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Thread: CS:GO restrictions?
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08-23-12, 09:20 AM #71
Re: CS:GO restrictions?
Best way to determine a friendly molly is communicating. Though they could do with toning the damage down just barely on the outside edges of the fire.
When playing I am not seeing this constant slow play you guys keep mentioning. If anything GO has been better paced than CSS has been in a long time. Very little severe rushing or severe camping but a lot of paced combat. Could be personal preference but I enjoy that better.
This isn't unexpected though. I've never known a player-base to be as resistant to change as Counter-Strike players. I also am not looking for a simply reskinned version of CSS. Different is good.
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08-23-12, 12:59 PM #74
Re: CS:GO restrictions?
As much as a I agree I love the change of pace and the new confusing as fuck calls(thanks Laygo haha). I think the issue hasn't risen to its full potential. I've been on maps where it wasn't a constant slowplay, but on those particular play throughs, not many ct's were using mollies. I think that after some play time people will start realizing the best ways to use them, and thus become more of a burden than they are currently.
As far as FF mollies go, you shouldn't make them hurt. Some of the best working strats are the ones that involve a FF Molly in a particular place and having the rest of the team rush that point(Dust1 sniper nest). Adding FF damage to those would render those starts unusable, and thus making a map like dust1 harder for the T's.
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08-23-12, 06:28 PM #75
Re: CS:GO restrictions?
I don't know if this would work
But how bout 3 servers for CS:Go only the 3rd server will run at 10 max players...
the other 2 servers we can get rid of f-bombs and one server we can restrict the awp and no auto sniper to one player per team..
I actually like the idea of playing in a competitive mode of 5v5 and that would be neat to have tpg support 5v5 server
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08-23-12, 08:49 PM #76
Re: CS:GO restrictions?
Communicating is good, but it is not always effective. I always say or ask questions. "Is that our fire?"...or 'That's not ours." However, there's a lot going on and people can't always tell. I don't want a reskinned CS:S either, and different is indeed good. Which is why I've never advocated for the full removal of molotovs or the incendiary grenade.
The color would make sense, because alcohol does burn bluish.Last edited by Guyver; 08-23-12 at 08:53 PM. Reason: clarity
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08-24-12, 01:33 AM #79
Re: CS:GO restrictions?
I havent been playing since beta, but I have kept up with the news for the most part. I have been very excited to see this game with the TPG stamp on it. I have played pretty much all night long now and I have mixed feelings about the molly's. On one hand I think they bring a very interesting element to the game. Being able to deny an area for a few seconds adds a level of depth tot he game in my opinion, however I think this also comes at a cost. Tonight for example I made it my responsibility to buy a molly every round on Dust2 and deny the B rush. Did they rush B every time...obviously not. However when they made it clear they were committing in tunnels I could single-handedly hold off nearly an entire team long enough to let my team in mid rotate into site, as well as my team in A make an appearance into site usually before a plant.
Another example was in nuke tonight. The ramp rush for T's is effectively cut off. One initial molly shuts down the rush to give the CT's time to position and then a staggered release shuts any aggression off completely. Aztec bridge rush is another prime example waiting to be abused as well as double doors.
In conclusion, I think the best course of action is to limit the mollies to 2 per team. It should ideally let the players that are going to deny an area do so, but not let an entire team cut off a route indefinitely.
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