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Valve Announces Counter-Strike: GO (PSN/XBLA/PC, 2012) [Rumor: Strong Console Focus]

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FyreWulff said:
Like we did in Counterstrike OXbox and Halo 2?

It's not that hard.

I never played CS for the original Xbox. Can you compare it to how it works in 1.6? Because I have a real hard time imagining handling the AK47 recoil in 1.6 with a thumbstick.

NBtoaster said:
How do you 'handle' recoil on pc? Controllers don't prevent compensation for recoil with careful aiming. Aim assist can help but isn't necessary.

For the AK47 you can pretty much learn the pattern. For the Colt for instance it's a bit more about predicting where things are going and adjusting accordingly.

I don't see a problem with handling short bursts with a controller but I just don't see you being able to handle a full mag wall spam with a controller very well.
 
jambo said:
It was confirmed as being incorrect, either a mis-translation or strange wording.
Ah, so its just jumping to conclusion for now.

Zeppelin said:
I never played CS for the original Xbox. Can you compare it to how it works in 1.6? Because I have a real hard time imagining handling the AK47 recoil in 1.6 with a thumbstick.
Should not be a problem at all, I don't see what's so hard about that. Sure it's not as precise as a mouse, but you can handle recoil on consoles too.
 
NBtoaster said:
How do you 'handle' recoil on pc? Controllers don't prevent compensation for recoil with careful aiming. Aim assist can help but isn't necessary.


I pull downward on my mouse in a very precise amount and in a different way for every gun since they all have their own recoil. You have to play CS enough to feel how to do it. It's kind of an art.
 
Zeppelin said:
I never played CS for the original Xbox. Can you compare it to how it works in 1.6? Because I have a real hard time imagining handling the AK47 recoil in 1.6 with a thumbstick.

Push down on aim stick to counter for specific guns.

I nudge the right stick downward for how much I want to compensate for the recoil.
 
nib95 said:
At first I was like OMG, then I read no recoil and just thought...why bother?

no recoil on the first shot (which will make the deagle a beast IMO), less recoil on longer distances, but still has recoil, or at least that's what's bolded above.

NBtoaster said:
How do you 'handle' recoil on pc? Controllers don't prevent compensation for recoil with careful aiming. Aim assist can help but isn't necessary.

I guess console players will need to rely more on small burst shots, where as pc gamers will get away with pulling the aim down to compensate. Not that big of a difference imo. Actually I developed a decent crouch stand walk small burst shot, crouch stand walk small burst shot method on pc, never relied on the randomness of the recoil.

Kinda like the old sniper movements in tf2 before they nerfed the ducking movement speed increase or w/e.
 
No recoil, less pathways, and so forth? I'd hate to be cliche, but this really does seem like dumbing down CS. I'm open to checking it out, but taking away a lot of the things that I like about CS isn't making me terribly optimistic. :[

Just read the OP, so forgive me if I missed any new developments.
 
soultron said:
No recoil, less pathways, and so forth? I'd hate to be cliche, but this really does seem like dumbing down CS. I'm open to checking it out, but taking away a lot of the things that I like about CS isn't making me terribly optimistic. :[

Just read the OP, so forgive me if I missed any new developments.

There is recoil, but it is different from previous installments of Counter-Strike.
 
soultron said:
No recoil, less pathways, and so forth? I'd hate to be cliche, but this really does seem like dumbing down CS. I'm open to checking it out, but taking away a lot of the things that I like about CS isn't making me terribly optimistic. :[

Just read the OP, so forgive me if I missed any new developments.

The OP hasn't been updated since the day this thread was created. If there is anything that sounds ridiculous, such as the removal of recoil, chances are it's been debunked (again, such as the removal of recoil).
 
Valve wants the Xbox Live Arcade version of upcoming shooter Counter-Strike: Global Offensive to feature Steamworks integration.

http://www.eurogamer.net/articles/2011-08-25-valve-wants-steamworks-in-cs-go-xbla

Valve wants the Xbox Live Arcade version of upcoming shooter Counter-Strike: Global Offensive to feature Steamworks integration.

But it faces a tough job convincing Microsoft to let it do so.

"We certainly can deliver a lot of value to customers to the degree to which we have those capabilities," Valve boss Gabe Newell told Eurogamer.

"The PS3, obviously we made a lot more progress with that. The PS3 customers of Portal 2 are going to start to see the benefits of that with Portal 2 DLC coming out in September. So we'd really like to be able to do that for Xbox customers as well."

The PS3 version of Portal 2 features a number of exclusive features as a result of Steamworks integration, including cross-platform play with the PC version.

There's also cross-platform chat, Steam Achievements (earned in synch with Trophies), player profiles and game invites. You can even play Portal 2 on a PC or Mac - Valve grants a free PC/Mac Steam edition of the game to PS3 gamers.

Xbox Live, however, remains a closed platform, with Microsoft employing strict guidelines on what publishers can and cannot do.

"The main thing is having Microsoft get comfortable with it and let us do it," Newell said of the challenges Valve faces bringing Steamworks to Xbox.

"Right now, there's a huge amount of updates and free content we've been able to deliver to people who have The Orange Box that we haven't been able to deliver to the Xbox because of the restrictions that have been placed on us on Xbox Live.

"We'd love to see those relaxed. Other developers on the PS3 are starting to benefit from Sony's more open approach. Hopefully that will help Microsoft see that's a good strategy for making customers happy, that the barbarians won't tear down the walls of Xbox and turn it into some chaotic wasteland."

One game making use of Sony's more relaxed policy is Dust 514, from Eve Online developer CCP.

"Let's just say that with Sony at least they have policies that allow us to build the game the way we want," CCP CTO Halldor Fannar said during an E3 presentation attended by Eurogamer in June. "That is one of the reasons why we've gone with PSN."

Valve isn't the first MMO developer to find Xbox Live troublesome.

Last year Final Fantasy XIV Online creator and director Hiromichi Tanaka told Eurogamer that a "closed" Xbox Live blocked the game from appearing on Xbox 360.

"The main reason why we couldn't go with Xbox 360 was the Xbox Live system," he explained. "[Live is] different to the normal internet environment, so when we wanted to introduce this game in the same environment as Windows PC it had to be PS3, so that was our choice.

"Microsoft has a different point of view: they want to have a closed environment for Xbox Live. We're still talking to... We couldn't come to an agreement on Xbox Live."

MMO developer Cryptic chucked in the towel on an Xbox 360 version of Champions Online in early 2010. Producer Craig Zinkievich told Eurogamer he was frustrated with the business side of getting an MMO on Xbox Live; the game itself, he said, ran just fine.

Sony, however, seems more open to the idea of allowing MMO developers to play by their own rules on the Network.

"Sony allows us to use our systems," Fannar explained. "Microsoft has Xbox Live. They're very strict on that. There are a lot of issues we run into. It may be a basic thing people don't realise, but with Dust and Eve on Sony's network, we can allow them to chat together. Voice chat, text chat, that's all one world.

"One of the reasons for the partnership with Sony is because they're opening up new ways to do these things. We're going to be managing most of it. We're using PlayStation just for credentials, stuff like that. Then it's all our stuff.

"With our agreement with Sony they seem to be fine with our three month expansion cycle. They've been looking at the MMO space for a while, trying to understand why something like that hasn't still happened on the console. They're coming to terms with it. There are certain things they have to relax just to allow these things to function."

Still, there appears to be hope for Xbox 360 owners - a report in June claimed free-to-play games were coming to the console and that Microsoft was talking with developers to discuss free-to-play game deals.

And last month Hi-Rez Studios boss Todd Harris, who is making Tribes: Ascend, told Eurogamer free-to-play games supported by micro-transactions on Xbox 360 were "inevitable".

Valve is yet to decide how to monetise CS: GO - indeed it may end up free to play, as its other shooter, Team Fortress 2, is.
 
Interesting. I sincerely hope they bring Steamworks integration to the 360. Team Fortress 2 would still be a viable Xbox Live title if it had kept up with the PC version.
 
I know Counterstrike maps have never been massive, but linear maps are not attractive to me. I guess it encourages less camping, but surely there will be less thought put into the process?
 
I don't see how PS3 owners aren't going 'see the benefit' with this DLC. So far Steam integration has meant very little to the Portal 2 PS3 experience.
 
TF2 on Xbox would be amazing with Steamworks (plus patches)

PS3 Steamworks integration with Portal 2 has only been the beginning and laid out the path of awesome.
 
StuBurns said:
I don't see how PS3 owners aren't going 'see the benefit' with this DLC. So far Steam integration has meant very little to the Portal 2 PS3 experience.

Majority of my friends got it for ps3 while I got it for pc. Dunno about you but they sure had great time cooping with me.

Also never got into counterstrike and might get this for pc.
 
Sarcasm said:
Majority of my friends got it for ps3 while I got it for pc. Dunno about you but they sure had great time cooping with me.
Something that can be done without Steam Works, as can free DLC. Steam Cloud is a nice enough feature though I suppose.
 
StuBurns said:
I don't see how PS3 owners aren't going 'see the benefit' with this DLC. So far Steam integration has meant very little to the Portal 2 PS3 experience.
When free DLC no longer exists on Xbox Live, I think the benefit is obvious.
 
MS should bend for Steamworks, since it will set them up well for the next-gen. Plus is great for gamers in the long-run.
 
soultron said:
No recoil, less pathways, and so forth? I'd hate to be cliche, but this really does seem like dumbing down CS. I'm open to checking it out, but taking away a lot of the things that I like about CS isn't making me terribly optimistic. :[

Just read the OP, so forgive me if I missed any new developments.
How can they remove pathways ? The original maps don't have that many pathways to begin with :D I'm still gonna keep on rocking 1.6 and Source and I doubt this will steal any players from those games. I don't see the original CS formula working on consoles since you really need precise aiming and it just can't be done with pad.

I still remember tinkering with the mouse sensitivity :D There were like hundreds of guides how to make it perfect :)



edit: CS & Mouse sensitivity is serious business.
sensitivity "3"
This changes your mouse sensitivity... pure preference obviously. The only tips I can suggest is don't put it over 13 on 640x480, 10 on 800x600, 8 on 1024x768, or 7 on 1280x1024, or 5 on 1600x1200 or you'll for sure lose single pixel accuracy. You want to avoid pixel skipping if at all possible.
m_filter "0"
Although the concept of smoothing mouse inputs over the last two frames sounds attractive, this is something you want to have set to 0. Basically by averaging your last two inputs you are watering down everything you do with the mouse. You know what to do better than the computer does. This adds a slight bit of mouse lag too. I would only recommend using this if you have a mouse that is crappy and jitters alot.
m_pitch ".022"
This determines how sensitive your mouse is on the vertical axis. When you look straight ahead the most you need to turn vertically is 90 degrees up or down, but the most you have to turn horizontally is 180 degrees left or right. This means you could potentially lower this setting and gain precision with aiming height and recoil control. Set it however you like. I use ".0165" which is 75% the default speed. Adjust in small amounts like +/- .005 and set to your preference.
m_yaw ".022"
This determines how sensitive the mouse is on the horizontal axis. If you want to adjust your sensitivity in only the horizontal direction change this in small amounts like +/- .005. Set to your preference.
m_customaccel "0"
This allows you to define a custom acceleration curve in CS:S, you don't want this so turn it off.
zoom_sensitivity_ratio "1"
This changes the sensitivity in relation to normal when you use a scope. Raising this increases the sensitivity when scoped, decreasing this setting lowers the scoped sensitivity. The setting of “2” is as fast while scoped as not scoped (like quake 3), anything higher than 2 then is a pointless setting. Many people set this between 1 and 1.2. Set it to your preference.
 
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New stuff on Kotaku, written by Steven Totilo, who has never played Counter Strike before.

hRUNR.jpg


4aTnZ.jpg


Mouse and keyboard support on PS3. Also, Move. PS3 + PC play is talked about, no real mention of 360.

New weapons are: Decoy Grenade, Molotov, IMI Negev, Taser, Tec-9, Mag-7, Sawed-Off and PP-Bizon.

Maps are dust, dust 2, aztec, nuke, inferno, italy and office.

New thread new news? I'd do it but I'm a junior.
 
"Mouse and keyboard support on PS3. Also, Move. PS3 + PC play is talked about, no real mention of 360.

New weapons are: Decoy Grenade, Molotov, IMI Negev, Taser, Tec-9, Mag-7, Sawed-Off and PP-Bizon.

Maps are dust, dust 2, aztec, nuke, inferno, italy and office.

Probably worthy of a title change."

VALVE WINS! VALVE FUCKING WINS! Worthy of a new thread, to be honest!
 
Here's the Kotaku link

On PC and Mac, Counter-Strike: GO players can expect the standard options you get with a Steam game and any of the control options you would have with a computer. On the Xbox 360, players will use a game pad. On the PS3, players can use the game controller, the PlayStation Move motion controller or even a mouse and keyboard. PS3, Mac and PC players will be match-made against each other, clumped by skill, regardless of input device or platform. (Valve didn't demonstrate the PS3-PC.Mac cross-play to me today, but they confirmed that that enticing bit of networking is something they are striving to include in the game.)

http://kotaku.com/5834542/an-hour-with-counter+strike-go
 
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