, learn the guns and their spray patterns. Which ones are better for long range, which ones do better for close combat, how you have to adjust your crosshair to stabilize your gun when firing (in cases where you are holding down fire).
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I'm looking for some help from anyone familiar with the hammer editor, I started editing for CS:GO two nights ago, and have a section of the map complete I would just like some assistance!
Anyone who is interested in helping directly or indirectly please PM me, it will be greatly appreciated
I just used the Hammer editor for the first time 2 nights ago, but I'm learning fast.
Thanks
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If anyone can share an invite with me, I'd be happy like a schoolgirl seeing Bieber up close.
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I didn't get an email, but it's appeared in my Library... hopefully I can actually access it.
Yay I'm in. Although I haven't been given another invite to give out, but my best friend would be getting it anyway if I did.
From the few rounds I've played, I've had a lot of fun. I like the changes to Italy, the rifles feel good, although the I'm not impressed with the SMGs really. I think the sound could be a little better on the guns and footsteps, but overall I'm enjoying it so far. Keep forgetting you can take over bots if you die.
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Just got back into CSS. How on earth do you sign up for the beta of this game or get a hold on a key of this game now?
I can't find anything in google .
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On May 08 2012 03:56 Benjef wrote:Just got back into CSS. How on earth do you sign up for the beta of this game or get a hold on a key of this game now? I can't find anything in google  .
http://blog.counter-strike.net/index.php/facts/
Click the link on the first question
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