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Member
(12-01-2011, 12:26 AM)
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#51
there are a few glitches in effect.. my favorite one so far is the invisible players (more like astral projection thing going, player's 'body' is elsewhere).
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thanks for the laugh
(12-01-2011, 12:28 AM)
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#53
if they don't do something about the complete abandonment of the 1.6/cs:s recoil model as demonstrated in this beta, i can see this game being dead in the water as far as the traditional cs audience goes. even with an ak held on full auto, it's really, really hard to miss. a far cry for the merciless demanding undulations of yore. unless there's some level of nuance that will reveal itself in time, i can only imagine this game dropping the competitive skill ceiling down a few dozen feet.
it certainly feels...focus tested.
Last edited by ghst; 12-01-2011 at 12:39 AM.
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Member
(12-01-2011, 12:53 AM)
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#55
Another livestream:
http://www.twitch.tv/onemoregametv# Something about the weapon viewmodels and animations just... don't look right. The motions look strangely inhuman, the gun models look retarded, and the sounds are kind of bleh also. |
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Member
(12-01-2011, 01:01 AM)
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#56
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Member
(12-01-2011, 01:06 AM)
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#57
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Member
(12-01-2011, 01:07 AM)
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#58
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Member
(12-01-2011, 01:50 AM)
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#59
Recorded some footage
http://www.youtube.com/watch?v=fXz1T1WY0ig&hd=1 |
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Member
(12-01-2011, 02:14 AM)
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#60
they need to bring back the old sprites they used in 1.6, and the animations, it was the biggest issue in source imo.
1.6 animations were much more satisfying killing someone and were much better indicators when you killed someone then the ragdoll phyiscs. With the old sprites/decals you could actually tell where you were firing and adjust your aim accordingly. In source you couldn't tell what was happening half of the time. edit. Also everything feels too small, and the enviroment too big.
Last edited by les papillons sexuels; 12-01-2011 at 02:21 AM.
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Flört
(12-01-2011, 02:53 AM)
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#63
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Twitch CM
(12-01-2011, 03:24 AM)
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#65
I just played a few quick rounds and immediately it feels better than Source. Nice and snappy, really. I used to be completely obsessed with CS and this brought back a lot of those old feelings. I know people are going to bitch about it and I hope it's as competitive as possible, but I think this will do a lot more good for the scene than Source ever did.
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Member
(12-01-2011, 03:41 AM)
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#66
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Member
(12-01-2011, 04:17 AM)
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#69
So is there a growing contingent of people who are questioning Valve's testing process? It seems to me that the vast majority of people who are fans of films and games would when asked if focus testing is a good thing they would say no. Yet when phrased as Play Testing in the hands of Valve it's the second coming. I suppose when you make good games it's tough to dismiss the process, but I still have a heard time trying not to be a hypocrite.
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Member
(12-01-2011, 04:26 AM)
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#70
Anyways, the game looks bleh. Bleh animations, bleh sounds, bleh everything. |
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Little is the new Big
(12-01-2011, 06:20 AM)
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#72
So yeah, after playing a while... now viewpunches whatsoever, recoil is terrible... the maps just add tons of unnecessary clutther on the map. The new "gameplay" elements they added like your scope crosshair blurs when you move is absolutely stupid. They added a huge delay on the crouching. Imo, this is one of the worst multiplayer game I have ever played. Yes, it's much worse than CSS when it released and that was terrible.
I really really do hope, their first patch shows which direction they're headed in and show what they're trying to do because this is absolutely nothing of what a CS should be if they want it to be aligned as competitive like they're doing with DOTA2 (which ironically is shaping up to be awesome and they've hired dudes who worked on the original game) while CS one of their most loved multiplayer franchise is treated like a bastard child and given to Hidden Path which in my opinion doesn't have a good track record with FPS games at all and don't seem to really have a clue about it. They really should treat it the same way as DOTA2 and work on it internally. I'll be eager to see what the first patch is going to bring and if they don't try to fundamentally change some stuff, I don't see any hope for this game at all aside from trying to just get money from the console crowd. Just my 2 cents, obviously. |
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Member
(12-01-2011, 09:23 AM)
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#74
Man, I hope this turns out to be decent. I played way too much of CS and CS:S and I'm kind of burned out on them and need a new one to play. You can only do the same thing so many times in a game without a mixup to keep things fresh and it seems like I played all the good custom maps a million times now...lol
It might have more to do with the fact that I played on my clan's server with the same people every night so everything was predictable. I can't wait to try this and hopefully they listen to beta feedback. Hell, the gun models from earlier footage were so atrocious that it actually took away from the engine upgrade. They looked like they came from a really amateur mod team while just a few of them looked decent. No, seriously...they could have went to some small mod team and got better weapon models...The engine upgrades look good though. |
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thanks for the laugh
(12-01-2011, 09:31 AM)
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#76
valve have repeatedly stated that they want cs:go to be "the best version of counter-strike", a statement which is meaningless without knowing the intended audience. i guess attempting to create the best game for the most people is a somewhat admirable aspiration, but it's not something that me or any seasoned cs player should have any interest in. infact, i can sum up my experience with go in a single word: diluted.
Last edited by ghst; 12-01-2011 at 09:39 AM.
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Member
(12-01-2011, 09:37 AM)
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#78
Has anyone heard if custom models will be allowed in the full game or not? That video posted above confirmed my hatred for some of the gun models. It's pretty jarring in comparison to the engine upgrades. |
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Member
(12-01-2011, 10:09 AM)
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#79
I don't see why not, seeing as pure servers are a staple of the Source engine. Somebody in the beta can check for sv_pure as a valid console command, although there's a possibility that it's not yet implemented seeing as the ability to create dedicated servers is currently lacking.
Last edited by JaseC; 12-01-2011 at 10:13 AM.
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(12-01-2011, 10:14 AM)
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#80
is there any real reason for a new cs considering we have the best fps mp ever made (bf3)?
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I've done nothing with my life except eat and fap
(12-01-2011, 10:16 AM)
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#81
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Member
(12-01-2011, 10:20 AM)
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#83
I'm still hoping the custom servers will allow for a decent player count too because it would split up my clan even more if we couldn't all fit in our server anymore which would force most of them to go back to CS:S if they didn't choose to do so already. |
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Member
(12-01-2011, 10:27 AM)
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#87
Since it's cross-platform play, you know they're going to play the same so one audience is going to lose except for people who can handle the change... |
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Member
(12-01-2011, 10:35 AM)
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#88
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4chan's Official Representative
(12-01-2011, 02:30 PM)
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#89
Here's a list of maps that will be in CS:GO
Quote:
Last edited by crimsonheadGCN; 12-01-2011 at 02:33 PM.
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Member
(12-01-2011, 02:35 PM)
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#90
Are Vietnam, Baggage, Mill, Bank, and Shacks all new maps? Or are they alternative names for old maps? I don't remember ever playing anything with those names and I played CS for a while, although mostly Dust and Office.
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4chan's Official Representative
(12-01-2011, 02:43 PM)
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#91
Anyways for anyone in the beta, try the following config:
Quote:
Last edited by crimsonheadGCN; 12-01-2011 at 02:51 PM.
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Member
(12-01-2011, 03:14 PM)
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#93
Played for a few hours last night here are my thoughts:
1. It feels better than source. Hit detection/registry was much better IMO. The sprays are different but it is not like COD where there is almost no recoil at all. You do need to burst, whoever said you could full-auto was full of shit. The sprays are more forgiving than 1.6, but it still feels like CS. 2. The graphics look very nice, it is a nice upgrade from source and it feels like a new game. You can tell it is the source engine of course. No more stupid physics barrels either. 3. The smoke/dust effects are a little overdone. They look nice, but affect game-play. I felt like the CT's blended in way to well with the colors of the map, mix in some dust clouds and they are even harder to see. This is bad on a map that is already heavy CT sided (de_dust). Also, knowing this, everyone tries to join the CT side. The game will fill in empty slots with bots so it ends up being 5 human CTs vs 3 human Ts and 2 bot Ts... kind of lame. 4. de_dust is the only map that seems to be active. The new path from tunnels to platform, and the connection across to the CT sniper spot, are big improvements to the map. They also moved up bomb site B so you don't need to run quite so far. This makes B a viable option... sort of. These paths make the level more interesting b/c you can take different paths without just getting awped immediately as a T. There is also less camping b/c of it. However, the map is still totally CT sided, especially in a pub. Unless the entire T time uses nades and rushes bombsite A, they will probably lose if the CT has a few decent AWPers. 5. The sniper scopes have a weird glass effect and the scopes seem to be kind of dirty, this makes it more difficult to spot people while scoped in. Combined with the dust clouds it can be annoying. I think they should tone it down a bit. 6. Weapons: The Glock seemed like a viable weapon, improved from Source and 1.6. Deagle is still great, especially for 1 shot to the face kills. AWP is pretty much the same. Scout is pretty much the same. AK and Colt seem similar damage wise, the sprays are different but the guns serve the same purpose they always have. UMP seemed better than the 1.6 days, still didn't see much reason to use it though. The Molotov is useful for preventing rushes, you have to use at the right time though. Final Thoughts: It feels like Counter-Strike, no doubt about that. The graphics look nice, doesn't look outdated but nothing like BF3 obviously. Yes the sprays are different, but I am ok with that. You still need to burst, the damage modeling is largely the same, but it should be easier for new players, which is a good thing honestly b/c CS is a dying game (competitively). Really I am excited to try different maps, playing on a more balanced map such as dust2 or nuke I should get a better feel for the game.
Last edited by kodt; 12-01-2011 at 03:18 PM.
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Junior Member
(12-01-2011, 04:40 PM)
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#94
I think if they make it feel like 1.6 and the online system is good then I'll have another FPS to play for 10 more years. I don't think the source crowd would care if the spray mechanics went back to something like 1.6 and it would do a good job of merging the communities.
I really hope they keep strafe jumping in CS:GO. I saw the pros trying to do it in the show match but I really wasn't paying attention enough to tell if it was working. Does anyone have any info on strafe jumping in CS:GO? edit: Are things like strafe jumping, bunny hopping, wavedashing going to start disappearing from games? It seems like as engines progress we have less of things mechanics in games.
Last edited by kpeezy; 12-01-2011 at 04:50 PM.
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Will use d3doverrider to force triple buffering instead of complaining about mouse lag in every PC game thread ever
(12-01-2011, 04:42 PM)
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#95
UMP and no MP5? That's weird. Missing the USP as well. Otherwise, all of the essential guns are there.
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Oh, bitch bitch bitch.
(12-01-2011, 05:14 PM)
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#98
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Member
(12-01-2011, 05:23 PM)
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#99
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