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Thread: Thoughts on CS:GO...

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    #1

    Thoughts on CS:GO...

    I want to share my opinion on the game as it stands today so the people that do not have a key yet, but are interested, can get a feel for what they're looking at come August. Also, I'd like to bounce around my ideas with the folks that do own it so we can talk it out and come to some sort of consensus.... or argue on the internet about it for days! It's win/win if you ask me.

    Firstly, I just want to start off by saying: CS:GO is a different game. It is most definitely 100% Counter-Strike, but the same way that Source was (is) entirely different than 1.6 -- CS:GO is entirely different from both. Also, it is hard to give an accurate representation of what CS:GO would be like at full launch. Currently there is no feature to accommodate more than 10 players in a game. Yeah, you can have a 24 person server, but only 10 players can be playing at the moment. I doubt this is permanent, but I won't be able to give any TPG-size comparisons for gameplay. There are some elements from 1.6 and Source that have been integrated into the gameplay: like nades are thrown in a Source-like fashion, but it is more like they took the elements of CS and carried them a different way.

    Wall-banging (spamming) is a perfect example of this. In Source, you can shoot someone 12 times through a vent and not manage to kill them and in 1.6 you can shoot through 6 feet of concrete wall to kill somebody. CS:GO devs opted for, what I consider, an awesome compromise. I think wall-banging has finally been perfected. You can't shoot through 6 foot concrete walls anymore, but the thinner the surface you are shooting through the more damage you do. There are still some magic no-spam spots like Source, but all-in-all it is a well balanced experience.

    Some things in GO take some getting used to though... like the simple act of shooting someone. I really would like to hear others opinions on this, but from what I have experienced the devs have intentionally crippled the effect of spraying. The difficulty of spraying differs from gun-to-gun, just like in 1.6 or Source, and the M4 is still relatively stable... the AK however... OUCH. I spent a lot of time learning to shoot an AK in 1.6. It's a pattern of left-right-left that repeats around 3 times in a magazine. In GO, they multiplied the left-right-left pattern by 10, so your gun will go left-right-left over and over again about 10 times in a magazine. This makes it very difficult (impossible?) to control even while crouching. It seems like the devs are encouraging a more burst-fire friendly game. I think this was intended to cut down on randomness, but in reality I think they just took an element out of game-play. We can argue that, but the point of the paragraph is that the weapons are different.

    *Note: I also think they tried to cripple the rifles so more guns are used all around.

    For all the reasons listed above I opt for a Galil (now $700 cheaper) which I find comparable to an M4 with slightly less damage. I think I just have no clocked enough hours in, and to be honest I haven't played with the AK since the latest update. From what I read on update news though, they actually made the AK less accurate in spraying and more so with one shots. That's all fine and dandy, but I have a problem with...

    ...the movement. If the devs wanted to encourage a more careful and accurate style of game play like the changes to the AK suppose then why did they make the movement so that it is actually more difficult, not less, to strafe-and-shoot. The movement in GO is one of the first things you will notice when you hop in a server: you glide around. It is very, very different and takes some getting used to. I was going to write a big paragraph on the movement, but to be honest the more I have played the less it has bothered me. I want to hear what you guys think.

    The last thing I will touch on is a definite positive note: hitboxes. The hitboxes in GO are perfect. If you shoot someone in the head, they die. The only problem being that many guns won't shoot straight 100% of the time for the first bullet. Frustrating at times, but again, just takes some getting used to.

    Addendum: I decided to note the two new official modes of gameplay: demolition and gun game ("Arms Race"). Both are good additions. In Demo you are attacking a single bomb site and your weapons progress as you kill more people. Arms Race is your standard gun game. I can see Demolition being a good mode to get a bunch of people together to pug on. Also, a third addendum: in standard casual mode two kits are given to the CT's at random and you can't buy any more than that. It's weird IMO.

    TL,DR: CS:GO is a NEW game and a NEW way to play Counter-Strike -- With the constant updates rolling in, and the possibility of owning newbs for months and years to come I'm willing to make the switch.
    Last edited by Affinity; 05-16-12 at 09:54 AM.

  2. Registered TeamPlayer Guyver's Avatar
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    Gamertag: Guyver72 Steam ID: guyver72 Guyver's Originid: guyver72
    #2

    Re: Thoughts on CS:GO...

    I would think that they will definitely up the playercount from 5v5.

    Max also said that GO is 100tic...which I didn't know.
    Last edited by Guyver; 05-16-12 at 05:46 PM. Reason: typo






  3. Registered TeamPlayer B-@-n-@-n-@'s Avatar
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    #3
    Quote Originally Posted by Guyver View Post
    I would think that they will definitely up the playercount from 5v5.

    Max also said that GO is 100tic...which I didn't know.
    I'll never understand valve they patch out 100 tick servers from CSS but put it back in CS:GO. I always heard 100 tick didn't make a huge a difference in CSS. Does it make a difference in CS:GO?


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  4. Registered TeamPlayer SenSeiFAR's Avatar
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    #4

    Re: Thoughts on CS:GO...

    It's cause of PS3 gamers.
    Australian-I feel for ya bro gaming on a piece of shit you should be twice as good at any game you play. Thats really really a scary thought. Part of me does not want you to get a new rig.

  5. Registered TeamPlayer
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    #5

    Re: Thoughts on CS:GO...

    Quote Originally Posted by B-@-n-@-n-@ View Post
    I'll never understand valve they patch out 100 tick servers from CSS but put it back in CS:GO. I always heard 100 tick didn't make a huge a difference in CSS. Does it make a difference in CS:GO?


    Sent from my IPhone 4
    Speculating here, but considering it's still on the source engine I'd say no.

    Quote Originally Posted by SenSeiFAR View Post
    It's cause of PS3 gamers.

    I thought they exnayed the cross play, but probably kept it the same across systems just for consistency.

  6. Registered TeamPlayer Guyver's Avatar
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    #6

    Re: Thoughts on CS:GO...

    Cross platform has been axed. The decision for 100 tic probably came from feedback from the "pros" .....that worries me. I have no beef with 5v5 per say, but for TPG...it needs to be more.






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