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Support; Enjoy your favorite games as they are meant to be played. This cs have a great graphic and a good fps. How do you jump higher on Counter Strike? S1mple picked up Counter-Strike: Global Offensive s r its release in 2020, joining his first professional team a year later.
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Review: 2020 Santa Cruz Megatower - Stiff & Solid, But Not. It is good in perspective of its relentless quality and sufficiency. OS: Windows 10 64 Bit, Windows 8.1 64 Bit, Windows 8 64 Bit, Windows 7 64 Bit Service Pack 1 Processor: Intel Core 2 Quad CPU Q6600 @ 2.40GHz (4 CPUs) / AMD Phenom 9850 Quad-Core Processor (4 CPUs) @ 2.5GHz Memory: 4 GB RAM Graphics: NVIDIA 9800 GT 1GB / AMD HD 4870 1GB (DX 10, 10.1, 11) Storage: 72 GB available space Sound Card: 100% DirectX 10 compatible. Find the best guides and tutorials related to Counter-Strike: Global Offensive (CS: GO), Source and CS 1.6.
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My honest opinion about this game!
Multiplayer now. Before I start, let me say something about me as a player. I'm not a pro and never considered myself a pro. I had my share of glory in highschool when playing CS 1.6 and won some local tournaments (we had this thing in my country). Besides that, I played all kind of shooters: Battlefield, CoD, Titanfall etc and did pretty good in all.
To continue with this review, I must warn you that from this point, all the good things about this game will stop here. I don't want to continue with topics like SBMM and so on because there are infinite topics here and Youtube and is getting boring. From my average player perspective point of view I have to say this: frustrating! That is because:
- Why have so many guns to choose and customize when all you need is an M4A1 (if you're an AR player- even though you can kill an enemy sniper at any range if he missed you), MP5/7 if you like SMG (there is absolutely no point going Uzzi, for exemple - you will lose 9/10 times against an enemy MP5 even when you shoot first)? For shotguns, I have no complaints with them, even with the infamous 725 prenerf - they are supposed to be used on close quarters and If I die there, it is obvious my fault that I didn't took all measures to distract/stun/kill them).
- Why is firing so random? And I mean, why shooting 3 bullets in someone chest doesn't kill him, but returning fire from that person kills me in 0.05 seconds? Killcam show a different story that I have done. I think all of you, who read this, experienced this in your gameplay at some point...you are absolutely sure that you aimed for his head and hear the weapon fire 3 or 4 bullets, in the meantime you get killed by that person like he have godlike reflexes and the killcam show he received only 1 or 2 bullets, not even close to death. (playing with aprox. 100 fps and 40-50 ping) Come on!!!
- What on earth are some people doing with their controllers or mice that they have absolutely god-point-laser reflexes? I play with headphones all the time, trying to play objectives and helping the team (scanning drones, pinpointing enemies etc), preaiming at chokepoints. The second I expose myself, poof dead! Trying to scout the enemy from an higher position, poof dead! Defending an hardpoint, behind some wall , making sure that area is covered for our team, poof dead- killed by a jumping enemy killing me without aiming with a SMG.
There is an underlying problem in CSGO that needs to be addressed before the gameplay can improve. And it's not pistols or the AWP.
The problem isn't pistols. The problem isn't the AWP. The problem isn't really the hitboxes. Sure, pistols are too strong and the hitboxes might not be 100% accurate.
The problem is the overall movement speed and acceleration in the game
I saw this post in the update thread: http://www.reddit.com/GlobalOffensive/comments/3100wj/the_new_awp_change_fucked_with_mid_spots_on_most/cpxfh9j
And it sounds like a pretty good argument, right? No. It's complete and utter bullshit. If the scoped movement speed really was such a big problem, then why did we not see every single player buy an AWP in competitive 1.6 every time they could? You could even quickscope, the scope didn't move and it really was an easier scope to use regarding visibility.
"Valve wants you to have two sniping options: lethal damage, or impressive mobility. You want the former? Use the AWP. You want the latter? Use the Scout." Sounds like a really good argument, right? It isn't. The scout should be used when you have limited cash. It's a cheap alternative to the AWP. It should be a high risk/high reward weapon for when you want to force buy (not that force buying is high risk in this game, but let's pretend it is). Like mTw's round against SK on Train:
Go watch some of Markeloff's T-sides with the AWP in 1.6. That's what many hours of practice looks like.
The reason why the post is complete shit is that the AWP isn't the problem. The problem isn't that you can play extremely aggressively. You should be able to play aggressively with the AWP. It's a play style. We should promote more play styles and not remove them. Players like KennyS and JW are some of the best aggressive AWPers in the game. It's not like that video represents every AWPer in the world.
But you shouldn't be able to peek someone and see him before he can see you. Sure, it might be because of the coding, but one of the biggest reasons for this is the movement speed and acceleration. Another reason for why you can play so aggressively in GO is also due to almost no wallbanging, but that's not what this thread is about.
The crazy high movement speed and acceleration is the underlying cause of almost all the biggest problems in CS:GO. If you watched a lot of competitive 1.6 (or source, didn't really watch that though) and compare it to CS:GO it's painful to watch all the missed bullets by the best players in the world. Pistol rounds almost look like what a round by low skilled CS 1.6 players would look like. ADAD, ducking, jumping and very few hits.
This video of LDLC vs NiP shows it pretty well.
The movement speed and acceleration in GO is higher than 1.6. Not only that, but in 1.6 the models were also larger compared to the world. So in GO you have way faster and smaller models than in 1.6. This is also one of the reasons why we have this peeker's advantage in GO. It's really fucking difficult, even for the most skilled players, to shoot people who are figuratively flying around corners, and it basically means that positioning is far from as important compared to previous games.
Now combine this high movement speed with the high accuracy while running with pistols, and you have a game where it's better to move while you shoot than stand still and shoot. It feels like the game is more about dodging than hitting shots.
What does this mean for pistols? It means that it's way easier to rush down people. Sure, pistols are pretty fucking strong right now, but what enables them to completely fuck up the game is the fact that you can run and gun at such a high speed. Combine that with the fact that positioning means very little in this game.
What does this mean for the overall economy-aspect of the game? You might as well force buy since you are often able to rush down a site or a spot on the map and destroy the economy of the enemy team.
What does this mean for riles? Pay attention to how much pros have started to move while shooting, how they duck and stand up multiple times during 1on1s and how much they miss the enemy who does this. Just look at retakes. Even though pros often have a way superior position they often just get mowed down by someone who "flies" around the corner, often with a pistol.
What does this mean for SMGs? Well just look at the new increased movement accuracy for MP7 and mac 10...
Some of you might interpret this as saying the game is very T sided since you can just rush people down. It's not true. Not only can CTs make aggressive peeks (which they do) but you also have to think about retakes. It's way easier to retake due to the movement speed and peeker's advantage.
It's not fun to watch. This isn't CoD. CS should take years and thousands of hours to become good at. Apart from only a handful of games, 1.6 games were way more exciting to watch. You could appreciate the amount of skills it took to pull off some huge play. It doesn't even feel rewarding to get these "cheap" kills in GO. It doesn't feel like you actually did something skillful. Sure, there are insane kills and plays in GO, that's true. But those plays are often due to aim and not other aspects that made CS 1.6 the great game it was, such as the importance of positioning.
Yes, we need to fix the pistols. It's too easy to force up without any real risk. But Valve should focus on the most important problem as of right now; the movement speed and acceleration.
Sure, CS:GO shouldn't just be 1.6.1, but Valve should take the best aspects of 1.6 and Source and improve on the things they did badly. This really isn't the correct approach in my opinion.
TL;DR: Movement speed and acceleration is the biggest problem in the game as of right now. A lot of the aspects that made 1.6 (and other CS games) great are not really that important now.
Edit: I forgot to mention something. The accuracy of the weapons. One of the reasons why this crazy fast movement speed and acceleration is "broken" is due to the moving accuracy of the weapons. I get that Valve don't want to reach 1.6-level of speed, but in my opinion you can't both have high movement speed and high running accuracy.
And I don't want it to seem like my opinion is 100% how GO becomes a perfect game. I just think it's something Valve has to consider when they make changes to the game.
Sorry for any spelling errors/incomprehensible sentences. English is not my native language.
Edit: Thanks for the gold and the comments.