Page 2 of 9 FirstFirst 1 2 3 4 ... LastLast
Results 21 to 40 of 164
  1. #21
    Resident Moogle
    Join Date
    Mar 2007
    Posts
    13,219
    BG Level
    9
    FFXI Server
    Asura

    Quote Originally Posted by djzombie View Post

    i understand this probably to keep the "counterstrike feel" but it just seems lazy at this point to only have hip fire. im sure there would crying if they included it, i just don't see how not having it is beneficial, aside from pigeon holing game play to run and gun and players don't ever have to make a choice about going to iron sights because its not available. i guess in counterstrike less choice is good?
    Only reason I feel people want iron sights in a console game is to zoom the view up so you can actually land a damn shot with those blasted analog sticks. CS' pacing is too fast for sights, unless they're really dumbing it down for that particular audience they're after if the simplifying of maps (uh, hello? They're simple maps to begin with) for the console crowd is a sign of things to come...

  2. #22
    Iku
    Iku is offline
    Sea Torques
    Join Date
    Jan 2006
    Posts
    611
    BG Level
    5

    Quote Originally Posted by djzombie View Post
    sound boring for a fps

    also



    i understand this probably to keep the "counterstrike feel" but it just seems lazy at this point to only have hip fire. im sure there would crying if they included it, i just don't see how not having it is beneficial, aside from pigeon holing game play to run and gun and players don't ever have to make a choice about going to iron sights because its not available. i guess in counterstrike less choice is good?
    Do you even play Counterstrike? There are two scoped rifles and they are not as accurate as a 3 bullet burst from m4/ak47. Beside, no one will ever scope in this game because it will slow down your strafe and will assure you death from awpers.

  3. #23
    Nut Steamer
    Join Date
    May 2008
    Posts
    381
    BG Level
    4
    FFXI Server
    Phoenix

    I found a nice article made by Duncan 'Thorin' Shields.

    Hopefully CS:GO will be good, but I doubt.

    One of the comments said that Carn (1.6 pro) was invited, but he couldn't go due to preparations for e-Stars.

  4. #24
    Cerberus
    Join Date
    Sep 2008
    Posts
    407
    BG Level
    4
    FFXI Server
    Unicorn
    WoW Realm
    Draenor

    Quote Originally Posted by djzombie View Post
    sound boring for a fps

    also



    i understand this probably to keep the "counterstrike feel" but it just seems lazy at this point to only have hip fire. im sure there would crying if they included it, i just don't see how not having it is beneficial, aside from pigeon holing game play to run and gun and players don't ever have to make a choice about going to iron sights because its not available. i guess in counterstrike less choice is good?
    Ok, 5on5 is pretty much how any competitive fps is played (not to sure how quake is but im sure its 5on5).

    Not having a ironsight is one of the many things that makes counter strike what it is, its a huge skill factor and really awards you if you have good aim and quick reactions, ironsights just dumb that down imo, and if you think that counter strike is running and gunning then i would suggest you install the game 1.6 or source and give that a go and see how it works for you, not so well is my guess.

  5. #25
    Relic Shield
    Join Date
    Oct 2007
    Posts
    1,552
    BG Level
    6

    fucking hell, that stuff Sruon found is fail. Not looking forward to this now.

  6. #26
    THOU THOU THOU THOU THOU THOU THOU THOU
    Avatar of Fury.

    Join Date
    Jan 2006
    Posts
    5,584
    BG Level
    8
    FFXIV Character
    Shiroe Blackrose
    FFXIV Server
    Diabolos
    FFXI Server
    Carbuncle

    Quote Originally Posted by Iku View Post
    Do you even play Counterstrike? There are two scoped rifles and they are not as accurate as a 3 bullet burst from m4/ak47. Beside, no one will ever scope in this game because it will slow down your strafe and will assure you death from awpers.
    I miss the scope on the M4. Even if it was full-time silenced.

    EDIT: As for above, it's been a long ass time... I don't remember Quake TDM getting that much attention as Duel back in the day, so I'd have to check recent Quakecons. But the original Team Fortress was usually 6v6.

    5v5 sounds right for CS.

  7. #27
    Chram
    Join Date
    Aug 2007
    Posts
    2,699
    BG Level
    7
    FFXIV Character
    Nours Sruon
    FFXIV Server
    Moogle
    FFXI Server
    Fenrir

    Quote Originally Posted by djzombie View Post
    sound boring for a fps

    also



    i understand this probably to keep the "counterstrike feel" but it just seems lazy at this point to only have hip fire. im sure there would crying if they included it, i just don't see how not having it is beneficial, aside from pigeon holing game play to run and gun and players don't ever have to make a choice about going to iron sights because its not available. i guess in counterstrike less choice is good?
    I'm guessing you've never played a competitive FPS.

  8. #28
    BG Staff
    Join Date
    Feb 2006
    Posts
    27,188
    BG Level
    10
    FFXI Server
    Sylph


  9. #29
    Cerberus
    Join Date
    Sep 2008
    Posts
    407
    BG Level
    4
    FFXI Server
    Unicorn
    WoW Realm
    Draenor

    Quote Originally Posted by Insanecyclone View Post
    Its fake, its a trailer for when counter strike went to Korea someone has just done abit of editing to it to make it look like its for cs:go.

  10. #30
    Old Merits
    Join Date
    Nov 2009
    Posts
    1,119
    BG Level
    6
    FFXI Server
    Fenrir
    WoW Realm
    Kel'Thuzad

    5v5=console limitations thanks to the non-dedicated servers broboxers have perpetuated by happily paying a sub fee for. 5v5 on pc is for clan matches, 12v12 or 16v16 is for fun.

  11. #31
    Cerberus
    Join Date
    Sep 2008
    Posts
    407
    BG Level
    4
    FFXI Server
    Unicorn
    WoW Realm
    Draenor

    For anyone that is interested about the changes that have been talked about for Source there is a big list in the spoiler below.

    Spoiler: show
    Bug Fixes:

    1. Consistent sound engine. If a clients point of view makes a sound, it should make one of the server for all others to hear.

    2. Flashes differing lengths on different cards for dx9.

    3. Reload sounds not always originating from correct places

    4. Recoil not resetting fully after a burst from a fully automatic rifle.
    Gameplay Changes:

    1. A "warmode" where certain changes will occur automatically for standard competitive play.
    -remove physics objects e.g barrels + rubbish
    -100tickrate without all workaround fixes for 100tick rate of fire on 66tick servers, aka clean orange box engine.
    -shadows removed on players in Terrorist/Counter terrorist sides - eg spectators can still have good visuals.

    2. Flashes to be reworked.
    - More directional, if they land behind have 40% the effect of landing in a 90 degree field of view.
    - Less proximity based, eg if they go off 30 yards away should still blind for a few seconds to punish the player for not looking away.
    - Flashes shouldn't effect the sound of the player who is flashed as much - way too intrusive.

    3. HE grenades and flashes should be able to pass through player models, but still deal the correct damage/flash if they are inside a player model. Too many instances of grenades becoming lodged in a players head. -he grenades should also not root a player who is hit at all.

    4. Awp rate of fire reduced akin to 1.6, too easy for a player to keep missing and still kill 3 or more of the opponents even when rushed because the rate of fire is too high.

    5. Deagle damaged reduced by 10%.

    6. Models adjusted so the head is exactly in line with the players point of view, to prevent "left eye peeking". Overall body mass must should also be centralised.
    - Should also be adjusted for when a player is crouching.

    7. Crouching speed should be increased.

    8. Movement acceleration immediatly after crouching should be increased- currently takes around half a second for standing speed acceleration to come into effect.

    9. Model size reduced slightly - 15% overall, makes it harder to frag one another. A more precise aim required.

    10. Head size reduced 30% vertically. Reason for not reducing horizontally is so players will not be encouraged to crouch on a corner to avoid being headshotted.

    11. Tagging from all weapons increased. The time tagging lasts. e.g time for standing speed acceleration to return to normal reduced significantly. - will improve the feel of the game, and promote team work. If 2 players face off against 1, the solitary player will lose unless doing something spectacular. This also promotes frag or die, will be harder for a player to retreat so must think about positioning more frequently.

    12. Most damaging part on the body to take the hit for any given bullet. Example: the trojectory of a bullet is on path with a players head, but the arm is blocking it, the hit will count as an arm shot rather than a headshot. This should not be the case. The highest damaging part for a given trojectory should always take precedence.

    13. There should be a very subtle hit animation when attacking players, very similar to when a headshot is made but for the body. So a player can quickly determine if they are successfully landing hits. Eg a small red flash.

    Map Changes:

    Mentality/philosiphy. Remove as many head height boxes and positions (including crouching positions) as possible to create for a more consistent team work based map, without changing the fundamentals that current players are used to.
    Dust2:

    1. Remove majority of head height boxes on the map, either make them taller or get rid of them all together.

    2. Remove car in B.
    Nuke:

    1. Make site boxes taller and change the forklift to a non metal object

    2. Make the vents taller. See de_prodigy as a good example of this.
    Inferno:

    1. Remove truck from CT spawn and B pit, Replace with mildly spammable materials.

    2. Remove car at bottom of mid.

    3. Remove fence from elevated area on B site or just make into spikes (foot tall and less frequent)

    4. Grate should open as you walk through it instantly, non intrusive.

    5. Remove car from banana, replace with boxes, Remove pillars from banana and widen the banana walk way.
    Train:

    Rebuild all the train models so there are fewer head view only crouching positions. Eg forcing a player camping under a train to expose at least half their body.

  12. #32
    BG's worst Rangers fan
    Fleury 2; Lundqvist 0
    Sweaty Dick Punching Enthusiast

    Join Date
    Nov 2007
    Posts
    23,755
    BG Level
    10
    FFXIV Character
    Bad Karma
    FFXIV Server
    Hyperion
    FFXI Server
    Quetzalcoatl
    WoW Realm
    Kel'Thuzad

    Console? Cant wait to destroy modern warfare kiddies on xbox with some xbros.

  13. #33
    BG Staff
    Join Date
    Feb 2006
    Posts
    27,188
    BG Level
    10
    FFXI Server
    Sylph

    http://kotaku.com/5834542/an-hour-wi...nter+strike-go


    An Hour with Counter-Strike: GO
    I've played Counter-Strike: Global Offensive and can now say it's for me, too.

    On the eve of the public debut of its newest game, Valve Software let me into their ever-expanding offices in Bellevue, Washington to give me a sampling of four classic Counter-Strike maps as they've been remade for 2012's Counter-Strike: GO.

    This was, I dare admit, the first time I've ever played Counter-Strike.

    Forget my shame, and let me tell you how terrific an experience it was. There is a lot to this game that will be interesting to veterans and newcomers.
    Even I knew before I put my hand to mouse and keyboard in a Valve testing lab today that Counter-Strike is a classic team-based first-person shooter. One side plays terrorists; one are counter-terrorists. The most popular mode and the one I played today is Bomb/Defuse. One of five terrorist players randomly gets the bomb and can place it; any of the five counter-terrorists can try to defuse it. The match ends when one team is wiped out or the bomb goes off.

    CS: GO will launch with five maps for Bomb/Defuse mode, and two for the other classic franchise mode, Hostage Rescue. Those combined seven maps are all based on classic Counter-Strike 1.6 and CS: Source maps, in other words, maps from the two most popular earlier incarnations of the game.

    The maps will be recognizable to series fans. Valve's designers have kept the best of them nearly intact, applying a graphical upgrade but leaving most of the level layout intact. The classic Dust 2, for example, looks improved but plays the same.

    Another map, Nuke, has had some of its dead space removed, Valve's project lead on CS: GO, Ido Magal, told me. Areas where players would get lost have been tightened. The classic map Aztec has been altered to give terrorist players more cover and quicker paths to bomb placement areas. Dust has had a "sniper alley" fixed so that players can now run through a trench in that map while trusting that some bridges that span it and other obstructions will give them some cover.

    If you're like me and a Counter-Strike novice, you'll notice none of the subtle changes in the game's maps. Valve is partially making the game for us, but also vetting many of their big and little changes through pro players in the massive competitive Counter-Strike community.

    Players like me can cheer for the game's new Casual mode. In it, money is no object and players can buy weapons for each round without worrying about cost. They will be playing with voice-chat open to all players, on both sides and the ability to spectate any player's actions, again, from either faction, should they die and be watching the rest of the round as it plays out. Casual is, Magal and Valve writer Chet Faliszek explained to me, part of their and partner studio Hidden Path's effort to "lower the skill floor" for new players.

    Veteran players will ideally appreciate the game creators' efforts to also "raise the skill ceiling." The overall idea is that Counter-Strike is considered, at Valve, to be a game about skill, one that doesn't sand over differences in player ability and always lets the player feel like they know why they died. I sure understood why I died and also why I was able to achieve a surprising number of kills during our Casual sessions. Weapons recoil and headshots remain paramount. Character movement is swift and the pace is indeed fast. Maps are clean and easy to rush through. Valve clearly wants nothing to obstruct the clarity of the play of the game. To wit: Faliszek explained to me that smoke and dust effects, which are prominent in the starting area of Dust, appear less frequently and with less opacity, as the round gets underway.

    Experienced CS players may gravitate toward the game's Competitive mode, which drops the cross-team chat and spectating and intensifies the rounds, dropping round time from three minutes to two. In Competitive, money earned for success in a round does count and can be spent on weapons and armor for the next round.

    For the new game, Valve will host its own servers. Fans can still host theirs and tweak the game, but Valve wants all of the players to be able to rely on having access to a consistent experience. On the Valve servers. CS: Go will play the way described here. And only on the Valve servers for PC and Mac—or on the console versions for Xbox 360 and PlayStation 3—will players be matchmade based on skill. Valve is using a system called ELO and will prioritize that skill ranking when matchmaking in the Competitive mode. It will prioritize your friends list when matchmaking for Casual.

    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.)

    What Valve showed me and will be showing at both this week's Penny Arcade Expo and next month's Eurogamer Expo is a lot of CS:GO's nods to the past, through classic modes and tweaked and graphically improved classic maps. In the future we'll find out about new modes and maps associated with them, innovations to the formula about which the Valve guys dropped no hints, other than to mention that for some reason, on some undisclosed map, some players will be in the role of professional bank robbers.

    But even in the content now being shown, fans will be able to spot differences all over the place. They will see that character models are dressed appropriately for their level's environment and, in time, Valve will ensure that all of the characters have small visual variations in their wardrobe to distinguish them from each other. Veterans will notice that in Casual or Competitive, bullets will now fire tracers, helping players learn and understand where the ammo from the game's various weapons is going and coming from. This will visualize the series' various realistic streams and arcs of bullets as guns fire, recoil and are subjected to simulated laws of physics.

    Long time players will also spot new weapons and items. Among them is a taser gun, an expensive, one-shot, instant-elimination gun that Faliszek described as a weapon that is used to humiliate. Players on either side can use a decoy, a bundle of firecrackers, sort of, that looks like a player on the mini-map and lets off the sounds of guns being fired. But it doesn't look like a player and doesn't make the sound of footsteps. A third new item is the molotov cocktail which fills an area with fire and smoke, briefly, the first CS item, Magal explained to me, that is designed to slow another team down. There will be more new weapons, but those are the ones I spotted.

    The game is set to go into beta this October. Attendees of PAX and the Eurogamer Expo will get Beta codes they can redeem later, and Valve will provide fans other means, not yet announced, to get into the game. Through the beta, which is PC only, and through dialogue with more players of all levels, they want to tweak and perfect this game. As Faliszek and Magal showed me CS:GO, they frequently referred to stats in the game that might change. That's the point of the beta and the continued dialogue, to determine, for example, if bombs should detonate in 45 seconds, as they did in the build I played, or if that time will be shortened to 35 in Competitive mode. Defusal is currently 10 seconds. Decoys last about five.

    The process of give and take is constant for this game, the Valve guys told me. For example, Valve was going to eliminate the ability to get armor, but was talked out of it by Source players. So they added them in, made them cost money for Competitive mode, made them free for Casual and they think they've solved the problem. For now, Valve is confident that they've made the right decision to eliminate random spawn points on all maps, a trait of the old games they think the community agrees led to unfair advantages. Feedback and the reams of data Valve has collected from players of earlier incarnations of the game can still change and influence any of this.

    Valve and Hidden Path are attempting to expand the Counter-Strike audience with CS:GO, roping in more console players while also creating something that is supremely refined for computer veterans. I was impressed with how streamlined everything felt and how pleasant a session of Casual was, leaving me without the feeling of shellshock I often get during my rare dalliances with competitive shooters and instead with the satisfaction of playing an efficiently-made game with an amiable crew.

    Counter-Srike: Go is scheduled for a first quarter 2012 release on the PC, Mac, Xbox 360 and PlayStation 3. It will be download-only. Faliszek couldn't tell me what it'll cost. They're worrying about making a great game first, he told me. They'll sweat the other details later. (But! Magal added: they won't be selling in-game hats.)

    We'll have more on Counter-Strike: Go in the coming days here on Kotaku.
    Counter Strike: Global Offensive will feature eight new weapons and seven classic maps.

    Weapons:
    Decoy Grenade
    Molotov
    IMI Negev
    Taser
    Tec-9
    Mag-7
    Sawed-Off
    PP-Bizon

    Classic Maps:
    dust
    dust2
    aztec
    nuke
    inferno
    italy
    office

  14. #34
    BG Staff
    Join Date
    Feb 2006
    Posts
    27,188
    BG Level
    10
    FFXI Server
    Sylph




    Beta in October!

  15. #35
    Falcom is better than SE. Change my mind.
    Join Date
    Jun 2006
    Posts
    17,291
    BG Level
    9

    Looks promising. Though I never played CS outside of a small lan party for my networking class in high school. And that was about half an hour.

  16. #36
    HABS SUCK!!!!!
    Sepukku is my Hero
    Therrien's Cum Dumpster

    Join Date
    Mar 2005
    Posts
    37,884
    BG Level
    10
    FFXI Server
    Gilgamesh

    Quote Originally Posted by Iku View Post
    Do you even play Counterstrike? There are two scoped rifles and they are not as accurate as a 3 bullet burst from m4/ak47. Beside, no one will ever scope in this game because it will slow down your strafe and will assure you death from awpers.
    Presuming you mean the aug and sig552...yeah, shits dumb -.-

    aaaaaand why do the graphics look worse? I get its beta and shit

  17. #37
    E. Body
    Join Date
    Nov 2005
    Posts
    2,383
    BG Level
    7

    It looks like an upgrade on source, but that's not saying much. Not sure a the Molotov is a good idea in a game of this style but we'll see how it turns out. It does sound like despite it being on console that the PC is still it's main audience.

  18. #38
    BG Staff
    Join Date
    Feb 2006
    Posts
    27,188
    BG Level
    10
    FFXI Server
    Sylph




    You know because you can qs with the AWP, 360 kiddies are going to be all over that.

  19. #39
    Ridill
    Join Date
    Jun 2006
    Posts
    12,822
    BG Level
    9
    FFXI Server
    Bahamut

    isn't "Counter-Strike" and "Global Offensive" an oxymoronic title?

  20. #40
    BG Staff
    Join Date
    Feb 2006
    Posts
    27,188
    BG Level
    10
    FFXI Server
    Sylph


Page 2 of 9 FirstFirst 1 2 3 4 ... LastLast