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Thread: CS:GO restrictions?

  1. Registered TeamPlayer Mobi's Avatar
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    Gamertag: Mobi 500x PSN ID: MobiusXG5 Steam ID: 76561197987454599 Mobi's Originid: Mobi_xg5
    #1

    CS:GO restrictions?

    Okay this has been a heated discussion...

    What needs to be restricted and what needs to be limited..

  2. GReYVee's Avatar
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    #2

    Re: CS:GO restrictions?

    Suppose I cant start with the most expected topic of discussion (sorry for wall-o-text):

    So far the incendiaries and Molotov haven't shown me any game breaking impact. They dissipate rather quickly. Although I can see a coordinated stagger onto a very thin choke point (Such as strait B) being able to shut down rushes this than leaves other areas more vulnerable for the T's to make it through.

    The effect of these isn't much different than 2 flashes / 1 nade onto the same point (which coincidentally costs the same as one moli). Coordinating nades/flashes onto a small choke IMO had the same detriment to strait rushing.. seen more than my fair share of strait B rushes in d2 get shut down by 1-2 players in CSS. So using this particular area as an example of imbalance is somewhat moot.

    I'd like to see more solid examples of how this particular addition to Counter-Strike poses an imbalance. For the most part the biggest impact I see it having is to force T's into more delayed rushes, which provides CT's more time to setup. This easily can lead into more slow like playing. I've seen some voice their opinion that this is boring. But I believe that is more of a problem on the trend on how they are executed. I've seen Ira, Pootie, Scrum, Smoken all call on slow-plays in such a way that is very exciting. All about having players communicate and coordinate their rush.

    The T's could also use them to block off the bomb from being defused (something I haven't seen done though a good idea). So this also has benefit to the offense.

    One issue I foresee becoming a problem, the fact you do no team damage with them when FF is off. I am hoping there will be a way to turn FF on for this weapon alone.

    ----

    Also watching the same trend on non-teamplay happening because of awp/autos. No surprise there. Too much gun saving, too much lone wolfing. But admins can take care of that problem.

  3. Registered TeamPlayer CivilWars's Avatar
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    #3

    Re: CS:GO restrictions?

    We need to restrict discussions on restrictions until the game has been officially released and has working admin mods maybe?
    Likes DJ Ms. White liked this post


  4. GReYVee's Avatar
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    #4

    Re: CS:GO restrictions?

    As long as people keep it civil Civil why not discuss? I like hearing others take on it.

  5. Registered TeamPlayer CivilWars's Avatar
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    #5

    Re: CS:GO restrictions?

    I think mainly because very few of us have played with a full server of people actually being teamplayers. That alone will have a major impact on how an item you can buy will affect the game. So in my opinion until we have a working admin mod in place we won't know for sure what impact incendiaries, AWPs, autos, or anything else has on the game.


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    #6

    Re: CS:GO restrictions?

    Full version should be out tomorrow and is possible there could be major changes to the tic rate or the way the damage stacks with the firebombs. Will really need to see how the game play is when the server has admin control and more regs because as of now its difficult to tell. My main concern with the firebombs is that it will force to many slow plays or slow the game play down big time. Look forward to the full version and getting the server back to sukka free!

  7. Registered TeamPlayer Adretheon's Avatar
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    #7

    Re: CS:GO restrictions?

    The problem I have with the Fires is that it kills rushes regardless of how you rush. Maps like Inferno, Nuke, and Aztec are ruined, often resulting in constant slowplays, cause there's only one entry into sites.

    Straight on rushes allows the first 2-3(maybe 4) T's past the choke point, and forcing the others back(cause it takes about 50-70 hp on average). Often resulting in those first 2-3 guys dying because of no back up. This also gives time for a call, and rotation on most smaller maps.

    Delayed rushes only cause the ct's to delay the throw, and, once seen, starts back on the previous problem. Or the fire is thrown, T's rush after it goes away, and a second is thrown thus causing the issue above.

    Split delayed rushes seem to be the best course of action, yet on some maps that's nearly impossible to pull off.

    It's not a huge problem now because I think only half Ct's actually buy Fire. Once people start, and once they get new tactics down, I see it being a bigger problem. Imagine that there are 11 Fire's on a team, and 3-4 players a choke point on CT. That's 3-4 different fire's being thrown. Should we remove them? No, that's just un-fair to the positives that it does bring to some CT sided maps(ie Aztec and D1), but I do think they should be restricted to 2-3 a team.

  8. Registered TeamPlayer Gunny's Avatar
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    #8

    Re: CS:GO restrictions?

    Quote Originally Posted by ShOrT-ShOt View Post
    My main concern with the firebombs is that it will force to many slow plays or slow the game play down big time.
    I would say shorter round timers to reduce the amount of slow plays.



    Sent from my DROID RAZR using Tapatalk 2

  9. Registered TeamPlayer Guyver's Avatar
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    #9

    Re: CS:GO restrictions?

    Quote Originally Posted by GReYVee View Post
    Suppose I cant start with the most expected topic of discussion (sorry for wall-o-text):

    So far the incendiaries and Molotov haven't shown me any game breaking impact. They dissipate rather quickly. Although I can see a coordinated stagger onto a very thin choke point (Such as strait B) being able to shut down rushes this than leaves other areas more vulnerable for the T's to make it through.

    The effect of these isn't much different than 2 flashes / 1 nade onto the same point (which coincidentally costs the same as one moli). Coordinating nades/flashes onto a small choke IMO had the same detriment to strait rushing.. seen more than my fair share of strait B rushes in d2 get shut down by 1-2 players in CSS. So using this particular area as an example of imbalance is somewhat moot.

    I'd like to see more solid examples of how this particular addition to Counter-Strike poses an imbalance. For the most part the biggest impact I see it having is to force T's into more delayed rushes, which provides CT's more time to setup. This easily can lead into more slow like playing. I've seen some voice their opinion that this is boring. But I believe that is more of a problem on the trend on how they are executed. I've seen Ira, Pootie, Scrum, Smoken all call on slow-plays in such a way that is very exciting. All about having players communicate and coordinate their rush.

    The T's could also use them to block off the bomb from being defused (something I haven't seen done though a good idea). So this also has benefit to the offense.

    One issue I foresee becoming a problem, the fact you do no team damage with them when FF is off. I am hoping there will be a way to turn FF on for this weapon alone.

    ----

    Also watching the same trend on non-teamplay happening because of awp/autos. No surprise there. Too much gun saving, too much lone wolfing. But admins can take care of that problem.
    With all due respect, you haven't played with them much if you can't see the impact that mollys' and incendiaries have. They are VERY different from flashes. Yes, they may dissipate quickly, but, they do stack damage...you throw two..it does more damage.

    You run though two, and you're dead..or so near death, that one shot from any weapon will kill you.

    I can give you at least two examples.

    Dust...the T's lost 15-1 because we could not get out of tunnels due to the fire. Delayed rushes don't always work either...because you wait for the fire to go away ..you rush...they throw another.

    Last night on Nuke, I was able to torch 7 (yes, 7) players outside...effectively killing their rush...and when you do damage to that many players, that's round over.

    So, this is coming from a player who has had his ass kicked by them, and won rounds with them...and I'm saying that they need to be limited to no more than two per team.

    They make CT-sided maps all the more one-sided.

    I say limit them, and not restrict them entirely...so that way, you still have a new element that separates the game from CS:S.
    Last edited by Guyver; 08-20-12 at 09:53 PM.






  10. Registered TeamPlayer DancingCorpse's Avatar
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    #10

    Re: CS:GO restrictions?

    We need to restrict flashes, too. They last way to long and everyone just gets confused and walks in circles and stops moving, effectively ruining rushes, also making the CT sided maps even more CT sided.

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