Jump to content

Search the Community

Showing results for tags 'counter strike: go'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Spawn Point
    • What's Up?
    • Left 4 Dead 2
    • Banned from any of our servers?
    • Other Games
    • Tech Reviews, Support and PC Builds
    • Buy, Sell, Trade, Free, Deals
    • Wonderland
  • Coalition Headquarters
    • GC Basics, News, How to Join
  • Clan Town
    • Public and Private Forums
    • Mmmm
    • [VI] Public Forum 216.180.225.122:27015
  • GC Archives
    • Future of GC
    • All the rest...
    • Server Central
    • Past / Idle Events
    • Evil Haunted Archives of GC Past
  • Memorials, etc....
    • Wayfarer Memorial
    • Bob Lee Memorial
    • 9/11 Tribute Forums

Product Groups

  • GC Membership
  • Donations
  • GC Membership - Monthly

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Steam Community Profile


Blizzard Battletag


Location


Interests

Found 1 result

  1. I've had the privilege of getting my hands on the new CS:GO beta and for those of you that might care, I decided to talk just a little about some of the changes to the game and what I do / do not like. Take in mind that this is not covering everything, just some things that stick out to me. I'll make a pros&cons list at the bottom if you just want to skip to that. To start off with, when I first began the beta I wasn't all too "awed" by the game, but the more hours I spend playing, the more I like it. Currently, the only game mode to play when using Quick Match is Arsenal - Demolition. "Arsenal Demolition is a fast paced mix of bomb planting and gun progression. There are no buy menus, you start with a rifle and if you get a kill that round – you get a progressively weaker weapon in the next round. After 5 rounds the sides switch and you do it again, for a total of 10 rounds. This mode is based on the Gun Game mod. The traditional version of Gun Game will appear later in CS:GO as Arsenal: Arms Race." Arsenal held my attention for a bit, but I wanted to do more so I signed up for ESEA premium membership to play some pick up games (PUGs). That is where the real fun has been. So far I've been able to play de_dust, de_dust2, de_nuke, de inferno, and de_train. While the maps are for the most part the same as in 1.6 or Source, there are some changes in level design. One big example I can think of is de_nuke where you can not go outside to get to lower B (the only way to get to B is through ramp or vents). Also, bombsite A now has 2 large silos for added cover and you can no longer run straight into vents (you have to crouch). In de_train, Bombsite A has been out of the tunnels and is pushed closer to T spawn. Other maps have like de_dust2 have more subtle changes, yet there are some new angles to learn and of course cosmetic changes. It's been fun playing through the levels and noticing all the small new changes, "Oh hey! That was never there before!". (left :de_nuke bombsite A; right: de_train bombsite A) Unlike 1.6 or Source, you currently can not select which character model you want to use. Once you join the server, you pick a team and a random model is set for you. It's not that big of a deal, but I always love playing model 3 on CT (SAS i think...). I will say that the Terrorist models are looking great right now, but I can't say the same for the Counter-Terrorist models. In my opinion, they seem abnormally large (wide). Yes I know they are wearing kit, but it just doesn't look right. Also while on the subject of models I want to talk about the weapons. When using the default settings, the weapon feels too large, bulky, and in my face.This is really noticable in the ak47. I'm used to the slimmer weapons of Source and so for an easy fix, I opened up console and typed in the following commands: viewmodel_offset_x 1 viewmodel_offset_y 2 viewmodel_offset_z -2 Now all weapons appear a little lower and more angled on my screen. (top images are of the default viewmodel, bottom are the values that I use) Aim is the new name of the game. Each weapon does have it's own specific spray pattern and there are plenty of YouTube videos to show you whats what, but one of the main features that I have noticed in this beta is that spraying is no longer a feasible option at long ranges and I have to think twice even before spraying at medium ranges. If you're close quarters, go ahead and hold that trigger, but be warned that even in close situations (~8 ft?) I've had enemy players unload a whole magazine and still miss all shots. Some players complain that there is no consistency with the new recoil patterns, and yes sometimes I do get frustrated from dying on what should have been a kill but I believe that I just need more practice. It's different to go from 1000+ hours of Source to only a few hours on this new build. There is a new "dynamic" cross-hair has been implemented into the game and at first, I didn't use it, but after playing with it for a few maps I started to realize that it is a great addition to the game. It lets you gauge how accurate your shot will be by increasing or decreasing its size based on your current weapon and movement speed.There is a very slight black border on the cross-hair that allows you to see it without a problem on brighter surfaces. In the end though, it's all about player preference. Another addition to shooting in CS:GO is the tracer bullets. This allows you to see where your shots are going how how much to compensate with your mouse when spraying, but at the same time these tracers can easily give away your position to the enemy. For all of you that hate bunnyhoppers, there is now Stamina. There is nothing in the GUI that tells you how much "stamina" you have, but you'll notice that after repeatedly jumping, you're jumps will get shallower and shallower until you can't jump at all. This takes about 8 jumps until you must rest. Also, for those of you that hate AWPers, if you move while aiming down the sites the cross-hair will sway and your vision will blurr. This is also true for the Scout. By now, most of you probably know that there are two new grenades: the Molotov (Incendiary) and Decoy. When thrown, the Molotov quickly blankets the ground with fire. 100% health will be depleted in 8 seconds if you stand within the fire. While it will instantly burst on the ground, you can bounce it off walls. This tool can be great for choke points, stopping rushes, and even making that annoying camper skedaddle. When considering your economy, keep in mind that the Molotov comes with an $850 price tag. The Decoy grenade on the other hand is fairly inexpensive at $200. When thrown, the shot sounds of your currently held weapon will emit from the location of the grenade. At the same time the enemy will see a red dot on the radar indicating that an "enemy player" is shooting at them. If used wisely, this grenade can play an important role. You can carry of max of 3 grenades though they must all be of a different type, meaning you can no longer carry 2 flash grenade. Pros Great graphics Changes in level design More emphasis on aim, less spray and pray New dynamic cross-hair Molotov "Fresh" new feeling HUD improvements Cons Large CT models Stamina (jumping) Bulky gun models End of round music in competitive mode (can be turned off) End of round screen darkening in competitive mode Too much fog (dust) That's all for now. I'll try to update the list as I continue to notice more things in-game.
×
×
  • Create New...