Valve Introduces All-New Accuracy Model for Counter-Strike:

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Re: Valve Introduces All-New Accuracy Model for Counter-Stri

Unread postby tryonthis » 16 Sep 11, 12:25 pm

EDIT: Just played 15 or so minutes. The update is ****.

1) It spams everyone who buys armor at buy-up. I don't care who is buying armour on my team!

2) Considerably less accuracy whilst running/moving. So much so that it's just ridiculous.
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Re: Valve Introduces All-New Accuracy Model for Counter-Stri

Unread postby Spectrauma » 16 Sep 11, 12:25 pm

Valve refuse to change the CS:S weapon handling for years. People complain.

Valve finally change the CS:S weapon handling. People complain.

Lesson to be learnt: Don't take feedback from whingers.
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Re: Valve Introduces All-New Accuracy Model for Counter-Stri

Unread postby Eagle_Eye » 16 Sep 11, 12:27 pm

Spectrauma wrote:Lesson to be learnt: Don't take feedback from people who arent willing to learn how the game actually plays.


Fixed :P
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Re: Valve Introduces All-New Accuracy Model for Counter-Stri

Unread postby diamondd » 16 Sep 11, 12:27 pm

Spectrauma wrote:Valve refuse to change the CS:S weapon handling for years. People complain.

Valve finally change the CS:S weapon handling. People complain.

Lesson to be learnt: Don't take feedback from whingers.

lol, maybe it would have payed off for them if they changed it the way people actually wanted.
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Re: Valve Introduces All-New Accuracy Model for Counter-Stri

Unread postby Edward » 16 Sep 11, 12:45 pm

Seems silly to change the whole way weapons work in a game like CSS.

I like Red Orchestra. But CSS is fun for quick games, run around shooting people. It's never been realistic but its fun. And I can't see why they would want to make it in to another CoD or BF?

It's CS...

As for everyone used to complain how the weapons handled I believe most wanted it to stay how it was in the original. And pretty much that's the thing, people want CS gameplay with new graphics that's all they ever wanted not a new game.
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Re: Valve Introduces All-New Accuracy Model for Counter-Stri

Unread postby Auld » 16 Sep 11, 12:49 pm

hmm I clearly misread/skimmed this article

I thought these were the changes being made from CSS to GO.....so yeah slightly retarded on a friday afternoon.

In the case of patching CSS like this after so many years, a big WTF.
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Re: Valve Introduces All-New Accuracy Model for Counter-Stri

Unread postby akira675 » 16 Sep 11, 1:04 pm

When dynamic crosshair is disabled, the crosshair is now completely static.

Finally.
I hope they fixed the issue where changing any option in the menu destroys all your crosshair settings.
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Re: Valve Introduces All-New Accuracy Model for Counter-Stri

Unread postby Lumen Melano » 16 Sep 11, 1:06 pm

I do agree that it is silly to be making drastic changes to a game that has had it from the get go. But I never got the arcade/realistic slant of CSS, run and gun but with realistic damage (ie: each bullet does a great deal of damage).
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Re: Valve Introduces All-New Accuracy Model for Counter-Stri

Unread postby nafem » 16 Sep 11, 1:07 pm

game is old, new update, you regulars should be embracing the new changes, its giving you a new learning curve.

people always jump on the hate bandwagon with valve changes, hell.. we coped so many BIGGER changes in TFC > TF 1.5 > TF2, yet tf2 is a bigger game then TFC etc ever was now. we got teleporters in tfc and we were all like WTF, game ruined, yet tf2 teleporter is very good. they test on the current model to implement perfectly into the next new game.

Embrace or be left behind! (or play something else)

all i can see is valve are changing the game, bringing the new one out, you will have more people play the new game, more clans, more wars, bigger community, new pros.
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Re: Valve Introduces All-New Accuracy Model for Counter-Stri

Unread postby Eagle_Eye » 16 Sep 11, 1:26 pm

Unfortunately that's not how the orgs work, they see a game that is forever being changed and view it as 'unstable' so don't want to invest and support it in the leagues.

There is a reason 1.6 is still one of the most competitively played games.

I'm just worried about comps dropping it entirely.
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Re: Valve Introduces All-New Accuracy Model for Counter-Stri

Unread postby Nekosan » 16 Sep 11, 3:08 pm

tryonthis wrote:
Nekosan wrote:Denying that weapon damage/usage in cs (even in 1.6) is antiquated and stupidly done is is just sticking your head in the sand, sniping in cs is pants on head retarded and so is the way guns recoil (and it always has been). Any change has to be a good change IMO, not that I'll even bother reinstalling the game over something like this.


The sheer fact that you don't have it installed suggests you're not a fan of series, in which your disapproval stems from (just an assumption). For the most part, I'm reasonably satisfied with the recoil of all the weapons (perhaps I've just grown accustomed to it?) and their damage. It's far superior (IMO) than blankly "aiming" at targets in MW2 or COD:BO's.

I started playing CS with the first public beta and continued to play it multiple times a week on a Lan for years, I've played hundreds (if not thousands) of hours of CS and CSS over the years, I simply didn't reinstall it last time I formatted the drive my games are on.

The aiming system works (like all the early ones) on the retarded principle that the first shot or two go where you want them to go and anything after that is randomly generated dependent on how long you've held the trigger unless you allow it time to "reset". The way they generate their recoil is a hangover from the days when designers and modders didn't have access to guns and just had no idea what they were doing, it's stupid.

Now days most games trying to simulate reality even mildly have guns with consistent recoil directions (because that's how a gun works) that don't involve the total stupidity that CS still does.
akira675 wrote:
Nekosan wrote:Shotgun range decreased? hahahaha ****, sometimes i wonder if a lot of these game developers even understand the original concept behind a shotgun. The shotties in cs already had a range of about 10ft, why didn't they just give them bayonets while they were at it.


I dunno about that.. I've shotgun sniped plenty of people, the distance of the entire long hallway entrance to T spawn on Office.. I'd say theres something wrong there.
Sure you can "shotgun snipe" but i don't call hitting someone with 1 pellet for 8 damage a shot particularly (nor is it skillful in any way) useful, you might get a kill now and then but anyone actually looking at you and not brain damaged is going to kill you. Do you think it takes a hunter 7 shots to drop a buck in the forest? Every developer seems to deem it necessary to "balance" shotguns by making them about as effective as throwing sand if you're on the other side of a large room.



"It's always been like that" and "I'm used to it, you should be too" aren't excuses for terrible game design, everyone i've ever talked to who has taken a decent amount of time off from CS and then started playing again has said "wtf is this ****?" the first time they fire a weapon, compared to modern shooters it's just bad and there's no denying it.
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Re: Valve Introduces All-New Accuracy Model for Counter-Stri

Unread postby DeathMist » 16 Sep 11, 3:14 pm

Who cares. Change is good.

This pretty much comes down to "Adapt or die"

If you are going to have a **** fit about a bunch of changes don't play. Simple
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Re: Valve Introduces All-New Accuracy Model for Counter-Stri

Unread postby Eagle_Eye » 16 Sep 11, 3:21 pm

DeathMist wrote:Who cares. Change is good.

This pretty much comes down to "Adapt or die"

If you are going to have a **** fit about a bunch of changes don't play. Simple

lol... sorry... just lol...
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Re: Valve Introduces All-New Accuracy Model for Counter-Stri

Unread postby Toasty Fresh » 16 Sep 11, 4:36 pm

Yeah I really do think that out of any FPS fanbase the CS players are the most unstable. If Valve make one tiny little change that barely affects gameplay suddenly they're radically altering the core fundamentals of the game and making it cater to idiots.

Seriously guys. Valve aren't idiots and they know what they're doing.
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Re: Valve Introduces All-New Accuracy Model for Counter-Stri

Unread postby akira675 » 16 Sep 11, 5:00 pm

Nekosan wrote:Sure you can "shotgun snipe" but i don't call hitting someone with 1 pellet for 8 damage a shot particularly (nor is it skillful in any way) useful, you might get a kill now and then but anyone actually looking at you and not brain damaged is going to kill you. Do you think it takes a hunter 7 shots to drop a buck in the forest? Every developer seems to deem it necessary to "balance" shotguns by making them about as effective as throwing sand if you're on the other side of a large room.


I'm not talking 8 damage, I'm talking 120 damage headshots from the length of that corridor, I do it to awpers camping the corners all the time.
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