Counter-Strike: Global Offensive - Page 4
Forum Index > General Games |
rebuffering
Canada2436 Posts
| ||
Grettin
42381 Posts
http://eseanews.com/index.php?s=news&d=comments&id=9967 Quote: Rumors: Planned to be released Q1 2012 Focuses on 5v5 competition Press release within 24 hours from VALVe Plays on an updated source engine Individual & Team rankings New Guns added New Grenades Dust & Aztec major revamp Spamming still viable Ammo is free ._. | ||
LoLAdriankat
United States4307 Posts
On August 12 2011 18:51 rebuffering wrote: As a noob to the professional counter strike scene, what made 1.6 better than source, besides the obvious thing of not getting feedback from the 1.6 pros and just churning out a sequel. Without getting angry lol, can someone explain? like what elements were changed, etc. thanks! Basically just fucked up hit detection and easy-to-manage recoil. | ||
Falco252
France197 Posts
Ammo is free Watlol? Oh ok only rumors :D | ||
butch
Belgium684 Posts
On August 12 2011 18:46 Shinobi1982 wrote: I feel the same way. In fact the moment I saw they invited source players to give feedback I just lost it. I think 3k2 (the guy in the AMA, a Danish player) had a good point when he mentioned that 1.6 players would just say "all of this is new", whilst css players can point out the differences between css and cs:go. That doesn't take away the point that Valve had to invite a couple of 1.6 pro's to, I'm sure someone like carn is more than willing to work cooperatively with the development team. Most of the invited source players have a good knowledge of 1.6, as they have supported the new development team that's updating source atm, the game is WAY better than it was in the beginning, it's just 5 years late . I just hope this game can unite both communities, but I too think Valve has missed a chance with Source and that it's too little too late by now On August 12 2011 19:01 LoLAdriankat wrote: Basically just fucked up hit detection and easy-to-manage recoil. and no russian walk, no +2 ppl stacks, no wallspam, no turning away from flashes, no instant smokepops, free ammo (which was implemented later, in the original source you had to buy it), the maps were bugged as hell (inferno & d2 are fixed, train/nuke are still crap) | ||
nihoh
Australia978 Posts
| ||
brain_
United States812 Posts
| ||
LeaD
Canada464 Posts
On August 12 2011 19:01 LoLAdriankat wrote: Basically just fucked up hit detection and easy-to-manage recoil. Not to mention the inability to shoot through as many objects/walls/doors (if any, as I stopped playing source right away). It just didn't feel the same to be honest, to much clutter on the screen and you`re right about the other two. I played CS 1.6 up to a pro-level years ago, and all the new stuff they are adding already doesn't sound like CS. | ||
Pandemona
Charlie Sheens House51433 Posts
| ||
butch
Belgium684 Posts
| ||
Robstickle
Great Britain406 Posts
Ammo was free in CS:S as well. Anyways this is the important thing imo: "Focuses on 5v5 competition", I just hope they know what they're doing. Edit2: Actually, I really hope they get feedback from the 1.6 pros as well as the Source pros, there's a good reason so many people think Source was a step down. | ||
rcg
Australia47 Posts
On August 12 2011 19:01 LoLAdriankat wrote: Basically just fucked up hit detection and easy-to-manage recoil. Most people say it was because they dumbened down the recoil, stupid flashes that dont work, jump and moving feels sluggish etc. Also smokes that had no effect whatsoever (which has been fixed after over 5years of waiting) But I've always believed that it's because for some reason, be it netcode or how the game maps are like, CSS is completely defenders advantage. CT's have it easy and T's have it easy when they have the bomb down. I personally blame the clutter on the maps and lack of being able to spam walls. If you want to understand the differences. Think Broodwar vs SC2 | ||
Zlasher
United States9129 Posts
| ||
LoLAdriankat
United States4307 Posts
On August 12 2011 15:52 spacek wrote: for everyone saying rework 1.6 into the source engine- www.cspromod.com you'll recognize the devs as some of the same guys who worked on CPMA. I missed this post. I've actually never played CPMA, how different is it from CSS? | ||
Kiyo.
United States2284 Posts
| ||
HaXXspetten
Sweden15718 Posts
| ||
Zlasher
United States9129 Posts
| ||
suxN
Finland1167 Posts
On August 12 2011 20:05 LoLAdriankat wrote: I missed this post. I've actually never played CPMA, how different is it from CSS? cpma is a quake3 mod that was made to be faster and have a higher skill ceiling. It was pretty succesful mod. | ||
-Archangel-
Croatia7457 Posts
I want boxes to be breakable. I want grenades to feel and act more deadly. I want if you shoot someone in the leg they become slower and an arm shot makes the weapon less stable. I want heavy explosives that can break through the wall and change the battlefield for that one round. | ||
-Switch-
Canada506 Posts
On August 12 2011 14:09 jtype wrote: Have a look at the stats on the Steam website. CS and CSS are among the most played games, still, after all these years. I'm very interested to see what they'll do with it. Seems unlikely somehow that they'll create a single player campaign, although I would love to see Valve do that. They may be the most played games in the casual pub scene. But the competitive tournament scene is almost completely dead with the end of Caleague and such. Hopefully they can bring back some good leagues and tournaments where it can be worth it for players to get back into it. | ||
| ||