Website Feedback
Closed Threads
IRC Web ChatTeamSpeak 3 (42 users) Active: 9049 users | |
|
| Terranist United States. April 24 2012 17:51. Posts 2308 | Profile Blog # |
| how does this votekick system work? i got votekicked from a couple servers now and half the time when i click find match it says steamid banned. |
| |
|
| -Archangel- Croatia. April 24 2012 18:36. Posts 3661 | Profile # |
Maybe you should stop killing teammates  |
|
|
| Gingerninja United Kingdom. April 24 2012 18:48. Posts 1293 | Profile Blog # |
On April 24 2012 17:51 Terranist wrote: how does this votekick system work? i got votekicked from a couple servers now and half the time when i click find match it says steamid banned.
They'd only bad your ID for hacking not for being vote kicked, unless it was a bug with the system. + Show Spoiler +Turn off the Aimbot bro  |
| |
|
| mokumoku April 24 2012 22:01. Posts 135 | Profile # |
| Anyone giving out invites or selling them? I'll trade like 5 dota keys for one. Or buy it. |
|
|
| djukger Germany. April 24 2012 23:29. Posts 64 | Profile # |
I dont get the complaints about the recoil patterns, why do they have to be the same as in 1.6 ? Utter Bullshit, as long as you have a feel where the recoil is going (which cs:s didnt have as much) everything is fine. 1.6 pros complain that you cant differentiate the models? So Pros are saying we dont want to use teamwork (as in i know where all of my mates are) and get an advantage over lesser teams who might not have the same amount of team-awareness? Basicly making the game harder and making the better team win more frequently. Shadows to dark to see players in it, well guess what, flashlight. Basicly adds more depth to gameplay, sneaky hiding places which are known and you cant escape because you are back against the wall(and easily flashable). -> more controlled advances through the maps. Rushes have to be planned out who checks which dark corner hence giving more advantage to teams which train harder .....
|
|
|
Anacletus United States. April 24 2012 23:32. Posts 670 | Profile Blog # |
On April 24 2012 22:01 mokumoku wrote: Anyone giving out invites or selling them? I'll trade like 5 dota keys for one. Or buy it.
This really isn't the place to trade keys, bud!
I can't wait for CS:GO! Signed up for the beta, hopefully the fact that my system is shitty won't cause me to not get a beta key! |
| | http://talk-to-stimey-please.1324083.n2.nabble.com/ |
|
|
| mokumoku April 24 2012 23:34. Posts 135 | Profile # |
On April 24 2012 23:32 Anacletus wrote: Show nested quote +On April 24 2012 22:01 mokumoku wrote: Anyone giving out invites or selling them? I'll trade like 5 dota keys for one. Or buy it.
This really isn't the place to trade keys, bud! I can't wait for CS:GO! Signed up for the beta, hopefully the fact that my system is shitty won't cause me to not get a beta key!
woopsies, friend said if i go on TL they might sell some keys or something. |
|
|
| Dubzex United States. April 24 2012 23:39. Posts 3576 | Profile # |
On April 24 2012 23:34 mokumoku wrote: Show nested quote +On April 24 2012 23:32 Anacletus wrote: On April 24 2012 22:01 mokumoku wrote: Anyone giving out invites or selling them? I'll trade like 5 dota keys for one. Or buy it.
This really isn't the place to trade keys, bud! I can't wait for CS:GO! Signed up for the beta, hopefully the fact that my system is shitty won't cause me to not get a beta key!
woopsies, friend said if i go on TL they might sell some keys or something.
try steamtrades.com or the trading subreddits like http://www.reddit.com/r/SteamGameSwap/ |
| | "DONT UNDERESTIMATE MY CARRY OR YOU WILL BE CARRIED INTO THE ABYSS OF SUFFERING" - Tyler 'TC' Cook | |
|
|
| reptile United States. April 24 2012 23:49. Posts 207 | Profile # |
On April 24 2012 23:29 djukger wrote: I dont get the complaints about the recoil patterns, why do they have to be the same as in 1.6 ? Utter Bullshit, as long as you have a feel where the recoil is going (which cs:s didnt have as much) everything is fine. 1.6 pros complain that you cant differentiate the models? So Pros are saying we dont want to use teamwork (as in i know where all of my mates are) and get an advantage over lesser teams who might not have the same amount of team-awareness? Basicly making the game harder and making the better team win more frequently. Shadows to dark to see players in it, well guess what, flashlight. Basicly adds more depth to gameplay, sneaky hiding places which are known and you cant escape because you are back against the wall(and easily flashable). -> more controlled advances through the maps. Rushes have to be planned out who checks which dark corner hence giving more advantage to teams which train harder .....
The reason they're comparing recoil patterns to 1.6 is not only because of the feel, but the balance between weapons. There's far more to consider than dumbing it down to recoil consistency.
The model differentiation is an issue. The new fog mechanic makes it unbearable to identify enemy/teammate models from x distances. You have to consider the resolution players will be using as well. In 1.6, low res was preferred, while higher res in source. This game is trying to pull both communities, so the game needs to be functional for all types of users. Not to mention the fact that you could easily distinguish Counter-Strike from Modern Warfare based on the models in the past, but for whatever reason they've chosen to make the Counter-Terrorist models look more like MW models than CS models. I'm very happy with the Terrorist skin, but I much prefer the black and blue Counter-Terrorist models. I hope they'll fix this.
There is no flashlight in this game, so the shading/shadows are also a concern. The previous flash light mechanic could be abused and ended up being banned in league play.
The recoil issues have been greatly improved since the beta first started, but there were legitimate problems with gun balance. As a previous professional 1.6 player, I've appreciated the improvements I've witnessed thus far, and I'm sure they'll continue to improve the game in time. |
| | "When the game is over, the King and the Pawn go back in the same box." |
|

|
| djukger Germany. April 25 2012 00:18. Posts 64 | Profile # |
On April 24 2012 23:49 reptile wrote: Show nested quote +On April 24 2012 23:29 djukger wrote: I dont get the complaints about the recoil patterns, why do they have to be the same as in 1.6 ? Utter Bullshit, as long as you have a feel where the recoil is going (which cs:s didnt have as much) everything is fine. 1.6 pros complain that you cant differentiate the models? So Pros are saying we dont want to use teamwork (as in i know where all of my mates are) and get an advantage over lesser teams who might not have the same amount of team-awareness? Basicly making the game harder and making the better team win more frequently. Shadows to dark to see players in it, well guess what, flashlight. Basicly adds more depth to gameplay, sneaky hiding places which are known and you cant escape because you are back against the wall(and easily flashable). -> more controlled advances through the maps. Rushes have to be planned out who checks which dark corner hence giving more advantage to teams which train harder .....
The reason they're comparing recoil patterns to 1.6 is not only because of the feel, but the balance between weapons. There's far more to consider than dumbing it down to recoil consistency. The model differentiation is an issue. The new fog mechanic makes it unbearable to identify enemy/teammate models from x distances. You have to consider the resolution players will be using as well. In 1.6, low res was preferred, while higher res in source. This game is trying to pull both communities, so the game needs to be functional for all types of users. Not to mention the fact that you could easily distinguish Counter-Strike from Modern Warfare based on the models in the past, but for whatever reason they've chosen to make the Counter-Terrorist models look more like MW models than CS models. I'm very happy with the Terrorist skin, but I much prefer the black and blue Counter-Terrorist models. I hope they'll fix this. There is no flashlight in this game, so the shading/shadows are also a concern. The previous flash light mechanic could be abused and ended up being banned in league play. The recoil issues have been greatly improved since the beta first started, but there were legitimate problems with gun balance. As a previous professional 1.6 player, I've appreciated the improvements I've witnessed thus far, and I'm sure they'll continue to improve the game in time.
Well when recoil doesnt have to be exactly like in 1.6 why do people complain about the recoil and not about the weapon balance.
oh you have to see your teammate over distance through the fog, well friendly fire is a real thing, hence i said -> you have to be aware where your team ist --->> takes more mapawareness-, teamplay- and tacticskills, more skill is better yes ?
there are places where i cant see shit, well lets complain about shadows and want them have to be removed, instead of just asking for a effect which will probably dont even take 1 hour to program into the source engine, if flashlight has lighting errors/exploits it has to be fixed not removed
Low/High Res issue, seriously ....... it is a new game be able to commit to some change, i will not play this game because you have to play in high res or low res .... ----> wow, sound douchy to me and is not a real argument
i will not play sc2 since it supports a higher resolution .... i will not play sc:bw since it has such a low resolution ....
Last edit: 2012-04-25 00:19:15 |
|

|
| reptile United States. April 25 2012 02:37. Posts 207 | Profile # |
On April 25 2012 00:18 djukger wrote: Show nested quote +On April 24 2012 23:49 reptile wrote: On April 24 2012 23:29 djukger wrote: I dont get the complaints about the recoil patterns, why do they have to be the same as in 1.6 ? Utter Bullshit, as long as you have a feel where the recoil is going (which cs:s didnt have as much) everything is fine. 1.6 pros complain that you cant differentiate the models? So Pros are saying we dont want to use teamwork (as in i know where all of my mates are) and get an advantage over lesser teams who might not have the same amount of team-awareness? Basicly making the game harder and making the better team win more frequently. Shadows to dark to see players in it, well guess what, flashlight. Basicly adds more depth to gameplay, sneaky hiding places which are known and you cant escape because you are back against the wall(and easily flashable). -> more controlled advances through the maps. Rushes have to be planned out who checks which dark corner hence giving more advantage to teams which train harder .....
The reason they're comparing recoil patterns to 1.6 is not only because of the feel, but the balance between weapons. There's far more to consider than dumbing it down to recoil consistency. The model differentiation is an issue. The new fog mechanic makes it unbearable to identify enemy/teammate models from x distances. You have to consider the resolution players will be using as well. In 1.6, low res was preferred, while higher res in source. This game is trying to pull both communities, so the game needs to be functional for all types of users. Not to mention the fact that you could easily distinguish Counter-Strike from Modern Warfare based on the models in the past, but for whatever reason they've chosen to make the Counter-Terrorist models look more like MW models than CS models. I'm very happy with the Terrorist skin, but I much prefer the black and blue Counter-Terrorist models. I hope they'll fix this. There is no flashlight in this game, so the shading/shadows are also a concern. The previous flash light mechanic could be abused and ended up being banned in league play. The recoil issues have been greatly improved since the beta first started, but there were legitimate problems with gun balance. As a previous professional 1.6 player, I've appreciated the improvements I've witnessed thus far, and I'm sure they'll continue to improve the game in time.
Well when recoil doesnt have to be exactly like in 1.6 why do people complain about the recoil and not about the weapon balance. oh you have to see your teammate over distance through the fog, well friendly fire is a real thing, hence i said -> you have to be aware where your team ist --->> takes more mapawareness-, teamplay- and tacticskills, more skill is better yes ? there are places where i cant see shit, well lets complain about shadows and want them have to be removed, instead of just asking for a effect which will probably dont even take 1 hour to program into the source engine, if flashlight has lighting errors/exploits it has to be fixed not removed Low/High Res issue, seriously ....... it is a new game be able to commit to some change, i will not play this game because you have to play in high res or low res .... ----> wow, sound douchy to me and is not a real argument i will not play sc2 since it supports a higher resolution .... i will not play sc:bw since it has such a low resolution ....
Because the majority of players don't understand the actual issue. They just assume that they're not getting kills, so it must be the weapon. Yes, friendly fire is a real thing, mostly in competitive play. You're forgetting that this isn't specifically designed for only competitive play. There will be players using consoles, playing for fun, professionals, etc.
Once again, with the lighting, you're missing the point that not everyone has the same ability to adjust settings for user friendly use. Console gamers are much more limited, and there's still a plentiful amount of PC users who don't have top functioning PC's.
You obviously completely misunderstood my reason for bringing up resolution. The point is, all resolutions the game allows should be able to process and function the game in a coherent manner. That's not the case, which is why the player models are being complained about. Sorry you can't comprehend that, but maybe you should try and relax and re-read what's been said. |
| | "When the game is over, the King and the Pawn go back in the same box." |
|

|
| Tryndamere Canada. April 25 2012 02:44. Posts 116 | Profile Blog # |
| I played the beta for sometime after I got it recently. Overall, I just felt it was a watered down version of CS:S. Everything is just lower quality with the exception of the newly improvement map scenery. |
| | My right arm is much stronger than my left arm! |
|
|
| Maedi United States. April 25 2012 03:52. Posts 397 | Profile # |
Just got the beta a day ago or so. Looking for people to play some games with, add me on Steam. http://steamcommunity.com/id/Maedi And as far as my general thoughts on the beta so far, I'm happy with it. It's fun for what it is at the moment, and changes are coming in fairly quickly. As far as from what I see from Whisenhunt, development is moving in a good direction, and listening to important community feedback. |
| | twitch.tv/vzamaedi CS:GO livestream and general awesomeness. |
|
|
| djukger Germany. April 25 2012 05:45. Posts 64 | Profile # |
On April 25 2012 02:37 reptile wrote: Show nested quote +On April 25 2012 00:18 djukger wrote: On April 24 2012 23:49 reptile wrote: On April 24 2012 23:29 djukger wrote: I dont get the complaints about the recoil patterns, why do they have to be the same as in 1.6 ? Utter Bullshit, as long as you have a feel where the recoil is going (which cs:s didnt have as much) everything is fine. 1.6 pros complain that you cant differentiate the models? So Pros are saying we dont want to use teamwork (as in i know where all of my mates are) and get an advantage over lesser teams who might not have the same amount of team-awareness? Basicly making the game harder and making the better team win more frequently. Shadows to dark to see players in it, well guess what, flashlight. Basicly adds more depth to gameplay, sneaky hiding places which are known and you cant escape because you are back against the wall(and easily flashable). -> more controlled advances through the maps. Rushes have to be planned out who checks which dark corner hence giving more advantage to teams which train harder .....
The reason they're comparing recoil patterns to 1.6 is not only because of the feel, but the balance between weapons. There's far more to consider than dumbing it down to recoil consistency. The model differentiation is an issue. The new fog mechanic makes it unbearable to identify enemy/teammate models from x distances. You have to consider the resolution players will be using as well. In 1.6, low res was preferred, while higher res in source. This game is trying to pull both communities, so the game needs to be functional for all types of users. Not to mention the fact that you could easily distinguish Counter-Strike from Modern Warfare based on the models in the past, but for whatever reason they've chosen to make the Counter-Terrorist models look more like MW models than CS models. I'm very happy with the Terrorist skin, but I much prefer the black and blue Counter-Terrorist models. I hope they'll fix this. There is no flashlight in this game, so the shading/shadows are also a concern. The previous flash light mechanic could be abused and ended up being banned in league play. The recoil issues have been greatly improved since the beta first started, but there were legitimate problems with gun balance. As a previous professional 1.6 player, I've appreciated the improvements I've witnessed thus far, and I'm sure they'll continue to improve the game in time.
Well when recoil doesnt have to be exactly like in 1.6 why do people complain about the recoil and not about the weapon balance. oh you have to see your teammate over distance through the fog, well friendly fire is a real thing, hence i said -> you have to be aware where your team ist --->> takes more mapawareness-, teamplay- and tacticskills, more skill is better yes ? there are places where i cant see shit, well lets complain about shadows and want them have to be removed, instead of just asking for a effect which will probably dont even take 1 hour to program into the source engine, if flashlight has lighting errors/exploits it has to be fixed not removed Low/High Res issue, seriously ....... it is a new game be able to commit to some change, i will not play this game because you have to play in high res or low res .... ----> wow, sound douchy to me and is not a real argument i will not play sc2 since it supports a higher resolution .... i will not play sc:bw since it has such a low resolution ....
Because the majority of players don't understand the actual issue. They just assume that they're not getting kills, so it must be the weapon. Yes, friendly fire is a real thing, mostly in competitive play. You're forgetting that this isn't specifically designed for only competitive play. There will be players using consoles, playing for fun, professionals, etc. Once again, with the lighting, you're missing the point that not everyone has the same ability to adjust settings for user friendly use. Console gamers are much more limited, and there's still a plentiful amount of PC users who don't have top functioning PC's. You obviously completely misunderstood my reason for bringing up resolution. The point is, all resolutions the game allows should be able to process and function the game in a coherent manner. That's not the case, which is why the player models are being complained about. Sorry you can't comprehend that, but maybe you should try and relax and re-read what's been said.
1. So you agree on the recoil thing ? 2. Even when it is a pub game you can still have team-awareness, i guess your mates dont come from the enemy spawn? -> Consoles, fun blah? where is the point has nothing to do with the issue
3. Lighting, i dont say you have to be able to change lighting and especially you should not be able to fiddle in the configs with lighting. Source engine pretty much runs on quite old PC's and lighting does not necessarily have to use up much cpu/gpu power and i guess every Pro has a suffienct PC, as long it is reasonable with fps/no fps drops for consoles where is the problem.Console gaming and PC gaming will not be mixed so limited customisation is not a problem, everyone has the same options
4. Resolutions: so there will be "the best" resolution (hitboxes are on serverside anyway ...) -> so it is just on your end OMG i am 1.6 player i can only play in 640x480 in every shooter i will ever play in my life? -> times change you have to adjust and your arguement bringing up the resolutions was that 1.6 and CSS guys use different resolutions and CS:GO tries to pull both communities, i dindt see you saying anything about resizing problems with the models ....(maybe lost in my translation )
and when you want to say CS 1.6 players will be worse than CS:S players because of the resolution, then i guess SC:BW players are shitty in SC2 because of the resolution change..... (which is obviously not the case)
Last edit: 2012-04-25 05:46:26 |
|

|
| beg April 25 2012 06:29. Posts 671 | Profile # |
On April 25 2012 05:45 djukger wrote: Show nested quote +On April 25 2012 02:37 reptile wrote: On April 25 2012 00:18 djukger wrote: On April 24 2012 23:49 reptile wrote: On April 24 2012 23:29 djukger wrote: I dont get the complaints about the recoil patterns, why do they have to be the same as in 1.6 ? Utter Bullshit, as long as you have a feel where the recoil is going (which cs:s didnt have as much) everything is fine. 1.6 pros complain that you cant differentiate the models? So Pros are saying we dont want to use teamwork (as in i know where all of my mates are) and get an advantage over lesser teams who might not have the same amount of team-awareness? Basicly making the game harder and making the better team win more frequently. Shadows to dark to see players in it, well guess what, flashlight. Basicly adds more depth to gameplay, sneaky hiding places which are known and you cant escape because you are back against the wall(and easily flashable). -> more controlled advances through the maps. Rushes have to be planned out who checks which dark corner hence giving more advantage to teams which train harder .....
The reason they're comparing recoil patterns to 1.6 is not only because of the feel, but the balance between weapons. There's far more to consider than dumbing it down to recoil consistency. The model differentiation is an issue. The new fog mechanic makes it unbearable to identify enemy/teammate models from x distances. You have to consider the resolution players will be using as well. In 1.6, low res was preferred, while higher res in source. This game is trying to pull both communities, so the game needs to be functional for all types of users. Not to mention the fact that you could easily distinguish Counter-Strike from Modern Warfare based on the models in the past, but for whatever reason they've chosen to make the Counter-Terrorist models look more like MW models than CS models. I'm very happy with the Terrorist skin, but I much prefer the black and blue Counter-Terrorist models. I hope they'll fix this. There is no flashlight in this game, so the shading/shadows are also a concern. The previous flash light mechanic could be abused and ended up being banned in league play. The recoil issues have been greatly improved since the beta first started, but there were legitimate problems with gun balance. As a previous professional 1.6 player, I've appreciated the improvements I've witnessed thus far, and I'm sure they'll continue to improve the game in time.
Well when recoil doesnt have to be exactly like in 1.6 why do people complain about the recoil and not about the weapon balance. oh you have to see your teammate over distance through the fog, well friendly fire is a real thing, hence i said -> you have to be aware where your team ist --->> takes more mapawareness-, teamplay- and tacticskills, more skill is better yes ? there are places where i cant see shit, well lets complain about shadows and want them have to be removed, instead of just asking for a effect which will probably dont even take 1 hour to program into the source engine, if flashlight has lighting errors/exploits it has to be fixed not removed Low/High Res issue, seriously ....... it is a new game be able to commit to some change, i will not play this game because you have to play in high res or low res .... ----> wow, sound douchy to me and is not a real argument i will not play sc2 since it supports a higher resolution .... i will not play sc:bw since it has such a low resolution ....
Because the majority of players don't understand the actual issue. They just assume that they're not getting kills, so it must be the weapon. Yes, friendly fire is a real thing, mostly in competitive play. You're forgetting that this isn't specifically designed for only competitive play. There will be players using consoles, playing for fun, professionals, etc. Once again, with the lighting, you're missing the point that not everyone has the same ability to adjust settings for user friendly use. Console gamers are much more limited, and there's still a plentiful amount of PC users who don't have top functioning PC's. You obviously completely misunderstood my reason for bringing up resolution. The point is, all resolutions the game allows should be able to process and function the game in a coherent manner. That's not the case, which is why the player models are being complained about. Sorry you can't comprehend that, but maybe you should try and relax and re-read what's been said.
1. So you agree on the recoil thing ? 2. Even when it is a pub game you can still have team-awareness, i guess your mates dont come from the enemy spawn? -> Consoles, fun blah? where is the point has nothing to do with the issue 3. Lighting, i dont say you have to be able to change lighting and especially you should not be able to fiddle in the configs with lighting. Source engine pretty much runs on quite old PC's and lighting does not necessarily have to use up much cpu/gpu power and i guess every Pro has a suffienct PC, as long it is reasonable with fps/no fps drops for consoles where is the problem.Console gaming and PC gaming will not be mixed so limited customisation is not a problem, everyone has the same options 4. Resolutions: so there will be "the best" resolution (hitboxes are on serverside anyway ...) -> so it is just on your end OMG i am 1.6 player i can only play in 640x480 in every shooter i will ever play in my life? -> times change you have to adjust and your arguement bringing up the resolutions was that 1.6 and CSS guys use different resolutions and CS:GO tries to pull both communities, i dindt see you saying anything about resizing problems with the models ....(maybe lost in my translation  ) and when you want to say CS 1.6 players will be worse than CS:S players because of the resolution, then i guess SC:BW players are shitty in SC2 because of the resolution change..... (which is obviously not the case)
1. recoil just feels pretty boring compared to 1.6, in my opinion.
also, where's the downside of using 1.6 recoil? you make both the 1.6 and source community happy and thus have a real chance at uniting everyone.
i guess if recoil will stay similar to what it is right now, we'll soon have 3 equally big communities. sucks.
2. regarding the visibility issue... it just sucks to not be able to see opponents in some situations. this isn't working as intended right now. valve's plan was too add fog to make players MORE visible, but right now the opposite is the case. this will most likely be fixed. some people have created custom maps to showcase how to alter the fog and postprocessing to get a good image.
3. there's no lightning problems imho. havent seen a single example of this yet. nothing to complain here.
4. i dont know if there's issues with low resolution. reptile was talking about issues with visibility. so i think you misunderstood him. of course there's gonna be people who will play with low resolution due to bad PC, so there shouldnt be any disadvantages. but i bet these kind of problems are connected to fog and postprocessing. see answer 2. |
|

|
| beg April 25 2012 06:33. Posts 671 | Profile # |
recoil just feels really dumbed down right now. and i'm not even talking about the easy bursting since last update (which will be fixed).
there's generally much less recoil, which makes CS:GO more a game of strafing and spraying in a lot of situations. also recoil control never reaches the levels you needed in 1.6/CSS.
i just really hope they make up their mind and go back to 1.6, but i doubt it :| |
|
|
| Licmyobelisk Philippines. April 26 2012 19:51. Posts 3675 | Profile Blog # |
On April 25 2012 06:33 beg wrote: recoil just feels really dumbed down right now. and i'm not even talking about the easy bursting since last update (which will be fixed).
there's generally much less recoil, which makes CS:GO more a game of strafing and spraying in a lot of situations. also recoil control never reaches the levels you needed in 1.6/CSS.
i just really hope they make up their mind and go back to 1.6, but i doubt it :|
Agreed, everything shoots straight the first shot..  |
| | I don't think I've ever wished my opponent good luck prior to a game. When I play, I play to win. I hope every opponent I ever have is cursed with fucking terrible luck. I hope they're stuck playing underneath a stepladder with a black cat in attendance a |
|
|
| PiPoGevy Australia. April 26 2012 20:38. Posts 1562 | Profile Blog # | |
| | 'Only God Can Judge Me' and I dont care how many times Boxer loses, as long as he gives us entertaining games, boxer fighting! Help Support Warcraft 3!! http://www.teamliquid.net/forum/viewmessage.php?topic_id=317133 | |
|
|
| djukger Germany. April 26 2012 23:17. Posts 64 | Profile # |
On April 26 2012 19:51 Licmyobelisk wrote:Agreed, everything shoots straight the first shot.. 
well to be fair the first shot should not really spray, i mean .... aiming .. skill and so on ^^ Q3 - i aimed and i hit him CS - sometimes people just shoot in the general direction .... public, you know what i mean ^^ |
|
|
| Hoon Brazil. April 26 2012 23:40. Posts 828 | Profile # |
On April 26 2012 23:17 djukger wrote: Show nested quote +On April 26 2012 19:51 Licmyobelisk wrote:Agreed, everything shoots straight the first shot.. 
well to be fair the first shot should not really spray, i mean .... aiming .. skill and so on ^^ Q3 - i aimed and i hit him CS - sometimes people just shoot in the general direction .... public, you know what i mean ^^
Quake and CS are completely different games. CS is focused on 'realistic' weapons, meaning that most of them will have an automatic option, which brings up recoil. The reason why people can spray and kill in CS is because of this recoil. They aim at a general direction and just hold M1. In quake, it's all about item management, precision shooting and movement, so they don't have to worry about simulating recoil on every weapon. |
| | SEn Fanclub: http://www.teamliquid.net/forum/viewmessage.php?topic_id=170834 |
|
|
| Prev 1 2 3 4 5 6 7 8 9 10 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 100 200 232 233 234 235 236 237 238 239 240 241 242 Next |
|
|
|
|
|
|
| |
|
Sidebar Settings...

|